An accessory for the 2nd edition Advanced Dungeons ...

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By the members of the ADND-L mailing list and the internet community. An accessory for the 2nd edition Advanced Dungeons & Dragons Fantasy Roleplaying game.

Transcript of An accessory for the 2nd edition Advanced Dungeons ...

By the members of the ADND-L mailing listand the internet community.

An accessory for the 2nd editionAdvanced Dungeons & Dragons

Fantasy Roleplaying game.

Special Thanks

The Arcanium wish to offer thanks to the Kargatane, the editing staff of the Book of Souls Ravenloftnetbook, not only for paving the way for Unearthed Arcania, but also for their consultation on theadministration of this netbook. The benefits of their experience helped us to avoid some of the obstacleswe might otherwise have stumbled over.

Thanks are also offered to the numerous, willing contributors, without whose articles this netbookcouldn’t have been built, and to all the members of the Advanced Dungeons & Dragons Mailing List(ADND-L) for their interest in and support of this project. Their input helped shape Unearthed Arcaniainto what you see before you.

Lastly, thanks go out to TSR and Wizards of the Coast for allowing us enthusiasts to contribute ourown creations to the AD&D game.

Credits

Editing staff "The Arcanium": Robert Barton, Bil Boozer, Brenton Miller, Christian Nielson, andArthur "The Turk" Reynolds

Contributors: Calvin Armerding, Erik Arneson, Robert Barton, Brad Bemis, Bil Boozer, Timothy S.Brannan, Dylan Brooks, Mark J. Carrasco, Jens-Peter Engelund, Robert Fedorchuk, Ed S. Filho,Benjamin Franz, John Grigsby, Shaun Hately, Steven Hume, David Kilpatrick, Chris Knudson, JustinLaLiberty, Zachary Ludescher, Bryan E. Manahan, Steven A. Maske, Luis Mejia, Brenton Miller,Christian Nielson, Luke Pagarani, Arthur Reynolds, Peter J. Ross II, Dave Rouse, Howard Shaw, C. R.Simmons, Evan Steiner, Owen Stephens, Chad Thornton, Thomas Wagner, Leah Watts

On The InternetUnearthed Arcania web site: http://the-desk.com/arcaniaContact the Arcanium: [email protected]

First Published: August 1, 1998

Legal Notice:The articles contained within this book are protected under the copyright laws of the United States ofAmerica and under international treaties. Advanced Dungeons & Dragons (AD&D) as well as manyterms used throughout this book are trademarks or copyrights of TSR, Inc. and Wizards of the Coast,

and are used here without express permission. Such use is not intended to challenge the trademarks orcopyrights of the aforementioned organizations. Neither TSR nor Wizards of the Coast share any

affiliation with this book, nor are they in any way responsible for the contents presented herein. Thisbook may be reproduced for personal use, but may not be used to generate revenue. The articles

presented herein are copyrighted and owned by the individual authors, and any use of this materialother than for private, personal application must be cleared with the author owning the article(s).

REVEALING NEW ARCANAForeword by E. Gary Gygax

It was with considerable reluctance that I wentto the Unearthed Arcania site at the request ofBrenton Miller. Simply put, Brent contacted meabout doing a foreword for the new netbook beingreadied. While there were many reasons for myhesitation, and a large one was my havingsomething less than enthusiasm for yet anothercreative demand, my principle concern was withthe nature of the site. Of course, once I got there, Idiscovered to my great delight there was no needfor trepidation. Indeed, had my concern beenfounded, you would not be reading this.Thankfully, this is not a place to endlessly worrywhat I wrote or debate some minutia found in theUNEARTHED ARCANA supplement. It is aplace for you, the creative and thoughtful gameparticipant, to add your own arcana to the libraryof lore for the AD&D game.

That such contributions are necessary seemsevident. When it was I who directed the shape ofthe game, there was a continual search forimprovement, so that rules would be better,options expanded, and so forth. Second edition,regardless of my opinion of motives or value,continued the changing nature of the game.Wizards of the Coast has stated that a third editionof AD&D is now underway, so the policy ofmaintaining the AD&D game as non-static andchanging continues. Chess is a game played on aboard with clearly defined limits, known pieces,and thus rules can be graven in stone. RPGshave no boundaries save the extent of theimagination of the participants, are directed bygame masters, and so they can never haveabsolutes.

Some ideas are better than others. When Iwished to air a new idea I had for the AD&Dgame, I had the luxury of publishing it inDRAGON Magazine. Reader input then helpedme to assess what was proposed and make suchchanges as were necessary. That was done withthe intent of inserting the new material into thegame. Thus UNEARTHED ARCANA waspublished.

Here you have the forum for presenting yourown ideas as to how the fantasy role-playinggame in general can be made better in some way.I believe that be the matter a small thing or large,such opportunity, and the realization throughpublication here, is a tremendous benefit for all

concerned. I urge all participants to takeadvantage of the opportunity presented in allways. Share your creative thinking, read andutilize such material offered as suits your gameenvironment, and tell other enthusiasts about thisnetbook. Imagine a readership numbered in thetens or even hundreds of thousands! Quitepossible, don’t you think?

In any event, I can’t resist contributing acouple of things to the forum. One brief one ismy own, the other drawn from a recent email,and far more thought provoking than my ownsmall matter…

Demihumans vs. Giants: Dwarves get a +4 indefense when being attacked by giants, ogres,and other hulking members of the Giant Class.Gnomes and halflings should have received thissame benefit, and it was purely a matter ofoverlooking this omission on my part that theydidn’t. Why did I blow it? Because at the time, Iwasn’t playing either race of character, and noother gamer gave me a kick to call my attention tothe fact that both were small and likely as hard tostrike as any dwarf. Gnomes and halflings don’tget the bonuses to fight, but they surely deservethem in defense.

Next, I submit for consideration the thoughtfulanalysis of an astute enthusiast. I take the libertyof so doing because I found the suggestionscompelling, and as they were directed to me, Ifeel free to share them here, giving readers thebenefit of knowing the author’s name, JaredMilne. Here is the substance of what Jared had tooffer in regards to demihumans in the AD&Dgame, UNEARTHED ARCANA presentation, thatconsider the underlying assumption that humanspredominate and so must be assumed to havegreater potential for development than do thedemihuman races:

Demihuman Level Limits: Here are threepossible solutions that should not throw thingstotally out of whack. Note that Unlimited (U)scope is rearranged in places. I was a littlepuzzled by each demihuman race getting Us asthieves, while in some cases not getting them inclasses that would fit them better, i.e., GnomeIllusionists, Dwarf Fighters, and Elf/Half-elf

rangers. Halflings could keep U as thieves,because I thought it fit them well (that’s whatcomes of reading The Hobbit, I guess). Thecurrent limits for those classes would go into thethief column.

1) Rearrange as above, but also switch gnome andhalf-elf assassin and fighter limits. All else stands.I can’t really see gnomes following an assassinclass, as most of them are NG or LG in alignment.But then this doesn’t take PCs into account. Whatis your opinion on this?

2) Instead of giving Us to the requisite race/classcombinations, why not keep them at 15, but theycan progress no further. As for the other limits,take 2nd Edition stuff and tone it down by 2, 3, or4 times. Here is what such things would looklike:

Dwarf: F 15, C 6, T 7, A 5Elf: C 7, F 8, M-U 15, R 10, T 6, Cav 13,

A 9Gnome: F 8, I 15, T 8, C 7, A 6Half-elf: B 12, C 15, F 9, M-U 7, D 8, T 6, R

9, A 6Halfling: F 6, C 6, T 15, D 8

Under no circumstances can a demihumanadvance beyond 15th level. They can, however,progress beyond if single-classed and possessscores of 16 or more in their prime requisite: 16,+1; 17, +2; 18, +3. % scores for fighters’ strengthallow another +1 at 18/50, +2 at 18/76, and +3 at18/00. Note that if you do use this, the race andsex limits still apply, so a gnome fighter could notwork beyond 12th level.

3) Allow demihuman fighters to obtain XPbeyond their maximum level, but NO additionalHP or saving throws. They can only progress inTHACO, and then only to 6, which is 2 worsethan a human can attain. Humans, of course, cancontinue without restriction in any class of theirchoosing.

There you have it. Of course I am enthusedabout this netbook, for I believe in all that itstands for. That I to this day continue to engagein this sort of creative discourse and rule creationseems indicative of the nature of the RPG gameform and its participants. Both are imaginative;each requires stimulation. Here you have thevehicle to serve those needs.

Gary GygaxMarch, 1998

TABLE OF CONTENTS

BOOK I____________________________________ 7

PLACES OF INTEREST_________________________ 7Nations_________________________________ 7

Naves_________________________________ 7Establishments__________________________ 11

Angry Thom’s Trading Post_______________ 11The Pitt ______________________________ 13

Sites __________________________________ 16The Hall of Ancient Dreaming______________ 16

BOOK II__________________________________ 18

DENIZENS & POWERS_______________________ 18Races__________________________________ 18

Felinians_____________________________ 18Classes________________________________ 23

The Iron Knight, Warrior Class_____________ 23Jannisary, Warrior Class__________________ 24Stalker, Warrior Class____________________ 25Shifter, Unique Class____________________ 29

Kits___________________________________ 33Hedge Wizard, Wizard Kit_________________ 33Philosopher, Priest Kit___________________ 35The Sun Priest, Priest Kit _________________ 37

Characters _____________________________ 42Berk_________________________________ 42Bordell ______________________________ 42Ginny _______________________________ 43Kestus Armiger ________________________ 44Sven Lindholm, “Orc Render”______________ 48Thomas “Angry Thom” Agantir ____________ 49

Monsters_______________________________ 51Arachnid, Tick_________________________ 51Beholder, Jarvel (Abomination)____________ 53Deep Worm ___________________________ 54Donlor_______________________________ 55Dragon-Kin, Itarasaur____________________ 56Dragon-Kin, Itarasaur (Dentrasit) ___________ 57Dragon-Kin, Itarasaur (Imquasit) ___________ 58Dragon-Kin, Itarasaur (Retilasit)____________ 59Dragon-Kin, Itarasaur (Subasit) ____________ 59Dragon-Kin, Itarasaur (Tulmasit) ___________ 60Fimmir_______________________________ 61Hades Hounds _________________________ 62Lich, Mordulant________________________ 62Purple Bwarn__________________________ 64Skeleton, Mordite ______________________ 65Skrullgarn____________________________ 67Uthbor_______________________________ 68Zeet_________________________________ 70

Legends & Lore_________________________ 72Tybboch (intermediate power) _____________ 72

BOOK III_________________________________ 74

GAME MECHANICS _________________________ 74Variant Rules Systems ____________________ 74

Close-Quarter Cooperative Melee Style _______74Fighting Together_______________________75Critical Hit System ______________________77Easy Combat Calculation__________________79Adding Kinetic Energy to the Falling DamageEquation______________________________82Making Sense of the Hit Point System________83Poisons_______________________________86Psionics ______________________________87Traditions of Magic (A different specialist) ____96Alternative Rules for Casting Wizard Spells____98The Magic Roll _________________________99Working the Magic _____________________100

Arms & Equipment ______________________105Medicinary Products____________________105Ribbon Daggers________________________106

Magic Items ____________________________107Cursed Ring of Damage Absorption_________107Eyeglasses of Diplomacy_________________107John Paul (intelligent sword)______________108Long Bow of Arrow Return________________109Long Sword of Half Damage_______________110One-handed Bastard Sword of Purelight______110Ring of Para-elemental Command __________111Staff of Spell Storing____________________112Staff of Splinters_______________________113Sword of Lightning_____________________114Verloc’s Destructive Spheres______________114

Wizard Spells___________________________116Cantrips _____________________________116

Shut up! ___________________________116First-Level Spells ______________________116

Caitlin's Countermeasures______________116Frost's Bite _________________________116Instant Bandage______________________117Kyrell's Cold of the Grave ______________117Kyrell's Ice Blaze_____________________117Soril's Sort _________________________117Tinkerbell__________________________118Uazzigaaeld's Cool Breeze______________118Zyman's Zalambdodont________________118

Second-Level Spells ____________________119Air Fist ____________________________119Allisande's Accurate Arrow _____________119Allisande's Explosive Attack____________119Beatrold's Beholding Bolt______________119Caitlin's Constant Crossbow____________120Pentarion's Bending Bolt I______________120Splinter____________________________120Uazzigaaeld's Cold Wind_______________121Zyman's Zealous Arrows _______________121

Third Level Spells______________________121Caitlin's Cataclysmic Cannon ___________121Dustfire____________________________122Kyrell's Icy Touch____________________122Talice's Electrical Discharge_____________122Uazzigaaeld's Frigid Gale_______________123Winter's Chill _______________________123

Fourth Level Spells ____________________ 123Caitlin's Caustic Counterattack _________ 123Dandurnal's Icespears_________________ 123Falderal's Fiery Spear_________________ 124Mistranteir's Missile Multiplication _____ 124Protection from Ice___________________ 124Zyman's Zero Zenith__________________ 125

Fifth Level Spells______________________ 125Heat Pattern________________________ 125Icicles to Daggers____________________ 125Lance of Destruction _________________ 126Life Drain__________________________ 127Pentarion's Metamagic Missile__________ 127Summon Icy Wrath___________________ 127Zyman's Zone of Archery ______________ 128

Sixth Level Spells _____________________ 128Icy Sentinel________________________ 128Summon Force Creature_______________ 129Uazzigaaeld's Frigid Snowstorm_________ 129

Seventh Level Spells____________________129Uazzigaaeld's Deadly Cold______________129

BOOK IV_________________________________131

ADVENTURES _____________________________131The Mid-Summer Winter Festival ___________131

BOOK V__________________________________137

GAMING AIDS_____________________________137Hand to Height Melee Weapon Requirements__137Guidelines for Awarding Experience Points___137Working With Miniatures _________________141The Great Equipment List_________________145

APPENDIX________________________________162

Advanced Dungeons & Dragons Product List _162

BOOK I: PLACES OF INTEREST

7

BOOK I

PLACES OF INTEREST

NATIONS

NAVESby Benjamin Franz <[email protected]>

Name of Location: Caliphate of NavesArea: 150 x 80 milesPopulation: 25,000,000Cities (with population): Umal'Laba:

13,500,000; Rafiah: 1,500,000; Medjama: 2,800,000;Nesra: 3,200,000; Ulrathbadjma: 3,700,000

Languages Spoken: High elven, dwarven,common, Erabin, Khazadjma (pidgin dialectmixing dwarven with Erabin, used by metalsmiths). Translators of other languages are oftenavailable for hire in the cities of Medjama,Ulrathbadjma, and Nesra.

Coinage: Ob (1 copper); Obi (10 Ob); Oba (10Obi); Kop (10 Oba); Kopta (10 Kop)

Government Type: Caliphate, a highlybureaucratic system ruled by the Caliph, ahereditary ruler. Beneath the Caliph are fiveviziers (Foreign Policy, Military, Currency &Trade, Science/Magic, and Religion), each ofwhich is served by two scribes. The 10 scribes areresponsible for the recording and dissemination ofall decrees of the Caliph and the viziers. Each cityis served by two pols, who are responsible fortaking the information from the scribes andannouncing it through the city. Pols are alsoresponsible for municipal administrative dutiessuch as tax collection and census taking. Finally,the judiciary consists of 101 attabis, elders selectedfrom their communities. Should a case comebefore an attabi court, the severity of the case willdetermine the number of attabis who will passjudgment in the dispute. For instance, a commondispute between citizens is adjudicated by threeattabis, a dispute involving jurisprudence by 13attabis, a dispute with a government agency orofficial by 39 attabis, a dispute with a vizier by 71attabis, and a dispute with the Caliph isadjudicated by all 101 attabis.

Major Religions: Idjm (monotheistic worshipof the god, Idjma, a Lawful Neutral deity). Other

religions are tolerated, although no churches ortemples other than those dedicated to Idjma areallowed in the country. Navesi believe that thosewho worship other deities are actually worshipingIdjma, as he is the essence of all that is divine.

Industries: Fishing, trade (import: coal, gems,and other precious minerals; export: animals, oil,spices, etc.), shepherding animals, warehousesupplies, agriculture (some wheat, spelt, oats, andpotatoes).

Calendar: Unlike many countries, the citizensof Naves use a lunar calendar to mark the passageof time. There are twelve months in a Navesiyear, and each month begins with the New Moon.Thus, a year in Naves is usually shorter than ayear in areas which adhere to a solar calendar.The names of the twelve months in the order theyoccur each year are: Istan, Radanna, RadannaVerr, Ewendin, Ewendin Ver, Sallar, Ost-Sallar,Sallar Ver, Agraran, Urmiya, Pullerin, andDebistan. Throughout the year, commerce is onlyconducted in Naves during the day, which lastsfrom sunrise to sunset; however, during themonth of Agraran, no business is conductedduring the day, and all Navesi fast during theday, waiting until sundown to break their fasts.Navesi who wish to do so may conduct business atnight during Agraran, and many do.

Description: Naves is situated on thesouthern coastline of a large desert. The bordersare defined by a wide mountain range 80 milesinto the desert, but generally no one lives beyondthe southern coastline. The weather in Navestends to be very warm and dry. During thesummer months, it becomes unbearably hot; inthe winter, it rains occasionally. Originating inthe mountains, a few waterways snake their waythough the sands until they reach the open sea.These freshwater rivers provide the water forpublic fountains, basins, bathhouses, etc.

The people of Naves tend to be rather similarin physical appearance. They are of averageheight (5'7" - 5'11") and dark complexion. Theirgeneral hair color is dark brown or black, andtheir usual eye color is hazel or brown. As theNavesi are deeply religious people who are wellsteeped in the ways of the Prophet (Messalam),

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they dress very modestly. Women cover theirhair but not their faces; men tend to cover onlytheir torsos and groins, and they wear small hatsinstead of the full-length kafias (headdresses)favored by the women. The Navesi tolerateoutsiders (infidels) such as dwarves, elves, andanyone else who is different from them, providedthe infidels adhere to the guidelines establishedby the Prophet (see below).

As a people, the Navesi have three primaryinterests: Business, Religious Art, andKnowledge. These three interests have definedtheir culture almost explicitly. From the largevolume of trade, to the great works found inUmal'laba, to the many Universities they haveerected, the Navesi desire to be the best in theirthree principle areas of interest. Thus, they haveearned a reputation as a very competitive people.Because they do tend to succeed in theirendeavors, they are very proud of their abilities.Visitors to Naves should refrain from makingnegative comments regarding Navesiachievements, as the Navesi are not renowned forbeing kind to strangers who have insulted them.

Settlements: There are five major cities inNaves, all stretched along the coastline. Otherthan these, there are no significant settlements, asthe dangers of the desert discourage the existenceof small settlements and villages.

Umal’Laba is the capital of the country andthe location of the throne of the Caliph. Inaddition to being the bureaucratic center of thecountry, Umal’Laba is also home to threerenowned cultural artifacts: the Antar, a greatcolossus; the Massur of Maki, a prestigiousuniversity; and the Mulla’lah’wiba, an ancienttemple of Idjma. No infidels are allowed withinUmal’Laba, and any discovered there areimprisoned and subsequently put to death forviolating the will of the Prophet. The capital’smilitia is lead by an 11th-level jannisary (see theClasses section of Book 2: Denizens & Powers).

Rafiah, located 25 miles east of Umal’Laba, isrenowned primarily as the home of the MedicalCollege of Naves. The college, a complex ofdozens of marble-constructed buildings andgardens, occupies a low plateau at the north endof the city. The remainder of the city engages intrade, primarily in goods related to medicine andfood. Tourism is also a high-income business forresidents of Rafiah, as the city is the closest mostoutsiders can get to Umal’Laba. The city militia isheaded by a 7th-level jannisary.

Medjama, located 35 miles east of Rafiah, is acommercial port exporting and importing majorstock and warehouse items such as food, coal, oil,and weapons. Much of the city is occupied bylarge warehouses, as Medjama serves as theprimary trading post between Naves and othercountries. Most any product, Navesi or foreign-made, can be found in Medjama, although someitems will be more difficult to find than others.There is an adventurers’ guildhouse in this city.Its militia is headed by an 8th-level jannisary.

Ulrathbadjma, located 40 miles west ofUmal’Laba, is often called the “City ofKnowledge” because of the large number ofcolleges and universities within its borders. Infact, all such institutions other than the Massur ofMaki are located here, and young Navesi who areunable to get into the capital’s university spend atleast some of their early adult years inUlrathbadjma, where they pursue highereducation in a variety of fields and trades. Manyscientists, wizards, and inventors can be foundthroughout the city, and Ulrathbadjma boasts thelargest number of infidel residents of any of thecities of Naves. Although it is unusual,particularly learned infidels are occasionallyallowed to serve as instructors, particularly inlanguage and foreign history courses.Ulrathbadjma’s militia is headed by a 9th-leveljannisary.

Nesra is located approximately 35 miles westof Ulrathbadjma. While the other four cities ofNaves are remarkably clean despite theirproximity to the dusty desert, Nesra appears to bedirty, its stone walls and wooden structuresragged and wind-blown. A small thieves’ guildis rumored to exist in the city, although the localjannisaries have been unable to identify any of itsmembers. Land-based commerce from countriesto the west passes first through Nesra, and the cityconsequently appears a little more disorganizedthan the other cities of the caliphate. The citymilitia is headed by a 5th-level jannisary who wasappointed following the recent assassination of theprevious leader.

Notable Sites: Other than the citiesthemselves, there are three major structures ofrenown in Naves. All three of these are located inthe capital city, Umal'Laba.

(1) The Antar (colossus). Legend has it that atone time a mighty giant strode from the stormclouds and defended Naves from an invadingfleet. To commemorate the event, this statue wasconstructed over 200 years ago by the Navesi

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stonemasons’ guild. Many believe that ifUmal’Laba is ever threatened with invasion, theAntar will come to life to protect the city.

(2) The Mulla’lah’wiba (“House of the SweetSinger”). This ancient temple was the first to bededicated to the worship of the all-merciful Idjma.Centuries old, the building is rumored to havebeen built by dwarven and elven jewelers andmetalsmiths who spent over a decade detailingthe uniquely designed building. This rumor isnot often repeated in Umal’Laba, however, as thegovernment has decreed that no non-humanswere ever allowed within Umal’Laba.

(3) The Massur of Maki (state university). TheMassur of Maki is the oldest and most prestigiousuniversity in Naves. Studies on all subjects,current as well as antiquated, take place here. Toenter the university as a student, an applicantmust be a native of Naves and must gain therecommendation of the Caliph. Graduates of theuniversity are the pool from which primegovernment positions are filled, and thus citizensfrom throughout the country are eager to beaccepted into the institution, although few of themactually are accepted. The university consists ofthree large, connected buildings, the yardsbetween them filled with gardens, statues, andfountains dedicated to former caliphs, viziers, andother well-respected leaders of the past.

History: Naves was founded 500 years agowhen Messalam, the Prophet, led a handful of hisfollowers across the northern mountains into thedesert now known as Naves. The group wasfleeing persecution by a malevolent tyrant in aland Navesi now refer to as HaArzbilwahHararam (“the land beyond themountains”). Apparently, this despot-rulednation no longer exists, as now the barren landsnorth of the mountains are inhabited primarily bygnolls and kobolds, although some unusual ruinsdo hint of a previous civilization in the area.

Messalam led his followers along one of thefreshwater rivers that cuts through the desert to itsdelta at the southern coast. There they establishedthe first settlement of Naves in the location later tobecome Umal’Laba. Messalam appointed Umal toserve as the first Caliph of Naves, and through thefollowing five centuries, Umal’s descendants havecontinued to serve and preserve the caliphate.

Understanding that resources were scarce inthe desert, Umal urged his people to initiatecommerce with neighboring countries,particularly those in the lands to the west. Theother cities were formed soon after Umal’Laba,

each established where one of the larger flows ofthe desert’s unusual river fell into the ocean.

Despite this focus on trade with outsiders (orperhaps because of it), Messalam was wary ofoutsiders, and, under the guidance of Idjma, heinstituted guidelines for outsiders seeking to livein or trade with Naves. These guidelines are:

(1) Any outsider who enters the capital,Umal’Laba, must first earnestly convert to Idjm orbe put to death.

(2) Infidels in Naves must abide by thetraditions of their host. (For example, there is nodrinking of wine in public places, and eatingmeat from any animal that was declared impureby the Prophet is prohibited.)

(3) Outsiders shall make no advance on anycitizen of the Caliphate. Marriage between acitizen of Naves and an outsider is forbidden.

The Caliphate of Naves is a strong,self-sufficient kingdom. As it continues to grow,new ways of living in the desert are beinginnovated. Soon, the Navesi hope to build theirfirst land-locked city.

Important Figures: In Naves, no one is moreimportant than the current Caliph Harun Al-SaudiAt-Attabi Umal. He is the youngest Caliph to date,having recently ascended to the throne at the ageof 30. He is a wise and peaceful man who onlywishes peace and prosperity for the Navesi and allthe infidels they trade with. He is an avid loverof the arts and his attention has contributed to thesuccessful careers of many muezzinim. TheCaliph has been trying to reach out to the worldbeyond AL-Mamya, sending emissaries to allforeign nations they can find. As the walls ofsolitude fall down, the Navesi remain in fullsupport of the Caliph, for he walks in the way ofthe Prophet.

Malik ibn janah Al-Wiba-Idjma’i is the highestranking priest and leader of the church of Idjm,the 15th priest to serve in this position. It isreputed that Idjma blesses his most faithfulservant with longevity beyond ordinary humans.Malik has served as high priest for the past 35years, and though he looks barely over 40, he is72 years old. A compassionate man, Malik is wellknown for his concern for the welfare of Naves’schildren, and he has been known to visit schoolswithin Umal’Laba to encourage the young peopleof the nation. Malik also tends a large greenhousefilled with exotic plants; it is here that he usuallyreceives visitors to his home in southwesternUmal’Laba. Malik is a fervent supporter of

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Harun’s Caliphate, and he keeps a wary eye onHarun’s uncle, Jamal.

Jamal Al-Saudi At-Attabi Umal is the first Pol ofUmal’Laba and the uncle of the current Caliph.Jamal had his eyes set on the throne until hisolder brother produced a son; thereafter, therewas a great rift between the two brothers, andsome quietly speculate that Jamal might havecontributed to his brother’s death. Jamal is 60years old, a strong, unusually tall man with asneer of dissatisfaction always present on his face.His eyes are penetratingly black. He knows thatHarun recognizes the threat he presents, so he iswary of the Caliph, but it is sure that his angerstill seethes within him, and he is likely to makeanother attempt to take the throne for his own.

Flora and Fauna: The animal life in Navestends to be domestic herd animals such as camels,sheep, and cattle. The plant life in the cities isscarce, usually just vines or potted plants. In thegardens, they feature many varieties of cactus andvine. In the desert, there are many types of cactusto be harvested. Some even supply water, fruit,and salt. Fruit-bearing palm trees are frequently

found along the coast where the desert meets thesea.

In the desert are several different species ofcreatures, and most Navesi are wary of the dry,dusty land north of their cities. Those who doventure there have reported seeing salt-spittingsandworms, packs of jackalweres, and powerful,giant lizards. Occasionally, outsiders will arrangehunting safaris leading out from Nesra to trackdown the creatures of the desert. Some of theseare successful, but just as many end in the deathsof the hunters.

A flock of nocturnally active pegasi lives inthe eastern part of the desert. This small herd issupposed to have been beloved by the Prophet,and it is decreed that they will never be harmedor even touched by anyone. These pegasi areseldom seen during the night, and no one iscertain what happens to them during the day.

Recently, a great roc has nested in the deserton the dunes several miles northwest ofUmal’Laba. While the bird presents a potentialdanger to the citizens, the Caliph and his viziershave decided to leave the bird undisturbed for thetime being lest it decide to attack the city.

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ESTABLISHMENTS

ANGRY THOM’S TRADING POSTby Chris Knudson <[email protected]>

Angry Thom’s Trading Post is intended toserve as a base of operations for adventuringparties on the fringes of civilization or out in thewilds. It can be placed in any suitably remotelocation, preferably hills, badlands, or any otherrough and isolated terrain. This article is writtenwith the assumption that the trading post restswithin some lightly forested hills above a greatvalley. The valley below (or whatever areasurrounds the trading post in your campaign)should be populated with a large number ofpotential adventure sites and ruins that could beexplored by PCs or other adventurers.

Angry Thom’s sits upon a large hilloverlooking a trade road that connects two largekingdoms or empires that are many weeks’ travelapart. The road passes through the foothillssurrounding the valley--passing through thevalley floor has proven too dangerous formerchant caravans--just the place for intrepidadventurers and dungeon crawlers. Theproprietor of the Trading Post is a gent namedThomas Agantir (see the entry for Thomas“Angry Thom” Agantir in the Characters section ofBook II: Denizens & Powers.

OverviewThe entire structure has some form of wall all

around its perimeter, ranging from stone walls 5feet thick and 12 feet tall, to simple, woodenfences that keep herd animals in and wolves out.There are several barns and stables, as well asprivate cabins for adventuring parties to lease(one month minimum; payment in advance). Themerchant store is well guarded and carries a widevariety of survival gear. There are few luxuries tobe had. Anything really exotic or rare must beacquired directly from Thomas, if he can get it atall, and the price will depend on how well helikes the buyer.

Prices are 2-3 times regular costs, sometimesmore. Where else are visitors going to get theirgoods with the nearest town several days, if notweeks, away, through unprotected wilderness?(Think of the Alaskan gold rush--eggs $1 each,picks & shovels for $100, buckets $25 etc.)

A retired gnome fighter has set up a smallbrewery and supplies the needs of Thomas andthe Inn. His brews are never quite the sametwice, as he cannot help tinkering with themconstantly. On rare occasions, he will come upwith something grand, with almost magicalqualities; just as often, it will be something vileand retched that even the orcs won’t drink.

A few retired adventurers act as guards forthe Trading Post, and everyone is expected toman the defenses if necessary.

HistoryThirty-five years ago, Thomas Agantir

founded this trading post. He built it atop adefensible hill overlooking a trade road and agreat valley. He established a camp and spentmany years exploring the area, gatheringtreasure, and developing good relationships withseveral adventuring parties. There was littleplanning beyond the initial walled inn and thefirbolg-sized stronghouse. The rest of thesprawling structures have sprung up haphazardlyas necessity or whim struck Thomas.

Thomas built his trading post to serve as aresting place and supply area for the many bandsof explorers who travel through the area, eitherjust passing through or looking for adventure.People of all races, even goblins and orcs if theybehave themselves, are welcome at AngryThom’s Trading Post.

Structures Within the Compound1) Thom’s Stronghouse: The first, permanent

structure was Thom’s Stronghouse. This buildingis made up of large stones and stands over 30 feettall. It contains only two floors, each almost 15 feethigh. The entrance is reached by climbing thedeep steps to the second floor and the only door,which stands over 10 feet tall. There are nowindows on the first floor, and only 3 on thesecond floor. Few adventurers are invited intoThom’s private residence.

The InnThe first building built after Thom’s

stronghouse was the walled inn. The basic designis an “H”-shaped building with wings connectedby a wide gallery which houses the tavern. Theexterior of the Inn is entirely made of large, stoneblocks. Each wing is connected by a five-footwide stone wall that is 10 feet tall with a woodenbattlement on top. A large gate pierces the wall

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in front of the tavern, and a postern gate givesentrance to the rear courtyard. The inn was builtwith the help of a small tribe of hill giants wholearned it was better to live with their newneighbor than to be the object of continuousattacks by the adventurers who stay there.

2) Tavern: This structure is housed in thecentral gallery which is two stories tall. The frontportion is open to the ceiling, and the back hastwo floors. The lower floor serves as a storage andpreparation area for food. The upper area is anopen walkway with several linen closets along theback side connecting the two wings and may bereached by a sturdy, wooden staircase that risesfrom just left of the bar. The floor of the tavern isflagged with flat slate and covered with freshstraw. The large, swinging doors at the entrancestand over ten feet tall to permit the owner easyaccess. His private chair is hewn from the trunkof a bronzewood tree and intricately carved. Thequality of the beer is highly variable as thegnomish brewer is always tinkering with hisrecipes. There is a 30% chance mead will beavailable, though expensive.

3) Wings: Each of the two wings of the inn isthree stories tall and contains three dozen roomssuitable for two medium-sized beings to share. Atone end of each floor is a bathing room (with awinch system to bring hot water up from thekitchen) and separate gaurderobe (a type ofindoor latrine) for waste.

4) Kitchen: Behind the tavern is the kitchen.This low, stone structure is separated from the restof the inn. Several years ago, the kitchen in thetavern burned almost all of the wooden interior ofthe inn to ash, so now it is located away from therest of the building. The food served here is ofaverage to good quality, with meat available mostdays and tasty breads served warm everymorning.

5) Stables. There are two stables for horsesand mules, and a separate stable for more exoticmounts. This last one is behind the inn andseparated from the caravan corrals. One of thestable boys has a reputation for working miracleson injured animals (and people). Two large barnsstore feed and hay, as well as some dry goods.

6) Warehouses. A pair of warehouses isavailable for caravans and adventurers to storetheir goods. Each one has several, separate,locking closets to ensure their safety. Only Thom

has the keys, and he may even wizard lock themain entrances.

Grain SilosA set of grain silos supplies the kitchen and

brewery.

Water CisternsThere are two water cisterns in the outer

compound, as well as a smaller one by the inn’skitchen.

7) Cabins. There are six cabins available forparties to lease by the month, paid in advance.Each of these wooden buildings has room for up toeight medium-sized persons (but it will be a bitcrowded).

8) Guard House. The guard house is on thefar corner from Thom’s stronghouse. Severalretired adventurers live in this four-story tower.The view from the top takes in a large part of theroad below and far into the valley beyond. Apair of guards is always stationed here with ahorn and several large crossbows that are resetwith every watch change.

BusinessesSeveral businesses have been set up by

retired adventurers or enterprising individuals.Thom gets a portion of each sale and has the rightto remove any items he thinks should not beavailable without careful consideration of thepurchaser.

9) Nix’s Brewery: As already mentioned, aGnome named Snixstipple (better known as Nix)has set up a brewery of varied quality. He worksclosely with the miller (10) who also serves as abutcher and game dresser.

11) Merchant’s Store: The merchant’s storesells just about everything an adventurer mightneed. He also carries a few luxuries such as hardcandies, pipes, and smoking pouches. His supplyof weapons is small and tightly controlled byThom. Magic items are not for sale here, and hisprices are very high. Most prices are at least 2-3times those in the PHB, and rare or high demanditems will be much, much more. Those whocomplain of highway robbery are quietlyreminded that they are quite some distance fromthe highway and all prices are approved by themaster of the compound and complaints are to belogged with Thom. The quality of all hismerchandise is good to high. Most adventurers

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swear by the iron rations sold here. They arereputed to last for well over six months and areactually palatable. Skeletons of missingadventurers have been found with packages ofyet edible hardtack still in their pouches. 12) Blacksmith: The blacksmith primarilyspends his time shoeing horses and repairingwagons. He is capable of putting a new edge onweapons and making minor repairs, but hecannot make weapons or repair plate armor. Hecan fix chain mail, but it is quite expensive, asdrawing the wire interrupts his regular work. Healso has harness and tack available and serves asthe local barber.

Mead Brewery: A bee keeper has builtseveral hives nearby after finding out aboutThom’s love of mead. The brewer keeps thebarrels of mead in the cellar of the brewery toage. Around the compound can be found a fewfarmers and a shepherd. They primarily providefor the needs of the inn and are paid quite well fortheir produce. Note: the brewery is not listed onthe map. DMs are encouraged to place it wherethey wish.

THE PITTby Brenton Miller <[email protected]>

Whether a campaign is just beginning orending, the adventure always seems to lead to atavern or an inn. What better place for the PCs tointeract with people, boast about their heroicefforts, and find new adventure?

And what is a town without a tavern,anyway? Probably abandoned. Almostanywhere there are people to be found, someenterprising citizen will set up a tavern in hopesof collecting the money of fools, or even the not sofoolish. Foolhardy might be an even moreappropriate word, and there are usually anabundance of foolhardy adventurers eager to findthat next interesting port of call which mighteventually lead them to the seediest of locations.

For instance, a tavern called the Pitt.The Pitt is a seedy tavern that belongs on the

working-class side of town. It can be placed as theonly tavern in a small town, or it can be in theolder section of a larger city. Much of theinformation here is left vague for the DM to fleshout to fit his particular campaign.

Overview

The Pitt is a filthy place where the grimiest,lowest members of society hang out. The airreeks of stale beer, harsh liquor, and a variety ofunpleasant human odors. The food is edible, buton a failed Constitution, a person might be outsidein a hurry, retching, or might even be retchingboldly on the tavern floor. The tables and chairsare old and cracked, some of the older ones rottedand pitted, and one might occasionally collapseright under a person, but seldom are sliversgotten from them for the atmosphere is too dankfor the wood to become that dry and brittle.There are no windows, not even on the door, andthe room is generally dark, even on the brightestdays, with only a half-dozen cheap torches toprovide lighting. Besides the torches, the wallsare unadorned, and the floor is uncovered dirt,packed solid from years of use.

The only source of heat in the place is a firepit in the center of the tavern, with a two-foot tallwall of stones stacked up and circling it. This pit,which the tavern is named for, is ten feet indiameter and is the main focus of entertainmentmost nights, for the patrons will often douse theflames and stage a variety of contests within it,ranging from wrestling matches (betweenhumans, humanoids, and sometimes more exoticcreatures), to animal or creature fights or races, toother physical types of games. All contests areusually bet on, with Ringer, the Pitt’s proprietor(see below), usually siding with the favorites.Generally, Ringer takes a cut of the bettingprofits, so he comes out ahead even if his own betslose.

Those who frequent the Pitt are usuallypeople most others consider to be the poor class.The common worker, such as dock laborers orwarehouse workers, stragglers, drifters, and thebawdiest of adventurers are found here. Despitethis, the atmosphere around the Pitt is a friendlyone, an almost familial collection of people. Thepatrons of the Pitt are all too willing to welcomestrangers, no matter what social classes theyappear to be from. Because of this, there areseldom fights at the Pitt (other than thosescheduled for entertainment). If a brawl doesensue, it usually results in a few bruises amongthe brawlers, but no bloodshed. If things start toget out of hand, Ringer puts a stop to it, and thePitt regulars will usually help Ringer stop suchfights.

Important People

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A man named Ringer is the proprietor of thePitt. He is a dour-looking fellow with a fat gutthat sticks out far enough to balance an ale mugon. In fact, he often does this for the amusementof others, if properly provoked. The rest of him isfairly flabby, his eyebrows are wide and protrudeoutward slightly, and his black hair is thin andalways matted to his skull by heavy perspiration.He usually wears a white shirt, tight around hismassive gut, with sagging, short sleeves andyellow stains under the armpits. He is anotherwise easy going fellow unless angered.Then he turns red-faced and launches spittle whenhe shouts.

No one knows too much about Ringer, exceptthat he was supposedly once a fine jeweler ofsome renown in another city, until he had afalling out with some powerful people. The nameRinger was given to him by the patrons of histavern as a joke about the craft he used toperform. No one has yet thought to ask him hisreal name. Ringer, while usually dour, becomesdownright surly when people try to question himabout his past.

Ringer, 0-level human male: AL NG; AC 10;MV 12; HP 5; THAC0 20 (15); #Att 1; SA axethrow; SD nil; MR nil; SZ 5’9”; Str 12, Dex 8, Con13, Int 9, Wis 10, Cha 10. Ringer keeps a rusted,old hand-axe behind the counter for emergenciesand can throw it very well (THAC0 15).

Another person of import at the Pitt is awoman named Pella, who works for Ringer at thePitt as a serving maid. Usually called “Pel” bythe regulars at the Pitt, Pella is a buxom, bawdy,and slightly rotund woman with thick, curly,auburn hair. She usually wears a course, browndress, loosely tied at the bodice. Despite herplumpness and her less-than-average looks, Pel isliked by all the Pitt’s regulars due to her friendly,outgoing nature. She has a charming wit,sparkling brown eyes, and a casual way ofconversing with people. Approaching her forties,Pel is often teasingly called “mom” by the patronsof the Pitt, because she so often offers advice and asympathetic ear to anyone who needs them. Theonly item of mention Pel owns is a tarnished brasslocket that she wears around her neck on a cheapmetal chain.

Pel was born and has grown up in the townwhere the Pitt resides. Her father was awarehouse worker who made an honest living,though barely earning enough to support hisfamily of a wife and five children, Pel being theeldest of three girls and two boys. Pel’s mother

died when she was twelve, dying from illnessonly weeks after a hard delivery of a new son.Due to this, the duties of the household fell to Pel,and she was largely responsible for raising heryounger siblings. Unpossessed of any outwardbeauty, Pel had few suitors in her life and hasthus never married. When she was twenty andher younger brothers and sisters became oldenough to start taking care of themselves, Pel tooka job as barmaid at the Pitt, where Ringer hastreated her well for the last 18 years.

Pella, 0-level human female: AL NG; AC 10;MV 12; HP 4; THAC0 20; #Att 1; SA nil; SD nil;MR nil; SZ 5’3”; Str 9; Dex 8; Con 11; Int 9; Wis12; Cha 13.

A few more of the regular patrons of the Pittare Berk, Bordell, and Ginny, all of whom can befound in the Characters section of Book 2: Denizens.The DM is, of course, encouraged to populate thePitt with a variety of characters, most of whomwill be seedier sorts.

Wining and Dining at the PittIn general, the food and drink at the Pitt are

of sub-standard quality. While no one has yetdied from the food or drink, many have becomesick enough they might have preferred death.Ringer never professed to be the world’s greatestcook, nor does he claim to purchase the finestbeverages. Not to mention, his storage andserving areas are not the most sanitary places.Ringer also poorly rotates his stock, so certainpackages of food or casks of ale can sit around forquite a while before being used.

PCs new to the Pitt will have to rollConstitution checks each time they try a meal ororder a new drink. On a failed check, the PC willbecome ill (50% chance of retching) and willremain so for the rest of the night, until he has afew good hours of sleep. After a week of hangingout at the Pitt, a person’s stomach becomes moreaccustomed to the sub-grade food and drink, andthus a Constitution check at +3 need only be madeonce for the entire night of eating and drinking.

Below are a few of the common items that canbe ordered at the Pitt. The prices are relative tothose listed in the Player’s handbook, but slightlylower. The DM should feel free to modify thecosts to fit into the monetary system of his ownworld, keeping in mind the prices at the Pittshould be lower than average. The DM is alsoencouraged to add more varieties of food anddrink to the menu, but keep in mind that

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Ringer’s talents are limited and the patrons knowthis.

BeveragesBeer, 1cp per tankard: Few people are brave

enough to try this swill, and those who do usuallydo so because it is all they can afford. MakeConstitution checks at -2 when drinking this.

Ale, the regular stuff, 3cp per tankard: This isthe most common drink at the Pitt, and as itstands, the safest, probably due to the fact it isusually quite watered down. Constitution checksat +1.

Ale, the good stuff, 5cp per tankard:Occasionally, there is that foolish person whotosses the regular stuff aside, spitting it back atRinger in disgust, failing to realize his fortune.So, Ringer will usually give in to such a person’sdemands and serve him ale from the “special”cask he keeps. This ale is unwatered and thick,but is also more potent, meaning a Constitutioncheck at -1.

Mead, 1sp per tankard: How Ringer gets hismead is a mystery, but a mystery imbibers of thisparticular swill are unwilling to seek the answerto, deciding it is best not to know. Constitutionchecks are at normal.

Wine, 2sp per glass: So far, it is believed thatto this day no one has ever purchased a glass ofwine at the Pitt. Apparently, no one is braveenough to discover how well this fragile beveragesurvives storage in Ringer’s cellars. If one is

brave enough to try a glass, he makes aConstitution check at -3.

FoodBread and cheese, 3cp per serving: This is

probably the safest food to eat at the Pitt, thoughthe bread often seems a little damp, andoccasionally, one will find mold growing on thebottom of the loaf. Constitution checks at +1.

Spiced potatoes, 3cp per plate: Unlike similardishes served at finer taverns, this is a plate ofusually overcooked, greasy potatoes. Merelylooking at them has caused some people to retch.Those brave enough to taste them makeConstitution checks at -1.

Beef, 5cp per portion: This is an incrediblygreasy portion of beef, from which part of the cowpeople don’t usually ask. It is often tough andchewy, and sometimes the smell alone will makea person sick. Constitution checks at normal.

Ham steak, 5cp per steak: If one thoughtnothing could be greasier than the beef, he didn’ttry Ringer’s ham steak. Served in steak formbecause that’s the safest way it can be made, theham is particularly nauseating, requiring aConstitution check at -2.

Full meal, 1sp: To call anything Ringer servesa meal would surely offend the finer chefs of theworld. Most of the regular patrons simply order ameal by asking for “The Works.” Served witheither beef or ham, the meal comes with potatoesand bread. Constitution checks are at -2.

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SITES

THE HALL OF ANCIENT

DREAMINGby Shaun Hately <[email protected]>

This cave can be found hidden away justbelow the peak of a mountain. It is unknown tomost people, although some people might havefound it by accident in the past, perhaps notknowing what it was. There are legends aboutthis cave in the villages that lie near themountain, but very few people really believe itexists.

The mouth of the cave seems like any other,naturally formed, perhaps by erosion, perhaps anancient lava channel rising from the planet’s core.This belief persists if the cave is subjected tocursory examination. Inside, it seems to be anentirely normal cave with one major exceptionthat may be noticed by someone experienced inthe ways of animals. There are no signs that anycreature has ever dwelt inside, not even so muchas a small animal seeking shelter here. PCsshould find it odd that no creature has ever soughtto make a dwelling within the cave. Note: If aDM dislikes the thought of an empty cave andwishes to place a guardian of some sort here, thensome sort of neutral creature should be used, forexample, an amethyst dragon or a stone, crystal,or similar golem.

If the cave is examined closely, a rough hewnbut distinctly man-made passage may be foundnear it's base. This passage runs straight for adistance of about 500 feet into the depths of themountain. It seems ancient, perhaps hundreds,maybe even thousands of years old.

At the end of the passage, a wondrousdiscovery awaits: a large, rectangular hall, 300feet long, 100 feet wide, and 30 feet tall. Thewalls here are a sheaf of pink, black, and graymarble. White marble pillars carved in the shapeof greatly elongated faces stand on each side of thehall at ten-foot intervals. The faces are turnedslightly so that each face appears to be looking atthe same point: the precise center of the hall. Atthis point lies a granite altar, eight feet long byfour feet wide, at a height of three feet above themarble floor.

Carved into the side of the altar in an ancientlanguage are the words: BEWARE THE

SUBSTANCE OF YOUR DREAMS. YOUR LIFEIS HELD IN BALANCE. It is unlikely the PCswill be able to read this message unless theyhappen to be versed in this ancient language oruse magic. The DM should select an appropriatelanguage from the campaign world he is using.

If a character sleeps on the altar for a night, hewill have particularly vivid dreams which mayreveal part of the future to him. Normally thiswill be a piece of information that relates directlyto whatever quest he is on, or that relates to hisaims in life. Only those who have some elementof neutrality in their alignments (Neutral Good,True Neutral, Neutral Evil, Lawful Neutral, orChaotic Neutral) will have true dreams. Those ofother alignments will have dreams that are utterlyfalse and misleading. The altar and the entirehall will register as true neutral in alignment ifalignment is detected for. The altar seeks topreserve and restore balance in the world, and ifit can, it will make the dreams of the personsleeping upon the altar guide him to a path thatwill help to accomplish this goal.

The existence of this hall may be revealed toplayers in many ways. Perhaps they find rumorsof it on a quest. Perhaps they learn of it from agreat Sage. Perhaps they are driven into the caveseeking shelter from a blizzard. But if it is found,it may provide them with valuable informationneeded to accomplish their goals.

HistoryThe Hall was built in the early days of the

world as a meeting place for the powers (Gods) ofNeutrality. They were not pleased. It was clear tothem that the world was not going to be a trulyneutral place as they had hoped and hadprepared for. Instead, it would contain both goodand evil, and the best they could hope for was toachieve neutrality by a balance between the twoextremes.

Part of their preparations for the neutral worldthey had envisaged was the creation of life. Theyhad brought forth a number of “children,”incredibly powerful creatures of pure neutralitywho would be able to rule the world. But thesechildren were very sensitive to Chaos and Lawand could not last long in a world where theseexisted. The Powers loved their children as muchas any parent and wished them to live. So theyused their remaining strength to shield the Hallfrom the influence of Law and Chaos, Good andEvil, and placed their children into a deep sleep

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within it to await the day when True Neutralitywould rule the world. These children are thecolumns that today stare at the center of the hall.They are in a deep hibernation and they will notemerge from this until such time as Neutralityrules the world, even if that day is millennia fromnow.

The children sleep but are not totally unawareof the world around them. They know what

happens in the hall, and they are the source of thedreams that people sleeping within it may have.Their minds are vastly different from those ofhumans or demi-humans, and so the dreams theybestow are not complete or easily interpreted bymen. And the children wish to wake, which iswhy they use what little influence they have toguide the dreamer towards a neutral path in thehope that this will lead to a neutral world.

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BOOK II

DENIZENS & POWERS

RACES

FELINIANSby John Grigsby <[email protected]>

Felinians are furred, catlike humanoids. Theyhave four-fingered (three fingers with anopposable thumb) hands at the ends of their longarms, and their digits end in sharp claws.Surrounded by a thick mane, their faces arecatlike, their eyes a mixture of human and felinewith slit pupils set above feline muzzles. Theyhave narrow mouths filled with small, sharplypointed teeth and two extended canines. They areabout equal in height to humans, but tend toaverage about 15 pounds lighter. Their ears sitatop their heads, like those of a cat, and give themheightened hearing. Most often, only theuppermost portion of the ears can be seen abovethe mane. The average life span of a felinian isonly about 25-30 years.

Eye color varies, but most felinians havegreen, blue, or gray eyes. Their bodies arecovered in a soft, downy fur, the coloring of whichvaries widely and with breed. It is very unusualfor a felinian to have a coat of only a single hue.The fur on their heads and necks tends to bethicker and longer, and usually begins to form amane of sorts as the felinian reaches adulthood(about age 5). Felinian fur is also slightly thickerin the groin area. Felinians have little modestyand seldom wear clothing.

Most felinians are born with a tail, but manyare not. If present, this appendage is notprehensile and is not strong enough to be used incombat. The loss of the tail has little effect on thefelinian, and some prides bob the tails of theiryoung in a religious rite as a mark of passage.For those who have them, the tail is a great sourceof pride and is usually lavishly cared for, oftenbraided and well brushed.Felinians are quiet and peaceful and tend to keeplargely to themselves. They do not necessarilyshun contact with other races, but their naturalshyness is difficult to overcome. Once befriended,however, a felinian is fiercely loyal, ready to give

his or her life for a companion. In battle, they arevery nearly fearless, often willingly giving in towhat they term the "blood fever," a sort of berserkrage that overwhelms them in times of emotionaltrauma. As a whole, the race is a peace-lovingfolk, but they can fiercely and viciously defendthemselves or those in their care.

Felinian tribes (called "prides") tend to live inareas with little human habitation. In fact, theyprefer to live separated from other races, thoughthey regularly establish trade with other races.The reasoning behind this is not that theyconsider themselves superior, but rather that theirshyness makes it difficult for them to interact andassociate with other beings. Among somehumans, they have developed an undeservedreputation as dangerous monsters or beast-men.

Humans speculate that the felinians aredescended from the great cats, perhaps through awhim of the gods or through magicalintervention. The felinians themselves scoff atthese theories and often become very offended bythe merest suggestion that this might be true.The quickest way to anger a felinian is to call himor her a "felinoid," a term that makes a referenceto this theory.

Felinians generally think of themselves as anoffshoot of the elven race adapted to living in avariety of environments. Though their thick furprovides additional protection from extremes ofcold, they do not suffer in extremes of heat anymore than a normal human does, because of thefact that they perspire through their tongues. Afelinian in areas of extreme heat will pant to cooloff. Contrary to human opinion, felinians have noobjections to water and many are proficientswimmers. They bathe as most humanoids do,not in the manner of cats.

As noted above, felinian society includes notaboos against nudity. Felinians view nudity as anatural state of being, and the only reason anindividual might wear clothing is for protection orfor the convenience of pockets. Nudity in feliniansociety is not automatically connected with sex,and, in fact, an individual would likely beshocked to learn his or her state of nakedness wascausing a reaction or embarrassment among otherpeople. Felinians who spend a lot of time in other

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societies usually adapt to cultural standardsregarding the wearing of clothes.

Felinians are an omnivorous race, existingprimarily as carnivores, but supplementing theirdiets with fruits and vegetables. Thoughuncommon, it is not unheard of for a felinian tobecome strictly herbivorous. In any case, theyview cannibalism as grotesque, and find thethought of eating the flesh of a sentient beingrepulsive. They generally cook their food, thoughthey can and do also eat it raw. Herbs are oftenused to add flavor and spice to meals.

Felinians are a tree-dwelling race, oftenbuilding lavish tree houses. A felinian villageusually consists of buildings built on raisedplatforms between 25 and several hundred feet offthe ground. Branches thick enough to support theweight of several large humans span the gapsbetween platforms, though sometimes rope andplank bridges are built to serve the same purpose.As all felinians are proficient climbers andjumpers, most villages do not have ladders ormethods of access for ground-dwellers, thoughthose towns located on trade routes often provideground-level buildings and rope ladders for suchpurposes.

Felinians get along well with most other races.Elves tend to view them as distant, perhaps verydistant cousins, and treat them with kindness andrespect. Dwarves view them in a better light thanthey do elves, because of the felinians' reputationas fierce warriors. Gnomes tolerate them, whilethe felinians gaily fascinate halflings. Contrary topopular folklore, the felinians have no naturalenemies. Interbreeding between felinians andother races is impossible, as they are sterileoutside of their own race.

A felinian character can choose to be a fighteror thief. The idea of a multi-classed character isforeign to them, but some felinians, on very rareoccasions, do dual-class (as humans) asfighter/thieves. A felinian healer (see below)cannot be dual-classed.

Because of limited contact with other races,most felinians speak only their native tongue. Iffrom a trade village, the character will have hadmore opportunity for contact with other races andmay choose from common, halfling, dwarf, elf,and gnome. The actual number of languages thecharacter knows is limited by his or herIntelligence (see Table 4 of the PHB) or by thenumber of proficiency slots he allots to languages(if that optional system is used). Felinians do not

have a written language, and all history ismaintained through oral tradition.

Felinians have a few natural abilities thattranslate well into nonweapon proficiencies.These skills occur naturally in all feliniancharacters, and training in the use of theseabilities is the duty of every felinian family unit.All felinians have the nonweapon proficiencies ofAlertness, Jumping, and Tumbling. EvenFelinians who choose to be fighters, as opposed tothieves, can Hide in Shadows and Move Silentlyas a ranger of equal level. As their claws helpthem in this capacity, all felinians (even non-thieves) gain a +15% bonus to their chance toClimb Walls when attempting climbs on surfaceswhere their claws would be of assistance (ice ortrees, for example).

All felinians possess enhanced night vision,the ability to see in normal (not magical) darknessas though in daylight (so long as a light source ispresent), out to a distance of 90 feet. Felinians donot possess infravision. They also have nictitatingmembranes to protect their eyes from excessivelybright light or foreign substances such as dirt ormoisture.

The fur of a felinian provides some protectionfrom excessively cold temperatures, allowingthem to suffer no ill effects from naturaltemperatures down to -20 degrees F. They suffernormal effects from magical cold of any kind.

Felinians are susceptible to a condition theycall "blood fever," a rage which builds in themwhen they become angered or enraged. Theyhave little control over this state and willautomatically begin to rage whenever insulted,angered, or threatened. The onset of the bloodfever can be prevented with a successful Wisdomcheck. If this fails or if the character chooses tosuccumb, the rage will begin after five rounds,during which the character can fight or performother activities. Once the fever has begun, asuccessful Wisdom check (which may be made atthe beginning of each round) will bring thecharacter out of it. While in the fever, they havelittle control over their actions and may attackfriends or allies if they get too close. When therage begins, the character's eyes begin to glow adeep green, his or her fangs lengthen, and a lowgrowl issues forth from his or her throat.

Characters in a rage gain the followingbenefits:• +1 to hit, +3 to damage, +10 hp, and -1 bonus

to AC (e.g., AC 4 drops to AC 3).

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• Immunity to these wizard spells: charmperson, emotion, fear, friends, hypnotism, sleep,irritation, ray of enfeeblement, scare, geas; andthese priest spells: command, charm person ormammal, enthrall, cloak of bravery, remove fear,symbol.

• +4 saving throw bonus against these wizardspells: blindness, Tasha's uncontrollable hideouslaughter, hold person, charm monster, confusion;and these priest spells: hold person, holdanimal.

• The finger of death will kill a felinian in rageinstantly, unless he or she makes a successfulsaving throw. If the save is successful, the2d8+1 points of damage are not suffered untilthe fever has ended.

• While under the fever, a felinian is immuneto KO results from punching and wrestlingattacks and takes only half-damage from barehand (non-claw) attacks.

Characters suffering from the blood feverhave the following disadvantages:

• Oblivious to pain. The DM takes note of thecharacter's current hit points when the ragebegins, reducing them as damage is suffered.The player is not told how much damage thecharacter has suffered until he or she falls overdead or the rage ends.

• The character must continue to fight eachmelee round until all opponents have beenkilled or incapacitated. Any enemy in rangemust be attacked; if none are in range, thefelinian moves to the nearest enemy andresumes attacking.

• Cover cannot be sought from missile attacks.• If an ally does something that could be

interpreted as an attack (shoves the felinian tomove him or her aside, etc.), only a successfulIntelligence check will prevent the felinianfrom turning on the ally.

• Temporarily unaffected by the priest spellsbless , cure light wounds, aid, cure seriouswounds, cure critical wounds, heal, regenerate,and wither.

• The taunt spell (or the Kender ability) isautomatically successful and causes thefelinian to abandon any current opponent andrush to attack the taunter.

• Once the rage is over, all advantages are lost,including the 10 bonus hit points; this coulddrop the character to a negative hit point totalor even kill the character.

• After the fever subsides, the felinian has a -1to attack rolls, -3 on damage rolls, and a +1penalty to AC for as many rounds as the feverlasted.Felinians can, and indeed prefer to, attack

with their claws and teeth. Many choose tospecialize in this form of attack. In combat, theirclaws do 1d4 points of damage (plus Strengthbonuses) and their bites do 1d6 points of damage(plus Strength bonuses).

Felinians have a penalty of -2 to their initialWisdom scores, though they do gain a bonus of +1to both Strength and Dexterity. Because of theirwide range of special abilities, felinians suffer a -15% penalty to earned experience points.

HealersEvery few generations, a female felinian is

born with unblemished, snow-white fur, the signof a healer. Always female, healers are rare andare always the descendents of established healers.Felinian healers are well respected by the rest oftheir race, and the birth of a potential healer isseen as a good omen for the pride.

Healers are considered fighters, although theymay not wear any armor heavier than leather(and most wear no armor at all) and may use onlytheir natural weapons in combat. Felinian healersmust be of good alignment, and they must possessa minimum Wisdom score of 14 and a minimumConstitution score of 13.

Unlike priests, the power of a healer isempathic in nature and stems from a psionic-likeability unique to the felinian race. By touchingthe victim of a wound, a healer can transferdamage from the body of the victim to herself,and then heal the damage at an accelerated rate.Healers are not priests or shamans, and they haveno access to clerical spells, nor any power overundead.

To transfer a wound, the healer need onlytouch her target. By doing so, she is able totransfer hit points to the victim on a one-for-onebasis, losing one from her own current hit pointtotal for each hit point she gives to the victim. Shecan willingly allow her hit points to drop to zero,at which point she must make a successfulWisdom check or be rendered unconscious. If thehealer attempts to transfer hit points from a victimafter the healer has reached zero hit points, shemust make a successful Wisdom check prior toeach transfer. If she fails any of these checks, shebecomes unconscious for as many turns as hit

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points she has lost during the transfer. While sheis unconscious, her body will begin to heal itself ofthe damage it has absorbed from the victim asdescribed below.

As the hit points are transferred from thevictim to the felinian healer, the woundsdisappear from the body of the victim and appearin the equivalent locations on the healer. One hitpoint is transferred for each round of contactbetween the healer and the victim. The process ofabsorbing damage leaves the healer as fatigued asif she had suffered the wounds herself, while thevictim is similarly relieved of a like degree of hisor her fatigue.

Once the transfer is completed, the felinianhealer's body will begin to heal the transferredwounds at an accelerated rate, regenerating onepoint of damage per turn. Only damagetransferred from others can be healed in thismanner. Likewise, while ordinary wounds can behealed through first aid, rest, and magic,transferred wounds are unaffected by magicalhealing (though they can be helped along byHealing/Herbalism and rest). Though this abilitycannot restore life to the dead, death can be stavedoff by the absorption of enough damage toprevent further hit point loss to a victim who is ata negative hit point total. Once the transfer hasbeen stopped and the healing process begun, thehealer cannot perform a wound transfer againuntil all previously transferred wounds have fullyhealed.

Felinian healers also possess the ability toexchange life forces with a victim, thereby

bringing the dead back to life. This abilityrequires a ritual of no less than six hours in lengthand a Wisdom check at 1/2 normal proficiency. Ifunsuccessful, the healer is rendered unconsciousuntil a successful Constitution check is made (onecheck may be attempted each turn), and thevictim remains dead. Only one attempt pervictim may be made. Failure indicates that thevictim's body has refused to accept the healer's lifeforce.

If successful, the healer is renderedpermanently and irrevocably dead, though therevived character will retain some of hermemories (but none of her special abilities). Acharacter revived in this manner is treated asthough affected by a raise dead spell. Unlike thepriest spell, elves can be brought back by usingthis method. Note that, as with a raise dead, therecipient is required to make a resurrectionsurvival check. Failure indicates the victimremains dead and the healer's sacrifice has beenin vain.

This ability can be used only on a body thathas been dead for no more than one day for eachlevel of experience the healer possesses.Traditionally, a healer will only attempt thisability with the closest of friends or loved ones.Use of this ability is very rare, even among therace, and almost unheard of among outsiders. Ithas been speculated, though never attempted,that a carefully worded wish spell might undo theeffects of the life force transfer.

TABLE 1: AGE

Starting AgeBase Variable Middle Age Old Age Venerable Maximum

3 1d3 12 years 16 years 24 years 24+1d10

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TABLE 2: HEIGHT AND WEIGHT

Height in Inches Weight in PoundsBase Modifier Base Modifier

64/63 2d10 110/90 6d10

TABLE 3: THIEVING ABILITIES

Skill FelinianPick Pockets -10%Open Locks -15%Find/Remove Traps -10%Move Silently +20%Hide in Shadows +10%Detect Noise +10%Climb Walls +15%Read Languages -20%

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CLASSES

THE IRON KNIGHT, WARRIOR

CLASSby Ed S. Filho <[email protected]>

ABILITY REQUIREMENTS: Strength 14, Constitution10, Wisdom 9, Charisma16

PRIME REQUISITES: Strength, ConstitutionRACES ALLOWED: Iron elfALIGNMENTS ALLOWED:Lawful neutral

The iron knights are specialized fightersdevoted to the protection and preservation of thekingdom of the iron elves. They must be LawfulNeutral in alignment. Iron knights use the sameTHAC0, experience table, and spell progressiontable as paladins; however, they cannot turnundead, and receive their spells from differentspheres of access. Instead of healing anddivination, iron knights can cast spells only fromthe spheres of law, combat, ward, war, andprotection.

In all their dealings, iron knights adhere tothe laws of the kingdom of the iron elves. Tothem, the laws of their homeland supersede anyothers, and even in other countries, when indoubt, they will follow the mores of their owncountry. The main concern and objective of thischivalric order is to protect and safeguard thekingdom, its laws, and its inhabitants.

All iron knights are members of the SupremeOrder of the Code, which is presided over by theruler of the iron elves. This order is then dividedinto 12 battalions, each led by a lawmaster, aniron knight of 20th level. "The Code" refers to alarge tome that details the allegiances and historyof the iron knights. Copies of the Code, generallyexcerpted or abridged, are available throughoutthe kingdom of the iron elves, but it is consideredblasphemous to allow any outsider to read thetext.

Iron knights are well disciplined;disobedience within their ranks is not tolerated.Any iron knight suspected of undermining thediscipline of the order is brought before a militarytribunal and allowed to plead for mercy.Thereafter, the criminal is executed in front of hisor her battalion with his or her own weapon.

Only the ruler of the kingdom can overturn thedecision of the tribunal, but no one remembersany ruler's having done so. In the recent past, adisplay of cowardice in battle has been interpretedby the tribunal as undermining the discipline ofthe order.

Role: Outside of the kingdom of the ironelves, iron knights are rarely encountered. At thebidding of their ruler, they may accompanydiplomatic missions to other nations. They mayalso be sent on missions to retrieve magical itemsor treasure desired by the ruler. Only in the mostunusual circumstances will an iron knight travelthrough foreign lands unaccompanied by anotheriron knight.

Weapon Proficiencies: Iron Knights beginwith 3 weapon proficiencies and gain anadditional proficiency slot every 3 levels ofexperience. They suffer a –2 penalty when usingany weapon in which they are not proficient.Typical weapons used by iron knights are longbows, javelins, spears, short swords, long swords,and tridents.

Nonweapon Proficiencies: An iron knightgains a bonus nonweapon proficiency in AncientHistory (Iron Elves), along with 4 initialnonweapon proficiency slots. He or she gainsanother nonweapon proficiency slot for every 4levels of experience. Many choose Riding, Land-based (horse) as one of their nonweaponproficiencies, although horse-riding is notrequired of all iron knights.

