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Incredible might be a strong word for it
t h e i N c r e d i b l e W o R l d o f
DOORS & LOCKS
To my friends that put up with
my constant barrage of minor
changes and ideas. Thanks for
actually taking the time to
give me your opinion.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Martín Davico and published under the Community Content Agreement for Dungeon Masters Guild.
Discord: discord.gg/5UsVgA5
Web: rpg.martindavico.com
Twitter: @NirDine
NIRDINE
t h e i N c r e d i b l e W o R l d o f
DOORS & LOCKS
By Martín Davico
E
Introduction
nter with me into the incredible world of doors
and locks. Okay, let's be real here, doors are far
from the most exciting thing you'll have in your
campaign. But a door can be a powerful tool, and
my purpose with this supplement is to show the
many ways in which a well-thought-out entrance can improve
your game.
So, what does this supplement offer?
Well, �irst off, a way of thinking. You'll �ind that doors can be
much more than simple entrances, they can hint as what is to
come, give players information about the context of its
surroundings, or even portray someone's personality. And with
this, you can subtly construct a more cohesive narrative for your
group.
Afterwards you'll �ind different approaches to getting through
a locked door. What variables you could consider for lowering or
raising the dif�iculty of getting past it, different ways of
challenging your players' problem-solving abilities, and an
alternative view on lockpicking in general.
Finally, you'll �ind lists of examples for different doors to use
in your games, as well as a list of interesting features. Everything
from regular everyday doors to doors altered by magic, all
complete with dif�iculty and magical properties.
However, if you were looking for a rules-heavy kind of
supplement, this is not for you. The rules contained in this
document are meant to assist the narrative and, while they are
reliable, you'll �ind that they are not as rigid as your regular 5th
edition rules.
The way to better doors
Every entrance has an intent. There are doors for everyone to
use, big and always open; others are for a few to know about,
hidden behind book-shelves or stone.
Whenever a door is built its intent is taken into consideration
by the builder, every inch of the entrance serves this
intentionality. A city gate is made for many to use at the same
time, only to be open from the inside, and to keep those inside
safe. Therefore, a city gate must be of large dimensions, sturdy
as to sustain quite a bit of damage before going down and its
locking system should be out of the reach of anyone outside the
city.
Now, what about a sealed temple trapping a dangerous beast?
Well, we have intentionality already: we must keep the monster
trapped inside. So, the gate must be suf�iciently strong to endure
the constant attacks of the creature trapped within, it's made for
no one to use ever again yet it must be at least as large as the
creature so that it could get in. Its locking system should be
outside, forgoing a key in favor of a more reliable construction.
And �inally, it should be menacing on the outside to discourage
people from going in, and it should be dangerous on the inside
to deter the creature from attacking the door.
Both are very similar doors. Large, sturdy and the locking
system is placed just on one side. However, when intentionality
is taken into consideration, they can be completely different,
and when that happens we can take those differences and make
them something unique, memorable, and that ful�ills a narrative
purpose. That's what this is all about.
Identifying intentionality
When I say intentionality, I don't mean purpose. The purpose
of a door is always the same: it lets some people in and some
people out. If it allows all people to go through, you might as
well have a hole. Otherwise, if it lets everyone out, you might as
well have a wall.
Intentionality doesn't refer to what the door can actually be
used for but rather for what it was built for. Going back to the
temple gate example, you could use the door for getting in and
out of the temple and leave it there. But that defeats the purpose
of the exercise.
This distinction is important because what we are looking for
is those details that come up when you think about what was
the door made for, to then take those details and come up with a
narrative reason for them. Without those details, every door is
practically the same as the next one.
Building your doors
Once you identify the intentionality of the construction, pick
one or two traits that could go well in relation with it or the
people living inside (if it applies). Then build upon it. For
example, if your trait is that the door is old and not well-kept,
then probably the lock is rusty, easily lockpicked, and makes a
lot of noise when opened. And that tells you about whomever
this building belongs to and how they care about the place.
Not every door needs to be relevant either. The best practice
here is to take the entrances of places you know the
contents/inhabitants of and give the door some quality that
subtly informs about them. You could also do it the other way
around, picking a de�ining feature of an entrance and then using
it to de�ine who/what lives there. You can �ind a list of door
features at the end of the supplement.
Every lock has a key
The easiest way to get through a locked door is with the right
key, yet every time a player wants to get somewhere they
shouldn't be in, they have to break in. Keys are discreet, easy to
hide, do not leave marks, and are extremely easy to copy. So of
course, everyone would use a key if they could, but the issue is
more as to where the key is, and actually recovering it. And that
can be a whole adventure on its own.
People usually have more than one copy of a key, they give
them to people they trust or hide them in places no one else
would know about. Of course, most people carry a copy of each
key with them at every moment, but those are a bit harder to
obtain. Whenever you think about making a challenge out of
getting through a door, you should consider that those keys exist
and can potentially be an entertaining and novel way for your
players to beat your challenge. There are a lot of reasons and
excuses you could give someone as to why a key is in a
particular place or being carried by a speci�ic person, so let's
tackle that.
Choose the highest mental Ability score of the owner of the
key or roll in the "Where is the spare key?" table to determine a
possible location for a spare key.
d6
Highest Mental Ability score
Where is the spare key?
1-2
Intelligence
The owner of the key has one or more copies hidden close to the door. Use Table A to
determine where it could be hidden.
3-4
Wisdom
The owner of the key has a trick to opening the door without the key. Use Table B to
determine what the trick is.
5-6
Charisma
The owner of the key has given one or more copies to close friends or family. Use Table C to
determine who has it.
Once you've done that, you can use tables A, B, and C to more
speci�ically de�ine where the key is. Just remember that the
tables offer a limited range of options and that you should
consider expanding on the ideas presented for you if you're
planning on making heavy use of this tool.
d8
Table A. The key is hidden
1
On top of door frame, just out of reach for a medium
creature.
2
Beneath a heavy object close to the entrance (flower
pot, welcome mat, bust, rock).
3
Inside a hollowed brick on the wall.
4
Hanging from a chain inside the gu�er.
5
Inside a hole in the trunk or branch of a nearby tree.
6
Buried on a flower pot, or near a tree or brush.
7
Res�ng beneath a loose �le or plank.
8
Glued under a garden table or chair.
d8
Table B. The door has a trick
1
When you tuck the handle upwards and pull, the door
unlocks.
2
If you hold the handle down for a minute, the door
unlocks.
3
Shaking the door a lot just unlocks it.
4
You can use the symbol to a specific god as a key.
5
Hea�ng up the lock unlocks it, but it can't be closed
un�l it cools down.
6
There's a �ny piece of silk s�cking out of the door
frame, the door opens up if you pull from it.
7
You can use an umbrella through the transom window
to open the door.
8
The window isn't locked.
d8
Table C. Someone else has a key
1
Lover or ex-lover.
2
An old friend of the family.
3
A family member someplace else within the city.
4
The local keysmith.
5
The house's previous owner.
6
A person staying in the house that has yet to return
the key.
7
Someone contracted to fix something within the
house.
8
A friendly neighbor.
Creating your own criteria
If you feel that the tables provided aren't enough, you can
come up with your own locations for the spare key, following
these guidelines:
First of all, establish how a person thinks to know where
they could have a spare key. This is often too much of a
hassle, and an easy way to de�ine a person's way of thinking
using game-mechanics is to determine their highest mental
Ability score.
Then, using this information, decide how this way of thinking
would come into play when hiding a spare key. For example,
a charismatic person usually has one or two other people
that they know they can trust, so it would make sense that
they leave a key with one of them instead of hiding it.
Finally, if it applies, look for ways in which you can use the
terrain to conceal this key. If the person hiding it has a high
intelligence score, it's very likely that they won't hide it
under the welcome mat, being that it's the �irst place
everyone looks.
To give a more complete example, if the local cleric is hiding
the key of the temple and we have determined that his highest
mental Ability score is Wisdom, then probably they have a way
of getting into the temple that doesn't require a key. If instead,
we decided on Intelligence for their highest mental Ability score,
then It's probably hidden somewhere near the entrance.
As with the doors, we can take details about this people to
further build upon their way of thinking. If this cleric has a blind
devotion to a speci�ic deity, then maybe the key is in a place
where the statue of this deity can watch over it. The trick here is
that you can make it as intricate or as simple as you want.
B
Doors as challenges
e it because it �its your narrative, your party's
skillset, or that you just like the idea, you’ve
decided that you want to make a challenge out
of getting through a door. That being the case,
there are a few things you should consider.
Threats
First, let's establish something: failing to open a door is not a
punishment in itself, but rather a "try again or give up" scenario.
When your rogue fails to open a door for the third time, well it's
not a problem really, just a nuisance. For it to be a problem,
there must be a looming threat that makes every failure a
critical factor in determining whether or not the players achieve
their goals. These can be dangerous things like being noticed by
the guard or getting crushed by a giant boulder, or they can be
less so, like the owner of the building returning home and your
party having to deal with witnesses.
The key (I'm not sorry) lies in determining the stakes early
on, that way you can weave the results of success or failure into
a narrative context and keep on building the scene. "What could
this threat be?" I conveniently write here. Well, I'm glad I asked.
The impending trouble that your players will have to deal with
can be almost anything, so I made a table because that's what I
do. Roll on the Looming Threat table to determine what will
befall your players should they fail the challenge.
d8
Looming Threat
1
The structure is damaged, and it's coming down.
2
A creature/person that lives in the building is soon to
return.
3
Someone saw the players and called the
authori�es/an enemy.
4
A harmful substance is filling the building room by
room.
5
A party member/NPC is poisoned and needs an
an�dote to survive.
6
A sleeping creature is about to wake up and a�ack
the players.
7
There's some kind of explosive about to blow up.
8
Someone that's not supposed to see the players there
is about to. Having serious social ramifica�ons.
Creating your own criteria
There are three parts to every threat that you should consider.
These are the premise, the presentation, and the climax.
The premise is what you tell your players is going to happen
and how your players should understand what you present.
So, the fact that the building is going to collapse and crush
the party is your premise. It might be a complete lie, and
that's okay.
Presentation is what it sounds like: how are you going to
present this threat to your players? You must convey in some
way that this threat exists and that your players need to
either hurry or deal with it. If you don't, they will fail your
challenge. There's not a lot of advice I can give you about
this, as for its very situational nature, but one or two hints in
your narration when describing the place should be enough.
Just remember that if no one seems to pick up on it, you can
always just tell them what the threat is or make their
characters know based on ability checks.
Finally, the Climax is what actually happens when your
players succeed at or fail the challenge. The premise and
climax can be the same thing, but D&D is a lot of smoke and
mirrors, and it's better for you to know in advance if you
want to incorporate a plot twist. Using the same collapsing
building example, instead of killing your players, you might
want them to get trapped underground having to �ind
another way out. And that's a good thing, you can and should
change the expected outcome of a failed challenge because
the essential part is not the resolution, but how it develops.
Timers
A timer is your way of controlling the speed in which such a
threat becomes a reality, and It serves as a physical reminder of
how close you are to its climax. To set it up, pick a die. The
number of faces on your die determine the dif�iculty of the
challenge, the lower the number, the harder it gets. Whenever
your players either succeed or fail at something related to the
challenge, you may tick down your die. When you're out of faces,
the threat becomes a reality.
Now, the important thing here is that whenever the timer
ticks down, something relating to the threat in relation to the
challenge happens. For example, if you determined that the
building is collapsing, you can make use of that as your player
fails to pick the lock, explaining how the shaking of the structure
causes him to fail. Otherwise, if your player managed to open
the door, mention how the door opens just in time to jump
across as a piece of masonry falls where they stood a second
ago. It doesn't have to affect the game in any way, but it's a
narrative tool to move the situation forward and add tension.
You're looking for opportunities to move the threat closer to
the situation, making it ever present and building up tension
until you release it when your players either succeed or fail.
Your objective shouldn't necessarily be to make your players
confront this threat, but to keep it looming ever larger during
the scene.
It’s important to note that reaching the end of your timer
doesn't necessarily mean that your challenge is over, just that
the threat becomes reality.
Dice
Timer difficulty
d12
Easy
d10
Regular
d8
Tough
d6
Hard
d4
Impossible
Dual dif�iculty
These challenges feed on game �low. The tension can only
build up for as long as the scene keeps moving forward. Sadly,
the black and white nature of ability checks stops this �low on its
track whenever a player fails to do something, and we don't
want that.
So, going back to doors, most of the time you're not trying to
punish the act of opening the door, but instead, being careless
about it. For me, I like to let the players succeed and add some
nuisance that, if not resolved, will likely become a problem later.
This punishing factors might be things like breaking the lock,
making too much noise, leaving a mark, or more immediate
things like triggering a trap or alarm. Other people prefer more
immediate punishment, like a �ireball to the face or a cloud of
poisonous gas. Therefore, we don't actually need to prevent the
players from opening the door.
Use the Dif�iculty table to determine a Problematic Dif�iculty
Class and a Safe Dif�iculty Class for your lock. If a player
attempting to open the door meets either of those numbers, the
door opens. However, if a player would open a door while not
reaching the Safe DC, there's some kind of problem while doing
so. In that case, choose a punishing factor or roll in the Possible
repercussions table to determine what happens.
d4
Difficulty
Problema�c DC
Safe DC
1
Fairly easy
Automa�c Success
10
2
About regular
12
15
3
Pre�y hard
17
20
4
Impossible
Automa�c Failure
25
d10 Possible repercussions
1
A trap is triggered.
2
An alarm is triggered.
3
The lock breaks, and it can't be closed.
4
The door makes an awful lot of noise when opened.
5
A vase falls form a shelf, giving you an opportunity to
catch it.
6
There's a dog napping just on the other side of the
door.
7
You leave a very no�ceable mark on the handle or the
wood.
8
Your thieves' tools break, you need new ones.
9
Someone saw you. You have li�le �me before the
authori�es show up (Set a new �mer).
10
There's a scared child on the other side.
Additionally, you might use the Condition table to increase or
decrease the challenge. Keep in mind that, in most cases, a new
lock is easier to deal with than an old one.
d6
Condi�on
DC Modifier
1-2
Well kept
+0
3-4
Old and rusty
+3
5-6
Jammed
Addi�onal Athle�cs check
Creating your own criteria
Like the previous time, if you feel like the tables provided
aren't enough, you can easily craft your own Conditions,
Dif�iculties, and Repercussions, following these guidelines.
Condi�ons
The �irst thing you should de�ine is the conditions or speci�ic
features of your lock. These are things that could later make
it easier or harder for your players to open the lock or
somehow affect the possible repercussions.
Difficul�es
With the lock's conditions in mind, all you have to do now is
de�ine what number do the players have to roll to open the
door. This number represents the Problematic DC, meaning
that when a player satis�ies it, the door will open, but a
problem is likely to arise.
After that, you should set a Safe DC. A number the players
have to roll to open the door without any problems. It should
be a higher number than the last, and it represents that the
players were careful when opening the lock, so there
shouldn't be any immediate repercussions.
Repercussions
Now, here's the exciting part. Taking into consideration your
lock's conditions as well as the context of the door (building,
time of day, location, owner, etc.), you have to come up with a
possible problem that could arise from the careless opening
of the lock.
Choose when will the repercussion/s affect the players. Will
it be instant or something that will come into play later on?
If instant, something unexpected is your best bet. Add a
factor that the players didn't anticipate that demands
immediate resolution. A good way to emphasize the urgency
of the matter is to involve other people, given the nature of
the situation, players either can't afford to be discovered or
are looking for a non-violent approach to solve a problem, so
they have to deal with whoever saw them.
If it's something to be a problem later, it's best to dismiss the
issue as if it wasn't much. These are often things that might
seem minor at �irst but could have an important role. The
idea of the lock breaking or leaving a mark are good
examples of this, but they only work if the players actually
care about that. If they don't mind that the owner of the
house knows someone has been in there, then the mark does
nothing for you. The key here is to understand what could be
bothersome for your players and do something that subtly
moves the game in that direction.
Didn't work? Have you tried smashing?
If your objective is to give your players as many options as
possible while deciding how to enter somewhere, just
remember that doors are breakable objects and that with
enough time and the appropriate tools, you should be able to
break most barriers. You just have to determine if the door in
question is a breakable object, and how much time would it take
for the players to destroy it. That's it really.
Hidden doors
N°
Name
Proper�es
PDC
SDC
1
Door beneath a rug
This door is hidden from view and requires a successful Inves�ga�on check
to be found. You just have to move the rug honey.
AS
8
2
Door behind a bookshelf
This door is hidden from view and requires a successful Inves�ga�on check
to be found. A specific book has to be pulled for the door to open.
5
13
3
Door behind a hearth
This door is hidden from view and requires a successful Inves�ga�on check
to be found, and only if the fire is not currently burning
7
15
4
Door behind a mirror
This door is hidden from view and requires a successful Inves�ga�on check
to be found. The door slides open if a secret bu�on is pressed.
9
17
5
Door behind a wall
This door is hidden from view and requires a successful Inves�ga�on check
to be found. The bricks have to be touched in a specific sequence.
13
22
Magical doors
N°
Name
Proper�es
PDC
SDC
1
Door of politeness
The door is locked and has an alarm. It can be opened and the alarm
deac�vated by knocking on its wood loudly three �mes.
11
15
2
Door of remembrance
This door is locked, and only opens if you passed through it before or came
accompanied with someone that did.
14
18
3
Door of visual recogni�on
The door only opens if its eye sees the owner. Magic that alters
appearance (such as Disguise Self) can trick the door into opening.
17
21
4
Door of stubbornness
Treat this door as a creature (use the Stone Golem sta�s�cs or a Golem of
an appropriate material), it doesn't a�ack unless a�acked or forced open.
20
24
5
Door of the bloodline
This door is locked and doesn't have a handle. To open it you need to
smear on it blood from someone related to the owner.
AF
27
6
Door of moonlight
This door is locked and will only open when the light of the moon shines
upon its encrusted gem. Moonbeam can trick the door into opening.
AF
30
7
Door of death
This door is locked and will only open if a creature is killed in front of it.
Feign Death can trick the door into opening.
AF
AF
Puzzle doors
N°
Name
Riddle
Answer
1
Door of seasons
In summer I'm welcoming, in winter I'm not, yet I don't know from calendar
or clock. It doesn't ma�er for I'm made of steel, and can always tell from the
way I feel.
Use heat
2
Door of mice
Four dozen mice pass through me. First goes one, then two, then four, then
eight, then sixteen. How many mice have to go next?
17 or
The rest
3
Door of echoes
When I'm close, yet you can't reach, and you see me where I can't be. Only
then, you shall open me.
Use a
mirror
A few door examples
Here are some examples of doors for you to use in your
games, with respective Problematic DC (PDC) and a Safe DC
(SDC).
Remember that Automatic Success (AS) means that no matter
how low you roll you'll open the door, and Automatic Failure
(AF) means that you'll be unable to open the door unless you
meet the Safe DC. In either case, there should be repercussions
unless the term is used for the Safe DC.
Door's material
Determining what a door is made of won't usually affect the
chance your players have of forcing the lock, but the dif�iculty of
smashing it to pieces.
Regular doors
N°
Name
PDC
SDC
1
Archway
AS
AS
2
Dog door
2
7
3
Regular door
5
10
4
Reinforced Door
7
12
5
Barred door
9
14
6
Sealed door
11
16
7
Portcullis
13
18
8
Removable Wall
AF
20
9
Fake entrance
AF
AF
What the door says about its owner
N°
Old or damaged
1
The owner doesn't care about what happens to the building or maintaining it.
2
No one has lived in the building for a long �me.
3
The inhabitants don't have enough coin to repair or maintain the building.
4
The building is meant to be considered as abandoned.
New or pris�ne
5
The building belongs to someone of wealth.
6
The owner cares a great deal about appearances.
7
The building has been recently constructed or renovated.
8
Those inside are trying not to arise suspicion.
Colorful or flamboyant
9
The owner wants everyone to know where he lives.
10
Someone painted the door as a joke.
11
The inhabitants are looking to a�ract people to their home.
12
No one would suspect that a cult to a dark god would hide behind a light salmon and dark lime colored door.
Ominous or in�mida�ng
13
The owner doesn't like visitors.
14
The builder is trying to warn people to stay away.
15
It might be just a coincidence or an omen of things to come.
16
Now that's where a cult to a dark god should be hiding.
Mysterious or out of place
17
The owner is clearly not from here, he might not even be human (nor elf, dwarf, halfling, etc.).
18
The inhabitants have been to every corner of the world and back.
19
Someone well versed in magic must live here.
20
The building predates the town (or surrounding buildings).
Accessible or quite visible
21
The owner wants everyone to have easy access to the building.
22
The other buildings were built around this one.
23
The inhabitants are monitoring everyone that goes through.
Hidden or hard to find
24
The owner doesn't want to be found for some reason.
25
The inhabitants are doing something illegal or dangerous.
26
Some say that the easiest way of protec�ng people from something, is not telling them about it.
Door traits
I'll �inish this up with possible characteristics you could
attribute to the owner of a door based on the door's features, as
well as a few examples of intentionality. All to help you come up
with more appealing entrances.
Keep in mind that this is all meant as an assortment of
examples to help you get going and, while you could easily use
this in your games without a hitch, you should consider building
your own traits and features depending on what your game
needs.
Intentionality
N°
Builder's intent
1
It was built to prevent people from going in.
2
It was built to prevent something from ge�ng out.
3
It was built to conceal a great secret.
4
It was built to hide something of great value.
5
It was built as a way to escape should danger arise.
6
It was built to enter the building in secret
7
It was built as a decoy, to lure people in
Remember to
Remember to
Remember to
Remember to
Remember to
close the door on
close the door on
close the door on
close the door on
close the door on
your way out
your way out
your way out
your way out
your way out
Hey there! You made it to the end,
congratulations!
To be honest, this is my first time creating
something like this, I usually go for smaller more
proved-to-work kind of supplements, and I'm
really hoping people are interested in this
because I had a blast writing it.
If you did like it, please leave a comment, I'll read
it. I promise. If you didn't, please tell me why! I'd
love to get better.
Anyways, thanks a lot for giving me a chance, and
I hope you keep reading my stuff!
Oh, and I'll be building a site soon™! Nothing
fancy, just so people can more easily find more of
my content. I'll leave it here, just in case.
The art for this supplement was commissioned
from Fran Bianchi, you can �ind more about his work
here: instagr.am/franbianchiart.
Special thanks to Heavyarms for his invaluable
feedback and help throughout this process. I would
have never come this far without you.
http://rpg.martindavico.com
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Nirdine - The Incredible World of Doors & Locks.pdf |
Список ошибок и опечаток
78, 86, 100, 108, 116, 124, 132, 140 (!)
У всех классов в пункте «Характеристики» сказано: «Ваши
максимальные ОЗ равны [цифра]+ТЕЛ/Тел». Правильно
будет: «Ваши максимальные ОЗ равны [цифра]+Телосло-
жение». К цифре прибавляется не модификатор характе-
ристики Телосложение, а сама характеристика.
5
«Грубины подземелий». Опечатка, правильно будет «глу-
бины подземелий».
136, 310
Название хода «Везучий сукин сын» не актуально. Акту-
альное название — «Везучий гадёныш».
313
Название хода «Пустить кровь» (в тексте — пускание крови)
не актуально. Актуальное название — «Руби и кромсай».
337
В предложении «К тому же вы в любом случае добавить
в историю белые пятна, которые игрокам предстоит ис-
следовать» пропущено слово «сможете». Правильно — «в
любом случае сможете добавить...»
Скисок ошибок и опечаток ниже актуален для бумажной книги. В PDF-версии русскоязычного издания Dungeon World
(как и в игровых буклетах) перечисленные ошибки и опечатки исправлены. В этот список не вошли опечатки, не влияю-
щие на смысловую составляющую текста, а только те, которые искажают суть написанного и вносят путаницу в понима-
ние текста и/или правил игры. Этот список может пополняться в будущем. В названии файла указана дата последнего
обновления.
Если вы обнаружили другие ошибки, опечатки, несоответствия и т.д. в тексте книги или буклетов, пишите, пожалуйста,
в комментарии к обсуждению, идущему по этому адресу — https://vk.com/topic-54441374_32021488. Спасибо!
| textdata/thevault/Powered by the Apocalypse System (PbtA) [multi]/LANG/[RU]/Dungeon World/indw02_DW_rus_errata.pdf |
Equipment Packs
A Basic Fantasy RPG Supplement
Release 1
Copyright © 2009 Shayne Power
All Rights Reserved
Distributed under the terms of the Open Game
License version 1.0a
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
This supplement provides an alternate method of equipping new characters for play under the Basic Fantasy Role-Playing
Game rules. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a
copy.
Below you will find a variety of pre-selected equipment
packs which will permit players to quickly equip their
characters. The total weight of each pack has been included
for further convenience (less the weight of any gold
included). Choosing equipment in this way replaces the
standard method of rolling for starting money; if you use this
system, do not also use the starting money roll.
All characters start with the Basic Pack and a class-based
pack of their choice. They may also spend their additional
gold on the bonus packs, on items in the normal equipment
list or to upgrade weapons or armor in their class pack. With
the GM's approval, a character may swap a given weapon
for one of similar power (e.g. a Battle Axe in place of a
Longsword).
STANDARD EQUIPMENT PACKS
Basic Pack
Backpack; Torches (6); Tinderbox, flint and steel; Wineskin/
Waterskin; Winter Blanket; Rations, Dry, one week; Sack,
Large; Sacks, small (2); d6x10 gold pieces
Weight: 21 lb
Fighter Pack 1
Chain Mail; Shield; Longsword
Weight: 49 lb
Fighter Pack 2
Chain Mail; Polearm
Weight: 55 lb
Fighter Pack 3
Leather armor; Longsword; Shortbow; Quiver; 30 arrows
Weight: 25 lb
Magic User Pack 1
1 scroll of random first level spell; 2 daggers; Walking staff
Weight: 3 lb
Magic User Pack 2
2 daggers; Walking staff; 50gp
Weight: 3 lb
Cleric Pack 1
Leather armor; Shield; Holy Symbol; 1 vial Holy water;
Mace
Weight: 30 lb
Cleric Pack 2
Leather armor; Maul; 1 vial Holy water; Holy Symbol; Sling;
Sling bullets, 30
Weight: 34 lb
Thief Pack
Leather armor; Thieves' picks and tools; Shortsword; 2
daggers; Rope, silk (50')
Weight: 23 lb
Bonus pack 1 (20gp)
Chalk, small bag of pieces; Grappling hook; Rope, hemp
(2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one
man)
Weight: 29 lb
Bonus Pack 2 – Ready for anything (10gp)
Glass bottle; Iron Spikes, 12; Pole, 10' wooden; Map or
scroll case; Mirror, small metal
Weight: 12 lb
A BASIC FANTASY SUPPLEMENT
EQUIPMENT PACKS
Open Game License
INTRODUCTION
Equipment Packs: A Basic Fantasy Supplement (hereinafter “the Supplement”)
is based on the System Reference Document v3.5 ("SRD"), which is Open
Game Content. The text of the Open Game License itself is not Open Game
Content. Instructions on using the License are provided within the License itself.
Designation of Open Game Content: The entire text of the Supplement
(except the Open Game License, as noted above) is Open Game Content,
released under the Open Game License, Version 1.0a (reproduced below) as
described in Section 1(d) of the License. Artwork incorporated in this
document is not Open Game Content, and remains the property of the
copyright holder.
Designation of Product Identity: Product identity is not Open Game Content.
The following is designated as product identity pursuant to OGL v1.0a(1)(e)
and (7): (A) product and product line names, including Basic Fantasy Role-
Playing Game, Basic Fantasy RPG, and BFRPG, as well as the phrase “make
mine Basic”; (B) all artwork, logos, symbols, graphic designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual representations, including the “eye” logo, which is the personal
mark of Chris Gonnerman for his various products, and which is Copyright ©
2002 Chris Gonnerman, and the “Scribbled Dragon,” which is Copyright © 2005
Erik Wilson; (C) logos and trademarks, including any trademark or registered
trademark clearly identified as product identity by the owner of the product
identity, and which specifically excludes the open game content.
More information on the Open Game License can be found at:
http://www.wizards.com/d20
OPEN GAME LICENSE VERSION 1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners
who have contributed Open Game Content; (b)"Derivative Material" means
copyrighted material including derivative works and translations (including into
other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) "Distribute"
means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to
the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified
as Open Game Content by the Contributor, and means any work covered by
this License, including translations and derivative works under copyright law,
but specifically excludes Product Identity. (e) "Product Identity" means product
and product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open
Game Content. (h) "You" or "Your" means the licensee in terms of this
agreement.
2. The License: This License applies to any Open Game Content that contains
a notice indicating that the Open Game Content may only be Used under
and in terms of this License. You must affix such a notice to any Open Game
Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or conditions
may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License,
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE of
any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder's name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including
as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product
Identity. You agree not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The
use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms
of this License with respect to some or all of the Open Game Content due to
statute, judicial order, or governmental regulation then You may not Use any
Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becoming
aware of the breach. All sublicenses shall survive the termination of this
License.