Equipment: While they are within thekingdom of the iron elves, clothing andaccommodations are provided by the state. Ironknights are expected to provide their ownweapons; these are generally weapons they haveearned enough money to purchase, or weaponsthey have received from family members who nolonger require them.

Special Abilities:(1) The iron knight may employ any

henchmen of any lawful alignment; good and evilare of no importance to the knight. An ironknight will cooperate with characters of non-lawfulalignment as long as they don’t get in the knight'sway; such cooperation will not be of longduration.

(2) An iron knight receives a +2 bonus to allsaving throws vs. spells, rods, staves, or wands.

(3) An iron knight is surrounded by an auraof protection within a 10' radius similar to that of apaladin. Any summoned or specifically chaotic

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creatures suffer a –1 penalty to their attack rollswhen making an attack within or into the areaunder the iron knight's protection.

(4) Upon reaching 9th-level, an iron knightwill attract 1d6 iron elven 0-level fighter followers,who will act as squires. Through training, thesefollowers may become iron knights themselves,provided they can prove themselves worthy of thehonor.

(5) Iron knights can detect the presence ofchaotic intent just as a paladin can detect evilintent.

Special Hindrances: Like paladins, ironknights do not accumulate wealth. Instead, anytreasure or income acquired in excess of what theiron knight needs for general sustenance isdonated to the state treasury. In the rare instancethat an iron knight adventures away from thekingdom of the iron elves, he or she must still setaside that portion of income which belongs to thestate, and he or she is responsible for protectingthat treasure until it can be delivered to thekingdom.

Iron knights have no ability to turn or controlundead, they do not use holy swords, and they donot gain bonded steeds.

Wealth Options: 4d4 x 10 gp to start.

JANNISARY, WARRIOR CLASSby Benjamin Franz <[email protected]>

ABILITY REQUIREMENTS: Strength 13, Intelligence12, Charisma 10

PRIME REQUIREMENTS: Strength, CharismaRACES ALLOWED: Human, Half-ElfALIGNMENTS ALLOWED:Lawful good

Jannisaries are members of a special subclassof warrior that serves as soldiers and keepers ofthe peace in lawful and just societies. As a group,the jannisaries of a particular society reportdirectly to that society’s ruler, although a stricthierarchy of command exists within the jannisariesthemselves. Because they bring a sense ofsecurity and maintain moral order, jannisariestend to be well-liked among the populace.Additionally, the ranks of the jannisary aregenerally open to most citizens of the society, andit is usually deemed an honor for a family to havea relative serving their country as a jannisary.

Following rigorous training, jannisaries areswift, strong, and quick-witted. With experience,

they become master fighters and premierestrategists. Only humans and half-elves maybecome jannisaries. To do so, the aspirant musthave minimum ability scores of 13 for Strength, 12for Intelligence, and 10 for Charisma. Just like apaladin, Strength and Charisma are the primerequisites for a janissary. Also like a paladin, alljannisaries must be Lawful Good in alignment.Both males and females can become jannisaries.

TABLE 4: JANNISARY EXPERIENCE LEVELS

Level Experience Hit Dice (d10)1 0 12 2000 23 4000 34 8000 45 16,000 56 32,000 67 64,000 78 125,000 89 250,000 9

10 500,000 1011 750,000 10 + 112 1,200,000 10 + 313 1,500,000 10 + 514 1,800,000 10 + 715 2,100,000 10 + 916 2,400,000 10 +1017 2,700,000 10 + 1118 3,000,000 10 + 1319 3,300,000 10 + 1520 3,600,000 10 + 17

Role: As described above, the jannisaries arethe soldiers and peace-keepers of their society.They have sworn allegiance to the ruler of theirsociety and will come to his or her aid or servicewhen commanded to do so. Such service mightinclude being sent as an emissary to a foreigngovernment or being sent to lead an exploratorymission into previously unknown areas.

The jannisary is trained to be both a protectorand a leader, and he or she is perfectlycomfortable leading a group of any sort, usuallywith an understanding but stern manner. At alltimes, a jannisary is an extension and reflection ofhis or her country. As such, the jannisary alwaysbehaves with nobility and fairness, and he or shewould never willingly betray country or ruler.

Equipment: Jannisaries obtain clothing,weapons, armor, and related equipment fromtheir country’s central armory at no cost; however,

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they are responsible for keeping the equipment inexcellent condition and paying for any necessaryrepairs. If the central armory is inconvenient,such as occurs when a jannisary is in another cityof the country or outside the country, then thejannisary must send for and await delivery of thedesired equipment or use other means to obtain it.When he returns to the city which houses thecentral armory, the jannisary must give anaccounting of all equipment obtained from othersources, and that equipment must be turned in tothe armory if the jannisary has no immediateneed for it.

Special Abilities: When determining savingthrows, the jannisary may use the warrior or thepriest saving throw, choosing the most beneficialfor his or her level.

At 3rd level, the jannisary gains the ability todetect undead and extra-planar creatures within aradius of 10' per level of the jannisary. Thejannisary must concentrate to use this ability, and,therefore, can perform no other action during theround. The ability does not reveal anyinformation about the origin of the creature orcreatures detected other than that they are undeador extraplanar in origin.

At 6th level, the jannisary gains the ability todetect evil intent up to 30' away by concentratingon locating evil in a particular direction. This islike the paladin ability save for the range.

At 9th level, the jannisary gains a +1 bonus toattack and damage rolls when fighting a greatghul or ghul-kin; additionally, he or she gains a+1 bonus to saving throws vs. spells and magicaleffects from these devious creatures. Thejannisary will recognize a great ghul or ghul-kinon sight, even if it is hiding behind an illusion.This bonus reflects focused study on theseparticular creatures and how to defeat them.

Upon reaching 12th level, the jannisaryundergoes a cleansing ritual which ends with hisor her receiving a vision of some object or being tobe sought. Typically, the vision is of a uniquemagical item or rare magical creature. Pursuingthis quest becomes the jannisary’s motivation forthe remainder of his or her life. Usually, thejannisary’s ruler will give him or her leave tofollow this quest, but the jannisary is expected tocome to the ruler’s aid if a call for such is made.The jannisary’s responsibility to the ruler and thestate always supersede his or her personal goals.Furthermore, the jannisary is aware that it ispursuing the quest, not completing it, that is ofimportance, and while many jannisaries go to

their graves without ending their quests, none ofthem feel unfulfilled when they do so.

Jannisaries do not accumulate wealth, as thebetterment of the state is sufficient compensationfor their loyalties. Within their own countries,they are often treated to free meals by thecitizenry (although non-jannisary companions willbe expected to pay for their food). When outsideof their countries, jannisaries frequently find theymust hire themselves out as bounty hunters orarmed escorts to earn gold for sustenance; theywill, of course, never knowingly hire themselvesto suspicious or criminal employers.

Wealth Options: A jannisary begins with1d4x10 gold pieces.

STALKER, WARRIOR CLASSby David Kilpatrick <[email protected]>

Stalkers are the anti-thesis of the ranger.They exist only to hunt. Their preferred prey is asentient race. The stalkers are a secretive groupthat have no other belief beyond a “survival ofthe fittest” philosophy. Rank among the stalkersis simple: the strongest are in charge. Whenstalkers begin their profession, they must choose apreferred prey, much like a ranger chooses aspecies enemy. They must also choose a preferredhunting ground. Stalkers differ from rangers inthat their preferred prey must be sentient, thoughnot necessarily humanoid, and they may choosean urban environment as a preferred huntingground.

Stalkers use Table 5: Stalker ExperienceLevels for level advancement.

ABILITY REQUIREMENTS: Strength 16, Constitution14, Dexterity 14,Intelligence 13

PRIME REQUISITES: Strength, Constitution,Dexterity, Intelligence

RACES ALLOWED: (The number inparenthesis, if any,indicates the race’smaximum level as astalker.) Human, Elf (15 -unlimited for Drow), Half-elf, Half-orc (12), Rakasta*,Lupin*, Orc (10). Stalkersmay not multi-class.(*Rakasta and Lupin canbe found in the Savage

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Coast AD&D campaignsetting.)

ALIGNMENTS ALLOWED:Lawful evil

Role: Just as the forces of good havewatchdog groups for the forces of evil, the forces ofevil have a watchdog group for the forces of good.Stalkers fill this role. They serve the function ofculling the herds of good, so that when the finalbattle comes, it will be a glorious one: theultimate trial of predator and prey. Stalkers arenot just mindless killers, however, as they live bya code of honor. The tenets of this code are asfollows:

(1) Weak or unarmed prey is not worthkilling.

(2) Kill or be killed, with the exception that acreature who defeats a stalker and survives maygo free. These survivors are thereafter considered"Honored Prey," and no stalker will ever huntthat creature as long as that individual neverattempts to harm a stalker. Honored prey acquirean aura around them only a stalker can recognize.This aura is undetectable by anyone other than astalker.

(3) Creatures bearing young are not prey.(4) Outnumbering prey is no sport.

Outsmarting or overpowering prey is a differentmatter. The stalker must be somewhatchallenged.

(5) Sentient, intelligent prey can be hunted,but not eaten.

(6) Children may not be prey.(7) The only reason for hunting is the thrill of

the hunt.(8) Death is a better alternative than any

dishonor.Weapon Proficiencies: Stalkers start with 5

weapon proficiencies, then gain 1 weaponproficiency every 3 levels. They may notspecialize. Stalkers must choose 3 of the followingweapons as part of their initial weaponproficiencies: net, bola, spear, javelin, handcrossbow, scimitar, quarterstaff, or machete.

TABLE 5: STALKER EXPERIENCE LEVELS

Level Experience Hit Dice (d10)1 0 12 2,250 23 4,500 34 9,000 45 18,000 5

6 36,000 67 75,000 78 150,000 89 300,000 910 600,000 9+311 900,000 9+612 1,200,000 9+913 1,500,000 9+1214 1,800,000 9+1515 2,100,000 9+1816 2,400,000 9+2117 2,700,000 9+2418 3,000,000 9+2719* 3,300,000 9+3020 3,600,000 9+33

*This is the maximum level a stalker may obtain unless onewishes to take over leadership of all stalkers, i.e., retire fromadventuring. To obtain levels 21 and higher, a stalker mustperform what is called the "Great Hunt." During this hunt, aneutral location will be chosen (mountain, valley, or other area).Ten mid-level stalkers will clear the area of all sentient beings,either by peaceful means or more forceful methods, ifnecessary. When the Great Hunt begins, the current GrandHunt Master or Mistress will be given from dawn until noon tostalk the area and prepare for what is to come. At noon, thechallenger will enter the hunt area and begin to stalk thecurrent master or mistress as if he or she were the challenger’spreferred prey. This hunt is to the death; only one survives totake or keep the mantle of Grand Hunt Master or Mistress.

Nonweapon Proficiencies: Stalkers gain thefollowing nonweapon proficiencies automatically:hunting, set snares, tracking, and camouflage.They start with 2 free slots that may be filled fromthe general or warrior skill lists. In addition, theymay choose skills from the rogue category at nopenalty. New slots are gained at a rate of 1 every4 levels.

Equipment: Stalkers start with hide armorand a hunting mask. They also may never ownor use bows, crossbows, or firearms. Handcrossbows are permitted.

Special Benefits/Abilities: Stalkers backstabas a thief of the same level, and they also gaincertain thieving abilities as shown on Table 6:Stalker Thieving Abilities.

Special Hindrances:(1) Stalkers must be lawful evil. If their

alignment ever changes, they lose all stalkerabilities and gain the status of "Dishonored Prey"among other stalkers, making them targets to bekilled on site.

(2) Stalkers may not use shields or wear armorother than leather, hide, scale mail, or chain mail.

(3) Stalkers may ride a mount, but may notfight while mounted.

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(4) Stalkers must hunt their preferred prey atleast once a year. Those who do not engage in thehunt of their preferred prey annually lose onerank in the group hierarchy. The Grand Masteror Mistress is exempt from this rank loss, as arethose who are unable to hunt for valid reasons,such as injury (although injury carries its ownstigma among stalker society).

(5) Stalkers must never reveal their identity asa stalker and must always masquerade assomething other than what they are. Failure tofollow this rule will draw the wrath of otherstalkers and that of good aligned individuals.Preferred disguises include posing as rangers orfighters.

(6) Stalkers never gain followers. Instead,they train a stalker 1d6 levels below them. Theymust choose this pupil by duel. 1d4+1 youngstalkers will approach the elder stalker andengage the elder in a duel. All of the potentialpupils face the elder simultaneously, and the firstyoung stalker to score a successful hit against theelder stalker is the chosen pupil. After that hit,the new pupil will turn on his peers and fightbeside the elder to the death. No magicalweapons or armor are allowed in this combat, norare missile weapons that have no melee function.All other weapons are allowed.

(7) Stalkers never use lethal poison, but non-lethal toxins are acceptable.

(8) Stalkers view magic as the tool of theweak, and as such, they will never knowingly usea weapon of greater than +2 enchantment, norwill they employ armor of greater than a +1enchantment. Hide armors that grant naturalbonuses greater than +1, however, are acceptable.Other magic items are looked upon as useless,except potions, which are viewed as useful butunnecessary, and will not be used unless someextreme situation warrants it. (Treat as a ranger todetermine what can be used under thesecircumstances.) Exact details of this usage are leftto the DM.

TABLE 6: STALKER THIEVING ABILITIES

StalkerLevel

Hide inShadows

MoveSilently

ClimbWalls

1 10% 15% 10%2 15% 21% 15%3 20% 27% 20%4 25% 33% 25%5 31% 40% 31%

6 37% 47% 37%7 43% 55% 43%8 49% 62% 49%9 56% 70% 56%10 63% 78% 63%11 70% 86% 70%12 77% 94% 77%13 85% 95%* 85%14 93% 95%* 93%15 95%* 95%* 95%*

*Maximum percentile score.

Wealth Options: 1d10+100 gp to start.Special Items:Hunting Mask: Stalkers start with a mask they

traditionally wear during the hunt. It is normallya face-covering mask made of wood painted a dullwhite. In the center of the mask, between the eyeholes, is a small circle with a blood stain from adrop of the preferred prey's blood. This whitemask serves as a mark for the young stalker,making it harder for them to blend into theirsurroundings. Because of the mask’s color, youngstalkers are motivated to improve their skills.

At 9th-level, a stalker may construct a newhunting mask from the skull of his or herpreferred prey. This new mask will grant thestalker who made it infravision for 60’ and willextend the range of infravision of races possessedof such already by an additional 30’ feet. Theseinfravision abilities are only gained when themask is worn. In addition, any race not normallygifted with infravision must spend approximatelyone month wearing the mask for at least 2 hoursper day to adjust to the new sight. Until theyadjust to the sight, all attacks are made at -2 whilewearing the mask.

When stalkers create their masks, they beginby removing the facial bones of their preferredprey and soaking them in purified water for oneweek. Later, on the night of the next full moon,they consecrate the mask, first with the blood oftheir preferred prey, then with a drop of theirown blood between the mask’s eye slits, andfinally by carving a naming rune onto theforehead of the mask. The rune serves to identifythe stalker to other stalkers and to link thestalker’s mind with that of the Grand HuntMaster/Mistress. This link only activates whenthe stalker dies, gains a level, or does somethingto earn the status of Dishonored Prey. The maskalso activates if the Grand Hunt Master/Mistress

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does any of the above things so that all stalkerswill know.

Additional InformationYoung stalkers are chosen by older stalkers

based on certain earmarks and traits, such ashunting ability, fairness, and other desirable traits(this is left open to the DM). When a suitablenumber of prospects have been located, the olderstalker will approach them and reveal everythingabout the stalkers. When he or she is finished,the prospects are given the choice of joining orbeing put to death.

Society: The stalkers of a given area willmeet once a month in a mead hall or similarsetting to laugh, drink, carouse, socialize, andcatch up on group business. Mock duels will beheld, games will be played, and a grand old timewill be had by all. At midnight, however, all willdon their masks, hold a knife or dagger in theirright hands, then form a circle. The highestranking stalker will then take a chalice filled withpure water and pass it around. Then, eachmember will, in turn, take his knife and prick afinger, squeezing one drop of blood into thewater. After this, the chalice will be passedaround a second time, and everyone will drinkfrom it. This ceremony represents their vows andcontinued belief in the great cause. Once thisceremony is complete, the stalkers will adjourn totheir respective lives. If a stalker is unable toattend this meeting for any reason, he mustinform his superior as to his reason for absence.Hunting is not an excuse.

The group of stalkers in a given area is calleda cell, and their leader will always be of at least 2levels higher than the next highest level memberin the group. The mead hall meetings take placein either the home of the wealthiest stalker in thearea, or in a remote area owned by a stalker(abandoned barn, etc.).

The headquarters of a cell is the residence ofthe Grand Hunt Master/Mistress. Meetings willnever occur here unless a unified cellundertaking, such as open warfare or forminghunting parties for rogue members, is about tobegin.

Stalkers believe that man shall bend no kneeto any god. Instead, they believe that in the end,the strength of man and steel, not magic anddivinity, will prevail. Thus it is that stalkers useso little in the way of magic. Stalkers look upon

clerics as nothing more than slaves or puppets totheir beliefs.

Beliefs:(1) Stalkers look on clerics as nothing more

than slaves or eager puppets to their beliefs.(2) Stalkers look on mages as horse fodder.(3) Thieves are viewed as dishonorable scum.(4) Bards are viewed as weaklings.(5) Paladins are viewed with the respect due

their fighting abilities and codes of honor. Theyare also considered a good prey, chiefly becausethey are believed to be slaves to a god, and thekilling of one is viewed as the release of anhonorable person.

(6) Rangers are looked upon with contempt,but also with a measure of respect for theirabilities.

(7) Stalkers follow the LE alignment becausethey neither regret nor have any qualms aboutkilling (thus the evil aspect), yet their stringentrules and society are markedly lawful in nature.Order and discipline have always been thehallmarks of stalker society and will always be.

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SHIFTER, UNIQUE CLASSoriginal concept by

Lance Flitter <[email protected]> andMark Thomas <[email protected]>

original editing & layout bySteven A. Maske <[email protected]>

ABILITY REQUIREMENTS: Constitution 15, Wisdom12

PRIME REQUISITES: ConstitutionRACES ALLOWED: Human, Elf, Half-elfALIGNMENTS ALLOWED:Any chaotic

Shifters are characters who have the ability tochange their physical forms at will. They aregenerally nature oriented, and only humans,elves, and half-elves can be shifters. Shifters mustbe chaotic in alignment, although they can begood, neutral, or evil. Shifters have a certainmagical nature, and to become one, a person mustbe initiated by a high level shifter. This makesshifters uncommon.

Constitution is the prime requisite of a shifter,since changing one’s basic, physical structure isstrenuous. Wisdom is also important, as shiftersmust have a certain spiritual equilibrium to beable to change their shapes. A shifter with aConstitution of 16 or more gains a 10% bonus tothe experience he earns. A shifter also gainsbonus hit points based upon Constitution just as afighter does (+3 for 17, + 4 for 18). Constitutionalso gives a bonus to the number of forms a shiftercan assume and to the number of shift points onehas.

Shifters are fairly hardy fighters, though theyare limited to common types of weapons (basicswords, staves, daggers, etc.). They generallyprefer to shift into a form in a fight. They alsogenerally avoid using metallic implements,preferring natural materials, since these are easierto transform. For this reason, shifters almostnever wear metallic armor. They will, however,frequently wear leather armor, and they can useshields. Shifters make saving throws anddetermine their THAC0s as a priest does.

Weapon Proficiencies: Shifters start with twoweapon proficiencies and gain one for every fivelevels of experience.

Nonweapon Proficiencies: Shifters cannot usenonweapon proficiencies because of the time andeffort required for learning, practicing, andmaintaining different forms. (Note: A creative

player can imitate most nonweapon proficienciesby shifting.)

TABLE 7: SHIFTER EXPERIENCE LEVELS

Level Experience Hit Dice (d8)1 0 12 1,600 23 3,200 34 6,400 45 16,000 56 32,000 67 64,000 78 120,000 89 224,000 9

10 464,000 9+111 740,000 9+2

Special Benefits/Abilities: Shifters possess aninnate ability to change their forms. This abilityis called “shifting,” hence their name. In additionto this transformation ability, which is describedin detail below under Shifting, shifters have thefollowing abilities:

(1) Animal empathy, just as the Ranger ability(See the Players Handbook, p. 29)

(2) Can always recognize another shifter, nomatter what form is being assumed.

(3) Has a 5% per level (95% max.) chance ofrecognizing any polymorphed entity.

(4) Has a +2 save (+4 with Constitution 16 orhigher) against being polymorphed, petrified, orphysically transformed in some other way.

(5) At 8th-level, a shifter can imitate anotherindividual (Cost: 12 ShP).

(6) At 10th-level, a shifter can initiate anotherperson to make him a shifter.Wealth Options: 3d6x10 gp to start.

ShiftingThere are two types of transformations a

shifter can perform: fixed-form shifts and free-form shifts. In a fixed-form shift, the shifterchanges into a "memorized" form and takes on allthe non-magical attributes of that form. Thistransformation is complete, with the exceptions ofthe character’s mind and hit points. He can useall of the natural abilities of the new form. Forexample, if a shifter becomes a red dragon, hewould not get its breath weapon, but he wouldget its natural attacks (bite, claws, etc.).

Shifters start out with the ability to shift intotwo distinct forms, not counting Constitution

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bonuses (see Table 9: Constitution Bonuses).They must first "bond" with those forms beforethey can shift into them. To bond with a being,the shifter must be in contact with it for 1 turnminus one round for every level above first.Once the time required reaches one round, onesegment of time per level is subtracted. Thebonding never takes less than one segment. SeeTable 8: Shifting Allotted for the number of shiftpoints and bonded forms a shifter has at eachlevel.

During the time the shifter is in contact withthe being, he is in a state of meditation, busily"memorizing" the being's basic nature. Thecreature, if unwilling to be touched, receives asaving throw vs. polymorph.

It is possible to bond with a creature that hasonly recently died. The creature must have beendead less than one half of an hour (30 minutes). Ifit has been dead longer than that, there is nochance of bonding. If the shifter attempts to bondwith a dead creature, there is a chance thebonding will not work properly. There is also achance that a shifter attempting this will die. Thechance of a successful bonding is 70% minus 2%for every minute the creature has been dead.Whether the bonding is successful or not, theshifter must make a system shock check to survivethe attempt. Failure results in the character’sdeath. The shifter also loses that bonding "slot"whether the attempt was successful or not.

A bonding costs the same number of points itwould cost to shift into the creature being bonded.Once transformed, a shifter can maintain the newform indefinitely, until another transformation isperformed. All transformations have a cost,including reverting to the shifter’s natural form,although reverting to the natural form costs onlyhalf the points of the original shift. They have alimited number of fixed forms they can shift into,based on level and constitution bonus.

A shifter does not have to return to his or hertrue form before changing into another shape.The cost of shifting is, however, calculated fromwhatever form the character is in at the time of thetransformation.

A free-form shift is very different than a fixed-form shift. There is no "memorized" model onwhich the shift is based, although parts of the shiftmay be based on a bonded model. Free-formshifting is actually more strenuous than fixed-form, since there is no specific model for thechange. A free form shift is limited only by thecharacter’s imagination and his or her shift point

limit. A shifter could turn his hands into tigerclaws and grow giant eagle wings, turn his armsinto bone swords, harden his skin, or transforminto a squishy pancake to slither under a door. Ashifter could also change into the semblance ofanother humanoid or more bizarre creature. Freeform shifts do not last for an indefinite time andrequire a cost to maintain. If not maintained, theshifter will revert to his or her natural form.

The maintenance cost of a free-form shift isone half of the shifting cost per turn maintained.There is no maintenance cost for the first turn, noris there any cost to revert to natural form whenperforming a free-form shift. Shifting from afixed-form costs half as many points as it wouldcost to change into that form from the character’snatural form.

TABLE 8: SHIFTING ALLOTTED

Level Shift Points Total Bonded Forms1 2 22 4 33 7 34 11 45 16 56 22 57 29 68 37 79 46 7

10 +10 811 +10 8+1

TABLE 9: CONSTITUTION BONUSES

Constitution Bonus Form Bonus Points15 0 016 1 1 per 2 levels17 2 1 per level18 3 2 per level

Cost of Shifting: The most important factorsin the cost of a transformation are the amount andtype of mass to be shifted. Both the quantity andtype of mass have an affect on the cost. The basecost is for a change of mass of no less than 50%and no more than 200% of the character’s totalmass. For every decrease in mass of 50%, there isan additional 1 ShP (Shift Point) cost for fixed-formand 2 ShP for free-form transformations. Forexample, if a shifter wanted to change tosomething between 1/8th and 1/16th his mass, it

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would cost an additional 3 ShP. The reverse istrue for every 100% increase in total mass.

When performing a free-form shift, theseverity of the change, as well as the massinvolved, has an impact on the cost of thetransformation. A minor change, such aschanging pigmentation, hardening the skin, orslightly altering facial features (smaller ears,bigger nose, etc.) costs 1 ShP per change. Minorchanges are primarily cosmetic. If there are morethan two minor changes, the shift is considered amajor one. Changing from one humanoid form toanother would cost a maximum total of 6 or 7 shiftpoints (not counting shifting items on thecharacter’s person).

A major change involves a change in thecharacter’s basic nature. For instance, growingwings or changing his or her arms to bone swordsor tiger claws would be major changes. If thereare more than two major changes, it is considereda drastic change.

A drastic change would be a change tosomething really bizarre. For instance, turninginto a squishy pancake to slither under a door orgrowing huge bat wings, tiger claws, and a lizardtail would be a drastic change.

If part of a free-form shift is into a shape that ispart of a bonded form for the shifter, subtract 1ShP from the cost of the change. For instance, ifthe shifter has a bonded form of a tiger and shiftshis hands to tiger claws, the additional cost wouldbe only 4 ShP (2 ShP for the base cost plus 3 ShPfor major change minus 1 ShP for the bondedform).

Shifting Other Materials: If the shifter iscarrying any organic material that he wishes toshift into the new form, then he must spend 1 ShPif the weight is under 10 pounds, and 2 ShP forevery 10 pounds thereafter. The costs are doubledfor free-form shifts.

The cost for shifting inorganic material ishigh, which explains why shifters generally avoidcarrying minerals and metals. If the shifter iscarrying less than 1 lb. of mineral matter, he mustpay 1 extra ShP for a fixed-form shift and 2 extrafor a free-form shift. If he is carrying 1 or morepounds, the cost is 2 extra ShP per pound for afree-form shift and 4 extra ShP per pound forfixed-form.

Shifting magic items is possible but incurs anextra cost. The shifter must pay 2 ShP per magicitem possessed for a free-form shift, and 3 ShP peritem for fixed-form. Whether a shifted magic item

can be used while in the new form is entirely upto the DM.

TABLE 10: SHIFT COSTS

ShiftFixedForm

FreeForm

Base cost 1 2Each 50% decrease 1 2Each 100% increase 1 3Organic materials (under

10 lbs.)1 2

Organic materials (every10 lbs.)

2 4

Inorganic materials (under1 lbs.)

1 2

Inorganic materials (every 1lbs.)

2 4

Magic Item 2 3Each minor change N/A 1Each major change N/A 3Drastic change N/A 7Each part of change to a

bonded formN/A -1

Recovering Shift Points: The process ofrecovering shift points is similar to the way magesand priests recover their spells, but instead ofmemorizing or praying for spells, a shifter mustspend the time resting. Shifting is very strenuousand thus requires sleep and rest. (See Table 11:Shift Point Recovery below)

Time Required to Shift: Shifting requiresconcentration and takes a certain amount of time.At first-level, it takes a full round to make a shift.It takes one segment less per level over the first.At 10th-level, it takes only 1 segment to make ashift.

In combat, a shift counts as the players action,just as casting a spell counts as a mage’s action.When transforming, a shifter does not gain hisDexterity bonus for armor class. Regardless ofhow quickly a shifter can change, he can shift nomore than once per round while engaged incombat.

TABLE 11: SHIFT POINT RECOVERY

Time (hours)Activity 1 2 3 4 5 6 7 8Sleep 0 1 3 6 15 30 50 90Rest 0 0 1 2 4 12 25 40LightActivity

0 0 0 1 1 3 9 20

Moderate 0 0 0 0 1 1 1 2

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Activity

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KITS

HEDGE WIZARD, WIZARD KITby Leah Watts <[email protected]>

ABILITY REQUIREMENTS: Intelligence 13,Constitution 13

PRIME REQUISITES: Intelligence, ConstitutionRACES ALLOWED: AnyALIGNMENTS ALLOWED:Any

What happens when a person with magepotential cannot get training in magic for somereason? In most cases, that person will go throughlife never knowing of his potential. However,some people are exposed to magic in a way thatreveals their talent. Of these people, some havethe determination to study magic on their own,and these self-taught mages are called hedgewizards.

Players should be encouraged to work up acharacter background that explains how thecharacter discovered his talent and why he wasnot formally trained. Perhaps the character foundgreat-uncle Johann’s spell notes and discoveredshe could read them, but the family is ashamed ofgreat-uncle Johann and is horrified at the thoughtthat another of their line has inherited “the curse.”A character might have been apprenticed to amage who died before teaching more than thebasics, and no other mage was willing to acceptthe character as a student. In a culture that placessocial restrictions on mages, families hoping toimprove social status may refuse to allow theirchildren to be mages. Alternatively, a magocracymay limit training in magic in order to hordepolitical power.

Characters must have Intelligence andConstitution scores of 13 to take this kit. Self-training in something as complex as magic isstressful both mentally and physically, andcharacters with lower scores wouldn’t be able toaccomplish it. Hedge wizards should start playslightly older than other starting characters oftheir race, since they haven’t been able toconcentrate on mage studies. For example, if mosthuman mages in a campaign start play at 24 to 26years old, a human hedge wizard would start at27 to 29 years old.

There are two ways to abandon this kit. Thefirst method is for a hedge wizard to be accepted

as a “special student” by a magic academy ornoted mage at least 5 levels higher than thehedge wizard. Once accepted, the hedge wizard’sreaction penalty drops to -2 (see SpecialHindrances below). After six game months (or1/2 game year), the penalty drops to -1. After onegame year, the character is no longer a hedgewizard. (It is up to the DM whether adventuringcan occur during this year. Mentors may want tosee their new apprentices “in action” and maysend them on special missions, or they may wantthem to concentrate on their studies.)

The second method is simpler: If a playermakes a concerted effort to prevent the hindrancesof this kit from affecting him, the DM should rulethe kit abandoned.

Any race can become a hedge wizard,including those races that normally don't havemages. This kit would be a good one to use if aplayer and DM are experimenting withnonstandard race and class combinations or newcharacter races. After all, it's not hard to explainwhy none of the magic academies will accept yourhalfling character as an apprentice. Level limitsare as normal for the race or determined normallyif the race doesn’t usually have mages.

Role: This kit is meant for use in worlds withstrong mage guilds or magic academies. It shouldnot be used in worlds where every mage has toscrape up training on her own. The kit is open tocharacters of any social class. While many will befrom the lower classes, it’s just as likely that anoble child will be forbidden mage training if herfamily has other plans for her life and career.Also, despite the name, hedge wizards are just aslikely to come from urban areas as rural.

Hedge wizards exist outside mage society.While this is the source of their special hindrances,it also means they can be found almost anywhere.The mage advisors of many thieves’ guilds arehedge wizards, using the thieves to gain themagical knowledge they cannot gain by othermethods. Other hedge wizards can be found incarnivals or circuses, entertaining crowds withcantrips and minor illusions. No major ruler willaccept a hedge wizard as a court mage, but somepetty lordlings with more pretensions thanresources will hire one. Merchant families mayhire a hedge wizard for duties they don’t want thelocal mage guild to know about, or simplybecause a guild-affiliated mage is more expensive.

Special note: The differences between hedgewizards and peasant wizards must be

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emphasized. While many hedge wizards comefrom the lower classes, they are not necessarilysupporters of the lower classes. For every hedgewizard who wants to improve life for commoners,there's at least one who intends to fireball her wayinto the nobility. Hedge wizards may accumulateas much treasure as they wish and are notrequired to donate any of it to charity.

Hedge wizards differ also from witches. Awitch’s magic is extraplanar in origin—eitherdirectly from her teachers or indirectly throughapprenticeship to other witches. Hedge wizardsuse normal human or demihuman magic.Casting methods and components are just likethose of any other wizard. Hedge wizards sufferno negative reactions because of superstition that astandard wizard would not also suffer. It wouldbe slightly easier to aim a mob at a spellcasterwho doesn’t have a guild medallion around herneck. However, it would be extremely simple forthe local authorities to prove the hedge wizardwas not a witch.

Secondary Skills: Any allowed, but it issuggested the chosen skill be one the charactercould get a job with. She probably wassupporting herself with that skill while learningenough magic to start adventuring.

Weapon Proficiencies: Hedge wizards werenot able to devote themselves totally to the studyof magic. It is possible for them to have receivedmore weapon training than the average wizard.Hedge wizards receive an extra weaponproficiency at first level. In addition to the normalwizard weapon list, they can learn to use any one-handed weapon that weighs 5 pounds or less.Short bows may be used with the DM’spermission.

Nonweapon Proficiencies: Bonus—reading/writing (wizard’s primary language),spellcraft. Recommended: It is suggested that atleast one slot be spent on a job-type skill for thereason given under “Secondary Skills” above.

Hedge wizards receive two bonus slots at firstlevel that cannot be spent on any skill that appearson the wizard proficiency table, even if it appearson another table as well. In addition, none of thebonus NWP slots gained through a highIntelligence score may be spent on such wizardlyNWPs.

Equipment: A hedge wizard has no specialrestrictions on equipment.

Special Benefits/Abilities:(1) Hedge wizards, because they do not have

a mentor, are better at self-training and research.

They receive a +10% bonus to research spells (newor existing). If the optional training rules areused, hedge wizards can self-train for a new level.Use the character's Wisdom -2 to determine thebase time. (The Wisdom penalty simulates tryingto learn with no feedback from a mentor--it’s veryeasy to get on a wrong track.) The DM should cuttraining expenses, as bribing a librarian to let onein after hours shouldn't be as expensive as hiringa higher level mage.

(2) Hedge wizards have far more practice withcantrips than regular wizards. A 1st editionhedge wizard starts play with a complete book ofcantrips as well as her spell book. A 2nd editioncharacter has the cantrip spell in addition to hernormal starting spells. Hedge wizards have abonus first-level spell per day that can be usedonly for cantrips. They receive an additionalbonus cantrip every three levels--a 4th levelhedge wizard would have her regular spellcapacity plus two spell slots for cantrip casting. At10th level, a hedge wizard can use cantrips todisrupt spell casting. The opponent wizard mustbe at least four levels lower than the hedgewizard and is allowed a save vs. spell to resistdisruption. Other hedge wizards, priests, andcharacters casting priest spells are immune.Characters using magic items are also immuneunless activation of the item requires more thanone or two syllables.

Special Hindrances:(1) Hedge wizards receive a -15% penalty on

attempts to create magical items, includingpotions, because of a lack of early training in theprinciples involved. (Regular spell books are notmagical items.)

(2) Combat oriented spells are jealouslyguarded secrets and are extremely difficult to“stumble upon.” Therefore, a hedge wizardcannot start play with any spell that causes directloss of hit points. Spells such as light, which havecombat uses but do not directly injure anopponent, are allowed. Once the character is inplay, combat spells can be gained in the usualmanner. Combat spells cannot be gained as thebonus spell for going up a spell level, unlessthere's a very good reason for the spell to beavailable (such as a captured spell book). DMsare free to place other spells in the “combat spell”category (the Power Word spells should definitelybe classified as “combat”), but should provide alist for player reference. (3) One of the fastest ways known to start amage duel is to call another mage a hedge

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wizard. Wizards who do not have this kit willlook down on those who do. In game terms, aknown hedge wizard will have a -3 reactionadjustment from other wizards and will be treatedas if he were 3 levels lower than he actually is.(Hedge wizards under 4th level would be treatedas either 0-level apprentices or non-spellcastingcharlatans, depending on the situation.) Theexceptions are:

• Other hedge wizards.• Peasant Wizards, if the hedge wizard inquestion is a supporter of the lower classes.• PC wizards, unless roleplayingconsiderations dictate otherwise and allinvolved players can keep the interactionstrictly between their characters. (Thishindrance has the potential to turn into playeragainst player feuding. The DM should beready to take action if it does.)• If the Savage Wizard or Anagakok kitsare available, the DM will need to decide ifthe adjustment applies to them. Most likely, itshould not. Their methods of gaining magicallearning are so different from “civilized”schooling that they wouldn’t perceive aproblem.• Non-mages may have the adjustment,depending on the campaign. If it iscomparatively easy for non-mages to identifyacademy graduates or mage guild members,or if non-mages see the hindrance in action,then the adjustment should be in effect. (Aninnkeeper who sees a fifth-level mageordering a sixth-level hedge wizard aroundwill naturally assume the first mage is morepowerful.) Admittedly, there are times whenbeing underestimated can be an advantage.The DM will need to be sure thedisadvantages show up in play.(4) Hedge wizards advance in levels more

slowly than standard wizards. A hedge wizardrequires 10% more experience points than does hisstandard wizard counterpart to achieve a newlevel.

Wealth Options: Hedge wizards receive thestandard (1d4 + 1) x 10 gp in starting money andcan spend it any way they want.

Preferred/Barred Schools: Most hedgewizards will be mages, rather than specialists. It'stough enough learning magic outside formaltraining; voluntarily cutting oneself off from onesection of magic would stack the deck too muchagainst the character. If a player wants to run aspecialist hedge wizard, the character background

should include an explanation of how thecharacter managed to find enough magicalknowledge in the specialist area to make it as faras first level. For example, if all the gypsyspellcasters in the character's country wereillusionists, a hedge wizard who received earlytraining from a gypsy could also be an illusionist.

PHILOSOPHER, PRIEST KITby Bil Boozer <[email protected]>

A philosophy, according to the CompletePriest’s Handbook, is “a compelling idea or set ofideas which can capture the imaginations ofcommunities or whole civilizations.” Unlikedeities, philosophies are not cognizant beings thatdecide whether to imbue followers with powers.Unlike forces, philosophies do not exist as physicalphenomena. Instead, philosophies are comprisedof the thoughts of intelligent creatures whofervidly believe they have identified the meaningof existence. It is generally only in literatesocieties that philosophies are broadly believedenough to grant priest-like powers to their mostdevoted believers.

ABILITY REQUIREMENTS: As standard priestPRIME REQUISITES: As standard priestRACES ALLOWED: AnyALIGNMENTS ALLOWED:Any

Philosophers are specialized priests of aparticular philosophic belief system. They believetheir philosophy describes or identifies the singletruth or meaning to existence and otherphilosophies are incomplete or incorrect. Thephilosopher kit is not related to the philosopherpersonality described in the Complete Priest’sHandbook.

A philosopher takes every opportunity todemonstrate the truthfulness of his or herphilosophy. This is particularly the case when heor she is trying to convince nonbelievers, but it isalso a common behavior when the philosopher isamong those whose beliefs he or she wishes toreinforce. The nature of the particular philosophywill dictate how intrusive the philosopherbehaves, but unless humility is characteristic ofthe philosophy, the philosopher will typicallyhave some observation to make regarding justabout everything that happens.

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Role: The primary responsibility of aphilosopher is to enlighten others about his or herphilosophy. Consequently, many philosophersserve as teachers at colleges in cities ormonasteries, teaching the tenets of the philosophyto aspiring students. Philosophers also teach byproviding appropriate examples to thoseobserving them.

As he or she reaches higher levels, thephilosopher is expected to apply acquiredknowledge to refine or expand the nature of thephilosophy. Typically, this is done through thepublication of a philosophical tract which mustmeet the approval of existing high-levelphilosophers. If no such philosophers exist or areavailable, then the tract must be accepted as anenlightened work by a significant number of thephilosophy’s believers.

Philosophers are prone to traveling fromsettlement to settlement to spread their ideas, andoften they are accompanied by followers devotedto the philosophy. At all times, the philosopherbehaves according to the tenets of his or herphilosophy. While non-philosopher followersmay have doubts or confusion about thephilosophy and stray from it on occasion, thislapse is not allowed at any time to thephilosopher.

Philosophers, particularly those adhering toancient philosophies, have been known to travelseeking artifacts related to the founding anddevelopment of their philosophies or looking forevidence which supports the veracity of theirphilosophies.

Spheres of Influence: Major and minor accessto spell spheres is determined by the philosophyadopted by the character.

Secondary Skills: In campaigns making useof secondary skills, the philosopher must takeScribe as a secondary skill. All philosophers mustbe able to read and write.

Weapon Proficiencies: Required: None.Recommended: Any appropriate to thephilosopher’s philosophy. (See Special Benefitsbelow.)

Nonweapon Proficiencies: Bonus proficiency:Reading/Writing. Recommended: Etiquette;Languages, Ancient; Languages, Modern;Oratory; Religion.

Equipment: The philosopher must alwayswear the raiment of his or her philosophy openly.For each philosophy, this raiment will varygenerally from culture to culture. Additionally,philosophers must always have copies of written

tracts regarding their philosophies. These tractsare distributed through the course of thephilosopher’s travels, generally one or two copiesper settlement.

Special Benefits: The philosopher mayexpend any weapon proficiency slots on thenonweapon proficiencies of Languages, Ancient orLanguages, Modern. Additionally, thephilosopher receives a +1 reaction bonus for eachlevel of experience (up to a maximum of +5) whenencountering followers of his or her philosophy.

When the philosopher reaches 5th level, he orshe gains a 0-level human follower who is abeliever in the philosopher’s philosophy. Whenthe philosopher reaches 6th level, this followerbecomes a 1st-level character in any appropriateplayer character or specialist class and progressesnormally thereafter. This follower is in addition tofollowers normally received when the priestreaches 9th level.

Special Hindrances: Just as philosophers gaina reaction bonus when meeting fellow believers,they are penalized –1 for each level of experience(up to a maximum of –5) when encounteringfollowers of antagonistic philosophies or mostworshipers of deities. Even worshipers of deitieswith goals similar to those of the philosophy willgenerally resent the philosopher’s atheism, evenif the philosopher adheres to a religiousphilosophy. (The first “atheists” of the real worldwere Jews and Christians, so labeled by theRomans because they refused to believe in theLatin pantheon of gods.)

The philosopher with at least three levels ofexperience must spend at least one month eachyear performing instructional service at anestablished school or in a location appropriate tosuch tuition. Instructional service typicallyinvolves lecturing to audiences, but otheractivities, such as translating philosophicaltreatises, may also be considered instructional.The philosopher is provided room and board forhis or her services but receives no monetarypayment, as all fees collected from students gotoward supporting the school and itsadministration.

In lieu of instructional service, the philosopherof 6th or higher level may attempt to establish aschool in a city or area where none exists. Thesuccess of this venture will depend on thephilosopher’s personal Charisma, the populationof the city or area, the existing beliefs of thatpopulation, and luck. Establishing a schoolrequires four to seven months. Once the school is

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established and the philosopher has enlisted aqualified administration and faculty, thephilosopher is free to travel for two years withoutreturning to perform instructional service. Afterthe two-year period, however, the philosophermust return one month per year as before.

At all times, the philosopher must carry copiesof essential philosophical tracts describing thetenets of his or her philosophy or recountingparables which teach lessons pertinent to thephilosophy. He or she distributes these tracts tononbelievers encountered in his travels, usuallygiving out one copy for every 500 people in aparticular settlement (to a maximum of three persettlement). It may be necessary for thephilosopher to teach some members of thesettlement to read if leaving the treatises is goingto accomplish any good. If the philosopher runsout of these tracts, he or she must obtain moreimmediately, either by returning to purchasethem from their source or by creating new ones.

Wealth Options: The philosopher gets thestandard 3d6x10 gp starting gold.

THE SUN PRIEST, PRIEST KITby Timothy S. Brannan < [email protected]>

ABILITY REQUIREMENT: Wisdom 14PRIME REQUISITE: WisdomRACES ALLOWED: Human or half-elfALIGNMENTS ALLOWED:Lawful good, lawful

neutral, or neutral good

Sun Priests are priests of life, light, law andorder. They are dedicated to the service of thevarious gods of law and weal, and were createdby the gods of good to combat the forces of evil.The various orders of the Sun Priests worship thegods of the sun, dawn, or even the moon.

Sun Priests promote the destruction of theforces of Darkness. Preaching to the faithful orconverting the believers is of secondaryimportance. Sun Priest philosophy is summed upby, “Destroy all that is evil; protect all that isgood.” Sun Priests are lawgivers, protectors oflife, and enemies of evil and darkness. Theybelieve that the only way to force darkness out isthrough the doctrine of lawful good. Lawful

neutrals and neutral goods, however, are alsoaccepted. Precious metals, such as silver andgold, are revered not only for their value, but alsofor their effectiveness against the undead andother evil creatures. Good dragons are seen asdivine, gold, silver, and platinum dragons aboveall.

A Sun Priest must be human or half-elvenand must have a Wisdom score of 14 or higher.High scores in Strength, Constitution, andCharisma are helpful. No bonus experiencepoints are gained for high Wisdom.

Instead of the normal priest advancementtables, Sun Priests use Table 12 for experiencelevels advancement and Table 13 for spellprogression.

Role: Sun Priests fill the niche of avengingpriests. Like the sun itself, they represent life,light, and power. But also, like their deity, theyare unrelenting adversaries (think of the sunbeating down relentlessly on the desert). Theirpurpose is to destroy evil in whatever form it maytake. Sun Priests find the undead especiallyabhorrent, because not only are they evil, theyare an aberration of the life Sun Priests protect.

Unlike other priests, Sun Priests do not spendtime preaching to the masses. They believedeeds, not words, honor their god. To this end,they are more combative and militaristic thanother priests. They are not pacifists.

Sun Priests are not, however, all combat andglory. They love life, which is why they protect itso diligently. The picture of a reserved and quietpriest does not apply to the Sun Priest. Generally,they can be found laughing, enjoying food andwine, and, of course, adventuring. A perfect lifefor the typical Sun Priest would be a lifetime ofdestroying evil, then retiring to raise a householdfull of children.

Sun Priests, due to their outlook on life, arevegetarians. This is not the product of anycultural or ethical taboo for them, merely apersonal choice. Some Sun Priests disdain killingin general. During combat, these priests mustfind other ways to subdue or neutralizeopponents. This personal choice does not apply tocreatures from the lower planes or to undead. SunPriests also occasionally opt to forego the use oftheir weapons to rely more on their spells andspecial powers.

Under either condition, the priest gains nospecial benefit from his deity for making thischoice. Conversely, those who do not choose tofollow these paths receive no special hindrances.

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If the Sun Priest’s major role is to destroy evil,then their minor role is to protect life. To this endtheir god has granted them the ability to healothers and themselves. Their gods also allow SunPriests to bless, in their name, life affirmingceremonies such as guidance ceremonies,marriage, and funerals (always cremations).

A Sun Priest is not a greedy person by nature;gold and silver are only as good as the purposethey serve. Undead are seen as the archetype ofall that is evil, dark, and perverse. Undead, theirdemon masters, their human and demi-humanservants, and all other forces of darkness areconsidered to be foes and must be destroyed.

Weapon Proficiencies: As with druids, SunPriests are limited to their weapons of choice.Weapons are limited to only blunt weapons suchas maces, morning stars, flails, staves, andhammers. Sun Priests may be allowed to use thevarious sun blade or holy avenger swords if theyexist in the campaign. Other edged weapons arerestricted by the Sun Priest’s god. Sun Priestsstart with two weapon proficiencies at 1st level,then gain

Nonweapon Proficiencies: Recommended:Healing, Navigation, Spellcraft, Legend Lore(concerning undead).

TABLE 12: SUN PRIEST EXPERIENCE LEVELS

Level Experience Hit Dice (d8)1 0 12 2,000 23 4,000 34 7,500 45 12,500 56 25,000 67 40,000 78 60,000 89 90,000 9

10 125,000 1011 250,000 10+212 400,000 10+413 750,000 10+614 1,500,000 10+815 2,500,000 10+1016 3,000,000 10+1217 3,500,000 10+1418 4,000,000 10+1619 4,500,000 10+1820 5,000,000 10+2021 5,500,000 10+2222 6,000,000 10+24

23 6,500,000 10+2624 7,000,000 10+2825 7,500,000 10+3026 8,000,000 10+3227 8,500,000 10+3428 9,000,000 10+3629 9,500,000 10+38301 10,000,000+ 10+40

1This is the maximum level a sun priest can attain.2This is the Sun Priest's Final Secret Journey.

Equipment: The Sun Priest may wear anytype of armor. A preference will be made formetal armors of high quality with metal trim,particularly silver, gold, or platinum.

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TABLE 13 : SPELLS USABLE BY LEVEL

Level 1 2 3 4 5 6* 7**1 1 - - - - - -2 2 - - - - - -3 2 1 - - - - -4 3 2 - - - - -5 4 2 1 - - - -6 4 3 2 - - - -7 4 3 2 1 - - -8 5 4 3 1 - - -9 5 5 3 2 1 - -

10 5 5 4 3 1 - -11 5 5 4 3 2 - -12 6 6 5 3 2 1 -13 6 6 6 4 3 1 -14 6 6 6 5 3 2 115 7 6 6 6 4 3 116 7 6 6 6 4 3 217 7 7 6 6 5 4 218 7 7 7 6 5 4 319 7 7 7 7 6 5 320 8 7 7 7 6 5 421 8 8 7 7 6 6 422 8 8 8 7 7 6 523 8 8 8 7 7 7 524 9 8 8 8 7 7 625 9 9 8 8 8 8 626 9 9 9 9 8 8 727 10 9 9 9 8 8 728 10 10 9 9 9 9 829 10 10 10 10 9 9 930 10 10 10 10 10 10 10

* Usable only by priests with 16 or greater Wisdom.** Usable only by priests with 17 or greater Wisdom.

Special Abilities: A Sun Priest makes savingthrows as a priest, but gains a +2 bonus vs. lightspells and against attacks from creatures tied tothe negative material plane. At higher levels, theSun Priest gains the following abilities:

(1) At 2nd level, the Sun Priest can cast a lightspell once per day per level in addition to hisusual spells.

(2) At 3rd level and every three levelthereafter (6, 9, 12,...), the Sun Priest must go on a“secret journey.” This journey is one of faith andmust be accomplished alone, in secret. It mightbe nothing more than a dedicated study of churchtomes (a journey of understanding), of deepcontemplation (a journey of enlightenment), ofdestroying some foe (a journey of vengeance), oranything else the player and DM agree upon.The journey will last as long as necessary, and

during this time, the Sun Priest will receive noexperience points, nor can he partake in anongoing adventure. The journey can be playedout, or the priest may simply rejoin theadventures at a later date. The journey must beperformed, or the Priest can not advance to thenext level.

(3) At 4th level, the Sun Priest may heal 1d4+1 hit points per level divided by two, roundeddown. They may use this power upon themselvesor another willing individual. When this power isused, it causes the priest’s holy symbol to glow inproportion to the amount of hit points healed.

(4) At 7th level, the Sun Priest becomespartially immune to the special attacks of thevarious undead monsters. He is allowed a savevs. death magic to ignore these attacks. Thisincludes the paralyzing attacks of ghouls, thewails of banshees, the aging of ghosts, the coldtouch of liches, and the charm attacks of vampires.This does not include the energy draining attacksof wraiths, wights, or vampires, or the strengthdrain of shadows.

(5) When a Sun Priest reaches 10th level, hemay cast a digit of disruption. This power destroysundead who fail their saves vs. magic, or causes4d8 hit points of damage if they do save (magicresistance applies). This power also affectscreatures from the negative material plane,though to a lesser extent, causing 6d8 points ofdamage (half if saved against). This power can beused once per day, affecting one creature in thepriest’s line of sight. After 10th level, one extracreature can be affected, and every third levelbeyond that, the power can be used one extratime per day (i.e., twice at 12th, three times at15th, four times at 18th, and so on). A maximumof 20 different creatures can be affected at oneattempt.

(6) At 14th level, the Sun Priest starts usingTable 14: Expanded Turn Undead Abilities todetermine success with turn undead attempts.

(7) At 16th level, the Sun Priest’s 7th-levelgranted abilities become more potent, and hebecomes completely immune to the special attacksof the undead. This includes the energy drainattacks by vampires and liches.

Special Hindrances: While Sun Priests maygenerally use any scroll or magic item usable bypriests, they may not use those that duplicatereversed spells from the Sun or Necromanticspheres, such as darkness or command undead .

Spheres of Access: Sun Priests have a broadbut exacting range of spells. They have major

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access to the following spheres: All, Combat,Healing, Positive Necromantic, Sun, andProtection. They have minor access to the sphereof Divination. Sun Priests can use all the priestspells available to them by sphere and level, plussome other secret spells that are only shared witha few non Sun Priests.

Organizations: Sun Priests have no singularchurch organizations as do druids. Their hallsdiffer from country to country, but are alwaysvery bright places with altars made of silver orgold which are covered with designs of the sun.Holy days are the equinoxes and the summersolstice. Holy times are dawn, noon, and sunset.Sun Priests may vary from sect to sect. Forexample, a Greyhawk sun priest would worshipPholtus and be adorned in his colors. ARidderholm sun priest would worship St. Werperand wear silver-colored armor and a blue or redcape (for the blue and red suns). An Aztec sunpriest would wear rainbow colored feathers, and

his hall would be a Toltec pyramid. The ancientEgyptian priest is a good example of a primitivesun priest, one that worships Ra.

Between different sects of sun priests, there isusually friendly competition. After all, most arelawful good and working toward the same cause.Sometimes, however, this “friendly” competitioncan become very fierce. The rivalry of the sects ofSt. Cuthbert and Pholtus of Greyhawk is a goodexample. Sun Priests are on good terms with“regular” priests who share their views and otherspecific priests such as some moon worshippingpriest and druids.

Paladins of Sun Priest orders will constantlybe on quests to destroy all that is evil and protectall that is good. They exemplify the Arthurianideal of the “knight in shining armor.” Sun PriestPaladins will be very dedicated to their causes,allowing little to interfere with them. Many arededicated hunters of witches, demons, or undead.

TABLE 14: EXPANDED TURN UNDEAD ABILITIES

Type1 1 2 3 4 5 6 7 8 13 14 16 17 18 19 20 22 24 27 29 30A 10 7 4 T T d d D D D D+ D+ D+ D* D* D* D* D* D* D*B 13 10 7 T T d d d D D D D+ D+ D+ D* D* D* D* D* D*C 6 13 10 4 T T d d d D D D D+ D+ D+ D* D* D* D* D*D 19 16 13 7 4 T T d d D D D D D+ D+ D+ D* D* D* D*E 20 19 16 10 7 4 T T d d D D D D D+ D+ D+ D* D* D*F - 20 19 13 10 7 4 T T d d D D D D D+ D+ D+ D* D*G - - 20 16 13 10 7 4 T d d D D D D D D+ D+ D+ D*H - - - 20 16 13 10 7 4 T d d D D D D D D+ D+ D+I - - - - 20 16 13 10 7 T T d d D D D D D D+ D+J - - - - - 20 16 13 10 4 T d d d D D D D D D+K - - - - - - 20 16 13 7 4 T d d d D D D D DL - - - - - - - 20 16 10 7 T T d d d D D D DM - - - - - - - - 20 13 10 4 T T d d d D D DN - - - - - - - - - 16 13 7 4 T T d d d D DO - - - - - - - - - 20 16 10 7 4 T T d d d DP - - - - - - - - - - 20 13 10 7 4 T T d d dQ - - - - - - - - - - - 16 13 10 7 4 T T d dR - - - - - - - - - - - 20 16 13 10 7 4 T T d

1Refer to Table 14b below for the type of creature affected.

T Undead is automatically turned.d Undead can be dispelled, destroyed, or damned; 1d12 HD affected.D 7 - 12 (1d6 + 6) HD affected.D+ 9 - 14 (1d6 + 8) HD affected.D* 11 - 16 (1d6 + 10) HD affected.*This power is ineffectual in areas of evil, such as altars of evil, the lower planes, Ravenloft, and others as determined by the DM.

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TABLE 14B : UNDEAD BY TYPE

Type Specific UndeadA SkeletonB ZombieC GhoulD ShadowE WightF GhostG WraithH MummyI SpectreJ VampireK GhostL LichM SpecialN Demi-LichO Skeleton WarriorP Demon LordQ Greater DemonR Demon Prince

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CHARACTERS

BERKby Brenton Miller <[email protected]>

Human male 3rd level fighterARMOR CLASS: 10MOVEMENT: 12HIT POINTS: 14THAC0: 18NO. OF ATTACKS: 1 (3/2)MAGIC RESISTANCE: NilPSIONIC ABILITY: NoneALIGNMENT: Neutral goodSIZE: 6’STR 17, DEX 9, CON 14, INT 10, WIS 10, CHA 9

Weapon Proficiencies: Short sword(specialized), dagger, punching/wrestling(specialized).

Nonweapon proficiencies: Blind-fighting;Etiquette (he rarely uses this talent these days);Heraldry; Survival.

Equipment: The only equipment Berk carriesis a dagger of fair quality, which is an article fromhis past, and a bag with a few coppers in it. Hestill owns a short sword, also from his past, but hehides this under his sleeping cot in his apartment.

Combat/Tactics: Berk rarely fights withweapons, and it would take a very strong threat toforce him to do so. Instead, he uses his immensegirth and weight to overbear his opponents andpin them down, usually attempting to smotherthem into unconsciousness. Berk will fight forpersonal matters of honor, and will protect hisfriends, but will generally avoid a fight for anyother cause, even other noble ones.

Special Abilities: Berk is an amazing arm-wrestler and gains a +4 bonus in all such contests.

Appearance: Berk is a greatly obese man,nearly bald, with light-brown, reddish hairgrowing only on the sides of his head above theears. He keeps his hair cropped very close to hisscalp. Wherever he is, Berk is usually drinking,eating, sweating, and being generally obnoxious.

Personality: Though his mannerisms are rawand uncensored, Berk is generally easy going andhas a boisterous laugh that he uses often. Mostlyquiet about himself and his past, Berk can usuallybe made to open up after a few tankards of ale are

poured into him. At these times, he usuallyspeaks woefully of his past, degrading himself inthe process, though he never provides specifics,such as where his hardships occurred or who wasinvolved.

Locales Frequented: Berk can almost alwaysbe found at the Pitt (see the Establishments sectionof Book1: Places of Interest).

History: Berk was once a respectablemercenary who hired himself out to protect thosein need. He failed to protect his charge once, whowas killed while Berk should have beenprotecting her, and he was unable to bear theshame. He traveled far from where the incidenthappened to end up in his current town, where heconstantly frequents the Pitt. Almost everyevening, Berk can be found at the Pitt, drinkingthrough the night. He always sits at the sametable and becomes irate and confrontational ifsomeone is sitting at his table when he arrives.Once, a person Berk confronted challenged him toan arm-wrestling match for rights to “Berk’s”table. Berk promptly and quickly beat the man.It is now a great event at the Pitt to challenge Berkat arm-wrestling. In fact, he has made somethingof a lucrative career (by his standards) by takingbets. So far, he has never lost. Usually, Ringerwill take bets against newcomers to his tavern,always counting on Berk to win.

BORDELLby Brenton Miller <[email protected]>

Human male 2nd-level bardARMOR CLASS: 9MOVEMENT: 12HIT POINTS: 7THAC0: 20NO. OF ATTACKS: 1MAGIC RESISTANCE: NilPSIONIC ABILITY: NilALIGNMENT: Chaotic neutralSIZE: 5’ 11”STR 11, DEX 15, CON 11, INT 14, WIS 10, CHA 15

Spells (1): 1st--light.Bard Abilities: PP 40, DN 20, CW 50, RL 10.Weapon Proficiencies: Short sword; dagger.Nonweapon Proficiencies: Dancing;

Etiquette; Heraldry; Local History*; MusicalInstrument (lyre)*; Reading/Writing (common)*;

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Singing*, 3 open. *Denotes proficiencies grantedby his bard class.

Equipment: Bordell usually wears a shortsword, keeps his lyre with him at all times, andcarries a brown leather pouch around his neck,tied with a leather strap. He never reveals thecontents of his pouch, which contains what he calls“his valuables,” but he guards it obsessively.

Combat/Tactics: Bordell dislikes fighting(mostly because he always feels he’ll lose) andtries to avoid it by talking his way out of a fight,usually by belittling his opponent for resorting tophysical violence. If forced to defend himself, hefights wildly with his short sword or dagger(never both) and will fight only long enough toescape, throwing chairs, tables, or any other objectin the path of his opponents to help his retreat.

Appearance: Bordell is a lanky man over sixfeet tall, with a very slender build, long, stringy,black hair, and dark blue eyes. His cheekbonesprotrude, his eyes are usually sunken and tiredlooking, making them appear more black thanblue, and he looks quite morbid and skeletal. Heis usually found at the Pitt (or any other tavern),stretched out on the floor in the shadiest corner,his back propped lazily against the wall, while hestrums quietly on his lyre. Mostly, he sings quiet,depressing songs that speak of lost love, corruptedheroes, or tragic defeats. People usually ignorehim, but often someone will heckle the bard foran upbeat tune. Occasionally, Bordell will oblige,but while he might even stand up to dance andsing, the lyrics will usually still speak ofsomething morose or even morbid.

Personality: Bordell has always been apessimist, taking every situation at its worst. Theway he tells it, nothing ever good has happenedin his life, though in truth he has never really hadit that bad. Bordell mostly feels sorry for himself,and if denied something he requests, he usuallycuts the person down, complaining that that wasexactly what he’d expect from the “selfish”person. He believes everyone is out for himself,and no one can be trusted. Bordell really doesn’thave any friends, since he pushes them away,and, at best, is difficult to get along with.

Locales Frequented: The Pitt (see theEstablishments section of Book1: Places of Interest),though every location is only temporary forBordell.

History: Bordell is the spoiled third son of awealthy merchant from a distant town. Themerchant, having started out poor, wanted abetter life for his sons and so put them through

school and paid to have them taught courtlymanners and other talents that might help themearn favor with the nobler classes. He alsoencouraged all his sons’ talents, includingBordell’s natural gift for music. Bordell’s earlyteachers were amazed by the boy’s natural talent,but were discouraged by his lack of self-discipline.Bordell never strove to improve himself or hisabilities. As Bordell grew older, his father tried toguide the boy, but Bordell misinterpreted hisfather’s interest as a heavy hand and continued torebel, holding all authority figures in contempt.One day, he fell into an altercation with his fatherand marched away, promising he would neverreturn. Over the next several years, Bordell haswandered, always seeking happiness andexcitement, but usually ending up hurting andmaking miserable the ones he encounters. Hecurrently resides in the town where the Pitt islocated, but it is only a matter of time before hewill move on again. Bordell usually moves onfrom a place once too much attention gets drawnto him, say if people begin bullying him or startwanting too much information from him.

GINNYby Brenton Miller <[email protected]>

Human male (boy) 0-levelARMOR CLASS: 10MOVEMENT: 6HIT POINTS: 3THAC0: 20NO. OF ATTACKS: 1MAGIC RESISTANCE: NilPSIONIC ABILITY: SpecialALIGNMENT: Neutral goodSIZE: 3’ 10”STR 7, DEX 10, CON 10, INT 11, WIS 9, CHA 17

Weapon Proficiencies: None.Nonweapon Proficiencies: None.Equipment: Ginny’s only significant piece of

equipment is his sack of multicolored marbles.Most look like normal marbles, but one standsout. It is a perfectly smooth, crystal-green marblethat sparkles almost with an inner light. This isGinny’s favorite, but he knows nothing specialabout it--it’s just a marble, he’ll say. The set ofmarbles is the only item he possesses thatbelonged to his father.

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Special Abilities: Ginny possesses a charmwhich is actually partially unnatural, stemmingfrom a latent psionic power that no one, not evenGinny, is aware of. Anyone meeting Ginny mustmake a roll vs. charm magic or also be caught byGinny’s “natural” charm. A person so affectedwill enjoy the boy’s company, will find himselfunable to scold the boy, and will fiercely protecthim from danger. (Note: if your campaign doesnot use psionics, just consider this ability an innatemagical ability.) Even if a person succeeds at hissave vs. charm, he must still make a normalreaction roll against Ginny’s high Charisma. Noone will be aware of a charm attempt coming fromGinny, unless he is attuned to such abilities, andeven then he will know there is no consciousattempt from Ginny to charm him.

Appearance: Ginny has large, soft-browneyes, fine, brown hair, though slightly greasy,and his clothes are nearly rags. Despite hisragged appearance, Ginny has a soft face ofporcelain quality that appears innocent anduntouched by the evils of the world.

Personality: Most people like Ginny andenjoy the boy’s company, who in turn enjoys thecompany of the others. The boy seems to possessa natural charm with people. He is very unafraidof strangers and most other things, and he willalmost always approach strangers. He is verytalkative, but most people find this an endearingquality (perhaps resulting from Ginny’s specialability).

Locales Frequented: Ginny frequently visitsthe Pitt (see the Establishments section of Book1:Places of Interest) when he can escape from hismother, who usually doesn’t watch him tooclosely, and he can often be found ordering alefrom Ringer (the Pitt’s Proprietor), who usuallyserves the boy a free tankard. If anyone asks,though, Ringer will explain that he only gives theboy sweet water.

History: Ginny has been on the streets all hisseven years so far. His mother struggles, takingany opportunity she can find, to make a meagerliving for herself and her only son. Ginny’sfather disappeared before Ginny was born, andGinny’s mother never speaks of him. NeitherGinny nor anyone else seems to know whoGinny’s father is or even if he’s still alivesomewhere.

KESTUS ARMIGERby Brenton Miller <[email protected]>

Human male 3rd-level inquisitor paladinARMOR CLASS: 3MOVEMENT: 12HIT POINTS: 19THAC0: 18NO. OF ATTACKS: 1MAGIC RESISTANCE: +2 on saves; spell immunitiesPSIONIC ABILITY: NoneALIGNMENT: Lawful goodSIZE: 6’ 2”STR 14, DEX 17, CON 10, INT 12, WIS 13, CHA 10

Weapon Proficiencies: Blades (broad group);punching specialization; composite long bow.

Nonweapon Proficiencies: Animal training(griffon); etiquette; spellcraft; reading/writing(common); religion; riding, airborne (griffon).

Equipment: Standard adventuring gear; longsword; banded mail armor.

Combat/Tactics: Kestus will fight by the rulesof fair and honorable combat if facing a foe whooffers the same respect. Otherwise, he will dowhat he must, within the limits of his consciousand alignment, to win. In the case of evil wizardswhom he is intending to bring down for theircrimes, Kestus will use whatever strategy isavailable to him. Though he will never attack afoe from behind, he will use any protections andmethods he has to avoid the wizard’s spells andbring him down. A common method of attack forKestus is to fly down on the back of Shaka, hisgriffon, and battle a wizard from the air. Kestus isunafraid to assault a wizard’s tower in thismanner. Also, while fighting grounded, Kestus’sgriffon will defend him in battle.

Allies/Companions: Shaka, a trained griffon.Special Abilities: Because of his inquisitor

paladin kit, Kestus has the following specialabilities:

• Detect evil intent at will up to 60 feet away.• Detect evil magic at will, being able to

perceive the intensity, up to 60 feet away.• +2 to all saving throws.• Immunity to disease.• Aura of protection from evil, 10-foot radius.• Dispel evil magic once per day, with a base

100% chance of success, operating just likethe third level priest spell otherwise.

• 83% immunity to illusions (will increaseby 1% per level to a maximum of 95%).

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• 90% immunity to all possession andmental control spells, including charm,domination, hold person, hypnotism, magicjar, and suggestion.

Special Hindrances: Also because of hisspecific inquisitor kit, Kestus does not have thefollowing standard paladin abilities:

• Can't restore hit points by laying onhands.

• Can never learn or cast priest spells.• Can't turn undead.• Can't cure diseases in others.Appearance: Kestus has jet black hair, short

enough to look distinguished, yet just longenough that it can fall into playful disarray whereloose strands will tease the edges of his brow. Hiseyes appear as pools of black water when staredinto. Many people who look into Kestus's eyesfind themselves forced to look away, unable tobear the look of invincible purpose hidden withinthose pools of black. He is clean shaven, but hisfeatures are often seen as "dark," because of thepenetrating stare with which he regards othersand the fact he speaks very little and very directlywhen he speaks at all.

He is fairly well muscled, his physiquechiseled by the hours he spends daily honing hisskills and the rugged lifestyle he inflicts uponhimself, but mostly his physique is hiddenbeneath the banded mail he wears. The breastand shoulder plates of his armor, as well as theflaps of metal which extend down to protect hisgroin and backside, are blue, and he keeps thempolished to a smooth shine as much as possible.Also polished blue are his knee-high, metal-plated boots. The chain mail sections of his armorwhich cover his arms and legs are silver, andthese he also keeps polished. He likes to be animposing figure when he rides down out of thesky toward his enemies on the back of his griffoncompanion, Shaka.

Kestus wears a simple, yet well-polished longsword at his side in a polished, blue sheath withshining, silver fixtures on it. On his opposite side,he wears a sheathed dirk that is a perfectcomplement to his sword.

Kestus’s constant companion, Shaka, is ahealthy looking, female griffon. She strides alongwith a regal air, her head held up proudly, andshe becomes anxious when forced to leaveKestus’s side for any reason. The two seem tohave an intangible link that bonds them together,and they are, for the most part, inseparable.Shaka's body is covered mostly in golden-hued

fur. Her head and neck are covered with soft,white feathers, as are the undersides of her wings.A menacing, yellow beak is centered on her facebetween piercing, emerald green eyes.

Personality: Kestus is honorable and strictlydisciplined. He will never attack a helpless foe,nor will he ignore those in need. His single-minded purpose of eradicating evil has added abit of sardonicism to his personality, but he is stillgenerally affable and kind. He remains in onearea only as long as he is needed, or as long as heneeds to, and is always mindful of his main goal,that of finding the black mage (see history).

Kestus is a good listener, very sympathetic toothers' woes and interests, but he seldom speaksof himself, choosing to keep his emotions tightlyin check and rarely expressing his own opinions,except as necessary. Kestus has little respect forthose who won't try to help themselves, andthough he still treats them with respect, he has nosympathy for their complaints. As far as he isconcerned, there is a difference between beinghelpless and refusing to help one's self. He has nopatience for the latter.

If at all possible, Kestus will not abandonShaka, even choosing to sleep in the stables withher. Since he was not raised to desire materialgains, Kestus doesn't mind living meagerly.Besides, Shaka is his friend, and whateveraccommodations are good enough for her are goodenough for him. As far as material wealthapplies, he only keeps for himself that which heneeds, choosing not to burden himself or hismount with excess equipment.

History: Kestus was born the son of a verywealthy and prominent mage, Garenon Armiger.Kestus was an only child, but did not grow up tobe spoiled. He had a close relationship with hisfather, who was a very honorable man. Garenontried to teach his son the ways of magic, hopingKestus would grow to become a wizard, butunfortunately, Kestus was inept in the handling ofmagic. However, Garenon did impress upon hisson the importance of magic to the world and thegreat responsibility one undertook to use itproperly and in ways which helped society.

Garenon discovered that his child wassomehow strongly attuned to the vibrations ofmagic, mostly noticing magic he described as"bad," when Kestus one day pointed to a locked,rune-etched box in his father's workshop thatcontained a black rod which had been theproperty of an evil wizard who was deposed byKestus's mother, Marda, in her adventuring days.

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Despite his ability, Kestus continually frustratedhis father's attempts to teach him to wield magic.

As Kestus was growing up and he approachedthat age where boys wish to become men, hebegged his father to let him learn the ways of thesword. His father, deciding by now his son wouldnever be able to wield the magic which hehimself loved so dearly, agreed, and Kestus'smother, who had been a great warrior whotraveled the lands until she settled down withGarenon and became pregnant with Kestus, tookcharge of her son's training, teaching him how tofight with a myriad of blades and also showinghim how to fight while wearing various types ofarmor and using a shield. She was impressedwith her son's natural skill with weapons, and shedrilled him daily while constantly impressingupon him the amount of responsibility carriedwith wielding weapons and how thatresponsibility required him to protect those whowere unable to protect themselves.

While Kestus's father taught him to respectand revere magic and the righteous applicationsof that magic, his mother taught him a strict codeof honor in combat and even other courtly ways,so that he would not only grow up to bedisciplined in the ways of war, but also in theways of diplomacy. Kestus proved to be an aptpupil, and he earned the utmost pride and respectfrom his parents, who loved him dearly and dotedaffections on him, though they did not spoil himwith material belongings, providing him withonly what he needed and perhaps only slightlymore.

On the day Kestus became of age, heannounced to his parents his desire to join theranks of the local knighthood, and his parentscould not have been more proud of his decision.They supported him fully, his influential fathermaking the appropriate petition to the localnobility, and soon Kestus was entered into theranks of the knight trainees where he workedfervently to earn the continued respect of hisparents, as well as the respect of his peers andsuperiors.

The day finally came, after years of hardwork, when Kestus would graduate to become afull-fledged knight. On that day, his parentswere most proud of him. His mother, who hadalways looked the tough warrior in Kestus's eyes,even broke into tears, though even this display ofemotional release only seemed to make Mardalook stronger to her son. Then it was after thegraduation ceremony that Kestus's father,

Garenon, surprised him with a gift to showexactly how proud he and his wife were of theirson, a truly amazing gift: a baby griffon.

Speechless, feeling his own tears beginning towell up in his eyes, Kestus stared at the beautifulbaby griffon chirping peacefully on her bed of softblue blankets in the family's stable. When he wasfinally controlled enough to speak, Kestus huggedboth his parents, saying, "Thank you both. Icould not have received a better gift. She shall bemy best friend for life."

His parents were happy about their son'sreaction to the gift, but despite that, theyinstructed him on the importance of hisrelationship with the griffon. They told Kestus hewould have to tend to the griffon's needs eachday, feeding her and lavishing attention on her,and when the griffon came of age, Kestus wouldbe responsible for teaching her to fly. They alsowarned him not to keep too tight a rein on thegriffon, whom Kestus named Shaka, but to insteadtreat her as a loved companion, which Kestus did,and Shaka grew over the next four years to be aloyal friend.

Shortly after Shaka reached adulthood andwas trained to fly by Kestus with the assistance ofa local animal trainer, tragedy struck Kestus'shome. He had been out with Shaka on a trainingmission with his knight brigade, learning to usehis aerial ability to play advance scout for thegroup and also how to combat effectively whilemounted, and was returning home, walking histired griffon through the streets of town, when hesaw fire in the distance.

Leaping upon Shaka's back and hurryinghome, Kestus soon discovered his house was inflames, most of it blasted to the ground by somepowerful force. Lying out on the yard was hismother, charred and bleeding, and even from adistance, Kestus could tell she was dead. Standingfutilely protective over Marda's corpse wasKestus's father, also charred and bloody,attempting to defend himself against anotherwizard, dressed in black, his head and bare handssomehow colored completely black andfeatureless. He hovered above the ground,hurling spells back at Garenon.

Kestus screamed a cry of "Nooo!" and urgedShaka down to impose himself between his fatherand the black mage, but he was too late. Theblack mage's hand rose up a final time, and acharge of blue energy shot out, tendrils of whiteelectricity dancing around it, and struck his fatherfully, creating a huge explosion of energy which

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knocked Shaka to the ground and caused Kestusto go flying from the saddle.

When the smoke settled a moment later,Kestus looked about. No trace of either hismother's or his father’s body remained, only alarge patch on the ground, oddly burned white,where the black mage's spell struck. ThenKestus's eyes, suddenly filled with venom andhatred, turned to where the black mage still stood.There came a mocking nod of that black,featureless face, then the mage disappeared in aflash of smoke which remained for a moment as acurling, gray tendril that rose up and dissipated.

Before the black mage departed, Kestusglimpsed what was held in his left hand: a rune-etched, silver box, the same one Kestus hadpointed to as a boy and called "bad." The wizardhad returned for his property. Kestus suddenlyregret never asking his father to whom the itemlocked therein had belonged, but that thoughtwas washed away as a sudden wave of griefflowed over Kestus's heart. He looked again atthat eerie, white patch of ground where his fatherhad made his last stand and knew his parentswere gone.

Then he wept, but only for a moment, forthen he steeled himself and stood up, moving totend Shaka, making sure she was okay. Thegriffon was bruised, but she would heal, whereasKestus felt his own heart never would. He hadseen firsthand what his father had always warnedhim about, the danger of magic when wielded bythe hands of evil. From that moment on, hevowed to devote his life to eradicating this evilfrom the world, so that none would ever againabuse such power. One day, he hoped, he wouldfind the black mage responsible for his parents’deaths, and when he did, there would be areckoning.

After that, Kestus did not remain in his hometown for very long. His parents were dead, hishouse destroyed, and nothing was left there forhim. Besides, he made a vow to himself which hewould keep, and that vow was better fulfilled outin the world, not by trying to rebuild theshattered remnants of his life here. So Kestuspolitely withdrew from the ranks of theknighthood, explaining to his peers and superiorshis decision to do so, all of whom said theyunderstood and wished Kestus the best of luck.With somber farewells, Kestus mounted Shaka'sback and took to the air without even onebackward glance.

Roleplaying Notes: Kestus’s paladinic powercomes from his devotion to his mission, thestrength of his own code of ethics, and the purityand goodness of his spirit--his own, personalphilosophy, if you will--rather than fromworshipping a god or other greater power. Ifquestioned about gods, Kestus will usuallyrespond with some bitterness, explaining that thegods never saved his parents from the evil thatdestroyed them, so it’s better for a person to relyonly on himself, rather than on capricious gods.

Shaka has the statistics of a normal, adultgriffon. However, if Kestus is used as a PC, it isrecommended the DM allow Shaka’s hit dice torise by 1 for every 2 levels Kestus earns or thegriffon will soon be unable to survive alongKestus’s high-level adventures.

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SVEN LINDHOLM, “ORC

RENDER”by Robert Barton <[email protected]>

Human male 7th-level fighterARMOR CLASS: 3MOVEMENT: 12 (Riding 24)HIT POINTS: 49THAC0: 14 (12)NO. OF ATTACKS: 1 (3/2)MAGIC RESISTANCE: NoneALIGNMENT: Chaotic goodSIZE: 6’ 2”PSIONIC ABILITY: NoneSTR 17, DEX 10, CON 14, INT 13, W IS 9, CHA 13

Weapons Proficiencies: short sword; dagger;warhammer (specialized); hand axe; javelin.

Nonweapon Proficiencies: brewing; fishing;etiquette; languages, modern (common anddwarven); riding, land-based (horse); skating;skiing.

Equipment: chain mail +2 (dwarven made);daggers (2); great helm; hand axe; light warhorse; short sword; warhammer +2, Lizard Bane (seebelow). The short sword and hand axe are carriedon Sven’s horse. Sven is not wealthy, although hehas a wealthy family. He never carries a lot ofcoin with him, approximately 70-100 sp and 10-25gp. He does have a golden earring in his rightear worth 15 gp.

Combat/Tactics: In battle, Sven has come torely on his warhammer. His skills with the shortsword, dagger, and javelin were acquired duringhis time in the town militia, but he rarely usesthese in combat. He once convinced a squad ofdwarves to throw javelins at their enemy beforeclosing for combat, but this met with onlymoderate success.

Special Abilities: Sven Lindholm, because ofhis reputation, hairstyle, armor, and weapons,receives a +1 to his Charisma for reactions whiledealing with Dwarves.

Appearance: Sven is a tall, burly, blond manwith long hair and beard. Both hair and beardare braided in the dwarven style. His facialfeatures are plain, but his eyes are bright andblue. His walk and demeanor are that of a man ofpower and confidence. He is 25 years old.

Personality: Sven is a happy, friendly, andhelpful person. He is slow to anger and is a goodlistener and storyteller. He is not a leader and

does not want to be one, although he willsometimes step forward to present good ideas.When he is dealing with dwarves, he essentiallybecomes a dwarf, although his easygoing naturenever truly disappears. When telling stories ortalking about his past, he never talks about thebad times. He will sometimes slip into adepression of sorts, but these bouts are alwaysshort-lived. He is always the first to buy a roundfor whomever he is with.

History: Sven was born to a wealthy brewingfamily in the small town of Frozen Harbor. Hisparents owned, not necessarily ran, a fifth of thetown. He grew up learning what he needed toknow to run the family business, and what heneeded to know to live life to its fullest. His fatherdied when he was 12, and he attached himself toHarsom Ironshoe, the town’s dwarven blacksmith.Harsom, having never had children of his own,took the boy under his wing, although he wouldnever admit this above his breath. Svenvolunteered for two years of duty in the townmilitia and also worked as a blacksmith andbrewery head for a short time.

The first real test of Sven’s mettle came at theage of 20, during the worst winter the town hadseen since its founding. After the worst of thewinter had passed, an army of orcs and goblinsdecided to cross the frozen harbor and attack thetown. A small fishing party spotted thehumanoid camp only days before they started tomove across the ice. The fishing party was able toget a warning back to the town, and the town wasable to prepare. They requested and receivedtroops from the dwarven city of Salt Wall, fiveleagues distant, and readied the town’s defenses.Trying an idea presented by Sven, a hedgewizard and all of the town’s people were enlistedto clear snow and debris from several hundredyards of ice, and the town’s militia met the orcsand goblins on skates. Although this gave thetownspeople the element of surprise, their losseswere heavy. The 330 dwarves and humans metthe 500 orcs and goblins and were able to defeatthem. Sven received his nickname, Orc Render,after he killed several fallen orcs with his skates.During the battle, Sven lost his boyhoodgirlfriend, a loss from which he has neverrecovered.

After the battle and the following cleanup, thetown was not the same for Sven. That spring, heand Harsom Ironshoe left on what would be their“Great Adventure.” During their adventure,they traveled south, to the dwarven town of Iron

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Door, where they knew a war was wagingbetween dwarf and drow. During the war, bothHarsom and Sven distinguished themselves as“Great Dwarf Heroes.” This earned them theanimosity of the Drow Prince, Dravit Darkmoore.He swore he would make them pay.

Harsom and Sven were gone for over twoyears. When they returned in late spring toFrozen Harbor, Sven was carrying Harsom on alitter. Harsom had a severe wound that would notheal because of poison. He had been wounded ina battle against assassins sent by Darkmoore. Hisfew relatives and Sven never left his side in thefinal days. On his last morning, only five daysafter returning to Frozen Harbor, Harsom talkedto Sven privately and gave him the warhammerhe now carries. After their talk, Sven gatheredhis things and left. Harsom died with a contentsmile on his face, moments after Sven left town.

Sven has not returned to Frozen Harbor intwo years. He is currently traveling slowly south.He has joined several adventuring parties thatwere headed south. He has never said what histrue purpose is, but he is preparing for a largebattle.

Roleplaying Notes: Sven and Harsomangered a Drow Prince, Dravit Darkmoore, whicheventually lead to Harsom’s death. Harsom askedSven to avenge his death and return to FrozenHarbor with the helm of the Drow Prince. Svenswore to do this and will not let anything stop himfrom destroying this prince.

Unique Items: The warhammer Sven carriesis a dwarven magical hammer. Its true name isroughly translated as “Lizard Bane.” It wascreated long ago by a dwarven blacksmith duringthe early days of a war against some lizard men.When used in combat against Lizard Men, it is +3to hit and on damage. It is a +2 magicalwarhammer at all other times. The warhammer isintelligent and warns Sven of evil in a 20’ radius,like the 1st-level priest spell detect evil. This effectis always active. The hammer is quick to Sven’shand and always seems to be “humming” whilewielded in battle. Sven does not know the fullextent of the hammer’s powers. Often, Sven justseems to “know” when evil is near, but he doesnot always attribute this ability to the hammer,since he is unaware of its detection power.

The hammer might possess other, latentabilities which Sven has yet to discover. DMs areencouraged to explore any options they wish. Thehammer does like Sven, even though he is not adwarf, and might fight others who try to use it.

THOMAS “ANGRY THOM”AGANTIRby Chris Knudson <[email protected]>

Firbolg male 5th level mageARMOR CLASS: 0MOVEMENT: 15HIT POINTS: 78THAC0: 9NO. OF ATTACKS: 1MAGIC RESISTANCE: 15%ALIGNMENT: Neutral (chaotic good)SIZE: 10’ 4”STR 19, DEX 15, CON 12, INT 17, W IS 9, CHA 10

Spells (4/2/1): 1st--affect normal fires, alarm,charm person, comprehend languages, enlarge,friends, light, shocking grasp, sleep, wall of fog; 2nd--continual light, fog cloud, knock, ray of enfeeblement,Tasha’s uncontrollable hideous laughter, web, wizardlock; 3rd--hold person, slow, suggestion, tongues.

Weapon Proficiencies: club; two-handedsword.

Nonweapon Proficiencies: Ancient History(local), Languages (ancient), Navigation (land),Reading/Writing (common, dwarven, orcish,ancient), Spellcraft, Stonemasonry.

Equipment: ring of protection +2.Combat/Tactics: Thom prefers to avoid fights

if at all possible. If a fight is inevitable, he willfirst use his spells to incapacitate or restrain hisopponent. If forced to fight, Thomas will choosefirst his giant club (1d10+7 damage), attempting tosubdue, or a two-handed sword, striking to kill(used one-handed for 2d6+7 damage) if theopponent doesn’t get the hint. He fightsaggressively when provoked, without fear ormercy if the first two methods fail.

Special Abilities: Thomas can cast thefollowing innate spell abilities once per dayduring any non-combat round: detect magic,diminution, fool’s gold, forget, and alter self . Inaddition, because of Thomas’s attempts to regainthe ability with magic he had in his formerexistence, he has gained the ability to cast up to3rd level spells as a 5th level mage, but has yetbeen unable to surpass this level of ability.

Like all firbolgs, Thomas has the ability toswat away missiles fired or thrown at him. Hecan swat away (or catch) up to two missiles perround with a 75% chance of success (6 or better on

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1d20) on each swat. See the entry for Firbolgs inone of the various AD&D Monstrous accessoriesfor the specifics of this ability.

Special Hindrances: Thomas is unable toexceed his current ability of casting up to 3rd-levelwizard spells as a 5th-level mage. The innatelymagical nature of Thomas’s being a firbolgseverely limits his ability as a mage. Though hehas read every scrap of information he can findand has been tutored by many of the mages andadventurers who frequent his compound, he hasonly been able to learn how to use minor magic(3rd-level and lower spells). In addition, he isonly able to understand spells from schools thatare directly related to his inherited abilities.

Appearance: Angry Thom stands nearly 10feet tall. His pink face is surrounded by a maneof auburn-red hair. His beard is plaited in thedwarven fashion and is tucked into his heavilyembroidered vest. He tends to wear bright colorsfavoring yellows, greens, and bright blue. Hisshirts are always full, and the sleeves are cut andpuffed. For pants, he prefers tight leggings,tucked into his well-tooled, black leather boots. Inthe evenings, he may be seen in colorful, flowingrobes as he rests and drinks in his private chair inthe inn.

Personality: Thom is fair and very honest,though occasionally bellicose. He will not put upwith any nonsense and will use his spells andguards to quickly stop and remove any disruptivecharacters. He has been known to confiscate thegoods of any who fail to obey the simple rules ofcivility and mutual tolerance while within hisoutpost. Someone has to bring civilization to thefrontier. He does not fear reprisals, as he has avery large supply of magic items (DMs shouldfeel free to equip Thomas as they see fit), as wellas the aid of most of his patrons.

Thomas laments the loss of his former gloryand powers, for he learned one never knows whatone has until it is gone. He has spent much of hisnew life pursuing his lost arcane arts. Thomas’smain uses for magic these days is to help him innegotiations and to keep unruly visitors in line.

To this day, he is slightly jealous of any truemages and does not allow others the use of magicwithin his compound, except in defense of histrading post.

History: In his previous life, Thomas was amage of great power. He was also quite smalland frail. Through the course of his research andadventuring career, he was able to call upon awish from an unknown power. Being tired of allthe jokes concerning his height and health and thelack of respect he received from the many soldiersand warriors he came into contact with, Thomasdecided upon his wish. He wished to becomelarge and powerful, a giant of a man, someonewho would garner instant respect and awe.

At this point, a very amused greater demonappeared. “You shall have your wish,” itgrinned. It slew Thomas and took him to its homeplane in the Abyss. There, it reincarnatedThomas as a firbolg and sent him back to thePrime Material Plane. Thomas was given manyof the memories of his past life (a cruel joke toteach him the folly of trying to gain something fornothing) and has even been able to recover someof his magical abilities (but nowhere near hisformer glory). He spent several years in abellicose rage, venting his wrath on any who mayslight or insult him. Thus he earned his monikerof “Angry Thom”.

Roleplaying Notes: Thom has becomesomewhat restrained as the years have passed andhas developed a true tolerance for people of everyculture. Thomas loves a good laugh and jollymusic. Mead is his favorite drink and he is quitestingy with it. He is likely to greet a stranger ashe would a long gone acquaintance. While hewill allow all cultures and races within hiscompound, he will not trust anyone easily. Hemakes it very apparent that he will not put upwith any foolishness or fighting. He is a fastfriend once his trust is gained, and an unforgivingenemy if he is betrayed. Thomas Agantir is theproprietor of Angry Thom’s Trading Post. See theEstablishments section in Book I: Places of Interest forthe description of this trading post.

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MONSTERS

ARACHNID, TICKby Bil Boozer <[email protected]>

Red-Eyed Tick Psi Tick Sand TickCLIMATE/TERRAIN: Temperate land Any land DesertFREQUENCY: Uncommon Rare RareORGANIZATION: Solitary Solitary SolitaryACTIVITY CYCLE: Any Any NightDIET: Dreams PSPs Bodily FluidsINTELLIGENCE: Non- (0) Semi- (2-4) Non- (0)TREASURE: Nil Nil NilALIGNMENT: Neutral Neutral NeutralNO. APPEARING: 1-6 1-3 1-3ARMOR CLASS: 3 3 2MOVEMENT: 3 3 2HIT DICE: 1 2 1THAC0: 19 18 19NO. OF ATTACKS: 1 1 1DAMAGE/ATTACK: 0 0 1-4SPECIAL ATTACKS: Poison, Fatigue PSP Drain Fluid DrainSPECIAL DEFENSES: Nil Nil Camouflage, PoisonMAGIC RESISTANCE: Nil Nil NilSIZE: T (1/2”) T (1/2”) T (1/2”)MORALE: Unsteady (5-7) Average (8-10) Unsteady (5-7)XP VALUE: 120 120 120

Ticks are tiny, parasitic insects that often feedon humanoid hosts. Most ticks attach themselvesto their host and drain his or her blood until theyare sated; however, there are variations on thetypes of ticks and the hungers they possess.Because of their small size, it is often easy to missthe attack of a tick, and unless adventurersregularly check each other for these dangerousinsects, they are not likely to discover that theyare hosts until substantial damage has been done.

Combat: Ticks generally attack by jumpingonto their victim, often onto areas of the victim’sbody that are covered with hair that can concealthe tick’s presence. When a tick attacks, any non-magical armor worn or shield held by the targetare not used when computing the target’s armorclass, as the tick is small enough to evade thesedefenses and get to the target’s skin. If the targethas magical protection, then his or her armor classis reduced by the magical bonuses only, if any.

The initial attack of a tick generally does littleor no damage to its victim, but the longer a tickremains attached to its victim, the more deadly it

becomes to its host. Moreover, ticks are difficult toremove from their hosts, as described below.

Red-Eyed TicksRed-eyed ticks are often found in forested

areas and in wet grasslands. These ticks are verydark brown in color, and their back carapace ismarked by two small red spots, one on either sideof the creature. The red-eyed tick prefers toimbed itself on its victim’s scalp; however, if thevictim is bald, the tick will opt for the armpit orthe back of the knee. A person awake butimmobile is likely (70%) to notice when a tickjumps on his or her skin; however, if a personwho is asleep or moving at normal or fasterspeeds is not likely (5%) to notice the tick’s attackat all. Once the tick has made a successful attack,it fastens itself to its host and need make nofurther attack.

When the tick first attacks and every hourthereafter, the host must make a saving throw vs.poison or feel compelled to sleep a number ofhours equal to his or her Constitution score

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subtracted from 20. The host’s sleep will bedreamless, as the tick feeds off the mysticalenergies that normally would be fueling the host’sdream. The host may choose to continue sleepingafter the period of forced sleep; however, he orshe will still have no dreams. When the hostrises, he or she will feel extreme fatigue and suffera temporary ability drain of 1d6 points. Theability drained is randomly determined by rollinga d4 (1=Strength; 2=Dexterity; 3=Wisdom;4=Charisma) and it lasts until another failedsaving throw forces the victim to sleep up to amaximum of 5 hours. For each full week a victimhas been host to this parasite, there is a 5% chanceper ability drain that the drain is permanent. Ifany ability score reaches 0, the host dies, and thered-eyed tick looks for a new victim.

Psi TicksPsi Ticks have black exoskeletons; many but

not all have a thin blue stripe running down themiddle of their back carapaces. Their origin isunknown, but they are commonly found in ornear human settlements where there is psionicactivity. The psi tick is able to sense the presenceof persons with high psionic strength points, andit seeks out these individuals to feed its hunger.The tick’s initial attack does no damage to thevictim and is unlikely to be felt unless the victimis using the heightened senses devotion when theattack occurs. If so, the victim has only a 50%chance of feeling the bite. Psi Ticks usually latchonto their victims while the victims are asleep, soas to avoid being noticed.

After the initial attack, the tick is attached tothe victim and does not need to attack further.Each hour the tick remains attached to the host,the host loses 1d4 psionic strength points. PSPscan be regained normally, and the tick’s presencedoes not interfere in any way with the use ofpsionic powers. When the host is reduced to 0PSPs, the tick will abandon the host in search of anew one. It is not uncommon for one of these ticksto go back and forth between two victims,draining one while the other recovers, withneither of them understanding why their powersare alternately weakened.

Psi ticks are the bane of psionicists not onlybecause they drain needed PSPs but also becauseit is rumored that certain wizards have used partsof these ticks to create anti-psionic magical spells.

Sand Ticks

Sand Ticks live in arid deserts and areconstantly on the search for liquids to keepthemselves alive. They have tan exoskeletonswhich make them almost impossible to see amongthe sands of a desert. When draining a host, thesand tick prefers to nest in the small of the host’sback or behind his or her knees; however, anyexposed skin will suffice. The tick’s initial bitedoes 1d4 damage to its victim; however, at thetime of the bite, the insect also injects the skinwith an anesthetic poison so the victim must makea saving throw vs. poison at -4 or the pain fromthe bite will not be noticed. Once its victim isbitten, the tick is attached and does not need toattack further. It does no further damage, but itdoes slowly begin draining the bodily fluids fromits victim. After two hours, the host must make asuccessful saving throw vs. poison or lose 1 pointof Constitution. After another hour and everyhour thereafter, the host must again make asuccessful saving throw or lose 1 point ofConstitution. For every three points ofConstitution lost in this manner, the host also loses1 point of Strength and 1 point of Dexterity. Ifany of the host’s ability scores reaches zero, he orshe dies. Constitution points lost in this mannerare permanently lost; however, other abilitypoints lost in this manner will return at a rate of 1point per ability every six hours, provided thetick has been removed before the host dies.

As the host loses ability points, the effects ofthe draining become horrifyingly apparent, as heor she rapidly emaciates, his or her skin sinkingin to fill the spaces left by the drained viscera.Observers unfamiliar with the dangers of the sandtick are likely to believe the host is the victim ofdehydration, but no amount of liquid the victimdrinks will restore his or her drained fluids.

Sand ticks that are not attached to a hostgenerally bury themselves in the desert sandduring the day to avoid the heat of the sun.Consequently, most encounters with them willoccur at night, although their presence may not benoticed until the daylight. Sand ticks are knownto attack large animals, such as camels and horses,in addition to humanoids.

Removing TicksRemoving Ticks is not a simple process.

Anyone with a proficiency in healing or survival(wilderness) should be able to remove a ticksuccessfully by inserting a small, heated metal rod(such as a sewing needle) between the tick’s

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mandibles and forcing its mouth away from thevictim’s skin. The tick will release its hold on thevictim’s skin and jump to another location on thevictim, onto the person attempting to remove it, orinto someplace where it can hide. Thus, it isusually wise to hold some type of container overthe tick to catch it while one is trying to remove it.

A tick can also be removed by casting curedisease on its host. In this case, the tick is notkilled but it is unable to reattach itself to thatparticular victim and seeks another.

A tick that is killed while it is attached to avictim will remain attached. A dead tick may bepulled off its victim, but there is an 80% chancethat part of its mouth will remain in the victim’sskin. If this happens, the victim will have apersistent open wound which will bleed and drainhim or her of 1 hit point of damage every twohours and will prevent the natural recovery of hitpoints through rest. A cure disease spell willfavorably resolve the situation.

BEHOLDER, JARVEL

(ABOMINATION)by Robert Fedorchuk <[email protected]>

CLIMATE/TERRAIN: Any remoteFREQUENCY: Very rareORGANIZATION: SquadACTIVITY CYCLE: AnyDIET: OmnivoreINTELLIGENCE: Average (8-10)TREASURE: Z

ALIGNMENT: Lawful EvilNO. APPEARING: 1-2 (3-18 in hive)ARMOR CLASS: 3MOVEMENT: 1 Fl 12HIT DICE: 4THAC0: 17NO. OF ATTACKS: 3DAMAGE/ATTACK: 1-8/1-8/4-16 or by

weapon(s)SPECIAL ATTACK: MagicSPECIAL DEFENSE: MagicMAGIC RESISTANCE: NilSIZE: L (8-foot diameter)MORALE: Elite (14)XP VALUE: 2,000

Jarvels typically play the role of armed guardsin beholder societies. They resemble normalbeholders with the notable exception of two large,human-like arms which protrude from either sideof their bodies. Hairless and of a yellowcomplexion, these arms end in human-like, five-digit hands and operate with a Strength of 15.

A jarvel's central eye is slightly smaller thanthat of a regular beholder, although it still has theability to emit an anti-magic ray in front of thecreature; this ray is in all ways equivalent to thatcast by a common beholder.

Combat: Like other beholders, jarvels makeuse of their arsenal of magic-wielding eyestalks incombat. These eyestalks typically have thefollowing powers: (1) paralysis; (2) fumble; (3) fear;(4) magic missile; (5) deafness; (6) cause seriouswounds; (7) suggestion; and (8) repulsion.However, unlike other beholders, jarvels may alsoengage in hand-to-hand melee. Most jarvels favorusing long swords and shields in combat,although some (15%) favor polearms instead ofswords, and even fewer (5%) replace their shieldwith a second weapon. Even unarmed, a jarvelcan deal substantial damage with its fists (1d8each) and bite (4d4).

A favored tactic of jarvels is to ambushopponents from above, dropping weighted netsonto their unsuspecting targets and then movingin to capture or kill them. They are also adept atcreating lethal traps so unwanted visitors may besurrounded and killed with as little danger to thebeholders as possible. When attacking a partycontaining spell-casters, jarvels are quick to seekout any wizards in the opposing party andcapture them in the anti-magic rays of theircentral eyes.

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Habitat/Society: Living only to serve the hiveas police and soldiers, jarvels will do anything tomaintain a semblance of order among the chaosthat thrives in their hive. Taking orders onlyfrom those higher in rank or larger in size, jarvelswill often twist commands to suit their own goalsand purposes, but they will never misinterpretcommands from the hive mother, for doing sowould endanger the hive they are committed toprotecting.

The leaders of a hive’s jarvels are chosenthrough combat, and challenges to leadershipoccur almost daily when there is no immediatethreat to the hive. These combats involve onlythe current leader and the challenger, but mostother jarvels, as well as other beholders, will stopto watch the combat. Many adventurers haveused such incidents as distractions so they couldenter the beholder hive without being noticed;however, they usually find their presence doesnot go long undetected.

During her dealings with the beholders'occasional allies, the drow elves and the illithids,the hive mother will always have a number ofjarvels surrounding her as guards. When dealingwith drow elves, the hive mother will usuallyhave only two jarvels accompanying her;however, when dealing with mind flayers, shewill have 1d4+4 jarvels present.

Ecology: Jarvels, like all their kind, serve nopurpose to the world around them. They takewhat they need, and when that supply isexhausted, they move on to new hunting groundsand begin again, leaving behind a devastatedenvironment.

The origin of this particular breed ofbeholders is unknown to most researchers. Somebelieve they were magically bred from themixing of human and beholder, but no one whohas attempted to duplicate this process hassurvived the experiments. Some have suggestedthat beholders themselves were behind thecreation of these creatures, seeking a way forbeholders to make use of powerful magical itemswhich require manipulation. If this is the caseand these procedures are continuing, thenbeholders with other extremities could soonbecome a danger.

DEEP WORMby Christian Nielsen <[email protected]>

CLIMATE/TERRAIN: Any salt waterFREQUENCY: UncommonORGANIZATION: SolitaryACTIVITY CYCLE: AnyDIET: CarnivoreINTELLIGENCE: Animal (1)TREASURE: NilALIGNMENT: NeutralNO. APPEARING: 1ARMOR CLASS: 8MOVEMENT: 0, Sw 6HIT DICE: 1THAC0: 15NO. OF ATTACKS: 1DAMAGE/ATTACK: 1d2SPECIAL ATTACKS: Electric shockSPECIAL DEFENSES: NilMAGIC RESISTANCE: 15%SIZE: T (2'')MORALE: Unreliable (2-4)XP VALUE: 175

Deep worms are small, golden snakes thatlive in the depths of the seas. Their bodies emit ayellow light which can be seen from up to 20yards away; the only time they do not glow isduring the 1-2 hours after eating, during whichtime deep worms are virtually invisible in theirdark, undersea habitats. If a deep worm has beenunable to feed for more than 24 hours, then itsglow will become whiter in hue. The deepworm's jaws are filled with razor-sharp teeth,much like those of the piranha fish. Its scales aretranslucent, becoming transparent when the snakedies.

Combat: When not scouring the ocean floorfor food, deep worms float immobile near the floorand rely on their glow to attract their meals. Ifthey detect any movement within a 3' radius, theywill emit a small, directed electrical impulse thatshocks all other creatures within 3' of the snake.Creatures shocked in this manner suffer nodamage, but they must save vs. paralyzation orbe paralyzed for 1d4+1 rounds. Once a creatureappears to be paralyzed, the deep worm moves into eat the creature, taking only 1-2 bites and doing1d2 damage with each bite. If the target is notparalyzed by the initial shock or if the deep wormis in danger of being attacked, it will flee theencounter, sending out two electrical impulseseach round as it does so. If it is not able to escape,it will attack with its razor-sharp teeth; it can emit

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its electrical impulse in the same round it attackswith its teeth.

Deep worms are immune to acid attacks,including the digestive juices of most of theirnatural predators. They take no damage fromelectricity-based attacks.

Habitat/Society: Deep worms are solitarycreatures, except during their periods of mating,during which small groups consisting of 4 deepworms each can be seen lighting up the oceanfloor. No one has ever been able to observe upclose the breeding activities of deep worms, andno one has ever been able to breed them incaptivity. If disturbed in these activities, deepworms will abandon them to escape predators orto attack if surrounded.

A clutch of deep worm eggs usually consists of20 to 60 eggs, but usually only 20% of these willsurvive to produce adult deep worms.

Ecology: Deep worms scavenge the oceanfloor, looking for the remains of other seacreatures' meals, much like the crab and otherbottom dwellers; however, the snakes are notabove attracting their own prey as describedabove. There are reports from deep-sea fishersthat deep worms have been discovered eatingtheir way to freedom within the bodies of fish.

Because their bodies continue to glow afterthey have been killed (for 1d4+4 days), deepworms are often sought for use as self-containedsources of light. If captured alive, there is acumulative 5% chance per day that the deepworm will die unless it is returned to its naturalenvironment; this chance increases to 50% per day(cumulative) if they are not constantly keptsubmerged in salt water. Sailors have reportedencountering sea elves and other ocean-dwellinghumanoids who can summon deep worms anduse them for light and for protection for theduration of the summoning. Additional reportshave also surfaced of sahuagin and evil humanswho have used deep worms as instruments oftorture by starving them and then allowing themto feed off of the torturers' captives.

DONLORby Zachary Ludescher <[email protected]>

CLIMATE/TERRAIN: Temperate ForestsFREQUENCY: RareORGANIZATION: TribalACTIVITY CYCLE: Day

DIET: CarnivoreINTELLIGENCE: High (13-14)TREASURE: In Lair: 50% H, 25% I;

On Donlor: 50% Y; 10% ZALIGNMENT: Neutral EvilNO. APPEARING: 10-100ARMOR CLASS: 3MOVEMENT: Fl (B) 24HIT DICE: 11+5THAC0: 8NO. OF ATTACKS: 2DAMAGE/ATTACK: 3-30/3-30SPECIAL ATTACKS: MagicSPECIAL DEFENSES: Hit only by magical or

silver weaponsMAGIC RESISTANCE: All clerical spellsSIZE: L (7’-8’)MORALE: Fearless (19-20)XP VALUE: 12,000

The donlor are a race of flying monsters withbrown or green hides, horned faces, and longfingers. These creatures have wingspans of 8 feet.Generally humanoid in appearance, donlor haveshort arms and legs compared to their long,muscled torsos. At the end of their long arms,their hirsute hands lead to sharp, strong claws.They have two main horns on top of their heads,resembling those of a minotaur. Their faces areparticularly gruesome, as they are covered withshort, sharp, dark-colored protrusions with noapparent pattern or purpose. Rarely, a donlorthat has taken damage to its head in battle maybe missing some of its facial protrusions, but thesewill grow back within 3-6 months. When they dostand, they stand crouched over, almost on allfours.

Donlor speak only a language native to alldonlor, and they see no reason to learn how tocommunicate in the languages of creatures theyconsider to be lesser beings.

Combat: Donlor generally attack with theirfinger claws, an attack that causes serious woundsbecause of the creatures’ strength and agility.They prefer to attack from the sky, as they arestealthy fliers; however, when the need arises,they are prepared to attack from the ground.

The donlor will almost always begin battlewith a spell, usually fireball or stinking cloud.They cast wizard spells at 5th level proficiencyand usually have four 1st level, two 2nd level,and one 3rd level spell memorized. Spells mostcommonly available to donlor are burning hands,

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charm person, detect magic, magic missile, phantasmalforce, sleep, fog cloud, invisibility, Melf’s acid arrow,stinking cloud, fireball, flame arrow, fly, and Melf’sminute meteors.

Donlor are immune to the effects of any priestspell which targets them, so long as that spell iscast by a non-divine being. Additionally, donlorpossess keen senses of hearing and smell, so theyreceive a +1 on their surprise rolls. Donlor tend tobe excellent strategists, and they will use theircunning to gain the advantage in any encounter.

Habitat/Society: Donlor live in a nomadic,tribal society, possessing neither an administrativenor a religious leader. They travel the woodswhile improvised hunting parties seek out foodfor the rest of the tribe. When necessary, donlorhold councils to decide major events in the tribe.Such events include when and in what directionthe tribe should move next, dealing with outsidethreats, and monitoring trade. The entire tribeattends the council, and any member of the tribemay call a meeting of the council.

Trade is a rare activity among the donlor, andit takes place only among donlor tribes, neverwith outsiders. While there have beendisagreements over territory between donlortribes, these have never progressed to war.Nonetheless, combat is an integral part of adonlor’s life, as it is the primary means by whichthe donlors remind the demi-human andhumanoid races that the donlors are superior, andby which they check the powers of their mosthated enemies, the dragons. The sighting of adragon is sufficient reason for a donlor tribe tomove in combat, and adult donlor are well versedin tactics designed to defeat these great beasts.The most common demi-human enemies of thedonlor are sylvan elves and centaurs, who oftencompete for the same forested areas desired by thedonlor.

The donlor do not use money for commerce.When they do not have a necessary item, theyeither make it or barter with another donlor tribefor the item. They hold councils to decide when tohunt for food, and when food is brought back tothe tribe, it is shared with all tribe membersequitably. Each donlor considers the next donloran equal, but all other creatures are disdainfullyregarded as tishbars (inferiors).

Little more is known of the donlor’s tribalsociety, as attempts to study them usually result inthe death of the researcher. Donlor scouts willviciously attack any tishbar who comes within a 3-mile radius of the tribe’s current encampment.

Ecology: Donlors usually hunt in small (10-20) hunting parties. When they discover a beastof considerable mass, they plan an attack and thencarry it through with great precision. Donlorhunting parties have been known to attack adultdragons, although more frequently they willreturn to the tribe to call for a full attack on suchcreatures.

The donlor do not appear to be native to thePrime Material Plane, although knowledge abouttheir origin remains nothing more thanspeculation, nor do researchers have any ideawhy the donlor feel such enmity toward dragons.

DRAGON-KIN, ITARASAURby Howard Shaw <[email protected]>

The itarasaur are a race of creatures distantlyrelated to dragons. They exhibit a range offeatures that appear to place them evolutionarilysomewhere between reptiles and birds. They areuniformly endomorphic (warm-blooded).

Itarasaur societies center around their religionand military, which are closely intertwined. Eacharmy is a separate society. The definingcharacteristic of the itarasaur is their completedependence on law and order. When specificallyfollowing orders, itarasaur have unswerving (25)morale. If an itarasaur can avoid death withoutviolating its orders, it will do so, but no itarasaurever places its own life ahead of its orders.

Itarasaurs commonly serve as armies forpowerful dragons. The bulk of such troops aresubasits. They are intelligent and can undertakecomplex tasks, and they allow nothing to preventthem from executing their orders. A secondsubspecies of itarasaur, imquasits act in twomilitary capacities. Some are officers, leadingtroops of subasits, while others form elite troops.Morally, the imquasits cover the full range ofgood and evil, but they never stray from strictadherence to their orders. Elite troops arenormally formed of like-aligned persons, allowingthe commanders free choice in the degree andmanner of the impression they wish to accompanycompletion of a task. The dentrasits are an elitecorps of fighting priests of similar rank to theimquasits. They also accompany other troops ofboth types as combatants and healers with thepurposes of counteracting the enemy's magic andpreventing damage or healing woundeditarasaurs. The tulmasits are the clerics who form

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the backbone of the itarasaur religion, and theyact as generals over groups of the three lowercastes. A few tulmasits are wizards instead ofpriests. The retilasits are the smallest of theitarasaur, both in number and in size. They arethe most maneuverable, however, and they oftenact as the scouts of the army. Each retilasit has astrong bond to the particular tulmasit to whom itanswers.

The itarasaur disdain most other races,considering them weak and disorganized. Theydo not willingly discuss their lives or religion;thus, little is known of their god. It is known thattheir god views dragons and the itarasaur as partof nature, and that it expects the actions and warsof the itarasaur to respect nature. It has beenpostulated by some sages that the god of theitarasaur might have created them to act asintermediaries in the dragon wars to prevent theimmense destruction of natural resources that sooften accompanies the battles between dragons.The itarasaur clearly view dragons as closer totheir god than they are themselves, and theyaccept even chaotic dragons without qualm,perhaps because they are not within thehierarchy. As there is no being over the dragonto give it orders, they can accept from it what theywould not accept in one of their own.

History: There are legends that indicate thetulmasits were the first itarasaur, created by anancient dragon. The dragon, according to thelegend, destroyed the minds of two dragons, a redmale and a gold female, and through powerfulmagic transformed them into the first tulmasits.For a century (or several millennia, depending onwhich version you hear), they existed in the newforms before he allowed them to mate. By thistime, the form was set. The new tulmasitsregained their intelligence and later created theother itarasaur from their descendents. Outsidesources have been unable to determine how muchof this legend is accurate.

DRAGON-KIN, ITARASAUR

(DENTRASIT)by Howard Shaw <[email protected]>

CLIMATE/TERRAIN: AnyFREQUENCY: UncommonORGANIZATION: MilitaryACTIVITY CYCLE: AnyDIET: Carnivore

INTELLIGENCE: High to Exceptional (13-16)

TREASURE: By individualALIGNMENT: Any LawfulNO. APPEARING: 2-5ARMOR CLASS: 8MOVEMENT: 14, Fl 20(C)HIT DICE: 6THAC0: 15NO. OF ATTACKS: 3 or 1DAMAGE/ATTACK: 1d6/1d6/1d4 or by

weaponSPECIAL ATTACKS: PoisonSPECIAL DEFENSES: Immune to Dragon Fear,

ChameleonMAGIC RESISTANCE: 45%SIZE: M (4’5” to 5’5”)MORALE: Champion (15)XP VALUE: 2,000

Standing slightly shorter than imquasits,dentrasits are humanoids with scaled skin, claws,and a balancing tail. They have large, leatherywings. Their scales and wings are pigmented inthe manner of a chameleon, and when still ormoving at no more than one fourth their normalmovement rate, they are very difficult to detect.

Combat: Most dentrasits prefer to avoid closecombat and to use their spells. However, alldentrasits are capable fighters. They fight eitherwith a weapon or, if disarmed, with claws andspells. Their bite is used only when absolutelynecessary because it cannot be used again for 12hours. Unlike other itarasaur, dentrasits possessfangs and poison glands, and their bite will put ahuman-sized creature to sleep for one hour.

Dentrasits possess a chameleon-like ability toconceal themselves when in natural surroundings.While still or moving at less that one-fourth theirnormal movement rate, they are virtuallyundetectable; any character making a successfulIntelligence check or declaring a specific attemptto look for dentrasits has only a 1 in 10 chance ofseeing one which is trying to conceal itself. If thecharacter observes a moving dentrasit that stopsand attempts to conceal itself, the character mustmake an intelligence check to be able to remainaware of the creature's location.

Habitat/Society: Dentrasits take life-mates,and if an opportunity arises to revenge a killedmate, they will disobey orders to do so. This isthe only situation where orders are disobeyed,and it is treated with leniency by their superiors.

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Dentrasit females gestate for ten weeks beforegiving birth to a living but incompletelydeveloped young. The young dentrasit is takenand cared for by the tulmasits.

Ecology: Dentrasits have more refined tastesthan subasits or imquasits. They like well-prepared food, and they will willingly trade forspices they do not possess. Dentrasits will oftenpossess gold or gems for trading purposes. Theytend to be very nature-conscious, and generallythey will prevent imquasit from damaging thenatural balance. Even evil-aligned dentrasits areprotective of the natural environment, for theyfear not being so will anger their god. A smallnumber of good-aligned dentrasits are rangersinstead of priests.

DRAGON-KIN, ITARASAUR

(IMQUASIT)by Howard Shaw <[email protected]>

CLIMATE/TERRAIN: AnyFREQUENCY: UncommonORGANIZATION: MilitaryACTIVITY CYCLE: AnyDIET: CarnivoreINTELLIGENCE: Average to Exceptional

(10-16)TREASURE: By individualALIGNMENT: Any LawfulNO. APPEARING: 1-3ARMOR CLASS: 5MOVEMENT: 12, Fl 18(C)HIT DICE: 4THAC0: 15NO. OF ATTACKS: 3 or 2 or 1DAMAGE/ATTACK: 1d6/1d6/1d4 or 1d8/1d8

or by weaponSPECIAL ATTACKS: PoisonSPECIAL DEFENSES: Immune to Dragon FearMAGIC RESISTANCE: 15%SIZE: M (5’ to 6’5”)MORALE: Champion (15)XP VALUE: 650

Imquasits are humanoids with red scales,strong claws, and a balancing tail. They havelarge, black wings, and the scales on their wingsresemble the scales of subasits. On the back of animquasit's hands is a spike formed of three scales

that extend beyond the knuckles. Imquasits aretypically encountered as field commanderssupervising large units of subasits.

Combat: The majority of imquasits specializein at least one weapon. They fight with a weaponor, if disarmed, with claws and spikes. Their biteis used whenever they see a good chance to hitbare flesh. The relatively minor damage issecondary to the 75% chance that the bittenindividual will be slowed by the poisonous salivaas if hit by the wizard spell slow. Like subasits,imquasits possess infravision up to 60‘. Inaddition, their forked tongues give them a 75%chance to track prey by smell. They cannot makeuse of this ability while flying.

Imquasits are skilled tacticians. Most of themare Lawful Neutral or Lawful Evil in alignment,and they frequently make use of lethal traps andpoisons. Traps set by evil or neutral imquasit arelikely to include pitfalls, nets, snares, and poisons,with ambush either from above or from subasitshidden in pits.

Habitat/Society: Many imquasits participatein long-term relationships. Like the subasits, theirgestation period is only three weeks, and theresulting egg is cared for by the tulmasits;however, the relationships of the imquasit aremore likely to involve love or mutual advantage,and imquasits mate less frequently than subasits.

Ecology: Imquasits have a taste for raw flesh,and evil or neutral imquasits will often pause tocut a delicacy from a freshly killed body, if doingso is unlikely to affect the outcome of a battle.When hunting, imquasits prefer to use theirphysical abilities to locate and kill their prey,disdaining the use of weapons. Evil or neutralimquasits may use traps for hunting. Althoughevil or neutral imquasits have no concern for theenvironment, they are generally under ordersfrom the dentrasits or tulmasits to avoiddisrupting the environment, and they willtherefore remove any traps they have set beforemoving out of a region. Like subasits, imquasitsdo not build permanent settlements or structures.

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DRAGON-KIN, ITARASAUR

(RETILASIT)by Howard Shaw <[email protected]>

CLIMATE/TERRAIN: AnyFREQUENCY: RareORGANIZATION: MilitaryACTIVITY CYCLE: AnyDIET: CarnivoreINTELLIGENCE: Average (8-10)TREASURE: NoneALIGNMENT: Any LawfulNO. APPEARING: 1ARMOR CLASS: 0MOVEMENT: 18, Fl 24(A)HIT DICE: 4THAC0: 20NO. OF ATTACKS: 3DAMAGE/ATTACK: 1d4/1d4/1d4SPECIAL ATTACKS: Acid SpitSPECIAL DEFENSES: Immune to Dragon FearMAGIC RESISTANCE: 85%SIZE: Tiny (1’5”-2’5”)MORALE: Average (8-10)XP VALUE: 975

The smallest of the itarasaurs, retilasits aretiny humanoids with dull, gray-scaled skin, weakclaws, and short tails. They have dull, gray,leathery wings.

Combat: Retilasits fight only if there is noother method of escape. If captured and unable tofight, their hearts stop beating and theirdiaphragms still. Death follows within threerounds. This is an unlikely occurrence, becauseretilasits have the innate ability to cause creaturesto forget having seen them. It is not known if thisability has a magical, natural, or psionic basis.Any creature having natural resistance to mind-

affecting magic or strong psionic ability can savevs. spell to negate the effect.

Retilasits also possess an effective spittingability. They can spit up to 25 feet with only a10% chance of missing, doing 2-8 points of aciddamage. Retilasits have infravision to 120 feet.

Habitat/Society: Retilasits act as the scouts forthe tulmasits. The tulmasit commander and his orher five highest generals each have a retilasitunder his or her control. In addition, the GrayMasters (see tulmasit description below)collectively control three retilasits. There arenever more than 9 retilasits in a given itarasaursociety.

Ecology: Retilasits catch and eat smallmammals, reptiles, and birds. They eat themwhole, and cough up a pellet composed of theindigestible portions. No one is sure how retilasitsreproduce, but their number generally remainsconstant within each itarasaur society. When oneis destroyed, another soon appears to replace it.

DRAGON-KIN, ITARASAUR

(SUBASIT)by Howard Shaw <[email protected]>

CLIMATE/TERRAIN: AnyFREQUENCY: UncommonORGANIZATION: MilitaryACTIVITY CYCLE: AnyDIET: CarnivoreINTELLIGENCE: Average to High (10-13)TREASURE: By individualALIGNMENT: Lawful neutralNO. APPEARING: 10-40ARMOR CLASS: 7MOVEMENT: 12, Fl 18(C)HIT DICE: 2THAC0: 18NO. OF ATTACKS: 3 or 1DAMAGE/ATTACK: 1d6/1d6/special or by

weaponSPECIAL ATTACKS: Acid spitSPECIAL DEFENSES: Immune to Dragon Fear;

limited spell, psionicsimmunity

MAGIC RESISTANCE: 5%SIZE: M (5’ to 6’)MORALE: Steady (12)XP: VALUE: 270

BOOK II: DENIZENS & POWERS

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Subasits are reptilian humanoids with black,scaled skin, powerful claws, and a balancing tail.They have large, black-feathered wings and canfly. Their body scales are long and overlapping,and the scales might at first glance be mistakenfor feathers.

Combat: In the absence of specific orders,subasits will defend themselves as any intelligenthumanoid would. They will attempt to usewhatever means are at hand to fulfill their orders.If their orders are to defeat an enemy, they willuse the most expedient means for doing so,including traps. When fighting directly, theyattack either with fair quality weapons of anypiercing or slashing variety, or with their claws.They have a bite attack, but their jaws are notstrong enough to cause significant damage.However, if they break the skin, there is a 25%chance the bitten character will be slowed by thepoison as per the 3rd-level wizard spell slow. Byconcentrating for one round, they can spit anacidic saliva which will permanently scar flesh,though it does only one point of damage, orweaken a metal weapon, giving it a 1d3 x 10%chance of breaking each time it is used. Subasitspossess infravision up to 60 feet, and they preferto use night attacks against any opponents theybelieve likely to lack this ability.

Subasits are capable of learning to fight withskill, but will only do so if ordered. A particulartroop will be composed of individuals having thesame basic level of training. Troops may beencountered with training in use of indigenousweapons or fighting styles, including anti-cavalrytechniques. In general, the subasit are moredependent on their intelligence and the tacticalability of their superiors than on their fightingability.

Their unbending loyalty to their ordersprevents any spells or psionics that affect themind, either controlling or interfering, fromoperating successfully.

Habitat/Society: Subasits do not form long-term relationships. When a female subasit isimpregnated, her ability to fight remainsunimpaired until the final two days of the three-week gestation period. She then lays a singleegg, which is taken and cared for by tulmasits.There is no comparative ranking within thesubasit ranks, though the troops are rankedrelative to each other.

Ecology: Subasits have relatively weak jawsand small teeth. They are carnivorous, but theygenerally eat cooked meat, and rations often

include meat that has been ground, cooked, anddried.

Subasits hunt for their food, except whenunder orders to the contrary. Hunting isconducted in an intelligent and rational manner.Kills and traps are clean and efficient, and theirimpact on the surrounding environment isminimal. Subasits avoid other intelligent beingsas much as possible within their orders, inrecognition of the general unpredictability ofintelligent beings, and therefore they have littleimpact on neighboring societies other than thoseon which they are waging war.

DRAGON-KIN, ITARASAUR

(TULMASIT)by Howard Shaw <[email protected]>

CLIMATE/TERRAIN: AnyFREQUENCY: RareORGANIZATION: MilitaryACTIVITY CYCLE: AnyDIET: OmnivoreINTELLIGENCE: High to Genius (13-18)TREASURE: By individualALIGNMENT: Any LawfulNO. APPEARING: 1-2ARMOR CLASS: 2MOVEMENT: 14, Fl 20(C)HIT DICE: 12THAC0: 7NO. OF ATTACKS: 3 or 1DAMAGE/ATTACK: 1d6/1d6/1d12 or by

weaponSPECIAL ATTACKS: Imitation dragon breathSPECIAL DEFENSES: Immune to Dragon FearMAGIC RESISTANCE: 45%SIZE: M (6’ to 7’5”)MORALE: Champion (15)XP VALUE: 6,000

Generally the tallest itarasaur, tulmasits arelarge humanoids with scales, strong claws, and abalancing tail. They have large, leathery wings.Their scales and wings are usually identical incolor to those of the dragon they currently serve ormost recently served. Except for gray tulmasits,tulmasits not of the dominant color are typicallyrelegated to caring for the young. Approximately10% of tulmasit are gray, indicating theirpropensity for the use of magic. These becomewizards, and are called the Gray Masters.

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Combat: Most tulmasits avoid close combat,focusing on their spells. However, all tulmasitsare capable fighters. They fight with a weaponor, if disarmed, with claws and spells. Their biteis used whenever they see a chance to reach flesh,for their saliva has a 75% chance of paralyzing ahuman-sized creature for 6 + 1d6 turns.

When in the service of a dragon, tulmasitsgain a special ability from their god. Three timesa day, a tulmasit may shoot forth from his or herhand a magical force which precisely imitates thebreath weapon of the dragon he or she is serving,as if that dragon were three age categoriesyounger than it is.

Tulmasits have infravision to 60 feet.Habitat/Society: Tulmasits are highly

individual, and they may form transitory orpermanent relationships. The half of thepopulation matching the sex of the dragon theyare serving or were most recently serving formthe active command structure, while the other halfraises the young of all the itarasaur.

Ecology: Like the dentrasits, tulmasits protectthe environment in accordance with the wishes oftheir god. Their eating habits are as varied as arethose of humanoids.

FIMMIRby Peter J. Ross II <[email protected]>

CLIMATE/TERRAIN: AnyFREQUENCY: UncommonORGANIZATION: GroupACTIVITY CYCLE: AnyDIET: CarnivoreINTELLIGENCE: Exceptional(15-16)TREASURE: Q (x5)ALIGNMENT: Neutral evilNO. APPEARING: 1-10ARMOR CLASS: 3MOVEMENT: 9, Cl 18HIT DICE: 9+THAC0: 11NO. OF ATTACKS: 3DAMAGE/ATTACK: 3d4/3d4/2d6SPECIAL ATTACKS: Acid, tail bashSPECIAL DEFENSES: See belowMAGIC RESISTANCE: NilSIZE: Large (7’)MORALE: Elite (13-14)XP VALUE: 4,000 + 1,000 per

additional hit die

A fimmir is a large, bipedal reptile with a flat-faced, oversized head and a long, thick tail thatends in a bony club. A single, large eye sitsdirectly in the center of its face, just above itstoothy mouth. Potent weapons, the fimmir'sstrong arms end in sharply clawed hands.Sometimes called a "fallen dragon," the fimmerhas a dark, green hide covering its body.

Combat: When hunting, three fimmir willstalk their prey, usually with one fimmir chasinga potential target into the path of the other two,creating a roughly triangular trap. Once thetarget is brought down, the fimmir will bring thecorpse to the rest of the group for equal sharing.

Each fimmir can emit a 30-foot long stream ofacid once per day, doing 6d4 damage to anycreature the stream touches. A save vs. breathweapon is allowed for half damage. In addition,the gaze of the fimmir’s single eye creates an anti-magic cone 100’ long and 30' in diameter at itsbase. Any mage within the gaze of a fimmir losesall magical abilities, and any magical itemstemporarily lose their bonuses.

A fimmir attacks with two front claws and abite with its crushing jaws. Instead of using itsclaw/claw/bite attacks, a fimmer can deliver a tailbash that does 2d10 damage and has the effects ofa power word, stun spell. Fimmir are immune toany wizard or priest spell associated withelemental earth, and they are immune to all typesof acid.

Habitat/Society: Fimmir live in small,egalitarian compounds, usually the remains ofbuildings built by other creatures, such as a ruinor an abandoned city. Fimmir are capable ofbuilding structures of their own, but they prefer totake over those that others have already built; thefimmir will perform any necessary repairs orremodeling themselves.

Males and females bond for life, sharing aloyalty with the rest of the group. Mating occursin the late summer, and after a twelve-daygestation period, the female lays a clutch of twelveeggs. The entire group shares in the incubatingand rearing of the young. Once the hatchlingsreach 8 years of age, an initiation ceremony isperformed, the hunting down and killing of anycreature of similar or greater size or intelligence.Each hatchling must successfully complete thisritual, or it will be ostracized from the group.

Any wealth gained by one member of thegroup is shared equally among the group.

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Ecology: Fimmir are unnatural creatures thatwere created as the result of ancient, magicalexperimentation. The first fimmir were born fromthe corrupted eggs of metallic dragons. Born ofstrong will, the first fimmir defied their creatorand joined his enemies against him. Given thechance, the fimmir would prefer to lead a peacefulexistence apart from all other living creatures(except those they hunt for food).

Each fimmir lives about 70-80 years andgrows more dangerous as it ages, gaining ahigher metabolism and a stronger constitution asit approaches 70 years. (For every 10 years of life,add 1 hit die to represent this aging effect).However, once the creature's age is approximately70 years, its metabolism begins to functionerratically, and sudden death is not uncommon.Once a fimmir dies, its highly acidic blood beginsto dissolve the creature. After 10 minutes, thecorpse of the fimmir is totally destroyed.

HADES HOUNDSby Dave Rouse <[email protected]>

CLIMATE/TERRAIN: Abyss/Prime materialplane

FREQUENCY: Very rareORGANIZATION: PackACTIVITY CYCLE: NightDIET: CarnivoreINTELLIGENCE: High (13+)TREASURE: NoneALIGNMENT: Lawful evilNO. APPEARING: 3-6ARMOR CLASS: 0MOVEMENT: 12HIT DICE: 10THAC0: 8NO. OF ATTACKS: 3DAMAGE: 1d6/1d6/1d10SPECIAL ATTACK: See belowSPECIAL DEFENSE: See belowMAGIC RESISTANCE: 35%SIZE: M (6')MORALE: 19XP VALUE: 5,000

Despite their name, these creatures servepowerful masters who reside in the Abyss of theOuter Planes. Little is known about the beingswho command these dangerous beasts, but thehounds are known to come to the Prime Material

Plane only at night and in areas where there is nonatural moonlight. Such an area could exist in theshadows of clouds which obstruct the light of themoon, or on nights of the new moon. The houndsare sent by their masters for various, nefariousreasons, including the procurement of souls (orbodies) for experimentation purposes.

Looking much like very large dogs, thehounds are pitch black when they first appear.As they take damage, their color graduallylightens so that by the time they've lost half theirhit points, they have turned gray. When they arereduced to 3 or fewer hit points, they becomeghostly white.

Combat: The hounds fight with their twofront paws and a bite. If a Hades hound isreduced to 3 or fewer hit points, instead ofattacking, it emits a haunting howl. Anyonewithin listening range except other Hades houndsmust save vs. death magic at –4 or lose his soul tothe wounded hound. A resurrection spell castwithin one turn can return the soul to the body;otherwise, it is irretrievably lost. The houndreturns to the Abyss with the soul and delivers itto its master. Without a soul to animate it, thevictim's body dies.

Habitat/Society: Hades hounds are neverencountered on the Prime Material Plane unlessthey have been sent there on a mission by theirmasters. The hounds do not have the ability togate to the Prime Material Plane, although theycan return to the Abyss at will. Fearing the wrathof their masters, they will be reluctant to returnwithout having accomplished their mission.

In the Abyss, these hounds are rarelyencountered away from their masters, as they aregenerally trained from pups to serve their mastersloyally. Ecology: Because researchers have haddifficulty capturing and studying Hades hounds,little is known about their origin and habitswithin the environment of the Abyss. Theirunusually loyal behavior suggests the Abyss maynot be their plane of origin, but little more thanspeculation is available at this time.

LICH, MORDULANTby Erik Arneson <[email protected]>

CLIMATE/TERRAIN: AnyFREQUENCY: Very RareORGANIZATION: Solitary

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ACTIVITY CYCLE: NightDIET: NilINTELLIGENCE: Supra-genius

(19-20)TREASURE: AALIGNMENT: Neutral evilNO. APPEARING: 1ARMOR CLASS: 0MOVEMENT: 6HIT DICE: 11+THAC0: 9NO. OF ATTACKS: 1DAMAGE/ATTACK: 1-10 or by weaponSPECIAL ATTACKS: See belowSPECIAL DEFENSES: +1 or better

weapons to hitMAGIC RESISTANCE: NilSIZE: M (6' Tall)MORALE: Fanatic (17-18)XP VALUE: 8,000

The ultimate goal of a priest of Tybboch is togain favor in the eyes of his deity such thatTybboch grants him the ability to become amordulant. Twisted and slain by the plagues anddiseases encountered throughout the priest'sunholy life, only the most powerful and fearsomeof Tybboch's clergy become mordulants.