14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
Equipment Packs: A Basic Fantasy Supplement Copyright © 2009 Shayne
Power.
END OF LICENSE
2
| textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Equipment/Basic Fantasy Equipment Packs [r1].pdf |
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| textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/591/Normal Scenarios/ULP1-11 - Two Heads are Better than One (APL 2-6)/ULP1-11 - Two Heads are Better than One certs.pdf |
Mudwake Boar
Large elemental, unaligned
Armor Class 14 (natural armor)
Hit Points 102 (12d10+36)
Speed 45 ft.
Str
Dex
Con
Int
Wis
Cha
19 (+4)
12 (+1)
17 (+3)
3 (-4)
8 (-1)
10 (+0)
Saves Con +5, Wis +1
Skills Athletics + 6, Perception +3
Senses passive Perception 13
Languages —
Challenge 4 (1,100 xp)
Aimless Fury. Opportunity attacks against the mudwake boar
are made with disadvantage. The mudwake boar can use its
reaction to make a tusk attack against a creature that makes an
opportunity attack against it. If the boar misses with this attack,
its reaction is not considered used.
Charge. If the boar moves at least 20 feet straight toward a target
and then hits it with a gore attack on the same turn, the target
takes an extra 9 (2d8) bludgeoning damage. If the target is a
creature, it must succeed on a DC 14 Strength saving throw or
be knocked prone.
Earth Glide. The boar can burrow through nonmagical, un-
worked earth and stone. While doing so, the boar doesn’t
disturb the material it moves through.
Mud Aura. When in natural terrain, the mudwake boar creates
an area of mud in a 10 foot radius centered on itself. This mud
persists for 1 minute after the boar no longer occupies that area.
The mud is considered difficult terrain for creatures other than
the mudwake boar.
Slippery. The mudwake boar has advantage on ability checks and
saving throws made to avoid being grappled. Attack rolls and
ability checks made to grapple the mudwake boar are made at
disadvantage.
Actions
Multiattack. The mudwake boar makes two attacks: one with its
gore, and one with its stomp.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
13 (2d8+4) piercing damage.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4+4) bludgeoning damage.
tActics
Before Combat If the boar notices the approach of intruders, it
will pace around its surroundings to create a larger area of mud.
During Combat The mudwake boar moves furiously around
a battlefield, attempting to attack every creature that it can,
charging indiscriminately until it has drawn blood from every
creature it can, often with little regard for its own health.
Morale If it is being attacked by obvious ranged attacks, it has
a tendency to try to flee, understanding that it cannot easily
retaliate. It also tends to flee when it is reduced to half of its hit
points, relying on its mud aura to deter attacking creatures from
chasing it. A mudwake boar will only use its earthglide ability
to flee, and not to gain a tactical advantage, as it revels in direct
melee combat.
The mudwake boar is a fearsome creature that roams the
remote wilderness, and tends to prevent the encroachment of
civilization into its zone of influence. Tales claim that mudwake
boars are mutated by the taint of the land, while others claim
that the very land itself blessed the boar with its potency to pro-
tect the ecosystem. Other tales say that a single mudwake boar
can kill or incapacitate scores of soldiers by itself. Perhaps the
worst rumor of all is that there are sometimes clusters of these
creatures that attack civilized cities and towns, often as revenge
for some great transgression against nature.
Author: Ismael Alvarez
Artist: Rick Hershey
Design and Layout: Rick Hershey
Fat Goblin Hoarde: Ismael Alvarez, Jason Owen Black, Geoff Gander, Taylor
Hubler, Matt Roth, Lucus Palosaari, Troy Daniels, and Rick Hershey.
Business Manager: Tristan Hershey
Publisher: Rick Hershey of Fat Goblin Games
Mudwake Boar © 2020 Fat Goblin Games
Open Game Content: All material — including but not limited to art, place and character
names, character and setting descriptions, background, and new class descriptions—is
Product Identity. All other content is considered Open Game Content.
Reference in non-Open Game Content (thus not covered by the Open Game License) in
this work to content owned by others is not a challenge to their ownership and is used
under Fair Use.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who
have contributed Open Game Content; (b) “Derivative Material” means copyrighted
material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in which an existing work may
be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game
Content” means the game mechanic and includes the methods, procedures, processes
and routines to the extent such content does not embody the Product Identity and
is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and product line names, logos and
identifying marks including trade dress; artifacts, creatures, characters, stories, storylines,
plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic
and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places,
locations, environments, creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f) “Trademark” means the
logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License by
the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game Content. (h)
“You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in terms
of this License. You must affix such a notice to any Open Game Content that you Use.
No terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material
as Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as
an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark
in conjunction with a work containing Open Game Content except as expressly licensed
in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute
a challenge to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally distributed under any version
of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of
the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of
this License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so
affected.
13. Termination: This License will terminate automatically if You fail to comply with
all terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors:
Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.
Shadows over Vathak © 2012, Fat Goblin Games, Authors: Rick Hershey and Jason Stoffa.
Shadows over Vathak: Player’s Guide © 2016, Fat Goblin Games; Authors: Ismael
Alvarez, Tyler Beck, John Bennett, Jason Owen Black, Troy Daniels, J Gray, Rick Hershey,
Taylor Hubler, Lucus Palosaari, Jennifer Povey, Michael Riter, and Matt Roth.
Shadows over Vathak: Explorer’s Guide to Vathak © 2016, Fat Goblin Games;
Author: Lucus Palosaari
Mudwake Boar © 2020, Fat Goblin Games; Author: Ismael Alvarez
fatgoblingames.com
Looking for more creatures, items,
adventures, player options, and horror
for your 5th Edition Fantasy Game?
then join our PAtreon!
patreon.com/vathak5th
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Shadows over Vathak/SoV Beasts - Mudwake Boar.pdf |
AGGIORNAMENTI ALLA VERSIONE 3.5 - IL PUGNO E LA SPADA
1
IL PUGNO
E LA SPADA
Aggiornamento alla versione 3.5
File realizzato per il sito Il 5° Clone
Le sezioni di aggiornamento delle regole non si applicano
più.
Afferrare frecce – Pag. 5:
Usare la versione del manuale del giocatore 3.5
Affondo poderoso – Pag. 5:
Il beneficio viene modificato con "Un tiro per colpire effet-
tuato con successo nel corso di una carica permette di in-
crementare il bonus di forza che normalmente si aggiunge
al tiro dei danni da 1 o 1,5 volte a 2, indipendentemente dal
fatto che si stia usando un'arma a una o a due mani. Il perso-
naggio prova un attacco di opportunità da parte dell'avver-
sario che è stato caricato.
Esperto con lo scudo – Pag. 8:
Usare la versione del manuale del giocatore 3.5 "Attacco con
lo scudo migliorato"
Esperto tattico – Pag. 8:
Usare la versione del manuale Il Canto e il silenzio
Oltrepassare migliorato – Pag. 8:
Usare la versione del manuale del giocatore 3.5.
Parata mano secondaria – Pag. 8:
Usare la versione del manuale del giocatore 3.5 (chiamato
ora Difendere con due armi).
Presa della scimmia – Pag. 8:
I benefici sono modificati in "Puoi usare una arma da mi-
schia (il tipo deve essere scelto al momento dell'acquisizione
del talento), che normalmente per la tua taglia richiede due
mani, con una mano sola. Soffri di una penalità ai tiri per
colpire di -2 quando si usa questo talento. Il talento può es-
sere scelto più volte, ogni volta con una arma diversa.
Ricarica rapida – Pag. 9:
Usare la versione del manuale del giocatore 3.5
Rimanere cosciente – Pag. 9:
Usare la versione del manuale del giocatore 3.5 che si chia-
ma ora duro a morire
Spaccare l’arma potenziato e migliorato – Pag. 9:
Usare la versione del manuale del giocatore 3.5 che ora si
chiama “Spezzare potenziato e migliorato”.
Cavaliere - Pag. 14
Eliminare la capacità speciale attacco completo in sella.
Difensore devoto - Pag. 17
Cancellare tra le abilità di classe "Comunicazione segreta".
Distruttore - Pag. 17-18
Tra i requisiti sostituire "Spaccare l’Arma Potenziato" con
"Spezzare Migliorato"
Sostituire poi "Conoscenza delle terre selvagge" con con
"Sopravvivenza"
Duellante - Pag. 18
Usare la versione del manuale del DM
Gladiatore - Pag. 23
Sfinire l'avversario: Sostituere la frase "Dopo il terzo round
di attacchi, l'avversario deve effettuare un tiro salvezza sulla
Tempra per evitare di subire 1d6 danni debilitanti per la stan-
chezza" con "Dopo il terzo round di attacchi, l'avversario deve
effettuare un tiro salvezza sulla Tempra. Se fallisce il tiro
subisce 1d6 di danni non letali e diviene affaticato".
Iniziato dell'ordine dell'arco - Pag. 24
Tra i privilegi di classe sostituire la capacità "arma focalizzata
superiore" con il talento "arma focalizzata superiore". Sosti-
tuire anche la capacità "specializzazione in un'arma supe-
riore" con il talento "Arma Specializzata Superiore".
Maestro d'armi - Pag. 24
Tra i prerequisiti sostituire il talento "Maestria" con il talen-
to "Maestria in combattimento". Tra le abilità di classe sosti-
tuire "Conoscenze (armi)" con "Artigianato (armaiolo)". La
capacità speciale Critico ki garantisce il talento Critico Mi-
gliorato, ma non garantisce niente altro se il personaggio
possiede già questo talento.
Capacità speciali - Pag. 25
Sostituire la capacità "arma focalizzata superiore" con il ta-
lento "arma focalizzata superiore".
Maestro delle catene - Pag. 26
Tra i prerequisiti sostituire il talento "Maestria" con il talen-
to "Maestria in combattimento". La capacità speciale "scala-
re combattendo" permette a chi si sta arrampicando di man-
tenere il bonus alla Destrezza mentre sta scalando e di otte-
nere un bonus di +2 alla CA se è appeso a una catena che
può oscillare per una distanza superiore a 1.5 metri. Sostitu-
ire alla capacità "Arma Focalizzata Superiore" il talento "Arma
Focalizzata Superiore" e alla capacità speciale "Arma Specia-
lizzata Superiore" il talento "Arma Specializzata Superiore"
Maestro samurai - Pag. 29
Tra le abilità di classe sostituire "Conoscenze (storia)" a "Co-
noscenze (codice d’onore marziale)".
Protettore tribale - Pag. 33
Nelle abilità di classe sostituire "conoscenza delle terre sel-
vagge" con "Sopravvivenza" e cancellare "Orientamento"
Sandali del balzo della tigre - Pag. 77:
Cambia i benefici in ”Con una carica può sferrare un calcio
voltante. Il calcio viene considerato come un attacco
senz’armi che infligge 2d6 di danni addizionali”.
| textdata/thevault/Dungeons & Dragons [multi]/LANG/[IT]/3a edizione (d20)/Accessori/[Revisione] Il Pugno e la Spada.pdf |
ATTRIBUTES
Body
Tech
Heart
Mind
EXPERIENCE
CONDITIONS
Upset
Scared
Exhausted
Injured
Broken
SKILLS
Sneak (Body)
Force (Body)
Move (Body)
Tinker (Tech)
Program (Tech)
Calculate (Tech)
Contact (Heart)
Charm (Heart)
Lead (Heart)
Investigate (Mind)
Comprehend (Mind)
Empathize (Mind)
ITEMS
BONUS
ICONIC ITEM
+2
HIDEOUT
RELATIONSHIPS
KID 1:
KID 2:
KID 3:
KID 4:
NPC 1:
NPC 2:
NOTES
NAME:
TYPE:
AGE:
LUCK POINTS
DRIVE:
ANCHOR:
PROBLEM:
PRIDE:
DESCRIPTION:
FAVORITE SONG:
CHARACTER SHEET
| textdata/thevault/Tales from the Loop RPG (Year Zero Engine) [multi]/3rd Party/tales-from-the-loop-character-sheet.pdf |
A Solo Grail by Evandro Novel, January 3rd 2017
A Solo Grail version 0.4
This is a simple solo storytelling game in which characters
are represented by miniatures. The game is played on an
initially empty Map (a large sheet of paper) organized as a
3x2 (or 2x3) grid. During play, Locations will be sketched in
some of the 6 Areas. Characters can only enter an Area if it
contains a Location.
Set Up
Choose 3 Elements that define your setting. These should be
powers that can drive or influence human action (e.g. love,
gold, technology, magic, war, politics...).
Choose 3 miniatures that will represent the Main Characters:
one will be the Protagonist, another the Beloved, the third the
Antagonist. The Beloved is someone the Protagonist cares about. The Antagonist and the
Protagonist have some kind of conflict, maybe involving the Beloved. Give names to the 3
characters and briefly describe the relationships between them. Write two conflicting goals
for the Protagonist and the Antagonist.
Sketch 2 Locations (e.g. a palace and a graveyard) in any two Areas of the Map and name
them. Place the Main Characters in the Locations.
Playing the Game
The Game is played in Rounds. Each Round is made of 3 Turns, during which one of the
Main Characters will be the Active Character. The Protagonist and the Antagonist will
take actions aimed at reaching their goals.
During each Turn, you can do one or more of the following actions in this order:
•
Draw a Norwegian Style Fate Card and interpret it on the basis of one of the
Elements. Use the Card to define what happens to the Active Character during this
Turn (you should use one or two Cards per session).
•
Add a new Location in an empty Area (sketch and name the Location).
•
Add a new Secondary Character in any Location (name her and maybe define her
connection with one of the Elements).
•
Move a group of characters from a Location to an adjacent Location (no diagonal
movements).
•
If the Active Character is not alone in his/her Location, you can play a scene. If the outcome
of the scene is uncertain, use a Norwegian Style Resolution Card to answer the question:
“Does the Active Character succeed?” (detail the question as appropriate).
Keep a count of the positive and negative outcomes of scenes involving the Protagonist.
A Solo Grail by Evandro Novel, January 3rd 2017
Ending the Game
When you have played two conflict scenes involving the Protagonist, you are ready to
play the final Round. If the Protagonist won both previous conflicts, he has an advantage.
If he lost both previous conflicts, the Antagonist has an an advantage. In the final conflict
scene, the Protagonist will directly face the Antagonist (this might have happened before
in the game). If one of the two sides has an advantage, draw two Resolution Cards and use
the one most favorable to that side. The outcome of this final conflict defines which of the
Protagonist or Antagonist reaches his goal; the other character fails and is defeated.
Campaign Game
The following are ideas that can be used to play multiple linked games in a Campaign:
•
You can use the same three Elements that broadly define your setting. In addition, you can
add more Elements as you discover more aspects of the setting.
•
One of the Main Characters can be one of the Main Characters from a previous game. For
instance, you can have a series of games in which the Protagonist is always the same.
•
A second Main Character can be a Secondary Character from a previous game.
•
The third Main Character should always be newly created.
•
You can connect the map to the map from a previous game, for instance by sketching in one
of the corners a Location that appeared in a different corner in a previous game.
Credits and References
This game is derived from Archipelago III by Matthijs Holter, A Grail Epoch by Rafael
Chandler and Storyleaves by Jamie Fristrom. Bivius by Riccardo Fregi aka Pango Lino has
also been an inspiration. The freely available Archipelago III pdf contains the “Norwegian
Style” Resolution and Fate Cards.
| textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/SoloGrail.pdf |
PRODUCT NO. CA510
FOLLOW US ON FACEBOOK, TUMBLR, AND TWITTER!
E-MAIL US AT: [email protected]
ABANDONED ARTS©
PRESENTS:
FOUR NEW ARCHETYPES FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee
compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License.
See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
2
ARCHETYPES
As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant
sets of class abilities which modify their corresponding base classes via the use of alternate class
features. When a character selects a class, he must normally choose to use the standard class features
found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate
class feature presented in an archetype replaces a specific class feature from its parent class.
When an archetype includes multiple alternate class features, a character must take them all – often
blocking the character from ever gaining certain standard class features, but replacing them with other
options. All other class features of the base class that aren't mentioned among the alternate class
features remain unchanged and are acquired normally when the character reaches the appropriate
level, unless noted otherwise. A character who takes an alternate class feature does not count as having
the class feature that was replaced for the purposes of meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none
of the alternate class features can replace or alter the same class feature from the base class as another
alternate class feature.
THE DEADEYE (GUNSLINGER ARCHETYPE)
A deadeye is a dedicated and serious-minded gunslinger who prides himself on his aim – especially at long range. These eagle-
eyed shootists make excellent bounty hunters and snipers, and often pursue such professions.
A deadeye has the following class features.
Deadeye’s Focus (Ex): A deadeye specializes in the use of the deadeye deed. When using the deadeye deed, the gunslinger’s
ranged attacks deal one additional point of damage to the deadeye’s target per range increment beyond the first. At 7th level, a
deadeye using the dead shot deed may add one additional point of damage to the shot for each successful attack roll beyond
the first. This bonus damage stacks with the bonus damage described above. At 15th level, the gunslinger can perform a single
attack with a firearm as a part of the action required to use the menacing shot deed, instead of firing the gun into the air. If the
attack scores a critical hit, the DC of the fear effect is increased by +2. Furthermore, when the deadeye performs a menacing
shot deed, he may resolve his attack as though he had spent one grit point to use the deadeye deed as well.
This ability replaces the gunslinger’s dodge, startling shot, and evasive deeds.
Sharpshooter’s Senses (Ex): At 2nd level, a deadeye gains a +1 bonus on Perception skill checks. At 4th level and at every even-
numbered level thereafter, this bonus increases by an additional +1, to a maximum bonus of +10 at 20th level.
This ability replaces nimble.
THE DRIFTER (GUNSLINGER ARCHETYPE)
Mobile and mysterious, drifters are swift gunmen with an inclination toward wanderlust. Rarely staying in one place for long, a
drifter tends to be more worldly and well-travelled than your average hired gun.
A drifter has the following class features.
Class Skills: A drifter adds Diplomacy, Escape Artist, Knowledge (geography), Perform, and Stealth to their list of class skills.
Skill Ranks per Level: 6 + Intelligence modifier
Longroad (Ex): A drifter’s land speed is faster than normal for his race by +10 feet. This benefit applies only when he is wearing
light armor or no armor. In addition, the drifter adds Fleet to the list of bonus feats that becomes available to him at 4th level.
This ability replaces the deadeye, pistol whip, dead shot, bleeding wound, menacing shot, and death’s shot deeds.
Drifter’s Defense (Ex): At 3rd level, a drifter gains Wind Stance as a bonus feat, even if he does not meet the normal prerequisites.
At 7th level, the drifter gains the Lightning Stance feat as a bonus feat, even if he does not meet the normal prerequisites.
3
THE GRIM OUTLAW (GUNSLINGER ARCHETYPE)
Honorless dogs such as these plague frontier communities and lonesome highways the world over. A grim outlaw uses a nasty
combination of low cunning and swift reflexes to prey upon experienced adventurers and defenseless villagers alike.
A grim outlaw has the following class features.
Class Skills: A grim outlaw adds Appraise, Disguise, Disable Device, Escape Artist, and Stealth to their list of class skills.
Skill Ranks per Level: 6 + Intelligence modifier
Outlaw’s Tricks (Ex): A grim outlaw gains Catch Off-Guard as a bonus feat, and can use that feat to catch unarmed opponents
flat-footed against firearm attacks, as long as the outlaw attacks the opponent with a firearm that was concealed or hidden at
the start of the round. In addition, the grim outlaw gains the ability to use the Disable Device skill to disarm magical traps.
This ability replaces the dead eye, dead shot, and stunning shot deeds.
Quick Pistol Whip (Ex): At 3rd level, the grim outlaw gains the ability to use the pistol whip deed as an immediate action. For
the purposes of using the Catch Off-Guard feat, the grim outlaw’s pistol whip is considered an improvised weapon. If used to
perform an attack of opportunity, the pistol whip attack gains a bonus equal to the gunslinger’s Dexterity modifier on damage
rolls and the gunslinger gains a +2 morale bonus on his combat maneuver check to knock his opponent prone.
This ability replaces gun training 1 and 2.
Honorless Outlaw (Ex): At 13th level, a grim outlaw’s opponents gain no bonus to Armor Class against the gunslinger’s ranged
attacks due to being prone as long as the gunslinger is within 5 feet of them. Furthermore, the gunslinger gains a bonus equal
to his Dexterity modifier on damage rolls made to attack prone or helpless creatures with a pistol whip or a firearm.
This ability replaces gun training 3 and 4.
THE HARRIER (GUNSLINGER ARCHETYPE)
A harrier specializes in using every tool at his disposal – to include his trusty firearm – to assist his allies and harass or confound
his opponents. As tactical gunmen, harriers make for truly fantastic allies and severely frustrating opponents.
A harrier has the following class features.
Weapon and Armor Proficiency: Harriers are proficient with the bola and the net.
Suppressive Fire Deed (Ex): As long as a harrier has at least 1 grit point, the harrier gains the ability to lay down suppressive fire
meant to protect himself and his allies from enemy attacks. When the harrier damages an opponent with a readied action, that
opponent takes a -2 penalty on attack rolls until the end of its turn. At 7th level the penalty is increased to +4, and at 15th level
the penalty is increased to -6.
This ability replaces the quick clear deed.
Harrier’s Training (Ex): At 5th level, a harrier gains a bonus equal to his Dexterity modifier on damage rolls when attacking with
ranged weapons, light melee weapons, or weapons compatible with the Weapon Finesse feat against blinded, cowering, dazed,
disabled, dying, exhausted, fascinated, grappled, flat-footed, helpless, nauseated, panicked, staggered, or stunned opponents.
This ability replaces gun training 1, 2, 3, and 4.
Improved Targeting (Ex): At 7th level, whenever a harrier uses the targeting deed, he may spend one additional grit point before
firing to add additional effects or advantages to the deed, depending on the part of the body targeted:
Arms: The gunslinger can “scoot” the dropped item up to 15 feet away, as though using the utility shot deed.
Head: The target is dazzled in addition to becoming confused. This secondary condition is not a mind-affecting effect.
Legs: The target is knocked 5 feet backwards before falling prone. This movement does not provoke an attack of opportunity.
Torso: If the attack roll threatens a critical hit, the threat is confirmed automatically.
Wings: If the target falls far enough to hit the ground, the amount of falling damage that it receives is doubled.
This ability replaces the dead shot deed.
Distracting Shot Deed (Ex): At 11th level, a harrier with at least 1 grit point can fire his weapon in such a way as to distract a
target with a near miss accompanied by a startling ricochet, a hail of debris, and the peal of gunfire. This deed functions like the
startling shot deed, except that the target is not rendered flat-footed by the attack. Instead, the target is distracted and must
succeed on a concentration check (DC 15 + twice the level of the spell being cast) in order to cast any spell for 1 round. On a
failed check, any spell that the target attempts to cast is lost.
This ability replaces the bleeding wound deed.
4
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted;
(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language,
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equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as
Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h)
"You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms
of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described
by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT
NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another,
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Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
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10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
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from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to
statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware
of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author:
Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason
Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC;
Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson,
Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman,
Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of
Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with
Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content
from TSR. Abandoned Arts Presents: Class Acts: Gunslinger Archetypes © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet,
Monte Cook, and Skip Williams.
CREDITS
Design and editing by Daron Woodson.
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying
Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Learn more about the Pathfinder Roleplaying Game at www.paizo.com.
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Class Acts/Class Acts - Gunslinger Archetypes.pdf |
Flip over for More
Millennials are Killing is a horror-comedy RPG
about the ceaseless need of all people born
between 1982 and 2004 to destroy all that we
hold dear. Most players will take on the role of
Millennials who want nothing but destruction.
One player takes the role of a Baby Boomer
(BB) who responsible for managing a world
that helplessly watches as Millennials slake
their dark thirst.
What you need
· A six sided die or d6
· Paper and pencils
· Poker chips, glass beads, or
some kind of marking object
· Access to the internet
· 4-6 good friends
Making a Millennial
We all know that Millennials are different
from ordinary people. This game breaks
down those differences into Traits:
Entitlement: This allows millennials to acquire
anything they desire. Most people have to
work for what they want, Millennials never
have to. Should they want something, it will
be served to them on a silver platter.
Players trying to acquire resources will
have to roll Entitlement.
Social Media: Millennials have access to social
media like other generations, but unlike
everyone else, they don’t use it to share
pictures of Minions Telling it like it is. What
they do on Social Media is a mystery, the only
thing we understand is its destructive power.
Any time a Millennial attempts something they
can justify as being related to the internet, they
will roll Social Media.
Youth: Millennial bodies are nigh invulnerable.
Impossible physical challenges like running,
jumping, and queer sex pose no challenge to
them. If a Millennial is attempting a physical
feat they will roll Youth.
A Fucking Attitude Problem: Millennials only
communicate through hostility, lectures,
references to media you don’t understand,
and memes. In a real-life social situation they
can use their Fucking Attitude Problem to make
perfectly normal things seem unacceptable.
In social situations when the outcome is
uncertain, Millennials will always roll using
A Fucking Attitude Problem.
Every Millennial starts the game with
4 Character Points which can be divided
between traits as they like. If a Millennial’s
character is a person of color, queer, or
a woman, they get a fifth point to spend
anywhere they like because of
Barack Hussein Obama.
Every Millennial is dressed unprofessionally,
has a smartphone, and more money than you
remember having growing up, but not enough
to afford a home.
Playing the Game
Setting up
To begin play, the BB will have to pick a
target for our Millennials. To do that roll on
the Millenials are Killing chart with 2d6.
It is the Millennial’s goal to destroy
whatever target you provide for them.
Millennials are Killing
By James D'Amato
Art: Eric Colossal
Layout: Paulomi Pratap
Consulting: Ian O'Dea | Tasha Robinson | Jen Gange
Ryan Chilton | Max O | Evil Guacamole
Although Millennials are creatures of
immense power, incomprehensible values,
and unthinkable cruelty, their task is not
simple. A Millennial cannot simply harness
the power of their Social Media to completely
destroy something like bar soap. It will take
a number of direct and indirect attacks from
them to kill their targets. In order for a target
to truly be killed, it has to be ruined to the
point that no one else can enjoy it.
Rolling
During the game, players will have to roll
every time they want to do something that
would cause damage or has a chance of
failing. When making one of these checks,
players will roll a d6 and add any relevant
trait. If the result is 1-3, the Millennial fails
and society is unharmed. On a result of 4-6
a roll is immediately and evidently successful,
but this success will come with unintended
consequences that you can use to harm the
Millennials. Consequences can be anything
from a Millennial being immediately and
rightfully shamed, or something as far
removed as one of their favorite cartoons
being adapted to film with a cast they
disapprove of. Any result 6+ will have an
immediate and devastating effect, it will be
brutal and far-reaching.
If a Millennial successfully completes any
actions the player should describe their
immediate success. The BB will respond with
the effect the success has on the world. It is
important to emphasize the horror and dread
of Millennial success. Everything they do is a
direct attack against everything we understand
and hold sacred. Sometimes it will be
immediate as a crowd running in terror from a
Millennial using their Youth to crush a diamond
with their bare hands. Other times the effects
could be far removed like an especially dank
meme causing crops to fail, destroying the life
of an American Farmer. These should be short
but horrific scenes.
Trophies
If a player rolls a natural 6 on their die when
performing an action, they will receive a
Trophy. This is usually marked by a poker chip
or glass bead. Coins are not allowed because
Millennials are killing coined currency and
will never afford a home even with a /HUGE/
stack of nickels. Anytime a Millennial player
receives a Trophy, all other Millennial players
will receive Participation Trophies, which are
mechanically indistinguishable from Trophies,
but we know they are unearned. At any time
before or after one of their rolls, a Millennial
can spend a trophy to increase the result by 1.
Ending The Game
A game of Millennials are Killing normally
ends with the Millennials successfully
destroying their Target. If you want to play
a shorter game, set a timer for one hour.