A mordulant typically stands between fiveand six feet tall, its frame often knotted andtwisted from whatever diseases sickened thebeing in life. Its skin ranges from a pale green toa sickly black, often stretched taut over its mangybones. Mordulants stink of decay and rot, andthey are often detectable (75%) by this stenchalone at a distance of thirty feet or less.

Combat: A mordulant will seldom engage inmelee with its foes, often having a number ofundead retainers at hand to take care of such pettyannoyances. Any characters who do manage totangle with a mordulant seldom survive to tell ofthe experience.

The touch of a mordulant inflicts 1d10 pointsof damage and opens a festering wound that willnot heal naturally. If this wound is not tended towith magical healing within 1d6 days, it willbecome gangrenous and the body part the woundis on becomes thereafter unusable. If thiscondition remains untreated, the gangrene willspread to the rest of the victim's body; he or shemust make a Constitution check with a cumulative–1 penalty each day or die as vital organs becomeinfected and unusable. A cure disease spell cast on

the wound before gangrene sets in will protect theinfected character from the effects of the wound;however, once the gangrene begins to spread tothe rest of the body, only a heal spell will eradicatethe infection.

The stench of decay which surrounds amordulant is so powerful that any creature of 5th-level or lower or of 5 hit dice or less that comeswithin 10' of the mordulant must make asuccessful saving throw vs. poison or be strickenfor 1d8+1 rounds, retching and displaying otherill effects. Stricken characters defend themselveswith a +3 armor class penalty, and they cannotinitiate an attack.

Mordulants can themselves be hit only byweapons of at least +1, by magical spells, or bycreatures with 4+1 or more Hit Dice and/ormagical properties. The magical nature of themordulant and its undead state make it immuneto charm, sleep, enfeeblement, polymorph, and cold,electricity, insanity, and death spells. Mordulantscan be turned as liches.

Tybboch continues to grant spells to hisundead lich-priests; most mordulants have thespellcasting abilities of a priest of 13th-18th(12+1d6) level.

When a mordulant is reduced to zero hitpoints, it explodes in a cloud of poisonous dust,causing all within 20' to suffer 10d6 points ofdamage, with a successful save vs. poison halvingthis amount.

Habitat/Society: Mordulants generally avoidhuman society, as life itself has become repugnantto them. When they must deal with humans,such dealings are almost always with priests ofTybboch. Mordulants are solitary creatures,seldom associating with other mordulants. Theyoften surround themselves with hordes of twisted,warped undead creations. Their lust for power isunquenchable, and sages report legends of agespast in which mordulants sat upon the thrones ofsome of the more evil-aligned kingdoms.

Mordulants have been known to amass hugearmies consisting primarily of undead creatures,such as mordites, to invade and corrupt nations ofthe living. Conquest is not necessarily the goal ofsuch aggressors; rather, these are opportunities forthe mordulant to spread disease through theliving community and gain favor with its deity.Mordulants' Intelligence and spell abilities makethem excellent strategists.

While not as powerful as a true lich, themordulant is a foe to be feared in its own right.These beings are never content to live out their

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undeath in reclusion and have often been seen atthe heads of massive armies of Tybboch's filthyundead hordes.

Ecology: Mordulants have no place in thenatural environment, but they do serve to furtherthe aims of Tybboch in the Prime Material Plane.

PURPLE BWARNby Luke Pagarani

CLIMATE/TERRAIN: Any/Lower Planes, InnerPlanesFREQUENCY: Very RareORGANIZATION: SolitaryACTIVITY CYCLE: AllDIET: SpecialINTELLIGENCE: Supra-genius (20)TREASURE: Z (see below)ALIGNMENT: Lawful evilNO. APPEARING: 1ARMOR CLASS: 6/4/0 (see below)MOVEMENT: 9, Fl 6 (A)HIT DICE: 20 + 10THAC0: 6NO. OF ATTACKS: 6 + specialDAMAGE/ATTACK: 2d6+2 x 6/5d4+8/1d2+1SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 35%SIZE: Large (8')MORALE: Champion (15-16)XP VALUE: 25,000

A gruesome creature of evil, the purplebwarn's upper torso is of vaguely humanoidshape, resembling a disproportionately small, frailhuman torso with six long, purple arms ending inlarge claws. Atop this torso rests a very large,insect-like head, with strong vertical mandiblesand two large, faceted eyes. Behind these,seemingly unprotected, sits the convoluted lobesof the creature's brain, a grey, noisome organcovered with short, slime-covered tendrils of flesh.Beneath its torso, the creature's lower bodyresembles that of a giant purple slug.

A purple bwarn is always accompanied by ahorde of purple beetles that crawl across its bodyapparently unnoticed by the huge, hideouscreature. If these beetles are removed from thebwarn’s body, they die in 2d8 rounds; only thebwarn may use them as special missiles asdescribed below.

Combat: A purple bwarn attacks with 6clawed arms, a vicious bite (5d4+8), and a small,needle-like spike that is on an invisible 15' longtail. This tail can reach around to attack in front ofthe bwarn, although it is usually reserved forflank or rear attackers. The tail’s first attack gainsa -4 bonus on its initiative roll. The damage doneby the tail spike is minimal (1d2+1) but asuccessful strike injects a lethal poison into thetarget’s skin. (Characters who successfully savevs. poison suffer no effects from this poison.)

Purple bwarns are mages of 15th to 20th (d6 +14) level. Their torsos, arms, tails, and heads areAC 0, their lower bodies are AC 4, and theirbraincases are AC 6. Aware of theirvulnerabilities, purple bwarns often take extraeffort to protect their lower bodies, includingusing specially crafted armor, spells, or magicitems designed to ward off potential attackers.

While the bwarn’s braincase is its mostvulnerable area; it is also dangerous. Anyweapon striking the slime-covered brain mustsave vs. acid or become immediately corroded.Corroded weapons suffer a to-hit and damagepenalty of 1d4. Any character who strikes thisarea with exposed flesh must save vs. poison ortake 4d8 damage from the acid; a successfulsaving throw means the attacker takes only halfdamage. Note that characters making multipleattacks to the bwarn’s braincase in a single roundmust make a saving throw for each attack.

Once every three rounds, the purple bwarnmay take one of the purple beetles which crawlover its body and throw it up to 50 feet. Whenthe beetle strikes a target (usually the ground), itbursts open and spews tiny purple maggots in alldirections. Anyone in a 5-foot radius must make asaving throw vs. paralyzation or be struck by 1d6-1 of these maggots. The maggots willimmediately begin burrowing into the victim’sbody, reaching the heart in 5 rounds. During thefirst round, the maggots may be easily killed witha sharp edge, such as that of a sword or dagger.During the second and third rounds, the maggotswill be under the victim’s skin and must beburned or cut out, doing 1d4 damage to thevictim. Thereafter, the maggots are unreachablethrough normal means, and at the end of the fifthround the victim dies as the maggots eat his orher heart. At any time, a cure disease spell willdestroy all maggots in an individual.

A purple bwarn is immune to poison, acid,death magic, and all spells from theenchantment/charm school. Purple bwarns can

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only be hit by weapons of +2 or betterenchantment. A notable exception to this is thatthey can be struck by the natural attack forms ofavian creatures, such as aarakocra and kenku.Bwarns regenerate at a rate of 1 hit point every 2rounds; however, they cannot regenerate damagedone to them from a weapon with a +4 or higherenchantment, electricity, or avian creatures.Additionally, avian creatures do double damagewhen using their natural attack forms versus abwarn.

Bwarns generally have available an array ofmagic items that they will use against adversaries.Most of these items are specially crafted for use bythe bwarn and cannot be used by humanoids,although they are still valuable and it is possiblethat some of them could be magically adapted forhumanoid use.

Habitat/Society: There are seven purplebwarns known to exist, and these are commonlyencountered in the service of a powerful fiend.Typically, each purple bwarn populates its lairwith a variety of minions that it then sends onmissions throughout the Prime Material Plane togather magic and slaves. Reportedly, in additionto the several purple bwarn who live throughoutthe Lower Planes, there is one whose lair is withina pocket dimension in the Ethereal Plane.Infrequently, purple bwarns have traveled to thePrime Material Plane themselves in pursuit ofsome mission.

Ecology: Purple bwarns recognize thatwithout the acquiescence of the powerful lords ofthe Lower Planes, they would not be able tosurvive. In turn, these lords recognize theusefulness of the bwarns and utilize them formissions they do not wish to handle personally,often because they do not want to be responsible ifthe mission fails. Purple bwarns are known fortheir tenacity, and if one should fail in the pursuitof a commission, then there is an 80% likelihoodthat another bwarn will learn of the failed missionand attempt to complete it itself. No one on recordhas observed the creation of new purple bwarns,and thus little is known about them biologically.Some have speculated that they exist in a finitenumber and do not reproduce at all.

SKELETON, MORDITEby Erik Arneson <[email protected]>

CLIMATE/TERRAIN: Any

FREQUENCY: RareORGANIZATION: BandACTIVITY CYCLE: NightDIET: NilINTELLIGENCE: Non (0)TREASURE: NilALIGNMENT: Neutral evilNO. APPEARING: 3d10 or moreARMOR CLASS: 7MOVEMENT: 9HIT DICE: 1THAC0: 20NO. OF ATTACKS: 2DAMAGE/ATTACK: 1d4/1d4SPECIAL ATTACKS: PoisonSPECIAL DEFENSES: Immune to mind-

affecting spells andcold-based attacks

MAGIC RESISTANCE: NilSIZE: M (5-6' Tall)MORALE: SpecialXP VALUE: 175

These skeletal remnants of plague victims areoften animated by mordulants and priests ofTybboch to carry out simple tasks or to serve aswarriors. They appear as gnarled, menacingskeletons with a sickly green tint to their normallybleached white bones. The mordite's phalangesand teeth are twisted into sharp claws and fangs,and they drip with sickening, yellow ichor.

Combat: In combat, mordites advance enmasse with their strange, shuffling gaits, thenattack with lightning speed, using their claws,each of which causes 1d4 points of damage. On asuccessful hit, the target must roll a save vs.poison. Failure means the wound festersunnaturally and will only heal if treated bymagical healing.

Like other undead creatures, mordites areimmune to sleep, charm, and hold spells. Coldattacks do no damage, and edged and piercingweapons do only half damage. Holy watersplashed on a mordite inflicts 2d4 points ofdamage.

Being animated creatures, Mordites areimmune to fear and have no need to checkmorale. They will fight as commanded until theyare either called off or destroyed. Mordites can beturned as ghouls.

Habitat/Society: Mordites are mindlesscreatures who follow their orders blindly andsimply. They are generally led by a mordulant

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or a priest of Tybboch. On rare occasions,unsupervised groups of mordites are encountered,and they will still be attempting to carry out thelast orders they received from their controller.

Ecology: Mordites are not a natural part ofthe world. They are created by a special versionof the 3rd-level priest spell, animate dead, which isgranted only to priests of Tybboch. Mordulantspossess an innate magical ability which duplicatesthe effects of this spell.

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SKRULLGARNby Peter J. Ross II <[email protected]>

CLIMATE/TERRAIN: AnyFREQUENCY: CommonORGANIZATION: GroupACTIVITY CYCLE: AnyDIET: N/AINTELLIGENCE: Low (5-7)TREASURE: NilALIGNMENT: Chaotic evilNO. APPEARING: 10-100ARMOR CLASS: 1MOVEMENT: 11HIT DICE: 3 + 2THAC0: 17NO. OF ATTACKS: 4DAMAGE/ATTACK: 1d4/1d4/1d6/1d2SPECIAL ATTACKS: MobSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 10%SIZE: M (6' tall)MORALE: N/AXP VALUE: 1,400

Skrullgarn are commonly used as front-linewarriors by armies of evil. They look likeskeletons with bits of flesh and cloth clinging totheir brown bones. Their heads are crowned withdeer antlers, their mouths are fanged, and theyhave four fingers on each hand, fingers that endwith long, bony claws. Skrullgarn move withsurprising grace, considering their skeletal nature.They are under the complete control of theircommanders, and they can do nothing without thecommand of those masters.

Combat: Skrullgarn attack four times in around, twice with raking claws, once with a thrustof the antlers, and once with a bite. Sometimesthey are given maces or swords (1d8 damage)forged in the Pit of Eldricht, a place of great evilin the realms of the dead. These weaponsdissolve with the destruction of their wielders.

When 50 or more skrullgarn are encountered,they sometimes mob. When mobbing, eachskrullgarn's AC increases to 10, but each mayattack six times a round for 2d4 each attack.Skrullgarn regenerate 1 hit point per round,unless the damage was done by a holy weapon orholy water. Weapons of +1 or better enchantmentare required to hit skrullgarn in melee, and they

suffer 2d4 damage when splashed with holywater.

Habitat/Society: Skrullgarn are therank-and-file warriors of large, evil armies,forming the main attack forces alongsideskeletons, orcs, fimmir, dark humans, and otherdenizens of evil. Like orcs, skrullgarn arecommonly sacrificed in huge amounts to win anyobjective, but any greater undead, spell-castingcreature, or wizard can raise 10-100 skrullgarnwith a single animate dead spell, making theseabominations perfect for sacrificial attacks. Theskrullgarn can only be raised from the deadbodies of other skrullgarn. Should they bedestroyed by a holy weapon, or blessed after theirdeath, skrullgarn will decompose into dust.

Skrullgarn are very loyal and never retreat,always following the orders of their commanders.

Ecology : Skrullgarn envy any livingthing and will try to destroy any living material ifit is in their way. However, skrullgarn arelimited in their actions because of theirdependence on their commanders. If left on theirown, skrullgarn will stand where they were lastcommanded to go, swinging and clawing at anyliving material nearby.

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UTHBORby Brenton Miller <[email protected]>

CLIMATE/TERRAIN: Forest or mountainFREQUENCY: RareORGANIZATION: SolitaryACTIVITY CYCLE: Any, though usually dayDIET: Primarily carnivoreINTELLIGENCE: Low (5-7)TREASURE: NilALIGNMENT: Chaotic evilNO. APPEARING: 1ARMOR CLASS: 0MOVEMENT: 14HIT DICE: 16THAC0: 6NO. OF ATTACKS: 3 or 4DAMAGE/ATTACK: 2d6/2d6/3d8,

3d6+12/3d4/3d4, or2d6/2d6/3d4/3d4

SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: NilSIZE: H (14’ tall)MORALE: Fanatic (17-18)XP VALUE: 10,000

Uthbori are massive, hideous creatures tobehold. They stand 14’ tall or taller, with bodilygirths of nearly the same width. Their faces arehorrible masks of perpetual rage, withcheekbones that jut out, leaving red eyes sunkendeep under protruding eyebrow ridges. Theirjaws are wider than the rest of the face and holdmouths capable of fitting around the heads of mostcreatures of large or smaller size, with thick, flatteeth strong enough to grind stone into powder.

Uthbori hides are thick, usually range in colorfrom light to dark brown, and appear course andcracked like dry leather, even on their faces.Lying beneath those hides are muscles as dense asrock, and their massively powerful hands arecapable of ripping apart stone as easily as ahuman may tear a piece of dry parchment. Thickmats of long, brown or black, greasy hair hangfrom the backs of their heads and from their chins,though the hair on the chin is more sparse andstraggly. An uthbori smells as bad as it looks.Also, uthbori appear to have no gender at all.

Combat: When an uthbor sees a victim, itwill attack immediately with a loud, booming crythat can be heard for up to a mile away, alerting

all around that an uthbor is attacking. It attackswith both hands, trying to beat its prey to deathor grabs the victim in a crushing grip so it canbite its victim’s head with its powerful jaws. Anuthbor attacks with both fists in a round, doing2d6 points of damage with each. If it successfullystrikes a target with both fists, it has grabbed itsvictim and will deliver a bite for an additional 3d8points of damage. A victim so grabbed musthave a strength of at least 24 to even attempt tobreak free, but there is a 30% chance the uthborwill drop the victim in favor of attacking anotherif there are more attackers around.

An uthbor is easily enraged, and there is a10% cumulative chance each round after the firstround of melee that the uthbor will go berserk.When this happens, the uthbor will uproot thenearest tree to use as a makeshift club. It willattack with the club for 3d6+12 (due to Strength)points of damage and with crushing stomps of itsmassive feet, which deliver 3d4 points of damageeach. If there is no tree in the area for the uthborto uproot when it goes berserk, it will attack withboth fists (2d6/2d6) and both foot stomps(3d4/3d4) each round. When an uthbor isberserk, it can attack multiple opponents in around, dividing its attacks among as many asthree or four opponents at once.

An uthbor’s hide is thick and incrediblydense, giving it a natural AC score of 0. Inaddition, the uthbor’s hide resists 3 hit points ofdamage per hit die directed against it fromweapons, meaning small weapons, such asdaggers, are virtually ineffective against it. Also,offensive spells which do physical damage haveonly a 50% chance of harming an uthbor and thendo only half damage, which is even furthersubject to a saving throw. This protection includesresistance to magic missile, fireball, lightning, cone ofcold, and any other physically damaging spell.

In addition to their powerful combat abilities,uthbori have other abilities that make themdangerous foes. Due to their heightened senses ofhearing and smell, uthbori are surprised only ona roll of one, as they will generally be alerted totrespassers in their homes within a radius of 100feet. They can track their prey unerringly andwill track relentlessly, requiring that the victimmust flee far outside an uthbor’s home territory ormust kill the uthbor in order to escape from it.Also, uthbori have infravision which allows themto see up to 60 feet in the dark.

Habitat/Society: Uthbori are solitarycreatures, attacking all they encounter, even their

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own kind. They wreak havoc on the environsthey pass through, destroying vegetation, rock,and any other obstacles in the pursuit of theirprey. Generally, an uthbor will be encounteredduring its feeding time, which lasts the entireday, except for a few hours of sleep. They live insecluded caves at the bases of nearby mountainranges where there are dense woodlands.Usually, only one uthbor will be found within a50-mile radius due to their wide ranging habitsand their tendency to attack and kill other uthborithey encounter.

The mating habits of the uthbori are acomplete mystery. If they do mate, it wouldlikely be a short exchange between the male andfemale, if they are even delineated in such a way(the gender of an uthbor is not obvious by itsappearance), and it’s quite likely any offspringwould be abandoned to fend for itself at a veryearly age. The life span of an uthbor is unknown,and it is possible they live for tens, hundreds, oreven thousands of years.

Ecology: Uthbori have ravenous appetitesbecause of their immense size. Generally, theyare carnivores, but their teeth are powerfulenough to grind almost any substance, and manysages have speculated that uthbori may eat nearlyany substance, even rocks, for their nourishment.An uthbor will eat its entire victim, bones, armor,and all. If it misses something, such as a droppedweapon, the item is always left right where theuthbor fed, thus there will be no treasure to findin an uthbor lair.

Legend of the UthboriThere is an ancient legend of interest

regarding these violent, solitary creatures. Thelegendfrom where it was originally handeddown no one knowssuggests the uthbori wereonce a race of large dwarves, though the creaturescan hardly be said to resemble any known race ofdwarf, who used to reside in the heavens amongthe gods and giants. The uthbori spent most oftheir time working, building both the heavensand the worlds, and grew bitter in their solitarylabors. Due to their diligent work while the godsand giants grew fat and lazy in their posh castles,the uthbori grew strong. Always hot-tempered,they one day decided to rise up against the godsand rule the heavens themselves.

The uthbori wreaked great havoc in theheavens, sundering the homes of the gods, and inthe end, only the mighty titans were strong

enough to stop them. It is said that, thoughdefeated, the uthbori were not broken, and thegods could see the promise of retributionremaining in their eyes. So, to protect themselvesand their precious realm, the gods cursed theuthbori, casting them down from the heavens andstripping from them their ability to communicatewith any creature, including each other, andmaking their visages so hideous they wouldrepulse even their own kind. This, the godsthought, would ensure the uthbori would neveragain be able to come together as a group tochallenge the might of the heavens.

What the legend also suggests is that theuthbori are more intelligent than they seem, andone day they will come together to once again riseto power. There will come, the legend says, anuthbor whose strength is unmatched even by itsown kind, and it will be strong enough to subdueits brethren, lead them with an iron hand, andgive them back the ability to communicate withone another. At that time, the uthbori will riseagain to march upon the heavens, and this timethe battle will shake both heaven and earth. It issaid even the gods fear this day.

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ZEETby Bil Boozer <[email protected]>

CLIMATE/TERRAIN: Any landFREQUENCY: UncommonORGANIZATION: ClanACTIVITY CYCLE: AnyDIET: OmnivoreINTELLIGENCE: Average to High (8-14)TREASURE: J, OALIGNMENT: Chaotic NeutralNO. APPEARING: 5-20 (5d4)ARMOR CLASS: 7 (10)MOVEMENT: 6HIT DICE: 1THAC0: 20NO. OF ATTACKS: 1DAMAGE/ATTACK: 1-4 or by weaponSPECIAL ATTACKS: nilSPECIAL DEFENSES: immune to mind-affecting

spellsMAGIC RESISTANCE: 15%SIZE: S (3' to 3 _' tall)MORALE: Average (8-10)XP VALUE: 120

Zeets are a mischievous race of shorthumanoids who delight in causing trouble forothers of their own race and, more often, formembers of other races. Most other races toleratezeets. They tend to be less bothersome tohalflings than they are to the taller races.

Averaging a little over 3' in height, zeetsmostly resemble short, hairy halflings with dog-like heads. They walk upright, but their bodiesare covered in short, brown, red, and gray fur,the colors generally in no discernable pattern. Oneach hand, a zeet has three fingers and anopposable thumb. They typically wear colorful,leather clothes, often tying colored bandannasaround their heads. Zeets speak their ownlanguage, and most of them speak the commontongue.

Combat: Zeets prefer to avoid combat at allcosts. If they can’t avoid it, then they prefer to letsomeone else fight for them. When forced tocombat, they often use slings, daggers, spears,and nets. Weaponless, they can bite theiropponents, doing 1d4 damage. When pursued,they often lead opponents into elaborate traps,which sometimes backfire on the zeets. Generallydesigned only to capture opponents, these traps

usually turn out to be deadly for both the victimand the trappers.

In their homes, zeets will be armed withstudded clubs, short swords, and axes in additionto their usual items. Occasionally, these items aremagical, having been purloined from others.

Zeets have infravision up to 30’ and sharpsenses of hearing and smell. Zeets are afraid ofand will not ride or come near horses. Theydelight in capturing, tormenting, and eating cats.

Habitat/Society: Zeets usually live in well-kept caves and small, wooden hovels, with threeor four families in each. A group of ten to twelvesuch residences forms a small town of zeets, andthis is about as large as any group of zeets gets.Family membership only marginally depends ona zeet’s parents, and often traveling zeets areadopted as family members if they choose to stayin a town. Each zeet family typically keeps up tofive dogs as pets.

Zeets are quick-tempered and easily insulted.They enjoy telling stories of their adventures,particularly over several rounds of ale. True totheir alignment, they are unpredictable in theextreme. Zeets have been known to attack anaudience for laughing at a funny story theythemselves had just told.

Infant zeets look like newborn halflings, butwithin ten days of birth, they develop the fur andcanine facial features of adult zeets. Zeets usuallymature in 12-15 years, and they can live as longas 140 years. A few (1 in 15) zeets will developsolid-colored coats; such zeets are treated withsuspicion by their society and families and set outon their own. Solid-colored zeets are typicallyantagonistic toward other solid-colored zeets ofany color.

Other than infrequently encountered priests,zeets tend not to be very devout in their beliefsabout the universe and existence. Most of thembelieve the world is composed of sevenelements—air, earth, fire, water, magic, life, andthought. Zeet priests are all devoted to one or twoof these elements. Many of the outcast solid-colored zeets take up the raiment of one or moreof these elemental forces, although doing somakes them no more acceptable to other zeetsand, in fact, makes them more hated by other zeetpriests who believe having solid-colored priestsblemishes the reputation of priesthoods ingeneral.

Ecology: Zeets have no natural enemies.However, they do have an incredible knack forgetting on others’ nerves, particularly humans

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and dwarves. Halflings find the zeets moretolerable than most; there is some speculation thathalflings and zeets share an evolutionary origin.

While they cannot cast spells and their magicresistance makes using magic items unreliable,zeets are fascinated by magic and spell-casters.

They typically will try to take magic items,spellbooks, spell components, or anything elsemagic-related out of curiosity. Their convolutedthought processes make them immune to mind-affecting magic and psionics; no zeet has everexhibited a psionic talent.

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LEGENDS & LORE

TYBBOCH (INTERMEDIATE

POWER)by Erik Arneson <[email protected]>with additions by Robert Barton<[email protected]>

ALIGNMENT: Neutral evilWAL: Chaotic evil or neutral evilAREA OF CONTROL: Disease, DecaySYMBOL: A black rat's head with

glowing, yellow eyesALIASES: Lord of Decay, King of

Plague, Flesheater, Rotseer.

Few evil gods are more feared by thecommon people. Gods of darkness andmalevolence may haunt children's tales, whiledeities of corruption and avarice may fill priestlysermons, but all of those evils seem distant andabstract compared to the stark, grim reality ofpestilence and plague. Tybboch's name rarelytouches anyone's tongue, and it is considered anill omen for the Lord of Decay to be spoken of bya guest in one's house.

Tybboch resides somewhere in the manylayers of the Abyss. He stays far away from theBlood War that racks much of the lower planes.When last seen by mortal eyes, Tybboch was inthe form of a greenish-yellow cloud, withhundreds of small, glowing eyes floating within.This description has never been confirmed, andthe originator died of a rotting disease not longafter telling his tale. When he appears to hispriests, which is only in their restless dreams, heis most often seen as a chaotic pile of rats. IfTybboch favors a priest, he may appear as adesiccated corpse with glowing, yellow eyes.

Tybboch's worshipers are always stricken witha strange, wasting disease, which slowly eatsaway at both the physical and mental health of itsvictims. The worshipers often congregate ingroups of five to ten around a main priest.

It is unknown if Tybboch has an avatar.

Duties of the Priesthood

ABILITY SCORES: Wisdom 9ALIGNMENT: Neutral evilWEAPONS ALLOWED: Scourge, scythe, sickle,

sling, whipARMOR ALLOWED: Any non-magical armor,

any non-magical shield(seems to decay and rustfaster than normal)

MAJOR SPHERES: All, animal, healing(reversed only),summoning, weather

MINOR SPHERES: Combat, divination,necromancy (reversedonly), protection (reversedonly, where applicable)

POWERS: Spread disease (see below)TURN UNDEAD: Command

Priests of Tybboch are often naturallymalicious and mostly insane men whose mindshave been further tainted by the god's cursedtouch. When they first don their priestlyvestments, a wasting disease begins to eat away atthe priest's body. This disease causes a priest todie slowly, and he may lose a point ofConstitution every new level attained. When apriest reaches a new level, he must make asystem shock roll or lose 1 point of Constitution.Once the priest reaches 0 Constitution, if he is atleast 12th level, there is a chance Tybboch willtake special note of the priest and raise him to anexalted status as a Mordulant. Otherwise, thepriest will simply pass away in a very painful,very unpleasant manner as the disease finisheseating his body.

Because of the priest's closeness to Tybboch'sspheres of influence, his personal effects and itemsleft near him for long periods of time will decayand decompose faster than normal. While thereare no game mechanics surrounding this effect, itmakes a chilling addition to a setting and oftenaids in tracking and destroying these loathsomeindividuals.

Priests of Tybboch tend to be nomads untilthey find a town were they can preach theirparticular form of gospel. They tend to likeisolated towns with small populations. Theygravitate toward towns that have just ended aplague or pestilence. They feel they are“delivering those whom should be with Tybbochback into the fold. I am walking in my master’sfootsteps, and I am reclaiming what is rightfully

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His. I walk His path and shall find him after myhard day is done.” If a priest of Tybboch comesupon a town in this situation, he feels it is his dutyto “finish what his master started.” Few towns inthis situation survive.

In communities where a priest of Tybboch hasset up an altar, there is a higher chance of thecommunity attracting some sort of plague orpestilence. This chance is two percent per week,cumulative. The percentage chance continues togrow unless the priest is absent for a week ormore. For every week the priest is absent fromthe community, the chance decreases by fourpercent. When and if the priest returns, thepercentage chance resumes its growth at twopercent per week.

Priests of Tybboch are almost universallymale, although a few females have been reportedfrom time to time. Their vestments usually consistof forest green robes with bright yellow stoles,often reduced to rot and tatters from being in thepriest's presence for so long. A priest's holysymbol is usually a flat black, rat head pendantcarved from onyx or obsidian, inset with preciousstones for the eyes.

There are few churches or temples set up inhonor of Tybboch. Almost all priests just set upsmall altars in town. These are usually inrundown or abandoned buildings or shacks. Mostpriests, knowing their time with these people willbe short, prefer not to waste time erectingbuildings for their cause.

There is no formal church hierarchy for thechurch of Tybboch. Few priest talk to or cooperate

with one another and then only if they face apowerful enemy, and this cooperation will fallapart if one of the priests sees a possibility to gainfrom the other’s demise. Priests of Tybboch oftenplot against each other for the right to beTybboch’s chosen.

There are no holy days in the worship ofTybboch. All ceremonies are held on moonlessnights, with only the priest and his most trusteddisciples in attendance. This is done because theyare the only people who truly understand andaccept what must be done. Most ceremonies are topraise Tybboch and to ask for his “slow andcreeping gift.” Rats are sacrificed as the “chosenanimal and carrier of The Gift.” The bodies ofany sacrifices are never burned or removed fromthe ceremony chamber. They are often left lyingchaotically around the room.

Roleplaying Notes: Priests of Tybboch usefear as their first defense, using threats and cursesto spur people on. They will never be the firstinto combat. Disloyal villages will be goaded intoattacking and fighting first. The loyal followerswill be urged to fight next. Priests will use theirmagic in support of the loyal people who fight forthem. They will resort to melee combat only ifforced to. This does not necessarily mean they areweak or ill-prepared for combat. They will throwthemselves madly at any who face them.Whether directly in combat or not, they will try toinfect all who face them with disease.

DM’s Note: Priests of Tybboch are meantonly to be NPCs.

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BOOK III

GAME MECHANICS

VARIANT RULES SYSTEMS

CLOSE-QUARTER COOPERATIVE

MELEE STYLEby Bryan E. Manahan <[email protected]>

This is a new skill available to warriors,priests whose deities specifically deal with combat,and any non-fighter character with acrobatics skill(acrobat secondary skill or tumbling proficiency).This skill does not require the expenditure of anyproficiency slots.

Requirements1. Both characters must each have a Dexterity

score of 12 or more.2. Both characters must each have an Intelligence

score of 12 or more.3. The two characters must be willing to practice

together.4. Six months of regular practice sessions (twice

per week, at least; more sessions do notdecrease time required): The charactersinvolved cannot adventure separately duringthis time, or the training is disrupted andmust begin anew. Furthermore, afterestablishing the style, the two characters mustpractice together at least once a month tomaintain the skill. Failure to do so results inthe loss of this style until the characterspractice twice per week for as many months asthey neglected their maintenance training.

Benefits/DisadvantagesWhen the two characters who have mastered

this fighting style engage opponents and are nextto one another in a combat situation, the followingmodifiers apply:

Passive defense: (Attack Mode)1. Both characters attack normally.2. If one of the pair uses a shield, both characters

gain the AC benefits of the shield.3. Neither of the characters can be surrounded or

attacked from the rear.

4. Limited frontage: maximum number of sameor similarly sized opponents that can engageany one of the pair is four. In addition, if anumber of opponents move to engage thepair, their number is always divided asevenly as possible between the two.

Active defense: (Defense Mode)1. The number of attacks the character can

normally make in a round is decreased by 1per 2 rounds.

2. The better AC of the pair applies to bothcharacters. In addition, if the characterwithout the normally better AC uses a shield,the shield’s AC benefit is gained by bothcharacters.

3. If one of the pair chooses to exclusively defendor parry, the AC benefit from doing so appliesto both characters, but the bonus for doing sois halved.

4. The players choose which participatingcharacter will take damage from anysuccessful attacks against either character.

5. Neither of the characters can be surrounded orattacked from the rear.

6. Limited frontage - maximum number of sameor similar sized opponents that can engageany one of the pair is four. In addition, if anumber of opponents move to engage thepair, their number is always divided asevenly as possible between the two.

The benefits of this style apply exclusively tothe two specific characters who have mastered thestyle together. As long as the character is willingto take the time necessary, this skill can bepracticed with any number of other characters.Remember also that maintaining the skill isnecessary. A character can only learn this skillwith one other character at a time. Groups ofthree, four, or more can be created to gainmultiple benefits. However, each and everycharacter of the group must learn the style witheach and every other character of the groupindividually. For example, in order to have agroup of three, each possible pair must train (i.e.,a group of four would be 1 and 2, 1 and 3, 1 and

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4, 2 and 3, 2 and 4, 3 and 4—three years oftraining!).

FIGHTING TOGETHERby Brenton Miller <[email protected]>

As a DM, have you ever been annoyedbecause your group of four PCs quickly and easilybrought down your group of 20 goblins when theencounter was at least supposed to slow themdown? Or as a player, have you been frustratedbecause that lone monster with the 2,000 hit pointswas able to focus on just one member of yourparty of six while the best you could do to preventyour companion from dying was to attempt anineffective parry?

Well, here are two new nonweaponproficiencies that may help, one called group-fighting and one called team-fighting. Group-fighting should be viewed as a skill in which twoor more characters work together to bring down asingle foe. Its focus is primarily offense. Team-fighting, in contrast, is where two or more peoplework as a team to help each other defeat a foe. Itemphasizes defense more than offense, since thefocus is on keeping your teammates alive whiletrying to bring down the foe. Following is adescription of both proficiencies and the bonusesgranted from each.

Group-FightingThe primary focus of group-fighting is to

bring down an opponent quickly and brutally. Agroup consists generally of from 2 to 8 people.The limit to the number of group membersdepends essentially on the size of the group’sopponent. Small (S) creatures can be attacked byfewer opponents at once than large (L) creaturescan. The main idea is that everyone in the groupis attacking the opponent at once, hitting him ashard as possible and trying to bring him downquickly. Examples of common groups would bepolice squads trying to physically subdue acriminal, a group of bullies beating up a victim,or a group of rogues roughing up someone whohas failed to repay a debt.

Group-fighting is generally not an honorableor skillful fighting style and is used either as anecessity, such as police bringing down acriminal, or by ruffians who want to make sure avictim is thoroughly punished. Groups learn tospread their attacks over a foe’s most vulnerable

areas, attacking all at once rather than one at atime, thus bonuses are weighted heavily on theside of attack.

Each member in a fighting group gains a +1bonus to his attack roll for every other groupmember who is attacking the same round. Thus,if a group has four people who all have the group-fighting skill, and all four attack the same round,each gets a +3 bonus to his attack roll. If all fourwere attacking, but only three had the group-fighting skill, each member with the group-fighting skill would gain only a +2 bonus. Inaddition, when the group is going for non-lethaldamage, mainly just trying to subdue theopponent, the same bonus applies to damage. Forlethal combat in which the group is trying to killthe opponent, this damage bonus is only half.Also for non-lethal damage, each successful attackhas a 5% chance per group-fighter of knocking thevictim unconscious.

Because of the fierceness of this attack form,the victim suffers a -2 penalty to his to-hit rolls,reflecting the fact that he must fight againstconstant physical bombardment which will throwoff his accuracy. See Table 15: Group-FightingBonuses for a list of the bonuses provided bygroup-fighting.

Team-FightingWhere the focus in group-fighting is on

bringing an opponent down, the primary focus inteam-fighting is protecting each member of theteam, while trying to safely bring down theopponent. The members of the team work veryclosely with each other, coming to the rescue ofendangered companions. They may even haveattack strategies worked out to maximize theirfighting skills. These give them an advantageover a single opponent.

Because of this focus on protecting the teammembers, each team-member with this skill gainsa -1 bonus to his AC score for each other memberof the team with this skill who is participating inthe melee. In addition, each team member withthis skill gains a +1 to his attack roll. Note thatgaining these benefits requires that two or moremembers with the team-fighting skill attacktogether in the same round and attack the sameopponent. There is no logical upper limit to thenumber of people who can fight together as ateam, although there are still restrictions on howmany can physically attack the same opponent atonce. The DM should use his own judgment in

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determining how many people can work togetheras a team to gain the defensive bonuses, but theupper limit should probably be no more than 8 or10.

Another benefit of the team-fighting skill thatcan be used individually, regardless of whether ornot another member of the fighting partypossesses the skill, is the ability for the characterto interpose himself between an opponent and atarget. This is because learning to fight with ateam teaches one to gauge the needs of his

partners. If one sees a companion being attackedby someone or some creature that seems toopowerful for that companion, or if the companionis near death, the character with team-fighting canwillingly jump into the line of attack to protect hiscompanion. This does not require an action on thepart of the team-fighter, and he can choose toremain the target of attacks for as many rounds ashe desires, or until another successfully interposesbetween him and the opponent.

Table 15: Group-Fighting Bonuses.

Numberin Group1

AttackBonus

Non-lethalDamageBonus

Non-lethalChance of

Knock-out2

LethalDamageBonus

Foe AttackPenalty

2 +1 +1 10% +1 -13 +2 +2 15% +1 -14 +3 +3 20% +2 -15 +4 +4 25% +2 -16 +5 +5 30% +3 -17 +6 +6 35% +3 -18 +7 +7 40% +4 -1

1Refers to the number in the group with the group-fighting proficiency.2Each successful, non-lethal attack has this percent chance to knock the opponent unconscious.This number is not cumulative.

Skill DisadvantagesThe primary disadvantage of both the group-

fighting and team-fighting skills is that in order togain their benefits, two or more people must focuson one opponent. To do so means to pay lessattention to other possible opponents. Thus, if agroup of characters uses either proficiency to focuson a single opponent while other opponents arearound, the characters get +2 penalties to their ACscores if another opponent attacks.

Once the fighting group is engaged byadditional opponents, they must either break intosmaller groups separated among the opponents,or if there are too many opponents, the skills canno longer be used for the remainder of the melee.

Combining SkillsThough the DM should force a party to choose

which skill it is going to use (i.e., do they want tofocus on protecting themselves in the encounter oron bringing the foe down quickly), the DM mayoptionally allow a party to use both skills at once.In this case, all bonuses should not be cumulative.Instead, give the party the attack and damagebonuses for their group-fighting skill, and givethem the defensive bonuses for their team-

fighting skill. Again, it is recommended that theDM force the party to choose to use one skill or theother during a specific melee, but combiningthem in the described way will at least prevent aparty from becoming too powerful.

Final Thoughts on Group and TeamFighting

The skills described in this article are meant toprovide a logical advantage for fighting groups,primarily NPC groups. PC parties of 10th leveland higher can be difficult to control and are aptto disregard even large groups of weakercreatures. Use of the abilities described here giveeven the weakest groups a fighting chance againstpowerful PC parties and will make the PCs givegrudging respect to such groups.

Also, the DM may decide certain characterkits or existing groups naturally pick up the skillsof either group-fighting or team-fighting. Soldiersin the king’s army, for example, may naturallylearn the team-fighting skill as a result of theirextensive training together, while a group ofrogues belonging to the local thieves’ guild maynaturally pick up the group-fighting skill since

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part of their job may include “roughing up”disagreeable clients.

Remember too that these proficiencies shouldnot be overused. When characters are low-level,it will already be a struggle for them to defeatlarge groups of lower-level opponents, so onlycertain, key groups should possess these skills. Incontrast, higher level characters are tougher todefeat, and they have worked hard to get wherethey are, so they should be able to feel fairlyconfident of beating large groups of weakeropponents. Use these skills when you want togive a lower-level group, such as town guards, anadvantage over high-level parties withoutarbitrarily increasing the experience levels of theNPC group members.

Optional Rule: If the DM wishes to allow the PCsto use these abilities, he can withhold the bonusesuntil the particular party has had some time towork together as a group or team. This wouldreflect the party’s need to spend time fightingwith each other in order to learn how to workcohesively. After using the group- or team-fighting skill for an experience level or two, thenthe bonuses kick in.

CRITICAL HIT SYSTEMby Arthur Reynolds <[email protected]>

What follows is a new Critical Hit system. Itwas written due to my dissatisfaction with systemsthat are too long and cumbersome to use, or onesthat are too short and shallow. This system is anattempt to offer a medium between the two. Itoffers realistic, specific damage results for DMswho wish to incorporate them. As a footnote, anycritical damage system should be used for themonsters as well as the characters.

Directions

1. Use this system only on a “To Hit” roll of anatural 20.

2. There is a 20% chance of a blow inflictingspecific damage.

3. Roll on Table 16 to determine damagemodifiers.

4. Roll on Table 17 to determine specific areainjured (if necessary).

5. Refer to table 18 to determine blood lossresults.

6. Use common sense when applying specificresults.

Notes1. The term “standard bonuses,” which appears

in table 16, refers to adjustments for Strength,specialization, magic weapon bonuses, etc.

2. Specific wound types depend upon the type ofweapon used:• Bludgeoning Weapons break or crush.• Slashing Weapons lacerate or sever.• Piercing Weapons puncture or perforate.

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TABLE 16: SPECIFIC RESULTS OF WOUND

Roll Results 01 Inflict Normal Damage 02 Inflict Normal Damage + 1 03 Inflict Normal Damage + 2 04 Inflict Normal Damage + 3 05 Inflict Normal Damage + 4 06 Roll 2 Damage Dice, + Standard Bonuses 07 Roll 2 Damage Dice, + 1, + Standard

Bonuses 08 Roll 2 Damage Dice, + 2, + Standard

Bonuses 09 Roll 2 Damage Dice, + 3, + Standard

Bonuses 10 Double Total Damage 11 Double Total Damage, + 1 12 Double Total Damage, + 2 13 Double Total Damage, + 3 14 Double Total Damage, + 4 15 Roll 3 Damage Dice, + Standard Bonuses 16 Roll 3 Damage Dice, + 1, + Standard

Bonuses 17 Roll 3 Damage Dice, + 2, + Standard

Bonuses 18 Roll 3 Damage Dice, + 3, + Standard

Bonuses 19 Roll 3 Damage Dice, + 4, + Standard

Bonuses 20 Triple Total Damage

TABLE 17: BODY AREAS

Roll Specific Area Directions01-20% Arm (50% Left or

Right)See subtable 17a

21-40% Leg (50% Left orRight)

See Subtable 17b

41-60% Torso (Front) See Subtable 17c61-80% Torso (Back) See Subtable 17d81-90% Neck (50% Left or

Right)See Subtable 17e

91-95% Head (50% Left orRight)

See Subtable 17f

96-00% Face (50% Left orRight)

See Subtable 17g

SUBTABLE 17A: ARM LOCATIONS

Roll Specific Area01 - 20% Fingers (1-5)21 - 40% Hand at Wrist41 - 60% Arm at Forearm61 - 80% Arm at Elbow81 - 00% Arm at Shoulder

SUBTABLE 17B: LEG LOCATIONS

Roll Specific Area01 - 20% Toes (1-5)21 - 40% Foot at Ankle41 - 60% Leg at Shin61 - 80% Leg at Knee81 - 90% Leg at Thigh91 - 95% Leg at Hip96 - 00% Both Legs at Hip

SUBTABLE 17C: TORSO (FRONT)

Roll Specific Area01 - 10% Collarbone11 - 20% Sternum21 - 30% Ribs (1-12)31 - 40% Lung41 - 50% Pectoral Muscles51 - 60% Small Intestines61 - 70% Abdominal Muscles71 - 80% Stomach81 - 90% Gall Bladder91 - 00% Heart (Instant Death)

SUBTABLE 17D: TORSO (BACK)

Roll Specific Area01 - 10% Collarbone11 - 20% Scapular Muscles21 - 30% Ribs (1-12)31 - 40% Lung41 - 50% Middle Back Muscles51 - 60% Buttock61 - 70% Diaphragm71 - 80% Kidney81 - 90% Lower Back Muscles91 - 00% Spine (Death or Paralysis)

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SUBTABLE 17E: NECK

Roll Specific Area01 - 80% Soft Tissue81 - 90% Artery (Death in two rounds)91 - 00% Spine (Instant Death)

SUBTABLE 17F: HEAD

Roll Specific Area01 - 80% Scalp81 - 90% Ear91 - 00% Thin area of Skull (Instant Death)

SUBTABLE 17G: FACE

Roll Specific Area01 - 15% Forehead16 - 30% Eye31 - 45% Cheek46 - 60% Nose61 - 75% Mouth76 - 90% Chin91 - 00% Temple (Instant Death)

TABLE 18: BLOOD LOSS RESULTS

WoundResult1

ContinuingBlood Loss2

0 - 09% 1 hp per round10 - 33% 05% Total hp per round34 - 66% 10% Total hp per round67 - 99% 20% Total hp per round

1“Wound Result” refers to the initialamount of damage caused by the wound.This is categorized by what percentage ofthe victim’s total hit points were lost to thecritical wound.

2“Continuing Blood Loss” refers to thenumber or percentage of the victim’s totalhit points that are lost each round, untilthe critical wound is bound or healed.

EASY COMBAT CALCULATIONby Brenton Miller <[email protected]>

Before you begin reading this article and startgroaning at the thought of yet another rulesvariation, let me first assure you this is not exactlyanother rules variation. What this article presentsis more of a number manipulation that is intendedto teach you an easier way to determine thesuccess or failure of attack rolls. What it does isrearrange the numbers involved in Armor Class(AC) and To-Hit-Armor-Class-0 (THAC0) scores toprovide a method that is much more easilycalculated during combat. I think you will bepleased with the result and will find this methodeasy to apply to your current game.

The Current MethodIf you’re like many other DMs and players,

you fumble around during combat, trying todetermine if you’ve hit your target. You have aTHAC0 of 8 and rolled a 13. Quickly now, doesthat hit AC -6? Does it?

Well, let’s do the math. A THAC0 of eightminus a roll of 13 equals -5, meaning you’ve hit atarget with an AC of -5 or higher. Nope. Youdidn’t hit AC -6.

Look at the given example one more time justto note the number of steps involved indetermining a hit or a miss. Sure, after practice,this becomes as easy as doing calculations off ofthe multiplication table. What’s nine times six?You can probably answer that question fairlyquickly, but remember the difficulty you had firstlearning it?

The method about to be presented here ofreworking your AC and THAC0 scores reducesthis complexity while maintaining the samesystem you’ve used since AD&D was invented. Ifyou’re a DM who hides his creatures’ and NPCs’ACs from the players during game play, then youshould surely appreciate the added ease of thisnew calculation method.

First, the THAC0Converting THAC0 to the new method is

probably the simplest, so we’ll start there. Todetermine base THAC0, merely take the THAC0given in the Player’s Handbook (PHB) andsubtract the number from 20. Thus, at 1st-level, afighter begins with a base THAC0 of 0 (20 - 20 =0), and at 5th-level, that fighter begins with a baseTHAC0 of four (20 - 16 = 4). Consult Table 19:Calculated Base THAC0 below for recalculatedbase THAC0s.

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With this base THAC0, you can thendetermine a character’s specific THAC0 with agiven weapon, adding in racial bonuses,specialization bonuses, magical bonuses, or anyother factor that affects the to-hit roll. Numbersthat reduce a chance to hit, such as cursed magicalitems with negative pluses, will reduce thisTHAC0 score.

Let’s look at a specific example.You have a 5th-level elf fighter named Lief

who has taken weapon specialization with thelong sword and has also taken proficiency with adagger. At 5th-level, Lief’s base THAC0 is 4.

Calculating the specific THAC0 for his long sword,Lief adds in a +1 for specialization and also a +1for his racial bonus, increasing his THAC0 withthe long sword to six. Now, his long sword ismagical and has a +2 bonus, so this increases hisTHAC0 to 8 when using that particular sword.

Next, we calculate Lief’s THAC0 with hisdagger. Starting with a base 4 again, we find nobonuses to add for using a dagger, so Lief’sTHAC0 remains at 4. However, Lief is currentlyusing a cursed dagger that carries a -1 penalty, sohis THAC0 with this dagger is reduced to 3.

TABLE 19: CALCULATED BASE THAC0

Group 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20Priest 0 0 0 2 2 2 4 4 4 6 6 6 8 8 8 10 10 10 12 12Rogue 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9Warrior 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19Wizard 0 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6

Creature THAC0sDetermining a creature’s THAC0 is done in

the same way as described above. Take thenumber given in the creature’s description forTHAC0 and subtract it from 20. The resultingnumber is the creature’s THAC0. For example, ifthe creature has a 15 THAC0, subtract this from20, and you should get a result of five (20 - 15 =5), which is the creature’s new THAC0.

Now, the Armor ClassArmor class isn’t much more difficult to

manipulate than THAC0 was. Start with a baseAC of 10 for an unarmored character, exactly asthe PHB currently requires, but instead ofreducing AC by the amount listed for a particularprotection form, add the defense adjustment to theAC score. To convert the AC value of a piece ofprotective gear, such as armor or bracers of defense,subtract the AC value from 10, then add 10(consult Table 20: Armor Class Ratings to seetypical armor conversions).

This is best illustrated with an example.Let’s now calculate Lief’s AC. Lief begins

with an AC of 10, then he puts on a suit of chainmail. The AC value of chain mail is 5. Doing therecalculation, we subtract this value of 5 from 10,then add 10 to reach a result of 15 (10 - 5 = 5; 5 +10 = 15). But Lief’s armor also carries a +1magical enchantment, so that increases his AC to16. Next, we see that Lief has a Dexterity score of

15, which provides a defensive adjustment of -1.Again, instead of subtracting this number fromLief’s AC, we add it, increasing Lief’s AC to 17.

Creature Armor ClassesDetermining a creature’s AC is a simple

matter of taking the number listed for AC underthe creature’s description and subtracting it from10, then adding 10, just like you would do toconvert a suit of armor’s AC value. If the creaturehas an AC of 4, you would subtract this from 10,producing a result of 6, then add 10 onto thisnumber for a result of 16 (10 - 4 = 6; 6 + 10 = 16).If the creature had an AC of -2, you still wouldsubtract this number from 10, which produces aresult of 12 (10 - -2 = 10 + 2 = 12), then add 10 ontothis, resulting in an AC of 22.

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TABLE COMBAT 20: ARMOR CLASS RATINGS

Type of Armor AC RatingNone 10Shield only 11Leather or padded armor 12Leather or padded armor plus

shield, studded leather, or ringmail armor

13

Studded leather or ring mail plusshield, brigandine, scale mail,or hide armor

14

Scale mail or hide plus shield, chainmail

15

Chain mail plus shield, splint mail,banded mail, bronze plate mail

16

Splint mail, banded mail, or bronzeplate mail plus shield, platemail

17

Plate mail plus shield, field plate 18Field plate armor plus shield, full

plate19

Full plate armor plus shield 20

The New Attack Calculation MethodNow that we’ve figured out the new THAC0

and AC scores, it’s a simple matter to apply them.After you’ve determined the THAC0 you’reusing, simply roll your 20-sided die and add thenumber to your THAC0. If the result is higherthan or equal to your opponent’s AC, you’ve hit.It’s that simple. If you compare this method to theoriginal method, you’ll find the hit probability isexactly the same in any situation.

Just to be sure you understand the way thenew method works, let’s run through a couple ofexamples using both the original method and thenew method.

Example 1Let’s use Lief again, since we’re familiar with

him. Lief has met a bugbear out on the trail andhas his magical long sword +2. He wins initiativeand goes to strike the bugbear, rolling an 11 onhis 20-sided die.

New method: We already know Lief has aTHAC0 of 8 with his magical long sword (see theexample above). Now, let’s add his roll of 11 tothis to get a result of 19. Converting thebugbear’s AC to the new method, we see thebugbear has an AC of 15 (AC 5 as listed in theMonstrous Manual). 19 is greater than 15, so Lief

has struck the bugbear. He made the hit by amargin of 4 points.

Original method: Lief’s THAC0 with hismagical long sword is 12 (base 16 minus 1 forracial adjustment, 1 for specialization, and 2 forthe magical bonus). The bugbear’s AC is 5 underthe normal method. Taking Lief’s THAC0 of 12minus his die roll of 11, we reach a result of 1,meaning Lief has struck an AC of 1 or higher. Hehas made the hit by 4 points, the exact samemargin by which he made the hit under the newmethod.

Example 2In the second round of combat, Lief gets to

take another swing at the bugbear. This time, herolls a 6 on his 20-sided die.

New method: Adding his roll of 6 to hisTHAC0 of 8, Lief has a result of 14. Thebugbear’s AC is 15 under the new system, so Liefhas missed his attack by a margin of 1.

Original method: Taking Lief’s THAC0 of 12minus his roll of 6, Lief has a result of 6, meaninghe has hit an AC of 6 or higher. The bugbear’sAC is 5, so Lief has missed by a margin of 1,again, exactly the same margin by which hemissed under the new method.

Closing ThoughtsAs has hopefully been demonstrated, this new

method of calculating to-hit rolls is more logicaland easier to use than the normal AD&D method,while at the same time staying true to AD&D’snormal combat system. Instead of having ACscores that can float from positive to negativevalues (10 to -10), and THAC0s that remainpositive but decrease at higher levels, both ACand THAC0 are positive scores that are moreeasily compared against each other fordetermining attacks. While it may take somework to translate your original scores into scoresthat fit in this new method, the increased easeduring combat, where the most calculations arenormally done anyway, should be well worth theeffort.

Also, an added benefit is that there no longerneed be limitations on AC or THAC0 scores. Ifthe DM wishes to allow high-level campaigns,there is no reason why these scores can’t continueto rise to higher and higher levels. And nomatter how high the numbers get, you’re still leftwith the same 20-sided die hit probability. If youalso wish, a roll of 1 can remain an automatic miss

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under this method, just as a roll of 20 can be anautomatic hit.

ADDING KINETIC ENERGY TO

THE FALLING DAMAGE

EQUATIONby Bryan E. Manahan <[email protected]>

A Dungeon Master faced with the question offalling damage in his or her campaign maywonder which system to use for best and mostrealistic feel, given the two different, officiallypublished systems in the AD&D game. In the 1stedition Player’s Handbook and 2nd editionDungeon Master’s Guide, a simple system ispresented which uses 1d6 per 10’ fallen.Although this is a simple, easy to use system, ithardly does justice to the factor of kinetic energyupon impact. The other “official” system forfalling damage is the geometric progressiondamage system found in the 1st edition SurvivalGuides. This attempts to take into account theacceleration of a falling body. However, it is stillinadequate. The problem with both systems isthat they do not differentiate between the massive“Conan” type of fighter and the scrawny wizardrelevant to the kinetic energy of impact. Surelythere is a difference in impact energy between ahuge and heavy object and a small, light object. Ipropose a system here which takes into accountthis neglected factor. As a reader, you do nothave to understand the physics behind the systemto use it. However, it may help you realize thenecessity of a new system of falling damage if youdo understand the physics.

It is logical to assume, and can be proven bysimple experimentation, the damage inflictedupon a falling body on impact varies according tothe total kinetic energy of the body at the point ofimpact. This kinetic energy is equal to the totalpotential energy the body had before beginningits descent.

Ek = Ep

The total potential energy of an object is equalto the product of its mass, the acceleration due togravitational attraction, and its height above thesurface of impact. Thus:

Ep = mghThe weight of any given object is the force it

exerts upon the surface on which it rests. This isdifferent than the object’s mass. Force is equal to

the product of mass and acceleration. Since theonly acceleration affecting a resting or free fallingbody is that which is due to gravitationalattraction, the weight of an object can berepresented as the product of its mass and theacceleration due to gravity, or simply:

W = mgWith the data correlated together, the

following points are determined: (1) The total potential energy of an object isdirectly proportional to its weight, if its heightabove a surface is constant.

(2) The total potential energy of an object isdirectly proportional to its height above a surface,if its weight is constant.

Therefore, The total potential energy of anyobject is equal to the product of the object’s weightand its height above a given surface and is equalto the final kinetic energy of impact if that objectfalls the distance to the surface below. Thus, thedamage done to the falling object (or an object itfalls upon) will vary proportionally according tothese two factors.

TSR standardized the d6 as the fallingdamage die, and they standardized the system of1d6 per 10 feet fallen. Because the AD&D gameis stated by TSR as being basically humanocentric(see p. 21 of the 1st edition DMG), it was assumedfor the purposes of determining this system thatthese figures roughly correlated with the averagehuman of 150 pounds. 1d6 generates an averageof 3.5, assuming the die is perfectly balanced, andthus giving an average of 1 point of damage per42.857143 pounds that falls 10 feet. This calculatesout to be approximately 2.333 points average per100 pounds per 10 feet. 1d4 gives an averageresult of 2.5, which is as close as you will get withyour polyhedrons (and some of you probablyhave d4s that average 2.333 anyway), so this isclose enough for this purpose. The figure of 100pounds was chosen for simplicity of computation.Hereby, we have the basic system created whichis consistent with the laws of physics and includesthe long left out factor of kinetic energy.

1d4 hp of damage per 100 pounds (or fractionthereof) of body weight, equipment, etc. of thefalling creature per 10 feet the creature falls.

Now for a bit of refinementBecause TSR standardized the d6 as the falling

damage die and because it is unlikely any DMhas that many 4-sided dice and because I like theidea of cautious players, I have given slight

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alteration to the basic calculated system; thus, myofficially proposed system which I use for fallingdamage: 1d6 hp of damage per 100 pounds (or fractionthereof) of body weight, equipment, etc., of thefalling creature per 10 feet the creature falls.

Also of note is that there is no maximumnumber of dice when using this system, and thusit makes it that much more hazardous to fall in ahole or off a cliff (like it is in a world wherephysics work properly).

Under this system, no longer does theenormous fighter fall 200 feet, scratch hisforehead, get up, and walk away while his magicuser companion needs to be collected in a bucketafter attempting the same feat.Example of use

Grog the Barbarian is a physically imposingfigure at 425 pounds and carries 250 pounds ofequipment and treasure. Alyssa is a cleric of anonviolent faith and thus has never needed todevelop a huge physique. She is only 115 poundsand carries only minimal equipment, totalingaround 20 extra pounds or so, and no armor. Thetwo of them fall into a 30-foot deep pit. Fallingdamage is thus:

Grog = 425+250 = 675 pounds total = 7 dice x3 (for 30 feet) = 21d6 of damage

Alyssa = 115+20 = 135 pounds total = 2 dice x3 (for 30 feet) = 6d6 of damage

MAKING SENSE OF THE HIT

POINT SYSTEMby Brenton Miller <[email protected]>

The AD&D hit point system has proven to bevery confusing over the years. The originalconcept was that hit points reflect a certain amountof skill a character gains to avoid serious injury.Thus, when that 80 hit point warrior is hit by asword thrust for 16 points of damage, he was notstabbed through the chest and merely able toshrug off the blow. His AC score, reflected byarmor and Dexterity, was insufficient for fullyprotecting him from an attack. The strike gotthrough his defenses. But, his 80 hit pointsreflects his skill to avoid serious injury from thesuccessful strike. While the sword blowpenetrated his defenses, he was able to roll withthe blow, meaning it caused no more than ascratch or a bruise, maybe even no physicaldamage at all. But his hit points are reduced,

because, while he avoided the serious injury a 16-point shot would represent to a lower levelcharacter, the physical exertion to avoid the blowcost him, so that after four or five more skillful or"lucky" dodges like that, he won't be so lucky.His skill will have finally failed him, e.g., he'sdown to 1 hit point and that final sword thrustcatches him in the heart.

This is much what E. Gary Gygax himselfdescribed in the original Player's Handbook, thoughin quite different words, but this description isvery often lost on players because the mechanicsof hit points don’t reflect this very well, if at all.What is needed is a system that works this conceptinto the hit point mechanics, while still preservingthe basic principles of the AD&D hit point system.

Reinterpreting Hit PointsThe first step toward modifying your hit point

method is to separate your character's hit pointsinto two categories: Base points and Skill points.The separation is a simple calculation. Twenty-five percent of the character’s hit points, roundingup, get applied to Base points, while theremainder go to Skill. There must be a minimumof four points in the base, unless the character hasfewer total hit points than this, so this calculationwon’t even be necessary until a character hasmore than 16 hit points.

Base points are the character’s true life-blood.They represent the character’s physical sturdiness,the amount of damage he can sustain before deathor serious injury results.

Skill points are a measure of a character’sability to avoid serious damage from attacks thatmay be devastating to less experienced characters.Skill points reflect the character’s experience inrolling with attacks and twisting his body in sucha way that a successful breach of his defenses doesminimal damage.

It is important to remember the distinctionbetween AC score and Skill level. AC reflects acharacter’s ability to completely avoid an attack,as reflected by the character’s Dexterity and armorworn. Skill reflects the character’s ability toreduce the seriousness of damage from attacks thatwin past his AC score. For example, if a characteris skillful enough, an attack which might havechopped off the arm of a lower level character willbe turned into mild damage, perhaps only ascratch.

When a character rises in level, just roll for thenormal hit point increase and recalculate Base and

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Skill points from the total. In some cases, thismeans Base points may not rise, while Skill pointsdo, but it is better to do this recalculation, ratherthan separate each new roll, or you will end upwith a character that may have a higherpercentage of Base points than 25% due torounding.

Applying DamageWhen an opponent's attack roll is successful,

thus breaching the character's defenses (AC), thecharacter must then make a Skill check, which is aroll of percentile dice compared to Skill level. Tobe successful, the roll must be lower than thecharacter's Skill. The DM can additionally rulethat a roll of 100% is an automatic failure. If theroll is successful, the character reduces his Skillpoints by the number of damage points. If theroll is a failure, the character takes one point ofdamage from his Base, and the remainder isapplied to his Skill. If the character has at least 1Skill point remaining, then damage done inexcess of this is discarded. If the character has aSkill of 0, then all damage is applied to the Base,and no skill check is necessary. In addition, Basepoints cannot be reduced below 1 until Skill pointsare also reduced to 0. If you use the optionalhovering on death's door rule, described on page75 of the Dungeon Master’s Guide, then Base pointswill drop to negative values, but Skill points willnot drop below 0.

For example, let’s say Sasha, our heroicwarrior, is attacked. She currently has 6 Basepoints and 4 Skill points left, and an orc strikesher for 10 points of damage. Sasha fails her Skillcheck, so 1 point of damage is applied to her Base,reducing it to 5, and the rest are applied to herSkill. There are 9 points left to apply, but Sashaonly has 4 Skill points left, so her Skill points arenow reduced to 0, and the remaining 5 points ofdamage are discarded. The next round, Sasha isstruck for 3 points of damage. Since she has 0Skill points left, all damage is applied to her Basepoints, reducing her base to 2. Since Sasha’s Skillpoints are 0, her luck has run out, so to speak, andshe is no longer able to use her vaunted skill toavoid serious injury. The next blow is very likelyto kill her.

Hit Point RecoverySince Skill points in effect represent a

character’s experience and luck in avoidingserious injury and are mainly reduced due to

physical exertion, such as the character’s avoidingseveral, serious blows, it is logical to assume theywould be recovered more quickly than Basepoints, which represent the character’s actual,physical state. However, it is also logical toassume Skill points would be affected by weakerphysical states (low Base points), so they would berecovered somewhat in proportion to Base points.To this effect, the following system of recovery isrecommended.

Base points are recovered at a rate of 1 pointper day of rest, and no more than this. Skillpoints are recovered at a rate of total Base pointstimes two per day of rest. Calculate the Skill pointincrease after applying the day’s healing to Basepoints. Thus, if a character has 4 Base points, thenrests for a day or night, he will recover 1 Basepoint, taking him to 5 Base points, then wouldrecover 10 Skill points, multiplying 5 times 2.Rest can mean taking it easy for a day, or it canmean getting a full eight hours of sleep in onenight.

Magical healing must also be treatedspecially, but the calculation is simple. Twenty-five percent of the magical healing is applied toBase points, while the remainder is applied toSkill points. In the case of a priest’s heal spell,which returns all but one hit point, Skill points arehealed to full, and Base points will be healed tofull minus one. Use your own judgment forapplying healing in other special cases.

Effects of Physical InjuryHere is where the true purpose of this new hit

point system is demonstrated. What has beendone up to this point is to define a system thatmakes the intention of the traditional AD&D hitpoint system apparent in the distribution ofdamage. Now we need a method of gaugingexactly what the effects of hit point loss mean, andthis is the role Base points play. If a characterwith a maximum of 10 Base points is reduced to 1Base point, it should be obvious he’s in direphysical straits. Table 21: Effects of PhysicalInjury describes what effects should be applied asa character receives serious physical damage.

Final NotesThe system presented here is intended to

provide a more accurate game mechanic fordetermining a character’s level of physicaldamage, without focusing on too much detail.With this system, Base points can be used to

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gauge a character’s actual physical state, and itprovides the DM a simple tool for judging exactlywhat condition a player is in. A character with 8out of 10 Base points, but with 0 skill points left, isstill in great health, but has run out of both steamand luck, while a character with only 2 out of 10Base points and 5 Skill points left is hurt quite

badly and is going to be in trouble if his nextfight comes soon. The DM should use Base pointsas a tool for improved roleplaying, not roll-playing, although, if you’re so inclined, a precisesystem of damage could be used to determinewhich specific body parts have been damagedwhen Base points are reduced.

TABLE 21: EFFECTS OF PHYSICAL INJURY

BasePoints

Physical Appearance and Penalties

75-100% The character is at full or nearly full health. He may have visible bruises or minor cuts,but the character is otherwise fully fit.

50-74% The character has suffered a bit in combat, and has some stronger physical signs ofdamage. He may have some deep cuts or bruises, or sore or injured limbs that affect hisperformance. Both AC and attack rolls receive a 1 point penalty.

25-49% At this point, the character is showing heavy signs of injury. He may have deeplacerations and severe injury of body parts that greatly affect his movability. AC, attackrolls, and all physical abilities receive a 1 point penalty. This may mean a reduction indefensive adjustment (thus further reducing AC) when the character’s Dexterity isreduced by 1.

Less than25%

Outward signs of harm are very severe. The character will exhibit terrible wounds,possibly still bleeding, will suffer great physical impairments, perhaps even brokenbones, and will have an extremely difficult time with any physical activity. AC, attackrolls, all physical abilities, and saves relying on physical ability are penalized by 2points. This also means his defensive adjustment must be recalculated at a Dexterityreduced by 2.

1 basepoint left(optional)*

In addition to the penalties provided above, the character must make a system shockcheck during each round of physical exertion, such as travel (unless being carried in alitter or other reasonable means of transport), combat, or other demanding tasks. Failingthis check means the character collapses into unconsciousness for 1d4 days or untilspecial healing methods, such as magic or herbal poultices, are applied.

*Only apply this rule if the character has a maximum of five or more Base points.

Final notes, continued...Also, in using this system, you may be

tempted to allow certain methods of damage, suchas called shots or backstabs, to do extra damage tothe Base score. While this would demonstrate ahigher level of effectiveness for certain, obviouslylethal attacks, such as slitting a character’s throat,it dilutes the purpose of Skill as explained herein.Taking the throat-slitting action for example, onemay wish to say all damage of this type would beapplied to the base points, thus making the attackmore severe, or one may say this type of attackwould kill the character outright. But, first, this isa fantasy world, and characters should be allowedto perform heroic feats, such as escaping from theprecarious predicament of a dagger at the throat.Second, the possibility a character may escapefrom death in such a situation is reflected by his

Skill points, which help him turn at just the rightmoment to make that throat attack miss the vitalareas. Take for example the following scenariowith two slightly different explanations for theoutcome.

Our heroine Sasha the Swift is grabbedfrom behind by an evil brute who puts adagger to her throat and demands she keep stillwhile his friends rough up Sasha’sinexperienced companions and loot the place.Sasha, being the heroine she is, decides shecan’t let this happen, so she makes a bold moveto escape her captor’s grasp. Feeling herattempts to escape, the captor twists thedagger, trying to open Sasha’s throat.

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Now, let’s assume you (as the DM) allow thecaptor’s attack to automatically succeed (after all,you probably forced him to make an attack roll tograb Sasha by the throat in the first place), andthe dagger attack inflicts 3 points of damage. Twopossible interpretations can be made to describeSasha’s heroic escape.

First example: Assuming a successful Skillcheck is made for Sasha, all 3 points of damagewill be applied to her Skill score, and none will beapplied to her Base. The results could bedescribed something like this:

Sasha attempts her bold escape, and heramazing swiftness allows her to twist justenough in her captor’s arms so only the flat ofthe blade hits her neck. Immobilizing herattacker’s arm, she spins completely free andwhips around to face him in a fair fight.

Second example: Let’s say, instead, Sashafails her Skill check. One point of damage isremoved from her Base score, and the other 2points reduce her Skill score by 2. The slightlymodified scene description would be somethinglike this:

Sasha’s attempt to escape her captor’s holdis successful, but the tip of the dagger slidesacross the base of her neck, just missing thevital arteries. Sasha slips away, turning toface her captor, the warm blood dripping downher neck reminding her how precarious herposition had been.

This, as this author and DM views it, is howthe AD&D hit point system was intended to beviewed, and the system just presented to you canhelp you reflect that intention within the actualmechanics of your games.

POISONSby Arthur Reynolds <[email protected]>

This poison system, unlike most others, wasdesigned by classifying poisons according to howthey affect living organisms, not by their source oforigin. This method makes sense when oneconsiders the logistical impossibility of catalogingthe millions of toxins that exist in our world. Thissystem requires four rolls to determine the natureof a poison, and is capable of generating some64,000 different toxins.

Using The System

1. Roll on Table 22 to determine the type oftoxin.

2. Roll a D20 to determine how many hit pointsof damage the poison inflicts per turn.

3. Roll a D20 to determine the onset time, inrounds, of the poison.

4. Roll a D8 to determine the duration, in turns,of the poison.

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TABLE 22: TOXIN TYPE

Roll Type of Toxin Area of Impact Physical Effects 1 Dermotoxin Flesh, Skin Sores, Oozing Wounds, Rot 2 Neurotoxin A Central Nervous System Muscle Spasms, Seizures 3 Cereberotoxin Brain Tissue Insanity, Intelligence loss 4 Leukotoxin Blood, White Blood Cells Weakened Immunity, Disease 5 Viscerotoxin Blood, Plasma Dehydration 6 Vasculotoxin Blood Vessels Bruises, Bleeding, Edema 7 Paleotoxin Bone Tissue Joint pain, Severe Arthritis 8 Ausculotoxin Inner Ear Canal Slow Deafness, Dizziness 9 Opthalotoxin Eye Tissue Slow Myopia, Disorientation10 Hemotoxin Blood, Red Blood Cells Tissue Starvation11 Styptotoxin Stomach Lining Nausea, No Appetite12 Gastrotoxin Intestinal Tract Diarrhea, Hemorrhaging13 Renaltoxin Kidneys, Urinary Tract Edema, Painful Urination14 Hepatoxin Liver, Endocrine System Yellow Skin, Intoxication15 Lymphotoxin Lymph Glands, Lymph System Gland Edema, High Fever16 Vermitoxin Appendix Severe Cramps, Death17 Pulmanotoxin Respiratory Tract Respiratory Arrest, Death18 Cardiotoxin Heart Tissue Cardiac Arrest, Death19 Neurotoxin B Central Nervous System Paralysis, Death20 Metatoxin Combination of the Above Variable

PSIONICSby Owen Stephens <[email protected]>

Psionics is one of the most under-used andunappreciated options available in the AD&Dsystem. With the exception of the Dark Sunsetting, little or no official material has beenproduced to explore the many possibilitiespsionics present in a fantasy setting. Perhapsbecause of this, many DMs and players don't evenlook at psionics when making characters orbuilding a new campaign. This is unfortunate,especially given the almost universal search fornew material for DMs to use. But many DMsrefuse to consider psionics at all, cuttingthemselves off from a fantastic resource. Thisarticle is written to present new ideas and optionsfor psionics, to show some ways in which they canbe adapted to a traditional, non Dark Sun game.

One of the most common objections to psionicsis that they are not appropriate to fantasy games.There seems to be a common belief that psionicsare more in keeping with science fiction gamesand do not belong in a fantasy setting. But evenif a DM cannot see any point to having mentalpowers in any form within his games, it ispossible to adapt the rules for psionics to makethem nothing more than a different style of magic.

The New MagicMany fantasy settings in both games and

literature present the idea of different forms ofmagic often taught in separate schools or commonin different lands. If a DM wants to add a newand different form of magic, it is possible to adoptthe rules and powers of psionics and make them anew magic. In this case, psionic powers would bemagical and would be affected by such spells asdetect magic and anti-magic shell, just as normalmagic is.

To give a more fantasy feel to this new form ofmagic, all existing terminology should bechanged. If the DM has traditional magic usersbeing called “mages” or “wizards,” perhaps thisnew class of magic user could be called a“sorcerer.” Then instead of psionics, you wouldhave the powers of sorcery. Althoughfunctionally the same as psionics, sorcery soundslike a more traditional fantasy magic.

Sorcerers would follow the rules for psionicistswhen determining THAC0, saving throws,weapons and armor allowed, experience pointsper level, hit dice, and proficiency progression.Since sorcerers are actually a type of wizard, itwould be best to give them the same magic itemusage and nonweapon proficiency choices wizardshave.

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Since psionics are broken into disciplines,sciences, and devotions, you will need to keep therules for using these divisions. However, you willneed new terms for them that are more inkeeping with the traditional fantasy sound ofsorcery. Since traditional wizard spells are brokeninto schools, sorcery could be broken into sixcolleges, each replacing one psionic discipline.

For example, sorcery might contain thecollege of Thought, which replaces the psionicdiscipline of Telepathy. Similarly, the college ofMatter replaces Psychokinesis, Body replacesPsychometabolism, Movement replacesPsychoportation, Perception replacesClairsentience, and High Sorcery replacesMetapsionics. Although these 6 sorcerous collegescontain the same powers as the psionic disciplinesthey replace, they now sound more like standardfantasy magic, making them more appropriate fora traditional AD&D game.

Similarly, rather than calling the abilities ineach college psionic powers (broken into sciencesand devotions), the powers of colleges of sorcerycould be called spells or hexes (major hexes forsciences, minor hexes for devotions). A DM couldeven limit a sorcerer's selection of hexes in thesame way a wizard is limited in his selection ofspells. Rather than automatically granting asorcerer new hexes when he gains a level, the DMcould limit him to those hexes he researches orfinds in the scrolls of enemy sorcerers.

With these minor changes, a DM now hasaccess to a brand new class of wizard. Althoughsorcerers lack the world shaking spells of magesand cannot always depend on their powers, theyhave improved martial skills, higher hit points,and are able to use the same magical powersmany times in a row. Although they follow thesame rules as psionicists, sorcerers seem moreappropriate for a fantasy game.

A good thesaurus will allow a DM to come upwith his own terminology for a new, magic usingclass if he doesn't like the idea of sorcerers.Psionicists could just as easily be warlocks,witches, theurgists, thaumaturges, egomancers,mentalists, magisters, magicians, orprestidigitators.The Power Within

Another option when considering psionics isto keep the firm separation between psionics andmagic, but change only the terminology. Notonly does “psionic” sound futuristic, but also theterms “psionicist,” “sciences,” and “psionic

strength points” all seem more in keeping with ascience fiction setting.

Many fantasy settings have powers that seemvery much like psionics, but are called somethingelse. From heroic individuals born with a fewspecial talents, to eastern wise men who havemastered the arts of meditation and mind overbody, examples of possible templates forpsionicists are commonplace. Again, the problemlies in interpretation and terminology.

When using psionics for wise men who haveharnessed the powers of the mind, only a littlework is required to achieve the correct feel.Changing the term psionics to mysticism is a goodstart. “Mystic” can easily describe a power that isnot standard magic, but not simple science orskill. Naturally, psionicists now become mystics,and wild talents are said to be a “mystic gift.”Instead of psionic strength points, mystic powerscan be powered by “chi.”

Mysticism should be broken into the same sixcategories as psionics, but again, new terms areneeded for a fantasy feel. The wise mystics couldstudy the Philosophies of Self (psychometabolism),Truth (clairsentience), Force (psychokinesis), Mind(telepathy), Space (psychoportation) and Void(metapsionics). The abilities mystics gain could bereferred to as Secrets (devotions) and Mysteries(sciences).

In seeking a specific type of eastern, mysticmartial-arts character, the powers ofpsychometabolism are very useful. Such powersas animal affinity, graft weapon, and body weaponrywork especially well if the description is modifiedso no actual, physical change takes place in acharacter using them. Rather than actuallytransform into a creature with tiger claws, themystic martial artist uses animal affinity to fight inthe manner of a tiger.

Game balanceThe second most common objection to using

psionics in a campaign is the belief that psionicpowers are unbalanced and too powerful. DMswho have had a powerful villain defeated by asingle psionicist using death field or ultrablast, oftendecide never to allow such powers in their gamesagain.

There are several possible solutions to suchproblems. The first is to make sure all rules onpower prerequisites and selections outside thepsionicist's primary discipline are followed. Someplayers try to create characters that are not legal

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under the psionicist rules, either out of ignoranceor in the hopes their DM won't check these rules.Also, read the description of any psionic power aPC tries to use in a way that seems unreasonableto you. Many of these powers have considerablelimitations built into them that a PC might nothave read or might not mention. Several psionicabuses can be avoided with strict adherence tothese rules.

Secondly, if the DM decides to make psionicsa type of magic as outlined in the suggestions forsorcery above, remember that all defensive spellsand items which protect against magic will alsoprotect against this new type of magic. Magicresistance alone will save many villains from“sorcerous” psionic powers. This may be one ofthe strongest arguments in favor of using psionicsas just another kind of magic.

Third, a DM may consider banning somepsionic powers without ruling out all psionics.Few DMs allow every spell a PC can find someofficial reference for, and the same caution shouldbe used when adding psionics to a game. Powersfrom Dragon Kings and The Will and the Wayespecially should be carefully examined beforebeing added to a non-Dark Sun game. A fewminutes of scanning all the psionic powers cansave a DM a great deal of trouble later on in hisgame.

Fourth, in any campaign where one class isconsidered too powerful, it might be advisable tocreate a group dedicated to watching members ofthat class and keeping them in check. Psionicistsare likely to attract such attention, and it is easy tosee how a group of dedicated wizards, priests, oreven paladins may band together to keep an eyeon such people. Whether this group is a fanaticalcult of witch-hunters sworn to destroyingpsionicists or an academe of scholars studyingthem, the existence of such an organization willhelp control psionic characters.

Finally, if the DM has decided to keeppsionics as a power separate from magic andunaffected by spells designed for magic, it isimportant to create new anti-psionic spells. Ifpsionics is a common power, it is only reasonableto assume that wizards will have developed spellsspecifically designed to protect them frompsionicists. Especially in campaigns where witch-hunters seek to kill all psionicists, it should beassumed they are well armed with spells to helpthem.

The following spells are designed to helpmages balance the power of psionicists. The

availability of these spells is up to the DM, butthey can easily be passed out to major villains,helping to protect them from PC psionicists.

First-level

Detect Psionics (Divination, Psionics)RANGE: 0COMPONENTS: V, SDURATION: 2 rounds/levelCASTING TIME : 1AREA OF EFFECT: 10’ path, 60’ longSAVING THROW: None

When this spell is cast, the wizard detectsactive psionics in a path 10 feet wide and 60 feetlong in the direction he is facing. Anyexpenditure of PSPs is considered to be activepsionics. The power of the psionics can bedetermined (devotion or science), and the casterhas a 10% chance per level to recognize thediscipline of psionics present (clairsentience,psychokinesis, etc.).

The caster can scan a 60-degree arc per round.A stone wall of 1 foot or more in thickness, solidmetals of 1 inch in thickness, or a yard or more ofsolid wood in thickness blocks the spell. Multipletypes of psionics or strong local psionic auras mayconfuse or conceal weaker powers. Note that thisspell does not reveal the presence of magic of anytype.

Identify Psionic Focus (Divination, Psionics)RANGE: TouchCOMPONENTS: V, S, MDURATION: SpecialCASTING TIME : 8 hoursAREA OF EFFECT: 1 item/levelSAVING THROW: None

When this spell is cast, items which grantpsionic powers or bonuses can be identified. The8 hours during the casting of the spell must bespent purifying the items and removinginfluences that would blur their psionic auras. Ifthis period is interrupted, it must be begun again.When the spell is cast, the wizard must handleeach item. Any consequences of this handling fallfully upon the wizard and may end the spell,although the wizard is allowed any applicablesaving throws.

The chance of learning a piece of informationabout an item is equal to 10% per level, to a

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maximum of 90%. Any roll of 96-00 indicates afalse reading. If any attempt at reading fails, thecaster cannot learn any more about that item untilhe advances a level.

The item rarely reveals its exact psionicbonuses, although the fact that it has few or manybonuses can be determined.

The material component for this spell is apiece of brain matter or a drop of blood from anypsionic creature. The component is consumed inthe casting.

Know Discipline (Divination, Psionics)RANGE: 360 feetCOMPONENTS: V, SDURATION: 1 roundCASTING TIME : 1AREA OF EFFECT: 1 targetSAVING THROW: None

By means of this spell, the caster candetermine the primary discipline of one psioniccreature. This spell will only function on psioniccreatures that have a primary discipline. Thespell produces no result on innately psioniccreatures such as illithids, wild talents without aprimary discipline, or creatures without psionicability.

The target remains unaware of this divination.

Second-level

Aura Read (Divination, Psionics)RANGE: SpecialCOMPONENTS: V, S, MDURATION: 1d6 rounds + 1 round/levelCASTING TIME : 2AREA OF EFFECT: One creatureSAVING THROW: None

When this spell is cast on a single creaturewithin the wizard’s line of sight, the wizard isable to divine what psionic powers that creature isusing. If the wizard is familiar with a specificpower, he will know whenever a target uses thatpower. If the psionic power used is not one thewizard is at least vaguely familiar with, he willknow only the discipline, power level (science ordevotion), and basic intent (damaging, defensive,augmentation, etc.) of the power.

A wizard who has cast aura read on a psioniccreature and wishes to react to the powers thecreature is using is penalized by 5 on his initiative

roll. He may then freely view the psionic powerused and take whatever countermeasures hedeems necessary in the same round.

Aura read does not warn the caster a psioniccreature is about to use a power nor can it be usedon powers that have already been used prior tocasting this spell. It just allows him to know whatpower a psionic creature is using when it is used.

The material component for this spell is asmall quartz crystal. The component is notconsumed in the casting.

Aura Trace (Divination, Psionics)RANGE: 30’/levelCOMPONENTS: V, S, MDURATION: InstantaneousCASTING TIME : 2AREA OF EFFECT: SpecialSAVING THROW: None

This spell will inform the caster of all thedetails of a single psionic power used within 1round per level of the caster. The details gainedinclude the duration, area, target, destination of ateleport, and the basic intent of a power with noobvious effect (harmful, defensive, annoying,etc.).

This spell will not give any details of powersthat were used earlier than 1 round per level ofthe caster, even if they are still in effect.

The material component for this spell is asmall magnifying glass. The component isconsumed in the casting.

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Ley bolt (Evocation, Psionics)RANGE: 60’ + 10’/levelCOMPONENTS: V, S, MDURATION: InstantaneousCASTING TIME : 2AREA OF EFFECT: One creatureSAVING THROW: Neg.

This bolt of "ley" energy attacks the target'spsyche rather than his body. Against mostcreatures, it forces them to save vs. spell or bestunned for 1d4 rounds. However, if a psioniccreature fails his save, he will lose 1d6 PSPs per 2levels of the caster. If the psionicist runs out ofPSPs, he will then be stunned as described above.

The material component for this spell is asilver thread, which must be broken when thespell is cast. The component is then consumed inthe casting.

Locate Psionic (Divination, Enchantment,Psionics)RANGE: 180’COMPONENTS: V, S, MDURATION: 1 round/levelCASTING TIME : 1 roundAREA OF EFFECT: SpecialSAVING THROW: None

This spell enables the caster to enchant an ironstaff or rod to locate a psionicist. Unlike locatecreature, the caster does not need to have aspecific mental image of a particular person orrace. Any individual or race with psionic powerswill be detected with this spell. However, locatepsionic will not locate invisible creatures, nor willit locate individuals protected by non-detection ora similar spell.

The caster must hold the rod with both hands.If a psionic creature is within range, the enchantedrod points in the direction of the creature andgently pulls the caster along. Lead or any othersubstance does not block the spell. If animpenetrable obstacle is reached, such as theground or a wall, the rod presses against it andstops. If there is no psionic creature within thespell range, the rod does not react, although thecaster can move about and continue to search.

The material component for this spell is a rodor staff of pure iron no less than 3 feet in length.It is not consumed by the casting.Third-level

Aura Vision (Divination, Psionics)RANGE: 0COMPONENTS: V, SDURATION: 1 round/levelCASTING TIME : 3AREA OF EFFECT: The casterSAVING THROW: None

When using this spell, the caster's eyes glowgreen, and he is able to see the psionic auras ofpsionicists, psionic creatures, and psionicallyempowered objects. Only the auras of thosethings normally visible to the caster are seen; thisspell does not grant the wizard the ability to seeinvisible objects. This spell does not reveal thepresence of good or evil, or reveal alignment.

While aura vision is in effect, a wizard is ableto see whether someone is psionic and whetherthat person is a psionicist, wild talent, or naturallypsionic creature. He can sense whether a non-psionic has the potential to learn and use psionicpowers (e.g., whether a fighter will someday gainwild talents or other psionic powers).

Although a psionicist's level cannot bediscerned, the wizard can see the intensity of apsionic creature's aura and guess at theindividual's power level (e.g., dim, faint,moderate, strong, overwhelming). This can beextremely ambiguous even when a wizard hassome method of comparison. The DM mayannounce that a subject's intensity is roughlyequivalent to that of a companion, or he mayannounce that a subject's aura is the strongest thewizard has ever encountered.

An object's psionic abilities cannot bediscerned by this spell, although the fact that it ispsionically empowered and the discipline ofpsionics can be determined. The wizard can seethe intensity of an item's psionic aura and guess atits power, but cannot tell whether a psionic item iscursed.

Disrupt Mystic (Enchantment/Charm, Psionics)RANGE: 15’/levelCOMPONENTS: V, S, MDURATION: 2d4 roundsCASTING TIME : 3AREA OF EFFECT: One psionic creatureSAVING THROW: Neg.

This spell makes the victim incapable of usingpsionic powers for 2d4 rounds if he fails a savingthrow versus death magic. This spell actuallymakes psionics impossible for the target bydisrupting the "ley" energy of the caster, making

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it impossible to expend PSPs. The victim couldstill use a power derived from an item. Psionicpowers that require no PSP expenditure are notaffected.

The material component for this spell is asilken cord, which must be tied in a knot duringcasting. The component is consumed in thecasting.

Mind Haste (Alteration, Psionics)RANGE: 180’COMPONENTS: V, S, MDURATION: 3 rounds + 1 round/levelCASTING TIME : 3AREA OF EFFECT: 1 creatureSAVING THROW: None

When this spell is cast, an affected creatureuses psionic powers at double its normal rate. Amind-hasted creature gains a -2 initiative bonus topsionic powers. Thus, a creature that normallyuses 1 psionic attack per round would be allowed2 such attacks per round. However, all psionicpowers maintained by a psionic creature underthe effects of this spell must have theirmaintenance costs paid twice per round as well.Spellcasting and movement are not sped up. Thisspell is not cumulative with itself or with othersimilar magic.

The material component for this spell is a finechain of polished gold worth no less than 500 gp.It is consumed by the spell.

Out of Mind (Abjuration, Psionics)RANGE: TouchCOMPONENTS: V, S, MDURATION: 1 hour/levelCASTING TIME : 3AREA OF EFFECT: 1 creature or itemSAVING THROW: None

This spell makes the creature or object touchedundetectable by psionic powers, such asclairaudience, clairvoyance, aura sight, and otherclairsentient powers. It also prevents readings bysuch telepathic powers as ESP, empathy, andprobe. It does not affect detection by sensesheightened by psychometabolic powers, ortelepathic attacks.

The material component for this spell is ablindfold lined with lead threads, which must becarried by the creature or object protected by thisspell. The component is not consumed by casting.

Sensitive (Divination, Psionics)RANGE: 0COMPONENTS: V, S, MDURATION: 4 hours + 1 turn/levelCASTING TIME : 1 roundAREA OF EFFECT: 10-foot radius/levelSAVING THROW: None

Upon casting this spell, the wizard, whileremaining awake and alert, will be made awareof any psionic powers used within the spell's area.The area is not mobile, and the caster must bewithin it for this spell to function. The particularpower used is not made known, but the location ofthe power is. If a power is used within the areaby a creature outside of it, this spell will indicatethe location at which the psionic power entered.This spell will detect active, pre-activated powersthat enter its area if PSPs are being used tomaintain them.

The material component for this spell is alarge bag of powdered lead. The lead must besprinkled in a circle at the outer edge of the spell'sarea. The material is not consumed by thecasting, but may be difficult to recover.

Fourth-level

Dispel Power (Abjuration, Psionics)RANGE: 360’COMPONENTS: V, S, MDURATION: InstantaneousCASTING TIME : 3AREA OF EFFECT: SpecialSAVING THROW: None

When a this spell is cast, it has a chance toneutralize or negate psionic powers it comes incontact with. It removes active psionic powersfrom creatures or objects, and it disrupts the use ofthese within the area of effect at the instant it iscast.

This spell may either be cast upon a singleknown psionic effect or cast in a 30-foot, cubicarea. If cast in an area, each psionic power oreffect in the spell's area is checked to determine ifit is dispelled.

The caster can always automatically dispel hisown psionic powers, if any. Otherwise, thechance to dispel depends on the difference in levelbetween the psionic effect and the dispellingcaster. The base chance is 50% (11 or higher on1d20 to dispel). If the caster is higher level than

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the creator of the psionic effect to be dispelled is,the difference is subtracted from the numberneeded on 1d20 to dispel (thus making it morelikely that the dispel succeeds). If the caster is oflower level, then the difference is added to thenumber needed on 1d20 to dispel (making it lesslikely that the dispel succeeds). A roll of 20always succeeds, and a roll of 1 always fails.

This spell does not affect a specially preparedpsionic item, such as can be created with theempower psionic ability, unless it is cast directlyupon the item. This renders the item non-operational for 1d4 rounds. An item possessedand carried by a creature gains the creature'ssaving throw against this effect, otherwise it isautomatically rendered non-operational.

Artifacts and relics are not affected by thisspell. However, some of their psionic effects maybe, at the DM's option. Note that this spell can bevery effective when used on charmed andsimilarly telepathically beguiled creatures.

The material component of this spell is a glasscrystal sculpture of a brain, which must beshattered upon casting the spell. The samesculpture may never be used again, even ifrepaired. In campaigns that have a god ofpsionics or thought, a crystal sculpture of thisgod's holy symbol may be used instead.

Witch-hunter's Mantle (Abjuration, Psionics)RANGE: 0COMPONENTS: V, S, MDURATION: 1 round/levelCASTING TIME : 4AREA OF EFFECT: TouchSAVING THROW: None

When this spell is cast, the target issurrounded by a luminous, green aura whichcompletely covers him, conforming to the contoursof the body. This mantle does not affect anyphysical, psionic, or magical abilities of the caster,but does affect psionic powers and charms whichare cast against the wearer of the mantle. Theeffects are:

A) + 3 on all saving throws vs. psionic powersand enchantment/charm spells that allow asaving throw. The mantle does not grant a savingthrow against spells or powers that do notnormally allow one.

B) +2 on all psionic defense rolls, if the targethas such defenses.

C) Halves all damage from psionic powers,including the 5 psionic attacks and all physicallydamaging psionic powers.

The mantle protects only the target of thespell, and not his possessions or companions.

The material component of this spell is a pieceof clothing or armor taken from a holy warrior. Itis consumed in the casting.

Fifth-level

Hunter's Ward (Abjuration, Psionics)RANGE: 30’/levelCOMPONENTS: V, S, MDURATION: 1 hour/levelCASTING TIME : 5AREA OF EFFECT: 20-foot square/levelSAVING THROW: None

This powerful spell is designed to preventunauthorized psionic creatures from entering ahallway, doorway, window, or other point ofentry. It creates an invisible barrier that locks thetargeted area. Any non-psionic creature and thosepsionic creatures specifically named by the castermay pass freely. All other psionic individualscollide with the invisible barrier.

The wizard is able to ward up to a 20-footsquare area for each level of his experience. Thus,a 12th-level wizard may protect a square area 240feet on a side. The area of effect may be dividedamong several smaller portals as long as the totalarea does not exceed the caster's limit. Each portalmust be in range and sight of the caster at thetime the spell is cast.

The barriers exist for 1 hour per caster levelunless they are dismissed by the caster ordissipated by a dispel magic spell. A disintegratespell immediately destroys a barrier, as does a rodof cancellation or a sphere of annihilation.

Physical blows, cold, heat, and electricity donot affect the invisible walls. Thrown andprojected weapons (both magical and mundane)are not repelled by the barrier and may passthrough the area normally. Psionic powers can beused through the barrier. Dimension door,teleport, and similar effects can bypass thebarriers.

The material component of this spell is a leadlock of exceptional quality. It is consumed by thecasting of this spell.

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Wall of Iron Will (Abjuration, Evocation,Psionics)RANGE: 15’/levelCOMPONENTS: V, S, MDURATION: 1 round/levelCASTING TIME : 5AREA OF EFFECT: 15-foot square/level or specialSAVING THROW: None

This spell creates a vertical wall ofshimmering psionic energy. This wall can beused across a passage within an existing wall, as itis insubstantial and can cross physical boundaries.The wall is _-inch thick per level of the spellcaster.The wizard is able to create an area of iron will upto 15 square feet for each of his experience levels,so at 12th level a wall 180 square feet in area canbe created. The wizard can double the wall's areaby halving its thickness.

Any creature touching a wall of iron will isprotected from psionic attacks as if it had the towerof iron will power in effect. Additionally, anyonewho is targeted by a psionicist on the far side of awall of iron will is also protected. If a psionicist istouching the wall, every target he attacks will beprotected as if he had a tower of iron will.

The material component for this spell is asmall, iron helmet. The component is consumedin the casting.

Witch-hunter's Blade (Abjuration, Evocation,Psionics)RANGE: 0COMPONENTS: V, SDURATION: 5 rounds + 1 round/levelCASTING TIME : 5AREA OF EFFECT: SpecialSAVING THROW: None

This spell is a rather offensive version of dispelpower, and it is primarily used to counter hostilepsionic creatures or psionicists. Upon casting it ona blade of any type, the weapon is surroundedwith a green aura and thereafter acts as a +1weapon.

Every successful strike of the blade dispelspsionic powers, as per the dispel power spell. Theblade's dispel functions at half the caster's leveland uses its attack roll as the dispel roll. This can

be used against anything normally subject todispel power: psionic barriers, items, or effects ofany kind. If swung at a target with active psionicpowers, the dispel effects the first power it hits(DM's discretion), but can only effect one of thetarget's powers per attack. The caster can end thespell at will and is immune to the effects of theblade.

The material component for this spell is apiece of a weapon which has been used by a holywarrior. It is consumed in the casting.

Sixth-level

Anti-Psionic Shell (Abjuration, Psionics)RANGE: 0COMPONENTS: V, SDURATION: 1 turn/levelCASTING TIME : 1AREA OF EFFECT: 1-foot diameter sphere/levelSAVING THROW: None

By means of this spell, the wizard surroundshimself with an invisible barrier that moves withhim. The area within this barrier is totallyimpervious to all psionics and psionic powereffects, thus preventing the passage of psionics ortheir effects. Likewise, it prevents the functioningof any psionic items or abilities within its confines.

The anti-psionic shell also hedges outpsionically charmed, summoned, or conjuredcreatures. It cannot, however, be forced againstany creature that it would keep at bay; anyattempt to do so creates a discernible pressureagainst the barrier, and continued pressure willbreak the spell. Artifacts, relics, and creatures ofdemigod or higher status are unaffected by mortalmagic such as this.

Should the caster be larger than the areaenclosed by the barrier, parts of his person maybe considered exposed, at the DM's option. Adispel magic can remove the spell, and the castercan end it upon command.

Mind Shield (Abjuration, Psionics)RANGE: TouchCOMPONENTS: V, SDURATION: 1 hour + 1 hour/levelCASTING TIME : l roundAREA OF EFFECT: Creature touchedSAVING THROW: None

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This spell is used to protect a creature fromintrusions into the mind. Spells or mental powersthat can probe a mind have no effect on theprotected creature. The creature makes its savingthrow at +2 against all enchantment/charm magicand psionic powers that can affect thoughts,memories, or opinions. This includes manycharm spells (such as charm person or scare) andtelepathic powers (such as mindwipe , awe, andattraction), but not necessarily all of them, asdetermined by the DM.

Rary's Transformation (Alteration, Invocation,Psionics)RANGE: 0COMPONENTS: V, S, MDURATION: 1 round/levelCASTING TIME : 6AREA OF EFFECT: The casterSAVING THROW: None

When a wizard casts this spell, he effectivelybecomes a psionicist of the same level. He gainsaccess to a number of disciplines, sciences, anddevotions equal to those available to a psionicist ofthe same level. The caster is allowed to pick whatdisciplines he wishes, but the DM assigns allpsionic powers to the character. The wizard alsogains the PSPs, THAC0, MTHAC0 (if used) andMAC (if used) of a psionicist of the same level.

The wizard fights with his new mental powersin preference to all other forms of attack, andcontinues attacking until all opponents areneutralized, he is killed, the magic is dispelled, orthe spell duration expires.

The material component for this spell is apotion of ESP, which must be drunk by the casterwhile performing this spell.

Seventh-level

Power Turning (Abjuration, Psionics)RANGE: 0COMPONENTS: V, S, MDURATION: Up to 3 rounds/levelCASTING TIME : 7AREA OF EFFECT: The casterSAVING THROW: None

This spell causes psionic powers used againstthe wizard to rebound on the original attacker.This includes psionic powers from psionicists andinnate abilities of psionic creatures, but specifically

excludes area effect powers that are not centereddirectly upon the protected wizard and psioniceffects delivered by touch.

From one to four psionic attacks are affectedby the turning. The DM secretly rolls the exactnumber. The player never knows for certain howeffective this spell is.

The material component for this spell is ahighly polished steel mirror. It is consumed inthe casting.

Eighth-level

Thought Invulnerability (Abjuration, Psionics)RANGE: TouchCOMPONENTS: V, S, MDURATION: 1 round/levelCASTING TIME : 1 turnAREA OF EFFECT: 1 personSAVING THROW: None

The recipient of this spell is renderedcompletely immune to all powers from onediscipline of psionics, regardless of the power'ssource. The discipline is chosen when the spell iscast.

Such protection is complete for the recipient ofthe spell, and it is as if the psionic powers do notexist for the protected individual. A charactercould be rendered invulnerable to psychokinesisand walk through anything made with the createobject power. Related powers in other disciplines,magical equivalents of that discipline, and spell-like abilities which duplicate the discipline canstill affect the protected character.

Only one thought invulnerability can be caston an individual at one time. It cannot be cast onthe dead, an item, or a location.

The material component for this spell is asmall, lead icon of an armored figure. Thecomponent is consumed in the casting.

Ninth-level

Thoughtstrike (Alteration, Psionics)RANGE: 30'/levelCOMPONENTS: V, S, MDURATION: InstantaneousCASTING TIME : 1AREA OF EFFECT: SpecialSAVING THROW: None

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This spell negates the effect of a psionic powerused in either the previous round or the round thethoughtstrike is cast. The caster of the thoughtstrikedoes not need to know the type of psionic powerused the previous round, only some part of itseffect. The thoughtstrike can only be used againstone particular power per casting.

Thoughtstrike does not cause a psionic powerto be reflected, volleyed, trapped, or sentelsewhere. The power merely ceases to exist,retroactively, though any PSPs spent for it arestill gone.

All the effects of the negated power areretroactively negated as well. Thus, if a death fieldhad been used and killed the humble carpenterCorble and was later negated by a thoughtstrike,Corble would be alive, having never died. Hewould not loose a point of Constitution, nor wouldhe need to make a system shock roll.

The material component for this spell is theblood of a psionic creature taken just after one ofits psionic powers failed. It is consumed in thecasting.

TRADITIONS OF MAGIC (ADIFFERENT SPECIALIST)by Owen Stephens <[email protected]>

Literature is full of special colleges andsocieties of mages who all share a philosophy ofmagic. Sometimes the flavor of these organizationseems difficult to recreate with either specialistwizards or common mages. There seems to be acall for a middle ground between these twoextremes of the wizard class.

The idea of Traditions of magic, where a largenumber of mages all do things similarly, is meantto fill this gap. Mages of a given Tradition followa similar philosophy of spell design, ethics, andmagic use. Although not specialists in the normalsense, Traditionalist mages study one set ofunifying ideas to the exclusion of most others.This gives them benefits when operating withintheir areas of knowledge, but closes off some otheravenues of research.

The simplest way to design a Tradition is toassume it is based on the spells and ideas of onewell-known Archmage. Followers of thisTradition will study the works of this Archmage tothe exclusion of all others and will try to createnew spells that follow the same philosophy.

A Tradition mage gains benefits similar to,though not as great as, a specialist.

(1) They gain bonus Traditional spells, butonly for their lower spell levels. Traditionalistmages can cast 1 additional traditionalist spell perlevel, just as specialists gain a bonus spell fromtheir specialty schools. As the Traditionalist gainsaccess to higher level spells, he continues to getone bonus spell for each new level.

Thus, a 7th-level mage would get anadditional 1st-, 2nd-, 3rd-, and 4th-level spell, aslong as the additional spells were from hisTradition.

(2) The mage gets a +1 to saves against spellsof his Tradition, and spells of his Tradition that hecasts impose a -1 penalty to others’ saves.

(3) A Traditionalist mage gains a bonus of+10% whenever trying to learn a spell of his orher tradition.

(4) When attempting to create a new spellwithin the Tradition, the spell should be treated asone level lower for determining the difficulty ofthe research.

The single penalty a Traditionalist magesuffers is the inability to learn spells of opposingTraditions. In the case of an Archmage Tradition,this means any named spell other than thosemade by the Tradition's Archmage. Thus, a mageof the Melf tradition cannot learn any Nystul,Rary, Mordenkainen, Tasha, Otiluke, Leomund,or Otto spells, or any other spell named afteranyone except Melf or someone else in the MelfTradition.

As such Traditions grow, the number of spellsthat exist within it will grow. Eventually, theseTraditions might have vast libraries of spells fornewer members to learn from. Such spells wouldbe closely guarded secrets, not to be taught tooutsiders.

One such Tradition, the Order of the Arrow, isdescribed in detail below. The description isbased in Aden Dell, but could easily be movedinto any campaign world, especially Greyhawk.Also listed are a number of additional spellswritten by members of the Tradition. All spellsby Melf (from the published AD&D rulebooks)also fall into this tradition.

The Order of the ArrowHistory: The Order of the Arrow was

founded 275 years ago by a mage namedFalderal. Not much is known about this firstMaster of the Order, except that he had an ancient

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text, supposedly from another world, whichcontained the spells and research of the ArchmageMelf. Falderal used this book as the basis for hisown researches and taught its principles to hisearliest apprentices.

Originally intended to be a place of learningand study, the Order became a political factionunder the leadership of Caitlin, one of Falderal'smost talented followers. Caitlin used the militarythreat of the Order, pressuring nearby kingdomsto adopt laws which were more friendly to magesand the use of magic. She also codified what shebelieved to be the principles of Melf's magic andwrote the Arkanic Ballistae (The Magic of theArrow), which has become the primary book ofinstruction within the order.

In current times, the Order is less active inpolitics than it used to be, instead acting as asafehaven for its members, and as a mercenarygroup, hiring out member mages’ services tominor nobles and merchants. Mostly, the Orderaccepts only caravan and bodyguard work, but itwill occasionally get involved in larger conflicts ifthe outcome is of interest to the Order.

Location: The Order of the Arrow is locatedin Highreach, a fortified complex of mages' towersand high walls carved out of Mt. Falderal innorthern Aden-Dell. The Order lays claim to asmall section of the surrounding land andmaintains good relations with the borderingkingdoms.

Almost no one except members of the Order isallowed into Highreach. Instead, all business isdone in the town of Schott, located at the base ofMt. Falderal. The Order protects the inhabitantsof the town and keeps a large hall there. The hallis always staffed, and it is here that people cometo make requests of or send messages to theOrder.

Organization: The Order is controlled by asingle Master who has absolute power to decidewhat the Order does and who is allowed to join.The first Master was Falderal himself, and eightmages have held that position since. The currentMaster is Pentarion the Wise (human male, 20th-level wizard), an old and tired mage who hopes tolive a quiet life, but who will be roused to greataction if the Order is threatened.

Most day-to-day decisions are handled by theCouncil of Fletchers. The Council was originallycomposed of Falderal's nine senior apprentices.Whenever a member of the Council dies orretires, the remaining members vote on whomwithin the Order to elevate to Council

membership. Thus, the Council is still comprisedof nine members. It is also the Council whichchooses a new Master of the Order when needed.Although the Master is the absolute ruler over theOrder, he may be removed if six members of theCouncil vote to do so.

The current Council members are Zyman theFat (human male, 18th-level wizard), LadyAllisande (human female, 17th-level wizard),White Erin (half-elf male, 9th-level wizard/9th-level fighter), Ryan “Toadkiller” (human male,16th-level wizard), Cyrandella (human female,14th-level wizard), Mistranteir the Mighty (humanmale, 15th-level wizard), Marlon the Bear (humanmale, dual-classed 14th-level wizard, 7th-leveldruid), Seeress Beatrold (human female, 13th-levelwizard), and Zitherion the Blue (elf male, 12th-level wizard).

Ranking below the Council are the Masters,mages who have proved themselves talented andloyal. Most mages of 9th-level or above haveearned Master status. It is the Masters of theOrder who teach the younger mages, do most ofthe Order's research, and hire out their servicesfor serious and dangerous jobs.

Below the Masters are the Journeymen,comprising the mages from 3rd to 8th level.Although usually still young and inexperienced,the Journeymen run errands for the Order andmay be hired out for less taxing jobs. Lowestranking are the Apprentices, young men andwomen who are just beginning their training. Inaddition to their studies, Apprentices are expectedto do all the menial labor within the Order(cooking, cleaning, mending, etc.).

Spells: As an old and well respectedTradition, the Order has a large number of spellsavailable to its members. First-level spells are notconsidered secret and are available to any magewilling to pay to learn them (1,000 gp is anaverage price). Second- and third-level spells areavailable to any member of the order who canlearn them. Spells of fourth-level or higher arerestricted to the masters of the order. Anyonewho was to teach secret spells to outsiders wouldbe hunted down and killed by the order. Thespells which are secret to this order are listedbelow. These spells are fully described in theSpells section of Book 3.

1st-levelCaitlin's CountermeasuresZyman's Zalambdodont2nd-levelCaitlin's Constant Crossbow

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Allisande's Accurate ArrowAllisande's Explosive AttackBeatrold's Beholding BoltPentarion's Bending Bolt IZyman's Zealous Arrows3rd-levelCaitlin's Cataclysmic Cannon4th-levelCaitlin's Caustic CounterattackFalderal's Fiery SpearMistranteir's Missile MultiplicationZyman's Zero Zenith5th-levelPentarion's Meta-Magic MissileZyman's Zone of Archery

ALTERNATIVE RULES FOR

CASTING WIZARD SPELLSby Bil Boozer <[email protected]>

Note: Fitness, Health, and Knowledge are sub-abilities to be used if the campaign is making useof the Player's Option: Skills & Powers sub-abilityrules.

The current rules for casting wizard spellsrequire that spells be memorized ahead of time.Such memorization requires 1 turn (10 minutes)per level of the spell to be memorized andrequires that the wizard be undisturbed duringthat time. This becomes very cumbersome afterthe wizard reaches 4th or 5th level, when he orshe may be required to spend over an hourmemorizing spells each day. Because he or shemust also have sleep, the additional time requireddelays a party's adventuring and becomes more ofa nuisance than an aid to roleplaying.Furthermore, within the confines of anunderground adventure, once the wizard has casthis or her spells, he or she is unable to recovernew ones until gaining a night's sleep and havingadditional memorization time, something difficultto accomplish in the disturbing environment ofmost dungeons.

The system below was inspired byobservations of the legendary mage, Raistlin, whowas instrumental in the War of the Lance.Raistlin memorized spells while walking throughthe underbrush and while following the rest of hisparty in their adventures through cryptpassageways. Moreover, though he was verypowerful, Raistlin's health had been debilitated asa result of his taking the Test, an initiation ritual

for wizards on Krynn, at an unusually young age.Each casting of a spell weakened the mage, andmany times he would not have been able to carryon without the assistance of his burly brother,Caramon. The effects of this debilitation wereseen dramatically before he exchanged his redrobes for black ones, but the draining effects ofspellcasting were still apparent when he savedone of his former friends from death by poison asthey attempted to escape the Temple of Istarfollowing the death of the Everman.

These rules were not designed to make itmore difficult for wizards to cast spells; nor werethey designed to make it easier. Rather, theywere designed to make the memorization andcasting of spells a more active process.

SpellcastingAny wizard may cast a spell from his or her

spellbook and, under certain circumstances, fromscrolls of wizard spells. A wizard may not cast aspell from another wizard's spellbook--rather, thewizard may copy the spell into his or her ownspellbook and, thereafter, cast it, provided thewizard is able to learn the spell as determined byhis or her Intelligence (Knowledge). Certainmagical devices may enable a wizard to cast aspell, and wizards may engage in research todevelop new spells or duplicate existing spells.

A wizard may (and probably should) keepmore than one spellbook, and he or she may keepa copy of a spell’s text in more than one spellbooksimultaneously.

Unlike priests, who depend on supernaturalpowers to provide them spell abilities, wizardsmust draw on their own inner resources to ensurethe success of their spellcasting. This success isbased on the wizard's Constitution (Health).

To cast a spell, a wizard must first find it inhis or her spellbook (1 segment), then read it andcommit it to memory (1 segment per spell level),and then attempt to cast the spell. Initiative andcasting cost will both delay the casting of the spell.The wizard must make a successful System Shockroll to cast the spell, gaining a +5 bonus on his orher roll if he or she has cast the same spellsuccessfully within the previous 12 hours. Thecaster also gains a +1 bonus to this System Shockroll for each segment spent preparing to cast thespell in addition to those required above. Afterthe System Shock roll, whether or not it issuccessful, the wizard immediately suffers a

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decrease in Constitution (Health) determined asdescribed below.

Each time a wizard gains a new level ofexperience, the casting cost of his or her spellsmust be determined by dividing his or herConstitution (Health) by the total number of spelllevels available at the new level of experience andthen, for each spell, multiplying that quotient bythe level of the spell. Casting costs including afraction of 1/2 or more are rounded up; others arerounded down, even to 0. Additionally, for every3 points of Health lost because of spellcasting, thewizard loses 1d3 points of Fitness.

For example, Hildebeest, a 10th-level wizard,can cast four first-level, four second-level, threethird-level, two fourth-level, and two fifth-levelspells (see Table 21 of the Player's Handbook). Thetotal number of spell levels available to her are 39(4x1 + 4x2 + 3x3 + 2x4 + 2x5). If her Constitution(Health) is 16, then the cost to cast a fourth-levelspell is 2 (4 x [16/39] = 1.64), and the cost to cast afirst-level spell is 0 (1 x [16/39] = 0.41).Nonspecialist first-level wizards must spend 75%(rounded down) of their Constitution (Health) tocast a spell. These costs do not apply to spells castdirectly from scrolls, as these are empowered bytheir writings and not by the life force of thewizard reading them.

Constitution (Health) lost in the casting ofwizard spells may be regained at a rate of 1 pointper turn of complete rest or 1 point per continuoushour of relatively nontaxing exertion. If acharacter's Constitution (Health) is reduced to zero,he or she dies.

A wizard has access to the number of spellsappropriate for his or her level when his or herConstitution (Health) has not been reduced as theresult of spellcasting. If his or her Constitution(Health) has been reduced as a result ofspellcasting, then used spell-level slots are notavailable until the wizard's Constitution (Health)is restored.

For instance, if Hildebeest casts a fourth-levelspell, her Constitution (Health) is reduced to 14,and she can cast only one more fourth-level spelluntil her Constitution (Health) is restored. If shethen casts a first-level spell, it does not reduce herConstitution (Health), because the cost is 0, but shecan only cast three more first-level spells until sherestores her Constitution (Health).

On the other hand, if she cast the first-levelspell and then the fourth-level spell, herConstitution would be reduced to 14 after casting

the fourth-level spell, but she would still haveaccess to four first-level spells.

Advantages and DisadvantagesUsing this system, player characters are able

to select spells they need according to thesituations they encounter, allowing them moreflexibility for their wizard and bard characters.Thus, first-level characters won’t have to standidly by during combat because they memorizedread magic instead of magic missile that morning.On the other hand, this system adds initiativepenalties to the use of wizard spells, and all spellshave a chance of failing. Constitution becomes aprime requisite for wizards, and the DM mustkeep track of a character’s fluctuating Constitutionscore and its effects on the character’s SystemShock Survival and Resurrection chances. Someplayers and DMs may find the spell-costcalculation daunting, but they should keep inmind that the costs are not calculated during playbut rather when the character increases in level,and they are only calculated once per level.

THE MAGIC ROLLby Luis Mejia <[email protected]>

The number a caster needs to successfully cast aspell is called the “To-Cast” number.

To-Cast =

BaseMagicRoll

+Spelllevel +

SpecialModifier

BASE MAGIC ROLL: This number is used tocalculate the number needed to cast a spell. It isrefigured each time the character increases inlevel.

BMR = 11 -CasterLevel -

AbilityModifier

CASTER LEVEL: This modifier is the level ofexperience of the spell caster. Thus, a 5th levelmage would subtract 5.

SPELL LEVEL: The level of the spell being cast.Thus, the 3rd-level wizard spell fireball adds +3 tothe “To-Cast” number.

ABILITY MODIFIER: This simulates the bonusor penalty a mage or priest would get to cast a

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spell because of unusually high or low abilityscores. Of course, wizards use Intelligence andpriests use Wisdom.

AbilityScores

AbilityModifiers

1-2 N/A3-4 -85-6 -47-8 -2

9-15 016-17 +118-19 +220-22 +3 23+ +4

SPECIAL MODIFIERS: These include all of thevarious adjustments to spell casting that areapplied only under certain circumstances:

Wizard casting spell in specialized school -2Attempting minor variation of known

spell (e.g., "firebird" based onfireball)

+2

Attempting major variation of knownspell (e.g., "frostball" based onfireball)

+6

Attempting spell not known* +10Attempting a purely creative effect* (This

means trying a spell effect not listedas a spell in any accepted source forspells. The DM should assigneffective spell level.)

+10

Caster present in magical area (faeriering, Stonehenge, etc.)

-1 to -5

Per two hit points lost during casting -1

*Failure with this modifier means the caster must roll asuccessful system shock or age the difference between thenumber needed and the number rolled, multiplied by the levelof the ruined spell.

After all of the modifiers are totaled, the playershould roll a 20-sided die to determine if the spellis cast successfully.

Note that it is possible to cast a spell with a 1 andto fail with a 20. It is also possible to cast a spell ofa higher level than normally possible. Forexample: A 4th-level wizard with a 17Intelligence (BMR = 11 - 4 - 1 = 6) can cast fireball

(3rd-level spell) if he or she gets a 19 or higher (6+ 3 + 10 because it’s an unknown spell for thewizard).

WORKING THE MAGICby Brenton Miller <[email protected]>

One of the parts of the AD&D game thatprovides players with the most grief is the spellsystem. DMs continually struggle with gamemechanics in order to please themselves and theirplayers, while at the same time trying to capturethe exact feeling of how magic should work intheir worlds. As many DMs as there are in thegame, there are probably almost an equalnumber of variations on the use of spells in theAD&D world.

Well, I am no different, and I am about topresent to you my own system. I encourage youto read this article through its entirety beforemaking an opinion. This system was intended topromote more flexibility and better roleplayingwhen using wizard characters, not to bog downwith cumbersome rules. I think you’ll find thissystem to be a simple and minor deviation fromthe traditional AD&D spell system, but one thatprovides much more flexibility.

Why Modify the Spell System At All?This is a question probably every DM will

have a different answer for. My own reasons areprobably not uncommon. Likely my biggestcomplaint is that low-level wizards can only castone or two spells per day. In most campaigns, the1st-level wizard is usually considered the “tag-along,” having little participation in the party’sactivities, especially in combat, where the wizardusually hides behind the tougher characters.

My next complaint is that even at higherlevels, a wizard has little flexibility in what spellshe can cast per day. Each day, he must memorizethe spells he wishes to cast, then those spells arelocked in until used. Also, a higher level wizardcan only memorize one or perhaps two 8th-levelspells and only five 1st-level spells. Why, onemay ask, can’t a wizard forego use of an 8th-levelspell in favor of multiple lower-level spells?

These are the concerns that have plagued meand perhaps countless other DMs in the world ofAD&D. And to answer my own questions, I tookit upon myself, as many others have done, tocreate my own, modified spell system.

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TABLE 23: W IZARD SPELL POINT PROGRESSION

WizardLevel

SpellPoints

SpecialistPoints

MaximumSpell Level

1 1 2 12 2 3 13 3 5 24 5 7 25 7 10 36 8 11 37 10 14 48 12 16 49 13 18 5

10 15 20 511 18 23 512 21 27 613 25 31 614 26 33 715 28 35 716 31 39 817 33 41 818 34 43 919 35 44 920 37 46 9

Spell PointsThe first modification in this system is to

convert the wizard spell progression table intospell points at a one-per-one trade. This meansthat if a 5th-level wizard can cast four 1st-levelspells, two 2nd-level spells, and one 3rd-levelspell, he has 7 (4+2+1) spell points. In addition, ifthe wizard is a specialist, he gains one extra spellpoint per spell level he can cast. Thus, in theexample given above, the 5th-level specialistwizard would have 10 spell points, the three extrabecause he can cast up to 3rd-level spells on thewizard spell progression table. There are nolimitations on how the wizard has to apply thisextra spell point, as there are in the Player’sHandbook’s rules for specialist wizards, but thepenalties of that class (such as being unable to castopposing school’s spells) still apply, and it is left tothe DM to decide whether the supposed specialistis studying appropriately to his chosen school ofmagic.

The spell point cost of casting spells is easilytranslated. The level of the spell dictates the costin points. Thus, a 1st-level spell costs 1 point,while a 9th-level spell costs 9 points to cast. Thismay seem like an unfair trade if you do the math.A 5th-level wizard under the normal AD&Dsystem could cast one 3rd-level spell, two 2nd-level spells, and four 1st-level spells, while underthis new system, a 5th-level mage would haveenough spell points to cast only one 3rd-levelspell, one 2nd-level spell, and two 1st-level spells.This hardly seems fair. However, there are tworeasons for this.

First, game balance is a consideration. Whileit’s logical a mage should be able to cast nine 1st-level spells in exchange for one 9th-level spells,this could overbalance the game when a wizardapproaches higher levels, giving him thecapability to cast a seemingly unlimited numberof 1st-level spells. So this system keeps the ratiodown, where even a 20th-level wizard could castonly 37 1st-level spells at a time, rather than 162.

The next reason the spell point conversionisn’t a fully even trade is because there is anothertrade-off. In this system, a wizard can regain hisspell points during normal rest or activity, withouthaving to sleep a minimum number of hoursbefore he can cast spells again. Spell pointrecovery will be explained in detail later on.

See Table 23: Wizard Spell Point Progressionfor the advancement of a wizard’s spell points andspell level maximum per experience level.

LimitationsSo far, you may be thinking, “So what

prevents a 5th-level wizard with 7 spell pointsfrom casting a powerful, 7th-level spell?” Well,simply, it’s because of the limitation rule I’mabout to introduce.

A young wizard who is just learning tochannel the forces of magic through his body andto focus those energies into specific effects, cannothope to harness powerful magic without atremendous amount of practice and experience.This means starting at the bottom and slowlystrengthening his body until he is ready to handlemore powerful magic.

Keeping in line with AD&D’s originalsystem, a wizard cannot cast a spell from aparticular spell level until he reaches the level atwhich the wizard spell progression table in thePlayer’s Handbook allows him to. So, a 4th-levelwizard, regardless of his number of spell points,

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can cast only up to 2nd-level spells. Once hereaches 5th-level, he can cast 3rd-level spells andcan even cast multiple 3rd-level spells as long ashe has enough spell points.

Learning SpellsUnder this system, a wizard need not

memorize his spells as he does in the traditionalAD&D system. However, the wizard must stillcontinue to study and practice his spells so he doesnot lose the knowledge he has gained. Whenevera wizard encounters a new spell he is unfamiliarwith, he must roll his percentage chance to learnthe spell, based on his Intelligence, just as anyother wizard does under the AD&D system. Ifthe roll is a failure, it is assumed the wizardcannot understand the exact intricacies of the spellin question and is unable to ever learn the spell,unless his intelligence is somehow increased, atwhich time he can make one more attempt tolearn the spell. If a wizard’s intelligence wereever somehow reduced, however, he would haveto roll again to relearn his entire repertoire ofspells. Spells he already has learned couldsuddenly become incomprehensible to him.

In order to keep his knowledge fresh in hismind, a wizard must study his spells daily for aperiod of time equal to 15 minutes per experiencelevel. This study keeps the intricacies of thewizard’s spells fresh in his mind so he willinstantly be able to draw on the knowledge ofhow to cast a particular spell. If a wizard does notspend the required time in study each day, heacquires a 1% chance of spell failure for every 15minutes of study he missed. This penalty iscumulative each day the wizard is unable to meethis study requirements. For example, if a 3rd-level wizard, who is required to study 45 minuteseach day, misses three days of study, he will havea 9% chance of spell failure for each spell he casts,until he makes up his study time.

Failing in the casting of a spell doesn’tnecessarily mean the wizard has forgotten how tocast the spell. It simply means his recall hasbecome sloppy. In the midst of combat, thewizard might be halfway through that fireballspell when he suddenly fails to remember thenext word. Two seconds later, he rememberswhat the next word should be, but by then thespell has already fizzled, burning up theappropriate number of spell points in doing so.Recovering Spell Points

A wizard regains spell points depending onthe nature of his activity. During periods ofnormal activity, which can include light travel,setting camp, light dancing at a tavern, or otheractivities that do not cause too much physicalstress on the body, a wizard can regain a numberof spell points in 2 hours equal to half hisexperience level, rounding up. Thus, a 1st-levelwizard regains 1 point every 2 hours duringnormal activity, and a 10th-level wizard regains 5points every 2 hours during normal activity.

During periods of complete rest, in which thewizard is moving very little, such as quietlypreparing a meal or reading a book, evenstudying his spell books, the wizard can regain 1spell point every 2 hours for each of hisexperience levels. So, a 5th-level wizard at normalrest would regain 5 spell points every 2 hours.

While sleeping, a wizard will regain anumber of spell points in an hour equal to hisexperience level. This means that after a full 8hours of sleep, a 5th-level wizard would regain 40spell points--more than he is likely to have.

Of course, all these recovery rates assumehealthy conditions for the wizard. If the wizard isgreatly injured (has less than 25% his normal hitpoints), going hungry, lacking sleep, or issuffering from some other highly stressfulphysical or mental condition, he may be unable toregain spell points at all until his condition isimproved. It is left up to the DM’s sole discretionto decide when a wizard’s physical or mentalcondition prevents or hinders his regaining spellpoints. Also, a wizard is unable to regain spellpoints under harsh conditions, such as melee,forced marches, trekking through a dangerousdungeon, and other occasions the DM deemsappropriately harsh.

Casting SpellsThere are two options a wizard has for casting

his spells. The first method provides the wizardthe most flexibility to choose a spell at exactly themoment he needs it, but the second gives thewizard a better chance to gain advantage over hisopponents in melee. The DM need not limit thewizard to one system. The choice is fully up tothe wizard as to how he wishes to cast his spells,and he is free to employ both methodssimultaneously to build a plan of attack that ismost suitable to his needs.

In the first method, the wizard need do nopreparation to cast his spells. He goes normally

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throughout the day, selecting the exact spell heneeds to cast only when he needs it, spending thenecessary spell points to cast the spell. If thewizard comes to a barred door and needs passage,he simply casts a knock spell. A few rooms later,he encounters another locked door and can recasthis knock spell, as long as he still has enough spellpoints. This is the simplest way for a wizard tomanage his spells and probably the one he willrely on the most. As a note, though, a wizardmust already have learned a spell to be able tocast it. He cannot simply wish up any spell effecthe desires.

The next method of spellcasting the wizardhas available to him is more complex as far asgame mechanics go, but it has some desirablepayoffs. This method is often termed “pre-casting” or “hanging” spells by many wizardsand is a good way to give the wizard an edgeduring important situations.

With the first, and normal, method of casting,the wizard decides what spell he will cast onlywhen he needs to cast it. It then takes the wizarda certain amount of time to complete the spell.For example, a fireball will take three segments tocast, time that may be precious to the wizard in abattle against half-a-dozen trolls. Then there isalways the chance an enemy’s attack will disrupta spell being cast.

To circumvent these limitations, a wizard willinstead spend the time, spell points, and materialcomponents (if necessary) in advance and “hang”the spell’s effects for later release. The spell’seffects are withheld, much like a robe hanging inthe closet, in the ether around him. Later, whenhe needs that spell, the wizard need only issue athought to release its effects. So for example, awizard decides in the morning that he is in hostileterritory and a fireball spell may come in handylater that day. He spends the three spell points,takes the time to cast the spell, then postpones thespell’s effects, hanging it in the ether. Later, hisparty of three is ambushed by seven orcs. Theorcs attack brutally quick, scoring hits on thewizard.

Now, had the wizard not prepared his fireballspell in advance, the orcs’ attacks might havedisrupted the spell, and it would have fizzled,leaving the wizard drained of the spell points andwithout a fireball having gone off. But by havingpre-cast the spell, there is no casting ritual todisrupt, thus the wizard’s spell goes offautomatically as soon as it is his initiative. Treat

the hung spell as a casting time of 0 for purposesof determining initiative.

There are two limitations when pre-castingspells. First, not every spell can be hanged likethis. The DM should use his own discretion indeciding what spells will be allowed to behanged. As a general rule, spells with complexrituals, such as gate, should be unsuitable forhanging. Simple spells, such as magic missile,strength, fireball, and teleport, should be easy topre-cast.

Next, the wizard does not regain the spellpoints for hung spells until he releases the spell.Releasing the spell implies either releasing theeffects, such as tossing that fireball into a group ofenemies, or deciding to allow the hung spell tojust dissolve. Once the spell is cast or dissolved,the spell points will be regained at the normalrate (see Recovering Spell Points above).

There is yet another bonus, however, tohanging spells. Since a hanged spell is releasedonly with a thought, there is no need for thewizard to perform the somatic rituals necessary tocast a spell, thus armor is no longer aninterference. So a wizard can still cast hung spellswhile he is wearing armor. This rule only appliesto spells that are hung and only after they arehung. To cast spells that are not hung or to hangspells, the wizard must first remove his armor.

Going Beyond Limitations (OptionalRule)

So far, there are still all these restrictions. Thewizard has only so many spell points, and he canonly cast up to a certain spell level regardless ofhis number of spell points. That’s not veryrealistic, one may comment. Many athletes, andeven nonathletes, in the world have exceededtheir limitations for brief moments, based on sheerwillpower alone.

The same should be true for wizards. But, justlike anyone else, if the wizard exceeds his normallimitations, there is a chance he could injurehimself. Normally, a wizard taps into the vast,magical energies surrounding him, shaping themto his needs and desires for wondrous, and not sowondrous, effects. A wizard’s spell points reflectthe amount of magical energy he is able to tapinto before casting spells starts to take a dangeroustoll on his body. In times of dire need, though, awizard may need to push himself that extralength and cast that one more spell or cast that

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more powerful spell, the one that will save theparty from death.

There are two ways in which a wizard mayexceed his limitations. The first is to cast a spellthat is of higher level than he should be able tocast according to his experience level. The secondway is to cast a spell that takes energy beyond hisallotted spell points. Once a wizard exceeds hisnormal capacity for spell casting, he risks seriousinjury.

When a wizard decides to cast a spell that is ofhigher level than he can normally cast, he mustroll a Constitution check with a penalty equal todouble the difference between his normal castinglevel and the level of the spell being cast. Forinstance, if a 5th-level wizard (able to cast 3rd-level spells), casts a 5th-level spell, he makes hisConstitution check with a -4 penalty. A failedcheck means the wizard falls unconscious for 1d8hours plus a number of hours equal to the level ofthe spell cast. Whether the check succeeds or fails,the wizard will immediately drop to 0 spellpoints, be unable to cast spells again for a fullday, and will only regain spell points at one-quarter his normal rate. Thus, a 5th-level wizardat normal rest would regain only 5 spell points in8 hours, rather than the normal 5 points every 2hours.

When a wizard who has fewer spell pointsthan are needed to cast a spell decides to cast thespell anyway, he must roll a Constitution check

with a 2 point penalty for every spell point helacks. Thus, if a wizard with only one spell pointleft casts a spell requiring three spell points, herolls his check with a -4 penalty. If the check fails,the wizard falls unconscious for a number of hoursequal to 1d8 plus the level of the spell being cast.On a successful check, the wizard is merelyunable to cast spells again until he is at least backto one spell point. When spell points are below 1,the wizard regains only 1 spell point per hour.

If a wizard is attempting to cast a spell that isboth higher than his normal spell level and costsmore spell points than he has left, he must roll aConstitution check as described above, but addingboth penalties together. Failing this check meansdoubling the effects of failure. Thus, failuremeans the wizard is unconscious for a number ofhours equal to 2d8 plus double the level of thespell being cast. Also, the wizard is unable to castspells for two full days, during which he cannotengage in any activity more strenuous thannormal activity, or he must roll a Constitutioncheck where failure means he lapses into a comafor 1d4 days.

Whenever a wizard fails a Constitution checkin one of the ways listed above, he must then alsomake a system shock roll. Success means nofurther damage, but failure of this roll indicatesthe wizard permanently loses 1 point from hisConstitution.

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ARMS & EQUIPMENT

MEDICINARY PRODUCTSby Brenton Miller <[email protected]>

Many people underestimate the little halflingswho are generally looked upon as fun-loving,carefree people, but given their pacifistic natureand love of comfort and pleasure, the halflingshave developed many non-magical forms ofhealing poultices, ranging from salves which sealwounds and prevent infection, to imbibed potionsthat can cure disease and heal injury. While mostpeople are generally unaware of the origins ofsuch products, the halflings’ medicines havemanaged to filter into other societies, generallythrough traveling merchants. It would not beuncommon, for example, for the local generalstore to keep a supply of quilarri on hand.

Of course, many unscrupulous merchants willtry to peddle their own “snake oils,” so it’s quiteunderstandable that rumors of such halflingremedies would be quickly discarded. Still, thesemedicines do exist, and the adventuring partieswho have discovered this fact find themselvesvery fortunate indeed, because the halflingmedicines are quite potent and probably mucheasier to procure than magical healing potions, atleast by lower level adventurers.

Below are listed some of the most commonhalfling medicinal products to be found indistribution, along with their common streetvalues.