If the Millennials do not kill their Target
within the hour they become too lazy to
continue their hunt.
god
Self-Pity
Beer
marriage
Department
Stores
Napkins
Golf
diamonds
Lunch
oil
serendipity
Focus
Groups
motorcycles
Real estate
Vacations
gyms
Handshakes
Movies
football
wine
9-to-5
jobs
consumerism
Baby Names
The American
dream
Running
Banks
cruises
yogurt
bar soap
cereal
Hotels
The Toyota
Scion
sex
applebee's
Fabric
Softner
Nazis
| textdata/thevault/Millennials Are Killing.pdf |
Ausdruck an DeMeKo Newsreader / #Datalinks by SHADOWBOT2.0
29.06.2077 || 22:00:00
Sonderausgabe || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN
EMPÖREND: Furcht vor Rassenunruhen verzögert gerechte Verurteilung. Und niemand
denkt an das Leid der Opfer und ihrer Angehörigen. Nachdem sich die bestialische
Schickeria-Mordserie nun schon so lange hinzieht und sich weder das BKA noch andere
Sicherheitsbehörden mit Ruhm bekleckert haben, ist es einem engagierten, sympathischen
Ermittler-Team endlich gelungen, den blutgeifernden Täter des unfassbaren Massakers zu
fassen. Und wir müssen hier nicht von einem "Verdächtigen" reden, denn dank der
außergewöhnlichen Ermittlungsleistung des LKA Nordrhein-Ruhr können wir uns sehr sicher
sein, das Monster endlich geschnappt zu haben. Der 38-jährige, arbeitslose Ork Y. Besseram
kannte die Opfer, ist im kriminellen Milieu verwurzelt, bekennt sich in aller Unverfrorenheit
sogar, Drogendealer zu sein und Hunderte, wenn nicht Tausende mit seinem
krankmachenden Gift beliefert zu haben und kann zudem eine lange Geschichte an
Gewalttaten und psychischen Problemen vorweisen. Dazu kommen vorratsdatenforensische
Beweise, die absolut eindeutig sind. Natürlich leben wir in einem Rechtsstaat und müssen den
Prozess abwarten, aber das ändert nichts an der Eindeutigkeit. Und dass auch dieser
Kriminelle „zufällig“ ein Ork war, darf niemanden daran hindern, die notwendigen
Entscheidungen zu treffen: Gerade rechtschaffene Orks und Trolle werden einem harten
Vorgehen gegen dieses Monster applaudieren, das einmal mehr ein schlechtes Licht auf
ihre Metarassenkreise wirft. Vor allem aber, und das mögen „Bürgerrechtler“ der
verschiedenen Lager gern vergessen machen, beweist dieser Fall einmal mehr, wie wichtig es
ist, die Überwachungsbefugnisse der Polizei weiter auszudehnen, damit solche
Scheußlichkeiten nicht wieder passieren können. Die Bürger in Deutschland haben ein
Grundrecht auf Schutz! Das Recht der gewaltbereiten Minderheit, der Schatten und der
Kriminellen darf nicht mehr wiegen als das Gemeinschaftsinteresse braver Bürger auf ihr
Glück, ihr Leben und ein Freisein von Angst. Der Flirt von Deutschland mit der Liberalität und
Toleranz für alle und jeden ist zu Ende. Der Blutpreis ist zu hoch.
AUSREDEN
SUPERBILD
SONDERBERICHT BOSTON JETZT VERFÜGBAR
TOP MELDUNGEN
ADL Deutschland verfolgt
gebannt das Staffelfinale von
„Omas Dritter Frühling“ Die
Leonisations-Sex-Soap
erreichte über 15% Anteil im
deutschsprachigen Fernsehen.
BERLIN Berliner Rat stärkt mit
großer Mehrheit
Entscheidungsbefugnisse von
BERVAG und 1. Bürgermeister
Wojenko (BERVAG CEO) in allen
Fällen, wo Schlichtung im
Ausschuss versagt und
dringender Handlungsbedarf
besteht. Berliner Anarchisten
„entsetzt“ über Neuregelung.
HAMBURG Bürgerbündnis
„Freie Elbstadt“ setzt sich für
„Endlösung“ der WildOst-
Problematik ein:
Spendensammlung für
Heimführung und Umsiedelung
in würdige Wohnverhältnisse in
Osteuropa angekündigt.
RHEIN-RUHR Neue Erkennt-
nisse im Fall des „irren SAM-
Killers“: Die Anschläge auf
Airtaxis wurden nicht mit
Raketen, sondern durch zivile
Flugdrohnen verübt, die mit
selbstgemischtem Sprengstoff
bestückt waren. Ausschuss zur
Bewertung der generellen
Gefährdungslage durch zivile
Drohnen nimmt Arbeit auf.
FÜR EIN MONSTER
Ihre Sondersuche zum Thema Boston
hat neue Ergebnisse erzielt. Sehen Sie
den für Sie kompilierten Videobericht
direkt im NOVAPULS-Player.
Ein Textbericht wurde
zusammengestellt.
DIRECTPLAY 5€
BLICK NACH BOSTON
Es scheint Bewegung in die Quarantänezone in Boston
zu kommen: Die Häufigkeit der Versorgungsflüge, die
die NeoNET-Einrichtungen innerhalb der abgeriegelten
Stadt versorgen, hat zugenommen. Erstmals soll neben
Hilfsgütern auch weiteres Personal eingeflogen worden
sein. Ebenfalls bemerkenswert ist, dass die eingeflogenen
Güter zum großen Teil einen starken nanotechnologischen
Bezug aufweisen sollen. Aufgrund der weltweit
schwelenden KFS-Krise wird der Nanotechnologie
mittlerweile überwiegend mit starken Vorbehalten
begegnet. Könnte es nun sein, dass gerade die
Nanotechnologie sich als Rettung für die an Enzephalitis
leidende Bevölkerung Bostons erweist? Nachdem
anfänglich mehrfach eine rasche Heilung in Aussicht
schien, fallen die Äußerungen der amerikanischen
Konzerne nun deutlich verhaltener aus. Auf eine Anfrage
unsererseits, ob ein Durchbruch auf der Suche nach
Heilung gelungen sei, reagierte NeoNET kurz angebunden:
„Wir arbeiten weiter mit Hochdruck daran, den
eingeschlossenen NeoNET-Mitarbeitern, ihren
Angehörigen und der gesamten Bevölkerung Bostons die
bestmögliche medizinische Unterstützung zukommen zu
lassen. Da der Virenstamm sich in der Vergangenheit
wiederholt als extrem anpassungsfähig erwiesen hat,
äußern wir uns jedoch grundsätzlich nicht zu
Spekulationen über mögliche Heilmittel.“ Überhaupt hat
es den Anschein, als habe sich die kanadisch-
amerikanische Sicherheitskoalition darauf eingestellt,
die Quarantäne auf absehbare Zeit aufrecht zu
erhalten. So betonte einer ihrer Sprecher auf der
Pressekonferenz vergangenen Freitag, dass man die
tapfere Bevölkerung Bostons nicht im Stich lassen werde
und ihre Versorgung durch die Luftbrücke sicher gestellt
sei „ganz gleich für welche Dauer“. Die Forderung von
Metamenschenrechtsaktivisten, die Bostoner
Kommunikationssperre aufzuheben und eine unabhängige
Ermittlungskommission einzusetzen, bezeichnete er als
realitätsfern: „Es ist tragisch und pietätlos, dass
Extremisten auf dem Rücken der Bostoner
Zivilbevölkerung ihre politische Agenda zu befördern
versuchen. Statt abstruse Verschwörungstheorien zu
propagieren und Unruhe zu schüren, sollten diese Leute
ihre Energie lieber darein investieren, Spenden und
Hilfsgüter zu sammeln.“
EXTRAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 29.06.2077 || 22:00:00
Ausdruck an DeMeKo Newsreader
GEL kündigte an, die Zahl der bemannten Transporter bis 2080 auf Null reduzieren und die Fahrzeugflotte zu 100% auf Drohn
LIVETICKER
NEUES ZU IHREM SONDERSUCHE-THEMA
Alle hatten aufgeatmet! Endlich ist der Schickeria-
Serienmörder gefasst. Und die Beweise werden als absolut
eindeutig präsentiert. Wenn man aber mal kurz einen Schritt
zurücktritt und sich die ganze Geschichte mit etwas Abstand
ansieht, dann erkennt man, dass das alles vorne und hinten
nicht passt. Natürlich ist Y. Besseram ein wunderbarer
Sündenbock. Kriminell, psychotisch, Drogen und Gewalt. Da
schlägt das Herz des Law-&-Order-Politikers höher. Besseram
gibt auch zu, die Promis und Manager mit Drogen beliefert zu
haben, aber warum sollte er seine Einnahmequelle
vernichten? Auch können seine Bewegungsdaten nur in
einigen der Fälle eine zeitliche Nähe seines Aufenthaltes mit
den Morden belegen. Und Besseram ist körperlich nicht
gerade fit, lange anhaltender Drogenmissbrauch hat seinen
Tribut gefordert. Wie soll er die physisch aufwändigen
Morde und "Arrangements" der Leichen begangen haben?
Deshalb haben wir in Sicherheitskreisen gefragt, wie man den
Fall sieht. Namentlich wollte sich niemand dazu äußern, aber
eine Quelle aus dem Umfeld von S-K sprach davon, dass die
Konzernermittler es im Fall der BMW-ManagerIn Dina Tebben
für ausgeschlossen halten, dass Besseram etwas mit der Tat
zu tun hatte. Man scheut sich auch nicht, das Wort „Sünden-
bock“ auszusprechen. "Mit den nächsten Morden wird ihnen
der ganze Fall wie ein Kartenhaus zusammenbrechen. Und
wir sind uns sicher, dass die Schickeria-Morde weitergehen
werden!" Und natürlich hat das LKA Nordrhein-Ruhr S-K den
Zugang zum Verdächtigen verwehrt. Auch Besserams Anwalt
Peter Stahl kritisiert das LKA Nordrhein-Ruhr: "Sie haben
NICHTS in der Hand, was man nicht auch ganz leicht anders
erklären kann und keinerlei Beweise, was die eigentlichen
Taten angeht." Das alles passiert in einer Zeit, in der der
Druck zur Privatisierung der Polizei in Nordrhein-Ruhr
größer und größer wird und das LKA und das
Innenministerium dringend einen Erfolg brauchen. Längst
hat der Fall politische Dimensionen angenommen und die Auf-
arbeitung ein Eigenleben entwickelt, bei dem die tatsächliche
Aufklärung der Taten keine besonders hohe Priorität genießt.
SZ
OPFER DES SCHICKERIA-KILLERS
n Süddeutschland
– Alois Hubendübel (Juwelenmillionär) èMEHR
– Wayne Kellermann (It-Boy) èMEHR
– Piper-Maru von Lambsdorff (Prinzessin) èMEHR
– Wolfgang Dippert (Starfriseur) èMEHR
– Carmen Beach (Bademoden-Designerin) èMEHR
– Albrecht von Hohenfels (Bischof) èMEHR
– Cara von Ebenstein (It-Girl) èMEHR
– Gina Müller-Albrecht (Sängerin) èMEHR
– Sarah Strange (Bademodenmodel) èMEHR
– Urs Breitenreiter (Diamantenhändler) èMEHR
– Klara Devigny (lokales Popsternchen) èMEHR
– Egbert Moritz (Immobilienmillionär) èMEHR
– Dina Tebben (BMW-Managerin) èMEHR
n Rhein-Ruhr-Megaplex
– Hugo Rivera (Aztechnology-Manager) èMEHR
– Marie DeSalle (Horizon/Public Relations) èMEHR
– Dan Meyer (S-K/Personalabteilung] èMEHR
INFO+
DER OFFENKUNDIGE
SÜNDENBOCK
#SCHICKERIA-MORDE #BESSERAM #LKA #S-K
n Wer sich das heiße Eisen zutraut: Für Extraktion von
Besseram liegt richtig Schotter auf dem Tresen.
Auftraggeber unbekannt *hust* S-K *hust* > Trixx
n Und für den Mord im Gefängnis an Besseram liegt
auch schon jede Menge Geld bereit. Von afaik bislang
drei verschiedenen Parteien, wobei einer der
Auftraggeber die Azzies sind. > Dr. Molotov
n Es gibt auch schon jede Menge hohe Angebote für die
Informationen über oder Kopien der Beweismittel in der
Asservatenkammer des LKA und bei der
Staatsanwaltschaft. Schon lange nicht mehr
Medienfritzen mit so viel "Sonderbudget" zur freien
Verfügung gesehen ... > Iznogoud
SHADOWBOT
EXTRAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 29.06.2077 || 22:00:00
omplett ausgeweidet. +++ REGENSBURG: Bei gewalttätigen Zusammenstößen zwischen Arbeitern und Sicherheitskräften kam
SIE SIND VERBUNDEN MIT F-CHAT
RAUM 455 [JOBS) – DECRYPT 100%
QUIS CUSTODIET IPSOS CUSTODET
✪ 201 ::: Biete leicht defekte
Handgranaten zu Spitzenpreis! [MAIL]
✪ 202 ::: EILT! Team gesucht zum
Aufhalten eines bereits laufenden
Drohnentransports im nördlichen
Ruhrgebiet. 60.000¥. [MAIL]
✪ 203 ::: Gegelter Flachwichser von
Schmidt sucht dumme Runnerteams
zum sinnlosen Verheizen. Super
Bezahlung zwecks Verarsche des Teams
in Aussicht gestellt. Bitte melden bei
Claas Schmidt, Stuttgart.
✪ 204 ::: ECHTE SCHATTENLÄUFER
gesucht zwecks Personenschutzeinsatz
bei Sweet 16 Party in Schwarzer Zone.
Bewerber mit sichtbaren Aufrüstungen,
Kampfnarben sowie Metamenschen
bevorzugt. 100.000¥, Getränke und
Verpflegung frei. Japanische
Sprachkenntnisse von Vorteil. [MAIL]
✪ 205 ::: NAMHAFTER AUTOKONZERN
BIETET DREI FABRIKNEUE
SPORTWAGEN als Bezahlung für medial
begleitete Speedfahrt Paris-Berlin im
Zuge eines Preisausschreibens. [MAIL]
✪ 206 ::: Gegelter Flachwichser von
Schmidt sucht hochaufgerüstete
Psychopathen, vorzugsweise Ex-Militär,
um dumme Runnerteams hinterrücks
abzuschlachten. Bitte melden bei Claas
Schmidt, Stuttgart
✪ 207 ::: Team mit Erfahrung in Renraku
Sicherheits-Methodik gesucht. [MAIL]
[..] 21 22 23 24 [25] 26 27 ... 38 [..]
alt.beep
Alternativer AnonChat der FU.B-Crew
STUTTGART n Im Zuge der Fahndung nach einer Gruppe schwerbewaffneter
Metamenschen hat der Sternschutz die Stuttgarter Wolkenstadt bis in die
frühen Morgenstunden des heutigen Tages abgeriegelt. Nur wer ausführliche
Personenkontrollen in Kauf nahm, durfte das zu Beginn der polizeilichen
Maßnahme extrem gut besuchte Vergnügungsareal verlassen, zeitweilig wurde
auch der Flugverkehr über Ludwigsburg ausgesetzt. Beobachtern zufolge kam
es in der entstehenden angespannten Stimmung wiederholt zu
Zusammenstößen zwischen teils alkoholisierten Club- und Barbesuchern und
den Sicherheitskräften, die jedoch nicht weiter eskalierten. n Ausgelöst wurde
der Polizeieinsatz durch Notrufe aus der legendären Wolke Sieben.
Bewaffnete hatten versucht, einen Disko-Besucher zu entführen, konnten jedoch
dank des beherzten Eingreifens der örtlichen Einsatzkräfte zurückgeschlagen
werden. Im folgenden Tumult konnten sich die Angreifer unerkannt unter die
Besucher der Wolkenstadt mischen und, wie die erfolglose Fahndung der letzten
Stunden nahelegt, entkommen. Der Extraktionsversuch soll unseren
Informationen zufolge einer hochrangingen Programmiererin des Horizon
Megakonzerns gegolten haben, die erst vor kurzem vom Konzernhauptquartier
in Los Angeles nach Reutlingen gezogen war und bei der es sich Gerüchten
zufolge um eine sogenannte Technomancerin handeln soll. n Sieben Besucher
der Wolkenstadt wurden im Zuge des Überfalles verletzt, zwei davon schwer.
Horizon hat bereits eine fünfstellige Belohnung für sachdienliche Hinweise
ausgelobt. In ihren ersten Stellungnahmen dankten sowohl ein Sprecher des
nordamerikanischen Medienkonzerns, als auch der Ludwigsburger Brockstätt
Holding GmbH den Mitgliedern der Spezialabteilung des Sternschutzes für ihren
entschlossenen und umsichtigen Einsatz. „Wir sind heute glimpflich davon
gekommen – nicht zuletzt wegen unseres einzigartigen Sicherheitskonzeptes,
das wir in Zusammenarbeit mit unseren Partnern vom Sternschutz unter
Leitung von Herrn Hirschberger erarbeitet haben. Nichtsdestotrotz sollte nicht
vergessen werden, dass mehrere unserer Kunden verletzt wurden – unsere
Gedanken weilen bei ihnen und ihren Familien“, so die Sprecherin der Brockstätt
GmbH wörtlich.
GROSSEINSATZ
ÜBER LUDWIGSBURG
n Automatisierte Urteilsfindung ist in
verschiedenen Ländern schon üblich,
bisher aber meist in einer Art
beratender Funktion: Bei dem heutigen
Wust der Rechtssprechungen können
intelligente Algorithmen oft fairere
Urteile als metamenschliche Richter
treffen, da sie den Vollzugriff auf alle
relevanten Datenbanken haben und
sich nicht von z.B. rassistischen
Vorurteilen oder umgekehrt dem
Augenaufschlag der Beschuldigten aus
dem Konzept bringen lassen. Das
Berliner Projekt schaltet einerseits
zumindest offiziell einen Richter
zwischen, der das gefällte Urteil
„händisch“ bestätigt, angesichts der
angestrebten Dimension des Projektes
wage ich aber sehr zu bezweifeln, dass
das später noch der Fall sein wird (vllt.
stichprobenweise). Der Gedanke
schnellerer Urteile und besseren
Polizeiwissens über die jew. geltenden
Rechte ist zu begrüßen. Die
Ausführung hingegen sehe ich extrem
kritisch > Justizopfer
SHADOWBOT
SÜDKURIER
BERLIN n Berlin kämpft um seine Fähigkeit, einen ordentlichen Stadtbetrieb
aufrecht zu erhalten. Und geht dabei abnorme Wege. Im Schatten der
jüngsten Auseinandersetzungen über die bestehenden und neuen Handlungs-
rechte des Ersten Bürgermeisters als Hauptgeschäftsführer des Stadtverwal-
tungskonzerns BERVAG vollzieht sich in Berlin eine kleine juristische Revolution –
mit weitreichenden Folgen für alle. n Das Berliner Rechtssystem ist ein Chaos
aus lokalen Sonderrechten, oft unklaren Grenzziehungen, einer ausufernden
Zahl von meist dubiosen Anklagen und den Versuchen der BERVAG-eigenen
Judikative Dienste GmbH, dem Chaos Herr zu werden. Da keine Einzelperson –
und erst Recht kein Polizist auf Streife – den Überblick über das jeweils geltende
Recht in jedem Kiez besitzt, viele Strafverfolgungen aber kiezübergreifend sind
und somit nicht durch die Kiezwehr vor Ort allein gelöst werden können, sollen
nun juristische Expertensysteme gemeinsam mit einer per SimRig zuschaltbaren
Richterstelle dabei helfen, direkt vor Ort möglichst präzise und „sofort
vollstreckbare“ Urteile zu ermöglichen. n Das Pilotprojekt soll zunächst nur in
begrenztem Umfang und in „völlig eindeutigen“ Fällen zum Einsatz kommen.
Um das Gerichtssystem zu entlasten, können entsprechend aufgerüstete
Sonderpolizisten den auf frischer Tat Ertappten quasi „per Standleitung“ zum
zugeschalteten (Auto?-)Richter den Prozess machen und das Instant-Urteil
direkt vollstrecken. „Das ist gerade für den Beschuldigten von großem Vorteil, da
er sich Gerichtskosten und Schulden durch die in Berlin zu bezahlende
Untersuchungshaft spart“, so Yasmine Assad, BeJuDi-Leiterin des Projektes:
„zudem schneiden durch Expertensysteme gefällte Urteile bei den Bürgern kaum
schlechter als durch menschliche Richter getroffene ab, die ja hier weiterhin als
Entscheidungsinstanz zwischengeschaltet bleiben werden.“
SCHULDIG IN 0,6 SEK
B1L
ADL-Scan Meldungen aus den deutschen Ländern.
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Einen neuen Streckenrekord auf. Zuletzt war der Berliner Außenring in ähnlicher Geschwindigkeit 2072 umrundet worden. Der
LIVETICKER
GM
PORTUS CHRISTI ABGERIEGELT
D-NEWS – Aus bislang unbekannten Gründen wurde in
der gestrigen Nacht der Zugang zu den Papenburger
Werften komplett gesperrt. Zudem wurde eine
Ausgangssperre verhängt. Wenige Stunden nach
Bekanntwerden der Maßnahmen wurden auf
verschiedenen auch seriösen Matrixportalen
unterschiedliche Erklärungen kolportiert – einige davon
gestützt auf „Insiderberichte“ und „Datenleaks“, die
meisten bei näherem Hinsehen indes blanke
Verschwörungstheorie. Einige der Berichte nehmen
Bezug auf eine Erderschütterung, deren Zentrum im
nordwestlichen Bereich von Portus Christi liegen soll.
Der Leiter der in den Berichten zitierten seismologischen
Station dementierte die Meldung inzwischen. Andere
Berichte nehmen Bezug auf Lichter, die Passagiere eines
Transorbitalfluges in dem Gebiet gesehen haben wollen
und die „eindeutig“ auf Detonationen hindeuteten.
Auskünften der Airline zufolge seien Sichtungen vom
bezeichneten Flug aus physisch überhaupt nicht möglich.
Aktivisten des Westphalen-kritischen MatrixBlogs
„FreiMind“ behaupten, in Papenburg seien breite
Volksaufstände gegen das „deutschkatholische Terror-
Regime“ im Gange. Dies hingegen ist aufgrund der
Papenburger Siedlungspolitik, die nur sehr gläubigen
Bürgern die Ansiedelung und Geschäftstätigkeit im
militärischen Sperrgebiet gestattet, geradezu grotesk
unwahrscheinlich. Selbstverständlich durften in den
zunehmend wirrer werdenden Berichten auch Hinweise
auf eine neue KFS- oder VITAS-Welle nicht fehlen. Davon
sichtlich ungerührt wurde die Abriegelung durch die
Obrigkeit inzwischen auf „unbefristet“ erweitert.
W E S T P H A L E N
M E H R
PROTEUS STELLT NEUEN KAMPFJET VOR
FRIEDRICHSHAFENER – Die riesigen Anlagen der
Zeppelinwerke in Friedrichshafen sind in einigen Wochen
die grandiose Kulisse zur Präsentation der neuesten
Flugzeugentwicklungen aus dem Hause Airbus. Neben
der Vorstellung vor Fachpublikum und Kaufinteressenten
aus aller Welt soll auch ein Verkaufs- und Imagevideo
geschossen werden. Highlight der Präsentation soll
neben dem zivilen, für Land- wie Wasserlandungen
angepassten Amphibienjet JPFB-07 ein militärischer
Kippflügler zur Nahbereichsverteidigung sein, der nur
noch wenig mit seinem zivilen Schwestermodell A120
gemein haben soll: Flink und wendig, mit Senkrechtstart-
und –landefunktion und ausreichender Motorleistung,
um auch den widrigen Windverhältnissen auf See
bestehen zu können, soll der Kampfjet mit der
Projektbezeichnung „Riposte“ neue Maßstäbe in der
Gefahrenabwehr setzen und festmontierte Systeme zur
Terrorbekämpfung „ökonomisch sinnvoll“ ergänzen. Neu
am Design des Kippflügel-Jets, dessen Verkaufsstart für
den Beginn des kommenden Jahres erwartet wird, ist
die Modulgestaltung des Cockpits: Dieses wird in den
drei Grundvarianten „Zero-P“ (reine Autopilotsteuerung,
was das Fluggerät effektiv zur Drohne macht), „Sub-
P“ (Drohnenhirnsteuerung mit Riggerkokon zur
anlassgerechten Bemannung), „Single-P“ (normales Ein-
Piloten-Cockpit mit optionalem Autopilot) und „Double-
P“ (Zwei-Personen-Cockpit mit getrennten Sitzen und
Steuereinheiten für Pilot und Kanonier) verfügbar sein.
Eine Vielzahl von Aus- und Umrüstungsoptionen sollen
das neue Fluggerät für eine breite Auswahl von
Kampfeinsätzen geeignet machen.
W Ü R T T E M B E R G
M E H R
n Notiz zur Meldung des unbekannten Toten in Bremen:
Der Mann wurde von der Polizei als Rainer Verdes
identifiziert, ein Berliner Vlogger und Arbeiter-Aktivist,
der sich in den letzten Monaten in der Bremer Szene
nach den Unternehmungen von Metaergonimics (EVO)
in Bremen umgetan und mit wachsendem Erfolg gegen
die Ausweitung der Metaergonomics-Besitzungen in
Vahr eingesetzt hat. Als ich geschnallt habe, wen sie da
aus dem Wasser gezogen haben, hab ich umgehend
versucht, Verdes‘ Daten und Unterlagen zu sichern –
aber keine Chance. Totaler Swipe. > Snow-WT
n Warum schnüffelt ein Berliner Vlogger in Bremen
rum? Nach was hat er gesucht? > Zero Interrupt
n Weiß leider keiner so genau, gibt aber einige, die an
Paydata hochgradig interessiert sind. Straßentalk sagt,
dass Verdes früher Teil eines Runnerteams war, die bei
nem EVO-Bruch in Berlin total aufgeraucht wurden.
Verdes – der einzige Überlebende – will angeblich in der
Matrix was gesehen haben, was ihm keine Ruhe ließ.
Galt in der Szene bald als Spinner und war dann beim
Update auf die neue Matrix technisch veraltet und nicht
mehr heiß genug, selbst was zu reißen. > Tolstoi
n Dass EVO hinter den Mauern von Meta in Bremen-
Vahr irgendwas vorantreibt und heftig in die wuchernde
Enklave investiert, ist ja seit dem #reiseführer kein
Geheimnis. Umso interessanter, dass der Typ irgendwas
Konkretem auf der Spur war. Consider me and my
clients interested. > Datanaut
n Vorsicht! Ein Virus!! Yaa§“$%SDF4 $. > Tracer
n Witzbold. > Zero Interrupt
n Bin an Datenkauf interessiert! > Node
SHADOWBOT
FLÄCHENBRÄNDE WEITEN SICH AUS
MÄRKISCHE NEUE NACHRICHTEN– Die seit 16 Tagen im
Brandenburgischen wütenden Wald- und Flächenbrände
haben sich aktuellen Drohnendaten zufolge weiter
ausgebreitet; mehrere Brandherde im Raum Hermsdorf
haben sich zu einem Großbrand vereint. Da Gelder zur
effektiven Brandbekämpfung fehlen, konzentrieren sich
Freiwillige und Betriebsfeuerwehren auf die unmittelbare
Brandabwehr vor noch bewohnten Ortschaften sowie
Agrar- und Plantagenanlagen – nicht immer mit Erfolg: So
musste die im südlichen Brandenburg ansässige
Spreefrucht AG (ein Unternehmen der SECCA-Gruppe)
etwa 30% ihrer Anbaufläche aufgeben und den Flammen
überlassen. „Wald- und Flächenbrände und die
wachsende Zahl an Gebäudebränden in den
leerstehenden Orten des Landes sind eine andauernde
Gefahr“, so Brandenburgs Oberbrandmeisterin Vanja
Gomez: „in jeder Sommerperiode brennt es viele hundert
Mal. Bedingt durch fehlende Investitionen in Präventionen
und Forstpflege mit steil wachsender Frequenz und
Stärke.“
B R A N D E N B U R G
M E H R
WASSERLEICHE GEBORGEN
D-NEWS – In den frühen Morgenstunden haben
Sicherheitsgardisten von Metaergonomics einen
unbekannte Toten aus dem Vahrer See geborgen und an
die Bremer Polizei übergeben. Der Mann sei vermutlich
bei einem Einbruchsversuch ertrunken.
B R E M E N
M E H R
®
MEHR SHADOWRUN UNTER:
WWW.SHADOWRUN5.DE
PDF-VERkAUF UNTER:
WWW.PEgASUSDigiTAl.DE
gESTOHlENE SEElEN
Es kommt aus dem Inneren des Ichs: Bei Opfern überall
in der Sechsten Welt erwachen plötzlich neue Persönlich-
keiten, die die alte niederzuringen versuchen – und diese
merkwürdige Krankheit breitet sich aus. Etwas Großes ge-
schieht, während die Zahl der Extraktionen von infizierten
Personen auf sensiblen Konzernpositionen dramatisch an-
steigt und der Kampf um Hintergrundinformationen über
dieses bedrohliche Phänomen beginnt. Und es zieht Runner
tiefer in das neue Mysterium, als ihnen lieb sein kann.
Mehr unter tinyurl.coM/runnergear
runner gear
| textdata/thevault/Shadowrun [multi]/LANG/[DE]/5. Auflage/06 - Sonstiges/Novapuls, Extrapuls, Megapuls [Ingame Nachrichten aus der ADL]/2077-06-29 extrapuls-10.pdf |
Rare
&
Mystical
Tomes
X
Matthew Parmer
Art of War Games
It is locked by magic, and can only be opened by a
drop of blood. An individual who reads this tome,
which requires 64 hours over a minimum of 8 days,
gains a +3 inherent bonus to Knowledge (arcana)
checks. Price: 1800 gp, Weight: 6 lb.
The Abyssal Parchments of Sanzir: This ancient book
is written in fiery runes and bound in monstrous
hide trimmed with bone. An individual who reads
this tome, which requires 48 hours over a minimum
of 6 days, gains Mobility as a bonus feat (regardless of
prerequisites). Price: 10000 gp, Weight: 5 lb.