Quilarri, 2sp/bottleQuilarri is a medicine made from fairly

common ingredients the halflings find in thewilderness around their homes. It is a generalpurpose pain reliever for the relief of muscle achesand headaches. It is most often used by thescholarly, sages and wizards particularly, who getfrequent headaches while wrapped up in theirresearch. This item can commonly be found ingeneral stores. One bottle of this liquid willgenerally provide twelve doses.

Calmine, 5sp/jarCalmine is a thick ointment which is spread

on cuts to help healing and prevent infections.This is a very common item, and many peoplekeep it around their homes. One jar usually lasts

a family a few months. Adventurers will gothrough a jar more quickly, and they often carry itto help prevent infections in wounds and to helpwounds seal more cleanly. Calmine grants a +1bonus to healing proficiency when one is tendinganother’s wounds. There are usually about sixapplications per jar.

Sewelac, 1gp/bottleSewelac is much like Quilarri, but more

potent, being made from stronger ingredients.Sewelac will relieve bodily pain, but at the cost ofputting the imbiber in a foggy state. Sewelac isgenerally used by people who suffer from greatpain, such as those recovering from severeinjuries. Using sewelac will often allow a personto perform actions he might otherwise be in toomuch pain to perform, such as traveling orentering combat. Imbibing sewelac willtemporarily reduce a character's Intelligence andWisdom scores by 2 each, but will allow theimbiber to act as though he had five more hitpoints than he actually has, up to his maximumhit point total. For example, if the characternormally has 6 hit points and is injured for three,imbibing sewelac will allow the character to act asthough he once again has 6 hit points. These hitpoints are temporary, and if there are any hitpoints remaining once the duration has expired,they will wear off immediately. (These extra hitpoints work much like those granted by the 2ndlevel priest spell aid.)

The effects of sewelac generally last 1d4+4hours. Only one dose of sewelac can be imbibedwithin a day’s time. Taking extra doses will haveno effect except to knock the imbiber unconsciousif he fails a Constitution check. One bottle of thisliquid will generally provide six doses.

Cancor Mud, 25gp/jarThis item is a thick cream which is applied to

wounds to stop bleeding and to prevent infections.It helps in initial blood-clotting so the patient'swounds close faster with less blood loss. If appliedto a fresh wound, the patient will regain one extrahit point immediately (cumulative with Healingproficiency), and will regain two extra hit pointsafter a night's sleep. Made from the thick juice ofthe rare cancor plant, this is a very strong-smelling salve. There are approximately sixapplications per jar.

Belladine, 50gp/bottle

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This potion is made from rare herbs and otheringredients that are difficult to procure, thus itshigh cost. Due to its rarity, though, merchantsmay often try to sell it at much higher prices thanthis. However, it is generally worth the price.When an injured character imbibes this liquid, hewill regain 1d4 hit points of damage from recentinjuries. Unlike magical potions which can beimbibed continually until a character is back tofull health, belladine only works once on recentinjuries. For example, if a character is injured forsix points of damage and imbibes some belladineto heal back three points, he cannot imbibe moreto heal the other three. Likewise, if he then getsinjured for two more hit points (while still downthree), he can only heal back the two points headditionally incurred, even if he rolls a four afterimbibing the belladine. There are generally fourdoses to a bottle.

Chicken Noodle Soup, 5cp/bowl (1sp/five-servingcontainer)

A delicacy served in most halfling tavernsand inns (often with biscuits), chicken noodle soupis a product that was developed by halflingswhose most eaten meat is chicken. Thoughhuman cultures have tried to recreate thehalflings' particular blend of herbs in this soup,none has achieved the potency of the halflings'soup. When used in conjunction with a few days'bed rest, this powerful remedy will cause a personto recover in 25% of the time from normal, non-debilitating diseases. When taken regularly, itcan strengthen a person against diseases (+4 onsaves versus non-magical diseases), which is whythe halflings are such healthy people.

Thorcine, 30gp/bottleThorcine generally does not taste very good,

but it has been known to cure the most crippling

diseases and plagues. Though it does not workinstantly and miraculously, with proper bedrestand continual doses of thorcine, a patient mayrecover from a disease that normally proves fatal.For game purposes, thorcine grants an extrasaving throw against diseases that are normallyfatal, and if this save is passed, the character canrecover with a few days of bed rest, depending onthe severity of the affliction. One bottle is enoughto treat one person back to health.

RIBBON DAGGERSChad Thornton <[email protected]>

Ribbon daggers are small dagger blades withribbons for handles. They are easily concealed aslong as the character has a reason for wearingribbons. These daggers cannot be used in meleeand are exclusively missile weapons. Eventhough the blades are smaller than normaldaggers, they do the same amount of damagebecause of leverage gained when thrown. It isimportant to note that the daggers require aseparate weapon proficiency.

Their range is 2/4/6, with a rate of fire of 2/1.These daggers use the normal dagger rate forspecialization. Damage is 1d4/1d3, and theyweigh 1/3 a pound each.

Most people who use these items wear brightclothes like gypsies, acrobats, jesters, andperforming bards. These daggers can beconcealed easily, but may be found uponthorough examination. The PC may make a PickPockets roll to hide the daggers duringexamination. Normal places to wear them: armbands, hair, thighs, boots, wrists, and asdecorations for other equipment.

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MAGIC ITEMS

CURSED RING OF DAMAGE

ABSORPTIONby Bil Boozer <[email protected]>

XP VALUE: 500USABLE BY: Any classFREQUENCY: Rare

These rings are gold but show thin red veinsof another element across their smooth surfaces. Ifdetect magic is cast on the ring, it may evince astrong aura of necromancy combined with aweaker aura of abjuration.

During each round that the wearer of this ringtakes damage from any number of sources, thering reduces the total damage by up to 1d4 points.Damage can be reduced in this manner for anumber of rounds equal to the number of chargesin the ring. The number of charges in the ring isdetermined by the maximum number of hitpoints of the wearer when he or she first puts thering on; thereafter, the number is reduced by 1each time a charge is expended.

The ring can be removed easily so long as itswearer has not expended any of its charges.Otherwise, a remove curse or similar spell must beused to remove the ring. When the ring hasexpended all of its charges, it ceases to reducedamage when the wearer loses hit points; rather,it takes on three new functions. First of all, thering continually radiates a bright, bluish lightwhich, if unhindered, illuminates a 10’ radiusaround the wearer. Additionally, the wearergains a 70% magic resistance to all healing andprotection spells, and his or her natural rate ofhealing is halved, so it takes twice as long for himor her to regain hit points than it would normally.The wearer also gains a –1 penalty on all savingthrows vs. poison.

Roleplaying Notes: These rings appear atfirst to be beneficial, and often less than honorablepatrons will reward adventurers with them forcompleting a mission of importance to the patron,explaining that the magical rings will give themsome small protection from harm. Typically, itwill not be until much later that the adventurersdiscover the true nature of the rings.

EYEGLASSES OF DIPLOMACYby Justin LaLiberty <[email protected]>

XP VALUE: 3,000USABLE BY: Any classFREQUENCY: Unique

These glasses look identical to non-magical,tinted eyeglasses. They have very thin, steelframes and medium blue lenses. When put on,the glasses quickly conform to the size of thewearer's head, so long as the wearer's head is notlarger than that of an average ogre or smallerthan that of an average halfling. The wire framesof the eyeglasses are magically protected fromboth rust and acid and appear a paler shade ofblue then the lenses.

The wearer of these eyeglasses gains theability to see magically imbued items as red, astrong contrast to the blue tint the eyeglasses giveto everything else. Additionally, the wearer ofthe glasses gains protection from all mind-affecting spells and from psionics, as if he or shewere under the effects of the 8th-level wizardspell, mind blank.

When worn, the eyeglasses of diplomacyeffectively increase the wearer's Charisma to 18 forthe purpose of determining the character's loyaltybase and reaction adjustment; when theeyeglasses are removed, the character's Charismareturns to normal and, if appropriate, loyalty andreaction are determined again. Additionally, thewearer gains the ability to speak and understandany language spoken in his or her vicinity,assuming the wearer can hear the language.

Any intelligent creature or characterattempting to attack the wearer of the eyeglassesmust first make a saving throw vs. paralyzationwith a penalty as described below. If the save isunsuccessful, the would-be attacker will cease hisattack and forgets his reasons for attacking thewearer for a period of at least 24 hours. Creaturesor characters who share the wearer's alignmentsuffer a –8 penalty to their saving throws in thissituation; creatures or characters who share onlythe ethical (lawful/chaotic) or the moral(good/evil) component of the wearer's alignmentsuffer a –4 penalty to their saving throws, and allothers suffer a –2 to their saving throws. If thewearer initiates an attack, no saving throw isrequired of the opponent, and the wearer loses the

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effects of his or her increased Charisma for theduration of the melee.

If the wearer engages in melee while wearingthe glasses, he or she suffers a –2 penalty to attackand damage rolls because of color and depthperception problems caused by the eyeglasses.Moreover, if the eyeglasses are worn for morethan one hour, the wearer must save vs.paralyzation or suffer a painful headache. If thesaving throw is successful, the wearer must makeanother one each turn until the saving throw fails.This headache does no damage, but 1d4 turnsafter the headache begins, the wearer suffers anadditional –2 penalty to attack and damage rollsand is unable to cast spells or use any psionicabilities. If the eyeglasses are removed at thistime and not put on again for at least one hour,the wearer recovers fully. If they are notremoved, then for every turn thereafter thewearer suffers an additional –2 penalty to attackand damage rolls and loses 1d4 points of Wisdom.These points of Wisdom will be regained at a rateof 1 per day of complete rest once the eyeglasseshave been removed. However, if the wearer isreduced to a Wisdom score of 0, he or she dies.

History: The eyeglasses of diplomacy wereoriginally created by a powerful wizard forreasons known only to him. Rumors suggest thatthe wizard is now quite insane. It is known thathe was well-traveled through the spheres andplanes, and he could have hidden or lost theeyeglasses at any location.

Roleplaying Notes: This item is verypowerful, and it is not a good idea for a DM to letit fall into the hands of players, particularly low-level players, permanently. A ruler of akingdom, having learned of these eyeglasses,might enlist the adventurers to seek them out andbring them back to her. Thus, if the PCs foundthe eyeglasses, they could use them during theadventure, but they would relinquish them toconclude the adventure (assuming they abide bytheir commission). Later, they might learn thatthe ruler has been abusing the power she hasgained with the eyeglasses, and the adventurerswill be called upon to recapture and destroy theeyeglasses or possibly kill the ruler.

If the wearer of the eyeglasses suffers fromsome disorder which affects his or her sight, theeyeglasses will not correct that disorder; theycannot be worn over other eyeglasses.

JOHN PAUL (INTELLIGENT

SWORD)by Thomas Wagner <[email protected]>

XP VALUE: Not applicableUSABLE BY: Fighters and priestsFREQUENCY: UniqueSPECIAL PURPOSE: Defeat evilALIGNMENT: Lawful GoodINTELLIGENCE: 17EGO: 25COMMUNICATION: Telepathy and speaks the

following languages:common, elven, dwarven,orcish.

SPECIAL POWERS: Detect invisible objects in 10’radius; detect magic in 10’radius; detect evil/good in 10’radius; read languages andmaps, including magicalwritings; heal once per day

John Paul is a steel long sword that isremarkably unadorned for a weapon of its powerand purpose. Because of the urgency involved inits creation, little time was spent onornamentation. The sword functions as a vorpalsword with a +3 magical enchantment, alsogranting its wielder +2 to all saving throws and -1point per die of damage received. On certainunmodified attack rolls, John Paul will sever thehead of its wielder’s opponent. If the opponent isnormal-sized or smaller, the sword will decapitatethe opponent on a natural roll of 17-20; if theopponent is greater than man-sized, the swordwill decapitate the opponent on a natural roll of18-20; and if the opponent is made of solid metalor stone, regardless of size, the sword willdecapitate the opponent on a natural roll of 19-20.This ability is ignored if the opponent has noidentifiable head. Also, it should be noted thatthere are creatures that might well functionunhindered without their heads.

History: Centuries ago, in a kingdom lost tomemory, a noble king and his ruling councilgathered arms to oppose the invasion of their landby a powerful lich. King Rengaw Somat was apaladin in the service of the god Tyr, and his chiefadviser was Johan Paulis, the half-elven priest-mage who led the kingdom’s ruling council. Thiscouncil, called the College of Cardinals, consistedof high-level priests, mages, and priest-mages

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who were all faithful followers of Tyr and devotedto the ideal of justice.

In the twentieth year of Somat’s reign, apowerful lich named Teufel Marden, with hisarmy, sought to attack and conquer Somat’skingdom. During the campaign, Johan Paulisand the college fashioned an enchanted sword forthe king to use against the dread minions of thelich, many of whom were powerful undeadcreatures. After five long years, the king and hisforces managed to stop the invaders and drivethem back to the lich’s keep in the mountains.There, the lich’s defenses proved impregnable,and Somat and his forces could do no better thanto lay siege.

After many years of this stalemate, theCollege of Cardinals resolved to further enchantSomat’s long sword so that with it the king couldlead his army to victory over the lich. During thisenchantment process, the sword was imbued withan intelligence of its own, and it named itself“John Paul” in honor of its primary creator, JohanPaulis. The sword swore itself to unendingdevotion to the ideals of the College of Cardinals.

Armed with this very powerful weapon,Somat and his forces were able to penetrate thelich’s defenses. Somat himself used John Paul todeliver the decapitating strike that killed Marden.Upon returning home, the king entrusted thesword to the safekeeping of the temple of Tyr.For many generations, the kingdom prosperedpeacefully, and stories of the sword grew intolegends. Several centuries after Somat’s death,internal differences splintered the kingdom, andan orcish army attacked and destroyed the maintemple of Tyr, taking its treasures. Many of thesetreasures the orcs tried to sell, including the silentJohn Paul. Who might have purchased it andwhere it may be today are mysteries.

Roleplaying Notes: Any wielder whosepersonality (Intelligence + Charisma + experiencelevel) does not exceed John Paul’s personality(Intelligence + Ego) will feel compelled to keepthe sword with him or her at all times; he or shewill never use another weapon while stillpossessing John Paul. Note that a PC’s personalityis related to the amount of damage he or she hastaken as described in the DMG.

If there is a personality conflict between JohnPaul and its wielder, the sword will persuade thewielder that he or she possesses the spirit of the“Collage deCardinal.” (Centuries of dormancyhave altered his memory of the body whichcreated him.) As such, the sword will explain, the

wielder’s mission must be the same as thesword’s, and the sword feels responsible formaking sure the wielder follows the appropriatecourses of action. The sword will also suggest thatthe wielder owes his or her good fortune to Tyrand that it would be a good idea to do service forthe goals of this god (who may or may not still beworshiped in the campaign).

Any character not of Lawful Good alignmentsuffers 25 points of damage every round he or sheis touching the weapon, although this damage isnot suffered if the weapon is being wielded by aLawful Good character when the touching is done.

John Paul has a hatred of all liches, and it willurge its wielder to ignore other enemies to targetany lich if one is known to be nearby. The swordis not overly concerned with what allies the lichmay have or what the wielder’s odds of survivalare; duty is duty. The sword will use its healability on the character on its own if it thinks itswielder will not survive another blow. Thewielder may receive healing from the sword inthis manner, and he or she may command thesword to heal any worshiper of Tyr, but the swordwill not allow this power to function on any other.

LONG BOW OF ARROW RETURNby Stephen Hume <[email protected]>

XP VALUE: 250USABLE BY: Any classFREQUENCY: Uncommon

This long bow looks to be of good quality butis otherwise indistinguishable from other similarbows. It is always found with a quiver containing2d6 flight arrows. The quiver is made of brownleather and is brightly decorated withsemiprecious and fancy gemstones. The quiverwill glow with an aura of alteration magic if detectmagic is used on it.

Any time the bow is used, an unusual effectoccurs. When the arrow is released, it ismagically replaced with an illusionary arrow andthe actual arrow appears in the gem-encrustedquiver. The illusionary arrow will strike its targetif the shooter makes a successful THAC0 roll (witha –1 penalty). Otherwise, the arrow appears tomiss and disappears from sight. Targets hit bythe illusionary arrows who make a successfulIntelligence check with a +4 bonus take no

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damage; others suffer illusionary damage asdescribed in the Player's Handbook.

The long bow will function as describedwhenever the gem-encrusted quiver is within 1mile of the bow; otherwise, it operates normally asa long bow, -1. On the night of the new moon, ifthe quiver is not within five feet of the bow, itteleports to the bow's location, as long as bothitems are in the same plane of existence.

LONG SWORD OF HALF

DAMAGEby Steven Hume <[email protected]>

XP VALUE: 1,000USABLE BY: Any classFREQUENCY: Rare

This sword is not remarkably different fromother long swords. If detect magic is cast on thesword, it emanates an aura of abjuration magic.An identify spell will readily reveal the sword as astrongly enchanted long sword; however, asuccessful Wisdom check means the wizard hasnoticed some discrepancy in his or her reading ofthe weapon and that, in fact, the weapon is cursedto make combat with it more difficult. (A wizardwho is immune to phantasms will immediatelylearn the weapon is cursed if identify is used.)

This cursed sword gives its wielder a -3penalty to his or her attack rolls during combat.Additionally, the enchantment on this swordprotects anyone struck by it from excessivedamage from the wound; thus, the recipient of awound takes only half the number of points ofdamage he or she otherwise would have received.

Whenever the possessor of the sword enterscombat, he or she must use this sword. It isimpossible to get rid of the sword without usingremove curse, limited wish, or wish.

ONE-HANDED BASTARD SWORD

OF PURELIGHTby Steven Hume <[email protected]>

XP VALUE: 2,500USABLE BY: Any classFREQUENCY: UniqueSPECIAL PURPOSE: Defeat drow elves and their

allies

ALIGNMENT: Neutral GoodINTELLIGENCE: 13EGO: 17COMMUNICATION: EmpathySPECIAL POWERS: Detect undead (10' radius);

Detect invisible objects (10'radius)

When first found, this sword does not seem todiffer significantly from other one-handed bastardswords; however, once it is wielded, its magicalnature becomes apparent as it looses its blindinglight within a 10' radius. The wielder of thesword is immune to its blinding effects.

When drawn, this sword emanates a blindinglight which affects all sighted creatures except thewielder within a 10' radius such that they get a –3penalty to all attack and damage rolls.Additionally, this light diffuses light-based spellstargeting the wielder, giving him or her a +3bonus on saving throws versus such spells.

In combat, the sword provides a +2 bonusversus most opponents. The sword provides a +3bonus when used against undead creatures, andundead creatures adversely affected by sunlight(e.g., vampires) must save vs. death magic orsuffer an additional 2d4 damage from the light.Against drow elves, the sword provides itswielder with a +4 attack and damage bonus;moreover, the sword acts as a sword of woundingagainst these opponents.

History: Centuries ago, a priest of an ancientgod of light commissioned the creation of thissword to aid against an invading army of drowelves. The legendary hero, Farahd, armed withthe purelight sword , led the counterattack thatrouted the drow elves, sending them back to theirunderground lairs. Farahd and his followers thenfollowed the drow underground to make surethey would not return to attack the surface-dwellers. Unfortunately, the hero and hiscompanions were never seen again, and the fateof the purelight sword is unknown.

Roleplaying Notes: Any drow elf willimmediately recognize the sword for what it iswhether it is being wielded or not, and thesword's possessor will become the target of anassassination attempt as soon as the opportunityarises. The sword assumes all drow are evil andwill use its empathic communication to try topersuade its possessor to destroy any drow whoare encountered.

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RING OF PARA-ELEMENTAL

COMMANDby Dylan Brooks <[email protected]>

XP VALUE: 4,000 per ringUSABLE BY: Any spellcasterFREQUENCY: Very rare

This ring behaves as a ring of elementalcommand as described in Appendix 3 of theDungeon Master's Guide. As do those types ofrings, each type of these provides protection fromelementals from the appropriate para-elementalplane, penalizes attacks from non-elementalresidents of the appropriate plane, and enablesthe wearer to communicate with para-elementalcreatures from the plane. Additionally, thewearer of one of these rings is able to invokecertain spell-like powers from the ring. Only onesuch power may be evoked at a time, and beforethe wearer can invoke any of these powers, he orshe must meet a certain activation condition set bythe DM. For each of the types of ring describedbelow, a suggested activation condition isprovided, but the DM is free to substitute otherconditions as fits the campaign.

The spell-like powers of a ring of para-elemental command operate as if cast by a 10th-level wizard (or the minimum level required tocreate the particular effect).

MagmaThis ring is a band of obsidian with a ruby as

its only adornment. Until its activation conditionis met, this ring acts as a ring of fire resistance, withthe addition that the ring protects the wearer'sbody from the damaging effects of hot lava. Oncethe ring has been activated, all materials wornand items carried by the wearer will gainprotection from the damaging effects of hot lava.

Additional Powers:(1) Magma Tear (three times per day). At the

wearer’s command, the ring creates a large, tear-shaped missile of lava that flies from the ring andstrikes any creature targeted by the user within90’. If the ring wearer makes a successful attackroll, the targeted creature immediately takes 3d6damage. The lava splashes onto the creature,covering it with the oozing liquid. The targettakes 2d6 damage on the second round, and 1d6

on the third round. The damage from the magmatear can be prevented by any effect that wouldsignificantly reduce the target's temperature(submersion in water, most cold spells, etc).

(2) Wall of Magma (once every three days).The wearer can direct the placing of a stationarywall of magma within 60' of his current position.The wall is 10' long, 15' tall, and about 3' thick. Itappears from the ground, growing to theappropriate height almost immediately. Anycreature struck by the wall as it is created orwalking through it immediately takes 6d6damage and must make a saving throw vs. deathmagic to escape the lava before the next round.

(3) Magma Burst (once each week). Byopening a pressurized rift to the para-elementalplane of magma, this effect causes a 10' diametercylinder, roughly 30' tall, to be blasted by asuperheated jet of magma. The cylinder iscentered on the ring’s wearer, who takes nodamage from the effect. All other creatures withinthe area of effect take 6d10 points of damage (savevs. breath weapon for half damage). As the rift isonly open for the briefest of moments, there is nodanger of any creature being transported throughit.

Suggested Activation Condition: The handon which the ring is worn must be submerged inlava from an active volcano for one full turn.

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IceThis ring appears to be an interlinked

network of four rings composed of silver. Whenworn, it looks as if frost covers the wearer's handbetween the first two knuckles on the four fingers(not the thumb). Until its activation condition ismet, it acts as a ring of cold resistance, providingthe wearer immunity to the damaging effects ofnatural cold and a +4 bonus to saving throws vs.cold-based magical attacks.

Additional Powers:(1) Ice Shards (twice per day). This effect

causes 1d6 shards of ice to fire at targets in a 30-degree arc from the caster. The shards can besplit up to hit each target multiple times, all at onetarget, etc. The user must make an attack roll todetermine whether each shard hits its target.Each shard that strikes its target deals 1d6piercing damage, plus 1d4 frost damage. Theeffective range of this attack is 60'.

(2) Freeze (three times per day). This effectcauses a single targeted creature to becomecovered in a 1" thick film of ice for 6 + 2d6 rounds.The creature becomes immobile and is under theeffects of an involuntary feign death spell. Ice-related creatures are unaffected by this effect; fire-related creatures take 1d10 damage each roundthey are frozen but they can break free of the icein a number of rounds equal to their armor class.(Fire creatures with armor class less than 1 areunaffected by the freeze effect.) If the ice film isshattered before the duration of the effect, then thefrozen creature is released from the effect,although it takes damage from whatever was usedto shatter the ice, as appropriate.

(3) Ice sheet (for times per day). This powercreates a thin sheet of ice to cover the ground inthe affected area. The effect essentially is thesame as that of a grease spell.

(4) Wall of Ice (once per day).Suggested Activation Condition: The wearer

must spend at least six consecutive months in anarctic region.

SmokeThis ring appears to be a simple circle of very

tarnished silver. No attempts to clean or polishthe ring will be effective. Until its activationcondition is met, this ring provides its wearer a +4bonus to saving throws vs. inhaled (gaseous)poisons, smokes, irritants, or similar spell effects.It does not allow its wearer to breath underwateror in other liquids.

Additional Powers:

(1) Fog Cloud (three times per day).(2) Stinking Cloud (twice per day).(3) Cloudkill (once per day).Suggested Activation Condition: The wearer

must remain immersed in a cloud of smoke for 24consecutive hours.

OozeThis ring looks like a band of molded clay. It

is slightly damp and slightly pliable; however, itsmagic changes it back to its original ring shape inseveral seconds. Before it is activated, the ringfunctions as a ring of mud walking, allowing itswearer to walk unhindered over mud.

Additional Powers:(1) Transmute Rock to Mud (once per day).(2) Animate Mud (three times per day). The

ring’s wearer can animate a mass of mud within60' which acts under the direction of the wearer.The creature is roughly man-sized, about 6' tall,and looks roughly humanoid in form, although ithas no head. The creature can take nearly anyaction the wearer desires (as an unseen servantspell) and can engage in combat. The creatureremains for one turn before dispersing.

Mud Creature: INT semi-; AL N; AC 5; MV 6;HD 2; THAC0 19; #AT 1; Dmg 1d6(bludgeoning); SA None; SD takes _ damage frombludgeoning weapons, none from slashing orpiercing weapons, visibility conditions have noeffect on the creature’s combat ability; MR nil; SZM (5’-6’); ML 20; XP 120.

(3) Mud Missile (twice per day). The wearercan shoot a bolt of black, slimy mud from thepalm of his or her hand. This mud is slightlyacidic, doing 1d6 points of damage on initialcontact. It sticks to the targeted creature, however,and each round, the mud does additional damage.The second round of contact, the mud does 1d6-1damage; the third, 1d6-2, etc. There is aminimum of one point of damage each round.The sixth round, the damage ends, as the mudhas lost its potency.

Suggested Activation Condition: This ringcan be activated by immersing the hand wearingthe ring in an underground river’s delta for 12consecutive hours.

STAFF OF SPELL STORINGby Bryan E. Manahan <[email protected]>

XP VALUE: 7,500USABLE BY: Priests and Wizards

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FREQUENCY: Very rare

This magical staff looks much like othermagical staves and functions much like a ring ofspell storing. It can store either priest spells,wizard spells, or any combination of the two. Thestaff can contain any number of first- through fifth-level spells, up to a limit of 25 total spell levels.An attempt to store a spell of 6th or higher level ofany type in the staff will cause it to explode, doing8 times the number of spell levels in the staff indamage to all creatures within 10 feet of the staff,doing 6 times the number of spell levels indamage to those between 10 feet and 20 feet of thestaff, and doing 4 times the number of spell levelsin damage to those between 20 feet and 30 feet ofthe staff. Creatures who make a successful savingthrow vs. magic take only half damage. Thewielder of the staff may voluntarily break the staffto create this same damaging effect, just like theretributive strike of the staff of the magi.

Roleplaying Notes: One of the advantagesthe staff of spell storing has over the similar ring ofspell storing is that it can also be used as a weapon.Additionally, having the staff allows the wielderwho already has two magical rings to keep thoseand still enjoy the spell-storing benefit.

STAFF OF SPLINTERSby Brenton Miller <[email protected]>

XP VALUE: 7,000USABLE BY: Wizards, Priests (especially

Druids)FREQUENCY: Rare, except in Druid

communities where it may becommon or uncommon.

The staff of splinters is a very unassumingweapon, and most people would disregard theitem at a glance. It is typically a gnarled, old staffwith cracks spreading up and down its length. Inthe hands of anyone other than a priest or wizard,the staff will likely give the wielder slivers (10%chance per round held), causing the person todrop the staff and lose the use of his hand (50%chance for right or left if held in both hands) for1d4 rounds. In the proper hands, however, thestaff feels smooth to the touch and can be used inmelee as a normal quarterstaff.

A priest or wizard who observes the itemclosely for a few rounds will learn that splinters of

wood can be picked from the cracks of this staff.These splinters are pieces of mundane wood thatare harmless in themselves and can be discardedwithout effect. But if the wielder concentrates andflicks a splinter in the direction of a desired target,the splinter will burst forth into from one to eightarrows, acting just like the 2nd levelwizard/priest spell, splinter (see the Spells sectionof Book 3: Game Mechanics), but granting thewielder a +2 to initiative.

Removing a splinter from the staff and castingit away without releasing its spell potential has noeffect on the staff. The staff seems to have alimitless supply of these splinters. However,casting one of these splinters as a spell will costone charge and will degrade the staff slightly.This degradation will be unnoticeable at first, butas the wielder uses up charges, it becomes evermore noticeable as the staff is slowly whittledaway, eventually becoming useless and breakingwhen its charges are fully expended. A staff ofsplinters cannot be recharged and starts with thenormal number of charges for a magical staff.

Roleplaying Notes: Because of itsunassuming nature, a staff of splinters is rarelyrecognized as a capable weapon by the wielder’senemies. Often, the wielder will standunconcerned in the faces of his enemies, leaningcasually on the staff as he absently picks at thegnarled wood. When he determines attack isimminent, he can snap a splinter at his enemieswith blinding quickness, often gaining a round ofsurprise (1 in 10 chance) if he initiated the melee.

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SWORD OF LIGHTNINGby Steven Hume <[email protected]>

XP VALUE: 1,800USABLE BY: Any classFREQUENCY: Very rare

Most swords of lightning are long swords, butthe swords are not restricted to that type. Whendrawn, this sword makes its wielder immune tolightning and non-magical electrical effects. Onceper day, the sword's wielder can shoot a 10d6lightning bolt from the tip of the sword (save vs.spell at –2 for half damage) by uttering theappropriate command word. Additionally, whenthe wielder scores a successful hit on an opponent,he or she may command the sword to deliver anelectric shock to the opponent; the opponentsuffers 10+1d8 points of damage and must savevs. breath weapon or become unconscious for 1d4rounds. This shocking effect may be used nomore than once each day.

A sword of lightning does not provide itswielder any to-hit or damage bonus duringcombat.

VERLOC’S DESTRUCTIVE

SPHERESby Justin LaLiberty <[email protected]>

XP VALUE: 5,000 per sphereUSABLE BY: WizardsFREQUENCY: Very rare

Resembling large marbles, these orbs appearto be perfectly spherical balls of different colors.They appear slightly translucent and look veryvaluable. Each has a 2-inch diameter.

When one of these spheres is held in the handand the possessor speaks the appropriatecommand words along with the name of a specifictarget, the sphere’s special power is activated. Ifthe name of the target is unknown, a mentalimage of the target will work instead. Activationof a sphere is considered a fast action, requiringno more than 2 segments. The special power andcommand words for each sphere are determinedby its color, as indicated in Table 24: Powers andCommand Words.

History: Little is known of why the archmageVerloc first created these powerful magic items.

Even today, knowledge of the means of creatingthese items is very hard to uncover; the methodsand spells used to create them are hidden to allbut the wisest sages. For this reason, most mageswishing to create one of these spheres will have todetermine its creation method through magic andexperimentation.

Creating a Sphere: The first step in a sphere’screation is finding the right stones. A wizardmust collect five pounds worth of the appropriatetype of stone (see Table 25), melt them down at noless than 15 thousand degrees (Celsius), and formthem into perfect spheres. For spheres requiringmore than one type of stone, an even mixture ofstones must be used.

Once the sphere is formed, the wizard has oneyear to perform the next step of the creationprocess. The wizard must cast enchant an item andpermanency in alternating succession three times ina row. None of these six spell-castings can fail; ifany one does, the ritual must begin again. Oncethis process has begun, the wizard has only twoweeks to complete it. If the wizard cannot cast thesix spells successfully during the two-week period,the sphere cracks and becomes useless.

The next step of the creation process involvesimbuing the sphere with its specific powers. It isup to the individual DM to decide all the spellsneeded, but they should include wish, maze, andtrap the soul, this latter to be used on a specificcreature as described below. The spells shouldalso include the spell that is to be the power of thesphere, as listed in Table 24. Note that the specialpower is tied to the creation process and thematerial making up the sphere, so a dark greensphere could not be given the ability to cast balllightning. Trap the soul must be cast on a creaturewhose natural abilities are similar to the spherebeing created. Appropriate creatures are listed inTable 25: Sphere Creation Components.

These procedures have described the processfor creating a temporary sphere. The sphere willfunction only once; afterward, it dissolves intodust. To create permanent spheres (which may beused one at a time every other round), proceduresare required in addition to those listed above, andthese are described in Table 26: CreatingPermanent Spheres.

Roleplaying notes: Because these componentsshould be difficult to obtain, it is recommendedthat if a DM wishes to include one or more ofthese spheres in an adventure, he should leavethem only in the hands of the wizard who createdthem (or a similarly powerful wizard who might

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have stolen them) or the sphere should only be ofthe temporary variety. These items take years to

make, and it is unlikely any wizard would everoffer one as a prize or a gift.

TABLE 24: POWERS AND COMMAND WORDS

Sphere Color Special Power* Command WordsLight Blue Cone of Cold (if target is out of range, the cone teleports to the

target; at 8th level)Freezing Death

Frosted White Lightning Bolt (at 10th level; teleports to 1-foot from target) White ExplosionDark Red Fireball (at 10th level; target at ground zero) Flaming DeathDark Green Melf’s Acid Arrows (at 30th level; infinite range within plane) Green AcidBlack Disintegrate (at 20th level; infinite range within plane) Instant DoomPurple Cone of Force (at 20th level; teleports within 1-foot of target) Forceful Blast

*A particular sphere's special power can be used no more than once each hour.

TABLE 25: SPHERE CREATION COMPONENTS

Sphere Color Stones Needed Creature NeededLight Blue Star sapphires White dragonFrosted White White pearls and diamonds Blue dragonDark Red Fire opals Salamander (fire elemental-kin)Dark Green Black opals and Oriental emeralds RemorhazBlack Jets ShadePurple Oriental amethysts Force elemental

TABLE 26: CREATING PERMANENT SPHERES

Sphere Color Procedure for Creating Permanent Enchantment

Light Blue Immediately after the sphere is created, two seraph feathers are wrapped around thesphere, one on top and one on the bottom and attached at the ends by a ring of iceon one side and a band of cold steel on the other. The ice must not melt until thedragon’s soul is trapped in the sphere.

Frosted White A lightning bolt from a lightning deity must be directed and cast at the spherebefore the dragon’s soul is trapped within it. The bolt does not damage the sphere.

Dark Red The sphere and the salamander must be trapped within a box along with a flamefrom the pits of Baator for exactly two days without the salamander’s escaping ordying. At the end of the two days, the salamander’s soul must be trapped withinthe sphere.

Dark Green Before the remorhaz’s soul becomes trapped within it, the sphere must be immersedin a natural source of the universal solvent, allowed to float freely for no less than sixmonths. The wizard may use any means to keep track of the sphere but may in noway affect its movement.

Black The sphere must be wrapped in an executioner’s hood taken from an executioner ofsuperhuman strength no less than five hours after he or she has performed asanctioned execution. The sphere must remain so wrapped until the shade’s soul istrapped within it.

Purple As part of the process of summoning the force elemental, a crystal shard of pure forcemust be shattered by a hammer that is also a relic.

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WIZARD SPELLS

CANTRIPS

SHUT UP!(Alteration)Stephan Wonczak <[email protected]>

RANGE: 10 feet + 1 foot per levelCOMPONENTS: V, SDURATION: Special (see below)CASTING TIME : 1/10AREA OF EFFECT: 1 person or 1-foot-diameter

sphere around an objectSAVING THROW: None

This cantrip can be used to immediatelysilence a person. The affected individual losesvocal capabilities for one turn or until the casterends the effect. Shut up cannot be used to preventa mage (or other spellcaster) from casting a spellwith a verbal component, since the arcaneenergies drawn together by the concentratingmage instantly disrupt the cantrip effect.

A variant of this cantrip can be used to silencesqueaking hinges, a rasping saw, or similarinanimate objects within an area of effect of aboutone foot in diameter. The duration for thisapplication is one hour plus one turn per level ofthe caster. Casting shut up in this way will onlysilence objects in the area of effect upon casting thespell. Items entering the sphere after the castingwill not be silenced. The cantrip effect is instantlydispelled by the mere presence of any magicalitem in a 10-foot radius. (Note that this applies tothe variant for inanimate objects only, theperson-affecting cantrip is not dispelled by thepresence of a magical item, just as this applicationis not influenced by a spellcasting mage). Also,magical items in the caster's possession can pose aproblem: As soon as he has cast the cantrip, it isimmediately dispelled.

The verbal component of this cantrip is a lowvocalized "sshhh," and the somatic component is apinching motion with thumb and index finger.

FIRST-LEVEL SPELLS

CAITLIN'S COUNTERMEASURES

(Invocation)by Owen Stephens <[email protected]>

RANGE: 0COMPONENTS: V, SDURATION: 1 round/levelCASTING TIME : 1AREA OF EFFECT: CasterSAVING THROW: None

This spell is used to intercept incoming missileattacks and missile-like spells. Upon casting thisspell, the caster creates a defensive field aroundhimself. Whenever the caster is targeted by amundane missile, the field fires a mystical boltthat automatically intercepts and destroys themissile. Attacks made with missile-like spells,enchanted missiles, and siege-class attacks receivea save equal to the attacker's save vs. breathweapon to resist the countermeasure.

The caster receives one countermeasure at 1st-level, plus one additional countermeasure forevery two full levels after first, to a maximum offive countermeasures at 9th-level. When allcountermeasures have been used, the fielddissipates.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

FROST'S BITE(Alteration, Cryomancy)by Evan Steiner<[email protected]>

RANGE: TouchCOMPONENTS: V, SDURATION: SpecialCASTING TIME : 1AREA OF EFFECT: Creature touchedSAVING THROW: None

This spell is a cryomantic version of shockinggrasp, a spell forbidden to cryomancers. Whenthe spell is cast, a flickering blue radiancesurrounds the caster's hands. The spell remains ineffect for 1 round per level of the caster or until hetouches another creature. The frost's bite delivers1d8 points of damage +1 per level of the caster(e.g., a 2nd-level caster would inflict 1d8+2 points

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of damage). While the caster must come closeenough to an opponent to lay a hand on thetarget's body, a like touch from the target does notdischarge the spell. Unlike shocking grasp, thecaster must touch the opponent directly; hecannot touch a conductor, as this spell is notelectrical in nature.

INSTANT BANDAGE(Conjuration)by Christian Nielson <[email protected]>

RANGE: 5 yards per levelCOMPONENTS: V, S, MDURATION: InstantaneousCASTING TIME : 3 segmentsAREA OF EFFECT: 1 CreatureSAVING THROW: None

With this spell, the caster can wrap a personin bandages from a distance. This stops allbleeding and prevents an unconscious characterfrom bleeding to death if the optional "Hoveringon Death's Door" rules are used. For example,Karthos the reckless fighter becomes mortallywounded and is in need of help soon or he willdie. He is behind the enemy lines, and there isno way the rest of the party can come to his aid.Luckily, Sonnet the Wizard has instant bandagememorized and casts it. Instantly, Karthos iswrapped in bandages, ensuring he does not bleedto death. If the person so wrapped should moveor be moved, the bandages will fall off, leavingthe person's wounds open once more.

The spell can be cast on creatures of humansize or smaller with no penalties. The spell has a50% chance plus 5% per level of the spell caster towork on Large creatures. The spell is not effectiveon creatures of size Huge and above.

The material component is a length ofbandage which the caster must wrap around herhand. While doing this, the caster utters the word”mummy.” The bandage is not consumed in thecasting.

KYRELL'S COLD OF THE GRAVE(Necromancy, Cryomancy)by Evan Steiner<[email protected]>

RANGE: TouchCOMPONENTS: V, SDURATION: 2d6 rounds

CASTING TIME : 1AREA OF EFFECT: 1 creatureSAVING THROW: Neg.

When this spell is cast, the caster's hand issurrounded in a flickering blue radiance. Theradiance lasts for 1 round per level of the caster.When the caster touches another creature(requiring a successful attack roll if the target isunwilling), the flickering radiance brieflysurrounds the target, then vanishes. The targetmust save vs. paralyzation or be paralyzed for2d6 rounds. Protection from paralysis wardsagainst this spell. The paralysis can be endedprematurely by dispel magic, remove paralysis, heal,or similar magic. Those affected by this spellspeak of a “chill” feeling throughout their bodies.

Undead and creatures from other planes areimmune to this spell.

KYRELL'S ICE BLAZE(Evocation, Cryomancy)by Evan Steiner<[email protected]>

RANGE: 20’COMPONENTS: V, S, MDURATION: InstantaneousCASTING TIME : 1AREA OF EFFECT: 1 targetSAVING THROW: _

When the spell is cast, a freezing bolt of iceblasts forth from the tip of the rod, streaking out toup to 20 feet. The bolt trails snowflakes andmakes a high-pitched, screeching sound as it fliesthrough the air. An attack roll is required for thecaster to hit the target. The bolt inflicts 1d3 pointsof damage per caster level, to a maximum of 10d3points of damage. The target is allowed a savingthrow for half damage; creatures immune to coldtake no damage. The bolt is strong enough toshatter clay and glass, but is harmless to ivory,bone, wood, and stronger materials.

The material component of this spell is anunenchanted, silver rod, studded with blue gemsand worth at least 1,000 gp. The rod is notconsumed in the casting.

SORIL'S SORT(Alteration)by C.R. Simmons <[email protected]>

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RANGE: 1 foot + 1 foot/levelCOMPONENTS: V, S, MDURATION: InstantaneousCASTING TIME : 5AREA OF EFFECT: 5 pounds/levelSAVING THROW: None

This spell is used to sort objects or materialsinto separate piles. It can be used to sort any typeof solid material that is mixed with another.When cast, the spell piles the chosen material nearthe caster and away from any other materials itwas mixed with. The spell is often used to purifymaterials necessary for spellcasting. For example,if a wizard needs pure diamond dust as a spellcomponent and has on hand only diamond dustmixed with black opal dust, this spell can be castto sort the diamond dust from the opal dust. Thespell has also been used to sort gold coins fromsilver.

The material component of this spell is aportion (no matter how small) of the material to besorted from the pile. The component does nothave to be taken from the mixed material.

TINKERBELL(Alteration, Invocation/Evocation, Force)by Justin LaLiberty <[email protected]>

RANGE: 50 yardsCOMPONENTS: V, S, MDURATION: 1 round/levelCASTING TIME : 1AREA OF EFFECT: 1 target, 15’ blast radiusSAVING THROW: _

When cast, this spell imbues a glass bead withforce energy and sends it flying at a target. Thecaster balances the bead on his finger, then pointsat a target (the target must be seen to be hit).When the wizard utters the verbal component ofthe spell, the bead launches itself at the target at arate of 5 yards per round. The bead unerringlyheads for its target. The target is allowed a savingthrow for half damage. The bead may be outrun,but never fully dodged within the range of thespell. When the target is struck, the beadexplodes for three points of damage, plus onepoint per level of the caster (maximum damage of15 points). Whomever the bead hits will feel likea sledgehammer has just hit him. The blast fromthe target’s being hit will be felt in a 15-footradius. Although no damage will be taken, the

explosion will shake people and surroundings,which may disrupt spells and affect movement.The spell was created by the force mage, Verloc.

The material component for this spell is aglass bead, which is shattered in the explosion.

UAZZIGAAELD'S COOL BREEZE(Evocation, Aeromancy, Cryomancy)by Evan Steiner<[email protected]>

RANGE: 10 yards/levelCOMPONENTS: V, SDURATION: 1 round + 1/levelCASTING TIME : 1AREA OF EFFECT: Field 40’ long, 40’ wide, and 10’

highSAVING THROW: None

This spell creates a brisk breeze that penalizesall non-magical missile attacks within the area ofeffect by -2. The spell can be ended with dispelmagic.

ZYMAN'S ZALAMBDODONT(Enchantment)by Owen Stephens <[email protected]>

RANGE: TouchCOMPONENTS: V, SDURATION: 1 round/levelCASTING TIME : 1AREA OF EFFECT: 1 missileSAVING THROW: None

This spell enchants any one edged or pointedmissile of less than siege size. Upon impact, themissile grows short molar teeth, causing theweapon to latch on to and do 1 point of bluntdamage per round to its target. The spell does notenhance a weapon's chance to hit. If the missiledoes not hit a target, the enchantment isimmediately dispelled.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

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SECOND-LEVEL SPELLS

AIR FIST(Evocation)by Steven Hume <[email protected]>

RANGE: 100’COMPONENTS: V, SDURATION: InstantaneousCASTING TIME : 2AREA OF EFFECT: 1 targetSAVING THROW: None

When casting this spell, the caster must lineup with the intended target and make a punchingaction to complete the spell. Once completed, thespell creates a magical fist of air that attacks onetarget and does 1d4 points of damage for eachlevel of the caster plus the target’s AC in damage.The caster must make a successful attack roll to hitthe target with the fist, but strikes as if the targethad an AC of 10 minus the target’s Dexteritydefensive adjustment and any magical armorbonuses, excluding shield bonuses. For example,a fighter with platemail +2, a Dexterity of 15, anda shield +1 has a -1 AC. When the caster rolls hisattack roll, he has to hit AC 7 (-2 for the armor and-1 for Dexterity; the shield bonus does not apply),but when he rolls the damage, he subtracts onefrom the total, because the actual AC of the fighteris -1. Note that if the target’s armor class isnegative, it will negate damage to a minimum of0 points.

ALLISANDE'S ACCURATE ARROW(Enchantment)by Owen Stephens <[email protected]>

RANGE: SpecialCOMPONENTS: V, SDURATION: 1 round/levelCASTING TIME : 2AREA OF EFFECT: SpecialSAVING THROW: None When cast, Allisande's accurate arrow enchantsone missile weapon (sling stone, arrow, quarrel,etc.) per level of the caster to act as if the wielderhad rolled an 18 on his attack roll. Any target

within the weapon's range can be attacked. Thisspell is effective with called shots. The enchantedmissile does normal damage. The enchantmentinstantly wears off after the first use of the missile.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

ALLISANDE'S EXPLOSIVE ATTACK(Conjuration, Enchantment)by Owen Stephens <[email protected]>

RANGE: 0COMPONENTS: V, SDURATION: SpecialCASTING TIME : 2AREA OF EFFECT: SpecialSAVING THROW: Special

This spell actually has two variations. Thefirst produces a special dart which the wizardhurls toward a target. The dart requires an attackroll and has a +3 bonus to hit at 10 feet distance orless, +2 at 20 feet, and +1 at 30 feet. A successfulhit does 1d6 points of damage plus 1 hit point perthe wizard's level.

The second version enchants an ordinaryarrow or quarrel, making it magical for attackpurposes and delivering double normal damageplus 1 hit point per the wizard's level. Bothversions also have a residual blast radius of 5 feet,inflicting 2d4 points of damage, or 1d4 on asaving throw vs. death magic. Any item struckdirectly by an explosive missile must save vs.crushing blow to avoid being destroyed.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

BEATROLD'S BEHOLDING BOLT(Divination, Enchantment)by Owen Stephens <[email protected]>

RANGE: Touch

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COMPONENTS: V, SDURATION: SpecialCASTING TIME : 2AREA OF EFFECT: One missile weaponSAVING THROW: None

This spell allows a wizard to enchant anyman-sized missile weapon with a limited form ofclairvoyance. Arrows, darts, javelins, anddaggers are most often used for this spell, but anyweapon which can be carried and thrown by aman-sized creature may be affected by this spell.The wizard must touch the missile to enchant it.

If the missile is fired or thrown in the roundfollowing the casting of this spell, the wizard willbe able to switch his vision to the missile'svantage point. Thus, he will be able to seeanything that would be visible to him if he wereflying alongside the missile. Only normal visionis possible through the missile, not enhancedvision of any kind. The spell lasts for the durationof the missile's flight and ends when the missilestops, hits anything, or changes direction.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

CAITLIN'S CONSTANT CROSSBOW(Conjuration; Evocation)by Owen Stephens <[email protected]>

RANGE: 160'COMPONENTS: V, SDURATION: 1 round/levelCASTING TIME : 2AREA OF EFFECT: 1 targetSAVING THROW: None

This spell enables the caster to summon amystical heavy crossbow that floats in the airbeside him. The crossbow fires one bolt perround by the will of the caster, using the THAC0of a priest of the same level, with no penalties forrange or proficiency. The bolts do 1d6+1 points ofdamage to small and medium targets, and 1d8+1points of damage to large targets. The caster is

free to perform other actions while the crossbow isin effect.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

PENTARION'S BENDING BOLT I(Alteration, Metamagic)by Owen Stephens <[email protected]>

RANGE: SpecialCOMPONENTS: V, SDURATION: 1 roundCASTING TIME : 2AREA OF EFFECT: SpecialSAVING THROW: None

This metamagic spell can be used inconjunction with any single bolt or ray type ofspell of third-level or less, such as lightning bolt.This spell must be cast one round prior to the spellit is to affect. It allows the wizard to specify"deflection points" at which the beam will changedirection. Up to 1 deflection per 5 levels of thecaster can be specified, and at each deflection, thebolt or ray can be made to alter its path up to 120degrees. It is possible to deceive targets as to thebolt's intended direction in this way, and manyother such tricks are possible. Up to a –3 penaltycan be inflicted on a deceived target's savingthrow. It may also be possible to hit multipletargets in this fashion. A Spellcraft roll andpossibly a to hit roll will be required for sometrick shots.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

SPLINTER(Alteration)by Brenton Miller <[email protected]>

SPHERE: Combat, PlantRANGE: Special

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COMPONENTS: S, MCASTING TIME : 2DURATION: InstantaneousAREA OF EFFECT: Any target within rangeSAVING THROW: None

By use of this spell, the caster causes a splinterof wood to split into several pieces and grow intoarrows which rifle unerringly toward their targets,as if shot from a crossbow. Up to eight arrows canbe formed, and these can be directed toward anynumber of targets within the caster’s castingrange, as long as the targets can be seen ordetected by the caster.

The range and damage of these arrows variesaccording to the number cast. One arrow has arange of 180 yards and does 1d8+2 points ofdamage, two arrows have a range of 120 yardsand do 1d6+1 points of damage each, while threearrows have a range of 60 yards and do 1d4 pointsof damage each. Each additional arrow does anextra 1d4 points of damage, but decreases therange of all arrows by 10 yards.

Though these arrows fly unerringly towardtheir targets, they travel straight at their targetsand cannot dodge around obstacles, though theycan curve toward running targets. Also, it ispossible to stop one of these arrows with parryingmaneuvers or magical protections or items, suchas gloves of missile snaring.

The material component of this spell is asplinter of wood that must be pinched betweenthumb and forefinger and flicked in the generaldirection of the target or targets.

Special Note: This is both a wizard and priestspell of 2nd level.

UAZZIGAAELD'S COLD WIND(Evocation, Cryomancy, Aeromancy)by Evan Steiner<[email protected]>

RANGE: 10 yards/levelCOMPONENTS: V, SDURATION: 2 roundsCasting Time: 2AREA OF EFFECT: Field 40’ long, 40’ wide, and 10’

highSAVING THROW: Neg.

Created by Uazzigaaeld, the self-proclaimedKing of Liches, this spell creates the same briskbreeze as Uazzigaaeld’s cool breeze, penalizing non-magical missile attacks within the area of effect by

-2. In addition, all creatures within the area ofeffect must make successful saving throws or take2 points of cold damage. Creatures immune tocold need not make this save; they are immune tothis damage. Winter clothing gives a +1 bonus toa victim’s save. A successful saving thrownegates damage.

ZYMAN'S ZEALOUS ARROWS(Divination, Enchantment)by Owen Stephens <[email protected]>

RANGE: TouchCOMPONENTS: V, SDURATION: 1 round/levelCASTING TIME : 2AREA OF EFFECT: 1 missile/2 levelsSAVING THROW: None

This spell enables the caster to enchant one ormore missiles, granting them multiple chances tohit. Only missiles of small or medium size maybe enchanted by this spell. Up to one missile forevery two full levels of the caster may beenchanted. The missiles can be used by others oreven recovered and reused if they do not break.

When a zealous arrow is fired, it has normalprobabilities to hit. Should it miss, it will circlethe target to attack a second time on the sameinitiative in the next round. A missile gets oneadditional chance to hit for every five levels of thecasting wizard.

If an attempt is made to bat a zealous arrowout of the air, it has an AC of -2 and hit pointsdependent on the missile used: a normal arrowhas 2 hit points, a javelin has 6 hit points.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

THIRD LEVEL SPELLS

CAITLIN'S CATACLYSMIC CANNON(Enchantment, Elemental: Earth)by Owen Stephens <[email protected]>

RANGE: 150'/levelCOMPONENTS: V, S

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DURATION: InstantaneousCASTING TIME : 1 roundAREA OF EFFECT: 1 8-inch ballSAVING THROW: None

This spell enchants one stone, earth, or metalball of up to 8 inches in diameter to become along-ranged missile weapon. Upon casting thespell, the wizard must lift the ball and hurl it intothe air. It will then speed toward its target usingthe wielder's THAC0 with a +4 bonus and nopenalties for range or proficiency. The missiledoes 1d4 points of damage for every inch of itsdiameter.

If the ball strikes a siege-class object, it will dodamage as a light ballista regardless of the size ofthe ball used.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

DUSTFIRE(Evocation, Elemental (Earth, Fire))by Christian Nielson <[email protected]>

RANGE: 10 yards + 10 yards per levelCOMPONENTS: V, S, MDURATION: SpecialCASTING TIME : 3AREA OF EFFECT: 20-foot radiusSAVING THROW: _

When this spell is cast, a ball of dust explodesin midair, covering everything in a 20-foot radiuswith a thick layer of organic dust and dealing 1d4points of damage from the blast. If a save issuccessfully made, the target has kept the dust outof his nose, eyes, and throat, taking only halfdamage.

After the first round, the dust ignites anddeals 1d4 points of damage per level of the caster,to a maximum of 10d4. If the saving throw wassuccessful, the victum will only take half damagefrom the fire. This spell does not ignite anythingit touches since the dust burns away in the blinkof an eye.

The material component is a handful of dust.

KYRELL'S ICY TOUCH(Evocation, Cryomancy)by Evan Steiner<[email protected]>

RANGE: TouchCOMPONENTS: V, S, MDURATION: 1 round/levelCASTING TIME : 3AREA OF EFFECT: Creature touchedSAVING THROW: Special

This spell is one of Kyrell's more sinistercreations. When the spell is cast, the caster's handis surrounded by a flickering aura of black andblue flames. The flames last for 1 round per casterlevel, unless another sentient creature is touched.If another creature is touched (requiring an attackroll if the target is unwilling), the flames brieflysurround the target, then vanish. The target takes1d10 points of damage and must save vs.paralysis or be paralyzed indefinitely until curedby a remove paralysis spell. A protection fromparalysis spell protects against the paralysis but notthe damage. Immunity to cold protects againstthe damage, but not the paralysis. Undeadcreatures are unaffected by this spell.

The material component of this spell is a scrapof flesh, bone, or cloth from an undead creaturecapable of paralyzing its victims.

TALICE'S ELECTRICAL DISCHARGE(Alteration)by Jens-Peter Engelund(c/o <[email protected]>)

RANGE: TouchCOMPONENTS: V, S, MDURATION: 1 hour/levelCASTING TIME : 3AREA OF EFFECT: CasterSAVING THROW: None

When this spell is cast, the caster is envelopedin a powerful electrical charge, which gives a joltto any creature that touches the caster (there areno visible effects of this charge). The spellremains in effect until it is discharged by acreature’s touching the caster or when theduration expires. The discharge delivers 1d8points of damage plus 1 point per level of thecaster. A creature must actually touch the casterwith its hands or the like, or touch the caster with

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an electrical conductor to set off the discharge.The caster can't touch others as an attack (likeShocking Grasp). The caster’s touching othersdoes not discharge the spell.

The material component for this spell is asmall, thin, copper wire, which is consumedduring casting.

UAZZIGAAELD'S FRIGID GALE(Evocation, Cryomancy, Aeromancy)by Evan Steiner<[email protected]>

RANGE: 10 yards/levelCOMPONENTS: V, SDURATION: 2 roundsCASTING TIME : 3AREA OF EFFECT: Field 40’ long, 40’ wide, and 10’

highSAVING THROW: _

Frigid gale is a large step up from itspredecessor, Uazzigaaeld’s cold wind. This spellpenalizes all non-magical missile attacks withinthe area of effect by –2. It also inflicts 1d3 pointsof damage per level of the caster per round to allcreatures within the area of effect. A saving throwis allowed for half damage. Creatures protectedagainst cold attacks are immune to this damage.

WINTER'S CHILL(Evocation, Cryomancy)by Evan Steiner<[email protected]>

RANGE: 10 yards + 10 yards/levelCOMPONENTS: V, S, MDURATION: InstantaneousCASTING TIME : 3AREA OF EFFECT: 20-foot radiusSAVING THROW: _

This spell is a cryomantic version of fireball,although the spells' appearances are different.Winter's chill has no outward appearance. Whenit is cast, the area of effect is suddenly plungedinto a momentary freeze that damages allcreatures within the area of effect. The spellinflicts 1d6 damage per level to a maximum of10d6 damage. Creatures immune to cold take nodamage; others are allowed saving throws for halfdamage.

The material component is a bit of ice or snowand a piece of a plant that died from frost.

FOURTH LEVEL SPELLS

CAITLIN'S CAUSTIC

COUNTERATTACK(Evocation, Elemental: Water)by Owen Stephens <[email protected]>

RANGE: 210' + 30'/levelCOMPONENTS: V, SDURATION: SpecialCASTING TIME : 4AREA OF EFFECT: 1 target per dartSAVING THROW: None

This spell enables the wizard to launch acidicdarts at his attackers. The first attacker in eachround to damage the caster automatically becomesthe target of this spell. The acidic darts form inthe air beside the caster, firing off at their targetwith the THAC0 of a fighter of the same level asthe caster, with no penalties for range orproficiency.

The darts inflict 2d4 points of damage to thecreature struck. The wizard receives one dart perlevel. No more than one dart per round may befired. If no one successfully damages the caster ina given round, a dart may be fired at a previousattacker. The mage is free to take any otheractions throughout the duration of this spell.

The spell ends after 5 rounds per level of thecaster or when all the darts have been expended.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

DANDURNAL'S ICESPEARS(Evocation, Cryomancy)by Evan Steiner<[email protected]>

RANGE: 10’/levelCOMPONENTS: V, S, MDURATION: InstantaneousCASTING TIME : 4AREA OF EFFECT: 9 square feet/levelSAVING THROW: _

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A creation of the Crown Wizard of Eginbear,Dandurnal’s icespears is a powerful battle spell.When the spell is cast, a torrent of enlarged iciclesrains down on the area of effect. All creatures notimmune to cold take 10d4 points of damage plus 3points per caster level, to a maximum of 10d4+30points of damage. A saving throw is allowed forhalf damage. Those armored in field plate, platemail, or banded mail and possessing a tower, kite,or full shield save with a +3 bonus. Solidcreatures (aurumvorae, gorgons, etc.) and thosemade of stone or with stone-like hides save with a+5 bonus. Army units affected by this spell mustpass a morale check or rout.

The material component is an icicle 7” long.The icicle is destroyed in the casting.

FALDERAL'S FIERY SPEAR(Conjuration/Summoning, Elemental: Fire)by Owen Stephens <[email protected]>

RANGE: 90' + 30'/levelCOMPONENTS: V, SDURATION: 1 roundCASTING TIME : 4AREA OF EFFECT: SpecialSAVING THROW: Special

This spell has two effects. First, the wizardcan cause normal spears or javelins to becomemagical, flaming missiles for one round. Themissiles must be in the wizard’s hand at thecompletion of the spell. If they are not thrownwithin one round, they are consumed by themagic. Two javelins or one spear per level of thecaster may be affected. The missiles inflict normaldamage plus 1 point of fire damage for everythree full levels of the caster. They may alsocause incendiary damage. This version of thespell is used most often in large battles.

The second version of this spell enables thecaster to hurl fiery shafts at opponents withinrange. Each shaft inflicts 1d8 points of non-magical, piercing damage plus 4d8 points of firedamage. Only half of the fire damage is inflictedif the creature struck saves vs. spell. The casterreceives one shaft for every six full levels.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of the

Arrow spells if you are using this order in yourcampaign.

MISTRANTEIR'S MISSILE

MULTIPLICATION(Conjuration)by Owen Stephens <[email protected]>

RANGE: 0COMPONENTS: V, SDURATION: 1 round/levelCASTING TIME : 4AREA OF EFFECT: One missile/levelSAVING THROW: None

This spell is cast on mundane missile weapons(e.g., arrows, javelins, darts). The missilesaffected by spell multiply when fired, adding anadditional 1d4 missiles. Each missile must rollseparately to hit its target, but it does get theattack and damage bonuses, if any, of the originalmissile. The duplicate missiles last until the spellduration expires, then they dissipate.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

PROTECTION FROM ICE(Abjuration, Cryomancy)by Evan Steiner<[email protected]>

RANGE: TouchCOMPONENTS: V, SDURATION: SpecialCASTING TIME : 6AREA OF EFFECT: Creature touchedSAVING THROW: None

This spell, like the 3rd-level priest spell,protection from fire, has two versions. The castercan choose to ward either himself or another whencasting this spell. If the caster chooses to protecthimself, he receives complete immunity to normalsnow and ice and adverse effects of such (able topass through snowdrifts like air, does not get coldor wet from melted snow, etc.) and completeimmunity to all magical cold and ice attacks, until

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the spell has absorbed 12 points of damage foreach level of the caster. Every 5 minutes ofexposure to frigid conditions counts as 1 point ofdamage.

If the spell is cast on another creature, thatcreature receives immunity to normal cold and theeffects of such as described above, a +4 to savingthrows vs. magical cold, and a 50% reduction inall damage from cold. This form of the spell lasts1 hour per caster level.

ZYMAN'S ZERO ZENITH(Abjuration, Conjuration)by Owen Stephens <[email protected]>

RANGE: 15'/levelCOMPONENTS: V, SDURATION: 3 rounds/levelCASTING TIME : 4AREA OF EFFECT: SpecialSAVING THROW: Special

This spell creates a magical wall which causessome missiles fired at it to fall ineffectively to theground. Other objects passing through the wallare unaffected. The wall is invisible and ofinfinite height and 10' per level of the caster inlength.

Mundane missiles automatically drop to theground when they hit the wall. Spell-enhancedmissiles are allowed a save equal to the attacker'ssave vs. petrification. Enchanted missiles areallowed an item save vs. disintegration. If a saveis successful, the missile is unaffected.

Spells with an arrow or missile effect (magicmissile, Melf's acid arrow, flame arrow, etc.) areaffected as though they had been the target of adispel magic cast at 7th level. All other spells areunaffected.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

FIFTH LEVEL SPELLS

HEAT PATTERN(Invocation/Evocation, Fire, Shadow)by Steven Hume <[email protected]>

RANGE: 30’COMPONENTS: V, S, MDURATION: 2 rounds/levelCASTING TIME : 5AREA OF EFFECT: SpecialSAVING THROW: None

This spell is used to fool creatures withinfravision. It creates 1 heat pattern per level ofthe caster that mimics the caster’s heat pattern.The caster controls all created heat patterns andcan only make them attack others usinginfravision. Each does 1 point of heat damage perlevel of the caster on a successful strike. Theattack uses the THAC0 of the caster. Each patternhas 2 hit points per level of the caster and takesdouble damage from slashing weapons. If cast ina lighted area (or where infravision is not in use),the spell fails. The spell must be cast in semi- tocomplete darkness.

The material component for this spell is amirror that has been heated before beginning thespell. The mirror is not consumed by the spell.The caster must be able to stare at the mirror,whether he can see it or not, for the spell to becast.

ICICLES TO DAGGERS(Alteration, Cryomancy)Reversibleby Evan Steiner ([email protected])

RANGE: 30 yardsCOMPONENTS: V, S, MDURATION: 2 rounds/levelCASTING TIME : 7AREA OF EFFECT: 1d4 icicles + 1 icicle/level in a

10-foot cubeSAVING THROW: None

A cryomantic version of the priest spell sticksto snakes, this spell changes 1d4 icicles plus 1 perlevel of the caster into steel daggers of totallyaverage construction; thus, an 11th-level wizardcan change 12-15 icicles into a like number ofdaggers. The daggers can then be distributed as

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the caster wishes. Note that when the iciclesbecome daggers, they fall toward the ground likenormal daggers would if nothing were holdingthem up. Affected icicles must be at least 4” longand no longer than two feet. Similarly, they mustbe at least 1” in circumference and no more than1’ in circumference. The material components ofthe spell are the icicles to be changed.

The reverse of the spell changes an equalnumber of unenchanted daggers (whether they bewood, steel, bone, or some other material) intoicicles for the duration of the spell. Note that if theenvironment is warm and the icicles melt, theywill not reform into daggers at the end of thespell's duration. Daggers being held by a wieldermay make a saving throw equal to the wielder'ssaving throw vs. polymorph. This form of thespell also cancels the icicles to daggers spellaccording to the level of the caster countering thespell (e.g., an 11th-level wizard casting thereverse spell can turn 12-15 daggers back intoicicles).

LANCE OF DESTRUCTION(Invocation/Evocation, Force, Air)by Justin LaLiberty <[email protected]>

RANGE: 120’COMPONENTS: V, S, MDURATION: InstantaneousCASTING TIME : 5AREA OF EFFECT: 6-foot x 15-foot beamSAVING THROW: _

This spell creates a massive, local disturbancesimilar to lance of disruption, but with greaterforce. The force emits from the caster in a 6-foottall, 15-foot wide, 120-foot long beam. Anycreature in its path suffers 5d6 damage, plus 4points of damage per level of the caster(maximum damage 5d6 + 60). All objects in thebeam’s path must make a save vs. crushing blowat –4 or be torn apart (magical items, exceptpotions, make their saves without penalty).Objects or persons caught in the path of the beamare damaged by a crushing force, which rendsboth flesh and steel alike. Objects don’t explodeor disintegrate; they are crushed. As an example,a tree would be crushed like a can, the woodsplintering and compressing. There is noshrapnel from this process (it too is affected by theforce). Also, the top layer of the floor or ground

the caster is standing on is churned by this force.This spell was created by Verloc, the Force Mage.