The Fallen Scripture of Kadu: This libram is written
upon silk pages and bound in carved wood plates.
This spellbook contains the spells Confusion,
Contagion, Detect Scrying, Minor Creation,
Mnemonic Enhancer, Phantasmal Killer, Polymorph,
Remove Curse, Shadow Conjuration, Solid Fog.
Price: 2000 gp, Weight: 5 lb.
Cela's Leaves: This tome is bound in rowan plates
inlaid with brass. An individual who reads this tome,
which requires 64 hours over a minimum of 8 days,
gains the spelllike ability to use Flame Arrow once
per day. Price: 10800 gp, Weight: 8 lb.
The Cune Fragments: This set of scrolls is contained
in a blackthorn box inlaid with brass. An individual
who reads this tome, which requires 64 hours over a
minimum of 8 days, gains a +3 temporary (1 week)
inherent bonus to Intelligence. Price: 20625 gp,
Weight: 3 lb.
The Libram of Arin: This set of carved wooden slates
is bound by leather cords. It is locked by magic, and
can only be opened by a drop of mercury. This
spellbook contains the spells Antimagic Field,
Greater Dispel Magic, Greater Heroism, Guards and
Wards, Legend Lore, Mass Suggestion, Move Earth,
Planar Binding, Symbol of Fear, True Seeing,
Undeath to Death. Price: 3300 gp, Weight: 6 lb.
The Skilla Esoterica: This compendium is bound in
copper plates. When first opened, the reader ages 10
years. This spellbook contains the spells Control
Undead, Ethereal Jaunt, Greater Scrying, Greater
Shadow Conjuration, Instant Summons, Mage's
Sword, Plane Shift, Spell Turning, Symbol of
Stunning, Symbol of Weakness. Price: 3500 gp,
Weight: 3 lb.
The Elysian Tome of Verne: This eldritch
libram is bound in monstrous hide trimmed
with bone. When first opened, the reader
becomes permanently lefthanded. This
spellbook contains the spells Dismissal,
Fabricate, Lesser Planar Binding, Major
Creation, Nightmare, Sending, Summon
Monster V, Telekinesis, Teleport, Transmute
Mud to Rock, Wall of Force. Price: 2750 gp,
Weight: 4 lb.
The Wicked Manuscripts of Antion: This book
is bound in leather trimmed with ermine fur.
This spellbook contains the spells Fly, Slow,
Summon Monster III, Wind Wall. Price: 600
gp, Weight: 4 lb.
The Odar Esoterica: This set of scrolls is
contained in a leather case. This spellbook
contains the spells Animate Dead, Contagion,
Crushing Despair, Greater Invisibility,
Hallucinatory Terrain, Illusory Wall, Lesser
Globe of Invulnerability, Mnemonic
Enhancer, Remove Curse, Stone Shape. Price:
2000 gp, Weight: 8 lb.
The Unearthly Tablets of Gameto: This
eldritch book is bound in leather. When first
opened, it unleashes a phantasmal warning.
An individual who reads this tome, which
requires 32 hours over a minimum of 4 days,
gains the spelllike ability to use Nondetection
once per day. Price: 10800 gp, Weight: 4 lb.
The Empyrean Tome of Seara: This folio of
parchments is contained in a leather case
trimmed with ermine fur. This spellbook
contains the spells Hold Monster, Nightmare,
Persistent Image, Prying Eyes, Secret Chest,
Teleport. Price: 1500 gp, Weight: 5 lb.
Bifur's Folio: This set of scrolls is contained in
a birch puzzle box. An individual who reads
this tome, which requires 48 hours over a
minimum of 6 days, gains Leadership as a
bonus feat (regardless of prerequisites). Price:
10000 gp, Weight: 3 lb.
The Celestial Compendium of Callio: This
flawless tome is written upon silk pages and
bound in monstrous hide trimmed with bone.
parchments is contained in a steel coffer set with
chrysoberyl. This spellbook contains the spells
Banishment, Control Weather, Delayed Blast
Fireball, Project Image, Reverse Gravity,
Simulacrum, Summon Monster VII, Teleport Object,
Waves of Exhaustion. Price: 3150 gp, Weight: 5 lb.
The Grimoire of Cearne: This ancient tome is written
upon parchment and bound in hazel plates inlaid
with bronze. This spellbook contains the spells
Alarm, Burning Hands, Comprehend Languages,
Detect Undead, Enlarge Person, Hold Portal, Magic
Missile, Obscuring Mist, Ray of Enfeeblement,
Reduce Person, Unseen Servant, Ventriloquism.
Price: 600 gp, Weight: 7 lb.
The Sublime Compendium of Cono: This libram is
bound in leather with bronze hinges and fittings.
This spellbook contains the spells Acid Splash, Detect
Poison, Ghost Sound, Mage Hand, Message,
Prestidigitation. Price: 150 gp, Weight: 6 lb.
The Empyrean Grimoire of Shimin: This libram is
bound in monstrous hide. This spellbook contains
the spells Alarm, Burning Hands, Chill Touch,
Grease, Identify, Mage Armor, Magic Missile, Reduce
Person, Unseen Servant. Price: 450 gp, Weight: 5 lb.
Tesonus' Parchments: This book is written in
luminous script upon silk pages and bound in
monstrous hide trimmed with bone. An individual
who reads this tome, which requires 48 hours over a
minimum of 6 days, gains the ability to speak
Celestial. Price: 1000 gp, Weight: 6 lb.
The Fiendish Articles of Badha: This folio of
parchments is contained in an elm puzzle box. It is
locked by magic, and can only be opened in a mirror.
An individual who reads this tome, which requires
48 hours over a minimum of 6 days, gains the spell
like ability to use Chill Touch once per day. Price:
720 gp, Weight: 6 lb.
The Baatorian Manuscripts of Axantes: This tome is
written in illuminated script and bound in monstrous
hide trimmed with bone. An individual who reads
this tome, which requires 48 hours over a minimum
of 6 days, gains the spelllike ability to use Ghost
Sound once per day. Price: 360 gp, Weight: 5 lb.
Arben's Leaves: This set of etched glass plates is
The Allilos Apocrypha: This set of scrolls is
contained in an engraved pewter coffer. It is
written in Auran. An individual who reads
this tome, which requires 48 hours over a
minimum of 6 days, gains Spirited Charge as a
bonus feat (regardless of prerequisites). Price:
10000 gp, Weight: 5 lb.
The Grimoire of Redna: This exotic book is
written upon silk pages and bound in willow
plates inlaid with platinum. An individual
who reads this tome, which requires 32 hours
over a minimum of 4 days, gains a +4 inherent
bonus to Spellcraft checks. Price: 3200 gp,
Weight: 6 lb.
The Astral Book of Thari: This set of scrolls is
contained in a lacquered hawthorn box. An
individual who reads this tome, which
requires 48 hours over a minimum of 6 days,
gains Improved TwoWeapon Fighting as a
bonus feat (regardless of prerequisites). Price:
10000 gp, Weight: 5 lb.
The Astral Codex of Abaz: This set of scrolls is
contained in an electrum coffer set with red
brown spinel. An individual who reads this
tome, which requires 48 hours over a
minimum of 6 days, gains a +5 temporary (1
month) inherent bonus to Constitution. Price:
68750 gp, Weight: 8 lb.
The Colmi Incunabulum: This tome is bound
in yew plates inlaid with electrum. It is locked
by magic, and can only be opened by a
maiden's kiss. This spellbook contains the
spells Control Weather, Greater Scrying,
Greater Teleport, Prismatic Spray, Reverse
Gravity, Vision. Price: 2100 gp, Weight: 4 lb.
The Gili Incunabulum: This folio of
parchments is contained in an engraved
bronze coffer. It is locked by magic, and can
only be opened by tracing a pattern inscribed
upon it. An individual who reads this tome,
which requires 32 hours over a minimum of 4
days, gains a +5 inherent bonus to Decipher
Script checks. Price: 5000 gp, Weight: 6 lb.
The Wicked Leaves of Ziri: This folio of
Whenever it is opened, all knots within 30 feet
become untied. An individual who reads this tome,
which requires 64 hours over a minimum of 8 days,
gains a +3 inherent bonus to Tumble checks. Price:
1800 gp, Weight: 3 lb.
Odar's Scripture: This modest libram is written in
blood and bound in carved wood plates. When first
opened, it unleashes a vortex of wind. An individual
who reads this tome, which requires 32 hours over a
minimum of 4 days, gains a +2 temporary (1 week)
inherent bonus to Charisma. Price: 13750 gp,
Weight: 8 lb.
The Book of Disanz: This flawless libram is written
in black wax and bound in elder plates inlaid with
steel. When first opened, the reader's eyes
permanently change color to green. An individual
who reads this tome, which requires 64 hours over a
minimum of 8 days, gains the spelllike ability to use
Eagle's Splendor 3/day. Price: 12960 gp, Weight: 3 lb.
The Fiendish Shards of Desusep: This libram is
bound in ash plates inlaid with brass. This spellbook
contains the spells Confusion, Crushing Despair,
Dimension Door, Fear, Greater Invisibility, Lesser
Geas, Lesser Globe of Invulnerability, Minor
Creation, Polymorph, Shout, Solid Fog, Stoneskin.
Price: 2400 gp, Weight: 4 lb.
Thrukam's Scrolls: This tome is bound in leather.
When first opened, it unleashes unearthly music.
This spellbook contains the spells Charm Monster,
Confusion, Detect Scrying, Dimensional Anchor,
Greater Invisibility, Ice Storm, Lesser Globe of
Invulnerability, Locate Creature, Shadow
Conjuration, Shout, Wall of Ice. Price: 2200 gp,
Weight: 8 lb.
The Fiendish Scripture of Phusanax: This tome is
written upon paper and bound in leather trimmed
with rabbit fur. An individual who reads this tome,
which requires 48 hours over a minimum of 6 days,
gains the spelllike ability to use Dancing Lights
3/day. Price: 1080 gp, Weight: 6 lb.
The Aeches Slates: This impressive compendium is
written upon linen pages and bound in leather.
When first opened, it unleashes golden motes of
light. This spellbook contains the spells Break
Enchantment, Cloudkill, False Vision, Mage's Private
bound by leather cords. It is locked by magic,
and can only be opened by a drop of wine. An
individual who reads this tome, which
requires 48 hours over a minimum of 6 days,
gains the ability to speak Abyssal. Price: 1000
gp, Weight: 4 lb.
Ziri's Manuscripts: This exotic compendium is
written upon silk pages and bound in electrum
plates set with pink pearl. Whenever it is
opened, the reader is teleported 10 feet in a
random direction. This spellbook contains the
spells Acid Splash, Detect Poison, Mending,
Open/Close. Price: 100 gp, Weight: 4 lb.
The Nesthippae Esoterica: This libram is
written upon linen pages and bound in cedar
plates inlaid with pewter. It is locked by
magic, and can only be opened by a drop of
mercury. An individual who reads this tome,
which requires 64 hours over a minimum of 8
days, gains the ability to speak Infernal. Price:
1000 gp, Weight: 4 lb.
The Demonic Folio of Posokro: This set of
etched glass plates is bound by a fine chain. It
is locked by magic, and can only be opened by
speaking a command word. An individual who
reads this tome, which requires 48 hours over
a minimum of 6 days, gains a +1 temporary (1
month) inherent bonus to Handle Animal
checks. Price: 100 gp, Weight: 9 lb.
The Luminous Tome of Ades: This obscure
book is written in blood and bound in
hawthorn plates inlaid with bronze. It is
written in Draconic. An individual who reads
this tome, which requires 32 hours over a
minimum of 4 days, gains Mounted Archery as
a bonus feat (regardless of prerequisites). Price:
10000 gp, Weight: 8 lb.
Annin's Scrolls: This tome is bound in carved
wood plates. It is locked by magic, and can
only be opened by starlight. This spellbook
contains the spells Gaseous Form, Secret Page,
Sepia Snake Sigil, Tiny Hut, Water Breathing.
Price: 750 gp, Weight: 4 lb.
The Infernal Slates of Turi: This set of etched
glass plates is contained in a leather case.
When first opened, it unleashes a column of brilliant
light. An individual who reads this tome, which
requires 48 hours over a minimum of 6 days, gains a
+9 temporary (1 week) inherent bonus to Spellcraft
checks. Price: 0 gp, Weight: 7 lb.
Care's Articles: This book is written upon parchment
and bound in leather with gold hinges and fittings.
This spellbook contains the spells Finger of Death,
Greater Shadow Conjuration, Greater Teleport, Plane
Shift, Power Word Blind, Spell Turning. Price: 2100
gp, Weight: 7 lb.
The Tome of Prasonius: This heavy compendium is
bound in leather. Whenever it is opened, every gold
piece possessed by the reader becomes 10 silver
pieces. An individual who reads this tome, which
requires 48 hours over a minimum of 6 days, gains
Snatch Arrows as a bonus feat (regardless of
prerequisites). Price: 10000 gp, Weight: 7 lb.
The Codex of Alin: This tome is written in golden
ink and bound in monstrous hide. Whenever it is
opened, the reader loses the ability to speak until it is
closed. This spellbook contains the spells Binding,
Clenched Fist, Discern Location, Horrid Wilting,
Incendiary Cloud, Mind Blank, Moment of
Prescience, Polymorph Any Object, Prismatic Wall,
Screen, Temporal Stasis, Trap the Soul. Price: 4800
gp, Weight: 4 lb.
The Elemental Shards of Gimli: This set of scrolls is
contained in a leather case. An individual who reads
this tome, which requires 48 hours over a minimum
of 6 days, gains Whirlwind Attack as a bonus feat
(regardless of prerequisites). Price: 10000 gp, Weight:
5 lb.
The Profane Scrolls of Mili: This libram is written in
fiery runes and bound in electrum plates set with jet.
This spellbook contains the spells Dimensional Lock,
Mind Blank, Moment of Prescience, Sunburst,
Sympathy. Price: 2000 gp, Weight: 6 lb.
The Book of Bifund: This folio of parchments is
contained in an electrum coffer set with silver pearl.
It is locked by magic, and can only be opened by a
drop of holy water. This spellbook contains the spells
Chill Touch, Comprehend Languages, Feather Fall,
Jump, Mount, True Strike, Unseen Servant. Price:
350 gp, Weight: 7 lb.
Sanctum, Secret Chest, Sending, Shadow
Evocation, Symbol of Sleep, Telepathic Bond,
Wall of Force, Wall of Stone. Price: 2750 gp,
Weight: 7 lb.
The Grimoire of Drycha: This flawless tome is
bound in monstrous hide trimmed with bone.
It is written in Giant. An individual who reads
this tome, which requires 48 hours over a
minimum of 6 days, gains the spelllike ability
to use Dimension Door once per day. Price:
20160 gp, Weight: 5 lb.
The Fallen Folio of Cono: This folio of
parchments is contained in an engraved
bronze coffer. When first opened, it unleashes
a flurry of snow. This spellbook contains the
spells Clone, Polymorph Any Object,
Scintillating Pattern, Telekinetic Sphere. Price:
1600 gp, Weight: 7 lb.
The Elysian Grimoire of Doma: This libram is
written in fiery runes and bound in leather. It
is locked by magic, and can only be opened by
the first light of dawn. This spellbook contains
the spells Control Weather, Greater Scrying,
Mage's Sword, Mass Hold Person, Reverse
Gravity, Summon Monster VII, Symbol of
Stunning, Symbol of Weakness. Price: 2800 gp,
Weight: 4 lb.
The Linda Esoterica: This folio of parchments
is contained in a locked iron coffer. It is locked
by magic, and can only be opened by the first
light of dawn. This spellbook contains the
spells Antipathy, Binding, Incendiary Cloud,
Telekinetic Sphere, Temporal Stasis. Price:
2000 gp, Weight: 4 lb.
The Hellish Folio of Musato: This heavy book
is written in luminous script and bound in
silver plates set with redbrown spinel. It is
locked by magic, and can only be opened by a
drop of blood. An individual who reads this
tome, which requires 48 hours over a
minimum of 6 days, gains Manyshot as a bonus
feat (regardless of prerequisites). Price: 10000
gp, Weight: 10 lb.
The Astral Book of Ecech: This libram is
bound in blackthorn plates inlaid with pewter.
book is written in golden ink and bound in leather.
Whenever it is opened, every gold piece possessed by
the reader becomes 10 silver pieces. This spellbook
contains the spells Color Spray, Comprehend
Languages, Floating Disk, Hypnotism, Ray of
Enfeeblement, Sleep, Unseen Servant. Price: 350 gp,
Weight: 5 lb.
Nome's Scripture: This ancient book is bound in
leather. An individual who reads this tome, which
requires 48 hours over a minimum of 6 days, gains
the ability to speak Infernal. Price: 1000 gp, Weight:
6 lb.
The Khudu Apocrypha: This tome is bound in
leather with silver hinges and fittings. An individual
who reads this tome, which requires 64 hours over a
minimum of 8 days, gains a +2 inherent bonus to
Knowledge (arcana) checks. Price: 800 gp, Weight: 4
lb.
The Umrar Shards: This folio of parchments is
wrapped in linen cloth. This spellbook contains the
spells Blink, Gentle Repose, Illusory Script. Price: 0
gp, Weight: 4 lb.
The Fiendish Fragments of Umur: This folio of
parchments is contained in a leather case trimmed
with fox fur. An individual who reads this tome,
which requires 32 hours over a minimum of 4 days,
gains a +4 inherent bonus to Use Magic Device
checks. Price: 3200 gp, Weight: 2 lb.
The Arcane Fragments of Nacha: This heavy book is
written in black wax and bound in carved wood
plates. When first opened, it unleashes a phantasmal
warning. This spellbook contains the spells Hold
Person, Keen Edge, Nondetection, Protection from
Energy, Sleet Storm, Summon Monster III, Tiny Hut,
Tongues. Price: 1200 gp, Weight: 9 lb.
The Midhne Slates: This modest book is bound in
bronze plates set with jade. It is written in an archaic
form of Gnome. This spellbook contains the spells
Clairaudience/Clairvoyance, Dispel Magic,
Displacement, Fly, Haste, Heroism, Invisibility
Sphere, Nondetection, Protection from Energy,
Secret Page, Wind Wall. Price: 1650 gp, Weight: 7
lb.
The Fallen Scripture of Cariu: This flawless libram is
Ates' Manuscripts: This flawless book is bound
in monstrous hide. An individual who reads
this tome, which requires 64 hours over a
minimum of 8 days, gains the ability to speak
Infernal. Price: 1000 gp, Weight: 6 lb.
The Daighry Tablets: This exotic compendium
is bound in monstrous hide trimmed with
bone. An individual who reads this tome,
which requires 32 hours over a minimum of 4
days, gains the spelllike ability to use Light
once per day. Price: 360 gp, Weight: 5 lb.
The Finnba Tablets: This compendium is
bound in leather. When first opened, the
reader ages 10 years. An individual who reads
this tome, which requires 48 hours over a
minimum of 6 days, gains the ability to speak
Ignan. Price: 1000 gp, Weight: 2 lb.
The Eldritch Fragments of Anas: This set of
scrolls is contained in an engraved bronze
coffer. This spellbook contains the spells Chill
Touch, Comprehend Languages, Sleep. Price:
150 gp, Weight: 6 lb.
The Polesandr Slates: This compendium is
bound in monstrous hide. Whenever it is
opened, the reader becomes colorblind until it
is closed. An individual who reads this tome,
which requires 48 hours over a minimum of 6
days, gains a +1 temporary (1 week) inherent
bonus to Knowledge (local) checks. Price: 50
gp, Weight: 5 lb.
The Eternal Libram of Caince: This rare book
is bound in monstrous hide trimmed with
bone. An individual who reads this tome,
which requires 48 hours over a minimum of 6
days, gains the ability to speak Auran. Price:
1000 gp, Weight: 4 lb.
Umur's Articles: This set of engraved silver
plates is contained in a lacquered yew box. An
individual who reads this tome, which
requires 64 hours over a minimum of 8 days,
gains Natural Spell as a bonus feat. Price:
10000 gp, Weight: 7 lb.
The Compendium of Henosandr: This flawless
Weight: 2 lb.
The Infernal Fragments of Erypes: This impressive
libram is bound in stained glass plates. This spellbook
contains the spells Finger of Death, Instant
Summons, Limited Wish, Mass Hold Person, Power
Word Blind, Symbol of Stunning, Symbol of
Weakness, Vision. Price: 2800 gp, Weight: 4 lb.
The Book of Sune: This set of scrolls is wrapped in
linen cloth. An individual who reads this tome,
which requires 48 hours over a minimum of 6 days,
gains a +4 inherent bonus to Balance checks. Price:
3200 gp, Weight: 6 lb.
The Tome of Mario: This tome is written in luminous
script and bound in cedar plates inlaid with brass.
Whenever it is opened, all other magic items worn
by the reader cease functioning until it is closed. This
spellbook contains the spells Circle of Death,
Freezing Sphere, Repulsion, Transformation. Price:
1200 gp, Weight: 6 lb.
Atros' Leaves: This large compendium is bound in
leather. An individual who reads this tome, which
requires 32 hours over a minimum of 4 days, gains
Improved TwoWeapon Fighting as a bonus feat
(regardless of prerequisites). Price: 10000 gp, Weight:
6 lb.
The Compendium of Perosam: This set of engraved
stone slates is bound by a fine chain. When first
opened, the reader ages 10 years. An individual who
reads this tome, which requires 32 hours over a
minimum of 4 days, gains Greater TwoWeapon
Fighting as a bonus feat (regardless of prerequisites).
Price: 10000 gp, Weight: 3 lb.
The Damned Parchments of Imin: This large
compendium is written in black wax upon paper and
bound in electrum plates. When first opened, it
unleashes a column of brilliant light. This spellbook
contains the spells Forcecage, Greater Scrying, Spell
Turning, Summon Monster VII, Symbol of Stunning.
Price: 1750 gp, Weight: 6 lb.
The Book of Comry: This modest book is bound in
steel plates set with chrysoberyl. It is written in
Celestial. An individual who reads this tome, which
bound in leather trimmed with fox fur. When
first opened, it unleashes a column of brilliant
light. This spellbook contains the spells
Dimension Door, Illusory Wall, Lesser Geas,
Mass Enlarge Person, Minor Creation, Secure
Shelter. Price: 1200 gp, Weight: 7 lb.
The Arcane Fragments of Thrimil: This
compendium is bound in stained glass plates. It
is written in Halfling. This spellbook contains
the spells Keen Edge, Nondetection, Shrink
Item, Tongues. Price: 600 gp, Weight: 7 lb.
The Leonousel Incunabulum: This set of scrolls
is wrapped in linen cloth. This spellbook
contains the spells Confusion, Detect Scrying,
Dimensional Anchor, Greater Invisibility,
Locate Creature, Mass Enlarge Person,
Rainbow Pattern. Price: 1400 gp, Weight: 6 lb.
The Demonic Leaves of Ukat: This
compendium is bound in leather with
platinum hinges and fittings. It is written in an
archaic form of Infernal. This spellbook
contains the spells Animate Dead, Confusion,
Dimension Door, Dimensional Anchor,
Greater Invisibility, Hallucinatory Terrain,
Lesser Geas, Minor Creation, Phantasmal
Killer, Resilient Sphere, Scrying, Wall of Ice.
Price: 2400 gp, Weight: 2 lb.
The Belli Tablets: This set of engraved iron
plates is contained in a platinum coffer.
Whenever it is opened, every gold piece
possessed by the reader becomes 10 silver
pieces. This spellbook contains the spells
Confusion, Hallucinatory Terrain, Polymorph,
Secure Shelter. Price: 0 gp, Weight: 4 lb.
The Zigil Slates: This large book is bound in
electrum plates. This spellbook contains the
spells Ethereal Jaunt, Power Word Blind,
Reverse Gravity, Symbol of Stunning, Waves
of Exhaustion. Price: 1750 gp, Weight: 6 lb.
The Sacci Incunabulum: This compendium is
written upon paper and bound in stained glass
plates. An individual who reads this tome,
which requires 32 hours over a minimum of 4
days, gains the spelllike ability to use
Vampiric Touch 3/day. Price: 32400 gp,
requires 48 hours over a minimum of 6 days,
gains a +4 inherent bonus to Craft (locksmith)
checks. Price: 3200 gp, Weight: 8 lb.
The Wicked Parchments of Comgia: This
obscure compendium is bound in steel plates.
An individual who reads this tome, which
requires 48 hours over a minimum of 6 days,
gains the spelllike ability to use Animal
Growth 3/day. Price: 97200 gp, Weight: 7 lb.
The Baatorian Leaves of Erinos: This tome is
written in golden ink upon paper and bound
in monstrous hide. An individual who reads
this tome, which requires 32 hours over a
minimum of 4 days, gains a +1 temporary (1
month) inherent bonus to Hide checks. Price:
100 gp, Weight: 7 lb.
The Infernal Tablets of Thrinan: This large
tome is bound in birch plates inlaid with iron.
An individual who reads this tome, which
requires 48 hours over a minimum of 6 days,
gains the ability to speak Gnome. Price: 1000
gp, Weight: 7 lb.
The Astral Grimoire of Freri: This flawless
tome is written in golden ink upon silk pages
and bound in leather with gold hinges and
fittings. When first opened, it unleashes motes
of yellow flame. An individual who reads this
tome, which requires 48 hours over a
minimum of 6 days, gains the spelllike ability
to use Message once per day. Price: 360 gp,
Weight: 4 lb.
The Profane Parchments of Nanain: This
libram is bound in carved wood plates.
Whenever it is opened, every gold piece
possessed by the reader becomes 10 silver
pieces. This spellbook contains the spells
Animate Rope, Burning Hands, Color Spray,
Detect Secret Doors, Floating Disk, Grease,
Identify, Mount, Ray of Enfeeblement, Shield.
Price: 500 gp, Weight: 5 lb.
Atos' Folio: This set of scrolls is contained in
an engraved gold coffer. This spellbook
contains the spells Blindness/Deafness, Blur,
Continual Flame, Darkness, Detect Thoughts,
Fog Cloud, Minor Image, Owl's Wisdom, Rope
Trick, See Invisibility, Touch of Idiocy. Price: 1100
gp, Weight: 6 lb.
Kada's Articles: This cryptic compendium is written
in blood and bound in stained glass plates. It is
locked by magic, and can only be opened by a
maiden. An individual who reads this tome, which
requires 48 hours over a minimum of 6 days, gains a
+1 temporary (1 month) inherent bonus to Spellcraft
checks. Price: 100 gp, Weight: 4 lb.
The Onos Fragments: This libram is bound in
monstrous hide trimmed with bone. An individual
who reads this tome, which requires 48 hours over a
minimum of 6 days, gains the ability to speak Ignan.
Price: 1000 gp, Weight: 5 lb.
The Phasama Esoterica: This flawless tome is bound
in leather trimmed with rabbit fur. It is locked by
magic, and can only be opened by a maiden. An
individual who reads this tome, which requires 48
hours over a minimum of 6 days, gains Craft
Wondrous Item as a bonus feat. Price: 10000 gp,
Weight: 3 lb.
The Libram of Care: This tome is written in
illuminated script upon silk pages and bound in
willow plates inlaid with copper. When first opened,
the reader becomes permanently lefthanded. This
spellbook contains the spells Chill Touch,
Comprehend Languages, Detect Secret Doors,
Expeditious Retreat, Floating Disk, Identify, Jump,
Mount, Ray of Enfeeblement, Shocking Grasp,
Summon Monster I. Price: 550 gp, Weight: 6 lb.
The Enchiridion of Lesocro: This compendium is
bound in carved wood plates. Whenever it is opened,
the reader loses the ability to speak until it is closed.
An individual who reads this tome, which requires
48 hours over a minimum of 6 days, gains the ability
to speak Auran. Price: 1000 gp, Weight: 3 lb.
The Elemental Fragments of Alim: This exotic
compendium is written in luminous script upon
parchment and bound in stained glass plates. This
spellbook contains the spells Contact Other Plane,
Fabricate, Feeblemind, Hold Monster, Lesser Planar
Binding, Mage's Faithful Hound, Major Creation,
Persistent Image, Secret Chest, Summon Monster V,
Transmute Mud to Rock, Waves of Fatigue.
Price: 3000 gp, Weight: 5 lb.
Buita's Scripture: This libram is written in
fiery runes and bound in oak plates inlaid with
platinum. It is written in Abyssal. This
spellbook contains the spells Sepia Snake Sigil,
Slow, Summon Monster III, Tiny Hut. Price:
600 gp, Weight: 4 lb.
The Cune Fragments: This tome is bound in
monstrous hide trimmed with bone. This
spellbook contains the spells Blink, Daylight,
Deep Slumber, Dispel Magic, Fireball, Gentle
Repose, Heroism, Illusory Script, Invisibility
Sphere, Nondetection, Ray of Exhaustion,
Shrink Item. Price: 1800 gp, Weight: 4 lb.
Eucemes' Scrolls: This folio of parchments is
contained in a leather case trimmed with
ermine fur. This spellbook contains the spells
Black Tentacles, Charm Monster, Enervation,
Mass Enlarge Person, Minor Creation. Price:
1000 gp, Weight: 5 lb.