The material component for this spell is asmall, multi-faceted crystal (50 gp minimum),which is destroyed in the casting of the spell.

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LIFE DRAIN(Necromancy)by Justin LaLiberty <[email protected]>

RANGE: 10’COMPONENTS: V, S, MDURATION: SpecialCASTING TIME : 5AREA OF EFFECT: The casterSAVING THROW: None

This spell creates a short-range beam of lifestealing energy. The beam may be directed atany target within 10’ of the caster. The beamdrains 1d8 hit points per 2 levels of the caster fromthe target. This spell will not drain the victimbelow 0 hit points. These hit points are thenadded to the caster’s current hit point total (thismay take the caster past his maximum hit pointsallowed). Hit points gained above the caster’smaximum are only temporary. Damage done tothe caster is subtracted from these temporary hitpoints first. Any hit points above the caster’snormal amount will disappear in 2 hours if notlost in combat before that point. A caster can onlyhave one life drain spell in effect at a time. If thewizard tries to cast the spell again before 2 hourshas past, the spell fails.

The material component for this spell is theincisor from a vampire bat. The tooth isconsumed during the casting of the spell.

PENTARION'S METAMAGIC MISSILE(Enchantment, Invocation, Metamagic)by Owen Stephens <[email protected]>

RANGE: TouchCOMPONENTS: V, SDURATION: SpecialCASTING TIME : 5AREA OF EFFECT: 5 missilesSAVING THROW: None

Using this spell, the caster can enchant fivemissiles with another spell of a level no higherthan 4th. The spell effectively extends the rangeof the second spell, casting that spell out to its fullrange from the target point when the missile hitsthe target. Unless otherwise specified when thespell is cast, the effects of the spell radiate forwardfrom the point the arrowhead strikes.

Missiles affected by this spell will not hold thespells for longer than an hour. The loaded spell istriggered when the head of the missile strikessomething, whether that be the target, theground, a tree, a rock, or whatever. Targets areallowed normal saves against these spells, as if thewizard were right there casting them. However,if the missile carries the enchanted arrow beyondthe spell's normal range, the wizard has no morecontrol over the spell.

For example, web and dimension door requirethe caster to manipulate the spell, and casterscannot do so unless the range of their spell canreach back to them. Unless such wizards want tomake the necessary calculations before casting thespell into the missile, these spells usually won'twork. If a caster wishes to do so, then thisassumes a lot of faith in the ability of whoeverfires the bow, for the archer must make asuccessful attack roll against AC -2 (includingmodifiers for range) to hit the exact area with thearrow oriented correctly. Both the wizard and thearcher must also make successful Intelligencechecks to communicate the exact target required.

The casting time does not include the castingtime of the loaded spells, which must be castwithin 5 rounds of finishing this spell.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of theArrow spells if you are using this order in yourcampaign.

SUMMON ICY WRATH(Conjuration/Summoning, Necromancy,Cryomancy)by Evan Steiner<[email protected]>

RANGE: 10 yardsCOMPONENTS: V, S, MDURATION: 1 round + 1 round/levelCASTING TIME : 5AREA OF EFFECT: 10-foot cubeSAVING THROW: None

When this spell is cast, the wizard conjures 1icy wrath from the para-elemental plane of ice forevery 5 levels of experience the caster possesses (awrath is a form of undead, listed below). Themonsters are under control of the caster and attackhis or her enemies on command. The wraths

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remain until slain, turned, or the spell durationexpires.

The material component for this spell is anysmall, blue or white gem of 500 gp in value (e.g.,diamonds or sapphires). The gem is consumedduring the casting of the spell.

Icy Wrath: INT low; AL CE; AC 0; MV 15;HD 7; THAC0 14; #AT 1; Dmg see below; SAparalysis; SD see below; MR nil; SZ M (6 feet); ML15-16; XP 5,000.

An icy wrath attacks with its claws, which do1d4 points of damage plus an extra 1d4 for everypoint the victim’s AC is above zero. So, if thevictim’s AC is 5, the icy wrath’s damage is 6d4.Further, the victim must save vs. paralysis or beunable to move until the paralysis is dispelled insome manner. Icy wraths suffer 2d4 points ofdamage from holy water and take double damagefrom fire. They are immune to sleep, hold, deathmagic, polymorph, poisons, cold-based, and mind-affecting spells and are turned as ghosts.

ZYMAN'S ZONE OF ARCHERY(Enchantment; Invocation)by Owen Stephens <[email protected]>

RANGE: 20'/levelCOMPONENTS: V, SDURATION: 5 rounds/levelCASTING TIME : 5 roundsAREA OF EFFECT: One 20-foot cube/levelSAVING THROW: None

This spell allows the caster to grant all friendlycombatants within the area of the spell proficiencywith one common, hand-held missile weapon.The same weapon proficiency must be granted toall within the area for each casting. This spelldoes not affect THAC0 other than to negate non-proficiency penalties. Creatures that are alreadyproficient with the chosen weapon are not affected. If the caster is of at least 12th level he maychoose to grant to those in the area eitherproficiency in two missile weapons orspecialization with one. When used in this way,the spell's area of effect is halved.

Roleplaying notes: This is a spell belongingto the Order of the Arrow described in the articleTraditions of Magic in the Variant Rules Systemssection of Book 3. Please refer to that article forspecifics on using this and other Order of the

Arrow spells if you are using this order in yourcampaign.

SIXTH LEVEL SPELLS

ICY SENTINEL(Enchantment/Charm, Cryomancy)by Evan Steiner<[email protected]>

RANGE: TouchCOMPONENTS: V, S, MDURATION: PermanentCASTING TIME : 1 turnAREA OF EFFECT: SpecialSAVING THROW: None

This spell must be cast on a massive,humanoid-like statue hewn of pure ice. Thisstatue takes 1 month to create and costs at least65,000 gp. When cast, the spell imbues the statuewith some limited intelligence. The statue onlyobeys the orders of its enchanter and never goesberserk like some golems may.

A wizard can only control one icy sentinel forevery 3 points of Wisdom (Willpower) hepossesses. If he attempts to create and controlmore than this limit, all the icy sentinels becomefree-willed and will seek to exact revenge on theiroppressor.

The material component for the spell is thestatue to be enchanted.

Icy sentinel: INT semi-; AL N; AC 2; MV 9;HD 10; hp 55; THAC0 11; #AT 1; Dmg 2d6+7(punch); SA nil; SD immune to most spells andcold; MR nil; SZ L (12’ tall); ML 20; XP 2,000.

Icy sentinels can be destroyed by a transmuteice to wood spell, take double damage fromelemental fire spells, and can be damaged asnormal by elemental lightning spells.

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SUMMON FORCE CREATURE(Conjuration/Summoning, Force)by Justin LaLiberty <[email protected]>

RANGE: 10’COMPONENTS: V, SDURATION: 1 turn/2 levelsCASTING TIME : 1 turnAREA OF EFFECT: SpecialSAVING THROW: None

This spell and creature are unique in natureand should be allowed only for casters with forceexperience. When this spell is cast, the wizarddraws purplish-white force energy from themysterious realm force mages draw their powerfrom. The creature drawn into existence isroughly 12’ high by 5’ wide and of any shape.The only limitation on shape is the creature musthave a limb to strike with. The creature has nointelligence and cannot speak or make noise,though the force energy drawn into the area doescrackle and hiss.

Force creature: INT non-; AL N; AC 4; MV 9;HD 15; THAC0 5; #AT 2; Dmg 1d20; SA nil; SDnil; MR nil; SZ L (12’); ML 20; XP 3,500.

Once summoned, the force creatureimmediately attacks the caster’s designated target.The creature attacks twice per round for 1d20damage per hit. On a successful hit, items mustmake a save vs. crushing blow or be destroyed.When the creature successfully strikes its target,its hit dice are reduced by 1 (this does not reducethe creature’s current hit points). This reductionin hit dice is the result of energy usage during theattack (reductions in hit dice also reduce THAC0).When the creature is attacked, it takes damage toits hit points normally. When the creature’s hitpoints or hit dice are reduced to 0 or the durationof the spell runs out, the creature will dissipateand return from whence it came.

UAZZIGAAELD'S FRIGID SNOWSTORM(Evocation, Cryomancy)

by Evan Steiner<[email protected]>

RANGE: 10 yards/levelCOMPONENTS: V, SDURATION: 2 roundsCASTING TIME : 6AREA OF EFFECT: Field 40’ long, 40’ wide, and 10’

highSAVING THROW: _

This mighty spell creates a swirling haze ofsnow, ice, and howling winds in the area of effect.Non-magical communication is impossible. Thesnowstorm also penalizes all non-magical missileattacks within the area of effect by -4, as well asinflicting 1d8 damage per every 2 levels of thecaster, each round of its duration, to all creatureswithin the area of effect. Creatures immune tocold do not take this damage; all others areallowed saving throws for half damage. Normalobjects must make saves vs. cold with a +1 bonusor be destroyed. Magical items must make savingthrows, but gain a +3 bonus or a bonus equal totheir pluses (for armor or weapons). High-powered items (such as a staff of the magi) can havehigher bonuses at the DM’s discretion.

SEVENTH LEVEL SPELLS

UAZZIGAAELD'S DEADLY COLD(Evocation, Cryomancy)by Evan Steiner<[email protected]>

RANGE: 10 yards/levelCOMPONENTS: V, SDURATION: 2 roundsCASTING TIME : 7AREA OF EFFECT: Field 40’ long, 40’ wide, and 10’

highSAVING THROW: _

This spell drastically lowers the temperaturewithin its area of effect. It inflicts 1d10 points ofdamage per every 2 levels of the caster per roundto all creatures within the area of effect. Creaturesimmune to cold do not suffer this damage; othersare allowed saving throws for half damage.Objects must save vs. cold with a -2 penalty or bedestroyed. This spell does not interfere withmissile fire within the area of effect, but missileswill have to make saving throws or be destroyed.Magical items must make saving throws, but gain

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a +1 bonus. High-powered items, such as a staff ofthe magi, can have higher bonuses at the DM’sdiscretion.

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BOOK IV

ADVENTURES

THE MID-SUMMER WINTER FESTIVALby Brenton Miller <[email protected]>

"The Mid-Summer Winter Festival" is anAD&D adventure suitable for a party of low levelcharacters. Alternatively, a higher level partycould be used since the magics used in thisadventure are strong enough to thwart almost allother magic in order to promote strongroleplaying on the part of the players.

This adventure can be used as a distractionfrom more serious play during an ongoingcampaign, as a tool to lure PCs into a certainsection of the campaign world, or as a standaloneadventure. There is virtually no combat in thisadventure, and encounters are set up to challengethe PCs’ wits and abilities, as well as to entertain,so any level of character can be accommodated.Characters should generally be of goodalignment. Or, they must at least desperatelywant to party.

If this adventure is used in an ongoingcampaign, the DM should change any mention ofthe town Dunston to a town existing in his currentcampaign world.

Let’s Have a PartyThe town of Dunston is a rising place of

commerce with a unique marketing strategy.Each year, the town hosts a mid-summer festivalof drinking, eating, and merriment to attract newbusiness. The unusual feature of this festival isthat the food, drink, and entertainment areprovided free of charge for the entire week itruns.

One would think a town could ill-afford thevolume of people who are sure to take advantageof such a generous offer, but the town more thanmakes up for its losses in sales in other areas, andby charging outside vendors for space to displaytheir merchandise in or around the perimeter ofthe town. Each year, the mid-summer festival is agreat success, but this year, the town has run intoa bit of a snag. The entire town has been frozenover by a quite out-of-season ice storm.

And this isn't even the worst news.

As the PCs approach the town, read orparaphrase the following to them:

Having received word of a spectacular freefestival held in a nearby town namedDunston, you excitedly cancel all other plansand head out for a well-deserved vacation fromyour troubles, whistling merry tunes whileyou journey and basking in the beautifulsummer weather. The sun shines high in asky of sparkling azure, its heated rays beamingdown to alight a sheen of warm sweat on yourbrow, and you lick your lips at the thought ofchilled brew to cool your parched tongue.

Cresting a small hill, you spy the gate tothe town, a single, golden arch supported oncolumns of marble, and you anxiouslyincrease your pace. Near the gate, a smallbreeze rises up, causing you to shiver. Thatbreeze was oddly cold, you think to yourself,but then the hot sun warms you again and thechill is forgotten. Crossing the gate, you makea curious discovery: a fine layer of frostcovers the arch. In fact, the grass beyond thegate is blanketed in a layer of white frost.Another breeze rises, and this time the near-frigid gust raises goose bumps on your skin.

Something is definitely wrong.Farther down the trail, you see the entire

town is covered in snow and ice, and you sighremorsefully. It looks as though your plansfor fun and relaxation will once again bepostponed.

The Current SituationThough the sky is clear and the sun still beats

down fiercely, Dunston is completely frozen, butthe entire region around the town remains insummer weather, indicating Dunston's currentpredicament is very unnatural. Be sure to remindthe PCs the temperature is freezing(approximately 20 degrees) and that anyone

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unprepared for the cold will be suffering itseffects.

Anyone in the town can tell the PCs that untilyesterday morning the weather was warm andclear, when suddenly a vicious blast of arctic airblew in and covered everything in ice and snow.The townsfolk do not know what caused thissudden storm, but they assume it was magic.Most people are already guessing the festival willhave to be canceled.

After the PCs have had some time to learnabout the current predicament, but not enough tolearn any pertinent information, read them MayorWimble's announcement:

In the midst of your mingling with thetownsfolk, a regal man dressed in finery stepsup to a raised podium and begins shouting forsilence. As soon as the crowd settles, he clearshis throat and begins to speak.

"Good citizens of Dunston and noblevisitors to our fair town, I thank you forjoining us today, but I regret that I must callour festival off for this year." The mayorstands silent for a moment while the crowdreacts with varying degrees of disappointmentto this news. He raises his hands for silenceonce again.

"I realize how disappointed you all mustbe, but there is nothing I can do. The foodvaults are frozen shut, and all our attempts toopen them have failed. We will continue ourattempts, but right now the situation looksgrim. I know many of you have traveled far toget here, and I offer the town’s most sincereapologies. Any taxes levied upon you foradmittance into town will be refunded at theconstable's office. Thank you all, and again, Iapologize."

With that, the mayor steps down, grim-faced, and leaves the throng to deliberateamongst itself.

Mayor Wimble is disheartened right now, buthe is a pleasant man, slightly rotund and baldingin his middle years. He will converse with thePCs and provide them all the information heknows and will even allow the PCs to make theirown attempts at opening the vaults. The DMmust make sure all the PCs’ attempts fail; nomagic will penetrate the layers of ice sealing thevaults.

The only clue Mayor Wimble can offer thePCs as to who might have done this to the town is

to mention an aging wizard named Feltzar, wholives in a tower on the perimeter of the town. Themayor thinks the wizard has been approachingsenility and that he might have finally lost his lastmarble.

Considering the PCs wish to help the townwith their plight, they have about three hoursbefore all visitors have evacuated the town,merchants especially intending to seek a newlocation to sell their wares and salvage somethingof the costs of their long journeys. The DM canhave Mayor Wimble convey this sense of urgencyby having him tell the PCs that visitors havealready begun to leave and the vendors arestanding in line to be refunded so they candepart. The Mayor estimates that nearly allvisitors will have evacuated the town by mid-afternoon, approximately three hours hence.Once the visitors and vendors have all left, it willbe impossible to salvage the festival, and the townwill most likely go bankrupt due to the failedexcursion.

What Really Went OnFeltzar, an aging 20th-level mage who lives

alone in the tower just outside of town, is indeedresponsible for the town's plight, but the wizard isnot currently in his right mind. For some timenow, Feltzar has been gripped with a nagginginsecurity about his age, ever since he overheardsome of the townsfolk referring to him as the"senile old wizard who lives in the tower."Feltzar, though forgetful at times, is normally farfrom senile, but the comments he overheard madehim sensitive to the possibility of losing hismental faculties.

So he began experimenting to develop apotion which would improve his diminishingacumen. The last concoction he made released apuff of green gas which had a profound effect onthe wizard: it bestowed upon him the senility hewas hoping to avoid.

A few days earlier, Feltzar was gatheringsome herbs and other items he needed for hisexperiments when a quasit imp named Meezil,polymorphed into the shape of a frog, jumped intothe wizard's robes and, so disguised, sneaked intothe wizard's tower. For the last several days,Meezil has been invisibly spying on Feltzar,watching him use the various items in his towerand waiting for the opportunity to wreak greathavoc. When the wizard enfeebled himself, theimp recognized the tremendous opportunity.

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Realizing the potential for mischief he hadwith a cleverly misguided, senile wizard ofFeltzar's power, the wicked imp had a sinisteridea. Playing up to Feltzar's insecurities, Meezilwhispered into the wizard's ear that the townsfolkwanted to be rid of the "senile old wizard" andthat they were definitely not inviting him to theirparty. Affronted by this information, the senileFeltzar was all too eager to comply with Meezil'ssuggestion that he encase the town in ice toprevent the people from having their fun withouthim.

The Uninvited GuestsThe PCs will have to journey to Feltzar's tower

if they hope to free the town from it's currentpredicament. But obtaining an audience with thewizard will be no simple matter; Meezil willmake sure of this.

Even without the quasit imp's interference,the tower will be difficult to enter uninvited. Ananti-magic field surrounds the entire tower,suffusing the outer walls and extending to a 10'radius outside the tower. All spells cast withinthis field fizzle, and all magic items and effects arerendered impotent while within this range.Anyone trying to climb the seemingly roughwalls of the tower will find himself sliding off of asurface that feels as slippery as oiled glass.Grappling hooks will bounce away from the toweras if made of rubber. There is only one way toenter the wizard's tower, and the PCs will have tofigure out just what way that is.

The DM should use his imagination todescribe entertaining ways in which the PCs'attempts to enter are thwarted. For example,teleport spells cast outside the range of the anti-magic field will either simply turn the PCs in theopposite direction they were facing, turn themupside down, or send them across town(remember, the PCs don't have much time, so thiseffect could be quite nasty). Even wish spells willbe perverted by the tower's magic. In short, evena wizard of the highest magic should fail in hisattempts at entry.

Feltzar, guided by the invisible quasit imp'sdevious suggestions, will personally thwart thePCs' attempts at entry by casting down bolts ofmagic to disrupt spells or destroy ropes, all thewhile cackling gleefully and shouting such tauntsas "Take that, ye trespassers!" and "Go away!Don't want any cookies today!" Feltzar cannot becommunicated with and cannot be convinced to

allow them inside the tower. Meezil perverts allof Feltzar's reactions to the PCs by whisperingparanoid stories into his ear.

Eventually, the PCs should find their way intothe tower. After they have exhausted a largenumber of attempts and seem frustrated, the DMshould allow one of them to notice a patch of grassin front of the tower door that seems unusual.Investigation reveals it to be a welcome mat, withthe welcome written on the bottom and a brasskey hidden beneath. However, the door wherethe mat lies is a fake door, permanently meldedwith the tower wall. The tower’s real, invisibledoor is actually on the opposite side of the towerand will appear if the key is held within 5’ of it.The key will then easily open the door’s lock.

The Uninvited PestOnce the PCs are inside the tower, Meezil will

have his fun with them, doing everything withinhis ability to prevent the PCs from reaching thetop of the tower.

Meezil, quasit imp: INT 15; AL CE; AC 2 (0);MV 15; HD 3 (16 hp); THAC0 17; #AT 3; Dmg 1-2/1-2/1-4; SA see below; SD see below; MR 25%;SZ T (2' tall); XP 2,000.

Meezil currently wears a ring of telekinesis (25lb. maximum lift), a ring of protection +2 (reducinghis armor class to 0) and an amulet of proof againstdetection and location, all of which he pilfered fromFeltzar's wares. At the DM's option, Meezil canbe equipped with more or different items in orderto better protect him from more powerful PCs.

As a quasit imp, Meezil can turn invisible,detect magic, or detect good at will. He alsoregenerates 1 hit point per round and can only beharmed by cold iron or magical weapons. He has25% resistance to magic and saves as a 7 Hit Diemonster. Meezil's claws are coated with a toxinthat causes anyone struck by them to save versuspoison or lose one point of Dexterity for 2d6rounds. Once per day, Meezil can release a blastof fear with a 30-foot radius.

Though chaotic evil, Meezil is not veryharmful, at least not directly. He loves to sportwith humanoids, all of whom he considers dim-witted mortals, but he has no desire to kill orseriously injure them--you can't have fun if youbreak all your toys. This is not to say the impfeels any remorse if someone dies as a result ofone of his pranks--he doesn't, but he tries not tokill anyone outright. He is actually too much acoward to attack anyone directly, and if anyone

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threatens him or even so much as scratches him,he will quickly run away to another part of thetower to await the PCs in ambush again.

The DM is encouraged to torment the PCs asmuch as he desires. Meezil has rifled throughmuch of Feltzar's equipment, so he has access tojust about any type of magical potions and itemsthe DM can imagine. Having watched Feltzar usemany of his magical items during the time heinvisibly spied on the wizard, Meezil knows thecommand words to a large number of the wizard'smagical items. Following are some suggestions ofthe methods Meezil can employ to torment thePCs:

• Halfway up a flight of stairs, Meezil will coatthe stairs with oil of slipperiness, causingeveryone on them to stumble back down.PCs will take 1d4 points of damage from thefall, at the DM's option.

• Meezil will use a wand of size alteration todiminish each PC to 50% normal size. Theimp can stay invisible while using this item,so he will continue to use it until each PC isreduced.

• Meezil will place a bag of devouring enticinglyin the center of a table, hoping a PC will try touse it.

• The imp will dump a modified form of dust ofsneezing and choking in the midst of the group,causing all to save vs. poison or beimmobilized for 5d4 rounds.

• He will toss a rope of entanglement into theparty, hoping to entangle all of them.

• Invisible, Meezil will fly above a PC, and on asuccessful attack roll to hit an AC of 10, he willdrop a hat of stupidity on the PC’s head,immediately lowering the PC's intelligence to7, or reducing it by 1 if his intelligence isalready 7 or lower. Meezil will pick the PCwho seems the most intelligent, particularly awizard if one is present. This will not work ifthe PC is wearing a helmet or hat already, butwill work through the hood of a cloak.Possibly, Meezil will make two attacks, one toknock a helmet off, and a second to drop thehat in its place. The hat’s effects remain evenif it is removed.

All items’ spell effects can be negated by theanti-magic field surrounding the outside of thetower, if imaginative PCs think to try this, thougheffects that are permanent, such as those of a hat ofstupidity will return again once the PC is outside

this field. PCs rushing back out of the towerwaste precious time.

Each time one of Meezil's attempts causes thePCs trouble, the imp will laugh maniacally, ahigh-pitched, nasally sound that seems to comefrom nowhere, since Meezil will remain invisible.Remember, Meezil's pranks should be aimed atslowing the PCs down, if not making them failoutright. If Meezil can slow them down at leastuntil mid-afternoon, the festival will beunsalvageable by then.

Inside the TowerInside the tower, offensive spells will fizzle,

their magic countered by a special dampeningfield put in place by Feltzar. Strictly defensiveand divinatory spells may still work, but it is leftto the sole discretion of the DM to determinewhich spells work or fail. The general rule is todisrupt any magic that will make the PCs’ task tooeasy for them.

The floor-plan of the tower is simple and isdescribed below. There are four floors, each a 20-foot diameter, circular room with a 15 foot highceiling and a staircase winding along the wallleading to the next level. Each door is magicallybarred going up, but is easily opened headingdown by merely pushing on the door. Each dooris plain wood, unadorned with decorations orwindows, and has no visible latch.

First floor: This is a simple greeting roomwhere the wizard meets visitors. It is designed asa sitting room, with a simple couch, two plainchairs, and a coffee table, all set before a brickfireplace. This is the only room in which Feltzarallows visitors, except for secular peers on a parwith the wizard who have come to study withhim. There is a large throw rug in front of thedoor, a painting of Feltzar on the wall above thefireplace, and lanterns on the mantle which willlight with the brightness of a continual light spellwhenever someone enters the room. There is aheady aroma of jasmine and incense in the air,adding to the overall cozy effect of the place.

As soon as a PC steps on the rug in front ofthe door, Meezil will call the command word toactivate the rug of smothering and cause it toimmediately wrap around the PC and smotherhim in 1d4+2 rounds unless an animate object, holdplant, or wish spell is cast, or the PC is draggedoutside into the anti-magic field surrounding thetower, in which case the rug will release the

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trapped PC. The phrase to activate the rug is "sic'em, boy!"

There is actually a mundane means ofopening the door here leading up to the next levelby tripping a hidden latch that is hidden behind aloose stone to the right of the door at the top of thesteps.

Second floor: The next floor is a library withtwo shelves of books standing in the center and atable with a single chair. The DM can putwhatever books he wishes in here, but Feltzarwill surely have his personal spell books hiddenhigher up in the tower. The door leading to thenext level can be opened by standing in front of itand speaking the command phrase "EmasesNepo." This phrase can be found written on apiece of parchment on the table. Speaking thephrase at the table will not open the door. Thephrase must be spoken while standing directly infront of the door and facing it.

Third floor: This floor is the wizard'slaboratory. It is filled with a multitude of variousspell components, potions, beakers, stills, and anyother items the DM wishes to place here. As anoption, the DM can allow a PC wizard to findnearly any spell component here. Probably theitem of most importance here, though, is Feltzar'spotion, the one he was concocting, whose gas hadenfeebled him. Ironically, Feltzar's potion was asuccess, though he doesn't know this yet (neitherdoes Meezil, or the imp would have destroyed it).

When Feltzar mixed the final ingredients ofthis potion, the mixture released a puff of smokewhich was a one-time byproduct released by thereaction of the chemicals. Feltzar accidentallyinhaled this smoke, and the effect was to makehim senile. To further the irony, one drink of thispotion will restore the wizard's acuity. The potioncan actually clear a variety of mental illnesses, butanyone of normal competency who drinks it willonly feel a heightened sense of perception, muchlike the feeling one has when waking up from arefreshing sleep. It confers no magical bonuses.There are four doses in the flask containing thepotion, so the PCs better be sparing with it untilthey cure Feltzar, for the ingredients to create anew potion are extremely rare and difficult toprocure. (The DM can determine whatevercomponents he wishes.)

The potion sits atop one of Feltzar’s laboratorytables, next to a book in which he was noting thesteps and ingredients in the creation of his potion.A wizard or PC with Spellcraft, Herblore, oranother, similar ability will be able to tell from

the notes that some of the ingredients in thepotion are ones believed to help with mentalawareness and clarity. It appears Feltzar for somereason dropped his research in the middle,leaving all his ingredients and mixers lyingaround and the potion he was creating uncapped.

The door at the top of the stairs in this room isonly an illusion. The actual door starts two feet tothe right. There is an invisible platformextending out from the top of the stairs to theright. Anyone testing the air will find this sectionto be solid. Stepping on this platform will grantthe PC the ability to step through the wall into ashort hallway marking the entrance to the nextlevel. If the PCs are having trouble discoveringthe way through, allow one of them to drop anitem that just happens to land on the invisibleplatform.

Feltzar's ChamberAt the end of this short, 10-foot long hall, the

PCs will find Feltzar's sleeping chamber. Feltzaris here, sitting in a high-backed rocking chair,looking out a window, and mumbling andchuckling to himself. There is a small writingtable here with quill and parchment and a half-burned candle on it and a meager cot with anight-stand next to it in the corner.

The moment the PCs enter, Feltzar will wheelabout to face them, demanding, "Who are you?Why are you trespassing?" Then he will pausebriefly, seemingly deep in concentration, his neckleaning to one side, then will look at the PCs withwide eyes. "You’re from the town!" he declares."Sent to steal my rocking chair! Well, you'll nothave it, I say!" Then the crazed wizardbrandishes a walking cane threateningly in thedirection of the PCs. At this point, Meezil willunleash his blast of fear which affects a 30-footradius and causes all characters who fail theirsaves vs. spell to run in panic from the tower.Meezil can only use this ability once per day.

Note: in order to get the best comical effectout of the above scene, the DM should secretlyhave each player roll a d20 for his character whilethe group is exploring the laboratory below. Passa note to those who fail instructing them to havetheir characters run in fear from the tower theexact instant the old man on the next levelbrandishes a walking cane at them. If you must,give them a discreet reminder later, but try tokeep the other players unaware of the exchange.The characters who run in fear should seem to be

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doing so for no apparent reason other than fear ofan old, senile man shaking a stick at them.

PCs who win past all Meezil's attempts tothwart them will be able to confront Feltzar,though this confrontation will be a difficult onesince Feltzar will be ranting and raving, makingoutrageous, paranoid accusations about what thePCs are doing here. PCs who make successfulIntelligence and Wisdom checks will notice thefaint sound of nearly concealed, maniacal laughteralerting them to the presence of the quasit impwho is whispering into the wizard's ear,encouraging Feltzar’s paranoia.

Bottoms UpSomehow, the PCs have to get Feltzar to drink

the potion, although Meezil will quickly figureout what they're trying to do and will attempt tosmash the potion. On a successful to-hit roll at anarmor class of 10, Meezil knocks the potion fromthe hand of whoever holds it, unless that personmakes a successful Dexterity check to hang on toit. If the PC is unaware of Meezil’s presence, theDexterity check is made with a -4 penalty.

Even if Meezil succeeds in knocking thepotion from a PC's hand, the DM can allow theother PCs to make Intelligence checks to see ifthey notice the act in time. If so, each PC whomade a successful check can attempt a Dexteritycheck to catch the bottle before it hits the ground.If no one catches the bottle, the DM can make asaving throw for the glass flask containing thepotion to see if it survives the fall. If the flaskdoesn't break, the DM can allow enough of itscontents to spill out that there is only enough leftfor one dose, just to increase the suspense. Fromhere, the DM can play up a hectic scramble asMeezil and the PCs fight to gain control of thebottle. Even Feltzar will join in the struggle,yelling “Yippee!” and other phrases, thinkingthey are all playing a game.

Once a PC has a solid hold of the bottle asecond time, Meezil will be unable to extricate thebottle from his grasp, since the PC will be able toprotect it will a far stronger grip than Meezil candeal with. At this point, Meezil will be mostlikely to decide his safest course for now is to flee.

Even without Meezil's interference, it will bedifficult for the PCs to administer the potion to

Feltzar. The wizard will be thrashing wildly andswinging his cane, attempting to knock the bottleaway, thinking the PCs are trying to poison him("Ye'll not poison me!" he'll scream). If there areat least two PCs, they can make the task easier byhaving one of them try to subdue the wizard bypinning his arms while the other force feedsFeltzar the potion. In this case, the subduing PCis the only one who need make an attack roll, andonce he successfully subdues the wizard, the otherPC can easily make Feltzar drink.

Concluding the AdventureOnce his mental clarity is restored and the

PCs explain what happened, Feltzar will be ableto sense the presence of the quasit imp in histower and will conjure up a diminutive forcecage tocontain the creature, at that time relieving Meezilof his stolen goods. Feltzar is empathetically intune to his tower, thus he is easily able to locatethe imp.

If the PCs have restored Feltzar to normalbefore the visiting merchants and patrons leavetown, he will be able to reverse his spell in timeto save the festival. The wizard will be greatlyashamed of what he has done and will makereparations, assisting the town in any way he canto get the festival back on course. Feltzar will alsoreward the PCs in some way, possibly givingthem some magical trinkets or perhaps just somemundane gems of moderate value. At the DM'soption, Feltzar may allow the PCs to keep anymagical items the imp used against them.However, the DM may not want to give lowerlevel PCs too many magical items.

Mayor Wimble will be eternally grateful,shaking the PCs' hands and announcing to thetown the wonderful deed they have done. Hewill offer them the "key to the city," 200 goldpieces, and will give them free lodgings for theremainder of the festival.

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BOOK V

GAMING AIDS

GUIDELINES FOR AWARDING EXPERIENCE POINTSby Brad Bemis <[email protected]>

All XP awards are given at the DM'sdiscretion. Situation rewards are based on theplayer’s ability to approach and overcome asituation with the character’s abilities, alignment,and personae. These numbers may be balanceddifferently depending on the power level of yourcampaign. When adjusting the numbers, pleasekeep them proportional for game balance.

This article expands upon informationcontained in Chapter 8 of the revised 2nd-editionDungeon Master’s Guide.

Common XP Awards

Player has a clever idea 50-100 XPPlayer has an idea that saves

the party100-500

Player roleplays characterwell

2-10% of all XPsgained thatsession

Player encourages roleplaying in others

100-200 XP

Clever use of nonweaponproficiency

10 XP

Higher risk involved inclever use of proficiency

20-50 XP

Per successful use of wildpsionic ability

2 XP/PSPexpended

Rule on XP for overcoming creatures: XP valueof creature divided by the number of characterswho contributed to the effort (does not necessarilymean who attacked: e.g., watching party’s back,healing, etc.) .

Individual Awards By Class

Warrior (Fighter, Paladin, Ranger):Creature defeated in single

combat*10% of XP gained

Successful use of special classability

100 XP

Successful use of special kitability

50 XP

Spells cast to further ethos 50 XP/spell levelSpells cast 10 XP/spell level*Recommended that only fighters receive thisbonus, in order to maintain game balance.

Priest (Druid, Cleric, Specialty Priest):Successful commune with

deity500 XP

Successful use of grantedpower

100 XP

Spells cast to further ethos 100 XP/spelllevel

Spells cast 50 XP/spell levelRites and sacraments

observed10 XP

Recruiting others to faith 200 XPEnemies of faith destroyed 10% of XP gainedCreation of potion, scroll, or

permanent magical itemXP value of item+10%

Wizard (Mage, Specialty Wizard):Spells cast to overcome foes

or problems100 XP/spelllevel

Spells cast 50 XP/spell levelSuccessful use of special

ability50 XP

Spells located and learned 20 XP/spell levelSpells successfully

researched500 XP/spelllevel

Creation of potion, scroll, orpermanent magical item

XP value of item+10%

Rogue (Thief):

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Successful use of generalthieving ability

50 XP

Successful find/remove trapsattempt

200 XP (50 tofind/150 toremove)

Successful pick pocketsattempt

100 XP

Successful backstab attempt 500 XPSuccessful use of special

ability50 XP

Per gold piece value of itemobtained *

2 XP/gp

*Through successful use of thieving abilities only.

Rogue (Bard):Successful use of thieving

ability25 XP

Successful use of specialability

50 XP

Successful performancesmade

100 XP

Significant performance(major audience)

500 XP

Spells cast to overcome foesor problems

25 XP/spell level

Spells cast 10 XP/spell levelSpells successfully located

and learned5 XP/spell level

Per gold piece value of itemobtained *

1 XP/gp

*Through successful use of thieving abilities only

Psionicist:Use of psionic power to

overcome foe or problem10 XP/PSP

For defeat of psionicopponent

100 XP/opponentHD

Successful use of specialability

50 XP

Creation of psionic item XP value of item+10%

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HAND TO HEIGHT MELEE WEAPON REQUIREMENTSby Bryan E. Manahan <[email protected]>

This chart lists the number of hands required to wield melee weapons, relative to character height.

Weapon Number of Hands Relative to Character HeightMelee Weapon Length 3 to 3_' 4 to 4_' 5 to 5_' 6 to 6_' 7 to 7_ 'Axe, Battle 42" no 2 2 2 2Axe, Hand 18" 1p 1s 1s 1s 1sClub, 3 ft. 36" 2 2 1 1 1pClub, 6 ft. 72" no 2 2 2 2Club, 6 ft., Spiked 72" no 2 2 2 2Club, 9 ft. 108" no no no 2 2Dagger, Knife 10" 1s 1s 1s 1s 1sDagger, Poniard 12" 1s 1s 1s 1s 1sDagger, Stiletto 12" 1s 1s 1s 1s 1sDagger, Standard or Dirk 12" 1s 1s 1s 1s 1sFist or Open Hand n/a 1s 1s 1s 1s 1sFlail, Footman's 48" 2 2 1 1p 1pFlail, Horseman's 24" 1p 1p 1s 1s 1sFlail, Iron 42" no no 2 2 2Halberd 78" no 2 2 2 2Hammer, Battle 48" no 2 2 2 2Hammer, Medium 30" 2 1 1p 1p 1pHammer, Small 18" 1p 1s 1s 1s 1sJavelin 42" 2 2 1 1 1pLance, Heavy 168" no 2 2 2 2Lance, Light 120" no 2 2 2 2Lance, Medium 144" no 2 2 2 2Mace, Footman's 60" no 2 2 2 2Mace, Horseman's 36" 2 1 1p 1p 1pMilitary Pick, Footman’s 48" no 2 1 1p 1pMilitary Pick, Horseman's 30" 2 1 1p 1s 1sMorning Star 42" no 2 2 2 2Palspar 60" no 2 2 1 1PolearmAwl Pike 216" no no 2 2 2

Bec de Corbin 96" no 2 2 2 2Fauchard 72" no 2 2 2 2Fork, Military 108" no no 2 2 2

Glaive 96" no 2 2 2 2Glaive-Guisarme 96" no 2 2 2 2Guisarme 96" no 2 2 2 2Lucern Hammer 144" no no 2 2 2

Partisan 72" no 2 2 2 2Sap 6" 1s 1s 1s 1s 1sScythe 60" no 2 2 2 2Spear 66" 2 2 1 1 1

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Staff, Hardwood 60" 2 2 2 2 2Sword, Bastard 54" no 2 2 1 1Sword, Broad 45" no 1 1p 1p 1pSword, Falchion 42" no 1 1p 1p 1pSword, Long 42" 2 1 1p 1p 1pSword, Rapier 36" 2 1 1p 1p 1sSword, Scimitar 30" 2 1p 1s 1s 1sSword, Short 30" 1 1s 1s 1s 1sSword, Two Handed 72" no no no 2 2Trident 66" 2 2 1 1 1Whip 180" no no 1 1 1

Notesno: indicates the weapon is too large, too heavy, or too unwieldy for the character to use effectively.2: indicates the character needs two hands to properly wield the weapon1: indicates the character needs to use one hand to properly wield the weapon. However, due to

the size and/or weight of the weapon, it cannot be used in conjunction with another weapon in twoweapon style. The use of a shield is still possible.

1p: indicates the character can use the weapon one handed and also may use it as a weapon in theprimary hand if used in conjunction with another weapon in two-weapon style.

1s: indicates the character can use the weapon one handed and also may use it as a weapon ineither the primary or secondary (off) hand if used in conjunction with another weapon in two-weaponstyle.

A character whose height falls between two categories should be considered the lesser of the two,unless the character is unusually large of build or of exceptional strength. In these cases, the greater ofthe two should be used.

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WORKING WITH MINIATURESby Calvin Armerding <[email protected]>

One of the side benefits of roleplaying games(RPGs) is the opportunity to learn new skillsrelated to the games, as well as the chance tostudy related areas such as medieval armor,feudal structure, or weaponry. Items such asminiatures can increase the pleasure and realisminvolved in RPGs by allowing others to see yourcharacter as you envision it, as well as reducingarguments about where exactly you werestanding when the fireball went off. Miniaturesgenerally are provided, however, as rough, leadfigurines, and it is up to the player to take theextra step and turn that silver statue into a lifelikerepresentation of a wandering adventurer, evilmonster, or helpful bystander.

With this in mind, and because of recentquestions on the Advanced Dungeons & Dragonsmailing list (ADND-L), I have undertaken thetask of compiling some suggestions on the bestmethods of painting lead figurines. I am alsoincluding references on suppliers, notes onpainting and finishing equipment, and variousmiscellaneous suggestions on maintenance andstorage of completed figurines. I would like topoint out at this time that this article is acompilation of suggestions taken from varioussources, and includes suggestions from theADND-L members. I have not personally triedall the techniques listed here and cannotguarantee the results of using them, but if youcome across something that doesn’t work ordiscover something I have neglected to include inthis work, please contact me and I will endeavorto keep the article updated. I would also like topoint out at this time that I will not be endorsingany specific brand name products, but may, fromtime to time, indicate that something is available.

Now, with the introductions and disclaimersout of the way, down to the serious business ofpainting figurines.

Selecting Your FigurinesThe first thing you must do when you have

decided to start a collection of gaming figurines isdecide what characters to buy. Although youcould pop by your local gaming store and tell theclerk to pack up one of everything, realisticallythis is beyond the financial capabilities of theaverage gamer. I recommend you start with a

variety pack of adventurers, plus two sets ofmonsters, one set of each of your favorites. Apack of skeletons and a pack of orcs are usually agood bet to get you going, then individualmonsters can be added as you introduce them intoyour campaign. For beginning adventurers, athief, a ranger, a priest, a wizard, and a couplefighters will usually provide enough variety toyour group if you cannot find a set for sale.

The standard size of figurines is 25mm, but becareful. Some companies’ 25mm figurines arelarger than normal. Although this may seem likea small detail, having one character tower abovethe rest of the group can be jarring, especially ifthe player’s adventurer is described as beingshorter than average!

The ADND-L members have also suggestedthat plastic monsters are available from toy storesfor relatively little money. These can be paintedto make them more realistic, and can be a goodsource of savings. Sets of monsters such as orcs orskeletons may also be available, much like theplastic soldiers we played with as children.Although they do not look as good as the metalfigurines, a substantial cost saving may outweighthis consideration.

Tools and PaintsGood, quality equipment is important when

beginning to collect figurines. Although atwenty-five cent paintbrush might seem like agood deal, it will not last beyond the first few usesand will degrade the quality of your painting.Pick up several sizes to begin with (Sizes 0, 000,and 10/0, or sizes 5/0, 0, and 2 are examples oftwo recommendations I received). Red sablebrushes are recommended for solvent basedpaints.

Cleaning and proper brush use are veryimportant if you expect to continue using yourbrushes. When painting, dip only the tip of thebrush in the paint. If paint gets into the bristlebase this will cause the bristles to spread, limitingthe fine use of the brush. Also, clean the brushthoroughly after every use. A suggestion sent tome for water-based paints was to use a travel sizebottle of shampoo with conditioner. The shampooand conditioner cleaned and conditioned thebristles, and the bottle was conveniently sized.

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You should also have a brush dedicated to drybrushing (see below for definition), as thistechnique will ruin the brush. Change yourcleaner as soon as it starts to look dirty or cloudy,especially after using dark paints such as red orblack. Tinted cleaner will affect lighter colors ifyou haven’t changed your cleaner recently andyou try to paint in white or yellow. When donepainting, clean the bristles thoroughly, shapethem into a point, and store them in a protectivecover if one was supplied with the brush.Whatever you do, do not set or store brushesbristle down in a pot of cleaner. This will ruin thebrush.

You will also need an X-Acto knife (a brandname, but in common usage for all hobby kniveswhere I grew up), a couple small files forremoving flashing, and glue. Elmer’s glue worksfine for holding the figures in place duringpainting. If you buy figurines that requireassembly I suggest you use the manufacturer’srecommended glue.

An assembler’s magnifier is useful forpainting. This is an assembly consisting of alarge, adjustable, mounted magnifying glass witha strong work light built into the frame of theglass. By mounting it on a table, you can work onyour figurines under the glass with bright directlight, freeing your hands, as well as giving youan excellent view of the detail work of your piece.These are not cheap, but shop around and look fora good deal. It is well worth it.

A jeweler’s loupe can also be used. These aresmall magnifying glasses that either screw intoyour eye or mount on a headband. Cheaper thanthe magnifier, less useful, but still better thanplain eyesight.

Paints are split into water soluble and solventbased. Both have advantages and disadvantages.Water soluble paints are easier to clean and dilute,as well as quick drying. However, they are oftennot as bright as solvent based paints and do notadhere as well. Solvent based paints, althoughbrighter and more adherent, can be a real pain toclean up, requiring the use of carcinogeniccleaners such as turpentine or paint thinner. Ifyou choose solvent based paints, make sure youpaint in a well ventilated area.

Either way, you must now decide what colorsto buy. As any kind of paint has a limited shelflife, you want to buy paints that you plan onusing immediately. A basic set of colors willinclude dark blue, red, yellow, white, forestgreen, black, flesh, and silver or steel. From

these, you can mix browns and various shades ofcolor. Specialty colors such as copper should waituntil you have the money to buy that copperdragon.

Prep WorkNow that you have a set of tools, a palette of

paints, and a bag of figurines, you are ready tostart painting. Well, not quite. First you must getthose figurines ready so they will look their bestwhen painted. The first task is to remove all theflashing from the figurines. Flashing is materialleft over from the manufacturing process. It ismost commonly seen as the parting line runningall the way around the miniature, but can alsoinclude extra chunks of lead on the tips of asword, the ends of arms, and the bottoms of bases.Carefully inspect the figurine to determine whatflashing exists. You don’t want to hack off thatchunk of ugly metal only to discover later that thegladiator’s net is now gone because you weren’tsure what you were cutting. Using the X-Actoknife, trim the worst of the flashing, then take thefiles you bought and carefully sand off theroughness left over. With a flat file, smooth thebottom of the base until the figurine stands upwithout rocking.

If you have purchased old figurines and arenot happy with the paint job, you can remove oldpaint by soaking them in something with pine oil(such as Pine Sol). This is for metal figurines only.Scrub them well with an old toothbrush, let themdry, and you are ready for the next step.

Once the flashing is gone, it is time to primethe metal to ready it for painting. Very few paintswill adhere to a metal surface, so it is necessary tocover the surface with a primer. The color ofprimer is a matter of personal preference. I useolive green because any areas left unpainted looklike woodsy clothing. White is recommendedbecause it will allow lighter colors to be overlaidwithout repeated coats that can dull fine detail.Floquil’s light gray has also been recommendedto me. Whichever type you choose, do a testspray to make sure it is thin. A thick spray willobscure the fine detail of the figurines.

To increase ease of painting, glue eachfigurine to a small (about 3” by 3”) square ofcardboard. This is where the Elmer’s glue comesin handy as it will scrape right off when you aredone. The cardboard will allow the figurine tostand during painting, whereas a figurineattached to a normal base will fall over if pressed

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too hard with a brush. The cardboard also givesyou something other than the figure to hold on towhile doing detail work.

Now prime your figures by spraying a verylight coat on one side of the figure, then turn thefigure around and spray the other side. Try notto overlap the coats of primer as they will createbumpy areas, but make sure all the metal iscovered. If you are not attaching the figurines tocardboard, allow the first side to dry completelybefore turning them over to spray the other side.Now you are ready to paint.

Painting and DetailNow you want to make sure everything is as

it seems. Is the character holding a club or afunny shaped sword? Is the bare torso actually aclose fitting tunic? Decide what color each areawill be and map out exactly what will be paintedin what color. Now is also when you will decidewhat order to paint your colors in. Ral Partha’spainting guide suggests you always paint fromthe skin out as if you were dressing the miniature.

There are three ways to apply paint to yourminiatures. The easiest is straight application.Dip your brush in paint and apply it to the areawhich you wish to cover. This is the best way topaint sword blades, belts, and other small details.

For shading, you will apply paint as a wash.Dilute a small amount of paint approximatelythree parts thinner to one part paint, then apply tothe desired area with a brush. The paint shouldleave a thin, translucent coat over the area,concentrating more darkly in the detail. If thewash runs off without leaving a color, thicken themixture by adding paint.

Finally, for highlighting raised detail, use thedry-brushing technique. This is where yourspecialized brush will come into play. To Dry-Brush, first dip your brush in the paint, then wipethe brush tip on a paper towel to remove theexcess paint and liquid. The paint remaining onthe brush should not flow when applied. Usinglight, dusting strokes, apply the paint over thesurface to be highlighted. The paint should stickto the raised surface, texturing the finish of theprior coats of paint. A wide-tip brush is fine fordry-brushing since it is generally intended tocover larger areas.

To darken blues and greens, add black, but todarken colors such as yellow or red use darkbrown.

Ral Partha also suggest that you dry-brushwith lighter shades of the base color after theshaded wash coat dries in order to add depth tothe miniature.

The following guide to painting faces isparaphrased from the Ral Partha Painting Guide,available at their website (see Resources below):

First paint the face flesh. Allow eachcoat to dry completely before starting thenext step. Next apply a light wash of red-brown, adding coats until the skin is the rightdarkness. Paint each eye white. Don't worryabout size as lids will be added later. Paint athin, vertical strip of the chosen eye color fromthe top to the bottom of the white, slightlyinside the center point of the eye. Finally,paint curved, horizontal lids across the upperand lower edges of the whites using flesh forthe lower lid and a slightly darker color, suchas leather, for the upper lid. Sound difficult?Well it is, but don’t worry, the more you do,the easier it will get, and the results arefantastic.

When choosing colors, select those shadeswhich will be as natural as possible. If youare painting a leather tunic, stop by a leatherstore and look at natural leather. Boil a smallpiece of untreated leather in water and let itdry to get a color for leather armor and shields.Check out colors in clothing stores to see whatgoes well together and what looks natural.Chances are that ranger in the lime greencloak will have difficulty hiding, so use whatseems natural. Also try experimenting withpaint mixes. If every character has the exactsame color green cloak, your figures willrapidly get boring. Add a little yellow to one,a little brown to another, perhaps a little red toa third, and you will get a realistic picture ofthe differences in shading from one weaver toanother. Also use picture books. You can getgood ideas for different color shades by lookingat pictures of animals, for example.

FinishingAfter your figurine is completely finished,

how do you prevent the finish from flaking offwhen some jerk who didn’t spend hours paintingit knocks it off the table to simulate a fall from ahigh cliff? Modeller’s lacquers are a good start.Generally you should pick a matte finish lacqueras this will prevent your character’s appearing tobe covered in oil. Test several brands to find one

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that leaves a very thin, even coat, as I have heardcomplaints that lacquers tend to clot in the detailarea.

Each miniature can then be mountedpermanently on a base. Suggestions for baseshave ranged from pennies to plastic model basesmade by Citadel to my favorite, masonite. Usinga table saw and a piece of 1/4 or 1/8 inchmasonite, cut as many small squares as neededand glue each figure to a square using epoxy.The squares could also be easily made intohexagons (six sided) for use on gaming surfacesby drawing them out on the masonite, thencutting them in bulk using a jig saw or band saw.Figurines on bases will stand up much betterthroughout any amount of table shaking,protecting the figurines as well as saving timeduring gaming.

I have also received several suggestions forstorage. One idea I was sent was to mount awooden silverware tray sideways on the wall,creating a nice display shelf out of reach of petsand small children. I take pieces of styrofoam cutto shoe box size and cut figurine shaped holes inthem. Each figurine then has a resting place, andI can store three layers of figurines in one shoebox.

If you are interested in more detailedsurroundings, model train stores are goodsuppliers of scenic accoutrements. Chessex, Inc.makes a product called "Megamat", a vinyl matwith a hexagonal grid preprinted on it. This isuseful for drawing walls and obstacles with awater soluble felt tip, a technique somewhatquicker than the traditional method of stackingextra dice around the table. "Master Maze" piecesare made by Dwarven Forge (see Resourcesbelow). These pieces are dungeon floors andwalls, with pieces for corners, diagonals, flat walls,T-intersections, halls, cross-intersections, etc. Thepieces are already hand-painted, so you don'tneed to do anything more than pull them out anduse them. They are also expensive, but if youhave the bucks, why not?

Arthur Reynolds wrote to me with this pieceof advice that I have decided to include verbatim:

It is much easier to learn paintingtechniques from an experienced painter, thanto learn them from any book, no matter howwell written. Many game and hobby shopshold painting seminars, and these are anexcellent way to pick up information. Ifsomeone in your area paints miniaturesprofessionally, you might be able to make afriend, and pick up a mentor. I was paintingfor several years, then met some friends whowere doing it on a professional level. After alittle learning, and a great deal of practice, Ibegan improving and have since won severalawards at national conventions for mypainting.

I will finish up with the best piece of advice Ireceived about miniatures and gaming.Remember, the point of roleplaying games isroleplaying. Don’t let the miniatures distract youfrom your character, but use them to enhance theexperience. Too much reliance on miniatures andyour game could come to resemble a board game.

ResourcesHere is a list of places to look for tips on

painting and using miniatures. Again, keep inmind that I have not checked out each of these asthey are all submissions from the ADND-Lmembers.• Battlesystem and Battlesystem Skirmishes

books from TSR, Inc.• Ral Partha: www.ralpartha.com• Dwarven Forge:

http://www.mastermaze.com• rec.games.frp.marketplace• The Armory makes some good miniature tools

and carries the best miniature modeling bookI've ever seen. It is a compilation of a series ofarticles from Wargamer magazine.

• Walthers Co. in Milwaukee WI. has a 1000page catalog available. I don't know if theyare online or not, but their phone number is(414) 527-0770. This catalog also offers aplethora of modeling supplies and tools.

• and don’t forget your local gaming store.

BOOK V: GAMING AIDS

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THE GREAT EQUIPMENT LISTCompiled By Mark J. Carrasco <[email protected]>

The following is a listing of items for use inthe AD&D or D&D setting, along with theirprices. DMs are encouraged to alter prices as theysee fit to do within their campaigns. For anunabridged and updated version of the list,contact the author.

TABLE 1: CLOTHINGTABLE 2: TAVERN & INNTABLE 3: FOODSTUFFSTABLE 4: SPICESTABLE 5: SKINSTABLE 6: CREATURE PARTSTABLE 7: TRANSPORTATIONTABLE 8: TACK & HARNESSTABLE 9: FURSTABLE 10: EGGS & YOUNG STEEDTABLE 11: STORAGE ITEMSTABLE 12: CREATURE EGGS & YOUNGTABLE 13: FURNISHINGSTABLE 14: ANIMALSTABLE 15: CLOTHTABLE 16: ADVENTURING GEARTABLE 17: LAB EQUIPMENTTABLE 18: SCRIBE EQUIPMENTTABLE 19: SERVICES & WAGESTABLE 20: TOOLSTABLE 21: ILLUMINATIONSTABLE 22: CONSTRUCTIONTABLE 23: SIEGE WEAPONSTABLE 24: M ISCELLANEOUS EQUIPMENT

TABLE 1: CLOTHINGApron 1 cpBoots

High (hard) 2 gpHigh (soft) 1 gpLow (hard) 1 gpLow (soft) 8 spRiding 3 gp

BraceletsGold 25 gpSilver 10 gp

BreechesSack cloth 5 spLinen 1 gpWoolen 2 gpVelvet 4 gp

Silk 8 gpBrooches

Silver 25 gpGold 45 gp

BustleSide 5 gpRear 9 gp

CannonsGnome 5 gpHalfling 6 gpElf 8 gpHuman 10 gp

CapesHalf 4 spFull 7 sp

ChemiseSackcloth 8 spLinen 2 gpCotton 3 gpSilk 6 gp

CloakPlain 5 spFancy w/ Fur 25 sp

CapPlain 1 spFancy 5 sp

CoteGnome 3 gpHalfling 4 gpElf 6 gpHuman 7 gp

DoubletGnome 3 spHalfling 4 spElf 6 spHuman 1 gp

Dress, LinenGnome 7 cpHalfling 8 cpElf 1 spHuman 2 sp

Earrings 35 gpFan

Silk 1 gpTiny, paper 2 sp

Fullcloth, woolHalfling 1 gpElf 5 gpHuman 8 gp

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GirdleBroad 2 spNormal 10 sp

GlovesArchery 4-6 gpLeather 5-10 gpLinen 5 gpCloth 1-2 spFur Lined 4 gpSilk 15 gpSnakeskin 16 gp

Gown, SilkGnome 5 gpHalfling 7 gpElf 10 gpHuman 15 gp

Handkerchief, silk 2 spHat

Cloth 7 spFur 2 gpStraw 2 cp

HoodsWool 2 spLinen 2 spFur 1 gp

HoseGnome 2 spHalfling 4 spElf 5 gpHuman 6 gp

Hose Supporter 2 gpJacket, Silk 80 gpJerkins

Linen 8 spWool 1 gpLeather 10 gpCotton 30 gp

Jester Clothing3-cornered hat w/ bells 3 gpstar-collar 1 gpShirt, satin 10 gpWhite gloves 7 spPantaloons, bunched 8 gpStockings, bright 8 spBuffoon shoes 12 gp

Knife Sheath 3 cpLocket 25 gpLoincloth 2 cpMittens

Common 3 gpArctic 75 gp

Money Belt 4 gpNightshirt 6 gpPendants 45 gp

Pin 6 gpPlain Brooch 10 gpPurses

Linen 3 spLeather 2 gp

Rain Cape, Straw 20 cpRing 35 gpRobe

Cloth 6 epFur, Trimmed 3 gpEmbroidered 20 gpSilk 95 sp

Sandals 2 gpSash

Wool 1 spLinen 2 spSilk 10 gp

Sheath, Dagger & Knife(Leather)

10 sp

Sheath, Dagger & Knife(Wooden)

7 sp

Sheath, Dagger & Knife(Metal)

15 sp

Shirt/ Blouse 4 spShoes

Dancing 15 sp/ pairElven 45 gpMoccasins 2 gp/ pairSnow 20 gpTabi

Wool 45 gpSilk 100 gp

SlippersLinen 15 spQuilted Silk 35 gpWool 10 sp

Stockings 2 gp/ pairSurcoat

Linen 6 spQuilted 2 gp

SuspendersCanvas 3 spLeather 5 sp

Sword Scabbard, hangerTabard 6 gpToga 8 cpTrousers / Skirt, Cotton 3 spTrousers / Skirt, Wool 10 spTunic 8 spVest

Cloth w/ Pockets 5 spFur 1 gpLeather 7 spSilk 10 sp

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Veil, Silk 1 gpWig 1 gp

TABLE 2: TAVERN & INNAle

large barrel, 50 gallon 10 gpsmall barrel, 5 gallons 5 gp1 pint 1 sp

Dwarven AleLarge barrel, 50 gallons 100 ppSmall barrel, 5 gallons 10 ppPint 1 pp

Banquet 10 gp perperson

BeerLight, 1 pint 5 cpDark, 1 pint 1 sp

Bock, 1 pint 3 spBrandy, 1 pint 10 spFood, Merchant's Meal 1 spFood, Rich Meal 1 gpCider

Hand keg, 2 gallons 1 spCask, 12 gallons 4 spBarrel, 30 gallons 1 gpButt, 100 gallons 35 spTune, 250 gallons 8 gp

City Room (per month)Common 20 gpPoor 6 sp

EvermeadHand Keg, 2 gallons 50 gpBottle 30 gp

Feywine (small cask) 100 gpGrain/ Stabling for Horse

(Daily)5 sp

Inn Lodging (per day/ Week)Common 5 sp/ 3 cpPoor 5 cp/ 2 sp

MeadHoney, pint 5 sp

Meals (per Day)Good 5 spCommon 3 gpPoor 1 gp

RumLight, per pint 5 spDark, per pint 7 sp

Saki, per pint 7 spWine

Excellent, Large Barrel 25 gpFair, Large Barrel 5 gpExcellent, Small Barrel 25 sp

Fair, Small Barrel 5 spExcellent, 1 gallon 5 spFair, 1 gallon 1 cp

Wine, SpicedKeg, 2 gallons 4 spCask, 12 gallons 2 gpBarrel, 30 gallons 5 gp

TABLE 3: FOODSTUFFSAlmonds, per lbs. 3 gpApples, per lbs. 1 gpApplebutter, per pint 5 spApricots, per lbs. 15 gpArtichokes, Ground, per lbs. 200 gpBarley, 10 lbs. 7 spBlackberry butter, per pint 7 spBread, per loaf

Wheat 5 cpRye 6 cpSourdough 7 cpCorn 3 cpGinger 1 gpHard Tack 10 cp/ dozen

Beef, per lbs.Corned 3 gpDried 5 gpJerked 7 gpSausage 2 gpSmoked 4 gp

Brandied Fruits, per PintCherries 2 gpGrapes 5 gpMixed Fruits 1 gpRaspberries 3 gpSpiced Pears 4 gpSpiced Plums 3 gpStrawberries 2 gp

Buffalo, per lbs.Dried 30 gpJerked 42 gp

Butter, per lbs. 2 spButternuts, per lbs. 200 gpCandied Fruits and Herbs, per

oz.Apricots 5 gp

Carrots 5 spCherries 5 spHoneyed ginger 50 gpMint 7 spOrange Peel 5 gpCarrots, per oz. 1 gpCashews 4 spCheese, Cheddar

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Wheel, 1 lbs. 4 spWhey, 100 lbs. 5 gp

Cheese, NutWheel, 1 lb. 1 gpWhey, 100 lbs. 50 gp

Cheese, PepperWheel, 1 lb. 5 spWhey, 100 lbs. 45 gp

Cherries, per oz. 5 spChestnuts, per lbs. 1 gpChilies

Whole, per lbs. 100 gpGround, oz. 20 gp

Cocoa, per lbs. 100 gpCoconut

dried, per lbs. 50 gpfresh, each 10 gp

Cod, per lbs.Salted 5 gpSmoked 7 gp

Coffee, per lbs. 50 gpCorn, per Sack 4 spCrab, per lbs. 30 gpDates, per oz. 5 gpDry Rations, 1 week 10 gpEggs, per 100 8 spEggs, per 24 2 spEgg

Chicken 3 cpDuck 11 spSnake 5 gpTurtle 7 gpRoc 1,000 gpOstrich 50 gp

Elderberries, per oz. 1 spFigs, 1 lb. 3 spFlour, 10 lbs. Sack

Wheat 3 cpCorn 3 cpBarley 5 cpRye 4 cp

Fruit cheeses, per pintApple 1 spBlackberry 1 gpDamson plum 5 spGooseberry 6 sp

Grain, 50 lbs. barrel 5 gpGreen beans, per oz. 2 spGreen Peas, per lbs. 2 gpHaggis 5 gpHazelnuts, per lbs. 5 gpHerring, per lbs.

Pickled 3 gpSalted 5 gp

Honey, per pintRose Petal 5 spParsley 3 spLavender 1 gp

Jam, per pintApricot & Almond 20 gpElderberry 7 spGooseberry 1 gpRose petal 1 gpStrawberry 3 sp

Jellies, per pintBasil 5 spCrabapple 3 spLemon 5 gpMint 2 spRosemary 5 spSage 4 spWine 1 gp

Juice, per pintApple 1 cpGrape 2 cpOrange 1 cpTomato 3 cp

Lard, pint 5 cpLobster tail, meal 2 spMaple Sugar, per lbs. 75 gpMarmalades, per pint

Ginger 20 gpOrange 15 gp

Meat, Fresh, per lbs. 1 gpMilk, per pint

Cow 5 spGoat 7 spMare 15 spWhale 10 gp

Molasses, per pt 5 spMushrooms, per oz. 5 gpNuts, ground, per lbs. 30 gpNoodles, per lbs. 15 gpOil, per gallon

Olive 5 gpAlmond 10 gpWalnut 2 gpHazelnut 3 gpSesame 10 gpSunflower 3 sp

Peaches, per lbs. 15 gpPears, per lbs. 5 gpPearbutter, per pint 6 spPecans, per lbs. 150 gpPickled fish, (small Barrel) 3 gpPineapple, dried 300 gpPine nuts, per lbs. 10 gpPistachios, per lbs. 15 gp

BOOK V: GAMING AIDS

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Pork, per lbs.Bacon 4 gpHam 5 gpSalted 3 gpSausage 1 gp

Preserves, per pintCherry 4 spRaspberry 5 spStrawberry 5 sp

Prunes, per lbs. 3 gpPumpkin seeds, per oz. 30 gpRaisins, per lbs. 2 spRations, (Standard) 3 gpRations, (Iron) 5 gpRice, per lbs. 1 spRice Cake, per week 5 spRice candies, per 100 pieces 100 gpRoast Chicken 5 spRoast Duck 8 spRoast Pheasant 5 gpRoast Turkey 3 gpRoast Goose 7 gpRoast Ostrich 500 gpRoast Roc 5,000 gpRye, per 10 lbs. sack 7 spSalmon, per lbs.

Salted 10 gpSmoked 15 gp

Salt Pork, per lbs. 4 spSardines, per lbs. 4 gpSarsaparilla, per oz. 10 gpSmoked Meat, per lbs.

Beef 5 spHam 7 spShark 15 spBear 20 spVenison 17 sp

SteakBeef 10 spEel 4 gpLizard 2 gpShark 3 gpVenison 6 gp

Snake, Fried 3 spStew, per pot

Beef 4 spOtter 15 spRabbit 3 spSnake 5 spWolf 8 sp

Sugar, per lbs.Brown 1 gpLavender 10 gpLemon 15 gp

Orange 15 gpPowdered 5 gpRaw 5 spRose 7 gpViolet 8 gp

Tea, per lbs. 10 spTomato, per pint 10 gpTortilla, per 2 dozen 25 cpVanilla, per bean 100 gpWalnut per lbs. 3 spWalnuts, Black, per lbs. 100 gpWaybread (Elven), per day 1 ppWheat, per 10 lbs. Sack 5 sp

TABLE 4: SPICESArsenic, 1 sprig 10 spBelladonna, 1 sprig 4 spCatnip, 1 sprig 20 cpCinnamon, per stick 10 cpGarlic, 1 bud 5 cpGinger, 1 root 30 cpHerbs, per lbs. 5 cpHolly, per sprig 5 spMandrake, root 25 spMistletoe, sprig 10 spNightshade, sprig 15 spPepper, 1 oz. 5 spSaffron, per 1 oz. 15 gpSalt, per lbs. 1 spSalt, per 150 1 lb. Bricks 100 gpSpice, per lbs.