The Empyrean Codex of Ophlos: This exotic
tome is bound in copper plates. When first
opened, it unleashes an ominous howl. An
individual who reads this tome, which
requires 48 hours over a minimum of 6 days,
gains a +3 temporary (1 month) inherent
bonus to Charisma. Price: 41250 gp, Weight: 7
lb.
The Unearthly Esoterica of Bori: This tome is
written upon parchment and bound in leather.
This spellbook contains the spells Explosive
Runes, Major Image, Nondetection. Price: 0
gp, Weight: 8 lb.
Cima's Folio: This compendium is bound in
monstrous hide. This spellbook contains the
spells Daylight, Displacement, Fly, Greater
Magic Weapon, Halt Undead, Secret Page.
Price: 900 gp, Weight: 3 lb.
The Sharkad Slates: This folio of parchments is
contained in a blackthorn box inlaid with
electrum. Whenever it is opened, the nearby
temperature drops by 10 degrees. An
individual who reads this tome, which requires 32
hours over a minimum of 4 days, gains Tower Shield
Proficiency as a bonus feat (regardless of
prerequisites). Price: 10000 gp, Weight: 5 lb.
The Abyssal Parchments of Cairy: This set of
inscribed wooden slates is contained in a leather
case. It is locked by magic, and can only be opened
by a Mage Hand spell. An individual who reads this
tome, which requires 32 hours over a minimum of 4
days, gains Greater Weapon Focus as a bonus feat
(regardless of prerequisites). Price: 10000 gp, Weight:
4 lb.
The Eternal Enchiridion of Piosippo: This folio of
parchments is contained in a leather case trimmed
with mink fur. This spellbook contains the spells
Baleful Polymorph, Interposing Hand, Symbol of
Pain, Telepathic Bond, Wall of Stone. Price: 0 gp,
Weight: 7 lb.
The Luminous Book of Prosonius: This ancient tome
is bound in carved wood plates. It is written in
Infernal. This spellbook contains the spells Mass
Charm Monster, Sunburst, Symbol of Insanity. Price:
1200 gp, Weight: 6 lb.
The Enchiridion of Achus: This tome is written upon
vellum and bound in leather. When first opened, it
unleashes a phantasmal warning. An individual who
reads this tome, which requires 48 hours over a
minimum of 6 days, gains Quicken Spell as a bonus
feat (regardless of prerequisites). Price: 10000 gp,
Weight: 4 lb.
The Gavi Tablets: This set of scrolls is contained in a
leather case trimmed with rabbit fur. An individual
who reads this tome, which requires 48 hours over a
minimum of 6 days, gains Quicken Spell as a bonus
feat (regardless of prerequisites). Price: 10000 gp,
Weight: 6 lb.
The Wicked Folio of Gete: This set of engraved
bronze plates is wrapped in linen cloth. An
individual who reads this tome, which requires 48
hours over a minimum of 6 days, gains a +4
temporary (1 month) inherent bonus to Strength.
Price: 55000 gp, Weight: 6 lb.
| textdata/thevault/ Any (Any System ; Generic)/Rare and Mystical Tomes 10.pdf |
CREDITS
Writing: Chris Mastey
Cover Art: Gordon Bennetto
Layout: Matt Heerdt
Shadowrun Line Developer: Jason M. Hardy
Development: Peter M. Andrew, Jr.
Art Direction: Brent Evans, Kat Hardy
Proofing: EV McKittrick
© 2013 The Topps Company, Inc. All Rights
Reserved. Shadowrun and Matrix are
registered trademarks and/or trademarks
of The Topps Company, Inc., in the United
States and/or other countries. Catalyst
Game Labs and the Catalyst Game Labs
logo are trademarks of InMediaRes
Productions, LLC.
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 2
>
Whether we want to admit it or not, killing is part of a
shadowrunner’s job. Ask any ten posters here on Jackpoint and
I’ll bet nine of them have killed someone during a job, whether
it was in self-defense or because they were assigned to take
out the target. So it’s really fuckin’ annoying to see people who
often take wetwork jobs, like Balladeer, getting dumped on by
hypocrites here because of what they do in the shadows.
With that in mind, I present this file for your consideration.
The author submitted it a couple of hours ago with a “time
sensitive” tag. I read the file’s title, The Assassin’s Primer, and
after getting Balladeer’s expert opinion, I decided it was worth
posting. The author claims to be a professional assassin, and
Balladeer confirmed that he seems to know the ins and outs
of that line of work intimately. That doesn’t necessarily mean
you’ll agree with everything he says, but the practical advice
he offers for those looking to become professional assassins is
pretty solid.
Even those of you who don’t want to make a career out of
being an assassin should pay attention to this file. After all, if
you’re ever unlucky enough to have a hitman targeting you, it
pays to know how he might operate, neh?
>
Bull
>
I’ve also decided to grant this document’s author temporary
posting privileges. Given how little time he has left to live,
I figure he’s at least got a right to defend and amend his last
words.
>
Glitch
POSTED BY: QUIETUS
I don’t have much time left, so I’ll cut to the chase. My
name’s Quietus, and I’m an assassin for hire. In forty-eight
hours, maybe less, I’ll be eliminated by my employer as a
loose end.
I have nowhere left to run, nowhere to go that they
won’t find me, nor will they ever stop looking for me. I
know too much for them to even consider letting me live.
So as a farewell “fuck you” to them, I’m gonna make a final
stand. I’ll still die, but I won’t make it easy for them.
>
Oh look, I’m playing the world’s tiniest violin. Fuckin’ hired
murderer! Good riddance to bad garbage, I say.
>
Sticks
>
That’s rich, coming from a guy who aids sex traffickers for a
living.
>
Netcat
In the past few days I’ve thought a lot about what I want
to leave behind, besides a body count. You guys—that is,
the users of ShadowSEA—gave me the answer.
In my years of lurking on ShadowSEA, I’ve seen a truck-
load of ignorance spouted about assassins. Some of you
see us as nothing more than sociopathic monsters, killing
because we enjoy it, with the money being just a bonus.
Others think we’re remorseless mercenaries who view
our targets as our paychecks and nothing else. Even more
disturbing than those misconceptions are those aspiring
assassins who buy into them, either out of a misguided be-
lief that they’re “cool” or “badass,” or because they believe
that they must abandon all of their humanity to succeed as
an assassin.
The most depressing things I see, however, are the
shadowrunners who set out to do this job without any
knowledge of how to start. I’ve heard way too many sto-
ries about novices getting killed because of ignorance,
dead because nobody taught them the basics of survival
in this line of work.
>
Sink or swim. That’s the only way you know who’s worth a damn
in the shadows. The corps and cops don’t have any mercy on
novice runners, so why should we?
>
Clockwork
>
Maybe because we’re supposed to be better than the corps and
cops? If more people took the time to actually teach novices,
don’t you think the result might be more good shadowrunners?
Maybe then we could actually do some lasting damage to the
damn megacorps.
>
Aufheben
So I’ve decided to leave this file as my legacy to the
shadow community. I hope I can dispel the illusions and
myths about assassins while teaching those who want to
become one how to do the job well. More than anything, I
want to show that being an assassin and an honorable man
is not a contradiction.
WHO BECOMES
AN ASSASSIN?
As far as historians can tell, the first to be called assassins
were the members of Order of Assassins, a band of fanati-
cal devotees to a man named Hassan-i Sabbah that formed
in 1080 ACE. Members of the Nizari Ismaili sect of Islam,
they were trained in the ways of disguise and stealth, si-
lently slaying their targets. They carried out hits for both
sides of the Crusades at the direction of their leader.
>
Don’t forget where the word “assassin” comes from—
hashshashin, from their use of hashish to give them visions of
the paradise that awaited them if they killed who their master
told them to.
>
Slamm-0!
>
*Sigh* I should have guessed that long-debunked piece of
folklore would come up pretty quick. The truth is that the word
hashshashin was derived from the word hashishi, which
meant “outcast” or “rabble” and was used as an insult against
followers of the Nizari Ismaili sect of Islam in the 12th century.
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 3
Medieval Western historians a few centuries later painted the
Ismailis as fanatical killers, and centuries after that some over-
imaginative Western historians connected the word hashishi
with the drug hashish. Thus, the “drug-addled contract killers”
story was born. Hassan-i Sabbah was an Ismaili, true, but other
than that it’s just fanciful storytelling.
>
Glitch
Flash forward about a thousand years, and things hav-
en’t changed much. The job, at its heart, is the same that
it’s always been: killing a target without attracting atten-
tion, alerting guards, being identified, or leaving any clues
that could trace the hit back to you or your employer. This
means that deception and stealth are still the cornerstones
of the profession. You’re not going to make it as an assas-
sin by yelling a war cry and spraying the room your target’s
in with machine gun fire.
>
Not that some bone-headed sprawl gangers don’t try this
method. They call themselves “assassins” despite the fact
that the only planning they’ve done for the hit is bringing ten
times the bullets they’ll really need. Some of these morons
even manage to make a name for themselves in the Barrens,
but the second they try to hit a target outside of a Z-zone, they
get geeked by the target or killed by the cop responding to the
disturbance they caused. When it comes right down to it, being
an assassin isn’t just a matter of being able to kill; it’s knowing
how to kill without being noticed and how to reach the target in
order to make the hit possible.
>
Balladeer
Of course, not everything is the same as it was back
in the Crusades Era. Some assassins still work for large
organizations such as Aztechnology’s otonin warriors,
the ninja employed by the yakuza, and SEAL Team Six
(surprised to see that last one on the list? What do you
think they do—bust in and explain to the bad guys the
error of their ways?). However, many other assassins are
independents working toward their own goals or simply
trying to make a living.
Every assassin has their own reasons for taking up the
profession, but from what I’ve seen over the years, they
can be divided into a few broad categories:
THE DESPERATE
These are the assassins who go into the job because they
have no other marketable skills and need to make a liv-
ing any way they can. This isn’t a criticism of their ability
or professionalism. I’ve worked with quite a few highly
skilled, professional assassins who started doing the job
because they had the bad luck to be born in the Redmond
Barrens and knew nothing else besides killing.
Unfortunately, while these assassins can become pro-
fessional and experienced, far too many become the “war
cry and wild gunfire” types I mentioned above. There isn’t
exactly an official mentorship program they can sign up
for at the local community center, but that sort of instruc-
tion is usually what’s needed for aspiring assassins to be-
come professionals. The lucky ones find a mentor on the
streets who can actually teach them something and move
on up as a result. The unlucky ones usually end up dead
pretty quick.
>
What about the self-taught experts? You know, the ones that
worked their way up from the streets all the way to the big time
with nothing but a gun and their wits? Shadowrunners do that
all the time—just look at me. Why not assassins?
>
/dev/grrl
>
Ignoring for the moment that it’s arguable whether you’ve proven
yourself as a shadowrunner, kid … I’d say the big difference is
that the learning curve is much steeper as an assassin than it
is for a shadowrunner. Sure, professionals come up from the
streets in both professions, but I’d say a lot more people die
making the climb to becoming a professional assassin than a
professional shadowrunner. With shadowrunning the job can
be a lot of things; stealing something, extracting someone,
sabotage—jobs that corporate guards might not immediately
react to with deadly force when guarding against. As an assassin,
the job is always going to involve killing someone. This means
the target and those guarding him will almost always react with
deadly force.
As for running away and living to fight another day, you
can do that if an assassination job goes wrong, but it might be
a while before you live that down. Assassination jobs outside
of places like the Barrens require a certain level of skill, and a
failure of that magnitude doesn’t reflect well on one’s aptitude.
Shadowrunners can come back from a botched run easier
because they usually work in teams. If a runner with a bad job
on his record runs with a more experienced team that can cover
for his weaknesses, he can usually recover his rep as long as
he doesn’t majorly screw up. Assassins usually don’t have that
option, since they typically work alone.
>
Balladeer
THE PSYCHOS
Okay, let’s address the elephant in the room. There are
psycho assassins who get into the job because they love
to kill. Everything else they get out of it, whether it’s the
money or the street cred, is secondary to the power trip
they get from ending another person’s life. I’m sure as
hell not going to provide an in-depth psychoanalysis of
these guys—I don’t want that particular Abyss staring
back into me in my final hours. However, I will share what
I know of them in case you find one of them on your ass.
With these guys, it’s all about the thrill of being a death
dealer. Holding the power of life and death in their hands
is an addiction stronger than any BTL can offer, and who
doesn’t want to make a living doing what they love? De-
pending on what specifically is going wrong in their brain
case, it might be the quick kill that gives them the most
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 4
pleasure, or they might get a kick out of toying with their
prey before moving in. On the other hand, they might whet
their sick appetites by killing the target’s family, friends,
business associates, casual acquaintances, and former
roommates before moving on to the actual mark.
Really, there are a lot of forms that these guys’ dam-
age might take, but it’s extremely important not to dis-
count these assassins’ habits. Knowing what gives these
wackjobs an adrenaline rush can give you an advantage.
For example, knowing that the person trying to kill you
picks off his targets’ friends and family first can give you
the forewarning you need to get your loved ones out of
harm’s way, or it might help you predict where he’ll strike
next. And if you get the chance to take the psycho out,
show no mercy. Because he sure won’t.
>
If you have one of these guys on your tail, it really pays to know
somebody who works with human behavior. I don’t just mean
a psychologist either; the UCAS FBI and other law-enforcement
agencies and corps have entire departments of analysts that do
nothing but analyze criminals’ behavior based on the clues they
leave behind and the actions they take. Having an in with them
and their knowledge of psychology can give you the edge you
need to save your life or those of your friends.
>
The Smiling Bandit
THE IDEALIST
Finally, we come to the idealists—those who truly believe
in a cause, and believe that killing is the only way to bring
about that cause’s success. Of course, that description
covers just about everything from religious fanatics kill-
ing unbelievers to legitimate soldiers killing their nation’s
enemies.
With these assassins, the biggest thing to keep in mind
is that the cause is all that matters to them, and they will
often stop at nothing to complete the job. Trying to bribe
them won’t work, nor will using other team members as hu-
man shields. Especially using teammates as human shields.
Do that, and you’ll have both an assassin targeting you and
pissed off teammates ready to throw you under the bus.
Don’t go thinking that all idealist assassins are fighters
for justice like some comic book superhero. Yeah, there
are some of those, but there are others who have no limits
to the lengths they’ll go for their cause. Ever looked into
the eyes of a man who thinks killing you is a sacred mis-
sion from God? I have, and it’s not an experience I care to
repeat. Nor is it an experience you want to have.
>
Okay hitman, cards on the table here. Which of these categories
do you fall into?
>
Kane
>
I had a feeling someone was going to ask that question. I would
call myself an idealist of the non-psychotic variety. To understand
why, you need to understand my life.
I was born to a poor family in Greece, living the sort of life
that most of the SINless people are probably familiar with;
unemployed parents, stealing food to feed my family, piss-poor
education at best, everything. Life got even worse in my teenage
years when the Alliance for Allah swept into the country in 2034.
My entire family was among the quarter of Greece’s population
killed by the invading fanatics.
Alone, poor, and pissed off at the world for making my life
suck even worse than it had before, I survived by doing the
same thieving I’d done all my life. A few years later, however,
I saw a news story about Mullah Sayid Jazrir’s assassination.
Jazrir was the head of the Alliance for Allah, and with his death
that coalition of religious wackjobs flew apart at the seams. The
bastards that killed my family had been completely undone by
the death of a single man.
That was when I realized the power of individuals to
change the world. By killing one man, whoever assassinated
Mullah Jazrir saved many lives that could have been lost had
the Second Ottoman Jihad continued. It was the first bit of
hope I’d had since my family died, and I seized it with both
hands. I was determined to make a difference in the world by
doing what that man did; eliminating the sort of people who
started senseless wars like the Second Ottoman Jihad, and
ensuring that there would be fewer people who suffered like I
did as a result.
Since then, I’ve made a career out of hunting those who
lead others to kill their fellow man, like religious fanatics and
corporate war profiteers, or people who otherwise simply need
to die because of the heinous natures of their crimes.
>
Quietus
>
Geez, lay it on a bit thicker, Melodrama Man. And talk about
delusions of grandeur!
>
/dev/grrl
>
Give the guy a break, kid. The superhero-esque “saving the
world” crap and the bleeding-heart viewpoint annoy the shit out
of me too, but he’s got the right idea at the core: get out there
and make the world, or at least a little part of it, into something
more to your liking through sheer force of will. How do you
think I got to where I am today?
>
Kane
>
By pillaging, thieving, and murdering?
>
Aufheben
>
Exactly. That’s my method of exercising my will on the world,
just as Quietus’ was becoming an assassin. We have different
methods and different outcomes we’re working towards, but the
same goal at the core.
>
Kane
>
So how did you get your start in the assassin business, Quietus?
School of hard knocks or formal mentorship?
>
Hard Exit
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 5
>
Mentorship. I was lucky enough to make contact with a
professional assassin in Athens that was serious about teaching
an apprentice how to make a living in this line of work. He was
also quite the idealist himself. He was a little wacky, claiming
to be descended from the Spartan King Leonidas and saying
that fighting for justice as an assassin was his “blood destiny”
as a result, but the advice he gave has kept me alive for several
decades now, and I never would have made it this far without
the knowledge he gave me.
>
Quietus
>
Don’t we have enough people in the world making judgment
calls of who lives and dies based on their personal morality? As
a matter of fact, aren’t those exactly the sort of people that killed
Quietus’ parents and led him to where he is today?
>
Kay St. Irregular
>
Believe me, Irregular, the irony of that is not lost on me.
>
Quietus
THE HONORABLE
KILLER
Among the ranks of the idealist archetype that I men-
tioned above, there are assassins who dedicate them-
selves to their causes and beliefs to even greater de-
grees. They are driven by the same motivations as other
idealists, but they also adopt a strict code that governs
how they live their lives and conduct themselves on the
job. For lack of a more neutral term, I refer to them as
“honorable killers.”
I proudly count myself among these assassins. In my
opinion, it’s only these codes of honor that separate as-
sassins from the cold-blooded murderers who prey on
the weak and defenseless every day in sprawls across the
world. In a job that involves dealing death on a regular
basis, it’s far too easy to cross the line from “professional
assassin” to “soulless monster,” and that’s not a transition
I ever want to make.
>
Oh, gag me with a fucking vibroblade.
>
Clockwork
>
Here’s where I have to part opinions with our author. I’m
not saying that you have to make a habit of shooting
children in order to be a successful assassin, but thinking
you can adhere to a strict “code of honor” while being an
effective assassin is hopelessly naïve. When you’re in this
line of work, you have to do whatever it takes to survive
and get the job done, and “whatever it takes” is not always
going to be pleasant. Sooner or later, strictly adhering to a
code of honor is going to get you stuck in a position where
you’ll have to make a choice between violating that code or
dying. While you’re busy agonizing over which way to go,
you’ll catch a bullet through the head that makes the choice
for you.
>
Balladeer
>
Speak for yourself. I’m not an assassin, but I am a soldier, a
profession that also involves taking the lives of others. When
you’re in a line of work like that, you need something to hold onto
so that you don’t cross that invisible line Quietus mentioned.
I was fortunate enough to be mentored by Matador, God rest
his soul, who taught me the value of honor in a soldier’s life.
Adhering to the code he taught me has saved me from doing
things in the heat of the moment that, once my anger subsided,
would have either tortured me with guilt for the rest of my life or
driven me to suicide.
I’ve seen soldiers who don’t have a code of honor to restrain
them. They become little more than monsters, the sort of people
that use civilians for target practice or worse. Personally, I cut
out the middleman and use my sidearm to handle such soldiers
on the rare occasions they show up in my unit.
>
Picador
I’d like to be able to give aspiring assassins a step-by-
step guide on how to develop your own code of honor,
but I can’t really give much advice on this because it’s such
a personal decision. Everybody has different lines they
won’t cross and different things they value, and it’s things
like that which usually shape an assassin’s code.
Since I can’t give any general advice, I’ll share my own
code here to give an example of what I’m talking about.
NEVER KILL AN INNOCENT
The first and most important tenet of my code is never
to kill an innocent. In this case, “innocent” means anyone
who is not my target or directly defending the target.
There are many reasons I have this tenet as part of my
code. For one thing, it’s the innocents that I’m doing this
job to help. I’m fighting for those who can’t fight for them-
selves, and killing them is a betrayal of that goal. Plus, it’s
just plain wrong. I believe these people have a right to live
a full life and to take that opportunity from them is unfor-
giveable. I’ve never killed an innocent in the course of my
job, and that’s a record I’m very proud of.
I have, on occasion, been required to use some sort of
force on people I consider innocents, either for their own
safety (like getting them out of the way of a firefight) or
because they were guarding a target but didn’t meet my
definition of “directly defending my target” as described
above. Whenever I’m forced to do this, I use non-lethal
means like gel rounds or shock ammunition to render
them unconscious until I eliminate the target. After that
business is concluded, I quickly make sure that the uncon-
scious innocents are alive and not suffering any adverse
effects before making my escape.
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 6
>
“Adverse effects?” Like what? And how can you check everyone
you’ve shot?
>
/dev/grrl
>
The big two things I look out for are trouble breathing or signs of
a heart attack. The former can be caused by a gel round impacting
in the wrong spot, knocking the wind out of the target, and
the latter can be caused by shock ammunition. Despite being
marketed as a non-lethal type of ammunition, shock ammo can
cause heart attacks in unhealthy people. As for how I can check
everyone, it takes five seconds per person, for someone who
knows exactly what to look for. Plus, they’re unconscious from
the effects of the rounds, so they’re not likely to get up and alert
the authorities or shoot me.
>
Quietus
>
How the hell can somebody be guarding the target but not
“directly defending the target?”
>
Netcat
>
By that, I usually mean people like rent-a-cops and similarly
low-paid security guards. In my mind, they’re not necessarily
trying to defend an evil person because they’re evil themselves;
usually it’s just a paying job like any other, and they’re just trying
to feed their families. That doesn’t warrant death in my opinion.
>
Quietus
ONLY TAKE JOBS THAT
SERVE A GOOD CAUSE
I will only take jobs that involve taking out targets whose
demise will help people. Serial rapists, ganger scum, cor-
rupt suits, and psychopaths of all types are just a few
examples of the types of targets I’ve taken out over the
years. If eliminating a man means that dozens of women
around the sprawl can walk the streets feeling a little bit
safer, or that the people don’t have to worry about being
shot because they’re wearing the “wrong” colors in the
“wrong” part of the city, I’ll take the job.
I don’t kill purely for other people’s, or corporations’,
profits. I’ve turned down plenty of lucrative jobs to erase
crusading environmentalists or neo-anarchists when those
people were guilty of nothing more than being inconve-
nient to a corporation’s plans. Turning that money down
has kept me on the razor’s edge of poverty at times, but
frankly, I don’t give a shit. I do this job to make the world
a better place, not to make it easier for fat cats to line their
pockets.
>
There are more than a few shadowrunners who take this
approach. The most well known are the ones who take
“hooding,” as in Robin Hood, jobs. Sometimes they do it for no
compensation except the satisfaction of doing the right thing.
Personally, I think it’s an admirable path. It’s not an easy one, by
any means, but one to applaud.
>
Aufheben
TAKE NO PLEASURE IN THE KILL
Being an assassin is a job, not a hobby. I hold peoples’
lives in my hands every day, and I have to treat that as the
grave responsibility it is rather than as something to be
enjoyed. I don’t enjoy what I do but I believe it’s a neces-
sary evil. Believe me, I’d love to be able to retire because
all the assholes in the world have disappeared and left
me with no jobs. Until then the world needs people like
me to tip the scales towards the good side just a little bit.
Besides all that, enjoying this job like one does a hob-
by is a quick way to become the “psycho” assassin I men-
tioned above.
>
This applies to the mercenary business as well. One surefire
sign of an amateur is somebody who treats their job like a
game of paintball instead of like a firefight where they and
their teammates stand a real chance of dying. No mercenary
commander in their right mind wants someone like that in
their unit. First of all, their lack of seriousness means they
often don’t listen to orders, and failure to follow orders on the
battlefield can get someone killed. Secondly, it’s really fucking
annoying to everybody around you when someone’s treating
a real brushfire war like a game while everyone else is focused
on trying to survive. Extra annoyance means additional,
unnecessary stress on everyone in an already-tense situation.
And like Quietus said, the jokers like this who survive for long
in the mercenary profession usually become psychopaths who
enjoy killing way too much. Sooner or later they’ll resort to
killing civilians to get their jollies. Besides being heinously
evil, that sort of thing makes your unit persona non grata
in the merc community. You’ll be effectively blacklisted by
any halfway respectable employer. Usually the only way to
restore the unit’s reputation is to shoot said psychopath, and
sometimes even that doesn’t work.
>
Picador
DON’T BETRAY YOUR EMPLOYER
There’s obviously a big risk in hiring an assassin; if some-
one is caught doing it, they can be charged with accesso-
ry to murder, which usually carries penalties just as severe
as the murder itself. That means that anyone who hires an
assassin is taking a major leap of faith in assuming that
the assassin won’t sell him out. If you build a reputation
as a reliable assassin who absolutely will not betray the
person who hired you, that gives you a major advantage
when hiring time comes along. If you do betray an em-
ployer, you can count on being blacklisted at best and
targeted by an assassin yourself at worst.
That sort of thing isn’t conducive to a long career, and
if I’m blacklisted or dead, a few more bastards might live
to make normal folks’ lives hell. Hence, this is a tenet of
my code.
>
This advice applies just as much to shadowrunners as it does to
assassins. The corporations may all know that the other corps
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 7
hire as many shadowrunners as they do, but that doesn’t mean
they’re going to just lie back and let a run go down without
retaliation if they know who the culprit is. It would make them
look weak, and they know they can’t afford to show weakness.
So as crazy as it sounds, the fact that they’re hiring you for a
job means that they trust you to one degree or another. Don’t
take that trust lightly if you want to have a long shadowrunning
career. Or a long life.
>
Fianchetto
DON’T BE A GLORYHOUND
By this, I mean I won’t talk about jobs on Matrix sites in a
way that can be traced back to me or my employer. This
is partly for my own safety, but it’s also an extension of
not betraying my employer. Whenever I talk about a job, I
leave out the identifying details. If the job was sufficiently
unique that any details could possibly tip someone off, I
just don’t talk about it at all.
>
Ghost knows some people here on JackPoint could do well to
take that advice.
>
Pistons
>
Eh, it’s in our nature to talk about this stuff. Not only do some
of us bask in the glory it brings us, but sharing stories helps
out others in the shadow community. Its common sense among
shadowrunners to leave out the identifying details, but to not
talk about it at all almost feels like it goes against the way we’re
supposed to be wired.
>
Kay St. Irregular
>
One of the first things my mentor told me was: “If you’re
looking for glory and want everybody to know your name, this
is the wrong line of work for you”. That’s true to a certain extent
among shadowrunners but it’s even truer for assassins. Unlike
shadowrunners, we do nothing but kill people. That means a lot
more discretion is needed to avoid a premature death, whether
it’s at the hands of cops “serving the public good” or at the
hands of employers “tying up a loose end.”
>
Quietus
ONLY WORK WITH THOSE
WHO RESPECT MY CODE
I will not break my code for any reason. That’s the bot-
tom line. It’s something I make perfectly clear to both my
employers and those I work with, on the rare occasions I
work with anyone. To avoid any complications, I ensure
that I only work with people who, if they don’t share my
code, will at least not ask me to break it and will not put
me in a situation where I have to stand by and watch it be
broken. On a couple occasions, I’ve been forced to work
with people I haven’t been able to vet properly. One of
those times, I had to violently intervene to prevent an
innocent from being harmed by another team member.
The psycho just wouldn’t listen to reason when I tried
to warn him that a heavily armed combat drone wasn’t
appropriate for the type of job we were doing. It wasn’t
something I enjoyed, but I’d do it again in a heartbeat.
>
Sounds like an interesting story behind that summary. C’mon,
spill some details on a job or two, man. You’re gonna die
anyways. What harm is it going to do?
>
Kane
>
I intend to die as I lived, Kane: as a professional. So no.
>
Quietus
KNOWLEDGE
IS POWER
Assassins tend to be different from shadowrunners in one
very important respect: we don’t work as part of teams
very often. Overall, we’re a rather self-reliant bunch, and
we assassins with a code of honor have trouble finding a
group of individuals who see eye-to-eye with us on ev-
ery point of our code. This means that assassins usually
don’t have anyone to cover their weaknesses in terms of
knowledge and skills. As a result, we have to know much
more than the average shadowrunner, having at least a
little bit of knowledge of nearly everything just to survive.
I can’t honestly claim to meet this high standard myself.
I don’t know jack about magical theory, for example, and
I couldn’t make sense of a commlink’s inner workings to
save my life. I’ve survived several decades in this line of
work despite not meeting that ideal, however, and there
are a couple reasons for that. First, I have a lot of friends
and contacts that can fill me in on what I need to know.
Secondly, I only take jobs that play to my strengths or that I
know I can accomplish with the skills I have. This has limit-
ed my job choices, but it also means I haven’t found myself
in over my head.
>
If you’re an expert in a very specialized area of knowledge,
you could do worse than make friends with an assassin or
another lone wolf-type shadowrunner. If they’re smart, they’ll
pay pretty well for mission-critical information. If they’re not,
they’ll be dead soon from their own idiocy anyway, so no skin
off your nose. There’s nothing quite like having a reliable repeat
customer.
>
Lyran
>
Why not just use skillsofts to fill the gaps in your knowledge?
>
/dev/grrl
>
For academic topics and other things like that, skillsofts might
work. However, you really don’t want to rely on those for any
skills you intend to use in combat. On their own they’re far too
“linear” to be used in quickly changing situations like that. For
instance, if you slot a chip with a program teaching you how to
use a pistol and you don’t know how to use a gun without the
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 8
chip, you’re going to fire the gun the same way every single
time, without fail. Not ideal for situations where you have to
react on the fly.
>
Balladeer
Here’s a brief rundown of the sorts of skills the average
assassin needs, starting with the most critical.
STEALTH AND DECEPTION
As I said before, these are the cornerstones of the assas-
sin profession. Stealth involves more than just sneaking
around in the shadows. It involves looking convincing-
ly like someone you’re not, like a normal person on the
street rather than someone who’s out to kill somebody.
Speaking of which, disguises also fall under this umbrella,
though don’t expect to take too many jobs where you
have to disguise yourself as a specific person. Normally,
you’ll just be disguised as a person of a particular pro-
fession, like a generic security guard from a specific cor-
poration. Uniforms and equipment consistent with the
disguise are helpful, but knowing the mannerisms of the
average person in that line of work can make that dis-
guise go even farther.
The “lurking in shadows” type of stealth is still an ef-
fective tactic, particularly in cities where there are lots of
high-rise buildings to cast shadows. Alleys are your best
friend: they’re shadowy and convenient places to dispatch
a target without people noticing. If a bum happens to be
using that alley and sees you, just pay him off. Usually a
hundred nuyen or so is all you need to buy their silence.
Honestly, I could give enough advice on this sort of
stealth to fill a book, but the general advice boils down to
this: stay quiet, block line of sight to your body, and always
be ready to strike in case you’re discovered. Also, I cannot
recommend chameleon suits highly enough, though you
shouldn’t rely on them entirely. Get good at hiding, then
use a chameleon suit. Nobody will be able to spot you.
>
This sort of ties in with my skillsoft comment above. Your
equipment should supplement your learned skills, not replace
or substitute for them. You can lose equipment, but you’ll
always have your experience and skills available in your head.
>
Balladeer
WEAPON TRAINING
Familiarize yourself with a wide variety of weapons if you
plan to become an assassin. All assassins have their favor-
ite tools for the job but you won’t always have access to
those favorites, so it pays to know how different versions
of similar weapons work. With guns, you won’t have too
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 9
much of a problem because they tend to operate pretty
similarly within their classes, but each model of gun does
have its unique quirks that it pays to be familiar with.
With melee weapons, things can get a lot more com-
plicated simply because of all the variations available. All
of them will feel different. For instance, don’t think that
knowing how to use a certain type of sword means you’ll
be good with all of them. Being able to use a katana well
doesn’t mean you’ll get the same results with a claymore.
They simply don’t handle the same way. There are far too
many different melee weapons out there for anyone to be
an expert with all of them, but practice with as wide a va-
riety as you can.
While I’m on the subject of melee combat, don’t under-
estimate the value of improvised weapons. A soybeer bot-
tle, a bar stool, and a brick can all be very effective weap-
ons if used properly, and they may be your only available
weapons one day. Learn how to use your environment as
a weapon, and you’ll always be ready to fight.
PHYSIOLOGY AND PSYCHOLOGY
Which parts of the metahuman body can you shoot that
will cause a target to bleed out in seconds? What meth-
od of assassination will leave the fewest and most easily
explainable marks on the body? Will one drug dart full
of poison be enough to take out that troll, or does his
sheer weight mean he needs three? Those are the sorts
of questions that make all the difference to an assassin,
and they’re questions that knowledge of the metahuman
body can answer.
Similarly, knowing the metahuman mind can aid in
completing missions. For example, does the target have
a phobia of something? Then study the possible reactions
to phobia stimuli, and then use them to your advantage
when you set up your hit. There are an infinite number of
weak spots that the metahuman psyche can provide you,
and if you have a general idea of how a target is going to
react to a given situation, you can stay one or two steps
ahead of him and cut off his escape.
>
Just remember—specific knowledge beats general knowledge
every time. If you know your target’s mental makeup in detail,
including his habits and general proclivities, you don’t need to
know about psychology in general. You’ll have what you need to
find the right time to strike.
>
Thorn
PLANNING
Every hit should be planned out, and the ability to draw
up those plans is part of what makes great assassins. The
knowledge of physiology and psychology greatly aids in
that, but other factors need to be taken into consideration
as well: What are the target’s favorite hangouts? What are
the layouts of those places? Which of those places has the
best security, and will the target have any additional se-
curity with him? What’s his daily routine? Those are just a
few of the questions you need to ask yourself when plan-
ning a hit, and once you’ve gathered the information to
answer them, you can start planning how the hit will go
down. Depending on the circumstances, a standard break-
ing-and-entering approach might be called for, or it might
be better to take the target out on the streets. Or some
other approach altogether might be called for.
Also remember the old proverb “no battle plan survives
contact with the enemy.” Have a couple of contingency
plans in mind in case something goes wrong.
BREAKING AND ENTERING
Maybe once in your career, if that, you’ll have a target that
kindly, and stupidly, leaves the door unlocked for you to
just walk into his house and take him out. For the rest you’ll
need to learn how to break into secure areas. Learning
how to bypass maglocks and the like is obviously the most
relevant, but it also pays to learn how to pick standard key
and combination locks because some targets use them to
thwart thieves who haven’t bothered learning how to pick
them. It’s also important to learn how your target’s alarm
system works. For instance, if it’s rigged to go off as soon
as a window is cracked, the last thing you want to do is cut
a hole in the glass.
>
What kind of idiot leaves his door unlocked, ever, in this day
and age?
>
Slamm-0!
>
You’d be surprised how cocky some of the rich and powerful get
when they live in their ultra-secure gated communities or high-
class corporate housing. They have so much faith in the security
their money can buy that they lose their common sense and get
lax about the measures they can take on their own, like locking
their doors. I pity their bodyguards.
>
Fianchetto
REPAIR AND MAINTENANCE
Self-reliance is one of the best traits an assassin can culti-
vate. That’s why one should know as many of these skills
as possible, so he can rely on himself if that’s all he has. So
it just makes sense that repair and maintenance of your
equipment is a helpful skill to learn. This goes beyond know-
ing how to clean your guns (a skill any good shadowrunner
should know). This is about knowing how to recognize when
a critical part is about to give out and how to fix it yourself
if you possibly can. Knowing how to make a replacement
part yourself using a machine can free you from reliance on
an armorer, though I still highly recommend them for major
work. Besides, there are only so many hours in a day, and
you might not want to use too many fixing a gun.
>
Much as I hate to reduce the amount of business I might get, I
have to say that the same concept applies to your vehicles as
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 10
well. Unless you’re planning to take a bus to get to your target,
which I don’t recommend, you’ll probably need your own
vehicle in this line of work. Knowing how to fix minor problems
can really save your ass. Of course, for major work and tricking
out your ride, you’ll still need to come to pros like yours truly.
>
Turbo Bunny
MAGIC
I confess that I’m no expert on this field. I’m a mundane,
and most of what I know about magic comes from what
I’ve seen others do. But from what I’ve seen, adepts can
have some powers that any assassin would kill for. I’ve
seen adepts walk across fresh snow without leaving a
footprint; talk their way past a dozen guys with guns; kill
with a single punch; and too many other things to name.
I have to confess, I’m a bit jealous. I’ve been in plenty of
situations where powers like that would have been useful.
>
There’s no question that adept powers can be incredibly useful.
As with everything else, though, you can’t let yourself grow
dependent on them. Like Balladeer said earlier about skillsofts,
your powers should supplement your natural skills rather than
replacing them entirely.
>
Ma’Fan
It pays to be aware of what a magic-user can do, just in
case a target is Awakened, even if you don’t understand
how it works. For example, it helps to know the difference
between an adept and a mage, because knowing which
one can sling spells and which one can kick your ass in an
eyeblink can help you plan your attack. Of course, there
are many possible variations within those basic categories
of magic-users, like mystic adepts that can both kick your
ass and sling spells, so gathering intelligence on what your
specific target can do magically is doubly important. Fail-
ing that, just assume that a magic-user can do just about
anything and prepare accordingly.
>
Remember what they can do isn’t limited to flashy fireballs
either. The sorts of mages that can get into your mind can be
far more dangerous than the ones who can create a special
effects show.
>
Haze
>
Ah, Haze. I was wondering when you might show up.
>
Quietus
>
Do I know you?
>
Haze
>
No, but I’ve seen your name on plenty of contracts that have
crossed my path. I saw Pistons’ write-up on you in the Street
Legends file, and I’ll tell you this right now: The only reason I’ve
never taken one of those contracts on you is because there was
always someone worse that needed to be taken down at the
time. You’ve pissed a lot of people off over the years, rapist, and
you’re in a lot of crosshairs as a result. No one can dodge that
many bullets.
>
Quietus
>
PISTONS, YOU BITCH! You put out one of those hits on me,
didn’t you?!
>
Haze
>
You’re barking up the wrong tree, asshole. I might hate you for
the pig that you are, but I know JackPoint’s rules. Believe me, I’ve
been sorely tempted to break them in the past when it comes
to you. Good thing I never did, because from what Quietus is
saying, it sounds like I didn’t need to. You reap what you sow.
>
Pistons
TOOLS OF
THE TRADE
To be an effective assassin, you’re going to need the right
tools for the job. Even the most skilled assassin needs
some sort of weapon, but you’ll usually need other tools
in order to get into a position to use that weapon. Of
course, every assassin is going to have different prefer-
ences for gear, so what follows are just general guidelines
and observations based on my decades of experience.
WEAPONS
Plenty of people believe that the sniper rifle is an assas-
sin’s best friend. This can be true, depending on the mis-
sion, but ultimately you need to pick the specific weapon
that’s best for the job at hand. You ever tried using a snip-
er rifle on a SWAT-style door-kicker raid? Of course not,
only idiots would do that. Sniper rifles are so ill suited to
that sort of job that it’s like trying to chop a tree down
with a wet herring.
My point is, don’t get attached to a certain type of
weapon, whether it’s a heavy pistol, SMG, or a sniper rifle.
Get yourself a variety of weapon types and find out which
guns work best for you. Every model has their little quirks,
and finding out that those quirks are major hindrances for
you in the middle of a firefight can be a very bad thing. Do
your homework. It’ll save your life.
>
Seconded. Firing ranges exist for a reason, to test weapons
in an environment where nobody’s shooting back at you. Take
advantage of ranges in your area. They’re a dime a dozen in
Seattle and most other cities. Most of them require a SIN to use,
but most are also willing to accept a “gift” of some extra nuyen
for “facility upkeep” to let us SINless use them, just as long as
you don’t make any trouble.
>
Hard Exit
Personally, I refuse to use any weapons with fully au-
tomatic capability because of their potential to harm in-
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 11
nocents. Every bullet fired is something that might injure
or kill an innocent if it doesn’t hit the target. Just having
a weapon with fully automatic capability on hand is too
much of a temptation to switch to full auto mode and hold
down the trigger while pointing the gun at my target. Not
worth the risk, in my opinion.
>
Oh c’mon! You’re telling me a trained assassin can’t hold back
from using actual discipline in the heat of battle? That’s a bit hard
to swallow.
>
/dev/grrl
>
Never underestimate your ability to panic in the face of the
enemy. Even the most hardened fighter can panic given a
strong enough fear stimulus. Even experienced soldiers have
been known to hold down the trigger and go buck wild when
something like that happens. Given that fact and Quietus’ strict
adherence to his code, I’m not surprised he avoids those sorts
of weapons.
>
The Smiling Bandit
>
How in the name of crap do you manage to survive in intense
combat situations without a full auto weapon?
>
Kane
>
Standard sporting rifles and heavy pistols provide as much, if
not more, punch than assault rifles and SMGs, and sporting
rifles have longer ranges than their automatic counterparts.
Plus, a well-aimed shot can do a lot more than a dozen randomly
sprayed ones.
>
Quietus
As far as gun accessories, silencers are a must if you’re
trying to remain silent, and any good assassin should be.
I prefer smartlinks over laser sights. If somebody sees the
red dot from a laser sight on the target’s head, that can
be a dead giveaway for your position, and it only takes
a half-second for the target to duck and ruin your shot.
Concealable holsters and arm slides can be excellent for
concealing a pistol under a shirt or coat sleeve. If you ab-
solutely must use automatic weapons, for Ghost’s sake get
recoil compensation fitted into the weapon.
Don’t underestimate the value in having several differ-
ent types of ammo available. Besides the gel and shock
rounds I mentioned earlier, subsonic rounds are excellent
when used in a gun fitted with a silencer. Don’t count on us-
ing them in your sniper rifle, though, since the gun’s effec-
tive range will be reduced too much to be useful. Frangible
ammo is great where innocent civilians might be harmed
by over-penetration. My advice is to always have at least
a magazine of rounds loaded with some sort of tracking
agent, just in case you lose your target. They might not
think anything of one more gunshot hitting them in the
back if you’ve been shooting at them already. The uses of
capsule rounds are limited only by your imagination and
the chemicals you have on hand.
>
Acid can be used to break down all sorts of metallic objects,
like inconvenient padlocks you don’t have a key for, and lots of
bughunters use KE IV-loaded capsule rounds on their runs. If
you’re friends with a chemist, he can probably whip up a batch
of just about any chemical you might need for a mission.
>
The Smiling Bandit
Finally, always have a melee weapon handy, even if it’s
just a simple knife. The advantage of having a weapon that
never runs out of ammunition is impossible to overstate.
ARMOR
From what I can tell, a lot of shadowrunners go for the heavi-
est armor available if they’re expecting combat. I can see why
this is the case, but depending on the mission an assassin
may not be able to do that. Bulky, heavy armor doesn’t allow
for much freedom of movement, nor does it really lend it-
self to disguise. Armor-lined trenchcoats are favored by quite
a few assassins because they provide a decent amount of
protection while looking like a piece of normal clothing. For
sneaking missions, you can’t beat a chameleon suit.
>
If you absolutely have to have heavy armor protection during
a black-tie dinner or other such engagement, there are options
available. Zoe and Mortimer of London both make some
stylish clothing that provides the bulletproof protection of
standard body armor. It can be useful when the shit hits the
fan in a corporate environment.
>
Fianchetto
SVD (SNIPER RIFLE)
The SVD is an old design originally manufactured by the
Soviets. Chambered for an even older round, the rifle is still
capable of limited service in the current era. The SVD was
used as the squad marksman’s weapon more than as a
dedicated specialist’s tool, although the release of a nano-
forge blueprint has lead to its resurgence with those who
need a reasonably accurate weapon on short notice. It has
a standard laser sight, though most models come with a sight
manufactured outside Soviet territory.
ACC
DAM
AP
MODE
RC
AMMO
AVAIL
COST
5 (6)
10P
–2
SA
—
10(c)
6R
800¥
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 12
AUGMENTATIONS
Cyberware and bioware are fairly common among assas-
sins. I suppose this only makes sense, because every assas-
sin needs an edge. Not everyone is Awakened or a virtuaki-
netic, but almost anybody can get cyberware implants.
Contrary to the movie images of assassins as mon-
strous cybernetic killing machines, most assassins go for
straightforward, functional, and most importantly, subtle
implants. Obvious cyberlimbs are extremely rare in this
line of work. It makes a lot of people assume that you’re
up to no good at first glance, especially if you’re bulked
up or tricked out with the sorts of add-ons some shadow-
runners love to get. By the same token, don’t even think
about getting weird-looking cybereyes. I don’t care how
cool you think entirely black cybereyes look, it will get you
noticed, which is bad in our line of work.
Implanted weapons are pretty common among assas-
sins, though they tend to stay concealed. Cyberguns are an
excellent last-ditch firearm to have available, and of course
spurs and razors never run out of ammo. Remember what I
said above about always having a melee weapon handy? If
you have an implanted spur, it’s always handy.
Most bioware is pretty subtle, but there are some pretty
outlandish things out there, not the least of which are skin
alterations like dragonhide. Avoid these like the plague.
Given the limited time I have left to live, I suppose it
wouldn’t hurt to say what work I’ve had done over the years,
just to give a real-life example to the prospective newbies.
I’ve had magnetic systems implanted in each limb to make
climbing buildings as easy as breathing; cybernetic eyes
with all the trimmings; retractable spurs in each arm; muscle
replacement to make myself stronger and faster; wired re-
flexes; shock implants in each hand; and an internal air tank
for those times when oxygen is in short supply.
>
Wait a minute … magnetic implants, spurs, insufferable
moral code … YOU GOAT-FUCKING SON OF A BITCH, YOU
STILL OWE ME!
>
Clockwork
>
What in the nine hells are you talking about?
>
Ma’Fan
>
I’ve worked with this bastard before, and his fucking moral code
cost me hundreds of hours of work and thousands of nuyen in
materials! And Kane, pay attention, because this is the story you
wanted to hear earlier.
Here’s the sitch: Quietus was temporarily attached to my
team for a job, though he wasn’t using that name. On behalf of
some Yakuza or another, we were supposed to assassinate this
Triad mucky-muck who was running a slaving operation. The
yak wasn’t interested in the merchandise’s condition, he was
just pissed that the Triad guy had beaten him to the punch on
that particular market. He didn’t care how we did the job, just as
long as the Triad guy was dead.
So we track the guy to a dock warehouse, where he’s
receiving his latest shipment. I figure this is the best chance
to strike and I say I’ve got a new drone that can do the job. I
had this custom job that I hadn’t even come up with a name
for yet. It was a heavily armored drone that looked like a
miniature tank, with tons of weapons. It was beautiful. I
spent a lot of time making this thing. I had just finished it and
wanted to test it out.
Mister Softy here refuses to consider such a plan of action
because it would “put innocents at risk.” Like I give a fuck about
some no-name whores. He wants to go the quiet route and
take a sniper shot at the guy. We get into an argument, and
I’m about to start up my new custom drone when he knocks
me unconscious to make sure that I can’t do it! Well, the Triad
douchebag is long gone by the time our argument is resolved,
so we miss our shot. We still know where the guy bases his
operations from, so he’s not entirely lost to us, but trying to go
through a bunch of Triad soldiers to reach him isn’t my idea of a
good time. Still, Quietus thinks we can do it, and in fact believes
it’s the best choice since the only ones who will be hurt are “evil.”
He suggests that my new combat drone is the best choice to aid
the rest of my team in a diversionary assault while he takes the
kill shot. I’m a bit pissed, but the money is good for taking this
guy out, so I go along with it.
Well, the drone works really damn nicely in its first test run.
It cuts down some Triad guards like it was barely a challenge,
and the rest of my team easily picks off the other guards while
they’re panicking and trying to take out the mechanical beast
that’s killing their friends. Quietus gets the kill shot on the
target, but as we’re retreating one of the guards brings out an
anti-vehicle rocket launcher and shoots it at my drone. BOOM!
Six months of work and 500,000 nuyen in materials, down the
fucking drain just like that! All so he could save some goddamn
whores nobody gives a shit about! He never even paid me back
a single nuyen for the damage either!
>
Clockwork
>
So was that you, Quietus? Does Clockwork have it right? Did
you really go to all that trouble to save the lives of a few people
you didn’t know and who certain assholes seem to think are
expendable?
>
Kat o’ Nine Tales
>
I can neither confirm nor deny any of the little bastard’s story.
>
Quietus
ELECTRONICS
Commlinks are as essential to an assassin as they are to
anyone today. The most important thing an assassin can
do as far as they go is to keep them secure. Spare no ex-
pense on firewalls, anti-virus, and encryption software—
the commlink is the nerve center of your PAN, and if it
can’t be hacked, your cyberware and weapons can’t be
either. Always keep your commlink on your person so that
you can be as sure as possible it isn’t being tampered with.
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 13
>
“Can’t be hacked?” There’s nothing that somebody out there
can’t hack.
>
Slamm-0!
>
Nobody here is naïve enough to believe otherwise. But any
shadowrunner worth a drek doesn’t let that stop him from
trying their damnedest.
>
Bull
If you’re no good at using your commlink to hack, you
should definitely make friends with a hacker you can call in
as a consultant on jobs. There are plenty of occasions where
sabotaging your target remotely can be incredibly helpful.
As far as other electronics, RFID tags are useful for
tracking targets that get away, or even for aiding in surveil-
lance. Jammers are excellent at preventing a target from
calling for help. Maglock passkeys and sequencers, cellu-
lar glove molders, and keycard copiers can help you defeat
most common locks, and autopickers can assist in picking
old-style key locks.
A note on those last items: you shouldn’t completely
rely on B&E tools to do the job. Try to understand as much
as possible how they do what they do and what exactly
they’re doing. That understanding can help you gain the
knowledge you need to do such things yourself, so that
you’re not automatically up Shit Creek if you’re ever stuck
without the tool.
ADVICE FOR THE
ASPIRING ASSASSIN
There’s more advice I could give, but it’s impossible to
write all of it down in the short time I have left. Still, I’d
like to try to impart some of the more valuable lessons
I’ve learned over the years in this last section.
BE AWARE OF THE
CONSEQUENCES OF YOUR ACTIONS
Everything that everyone does in this world has a ripple
effect. Because of the nature of our work, we assassins
leave major ripples with every job we take. Everybody in
this world, including the target, is somebody’s sibling,
parent, or significant other, and those people will hate
you for ending your target’s life. This doesn’t mean all of
them will seek revenge on you, but be prepared for it to
happen if they discover your identity. If it does happen,
don’t take it personally.
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 14
>
I take people trying to kill me very personally.
>
Black Mamba
This applies to more than just vengeful family mem-
bers. For some historical examples of major ripple effects
caused by one person’s death, just look at the assassina-
tion of Archduke Franz Ferdinand of Austria, which sparked
World War I. More recently, United States President Jesse
Garrety’s death got William “Genocide” Jarman into office.
His attempted Holocaust of the Native Americans drove
Daniel Howling Coyote to implement the Great Ghost
Dance, which in turn led to the Treaty of Denver. Only
a dragon could possibly think of all the ways a person’s
death could affect the world, but it still pays to be mindful
of the wider consequences of a job.
>
Which brings into question a lot of the underlying assumptions
of Quietus’ code, and I was going to bring it up earlier, but in the
end we’re all compromised, so I didn’t figure I needed to single
out Quietus, especially if he truly is on his way out.
>
Winterhawk
DON’T SCREW UP
Not that I think any assassin worth a damn would try to
screw up, but this is worth saying for one simple reason:
When you screw up a job, you immediately become the
first target of your employer. Dead men don’t tell tales,
after all. The best way to avoid this fate is to build yourself
a reputation for not talking about your jobs.
Unfortunately, having a perfect job record and a rep-
utation for staying silent won’t necessarily save you. An
employer might decide to eliminate you even after a suc-
cessful job. So in addition to building up that reputation,
keep your guard up at all times, and always prepare for
betrayal. If and when it happens, show no mercy in de-
fending yourself.
>
You know, it occurs to me that it might help to know why you’re
being targeted by your current employer. After all, if it’s because
you screwed up, that sort of calls your advice into question,
doesn’t it?
>
Snopes
>
Since that would involve talking about a job, I must say “no
comment.”
>
Quietus
>
Okay, do the math here, Snopes. He said that he was a teenager
when the Alliance for Allah came along in 2034. That was forty
years ago, which makes him at least fifty-three years old today,
every adult year of that spent doing this job, and he’s still alive,
at least for the moment. I’d say that record speaks for itself.
>
Stone
KEEP MOVING
Don’t stay in one place too long. Move around, even if
it’s just to another district in the same city. Switch up the
districts you stay in too. If you only move to safehouses in
the Redmond Barrens, that’s not much better than staying
in the same Barrens safehouse for years on end. Getting
a ritzy place in Renton once in a while might be the last
thing someone tracking you would expect.
Somewhat related to this: Make friends with a reliable
plastic surgeon and forger in case you need to change
your appearance and get a corresponding fake SIN. That
might be the only option if a job goes really bad.
>
Augmentations can change your appearance at least as
efficiently as plastic surgery, and can be more cost effective too.
>
Kat o’ Nine Tales
KNOW YOUR LIMITS
If you need a special skill set that you don’t possess or if
the target is someone you need special expertise to take
down, contract a specialist for help or turn the job down.
If your target’s a vampire and you know absolutely noth-
ing about the Infected, get a vampire hunter to assist you
if you decide to take the job. Don’t be afraid to say “no”
because a job is beyond your skillset. It marks you as a
smart man and a professional, not a coward.
>
I’ve lost count of the number of runners I’ve seen over the years
that ended up in over their heads because they were too afraid
for their reputations to say “no” to a job they couldn’t do. Not
all of those runners made it out of those jobs alive, and even
those that did took a major blow to their reps because they
were exposed as misrepresenting their abilities. It is far more of
a hit than their reps would have taken by turning the job down.
Be honest with yourself and your potential employer. Hell,
sometimes the employer will give you access to a specialist as
part of the job if you say up front that it’s beyond your abilities.
>
Fianchetto
CENTER YOURSELF
What I mean by this is that you need to find something
to center your mind and soul between jobs so that you
can hold onto your humanity. Personally, I’m a fan of get-
ting a hobby, specifically something that doesn’t involve
violence, whether simulated or real. The whole point is
to take a break from violence, after all. This means that
things like urban brawl or Matrix shooters are right out.
My hobbies of choice are cooking and karaoke. I’m pretty
good at the former, especially with Italian stuff. The latter,
not so much, but belting out a hard rock or rap song can
be a really nice way to let off some steam without involv-
ing simulated violence.
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 15
>
When did this guy get taken over by an Overprotective Soccer
Mom personafix? He can handle killing people for a living, but
he can’t handle shooting zombies in Paranormal Crisis?
>
Slamm-0!
>
He didn’t say he couldn’t handle it. It sounds more like he wants
to compartmentalize his life to some extent. I imagine that it’s
sort of like a “wall” in his mind, and he keeps all the violence
on one side and the rest of his life on the other, so that the two
never meet. I can understand keeping them separate. When
your job is as violent as his, the attraction of blowing stuff up in
VR games or seeing Urban Brawl gunfights on trid is probably
significantly reduced. That’s not true for every shadowrunner,
there’s plenty of Urban Brawl fans here on JackPoint, but some
people need that greater degree of separation.
>
Nephrine
>
Well, that’s the brief sum total of my decades of experience,
there for the next few generations of assassins to see. Make
it count.
I heard the sound of cars pulling up outside my flat a few
seconds ago. Looking out the window, I can see several heavily
armed guys who look like they mean business approaching
the entrance. I guess this is it. One last hurrah before I go on to
whatever lies beyond.
Safety and peace, everyone.
>
Quietus
>
USER QUIETUS HAS LOGGED OFF
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 16
GAME INFORMATION
THE LONE WOLF
AS A TEAM MEMBER
As Quietus noted in the in-game document, assassins
tend to work alone for a variety of reasons, but in most
Shadowrun games, working completely alone isn’t an op-
tion. So how do you fit this sort of “lone wolf” personality
into a typical shadowrunning group?
There are a couple of ways to go about this.
CONSULTANTS
As Quietus mentioned, assassins sometimes call in con-
sultants or specialists to help out with jobs, usually to fill
a particular skill niche like magic or hacking. The other
members of the team could be those consultants, a group
of assistants that the assassin regularly calls in to help
him. Alternately, the assassin character himself could be
the consultant, called in to lend his special skillset to the
team for a particular job.
Figuring out how to work these arrangements into a
regular game might seem like a tall order, but there are
a few ways to make them work. With the former arrange-
ment, it might be best to simply suspend disbelief a bit. It
might seem unusual for such an arrangement to happen
so often, but it’s not much more unusual than different
Johnsons regularly hiring the same group of runners. With
the latter arrangement, it might be a good idea to have
the assassin’s player play two characters, a regular PC and
the assassin, with the assassin only coming out when his
expertise is needed.
“LET HIM DO HIS THING”
On the other hand, there’s no law saying an assassin has
to completely eschew working as part of a team. Such a
character can easily be part of a regular shadowrunning
group, but given a freer rein because the group realizes
he does his part of the job better on his own. In this way,
the assassin is both a part of the team and separate from
it. He works with them, but when it comes time to exe-
cute the battle plan, he goes his own way.
This isn’t a completely alien idea in Shadowrun. Plen-
ty of team members can be given a similarly long leash
simply because their areas of expertise don’t make it easy
for others to accompany them. If the team only has one
hacker, for example, it’s not exactly easy for the other
teammates to follow and assist him in the Matrix. It’s the
same with teams that only have one mage or shaman who
needs to do astral work. Simply treat the assassin the same
way you’d treat one of those types of characters.