Exotic 15 gpRare 2 gpUncommon 1 gp

Wolfsbane, per sprig 10 sp

TABLE 5: SKINSBehemoth 20-50 gpBulk hides 1 gp/ HDDisplacer Beats 3,000 gpDragon 50% of

subduedvalue

Dragon horse 20,000 gpDragonfly, giant 600 gp/ sq.

ft.Dragonne 1,800 - 20,000

gpGorgon 500 gpHippopotamus 10 - 40 gpKi-rin 25,000 gpNeo-otyugh 700 gp

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Otyugh 500 gpReptiles 2 gp/ HD

TABLE 6: CREATURE PARTSApe

Dung 2 gpHair 1 gpSinew 8 gp

BasiliskEyelash 80 gp

BatFur 2 spGuano 5 cp

Bee, giant (bread) 30 gpBee, giant (unguent) 3,000 gp-

8,000 gpBeetle, fire (light gland) 300 gpBloodhound

Fur 1 spBulette (neck, Scale) 200-500 gpCave Fisher (proboscis rope) 500 gpDoppleganger

Blood 25 gpDragon

Scale 5 gpEagle

Feather 2 spFlail Snail (shell) 500 gpGloomwing (mandibles) 25 gpHawk

Eye 5 gpFeather 3 sp

HummingbirdFeather 1 gp

Imorph (liver) 300-900 gpKirin

Eyelash 60 gpOgre Mage

Eyelash 40 gpOwl

Feather 1 spPernicorn (antenna) 350 gpPhoenix (Beak, talon, or eye) 5,000 gpUmber Hulk

Blood 20 gpClaw 150 gp

VultureFeather 1 cp

Whale (ambergris) 1,000-20,000gp

TABLE 7: TRANSPORTATION

Barge 500 gpBoat, collapsible 500 gpBoat, small 75 gpBoat, long 150 gpCanoe

Small 30 gpWar 50 gp

Caravel 10,000 gpCarriage, Common 150 gpCart

Wood w/ steel axle (limit250 lbs.)

30 gp

Reinforced steel (limit 4tons)

80 gp

ChariotRiding 200 gpWar 500 gp

Coach, ornamental 7,000 gpCoaster 5,000 gpCog 10,000 gpCurragh 500 gpDog Sled 30 gpDrakkar 25,000 gpDromond 15,000 gpGalleon 50,000 gpGalley

Large 25,000 gpSmall 10,000 gpWar 40,000 gp

Kayak 250 gpKnarr 3,000 gpLongship 10,000 gpOar

Common 2 gpGalley 10 gp

Peacock 4 gpRaft or small keelboat 100 gpSail 20 gpSedan 100 gpShip

Merchant, large 15,000 gpMerchant, small 5,000 gpWar 20,000 gp

SkatesGnome 7 gpHalfling 8 gpElf 9 gpHuman 10 gp

Sleightwo-person 200 gpfour-person 300 gp

Snow Skis 15 gpTarn, Cargo 1,500 gpTarn, Racing 2,500 gp

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Tarn, War 5,000 gpWagon

Closed 250 gpOpen 150 gp

Wagon or Cart Wheel 5 gpTABLE 8: TACK & HARNESSBarding

Leather/ Padded (Horse) 150 gpScale (Horse) 175 gpBrigantine (Horse) 500 gpChainmail (Horse) 1,000 gpPlate (Horse) 2,000 gpLeather/ Padded

(Elephant)200 gp

Scale (Elephant) 350 gpBit & Bridle 15 spGrain, Horse Meal, 1 day 1 spHarness

Single 3 gpDouble 5 gpFour 9 gpSix 15 gp

Eight 22 gpHarness and Feeding Bag 5 gpHobbles, 1 set 20 spHorse Blanket / Hood 2 gpHorseshoes, set 1 gpSaddle, Riding 10 gpSaddle, War Horse 20 gpSaddle, Tarn 50 gpSaddle Bags

Large 3 gpSmall 4 gp

Saddle Blanket 3 spSaddle Pack 3 gpYoke

Horse 5 gpOxen 3 gp

TABLE 9: FURSCreature Pelt Trim Cape/Jacket Coat/Robe/BlanketAurumvorax 5 40 400 800Bear 5 20 100 200Beaver 2 20 200 400Bobcat 2 20 125 250Bunyip 5 25 125 250Caterwaul 7 75 2,250 4,500Chinchilla 3 90 2,700 5,400Common furs 1 10 100 200Devil Dog 5 30 200 400Ermine 4 120 3,600 7,200Fisher 3 30 300 600Fox, red 3 30 300 600Fox, silver 4 40 400 800Giraffe 5 20 125 250Lynx 2 20 125 250Marten 3 30 300 600Mink 3 90 2,700 5,400Musk-ox 5 - - 50Nonfel 7 75 2,250 4,500Otter 2 25 250 500Otter, sea 3 30 300 600Owl’s ear 5 20 200 400Panther 7 75 2,250 4,500Sable 5 150 4,500 9,000Seal 5 25 125 250Snow leopard 8 80 2,500 5,000Spotted cats 4/6 70 2,000 4,000Tiger 5 20 125 250Winter wolf 5 75 2,500 5,000

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Wolverine 3 30 - -Yeti 5 30 - 400Zebra 5 20 125 250

TABLE 10: EGGS AND YOUNG , STEED

Creature Eggs YoungCamel, wild 11-16 gpDragonnel 2,500 gp 5,000 gpEel, giant 2,000 gp 4,500 gpElephant 500-800 gpGiant Strider 1,500 gp 2,500-2,800 gpGriffin 2,000 gp 5,000 gpHippocampus 1,500 gp 2,500 gpHippogriff 1,000 gp 2,000-3,000 gpHorse, wild 11-20 gpMammoth 600-900 gpMastodon 500-700 gpOliphant 700-1,000 gpPegasus 3,000 gp 5,000 gpRoc 4,000 gp 8,000 gpSea horse 2,400 gpSpinx-hieraco 4,000 gp 6,000 gpUnicorn 5,000-8,000 gpWyvern 2,000 gp 5,000 gp

TABLE 11: STORAGE ITEMSBag Cloth, holds 10-50 gp 7-15 cpBag, Cloth, tiny 2 cpBackpack

Leather, holds 450 gp 2 gpWicker, holds 150 gp 5 cp

BarrelWooden, small, holds 5 g 1 gpWooden, small, holds 30 g 2 gpWooden, medium, holds

40g4 gp

Wooden, large, holds 50 g 5 gpWooden, large, holds 60 g 6 gp

BasketWicker, small, holds 75 gp 2 cpWicker, large, holds 200

gp4 cp

BottleCeramic, holds 32 oz. 3 spGlass, holds 32 oz. 1 epCrystal, hold 32 oz. 3 gpReagent

Glass 3 gp

Crystal 10 gpSteel 7 gpSilver 15 gp

Box, ornamentalSandalwood 5 gpSilk 5 gpLacquer 8 gp

BucketLeather, holds 3 gallons 5 spWooden, holds 1 gallon 8 spCanvas, holds 3 gallons 3 sp

Cabinet 3-8 gpCask

Wooden, small, holds 5 g 1 epWooden, small, holds 50 g 3 ep

ChestArmor 5 epCommon, Wooden, large 3 epCommon, Wooden, small 3 spQuality, large 1 ppQuality, small 3 gp

Drums100 gal. 10 gp200 gal. 15 gp

Flask, hold 16 oz.Clay 1 spCeramic 2 spGlass 10 spCrystal 15 spSteel 3 gpSilver 20 gp

Jars, Stoppered Ceramic2 oz. 3 cp4 oz. 4 cp6 oz. 5 cp8 oz. 6 cp10 oz. 7 cp12 oz. 8 cp14 oz. 9 cp16 oz. 1 sp20 oz. 13 cp24 oz. 15 cp32 oz. (1 quart) 2 sp64 oz. (2 quart) 5 sp128 oz. (1 gallon) 1 gp

Jug, Ceramic, hold 1 gallon 1 epKeg

Wooden, small, holds 5gallons

15 sp

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Wooden, large, holds 25gallons

45 sp

PailMetal, hold 1 gallon 10 spWooden, holds 1 gallon 7 sp

PouchBelt, Leather-small, holds

60 gp15 sp

Belt, Leather-large, holds100 gp

1 gp

Belt, cloth-small, holds 45gp

10 sp

Belt, cloth-large, holds 75gp

5 sp

QuiverArrow

Small, holds 12 arrows 7 spLarge, holds 24 arrows 1 ep

QuarrelRegular, small, holds

20 quarrels15 sp

Regular, Large, holds40 quarrels

1 gp

Siege, hold 10 quarrels 5 gpHand, Drow, Holds 30

quarrels3 gp

Rucksack 1 gpSack

Cloth, small, hold 50 gp 16 cpCloth, large, holds 300 gp 40 cpLeather, small, hold 75 gp 20 cpLeather, large, holds 450

gp45 cp

Scabbard, SwordLeather, Bastard 2 gpLeather, Broad 1 gpLeather, Falcion 15 spLeather, Khopesh 25 spLeather, Long 2 gpLeather, Short 15 spLeather, Two-handed 25 spLeather, Boku-Toll 15 spMetal, Scimitar 2 gpWooden, Katana 1 gpWooden, Wakizashi 25 spWooden, Ninja-to 25 sp

SkinsOil 5 spWater 1 gpWine 1 gp

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TABLE 12: CREATURE EGGS & YOUNGCreature Eggs YoungAarakocra 120 gp 200-500 gpAfane 900 gp 1,800 gpApe, gorilla 400 gpApe, carnivorous 500 gpAxbeak 50-80 gp 50-80 gpBabbler 300 gp 500 gpBanderlog 350 gpBasilisk 2,000 gp 6,000 gpBasilisk, greater 6,000 gp 10,000 gpBear 200-400/

adult HDBehir 4,000 gp 6,500 gpBlink dog 1,000-

2,000 gpBloodhawk 70-120 gp 70-120 gpBoalisk 3,000 gp 5,000 gpBoggle 430 gpBulette 4,500 gp 9,000 gpBullywug 100 gp 200-300 gpCanine, Wild 1 gp/

adult HDCatoblephas 9,500 gpCave fisher 1,500 gp 2,750 gpCentaur 400 gpChimera 9,000 gpClubneck 50-80 gp 50-80 gpCockatrice 4,000 gp 7,500 gpCrabman 150 gp 300 gpCrocodile 100 gp 200 gpCrocodile, giant 400 gp 700 gpDakon 150 gpDinosaur, carnivorous 100 gp/

adult HD150 gp/adult HD

Dire corby 125 gp 200 gpDisplacer beast 6,000 gpDoombat 600 gpDracolisk 5,000 gp 7,250 gpDragon 50%

subduedas MM

Dragon turtle asdragon

as dragon

Dragonne 3,500 gp 8,500 gpEagle 60-100 gp 60-100 gpEagle, giant 500-800

gp500-800 gp

Eblis 250 gp 300-500 gpEttercap 500 gpFalcon/hawk 20-80 gp 20-80 gpFeline, wild 2 gp/

adult HDFiredrake 1,500 gp 3,750 gpFirenewt 100-400 200-500 gp

gpFrog, killer 75 gp 150 gpFroghemoth 8,000 gp 16,000 gpGorgimera 8,500 gpGorgon 8,000 gpGorilla, bear 400 gpGrell 2,500 gp 5,500 gpHarpy 250 gp 300-500 gpHook horror 200 gp 500 gpHybsil 115 gpHydra 2,500 gp 500 gp/

headHydra, lernaean 3,000 gp 600 gp/

headHydra, pyro 3,500 gp 700 gp/

headKamadan 4,200 gpKech 550 gpKenku 250 gp 300-500 gpKui-toa 100-300

gp200-400 gp

Lizard, fire 5,000 gp 7,500 gpLizard king 100-600

gp200-700 gp

Lizard man 100-300gp

200-400 gp

Locathah 100-300gp

200-400 gp

Merman 110 gp 200-300 gpMuckdweller 50 gp 100-300 gpNixie 75 gp 100-400 gpQuaggoth 125 gpSahuagin 100-300

gp200-400 gp

Su monster 550 gpTabaxi 225 gpTaer 360 gpThri-kreen 300 gp 600 gpTriton 100-600

gp200-700 gp

Troglodyte 100-400gp

200-500 gp

Vulchling 120 gp 200-500 gpWemic 580 gpYeti 580 gpYuan ti 600-900 gp

TABLE 13: FURNISHINGSArmchair, Padded 3 gpArmchair, Wooden 1 gpBed

Double 8 gpSingle 5 gp

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BenchPadded 10 gpWooden 2 gp

Bookcase, 4' x 5'x 1' , Metal 15 gpBookcase, 4' x 5'x 1' , Wooden 5 gpBuffet 7 gpCabinet 3-8 gpCandelabra, silver 12 gpChair

Padded 2 gpWooden 1 ep

ChandelierOil Lamp 10 gpCandle 7 gpCrystal 50 gp

Chest of Drawers 5-7 gpDesk 15 gpMattress

Single, feather 2 gpDouble, feather 4 gpSingle, Straw 1 epDouble, Straw 3 ep

Rug 1-2 gpSofa/Couch 30 gpStool 3 epTable, 3' x 6 10 spWardrobe, Plain 15 gpWardrobe, w/ Mirror 25+ gp

TABLE 14: ANIMALSApe 150 gpBird

Canary 2 cpSong 2 cp

Boar 10 gpBull 20 gpCalf 5 gpCamel 50 gpCapon 3 cpCat house 10 spCat, Hunting 5,000 gpChicken / Rooster 3 cpCow 10 spCricket, Fighting 10 spDeer

Doe 5 gpStag 9 gp

DogGuard 25 gpHunting 17 gpHouse 4 gpLap 5-20 gpSled 30 gp

Tracking 20 gpWar 50 gp

Donkey, Mule, or Ass 8 gpDove 3 cpElephant 2,500 gpElephant, War 1,000 gpFalcon, trained 600-1,200 gpGoat 1 gpGoose 5 cpGuinea hen 2 cpHawk, Fledgling 25 cpHawk, Small 18 gpHawk, Large 40 gpHawk, Trained 100 gpHorse

Draft 200 gpHeavy War 400 gpLight War 150 gpMedium War 225 gpRiding 75 gp

Lama 30 gpMastodon 25,000 gpMonkey 4 gpNightingale 5 gpOx 15 gpPartridge 5 spPigeon 2 cpPigeon, homing 100 gpPig 3 gpPiglet 1 gpPony 30 gpRam 3 gpSheep 2 gpSongbird 10 gpSwan 25 gpWooly Mammoth 27,500 gpYak 9 gp

BOOK V: GAMING AIDS

156

TABLE 15: CLOTHBandages

100, 10" squares 2 sp2" wide, 50 yard roll 1 gp

Blanket , singleWool 2 gpFlannel 1 gp

Blanket, DoubleWool 26 spFlannel 15 sp

Carpet, per sq. yard 1-10 spCanvas, per sq. yard 1 gpCloth, per sq. yard

Canvas 1 spCotton 1 spFlannel 1 spHomespun 5 cpLace 5 gpLinen 5 cpSatin 4 gpSilk 7 gpVelvet 4 gpWool 8 cp

Curtains / Drapes, sq. yard 1-4 spCushion 1-3 spHoney Leather, per sq. yard 50 gpPillow, Feather 1-2 gpQuilt 1-2 epSilk, per yard 1 gpBlack 3 gpColored 2 gpThistledown, per sq. yard 100 gpTowels

Linen 2 spWool 5 spCotton 10 sp

Tread, per spool 5-10 cpTourniquet 1 spWicks, per yard 1 cp

TABLE 16: ADVENTURING GEARAir Bladder 15 gpArrow

Flare 10 gpMessage 2 sp

Bed Roll 17 gpBow, Elven 150 gpBracers

Leather 8 spMetal 1-6 sp

Chain Mail, Elven, 1 suit 1,000 gpCrampons (Ice Walking) 4 gpCrutches 1 gp

Harp, Elven 500-2,500 gpFire grate 3 gpFirewood 1 cpMess Kit 8 gpPavilion,

CampingSmall, 15' x 15', holds

1030 gp

Large, 20' x 30', holds25

100 gp

Traveling, 8' circle, holds 3 20 gpPiton, climbing

Iron 3 cpSteel 2 spSilver 1 gp

Rocket SignalWhistle 1 epFlash 3 ep

SpikeIron, 6" long 5 cpSilver, 8" long 1 spSteel, 6" long 15 cpWooden, 12" long 2 cp

Splint Set 4 gpTent

Small, holds 2 men 1 gpLarge, holds 15 men 3 pp

Torch, 15 rounds 1 cpWalking staff

Basic 3 spAsh, carved 8 gp

Water / Wineskin,Small, 1 gallon 3 cplarge, 15 gallon 30 cp

WhistleBone 15 cpMetal 5 spReed 7 cpSilver 1 ep

Wound Packing, per 4 oz. 1 sp

TABLE 17: LAB EQUIPMENTAlembic 4 gpBalance, small, golden 10 gpBalance and Weights

Small measure 50 gpLarge measure 150 gp

Beaker 3 gpBrazier 15 gpDecanter

Crystal 10 gpCeramic 6 cpSilver 4 gp

BOOK V: GAMING AIDS

157

Funnel 4 spHourglass 4 gpLens, Concave/ Convex 5 gpMortar & Pestle 2 gpPrism 10 gpLeeches, per jar 10 gpTubing glass, per foot 3 spTweezers 5 spVial

Clay 25 cpCeramic 1 gpGlass 3 gpCrystal 4 gpSteel 5 gpSilver 7 gp

Water Clock 3 gp

TABLE 18: SCRIBE EQUIPMENTBook, Blank (100 pages)

Papyrus 160 gpParchment 220 gpPaper 275 gpVellum 400 gp

Brush, PaintFine 1 spMedium 2 spWide 5 sp

InkWriting (Black), 2 oz. 1 gpWriting (colored), 2 oz. 25 sp

Paint (Colored), per gallon 1-2 gpPaint, small pot 2 spPapyrus, per sheet 15 spParchment, per sheet 1 epPaper, per sheet 3 epPen

Quill 5 cpWriting (Metal-fine tip) 3 spWriting (Metal-broad tip) 2 spWriting (Wooden-fine tip) 1 spWriting (Wooden-broad

tip)15 cp

Vellum, per sheet 4 gp

TABLE 19: SERVICES & WAGESAlchemist, per month 300 gpAmbassador or Official

Per Week 50-150 gpPer Month 200-600 gp

Archer, per month 4 gpArchitect

Per Week 50 gpPer Moth 200 gp

Armorsmith, per month 100 gpArtillerist, per month 4 gpBath 3 cpBlacksmith, per month 30 gpBowman, mounted, per month 4 gpCalvary, per month

Heavy 10 gpLight 4 gpMedium 6 gp

CarpenterPer Week 1 gpPer Month 5 gp

ClerkPer letter 2 spPer Week 2 gpPer Month 8 gp

Crossbowman, per monthHeavy 3 gpLight 2 gpMounted 4 gp

Doctor, leech or bleeding 3 gpEngineer, per month 150 gpFootman, per month

Heavy 2 gpIrregular 5 spLight 1 gpMilitia 5 sp

GroomerPer Week 2 spPer Month 1 gp

Guide, in city (per day) 2 spHandgunner , per month 6 gpHealing, minor, 1-10 hp 100 gp per

HPHealing, major, 11+ 250 gp per

HPHuntsman

Per Week 2 gpPer Month 10 gp

LaborerPer Week 1 spPer Month 1 gp

Lady of the EveningLower Class 1 spMiddle Class 5 gpUpper Class 100 gp

Lantern or torchbearer (pernight)

1 sp

Laundry (by Load) 1 cpLeeching 3 gpLongbowman, per month 8 gpMarine, per month 3 gpMercenary Soldier, per month

Archer (longbow) 4 gp

BOOK V: GAMING AIDS

158

Archer (shortbow) 2 gpArtillerist 5 gpCrossbowman 2 gpFootman, heavy 2 gpFootman, light 1 gpFootman, pikeman 3 gpHobilar, Heavy 3 gpHobilar, light 2 gpHorseman, Archer 5 gpHorseman, crossbowman 4 gpHorseman, Heavy 6 gpHorseman, Light 3 gpHorseman, Medium 4 gpSapper/ miner 4 gpSlinger 3 gp

Messenger, in city (permessage)

1 sp

Minstrel (per performance) 3 gpMourner (per funeral) 2 spResurrection, per try 10,000+ gpSapper, per month 1 gpScribe, per month 15 gpShieldbearer, per month 5 spStabling, for mount 2 gpStonemason

Per Week 1 gpPer Month 4 gp

Teamster w/ wagon 1 sp/ mileWeaponsmith, per month 100 gp

TABLE 20: TOOLSBlade Knife 3 spBlock & Tackle, lifts 1,000 lbs. 5 gpChain

Iron, fine, 1 ft 2 gpIron, light, 1 ft 15 spIron, Medium, 1 ft 18 spIron, Heavy, 1 ft 1 gpSilver, Fine, 1 ft 6 spSilver, light, 1 ft 45 spSilver, medium, 1 ft 54 spGold, Fine, 1 ft 60 gpGold, light, 1 ft 75 gp

Coin Minter 10,000 gpCrowbar, 3 ft long 2 gpDivers Safety Line, 150 ft long 15 spDivers Belt w/ 6 Pouches 2 spDivers Goggles 5 spDivers Mask 30 spDivers Snorkel Tube 2 spDivers Weights (Lead) 10 cpDivers Weight Belt

Light 3 sp

Medium 4 spHeavy 5 sp

File, Metal 2 gpGlass Working Tools, 1 set 50 gpGrindstone 5 gpHacksaw 2 gpJewel spotter gem 1,000 gpJeweler Hammer and Chisel 100 gpLadder

Rope, 25 ft long 30 spWooden, 12 ft long 10 sp

Loom 3-7 gpMap Making Kit 35 gpNail (Iron), per lbs. 1 epNail (silver) 1 epPick Axe, Mining 4 gpPliers 1 gpRazor 1 gpRock Striker Pick 100 gpRope

Jute, per 50' coil 10 cpHemp, per 50' coil 1 gpSilk, per 100' coil 5 ppElven, per 50' coil 1,000 gp

Scissors 5 spSpade/ Shovel 3 gpSmelter

Small 1,000 gpMedium 2,000 gpLarge 5,000 gp

Steel etcher 100 gpString / Twine, Hemp, 250 ft

long1 ep

String / Twine, Silk, 250 ftlong

3 ep

Tongs 4 spTABLE 21: ILLUMINATIONSCandle

Beeswax, 20 turns 1 spTallow, 20 Turns 3 cp

CandlesticksWooden, carved 4 spBrass 6 spCopper 8 spKiln-glazed 3 spIron 3 gp

LanternHooded, 3 flaps 7 epBulls-eye, 80' dir. Beam 12 gpPaper 1 gpShuttered, 1 flag 5 epBeacon, 240’ omnidir. 150 gpStandard, 30' omnidir. 1 gp

Sconce, Wall 5 cp

BOOK V: GAMING AIDS

159

TABLE 22: CONSTRUCTIONSArrow slit 3 gpArrow slit, crossletted 5 gpBarbican 4,000 gpBartizan, 10'd, 20'h 300 gpBatter, plinth or splay 50 gpBattlement, 14'l 20 gpBuilding, stone 500 gpBuilding, wood 200 gpButtress, stone, 3'w 5'd 10'h 15 gpCatwalk, wooden, 10'l 10 gpDitch, 100'l 10'd 20'w 100 gpDoor, iron, 4'w 7'h 100 gpDoor, Secret 2'w 4'h 50 gpDoor, Trap, 2'w 3'l 2 gpDoor, Wooden, 4'w 7'h 10 gpDoor, Wooden, reinforced, 4'w

7'h25 gp

Drawbridge, 10'w 15'l 400 gpEmbrasure Shutters 3 gpGatehouse, stone 2,000 gpHoarding, stone 10 gpMachicolation, stone 10'l 100 gpMerlon, 4'w 3'd 5'h 6 gpMerlon, w/ arrow slits, 4'w 3'd

5'h10 gp

Moat, 100'l, 10'd 10'w 250 gpMurder hole 10 gpPalisade, wooden, 100'l 10'h 100 gpParapet, stone, 10'l 10 gpPilaster, 5'w 3'd 10'h 25 gpPit, 5'w 3'd 10'h 4 gpPortcullis, 10'w 10'h 500 gpRampart, earth, 100'l 10'h 100 gpStairs, stone, 10' rise 3'w 50 gpStairs, wooden, 10’ rise 3'w 10 gpTower, round, 20'd 30'h 850 gpTower, round, 30'd 30'h 1,350 gpTower, round, 40'd 30'h 1,600 gpTower, square, 10’ sq. 30'h 600 gpTower, square, 20’ sq. 30'h 900 gpTower, square, 30’ sq. 30'h 1,200 gpTunnel, underground, 5'w 8'h

10'l100 gp

Wall, bastion, 5'w 20'h 10'l 500 gpWall, curtain, 10'w 20'h 40'l 1,000 gpWindow, shutters, 2'w 4'h 7 gpWindow, shutters & Bars, 2'w

4'h10 gp

TABLE 23: SIEGE WEAPONS

Ballista, Heavy 800 gpBallista, Light 400 gpBallista, Medium 600 gpBore 150 gpCatapult 150 gpCatapult, Heavy 250 gpCatapult, Light 500 gpCatapult, Medium 700 gpHoist 150 gpRam, Battering 100 gpRam Catcher 20 gpSiege Tower 800 gpSow 500 gpTortoise 350 gpTrebuchet 400 gp

TABLE 24: M ISCELLANEOUS EQUIPMENTBall

2" 1 sp4" 2 sp12" 2 gpLead 2 cp

Bar, Iron, magnetized 8 cpBath Oil 1 gpBead

Crystal 6 cpGlass 3 cp

BellGlass 2 gpGolden 6 gpMetal 1 gpSilver 5 gpTiny, metal 5 sp

Bellows 5 gpBirdcage 2-5 gpBow and arrow, Toy, Set 2 gpBowl

Ceramic 10 cpPewter 2 spSilver 2 gp

Brush & CombsGold 12 gpSilver 2 gpTortoise shell 1 gpHardwood 1 sp

Cage, Silver wire 8 gpCaltrop, golden 20 gpCandle Molds 12 cpCandle Snuffer 1 spCandle, Sealing Wax 3 spCauldron 6 gpChalk

White, per stick 1 cp

BOOK V: GAMING AIDS

160

Assorted Colors, per stick 2 cpCharcoal, 10 lbs. bag 1 epChess set 15 gpChopsticks, pair 4 cpCigars, each 10 gpCircle

Brass 2 gpGold 15 gpPlatinum 25 gpSilver 5 gp

Coal, 10 lbs. Bag 20 cpCologne / Perfume, per oz. 1 gpComb 1 spCone,

Bull or ram horn 4 gpCrystal 7 gpCrucible 7 spCruet 1 gpCube, cast iron 3 spCup

Ceramic 8 cpPewter 2 spSilver 2 gpWooden 4 cp

CutleryCopper, per piece 1 spPewter, per piece 2 spSilver, per piece 1 epCylinder

Brass 8 gpCopper 8 gpObsidian 14 gp

DecanterPottery 3 cpSilver 5 gp

Dice / KnucklebonesNormal 2 epLoaded 4 gp

Disc, bronze 1 spDoll

Fabric 3 spPorcelain 2 gpReplica of self 10 gp

Earspoon 2 spFish, Ornamental 1 gpFishhook 2 cpFishnet, 10' x 10' 10 spFrog Legs, 1 set 1 gpFurnace 35 gpGauze 1 spGlue, 2 oz.. Bottle 2 gpGoblet

Crystal 4 gpPewter 4 sp

Silver 2 gpCopper 2 sp

Graduate, 1 dozen 5 gpGrapple 7 gpGrog 3 spHammock 5 gpHamper 7-15 spHowdah 25 gpIncense, per stick 1 gpKettle, Iron (various Sizes) 2-12 gpKey, silver 12 gpLens, small 8 gpLinks, gold 8 gpLock

Poor, w/ 2 keys 1 gpGood, w/ 2 keys 6 gpPoison Pin, w/ 2 keys 10 gp

Magnet, small 1 spMap/ Scroll Tube 8 spMarble

Black glass 4 cpColored glass 4 cp

Marbles, per bag of 20 2 gpMat, Straw, 9 sq. ft 10 cpMetal Cube, perfect 10 gpMirror, sq. ft. 12 gpMirror

Metal, small, 3" x 2" 5 gpMetal, large, 9" x 6" 10 gpSilver, small, 3" x 2" 20 gpSilver, large, 9" x 6" 50 gp

Nectar of the Gods, 1 oz. 1,000 ppNeedle Sewing 1-2 epNeedle, Sewing, golden 3 gpNeedle, magnetized 1 gpNet, Fishing, 10" x 10" 10 spOil (16 oz.. Flask)

Regular 1 gpFine-Whale 3 gpGreek-fire 5 ppRubbing, scented 3 ep

Pendant, metal 8 gpPin, 1 gross 15 spPin, silver 1 gpPipe, smoking 1 gpPlate Armor, Elven 10,000 gpPlate

Ceramic 6 cpPewter 2 spSilver 2 gpWooden 3 cp

PoleWooden, 10' 3 cpWooden, Iron Shod, 6' 3 sp

BOOK V: GAMING AIDS

161

Polisher's rag 20 gpPortable Arch 250 gpPortal, ivory 15 gpPrayer Beads 2 gpPrism, crystal 5 gpPunk Pot, smolder 2 _ 10 spPuppets 2 gpRetort 2 gpRibbon 2 cpRocking horse 4 gpRubber Ball (solid), 3'

diameter3 cp

Sashling 10 gpSoap, per 80z 1-2 spSphere

Clay 1 cpGlass 1 spObsidian 18 gp

Spinner, brass 2 gpSpyglass, w/ case 1,000 gpSpoon, silver 1 gpStand

Armor 1 ppWeapon / stand 3 gp

SymbolSilver 50 gpWooden 7 cp

Talis Deck 3 spTest kit, sufficient for 5-10 uses 150 gpThieves' picks 30 gpTobacco, per lbs. 10 spTops, toys, per 5 2 gpTrumpet, hearing, brass, small 6 spTub 2-5 gpTurban 5 cpWater, Holy, per Vial 25 gp

Wheel, Prayer 3 gpWhetstone (course) 8 spWhetstone (fine) 1 gpWhistle

Bone 15 cpMetal 5 spReed 7 cpSilver 1 ep

Wire, per yard.Copper 1 gpGold 5 gpPlatinum 10 gpSilver 2 gp

Special thanks to:

Sarah Wright-Strutz <[email protected]>Windy StrawmanGarland Booth – For pointing out that the first listwas far from complete.

This list is a compilation of items found withinTSR Products, The Gazetteer Series, Red Steel, FR:Maztica, The Dungeoneer’s Survival Guide,Dungeon Master Guide 1st ed., Dungeon Master’sGuide 2nd ed., the Player Option Series, TheD&D Rules Cyclopedia, Dragon Magazine,Aurora’s Whole Realms Catalogue, the CompleteHandbook Series, and campaigns throughout theyears.

BOOK V: GAMING AIDS

162

APPENDIX

ADVANCED DUNGEONS & DRAGONS PRODUCT LISTCompiled by Arthur Reynolds <[email protected]>

Player’s Rules

2100 Player's Handbook2159 Player's Handbook, revised

2149 PHBOR1 Combat and Tactics2154 PHBOR2 Skills and Powers2163 PHBOR3 Spells and Magic

2110 PHBR1 The Complete Fighter'sHandbook

2111 PHBR2 The Complete Thief'sHandbook

2113 PHBR3 The Complete Priest'sHandbook

2115 PHBR4 The Complete Wizard'sHandbook

2117 PHBR5 The Complete PsionicsHandbook

2124 PHBR6 The Complete Book ofDwarves

2131 PHBR7 The Complete Book of Elves2127 PHBR8 The Complete Bard's

Handbook2134 PHBR9 The Complete Book of

Gnomes and Halflings2135 PHBR10 The Complete Book of

Humanoids2136 PHBR11 The Complete Ranger's

Handbook2147 PHBR12 The Complete Paladin's

Handbook2150 PHBR13 The Complete Druid's

Handbook2148 PHBR14 The Complete Barbarian's

Handbook2155 PHBR15 The Complete Ninja's

Handbook

2165 Wizard's Spell Compendium Vol. 12168 Wizard’s Spell Compendium Vol. 22175 Wizard’s Spell Compendium Vol. 32177 Wizard’s Spell Compendium Vol. 4

9356 CR1 Wizard's Spell Cards9362 CR2 Priest's Spell Cards

9457 Fighter's Screen9468 Wizard's Screen9462 Priest's Screen9463 Rogue’s Screen

1112 Fighter Player's Pack1113 Wizard Player's Pack1114 Priest Player's Pack1115 Rogue Player's Pack

1134 CD Introduction to AD&D

8006 New Style Dragon Dice

Dungeon Master’s Rules

2101 Dungeon Master's Guide2160 Dungeon Master's Guide, revised

2156 DMGOR1 High Level Campaigns9504 DMGOR2 DM Screen and Master Index

2112 DMGR1 Catacomb Guide2114 DMGR2 Castle Guide2123 DMGR3 Arms and Equipment Guide2128 DMGR4 Monster Mythology2133 DMGR5 Creative Campaigning2144 DMGR6 The Complete Book of Villains2151 DMGR7 The Complete Book of

Necromancers2164 DMGR8 Sages and Specialists

9322 HREF1 The Vikings9323 HREF2 Charlemagne's Paladins9376 HREF3 The Celts9370 HREF4 Mighty Fortress9425 HREF5 The Glory of Rome9408 HREF6 The Age of Heroes9469 HREF7 The Crusades

9263 REF1 Dungeon Master's Screen9264 REF2 Character Record Sheets9177 REF3 Book of Lairs9198 REF4 Book of Lairs 29240 REF5 Lords of Darkness9380 REF6 Rogues' Gallery

APPENDIX

163

1069 AD&D Trivia Game1038 Mertwig’s Maze

System Units

2138 Book of Artifacts2121 Tome of Magic2108 Legends and Lore2167 AD&D CD-ROM Vol. 1 Core Rules

9293 Magic Encyclopedia Vol. 19421 Magic Encyclopedia Vol. 2

2141 Encyclopedia Magica Vol. 12152 Encyclopedia Magica Vol. 22157 Encyclopedia Magica Vol. 32161 Encyclopedia Magica Vol. 4

9464 City Cites Accessory9479 Castle Sites Accessory9482 Country Sites Accessory

9266 Battlesystem9335 Battlesystem Skirmishes

9353 GR1 Strongholds Boxed Set9377 GR2 Treasure Maps9365 GR3 Dungeons of Mystery9426 GR4 Treasure Chest9518 GR5 Treasure Tales Accessory

1056 Castles Boxed Set9549 College of Wizardry

9506 Chronomancer Accessory9507 Shaman Accessory9515 Den of Thieves9532 World Builder's Guidebook9556 Dungeon Builder’s Guidebook2170 Of Ships and the Sea

9407 Deck of Encounters Set 19443 Deck of Encounters Set 21090 Cardmaster Design Pack9458 Deck of Psionic Powers9423 Deck of Magic Item

1067 1991 Trading Card Set1080 1992 Trading Card Set1097 1993 Trading Card Set

8443 Art of the AD&D Game8449 Art of the D&D Game

8444 Art of Dragon Magazine8447 Art of the Dragonlance Game8441 Art of the TSR Worlds

Monstrous Compendium

2102 MC 1 Volume 12103 MC 2 Volume 22104 MC 3 Forgotten Realms Vol. 12105 MC 4 Dragonlance2107 MC 5 Greyhawk2116 MC 6 Kara Tur2109 MC 7 Spelljammer Vol. 12118 MC 8 Outer Planes2119 MC 9 Spelljammer Vol. 22122 MC10 Ravenloft Vol. 12125 MC11 Forgotten Realms Vol. 22405 MC12 Dark Sun2129 MC13 Al Quadim2129 MC14 Fiend Folio2139 MC15 Ravenloft Vol. 22602 MC16 Planescape Vol. 12501 MC17 Mystara Creatures2433 MC18 Dark Sun Vol. 22613 MC19 Planescape Vol. 22153 MC20 Ravenloft Vol. 32635 MC21 Planescape Vol. 3

2162 MCX Ravenloft Sets 1 & 2

2145 Monstrous Compendium 1994 Vol. 12158 Monstrous Compendium 1995 Vol. 22166 Monstrous Compendium 1996 Vol. 32173 Monstrous Compendium 1997 Vol. 4

9521 MA1 I, Tyrant9539 MA2 The Sea Devils9569 MA3 The Illithiad

2140 MCC1 Monstrous Manual

APPENDIX

164

Basic Dungeons & Dragons

6002 Chainmail2002 White Box Set2003 Greyhawk2004 Blackmoor2005 Eldritch Wizardry2006 Gods, Demigods, and Heroes2007 Swords and Spells

1001 Basic Set 1st Edition2001 Basic Booklet from 1001 Set1011 Basic Rules Boxed Set Erol Otus Cover1012 Expert Rules Boxed Set Erol Otus Cover1011 Basic Set Larry Elmore Cover1012 Expert Set Larry Elmore Cover1013 Companion Rules Boxed Set1021 Master Rules Boxed Set1017 Immortal Rules Boxed Set1071 D&D Rules Cyclopedia1106 Classic Dungeons and Dragons Boxed Set

1070 D&D Boardgame1076 Goblin's Lair Boxed Set1081 Haunted Tower Boxed Set1073 Dragon's Den Boxed Set1082 Wrath of the Immortals Boxed Set1054 Hollow World Boxed Set

9100 AC 1 The Shady Dragon Inn9099 AC 2 Combat Shield, Treasure of

the Hideous One9121 AC 3 Dragon Tiles, Kidnapping of

Princess Arelina9116 AC 4 The Book of Marvelous Magic9145 AC 5 Dragon Tiles, The Revenge of

Rusak (misprinted as AC 3)9037 AC 5 Player Character Record

Sheets9037 AC 6 Player Character Record

Sheets9156 AC 7 Master Player’s Screen9173v AC 8 Creature Catalog (released as

AC9)9173 AC 9 Creature Catalog9211 AC10 Bestiary of Dragons and

Giants9220 AC11 The Book of Wondrous

Inventions

9363 CMR1 Character and MonsterAssortment Pack

9047 CMR2 Monster and TreasureAssortment Pack

1002 DM’S Design Kit #1: Palace of theVampire King

9004 Dungeon Geomorphs 19005 Dungeon Geomorphs 29006 Dungeon Geomorphs 39048 Dungeon Geomorphs 1 - 39008 Outdoor Geomorphs

9308 DDREF1 Character Record Sheets

9437 DMR1 Dungeon Master's Screen9438 DMR2 Creature Catalog

9011 Monster and Treasure Assortment Volume1

9012 Monster and Treasure Assortment Volume2

9015 Monster and Treasure Assortment Volume3

9259 The Jade Hare9350 Assault on Raven's Ruin9357 Thunder Rift9342 Quest for the Silver Sword9387 Sword and Shield9435 Rage of the Rakasta9436 In the Phantom's Wake9434 The Knight of Newts

9023 B1 In Search of the Unknown9023m B1 In Search of the Unknown

Monochrome9034 B2 Keep on the Borderlands9044 B3 Palace of the Silver Princess9044m B3 Palace of the Silver Princess

Brown Cover9049 B4 The Lost City9078 B5 Horror on the Hill9086 B6 The Veiled Society9115 B7 Rahasia9106 B8 Journey to the Rock9143 B9 Castle Caldwell and Beyond9149 B10 Night's Dark Terror9260 B11 King's Festival9261 B12 Queen's Harvest9190 MM In Search of Adventure

9097 BS1 The Ghost of Lion's Castle

9043 X1 Isle of Dread

APPENDIX

165

9043v X1 Isle of Dread Orange Cover9051 X2 Castle Amber9056 X3 Curse of Xanathon9068 X4 Master of the Desert Nomads9069 X5 Temple of Death9081 X6 Quagmire9079 X7 War Rafts of Kron9127 X8 Drums on Fire Mountain9129 X9 The Savage Coast9160 X10 Red Arrow, Black Shield9165 X11 Saga of the Shadow Lord9188 X12 Skarda's Mirror9218 X13 Crown of Ancient Glory

9082 XS1 Lathan's Gold9157 XS2 Thunderdelve Mountain

9114 XL1 Quest for the Heartstone

9117 CM1 Test of the Warlords9118 CM2 Death's Ride9119 CM3 Sabre River9128 CM4 Earthshaker9154 CM5 Mystery of the Snow Pearls9158 CM6 Where Chaos Reigns9166 CM7 The Tree of Life9192 CM8 The Endless Stair9210 CM9 Legacy of Blood

9159 M1 Into the Maelstrom9148 M2 Vengeance of Alphaks9174 M3 Twilight Calling9204 M4 Five Coins for a Kingdom9214 M5 Talons of Night

9171 IM1 The Immortal Storm9189 IM2 The Wrath of Olympus9207 IM3 The Best of Intentions

9067 M1 Blizzard Pass9060 M2 Maze of the Riddling

Minotaur

9172 DA1 Adventures in Blackmoor9175 DA2 The Temple of the Frog9191 DA3 City of the Gods9205 DA4 The Duchy of Ten

9050 O1 The Gem and the Staff9108 O2 Blade of Vengeance

9254 PC1 Tall Tales of the Wee Folk9255 PC2 Top Ballista9277 PC3 The Sea People

9368 PC4 Night Howlers

9284 DDA1 Arena of Thyatis9296 DDA2 Legions of Thyatis9271 DDA3 The Eye of Traldar9272 DDA4 The Dymrak Dread

9303 HWA1 Nightwail9310 HWA2 Nightrage9311 HWA3 Nightstorm

9378 HWQ1 Millenian Scepter

9332 HWR1 Sons of Azca9339 HWR2 Kingdom of Nithia9384 HWR3 The Millenian Empire

1st Edition AD&D

2010 Player's Handbook2010v Player’s Handbook Second Cover2011 Dungeon Master's Guide2011v Dungeon Master’s Guide Second Cover2013 Dieties and Demigods2013v Legends and Lore 1st Edition2009 Monster Manual 12009v Monster Manual Second Cover2016 Monster Manual 22012 Fiend Folio2017 Unearthed Arcana2020 Wilderness Survival Guide2019 Dungeoneer's Survival Guide2022 Manual of the Planes1019 Battlesystem Boxed Set

9234 Dungeon Master's Design Kit9036 Dungeon Master's Adventure Log9029 AD&D Permanent Character Folder9024 Dungeon Master's Screen 29030 NPC Sheets9029 Permanent Character Folder

9146 REF1 Dungeon Master's Screen9031 REF2 Rogues Gallery9177 REF3 Book of Lairs 19198 REF4 Book of Lairs 29240 REF5 Lords of Darkness

9403 TM1 Trail Map of the EasternCountries

9404 TM2 Trail Map of the WesternCountries

9400 TM3 Trail Map of Krynn

APPENDIX

166

9401 TM4 Trail Map of Kara Tur9402 TM5 Trail Map of Waterdeep

8009 Monster Cards Set 18010 Monster Cards Set 28011 Monster Cards Set 38012 Monster Cards Set 4

7014 Conan Game Set

1051 Best of Dragon Games

8004 Old Style Dragon Dice PercentileGenerators

8005 Old Style Dragon Dice Random NumberGenerators

8007 TSR Hex Map Booklet1167 Complete AD&D Starter Set

Adventures

9039 A1 Slave Pits of the Undercity9040 A2 Secret of the Slaver's Stockade9041 A3 Assault on the Aerie of the

Slave Lords9042 A4 In the Dungeons of the Slave

Lords9167 MM Scourge of the Slave Lords

9032 C1 Hidden Shrine of Tamoachan9032v C1 Hidden Shrine of Tamoachan

Monochrome Cov.9038 C2 Ghost Tower of Inverness9038v C2 Ghost Tower of Inverness

Monochrome Cov.9110 C3 Lost Island of Castanimir9107 C4 To Find A King9109 C5 Bane of Llewelyn9206 C6 Official RPGA Tournament

Handbook

9123 CB1 Conan Unchained9124 CB2 Conan Against Darkness

7401 CN1 Conan the Buccaneer7402 CN2 Conan the Mercenary7403 CN3 Conan Triumphant

9019 D1 Descent Into the DepthsMonochrome

9020 D2 Shrine of the Kuo ToaMonochrome

9059 D1-2 Descent Into the Depths of theEarth

9021 D3 Vault of the Drow9021v D3 Vault of the Drow

Monochrome9179 MM Queen of the Spiders

9221 DQ1 The Shattered Statue

9072 EX1 Dungeonland9073 EX2 Land Beyond the Magic

Mirror

9016 G1 Steading of the Hill GiantChief Mono

9017 G2 Glacial Rift of the Frost GiantJarl Mono

9018 G3 Hall of the Fire Giant King9058 G1-3 Against the Giants

9422 GA1 The Murky Deep9424 GA2 Swamplight9428 GA3 Tales of Enchantment

9122 H1 Bloodstone Pass9168 H2 The Mines of Bloodstone9200 H3 The Bloodstone Wars9228 H4 The Throne of Bloodstone

9330 HHQ1 Fighter's Challenge9359 HHQ2 Wizard's Challenge9420 HHQ3 Thief's Challenge9429 HHQ4 Cleric's Challenge

9427 HHS1 Fighter's Challenge 29454 HHS2 Wizard's Challenge 29478 HHS3 Thief's Challenge 29483 HHS4 Priest's Challenge 2

9046 I1 Dwellers of the ForbiddenCity

9055 I2 Tomb of the Lizard King9052 I3 Pharoah9053 I4 Oasis of the White Palm9054 I5 The Lost Tomb of Martek9075 I6 Ravenloft9152 I7 Baltron's Beacon9169 I8 The Ravager of Time9178 I9 Day of Al - Akbar9181 I10 Ravenloft 2 ; the House On

Gryphon Hill9187 I11 Needle9201 I12 Egg of the Phoenix9202 I13 Adventure Pack 1

APPENDIX

167

9226 I14 Swords of the Iron Legion9199 MM Desert of Desolation

9045 L1 The Secret of Bone Hill9057 L2 The Assassin's Knot

9104 MV1 Midnight In Dagger Alley

9063 N1 Against the Cult of the ReptileGod

9084 N2 The Forrest Oracle9163 N3 The Destiny of Kings9185 N4 Treasure Hunt9212 N5 Under Illefarn

9225 OP1 Tales of the Outer Planes

9035 Q1 Queen of the Demonweb Pits

6060 R1 To the Aid of Falx6061 R2 Investigation of Hydell6062 R3 Egg of the Phoenix6063 R4 Doc’s Island

6064 RPGA1 Rahasia6065 RPGA2 Black Opal Eye6066 RPGA3 The Forgotten King6067 RPGA4 Elixir of Life

9183 RS1 Red Sonja Unconquered

9022 S1 Tomb of Horrors9022v S1 Tomb of Horrors Monochrome9027 S2 White Plume Mountain9027v S2 White Plume Mountain

Monochrome9033 S3 Expedition To Barrier Peaks9061 S4 Lost Caverns of Tsojcanth9209 MM Realms of Horror

9026 T1 Village of Hommlet9026v T1 Village of Hommlet

Monochrome9147 T1-4 Temple of Elemental Evil

9062 U1 The Sinister Secret ofSaltmarsh

9064 U2 Danger At Dunwater9076 U3 The Final Enemy

9066 UK1 Beyond the Crystal Cave9101 UK2 The Sentinel9111 UK3 The Gauntlet9120 UK4 When A Star Falls

9125 UK5 Eye of the Serpent9126 UK6 All That Glitters9151 UK7 Dark Clouds Gather

9522 MA1-1 Eye of Pain9530 MA1-2 Eye of Doom9536 MA1-3 Eye To Eye

9542 MA2-1 Evil Tide9550 MA2-2 Night of the Shark9560 MA2-3 Sea of Blood

9570 MA3-1 A Darkness Gathering9571 MA3-2 Masters of Eternal Night9572 MA3-3 Dawn of the Overmind

1145 XTA1 The Rod of Seven Parts

1125 GRM1 The Night Below9508 GRM2 The Silver Key9534 GRM3 A Hero's Tale9533 GRM4 The Gates of Firestorm Peak1089 GRM5 Dragon Mountain9448 GRM6 Temple, Tower, Tomb1107 GRM7 Council of Wyrms9503 GRM8 Labyrinth of Madness9471 GRM9 The Dancing Hut of Baba

Yaga1143 GRM10 Tale of the Comet9568 GRM11 Moonlight Madness1162 GRM12 Return To the Tomb of

Horrors9586 GRM13 A Paladin In Hell9573 GRM14 The Lost Shrine of

Bundushatur

9511 JAK1 Jakandor: Island of War9512 JAK2 Jakandor: Isle of Destiny9472 JAK3 Jakandor: Land of Legend

2020S GEN1 Wild Things Module2019s GEN1 Dark and Hidden Ways

Module

Al-Quadim

2126 Al Quadim Arabian Adventures1077 AL Quadim Land of Fate Boxed Set1091 City of Delights Boxed Set

9459 Caravans

APPENDIX

168

2146 CGR3 The Complete Sh'air'sHandbook

9366 ALQ1 Golden Voyages9431 ALQ2 Assassin Mountain9432 ALQ3 A Dozen and One

Adventures9433 ALQ4 Secrets of the Lamp9440 ALQ5 Ruined Kingdoms9467 ALQ6 Cities of Bone Boxed Set9449 ALQ7 Corsairs of the Great Sea

Birthright

3100 Birthright: The Legacy of Kings Boxed Set3100n Birthright 2nd Edition3103 Cities in the Sun Boxed Set3121 The Rjurik Highlands3147 Tribes of the Heartless Wastes

3101 Blood Enemies: Monstrosities of Cerilia3134 The Seas of Cerilia: Naval Battle System3117 The Book of Magecraft3126 The Book of Priestcraft3137 The Book of Regency3129 Havens of the Great Bay

3105 EXP1 Endier3104 EXP2 Roesone3107 EXP3 Tuornen3109 EXP4 Talinie3108 EXP5 Ilien3106 EXP6 Medoere3111 EXP7 Ariya3119 EXP8 Binsada3123 EXP9 Khourane3122 EXP10 Halskapa3127 EXP11 Stjordvik3120 EXP12 Baruk-azhik3124 EXP13 Tuarhievel3135 EXP14 Hagunmark

3102 BC1 Sword and Crown3125 BC2 Legends of the Hero Kings3110 BC3 Warlock of the Stonecrowns3118 BC4 Sword of the Roele3142 BC5 King of the Giantdowns3136 BC6 Shadow Moon3140 BC7 Blood Spawn3141 BC8 Charge of the Cold Rider

Dark Sun

2400 Dark Sun Boxed Set2438 Dark Sun Boxed Set Vol. 22418 The Ivory Triangle Boxed Set

2419 CGR2 The Complete Gladiator'sHandbook

2408 Dragon Kings2430 Forest Maker2431 The Will and the Way2432 City By the Silt Sea2437 Thri-kreen of Athas2441 Beyond the Prism Pentad2445 Defilers and Preservers: Wizards of Athas2446 Psionic Artifacts of Athas

2439 DSA1 Windriders of the JaggedCliffs

2444 DSA2 Mind Lords of the Last Sea

2401 DS1 Freedom

2416 DSE1 Dragon's Crown2428 DSE2 Black Spine

2417 DSM1 Black Flames2421 DSM2 The Merchant House of

Amketch2424 DSM3 The Marauders of Nibenay

2406 DSQ1 Road To Urik2410 DSQ2 Arcane Shadows2412 DSQ3 The Asticlian Gambit

2407 DSR1 Dune Trader2404 DSR2 Slave Tribes2411 DSR3 The Veiled Alliance2413 DSR4 The Valley of Dust and Fire

2420 DSS1 The City State of Tyr2422 DSS2 Earth, Air, Fire, and Water2423 DSS3 The Elves of Athas

Dragonlance

1074 Tales of the Lance Boxed Set1050 Time of the Dragon Boxed Set1086 Dwarven Kingdoms of Krynn Boxed Set

2021 Dragonlance Adventures8448 Dragonlance Atlas

2143 PG1 Player's Guide to Dragonlance

APPENDIX

169

8446 Leaves From the Inn of the Last Home8372 The History of Dragonlance8421 Gnomes 100, Dragons 0

9130 DL1 Dragons of Despair9132 DL2 Dragons of Flame9131 DL3 Dragons of Hope9139 DL4 Dragons of Desolation9135 DL5 Dragons of Mystery9140 DL6 Dragons of Ice9136 DL7 Dragons of Light9141 DL8 Dragons of War9137 DL9 Dragons of Deceit9142 DL10 Dragons of Dreams9144 DL11 Dragons of Glory9133 DL12 Dragons of Faith9176 DL13 Dragons of Truth9180 DL14 Dragons of Triumph9231 DL15 Mists of Krynn9237 DL16 World of Krynn

9275 DLA1 Dragon Dawn9285 DLA2 Dragon Knight9294 DLA3 Dragon's Rest

9291 DLC1 Dragonlance Classics Vol. 19394 DLC2 Dragonlance Classics Vol. 29453 DLC3 Dragonlance Classics Vol. 3

9243 DLE1 In Search of Dragons9244 DLE2 Dragon Magic9245 DLE3 Dragon Keep

9381 DLQ1 Knight's Sword9382 DLQ2 Flint's Axe

9278 DLR1 Otherlands9344 DLR2 Taladas ; the Minotaurs9383 DLR3 Unsung Heroes

9314 DLS1 New Beginnings9319 DLS2 Tree Lords9327 DLS3 Oak Lords9334 DLS4 Wild Elves

9395 DLT1 New Tales; the Land Reborn9396 DLT2 Dragonlance Book of Lairs

1148 Dragonlance 5th Age Game1150 Heroes of Steel1149 The Last Tower: Legacy of Raistlin9517 Heroes of Defiance9543 Heroes of Sorcery

9565 Saga Fate Deck9546 Heroes of Hope9551 Wings of Fury9566 A Saga Companion9554 Citadel of Light9564 The Bestiary9587 Seeds of Chaos9588 Palanthas

Forgotten Realms

1031 Forgotten Realms Boxed Set1085 Forgotten Realms 2nd Ed. Boxed Set1055 The Horde Boxed Set1032 Kara Tur Boxed Set1040 City System Boxed Set1066 Maztica Boxed Set1083 Menzoberranzan Boxed Set1060 Ruins of Undermountain Boxed Set1104 Ruins of Undermountain 2 Boxed Set1084 Ruins of Myth Drannor Boxed Set1120 Ruins of Zhentil Keep Boxed Set1121 Spellbound: Thay, Rashemen, &

Aglarond1147 Netheril: Empire of Magic1142 The North Campaigne Expansion1159 Lands of Intrigue1165 Cormanthyr: Empire of Elves9561 Empires of the Shining Sea9393 Volo's Guide To the North9379 Volo's Guide To Waterdeep9460 Volo's Guide To the Sword Coast9486 Volo's Guide To Cormyr9524 Volo's Guide To the Dalelands9535 Volo's Guide To All Things Magical

9297 FOR1 Draconomicon9326 FOR2 Drow of the Underdark9346 FOR3 Pirates of the Fallen Stars9390 FOR4 Code of the Harpers9430 FOR5 The Elves of Evermeet

8420 Faerie Mound of Dragonkind8422 Knight of the Living Dead1044 The Great Khan Game Boxed Set1109 City of Splendors Boxed Set9410 Cormyr Accessory9474 The Moonsea

2142 PG2 Player's Guide to theForgotten Realms

1111 Elminster's Ecologies

APPENDIX

170

9489 Elminster's Ecologies Appendix 19490 Elminster's Ecologies Appendix 29491 Pages From the Mages9492 Wizards and Rogues of the Realms9475 The Seven Sisters9487 Giantcraft9358 Aurora's Whole Realms Catalog8442 Forgotten Realms Atlas2106 Forgotten Realms Adventures9465 Forgotten Realms Book of Lairs2018 Oriental Adventures9520 Vilhon Reach9525 Hero's Lorebook9509 Warriors and Priests of the Realms9516 Faiths and Avatars9531 Four From Cormyr9563 Powers and Pantheons9545 Prayers From the Faithful9547 Cult of the Dragon9574 For Duty and Deity9552 Villain’s Lorebook9589 Calimport9585 Demihuman Deities

9213 FR1 Waterdeep and the North9217 FR2 Moonshae9224 FR3 Empires of the Sands9229 FR4 The Magister9233 FR5 The Savage Frontier9235 FR6 Dreams of the Red Wizards9252 FR7 Hall of Heroes9262 FR8 Cities of Mystery9267 FR9 Bloodstone Lands9274 FR10 Old Empires9300 FR11 Dwarves Deep9324 FR12 Horde Campaigne9320 FR13 Anauroch9351 FR14 The Great Glacier9373 FR15 Gold and Glory9388 FR16 The Shining South

9301 FA1 Halls of the High King9341 FA2 Nightmare Keep

9349 FMQ1 City of Gold

9333 FMA1 Fires of Zatal9340 FMA2 Endless Armies

9281 FRA1 Storm Riders9290 FRA2 Black Courser9304 FRA3 Blood Charge

9238 FRC1 Ruins of Adventure

9239 FRC2 Curse of the Azure Bonds

9247 FRE1 Shadowdale9248 FRE2 Tantras9249 FRE3 Waterdeep

9389 FRM1 The Jungles of Chult

9354 FRQ1 Haunted Halls of Eveningstar9369 FRQ2 Hordes of Dragonspear9391 FRQ3 Doom of Daggerdale

9392 FRS1 The Dalelands

9283 LC1 Gateway to Raven's Bluff9282 LC2 Inside Raven's Bluff9316 LC3 Nightwatch in the Living City9315 LC4 Port of Raven's Bluff9575 LC5 The City of Raven’s Bluff

9164 OA1 Swords of the Daimyo9186 OA2 Night of the Seven Swords9195 OA3 Ochimo the Spirit Warrior9203 OA4 Blood of the Yakuza9242 OA5 Mad Monkey Vs. Dragon

Claw9257 OA6 Ronin Challenge9258 OA7 Test of the Samurai9307 FROA1 Ninja Wars

9519 XUT1 The Lost Level9528 XUT2 Maddgoth's Castle9538 XUT3 Stardock9562 XUT4 Hellgate Keep

9444 XMV1 Marco Volo Departure9450 XMV2 Marco Volo Journey9455 XMV3 Marco Volo Arrival

9484 XRM1 The Sword of the Dales9485 XRM2 The Secret of Spiderhaunt9488 XRM3 The Return of Randal Morn

9540 MOD How the Mighty Are Fallen9544 MOD Castle Spulzeer9584 MOD Reunion9558 MOD The Fall of Myth Drannor

Greyhawk

9025 World of Greyhawk Folio Set1015 World of Greyhawk Boxed Set1043 City of Greyhawk Boxed Set

APPENDIX

171

1068 Greyhawk Wars Boxed Set1064 From the Ashes Boxed Set

9577 Greyhawk: The Adventure Begins9578 Player’s Guide To the Greyhawk2023 Greyhawk Adventures

9065 WG4 Forgotten Temple ofTharizidun

9112 WG5 Mordenkainen's FantasticAdventure

9153 WG6 Isle of the Ape9222 WG7 Castle Greyhawk9253 WG8 Fate of Istus9251 WG9 Gargoyle9265 WG10 Child's Play9269 WG11 Puppets9270 WG12 Vale of the Mage

9279 WGA1 Falcon's Revenge9289 WGA2 Falconmaster9302 WGA3 Flames of the Falcon9309 WGA4 Vecna Lives

9406 WGM1 Border Watch

9385 WGQ1 Patriots of Ulek

9292 WGR1 Greyhawk Ruins9360 WGR2 Treasures of Greyhawk9386 WGR3 Rary the Traitor9398 WGR4 The Marklands9399 WGR5 Iuz the Evil9405 WGR6 City of Skulls

9317 WGS1 Five Shall Be One9337 WGS2 Howl From the North

9576 WGT1 Return of the Eight9579 WGT2 The Star Cairns9580 WGT3 Crypt of Lyzandred9581 WGT4 The Doomgrinder

Lankhmar

9162 Lankhmar City of Adventure2137 Lankhmar City of Adventure 2nd Edition1144 The New Adventures of Fafhrd & Grey

Mouser

9461 Rogues In Lankhmar9470 Cutthroats of Lankhmar

9150 CA1 Swords of the Undercity9170 CA2 Swords of Deceit

9276 LNA1 Thieves of Lankhmar9305 LNA2 Nehwon9318 LNA3 Prince of Lankhmar

9371 LNQ1 Slayers of Lankhmar

9295 LNR1 Wonders of Lankhmar9329 LNR2 Tales of Lankhmar

9481 Avengers In Lankhmar

APPENDIX

172

Mystara

1094 Champions of Mystara1037 Dawn of the Emperors Boxed Set2511 Glantri: Kingdom of Magic2500 Karameikos: Kingdom of Adventure2504 Red Steel Campaigne Setting9500 Savage Baronies Campaigne Setting2521 Savage Coast Campaigne Book

9372 AC1010 Poor Wizard's Almanac 19441 AC1011 Poor Wizard’s Almanac 22506 AC1012 Poor Wizard’s Almanac 3

2517 Joshuan's Almanac2510 Player's Survival Kit2512 Dungeon Master's Survival Kit

9193 GAZ1 The Grand Duchy ofKarameikos

9194 GAZ2 The Emirates of Ylarum9208 GAZ3 The Principalities of Glantri9215 GAZ4 The Kingdom of Ierendi9223 GAZ5 The Dwarves of Rockhome9227 GAZ6 The Elves of Alfheim9230 GAZ7 The Northern Reaches9232 GAZ8 The Five Shires9236 GAZ9 The Minrothad Guilds9241 GAZ10 The Orcs of Thar9250 GAZ11 The Republic of Darokin9246 GAZ12 The Golden Khan of Ethengar9287 GAZ13 The Shadow Elves9306 GAZ14 The Altraghin Clans

2502 MYS1 Hail the Heroes2509 MYS2 Night of the Vampire2513 MYS3 Mark of Amber

Planescape

2600 Planescape Boxed Set2607 Planes of Law2603 Planes of Chaos2615 Planes of Conflict2634 The Inner Planes

2604 The Well of the Worlds2611 The Factol's Manifesto2609 In the Cage; A Guide To Sigil2610 A Player's Primer To the Outlands CD.2624 Uncaged: Faces of Sigil2623 On Hallowed Ground2620 The Planewalkers Handbook

2625 A Guide To the Astral Plane2630 Faces of Evil: Fiends2632 Tales From the Infinite Staircase2633 A Guide To the Ethereal Plane

2601 PSM1 The Eternal Boundary2605 PSM2 In the Abyss2606 PSM3 The Deva Spark2608 PSM4 The Fires of Dis2614 PSM5 Harbinger House2621 PSM6 Hellbound: the Blood War2626 PSM7 Doors To the Unknown2619 PSM8 Something Wild2628 PSM9 The Great Modron March2631 PS10 The Dead Gods2629 PS11 Faction War

Ravenloft

1053 Realms of Terror Boxed Set1108 Raveloft 2nd Ed. Boxed Set1079 Forbidden Lore Boxed Set1088 Castles Forlorn Boxed Set1103 Masque of the Red Death and Other Tales9498 The Gothic Earth1124 The Nightmare Lands2174 Domains of Dread Rulebook

9513 Children of the Night: Vampires9555 Children of the Night: Ghosts9583 Children of the Nigh: Werebeasts9510 Forged of Darkness9529 A Guide To Transylvania1163 The Shadow Rift9559 Champions of the Mists

9298 RA1 Feast of Goblyns9321 RA2 Ship of Horror9338 RA3 Touch of Death

9439 RE1 Adam's Wrath

9413 RM1 Roots of Evil9414 RM2 The Created9415 RM3 Web of Illusion9418 RM4 House of Strahd9419 RM5 Dark of the Moon

9352 RQ1 Night of the Walking Dead9364 RQ2 Thoughts of Darkness9375 RQ3 From the Shadows

9331 RR1 Darklords

APPENDIX

173

9336 RR2 Book of Crypts9345 RR3 Van Richten's Guide To

Vampyrs9348 RR4 Islands of Terror9355 RR5 Van Richten's Guide To

Ghosts9412 RR6 Van Richten's Guide To the

Lich9916 RR7 Van Richten's Guide To the

Werebeast9417 Van Richten's Guide To the

Created9451 Van Richten's Guide To the

Ancient Dead9477 Van Richten's Guide To

Fiends9496 Van Richten's Guide To the

Vistani

9523 XGH1 Death Unchained9526 XGH2 Death Ascendant1146 XGH3 Requiem: The Grim Harvest

9541 MOD Servants of Darkness9582 MOD Vecna Reborn

9494 XRL1 A Light In the Belfry C.d.9466 XRL2 Howls In the Night9452 XRL3 The Awakening9456 XRL4 Hour of the Knife9476 XRL5 When the Black Roses Bloom9493 XRL6 Circle of Darkness9495 XRL7 Chilling Tales

9497 XRL8 The Evil Eye9499 XRL9 Neither Man Nor Beast1141 XR10 Bleak House9537 XR11 The Forgotten Terror

Spelljammer

1049 Adventures In Space Boxed Set1072 War Captain's Companion Boxed Set1065 Legend of the Spelljammer Boxed Set1087 Astromundi Cluster Boxed Set

2130 CGR1 The Complete Spacefarer'sHandbook

9273 SJA1 Wildspace9286 SJA2 Skull and Crossbows9299 SJA3 Crystal Spheres9325 SJA4 Under the Dark Fist

9347 SJQ1 Heart of the Enemy

9280 SJR1 Lost Ships9312 SJR2 Realmspace9313 SJR3 Dungeon Master's Sj Screen9328 SJR4 Practical Planetology9361 SJR5 Rock of Bral9374 SJR6 Greyspace9409 SJR7 Krynnspace9411 SJR8 Space Lairs

9343 SJS1 Goblin's Return