NEW QUALITIES
ASSASSIN’S CREEDS
The Code of Honor: Assassin’s Creed Quality (p. 79, SR5)
presents a code of behavior that an assassin can choose
to follow. Not every assassin that follows a moral code
like the one Quietus laid out above will fit comfortably
within that mindset, however. These expanded Code of
Honor rules are intended to provide players with more
options for an Assassin’s Creed Code of Honor that will
fit their characters’ moral code. Some of them are refine-
ments of the original Assassin’s Creed Code of Honor,
while others are intended to reflect entirely different as-
sassin mindsets.
Since the various codes discussed here have different
effects, they also have different associated Karma bonuses
or costs. Note that some of these are Positive Qualities,
which cost Karma, while others are Negative Qualities,
which provide Karma bonuses. The cost or bonus does
not include any part of the Code of Honor bonus, as these
qualities are similar only in their intention; selecting that
Quality is not a prerequisite to use these Qualities.
If you have trouble deciding which Assassin’s Creed
Quality to take for your character, ask yourself what part
of his moral code matters the most to him. Is it a prohibi-
tion against harming innocents, serving his country, being
a stalwart professional, or something else entirely? Once
you figure that out, choose the quality that most closely
reflects that answer.
POSITIVE QUALITIES
DEUS VULT! (COST: 4 KARMA)
The words “Deus Vult,” “God wills it” in Latin, were the
words that helped launch the First Crusade in 1095. Sim-
ilarly, the assassin sees himself as on a crusade to elimi-
nate the enemies of his religion. These enemies might be
striking violently at the people or holy sites of his faith,
or they might simply be “sinners” in his eyes. Either way,
they must be eliminated.
While the Code of Honor is called “Deus Vult,” it is not
limited to any particular religion. A radical pagan can take
this Code as justifiably as a fanatical Christian. Note that
this Code might require some research on the player’s part
to properly roleplay his character’s devotion to his reli-
gion’s tenets.
Advantages: The assassin’s faith sustains him even in
the face of terrible wounds. Make a Willpower check at the
beginning of the character’s Action Phase if he has taken a
wound, either Stun or Physical damage, since his last Ac-
tion Phase, with the threshold being equal to the number
>> SHADOWRUN <<
<< THE ASSASSIN’S PRIMER 17
of wounds taken in that time. Success on the roll means
that the assassin ignores all wound penalties. The assassin
should continue making rolls before each Action Phase,
with the threshold for the test growing with each wound;
for example, if a character makes a roll after sustaining two
wounds, then sustains two more wounds before his next
Action Phase, the threshold would be 4 for the next roll.
If one of these rolls fails, all wound penalties immediately
come into play and this advantage cannot be used until
the next combat.
Disadvantage: Perhaps as overcompensation for vio-
lating his religion’s tenet against killing, the assassin de-
mands much more of himself in observance of the other
tenets of his faith. The assassin must make a Charisma +
Willpower roll to act against his religion’s tenets, with the
threshold varying based on the severity of the violation:
simple theft would likely call for a threshold of 1, while
great blasphemy or renouncing his religion entirely would
call for a much higher threshold. If the character fails the
roll, they refuse to perform the action and actively seek to
stop anyone they see attempting it.
MY COUNTRY, RIGHT OR
WRONG (COST: 4 KARMA)
Patriotism is the core of this assassin’s being. He serves his
country by doing his deadly job, and he knows his work
is justified because it helps the nation that he calls home.
Enemies both foreign and domestic must be dealt with so
the nation’s citizens can live in peace and security.
Advantages: Make a Willpower check at the beginning
of the character’s Action Phase if he has taken a wound,
either Stun or Physical damage, since his last Action Phase,
with the threshold being equal to the number of wounds
taken in that time. Success on the roll means that the as-
sassin ignores all wound penalties. The assassin should
continue making rolls before each Action Phase, with
the threshold for the test growing with each wound; for
example, if a character makes a roll after sustaining two
wounds, then sustains two more wounds before his next
Action Phase, the threshold would be 4 for the next roll.
If one of these rolls fails, all wound penalties immediately
come into play and this advantage cannot be used until
the next combat.
Disadvantage: The idea of betraying his country in
even the smallest way, even for a greater good some-
where down the line, is unthinkable to the assassin. He
must make a Charisma + Willpower check to act in a way
detrimental to his country, with the threshold based on
the severity of the offense: breaking into a military base
to steal weapons would call for a threshold of 1, while sell-
ing classified materials to the enemy would call for a much
higher threshold. If the character fails the roll, they refuse
to perform the action and actively seek to stop anyone
they see attempting it.
OUT FOR MYSELF
(COST: 4 KARMA)
The assassin knows that he can rely only on himself.
Perhaps he’s a selfish bastard, or perhaps that’s just the
mindset he needed to develop to survive where he grew
up. Either way, he looks out for Number One, and to hell
with everyone else.
Advantages: The assassin is always watching his back;
after all, nobody else will. He receives a +3 Dice Pool to all
Surprise Tests because of this preparedness.
Disadvantages: This character has proven that he cares
only for himself, and his reputation in the shadows will suf-
fer for it. Double all Notoriety gained by acts of selfishness
or betrayal.
STRIVE FOR PERFECTION
(COST: 12 KARMA)
Excellence in his craft is what this assassin aims for. It is
not enough to take out the target; the job must be done
efficiently, quickly, and without the slightest misstep. This
is what separates the good assassins from the great ones
in his mind, and he aims to be one of the greats.
Advantages: The assassin has honed his skills with fire-
arms to the point where shots that would be tough for most
people are second nature to him. Halve the cost of all Called
Shots, meaning they impose only a –2 dice pool penalty in-
stead of –4. The Called Shot still costs a Free Action.
Disadvantages: The standard “aiming for center mass”
shots that most people take are beneath this sort of assassin.
He seeks to make every shot count, regardless of how many
bullets are in his magazine. The assassin must make Called
Shots unless he is providing covering fire or acting in a similar
capacity where Called Shots would not be practical.
NEGATIVE QUALITY
CONSUMMATE PROFESSIONAL
(BONUS: 3 KARMA)
The consummate professional knows that the assassin
contract involves a great deal of trust between both par-
ties, and he seeks to honor that trust to the fullest. He
will never talk about the jobs he takes, even to boost his
own reputation. This makes him somewhat more difficult
for employers to track down, but those who do find him
know that they can trust him not to sell them out.
Advantages: The consummate professional has proven
he’s worthy of being treated better than a typical assassin.
Gain a +2 Dice Pool bonus to social interaction rolls when
interacting with employers.
Disadvantages: The flip side to having as much discre-
tion as the consummate professional does is that it’s much
harder to be known for your work. Divide total Karma by
20 (instead of 10 as normal) and round down in order to
determine Street Cred.
| textdata/thevault/Shadowrun [multi]/EXTRAS/Character Creation/Shadowrun 5e - Assassins Primer [CAT 26S036].pdf |
Type:
Core Units:
Cost:
Upgrades:
HIVE FLEET ONACHUS TYRANID ARMY
LIST
“Named after the Terran beast from ancient legends, Hive Fleet Onachus
set the Homeworlds ablaze with its abhorrent touch.”
Forces
The Hive Fleet Onachus Tyranid Army List uses the datasheets
from the Tyranid Forces section.
Using The Army List
Hive Fleet Onachus Tyranid formations come in three types:
synapse swarms, independent swarms and war engines. Each
synapse swarm you include in the army allows you to field one
independent swarm. No more than one fourth of the points
available may be spent on war engines.
The army list includes the following information:
The name of the formation.
The units that make up the formation. The core
units of a formation may be doubled or tripled. A formation with
the normal number of core units is called a small (S) formation, a
formation with double the number of core units is called a
medium (M) formation, and a formation with triple the number
of core units is called a large (L) formation.
The point costs of a formation are listed under S, M and L
(the costs for a small, medium or large formation, respectively).
A formation may add any of the units noted here for
their listed cost. If there is a limit on the number of units that
may be added then this limit is doubled for medium formations
and tripled for large formations.
All of a formation’s core and upgrade units count as being part
of one formation. The different units may not activate on their
own.
Special Rules
The Mobility rule applies to all Tyranid units (see Xeno-Biology).
Additionally, formations with synapse units may return brood
units to play via Swarming (see Xeno-Sociology).
SPECIAL RULE
The Hive Mind
The Hive Mind
The Hive Mind of the Tyranids is a single coordinating
sentience. Its influence is projected through synapse
creatures that communicate with their lesser kin via a form
of telepathy. Under the control of synapse creatures the
slave organisms act in perfect unison. However, should the
synapse creatures be slain the basic creatures revert to their
animalistic behaviors until other synapse creatures can
exert control over them. This is represented by the
following rules for synapse swarm, not independent
swarm or war engine, formations:
• Synapse swarms ignore brood units for the purposes of
determining formation strength during tiebreak.
• A synapse swarm with no synapse units has an initiative
of 3+ and may not capture objectives.
• A synapse swarm with at least one synapse unit ignores
the -2 modifier for being broken when it is attempting
to rally. Additionally, it can absorb other synapse
swarm formations with no synapse units at the end of
its action. The formation must have one unit within
5cm of a unit from the formation(s) being absorbed.
The units and blast markers of an absorbed formation
become part of the formation. An absorbed formation
is considered completely destroyed for the purposes of
tiebreak and the Break Their Spirit goal.
SPECIAL RULE
Vanguard Organisms
Vanguard Organisms
Only Genestealer and Lictor Swarm formations may be set
up on the table as “garrisons” at the start of the Epic
tournament game scenario.
Tyranid – 2020-04-24
1
HIVE FLEET ONACHUS TYRANID ARMY LIST
Hive Fleet Onachus Tyranid armies have a strategy rating of 1. All Tyranid formations have an initiative rating of 1+ but synapse swarm
formations have an initiative of 3+ if they do not contain synapse units. If a synapse swarm does contain a synapse unit it ignores the -2
modifier for being broken when rallying (see The Hive Mind).
SYNAPSE SWARM FORMATIONS
COST
TYPE
CORE UNITS
S
M
L
UPGRADES
Tyranid Swarm
One Hive Tyrant
or two Tyrand
Warriors, and any
six of the
following units:
Hormagaunts,
Termagants
200
375
525
Add any number of the following units for +15 points each: Hormagaunts, Termagants
Add any number of Gargoyles for +20 points each
Add any number of the following units for +25 points each: Biovore, Zoanthrope
Add any number of Raveners for +30 points each
Add any number of the following units for +50 points each: Carnifex, Exocrine, Haruspex,
Malefactor
Add any number of Trygons for +60 points each
Add any number of Dactylis for +75 points each
Add up to one Tyranids Warriors unit for +50 points
Replace up to one Hive Tyrant in the army with a Dominatrix for +225 points
Add up to one Symbiote character per army to a Hive Tyrant or Dominatrix for +50 points
INDEPENDENT SWARM FORMATIONS
(One independent swarm may be fielded per each synapse swarm.)
COST
TYPE
CORE UNITS
S
M
L
UPGRADES
Biovore Swarm
Five Biovores
150
275
375
Add any number of Biovores for +25 points each
Dactylis Swarm
Three Dactylis
300
575
825
Add any number of Dactylis for +100 points each
Exocrine Swarm
Three Exocrine
175
325
450
Add any number of Exocrine for +50 points each
Genestealer Swarm
Six Genestealers
150
n/a
n/a
Add any number of Genestealers for +25 points each
Add up to one Brood Lord character for +25 points
0–2 Lictor Swarm
Four Lictors
150
n/a
n/a
Add up to two Lictors for +35 points each
WAR ENGINE FORMATIONS
(Up to a fourth of the points available may be spent on these formations.)
COST
TYPE
CORE UNITS
S
M
L
UPGRADES
Harridan Swarm
One Harridan
150
300
450
Add any number of Gargoyles for +20 points each
Hierodule Bio-Titan
One Hierodule Bio-Titan
350
n/a
n/a
None
Hierophant Bio-Titan
One Hierophant Bio-Titan
525
n/a
n/a
None
Trygon Swarm
Three Trygons
225
n/a
n/a
Add up to three Trygons for +65 points each
Add any number of Raveners for +30 points each
Tyranid – 2020-04-24
2
NAME
Brood Lord
TYPE
CH
SPEED
n/a
ARMOUR
n/a
CC
n/a
FF
n/a
WEAPONS
-
RANGE
FIREPOWER
NOTES
Inspiring, Invulnerable Save, Leader.
Symbiote
CH
n/a
n/a
n/a
n/a
-
Supreme Commander, Synapse (+1). If added to the Dominatrix the unit will
additionally loose supreme commander and synapse (+1) on a Critical Hit Effect roll of
a 6.
Gargoyles
INF
30cm
-
6+
5+
Flamespurts
(15cm)
Small Arms
Brood (2), Expendable, Jump Packs.
Genestealers
INF
20cm
6+
2+
-
Rending Claws
(bc)
Assault Weapons, FS
Infiltrator, Scout.
Hormagaunts
INF
20cm
-
3+
-
-
Brood (1), Expendable, Infiltrator.
Raveners
INF
20cm
5+
4+
-
Twin Scything Talons
(bc)
Assault Weapons, EA(+1)
Brood (2), Expendable, Infiltrator, Tunneler.
Termagants
INF
20cm
-
6+
5+
Fleshborers
(15cm)
Small Arms
Brood (1), Expendable.
Tyranid Warriors
INF
20cm
5+
2+
5+
Deathspitters
30cm
AP5+
Fearless, Synapse (1).
Biovore
LV
15cm
6+
6+
5+
Spore Mines
30cm
AP5+/AT6+, D, Ind
Lictor
LV
20cm
5+
3+
6+
Flesh Hooks
(15cm)
Small Arms
Lictor Talons
(bc)
Assault Weapons, S
First Strike, Infiltrator, Invulnerable Save, Scout, Teleport.
Zoanthrope
LV
15cm
4+
6+
5+
Warp Blast
30cm
AP5+/AA6+
and
(15cm)
Small Arms, MW
Invulnerable Save.
Carnifex
AV
20cm
4+
3+
5+
Bio-Plasma
(15cm)
Small Arms
Large Scything Talons
(bc)
Assault Weapons, EA(+1), MW
Fearless, Reinforced Armour.
Dactylis
AV
15cm
4+
5+
5+
Bile Pods
45cm
1BP, D, Ind
Reinforced Armour.
Exocrine
AV
15cm
4+
5+
4+
Bio-Cannon
45cm
2× AP4+/AT5+
Reinforced Armour.
Haruspex
AV
20cm
4+
3+
5+
Acid Jets and Frag Spines
15cm
2× AP5+/AT6+
Claws and Mandibles
(bc)
Assault Weapons, EA(+1), MW
Reinforced Armour.
Hive Tyrant
AV
20cm
4+
3+
5+
Venon Cannon
30cm
AP4+/AT5+
Lash Whip and Bonesword
(bc)
Assault Weapons, EA(+1), MW
Commander, Fearless, Leader, Reinforced Armour, Synapse (2).
Malefactor
AV
25cm
4+
4+
5+
Frag Spines
15cm
2× AP5+
Arms
(bc)
Assault Weapons, EA(+1), MW
Reinforced Armour, Transport. May transport two infantry units without Jump Packs
or Mounted.
Dominatrix
WE
20cm
4+
3+
5+
Bio-Titan Bio-Cannon
45cm
3× AP4+/AT5+, FxF
Energy Pulse
60cm
3BP, MW
and
45cm
AA5+, MW
2× Massive Scything Talons
(bc)
Assault Weapons, EA(+1), TK
Damage Capacity 4, Commander, Fearless, Invulnerable Save, Leader, Regeneration,
Reinforced Armour, Synapse (2). May step over units and and pieces of terrain that are
lower then the unit’s abdomen and less than 2cm wide. Critical Hit Effect: The unit
takes a point of damage. Roll a D6, on a roll of 1 all units within 5cm take a hit on a
roll of 6+, and on a roll of 6 the unit loses commander, leader and synapse (2).
Harridan
WE
35cm
5+
5+
5+
Twin Harridan Bio-Cannon
45cm
2× AP4+/AT5+, FxF
Large Scything Talons
(bc)
Assault Weapons, EA(+1), MW
Damage Capacity 3, Fearless, Reinforced Armour, Skimmer, Transport. May transport
four Gargoyles. Critical Hit Effect: The unit takes an extra point of damage.
Hierodule Bio-
Titan
WE
25cm
4+
3+
5+
0–1× Bile Launcher
60cm
3BP, FwA
0–1× Bio-Titan Bio-Cannon
45cm
3× AP4+/AT5+, FwA
0–1× Cluster Spines
45cm
4BP, FwA
0–1× Pyro-Acid Spray
15cm
3BP, FwA, IC
0–2× Razorclaw
(15cm)
Small Arms, EA(+2)
or
(bc)
Assault Weapons, EA(+1), TK(D3)
2× Massive Scything Talons
(bc)
Assault Weapons, EA(+1), TK
Damage Capacity 4, Fearless, Invulnerable Save, Regeneration, Reinforced Armour.
May step over units and and pieces of terrain that are lower then the unit’s abdomen and
less than 2cm wide. Armed with two weapons chosen from the following list (only a
Razorclaw may be chosen twice): Bile Launcher, Bio-Titan Bio-Cannon, Cluster Spines,
Pyro-Acid Spray, Razorclaw. Critical Hit Effect: The unit takes a point of damage.
Roll a D6, on a roll of 1 all units within 5cm take a hit on a roll of 6+, and on a roll
of 6 the unit loses another point of damage.
TYRANID FORCES
Hierophant Bio-
Titan
WE
25cm
4+
3+
5+
0–1× Bile Launcher
60cm
3BP, FwA
0–1× Bio-Titan Bio-Cannon
45cm
3× AP4+/AT5+, FwA
0–1× Cluster Spines
45cm
4BP, FwA
0–1× Pyro-Acid Spray
15cm
3BP, FwA, IC
0–2× Razorclaw
(15cm)
Small Arms, EA(+2)
or
(bc)
Assault Weapons, EA(+1), TK(D3)
Ripper Tentacles
(bc)
Assault Weapons, EA(+2), FS
2× Gigantic Scything Talons
(bc)
Assault Weapons, EA(+1), TK(D3)
Damage Capacity 6, Fearless, Invulnerable Save, Regeneration, Reinforced Armour.
May step over units and and pieces of terrain that are lower then the unit’s abdomen and
less than 2cm wide. Armed with two weapons chosen from the following list (only a
Razorclaw may be chosen twice): Bile Launcher, Bio-Titan Bio-Cannon, Cluster Spines,
Pyro-Acid Spray, Razorclaw. Critical Hit Effect: The unit takes a point of damage.
Roll a D6, on a roll of 1 all units within 5cm take a hit on a roll of 6+, and on a roll
of 6 the unit loses another point of damage.
Trygon
WE
25cm
5+
4+
6+
Bio-Electric Field
(15cm)
Small Arms
Large Scything Talons
(bc)
Assault Weapons, EA(+1), MW
Damage Capacity 2, Fearless, Reinforced Armour, Tunneler. Critical Hit Effect:
Destroyed.
Brood:
Synapse:
Swarming:
SPECIAL RULE
Xeno-Sociology
Xeno-Sociology
A Tyranid invasion is more akin to an infestation. Lesser creatures are everywhere,
whether because they were separated from a swarm or because they just made
planetfall via a Mycetic Spore. These creatures instinctively seek out the psychic
conduits of the Hive Mind that are the synapse creatures. This is represented by the
following rules:
Units with brood (brood units) are placed in the army’s off-board “swarm pool”
when they are destroyed. These units may be returned to play via swarming for a
number of swarm points equal to their brood value. This is the number in parenthesis
after “Brood”.
Formations that contain at least one unit with synapse (a synapse unit) may
return brood units from the swarm pool to play via swarming. Each synapse unit has a
synapse value, the number in parenthesis after “Synapse”. Some characters are noted as
having Synapse (+x). These increase the synapse value of the unit they are added to by
a number equal to “x”.
After a formation regroups, or in the End phase after all formations have
rallied, a formation with at least one synapse unit may “swarm”. Total up all the synapse
values in the formation, this is the number of “swarm points” available to the
formation. Units with brood in the swarm pool may be returned to play for a number of
swarm points equal to their brood value. If a formation is broken or within 30cm of
enemy units halve the number of swarm points available to it, rounding up. If a
formation is broken and within 30cm of enemy units then it may not swarm.
All units returned to play in this manner must be placed within 5cm of a unit from the
formation that was there prior to swarming. These units may not be placed in enemy
zone of control or in impassable terrain. Not all of the swarm points available need to
be used, but any leftover are discarded.
Mobility:
Regeneration:
SPECIAL RULE
Xeno-Biology
Xeno-Biology
Tyranids are the most rapidly evolving species in the known galaxy. The developmental
leaps exhibited in broods from the same hive fleet would normally take millions of
years to achieve in other creatures. Their biology gives them certain benefits on the
field of battle which are represented by the following rules:
Tyranid armored vehicle and war engine units do not take dangerous terrain
tests. In addition, Tyranid light vehicle units count as infantry for the purposes of
terrain (see Terrain). Fortified positions such as minefields or razorwire, and special
terrain features such as lava flows affect Tyranids normally.
War engine units with regeneration can regain lost damage capacity
points. Each unit with regeneration regains one damage capacity point at the beginning
of each turn’s end phase. Regeneration cannot be used by a destroyed unit nor may it
increase a unit’s damage capacity beyond the starting amount.
| textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Warhammer Epic Games/Epic Armagedon/netea-tyranid-2020-04-24.pdf |
Page
Print on card-stock paper, and cut along the black crop marks (works best with a sharp utility knife or paper/photo
trimmer). Fold at the grey dash line, and glue them back-to-back.
You can also laminate the cards using laminating pouches in A7 format (card size: 74 mm × 05 mm). But then
please use normal paper, and don’t glue them, because this would kill your laminatior !
ClaSS FeaTure * TalenTS
Customizable Character Class Deck
compatible with 13th Age™, and Th e Archmage Engine™
Barbarian Card deck
Design by Kazekami — [email protected]
Version 1.0 — May 2014
legAl notice
Th is Barbarian Card Deck uses trademarks and /or copy-
rights owned by Fire Opal Media, which are used under
the Fire Opal Media, 13th Age Community Use Policy. We
are expressly prohibited from charging you to use or access
this content. Th is Barbarian Card Deck is not published,
endorsed, or specifi cally approved by Fire Opal Media.
For more information about Fire Opal Media’s 13th Age
Community Use Policy, please visit:
www.fi reopalmedia.com/communityuse
For more information about Fire Opal Media
and 13th Age products, please visit:
www.fi reopalmedia.com and
www.pelgranepress.com
Licensed under the Open Game License.
BarBarian
Card deCk
BarBarian
Card deCk
Barbarian Class Feature
BarBarian rage
Class feature
reCharge
Quick Action
melee And thrown weApon AttAcks
effect
Once per day, use a quick action to start raging. A rage
lasts until the end of battle, or about 5 minutes.
While raging, you roll 2d20 to hit with your barbarian
melee and thrown weapon attacks instead of 1d20.
use the higher roll for the attack.
criticAl effect
If you roll a natural 11+ with both dice and your
highest attack roll is a hit, the attack is a critical hit!
rechArge
recharge 16+: After a battle in which you rage,
roll a d20 and add your Constitution modifier.
On a 16+, you can use Barbarian Rage again later
in the day.
Barbarian Class Feature
BarBarian rage
clAss feAture used
rechArge 16+ After bAttle
add your Constitution modifier to the recharge roll
Adventurer feAt
leArned*
Whenever the escalation die is 4+, as a quick action,
you can start raging for free. (It doesn’t count against
your normal usage.) This rage lasts until the end of the
battle, as normal.
chAmpion feAt
used'
leArned*
You can now start raging freely
when the escalation die is 3+.
epic feAt
leArned*
You can now start raging freely
when the escalation die is 2+.
Page
Barbarian adventurer Talent
BarBariC Cleave
tAlent
once per BAttle
free Action
Trigger: Drop an enemy to 0 hit points
with a standard melee attack.
effect
Once per battle, as a free action, you can make
a standard melee attack after having dropped any
enemy to 0hp with a standard melee attack.
Mooks do not count for this, unless the mook you
dropped was the last of its mook mob.
Barbarian adventurer Talent
BarBariC Cleave
tAlent used
once per BAttle
Adventurer feAt
leArned*
You gain a +2 attack bonus with Barbaric Cleave
attacks. If the cleave attack hits, you can heal using
a recovery.
chAmpion feAt
leArned*
If there is no foe engaged with you to use your
Barbaric Cleave attack against, as a free action you
can move to a nearby foe before making the attack.
epic feAt
leArned*
While raging, you can use Barbaric Cleave as many
times as you like during a battle, but only once per
round.
heAl using A recovery
The character targeted with a healing effect uses one
of their recoveries and rolls their own recovery dice.
Barbarian Adventurer Talent
Building Frenzy
talent
DaIly
free Action
Trigger: you missed with an attack.
effect
One battle per day, as a free action after you have
missed an attack, gain +1d4 damage to each
successful melee attack until the end of the battle.
For each missed attack following this, add another
+1d4 damage, up to a maximum of +4d4 damage.
Adventurer feAt
leArned*
Bonus damage dice are now d6s.
chAmpion feAt
leArned*
Bonus damage dice are now d10s.
epic feAt
used'
leArned*
You can use Building Frenzy twice a day.
Barbarian Adventurer Talent
Building Frenzy
tAlent used
dAily
Page
Barbarian adventurer Talent
Slayer
tAlent
Trigger: You attack a staggered enemy you were not
engaged with at the start of your turn.
effect
During your turn, when you attack a staggered enemy
you were not engaged with at the start of your turn,
deal +1d6 damage per level to that creature if you hit.
Adventurer feAt
leArned*
You gain a +2 bonus to Slayer attacks.
chAmpion feAt
used'
leArned*
Once per battle, when you miss with a Slayer attack,
deal the additional +1d6-per-level damage to the target
instead of normal miss damage.
epic feAt
leArned*
Whenever one of your Slayer attacks drops a non-mook
enemy to 0hp, you gain 20 temporary hit points.
Barbarian adventurer Talent
Slayer
tAlent
stAggered
When you are reduced to half your hit points or fewer,
you’re staggered.
Barbarian adventurer Talent
STronghearT
tAlent
effect
Your recovery dice are d12s instead of d10s.
Adventurer feAt
leArned*
Increase your total number of recoveries by 1.
chAmpion feAt
used'
leArned*
You gain +1 PD.
When you heal using a recovery, you can roll a save
against a save ends effect.
epic feAt
leArned*
Increase your total number of recoveries by 1
(making a total of +2 from this talent).
Barbarian adventurer Talent
STronghearT
tAlent
heAl using A recovery
The character targeted with a healing effect uses one
of their recoveries and rolls their own recovery dice.
Page 4
Barbarian adventurer Talent
UnSToppaBle
talent
OnCe per Battle
Trigger: Declare you’re using Unstoppable before
making a barbarian melee attack.
effect
Once per battle, declare you’re using Unstoppable
before making a barbarian melee attack.
If your attack hits at least one target, you can
heal using a recovery.
Adventurer feAt
leArned*
The Unstoppable recovery is free.
chAmpion feAt
leArned*
Add double your Constitution modifier to
the healing the recovery provides.
epic feAt
leArned*
You can use Unstoppable twice per battle.
Barbarian adventurer Talent
UnSToppaBle
tAlent used
once per BAttle
heAl using A recovery
The character targeted with a healing effect uses one
of their recoveries and rolls their own recovery dice.
free recovery
You can recover hit points as if you were using a
recovery (without actually spending the recovery).
Barbarian Adventurer Talent
WhirlWind
tAlent
first Action of your turn
epic feat: anytime during your turn
Trigger: You are engaged by two or more enemies.
effect
You can make a Whirlwind attack as the first action
of your turn when you are engaged by two or more
enemies.
You take a −4 penalty to your AC and PD until the
start of your next turn. Then roll a separate melee
attack against each enemy you are engaged with.
You deal no miss damage with these attacks.
Barbarian Adventurer Talent
WhirlWind
tAlent
Adventurer feAt
leArned*
You now deal normal miss damage with missed
Whirlwind attacks.
chAmpion feAt
leArned*
The penalty to your AC and PD is reduced to −2.
In addition, disengage checks you make the same turn
as using Whirlwind automatically succeed.
epic feAt
leArned*
You can use Whirlwind anytime during your turn,
not just as the first action.
Page 5
Barbarian Champion Talent
NaTural Will
tAlent
dAily
Quick Action
effect
One battle per day as a quick action, you gain a
+2 bonus to your Mental Defense until the end of
the battle.
Adventurer feAt
used'
leArned*
You can now use Natural Will in two battles per day.
chAmpion feAt
leArned*
The bonus increases to +4 Mental Defense.
epic feAt
leArned*
You can now use Natural Will as a free action when
an enemy attacks you.
Barbarian Champion Talent
NaTural Will
tAlent used
dAily
Barbarian Champion Talent
ViolenCe
tAlent
once per BAttle
effect
Once per battle, add a +1d4 bonus to a barbarian
melee attack roll after finding out whether you hit
or missed.
chAmpion feAt
leArned*
If the attack still misses, deal half damage.
epic feAt
leArned*
The bonus increases to +1d6.
Barbarian Champion Talent
ViolenCe
tAlent used
once per BAttle
Page
Barbarian epic Talent
anCeSTral WarBand
tAlent
dAily
Quick Action
Trigger: At the end of your turn, if you are conscious,
roll a d6 ≤ the escalation die.
effect
One battle per day as a quick action, you can call the
spirits of your ancestors to fight alongside you. Your
ancestors can’t be hurt or affected by the creatures of
this world.
At the end of each of your turns, if you are conscious,
roll a d6. If you roll less than or equal to the escalation
die, a member of your spirit warband strikes from the
spirit realm into the world.
Make a melee attack against a nearby enemy as if you
were making the attack yourself, using any talents,
feats, or magic items as you see fit. This attack doesn’t
take any of your actions.
epic feAt
leArned*
Your Ancestral Warband spirits are always raging,
even if you are not, and continue to fight for a single
round while you are unconscious.
Barbarian epic Talent
anCeSTral WarBand
tAlent used
dAily
Barbarian epic Talent
RelenTleSS
tAlent
Trigger: You can only use Relentless
while you are raging.
effect
While raging, you have resist damage 12+.
(When an attack targets you, the attacker must roll
a natural 12 or higher on the attack roll or it only
deals half damage).
epic feAt
leArned*
Even when not raging, whenever you score a critical hit
against an enemy, you have resist damage 12+ until the
start of your next turn.
Barbarian epic Talent
RelenTleSS
tAlent
Page 7
Barbarian Power Progression
PoWer ProgreSSion
At 5th level, you gain an additional barbarian class
talent. Choose one of these champion-tier talents or
take another adventurer-tier talent.
At 8th level, you gain an additional barbarian class
talent. Choose one of these epic-tier talents, or take
another adventurer-tier or champion-tier talent
instead.
Barbarian Power Progression
PoWer ProgreSSion
bArbAriAn
tAlents
aDventurer
ChaMpIOn
epIC
Level 1
3
—
—
Level 2
3
—
—
Level 3
3
—
—
Level 4
3
—
—
Level 5
3
1
—
Level 6
3
1
—
Level 7
3
1
—
Level 8
3
1
1
Level 9
3
1
1
Level 10
3
1
1
Barbarian Basic attacks
Melee aTTaCk
bAsic AttAck
At-will
Target: One enemy
Attack: Strength+ Level vs. AC
hit
Weapon+Strength damage
miss
Damage equal to your level
Ranged aTTaCk
bAsic AttAck
At-will
Target: One enemy
Attack: Dexterity+ Level vs. AC
hit
Weapon+Dexterity damage
miss
—
Armor And Ac
Armor Type
None
Light
Heavy
Shield
Base AC
10
12
13
+1
Attack Penalty
—
—
−2
—
Barbarian Weapons
Melee WeaponS
one-hAnded
two-hAnded
smAll
1d8 dagger
1d6 club, staff
light or simple
1d6
hand axe, warclub
1d8
spear
heAvy or mArtiAl
1d8
longsword, battleaxe
1d10
greatsword, greataxe
Ranged WeaponS
thrown
crossbow
bow
smAll
1d4
dagger
1d4 (−5 attack)
hand crossbow
—
light or simple
1d6
javelin, axe
1d6 (−5 attack)
light crossbow
1d6
shortbow
heAvy or mArtiAl
—
1d8 (−5 attack)
heavy crossbow
1d8
longbow
| textdata/thevault/13th Age/3rd Party [Non-Pelgrane]/Kazekami decks/Barbarian Deck v1/13th Age Barbarian Deck A7 PDoc Fold_v1.pdf |
Name of OCC: MARS for Palladium Games.
Description/Note: MARS teams are the warriors of Morrow Project, MARS strands for Mobile, Assault, Rescue and Strike forces.
The members of these teams are equipped with heavy weapons and the knowledge of how to use them. The teams are centered
around the 4 MARS ONE vehicles, heavily armed mobile command posts. The MARS teams are in no way mercenaries but are
pledged to defend the Morrow Project and the people it was created to help. Many of the members of the MARS teams are veterans
and as such have higher scores in Physical Prowess, Physical Strength and Physical Endurance than some of the other teams.
Attribute Requirements: PS, PP, and PE 11 or better
Alignment Requirements: None, Rarely any Evil
Special Bonuses: SDC of 4d6+20 plus and skill bonuses. +1d4 to PS +2 to PE, +1 to PP and +1d6 to SPD. They also get the
following combat bonuses, +1 action / melee round +1 to their initiative, +1 to Strike, Parry and Dodge. +2 to Roll with Punch Fall
and Impact, +2 to Pull Punch and +2 to any Horror factor saves.
OCC Skills: Native Language at (98%) (1) Language of Choice at (+15%) Climbing/Rappelling at (+10%) Swimming at (+10%)
Radio Basic at (+15%) Demolitions at (+15%) Armorer at (+10%) Detect Ambush at (+10%) Military Etiquette at (+15%) Strategy
and Tactics at (+15%) Wilderness Survival at (+10%) Piloting Tank/APC at (+10%) Prowl at (+5%) Weapon Proficiencies of Assault
Rifle, Auto-Pistol and Knife. Begins with HTH Expert but this may be changed to HTH Martial Arts at the cost of one of the “other”
skill choices.
OCC Related Skills: Select (8) “other” skills from the list below. Plus select (2) new skills at Level 3 and (1) new one at Levels
5,8,11and 14.
Communications ANY (+10%)
Pilot
ANY
Domestic
ANY
Pilot Related
ANY (+10%)
Electrical
ANY
Rogue
ANY (+5%)
Espionage
ANY (+10%)
Science
Math ONLY
Mechanical
ANY
Technical
ANY
Medical
First Aid (+10%) or Paramedic (+5%)
WP
ANY
Military
ANY (+12%)
Wilderness
ANY
Physical
ANY (+10%)
Secondary Skills: (6) from the above list without the ( ) bonuses listed
Standard Equipment: The Morrow Project basic pack and then whichever of the Basic Load Packages that is chosen, usually
stressing the heavy weapons choices.
| textdata/thevault/Morrow Project, The/Unofficial/The Supply Bunker/Outside Contributions/Palladium OCC Skill Templates/OCC Mars.pdf |
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enjoy them.
Visit us at www.favoreads.club/coloring to get FREE coloring pages and books that will
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ACHIEVEMENTS
A KNIFE IN THE BACK
Whilst under the effects of her Polymorphine ability
move the Callidus Assassin adjacent to Lord Drask
and then, in the same turn, inflict the final hit on him
using the Phase Sword.
Date Achieved:
RIGHT BETWEEN THE EYES
Use the Vindicare Assassin’s Deadshot ability to
inflict the final hit on Lord Drask.
Date Achieved:
DOUBLE THE GUARD
Complete the mission with eight Chaos Cultists
starting the game on the board instead of four (the
extra four Cultists have autopistols – place these on
the board first then move them as if they were On
Patrol, then place the four Cultists with autoguns as
normal, then start the game).
Date Achieved:
Callidus:
Culexus:
Eversor:
Vindicare:
LOW SUPPLIES
Complete the mission with each Assassin only being
able to use the Synskin heal action once during the
entire game.
Date Achieved:
Callidus:
Culexus:
Eversor:
Vindicare:
CURSED LUCK
Complete the mission when the following event
cards are removed from the event card deck for the
duration of the game: False Alarm, An Unforgivable
Lapse, The Gods are Fickle and Misdirection.
Date Achieved:
Callidus:
Culexus:
Eversor:
Vindicare:
PSYCHIC MAELSTROM
Complete the mission when all psychic events last
for one extra turn than normal.
Date Achieved:
Callidus:
Culexus:
Eversor:
Vindicare:
WARGEAR DAMAGED
Complete the missions with the following additional
rule: each time an Assassin is hit, they lose an unused
Tactic counter in addition to suffering a Wound.
Date Achieved:
Callidus:
Culexus:
Eversor:
Vindicare:
NO ROOM FOR ERROR
Complete the mission with all the Assassins having
Stamina 1, instead of Stamina 2.
Date Achieved:
Callidus:
Culexus:
Eversor:
Vindicare:
A DEVIOUS TRAP
Complete the mission when Lord Drask goes
On Alert the first time an Assassin uses the
teleportarium and all Renegades that enter play on
the Temple of Shades do so On Alert.
Date Achieved:
Callidus:
Culexus:
Eversor:
Vindicare:
FROM BAD TO WORSE
Complete the mission when there is no maximum
limit to the number of event cards that can be drawn
and resolved each Chaos Phase.
Date Achieved:
Callidus:
Culexus:
Eversor:
Vindicare:
HEAVY RESISTANCE
Complete the mission with Chaos Space Marines
being placed on revealed room cards instead of
Chaos Cultists with autoguns (if there are no Chaos
Space Marines available, place Chaos Cultists
instead).
Date Achieved:
Callidus:
Culexus:
Eversor:
Vindicare:
A STUNNING BLOW
Complete the missions with the following additional
rule: each time an Assassin is hit, they are stunned
until the start of the next Chaos phase in addition to
suffering a Wound.
Date Achieved:
Callidus:
Culexus:
Eversor:
Vindicare:
© Copyright 2015 Games Workshop Ltd. All rights reserved. Permission granted to photocopy for personal use only.
| textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Assassinorum - Execution Force/Achievements.pdf |
ASURYANI
WARHOSTS OF THE ASURYANI
These datasheets allow you to fight Apocalypse battles with your Asuryani miniatures. Each
datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and
special abilities it may have.
KEYWORDS
Throughout this section you will come across
keywords that are within angular brackets,
specifically <Craftworld>, <Conclave>
and <Coterie>. These are shorthand
for keywords of your own choosing, as
described below.
<CRAFTWORLD>
Most Asuryani units belong to a craftworld.
Some datasheets specify what craftworld the unit
belongs to, but where a datasheet does not, it
will have the <Craftworld> keyword. When
you include such a unit in your army, you must
nominate which craftworld it is from. You then
simply replace the <Craftworld> keyword in
every instance on that unit’s datasheet with the
name of your chosen craftworld.
For example, if you were to include a Firestorm
in your army, and you decided it was from
Craftworld Iyanden, then its <Craftworld>
keyword is changed to Iyanden, and the first
sentence of its Transport rule would say ‘This
unit can transport up to 6 friendly Phoenix
Lord or Iyanden Infantry models.’
<CONCLAVE>
All Asuryani Titans belong to a Conclave.
Asuryani Titan datasheets have the
<Conclave> keyword. When you include such
a unit in your army, you must nominate which
Conclave that unit is from. You then simply
replace the <Conclave> keyword in every
instance on that unit’s datasheet with the name
of your chosen Conclave.
<COTERIE>
All Corsairs belong to a Coterie. Corsairs
datasheets have the <Coterie> keyword. When
you include such a unit in your army, you must
nominate which Coterie that unit is from. You
then simply replace the <Coterie> keyword in
every instance on that unit’s datasheet with the
name of your chosen Coterie.
Shadow Spectres are a unit that contains 5 models. It can contain 10 models (Power Rating 10). It is
equipped with: Prism Rifles; Close Combat Weapons.
SHADOW
SPECTRES
M
WS
BS
A
W
Ld
Sv
Shadow Spectres (5 models)
12"
3+
3+
1
1
6
6+
Shadow Spectres (10 models)
12"
3+
3+
2
2
6
6+
ABILITIES
Stealth, Terror Troops
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Prism Rifles
Small Arms
18"
User
7+
7+
-
Close Combat
Weapons
Melee
Melee
User
7+
9+
-
FACTION KEYWORDS: Aeldari, Asuryani, Aspect Warrior, <Craftworld>
KEYWORDS: Light, Infantry, Fly, Jet Pack, Jump Pack, Shadow Spectres
6
Wasp Assault Walkers are a unit that contains 1 model. It can contain 2 models (Power Rating 15)
or 3 models (Power Rating 22). It is equipped with: Close Combat Weapons.
WASP ASSAULT
WALKERS
M
WS
BS
A
W
Ld
Sv
Wasp Assault Walkers (1 model)
10"
3+
3+
1
2
6
7+
Wasp Assault Walkers (2 models)
10"
3+
3+
2
4
6
7+
Wasp Assault Walkers (3 models)
10"
3+
3+
3
6
6
7+
WARGEAR OPTIONS
• For each model this unit contains, it must be equipped with two of the following in any combination:
1 Aeldari Missile Launcher; 1 Bright Lance; 1 Scatter Laser; 1 Shuriken Cannon; 1 Starcannon.
ABILITIES
Deep Strike
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Aeldari Missile
Launcher
Heavy
48"
1
7+
7+
-
Bright Lance
Heavy
36"
1
10+
5+
-
Scatter Laser
Heavy
36"
1
7+
9+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Starcannon
Heavy
36"
1
8+
6+
-
Close Combat
Weapons
Melee
Melee
User
9+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Heavy, Vehicle, Fly, Wasp Assault Walkers
8
A Wraithseer is a unit that contains 1 model. It is equipped with: Ghostspear.
WRAITHSEER
M
WS
BS
A
W
Ld
Sv
Wraithseer
8"
3+
3+
2
2
7
5+
WARGEAR OPTIONS
• This unit can also be equipped with one of the following: 1 Aeldari Missile Launcher; 1 Bright
Lance; 1 D-cannon (Power Rating +8); 1 Scatter Laser; 1 Shuriken Cannon; 1 Starcannon;
1 Wraithcannon (Power Rating +6).
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Aeldari Missile
Launcher
Heavy
48"
1
7+
7+
-
Bright Lance
Heavy
36"
1
10+
5+
-
D-cannon
Heavy
24"
1
6+
4+
Destroyer, Barrage
Scatter Laser
Heavy
36"
1
7+
9+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Starcannon
Heavy
36"
1
8+
6+
-
Wraithcannon
Heavy
12"
1
6+
4+
Destroyer
Ghostspear
Melee
Melee
x2
5+
6+
-
FACTION KEYWORDS: Aeldari, Asuryani, Spirit Host, <Craftworld>
KEYWORDS: Heavy, Monster, Psyker, Character, Wraith Construct, Wraithseer
6
Hornets are a unit that contains 1 model. It can contain 2 models (Power Rating 12) or 3 models
(Power Rating 18). It is equipped with: Armoured Hulls.
HORNETS
M
WS
BS
A
W
Ld
Sv
Hornets (1 model)
18"
6+
3+
1
2
6
6+
Hornets (2 models)
18"
6+
3+
2
4
6
6+
Hornets (3 models)
18"
6+
3+
3
6
6
6+
WARGEAR OPTIONS
• For each model this unit contains, it must be equipped with two of the following in any
combination: 1 Aeldari Missile Launcher; 1 Bright Lance; 1 Hornet Pulse Laser; 1 Scatter Laser;
1 Shuriken Cannon; 1 Starcannon.
ABILITIES
Hover: Distances are measured to and from this unit’s hull, even though it has a base.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Aeldari Missile Launcher
Heavy
48"
1
7+
7+
-
Bright Lance
Heavy
36"
1
10+
5+
-
Hornet Pulse Laser
Heavy
36"
1
5+
10
-
Scatter Laser
Heavy
36"
1
7+
9+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Starcannon
Heavy
36"
1
8+
6+
-
Armoured Hulls
Melee
Melee
User
9+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Heavy, Vehicle, Fly, Hornets
6
A Warp Hunter is a unit that contains 1 model. It is equipped with: D-flail (Blast); D-flail (Rift);
Twin Shuriken Catapult; Armoured Hull.
WARP HUNTER
M
WS
BS
A
W
Ld
Sv
Warp Hunter
16"
6+
3+
1
2
6
6+
WARGEAR OPTIONS
• Instead of 1 Twin Shuriken Catapult, this unit can be equipped with 1 Twin Shuriken Cannon
(Power Rating +1).
ABILITIES
Hover: Distances are measured to and from this unit’s hull, even though it has a base.
D-flail: Each time this you make a Shoot action with this unit, select either its D-flail (Blast) or
D-flail (Rift) to shoot with – you cannot shoot with both in the same Shoot action.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
D-Flail (Blast)
Heavy
36"
1
6+
4+
Barrage
D-Flail (Rift)
Heavy
12"
1
6+
4+
Inferno
Twin Shuriken Cannon
Heavy
24"
2
6+
8+
-
Twin Shuriken Catapult
Heavy
12"
2
8+
11+
-
Armoured Hull
Melee
Melee
User
10+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Heavy, Vehicle, Fly, Warp Hunter
8
A Lynx is a unit that contains 1 model. It is equipped with: Lynx Pulsar; Shuriken Cannon;
Armoured Hull.
LYNX
M
WS
BS
A
W
Ld
Sv
Lynx
20"-60"
6+
3+
1
3
6
6+
WARGEAR OPTIONS
• Instead of 1 Shuriken Cannon, this unit can be equipped with one of the following: 1 Aeldari
Missile Launcher; 1 Bright Lance; 1 Scatter Laser; 1 Starcannon.
• Instead of 1 Lynx Pulsar, this unit can be equipped with 1 Sonic Lance.
ABILITIES
Supersonic
Hover Jet: At the start of the Action phase, you can declare that this unit will hover. If it does, then
until the end of the phase, its Move characteristic changes to 16" but it loses the Supersonic ability.
Hover: Distances are measured to and from this unit’s hull, even though it has a base.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Aeldari Missile Launcher
Heavy
48"
1
7+
7+
-
Bright Lance
Heavy
36"
1
10+
5+
-
Lynx Pulsar
Heavy
48"
2
5+
3+
-
Scatter Laser
Heavy
36"
1
7+
9+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Sonic Lance
Heavy
18"
3
3+
7+
Inferno
Starcannon
Heavy
36"
1
8+
6+
-
Armoured Hull
Melee
Melee
User
10+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Heavy, Vehicle, Fly, Lynx
15
A Scorpion is a unit that contains 1 model. It is equipped with: Shuriken Cannon; Twin Scorpion
Pulsar; Armoured Hull.
SCORPION
M
WS
BS
A
W
Ld
Sv
Scorpion
14"
6+
2+
3
5
7
5+
WARGEAR OPTIONS
• Instead of 1 Shuriken Cannon, this unit can be equipped with one of the following: 1 Aeldari
Missile Launcher; 1 Bright Lance; 1 Scatter Laser; 1 Starcannon.
ABILITIES
Hover: Distances are measured to and from this unit’s hull, even though it has a base.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Aeldari Missile
Launcher
Heavy
48"
1
7+
7+
-
Bright Lance
Heavy
36"
1
10+
5+
-
Scatter Laser
Heavy
36"
1
7+
9+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Starcannon
Heavy
36"
1
8+
6+
-
Twin Scorpion
Pulsar
Heavy
60"
8
6+
4+
-
Armoured Hull
Melee
Melee
User
10+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Super-heavy, Vehicle, Fly, Titanic, Scorpion
30
A Cobra is a unit that contains 1 model. It is equipped with: D-impaler; Shuriken Cannon;
Armoured Hull.
COBRA
M
WS
BS
A
W
Ld
Sv
Cobra
14"
6+
2+
3
5
7
5+
WARGEAR OPTIONS
• Instead of 1 Shuriken Cannon, this unit can be equipped with one of the following: 1 Aeldari
Missile Launcher; 1 Bright Lance; 1 Scatter Laser; 1 Starcannon.
ABILITIES
Hover: Distances are measured to and from this unit’s hull, even though it has a base.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Aeldari Missile
Launcher
Heavy
48"
1
7+
7+
-
Bright Lance
Heavy
36"
1
10+
5+
-
D-Impaler
Heavy
36"
2
5+
3+
Destroyer
Scatter Laser
Heavy
36"
1
7+
9+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Starcannon
Heavy
36"
1
8+
6+
-
Armoured Hull
Melee
Melee
User
10+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Super-heavy, Vehicle, Fly, Titanic, Cobra
21
A Nightwing is a unit that contains 1 model. It is equipped with: Twin Bright Lance; Twin Shuriken
Cannon; Armoured Hull.
NIGHTWING
M
WS
BS
A
W
Ld
Sv
Nightwing
20"-60"
6+
3+
1
2
6
6+
ABILITIES
Supersonic
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Twin Bright Lance
Heavy
36"
2
10+
5+
-
Twin Shuriken
Cannon
Heavy
24"
2
6+
8+
-
Armoured Hull
Melee
Melee
User
10+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Heavy, Vehicle, Fly, Aircraft, Nightwing
12
A Phoenix is a unit that contains 1 model. It is equipped with: Phoenix Missile Array; Phoenix Pulse
Laser; Twin Shuriken Cannon; Armoured Hull.
PHOENIX
M
WS
BS
A
W
Ld
Sv
Phoenix
20"-50"
6+
3+
1
3
6
6+
WARGEAR OPTIONS
• Instead of 1 Phoenix Pulse Laser, this unit can be equipped with one of the following: 1 Twin
Bright Lance; 1 Twin Starcannon.
• Instead of 1 Phoenix Missile Array, this unit can be equipped with 1 Nightfire Missile Array.
ABILITIES
Supersonic
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Nightfire Missile Array
Heavy
48"
2
7+
10+
-
Phoenix Missile Array
Heavy
48"
1
9+
6+
-
Phoenix Pulse Laser
Heavy
48"
2
9+
6+
-
Twin Bright Lance
Heavy
36"
2
10+
5+
-
Twin Shuriken Cannon
Heavy
24"
2
6+
8+
-
Twin Starcannon
Heavy
36"
2
8+
6+
-
Armoured Hull
Melee
Melee
User
10+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Heavy, Vehicle, Fly, Aircraft, Phoenix
12
A Vampire Raider is a unit that contains 1 model. It is equipped with: Scatter Laser; 2 Twin Pulse
Lasers; Armoured Hull.
VAMPIRE RAIDER
M
WS
BS
A
W
Ld
Sv
Vampire Raider
20"-50"
6+
2+
3
6
7
5+
ABILITIES
Supersonic
Hover Jet: At the start of the Action phase, you can declare that this unit will hover. If it does, then
until the end of the phase, its Move characteristic changes to 20" but it loses the Supersonic ability.
TRANSPORT
This unit can transport up to 30 friendly Phoenix Lord or Light <Craftworld> models.
Wraithguard and Wraithblade models take up the space of 2 other models. It cannot
transport Jump Pack models.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Scatter Laser
Heavy
36"
1
7+
9+
-
Twin Pulse Lasers
Heavy
48"
4
10+
5+
-
Armoured Hull
Melee
Melee
User
10+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Super-heavy, Vehicle, Fly, Aircraft, Transport, Titanic, Vampire, Vampire Raider
34
A Vampire Hunter is a unit that contains 1 model. It is equipped with: Scatter Laser; 2 Twin Pulse
Lasers; Twin Vampire Pulsar; Armoured Hull.
VAMPIRE HUNTER
M
WS
BS
A
W
Ld
Sv
Vampire Hunter
20"-50"
6+
2+
3
6
7
5+
ABILITIES
Supersonic
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Scatter Laser
Heavy
36"
1
7+
9+
-
Twin Pulse Lasers
Heavy
48"
4
10+
5+
-
Twin Vampire
Pulsar
Heavy
60"
8
6+
4+
-
Armoured Hull
Melee
Melee
User
10+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Super-heavy, Vehicle, Fly, Aircraft, Titanic, Vampire, Vampire Hunter
52
A Skathach Wraithknight is a unit that contains 1 model. It is equipped with: 2 Deathshroud
Cannons; 2 Titanic Wraithbone Fists.
SKATHACH
WRAITHKNIGHT
M
WS
BS
A
W
Ld
Sv
Skathach Wraithknight
12"
3+
3+
4
5
7
6+
WARGEAR OPTIONS
• For each Deathshroud Cannon this model is equipped with, it can instead be equipped with
1 Inferno Lance.
• Instead of 1 Deathshroud Cannon or 1 Inferno Lance, this unit can have a Scattershield. If this
unit has a Scattershield, it has a Save characteristic of 5+.
• This unit can also be equipped with up to two of the following in any combination (Power Rating
+1 per weapon): Scatter Laser; Shuriken Cannon; Starcannon.
ABILITIES
Deep Strike
Webway Rupture: When this unit makes a Move action, it can open a rupture in the webway instead
of moving. If it does, it is removed from the battlefield and placed into Tactical Reserves. When this
unit arrives as reinforcements, set it up anywhere on the battlefield that is more than 9" away from
any enemy units. A unit cannot open a rupture in the webway if it was set up on the battlefield this
turn, if there are any enemy units in base contact with it, or if there are any blast markers next to it.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Deathshroud Cannon
Heavy
48"
2
6+
6+
-
Inferno Lance
Heavy
24"
1
10+
4+
Destroyer
Scatter Laser
Heavy
36"
1
7+
9+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Starcannon
Heavy
36"
1
8+
6+
-
Titanic Wraithbone Fist
Melee
Melee
2
4+
4+
-
FACTION KEYWORDS: Aeldari, Asuryani, Spirit Host, <Craftworld>
KEYWORDS: Super-heavy, Monster, Titanic, Wraith Construct, Skathach Wraithknight
24
A Revenant Titan is a unit that contains 1 model. It is equipped with: Cloudburst Missile Launcher;
2 Pulsars; Titanic Feet.
REVENANT TITAN
M
WS
BS
A
W
Ld
Sv
Revenant Titan
36"
4+
2+
4
10
8
5+
WARGEAR OPTIONS
• Instead of 2 Pulsars, this unit can be equipped with 2 Sonic Lances (Power Rating +24).
ABILITIES
Distortion Fields: This unit is always an obscured target.
Catastrophic Collapse: In the Damage phase, damage must be resolved for units with this ability
before damage is resolved for any other units (including Super-heavy units). If this unit is
destroyed, before removing it from the battlefield, roll a D12 for each other unit within 6" of this
unit; on a 4+ place two blast markers next to the unit being rolled for.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Cloudburst Missile
Launcher
Heavy
48"
4
8+
8+
Anti-air
Pulsar
Heavy
60"
4
6+
4+
-
Sonic Lance
Heavy
18"
6
3+
7+
Inferno
Titanic Feet
Melee
Melee
User
5+
5+
-
FACTION KEYWORDS: Aeldari, Asuryani, Spirit Host, <Conclave>
KEYWORDS: Super-heavy, Monster, Titanic, Jet Pack, Fly, Revenant Titan
70
A Corsair Cloud Dancer Band is a unit that contains 1 model. It can contain 6 models (Power
Rating 10) or 9 models (Power Rating 15). It is equipped with: Close Combat Weapons.
CORSAIR CLOUD
DANCER BAND
M
WS
BS
A
W
Ld
Sv
Corsair Cloud Dancer Band (3 models)
18"
3+
3+
1
1
5
7+
Corsair Cloud Dancer Band (6 models)
18"
3+
3+
2
2
5
7+
Corsair Cloud Dancer Band (9 models)
18"
3+
3+
3
3
5
7+
WARGEAR OPTIONS
• For each model this unit contains, it must be equipped with one of the following: 1 Dark Lance;
1 Dissonance Cannon (Power Rating +1); 1 Scatter Laser (Power Rating +1); 1 Shuriken Cannon;
1 Splinter Cannon (Power Rating +1); 1 Twin Shuriken Catapult.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Dark Lance
Heavy
36"
1
10+
5+
-
Dissonance
Cannon
Heavy
24"
2
8+
8+
-
Scatter Laser
Heavy
36"
1
7+
9+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Splinter Cannon
Heavy
36"
1
5+
12+
Rapid Fire
Twin Shuriken
Catapult
Heavy
12"
2
8+
11+
-
Close Combat
Weapons
Melee
Melee
User
7+
9+
-
FACTION KEYWORDS: Aeldari, Anhrathe, <Coterie>
KEYWORDS: Light, Biker, Fly, Corsair Cloud Dancer Band
5
Irillyth is a unit that contains 1 model. It is equipped with: The Spear of Starlight (Ranged); The
Spear of Starlight (Melee). You can only include one of this unit in your army.
IRILLYTH
M
WS
BS
A
W
Ld
Sv
Irillyth
12"
2+
2+
1
1
7
4+
ABILITIES
Deep Strike, Stealth, Terror Troops
The Shade of Twilight: Re-roll hit rolls of 1 for attacks made by friendly Shadow Spectre units
whilst they are within 6" of this unit.
Reaper of Souls: Re-roll wound rolls of 1 for attacks made with ranged weapons by this unit that
target Light units.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
The Spear of
Starlight (Ranged)
Heavy
24"
2
6+
7+
-
The Spear of
Starlight (Melee)
Melee
Melee
User
8+
8+
-
FACTION KEYWORDS: Aeldari, Asuryani, Aspect Warrior
KEYWORDS: Light, Infantry, Fly, Character, Jet Pack, Jump Pack, Phoenix Lord, Irillyth
11
A Phantom Titan is a unit that contains 1 model. It is equipped with: 2 D-bombards; Starcannon;
Voidstorm Missile Launcher; Titanic Feet.
PHANTOM TITAN
M
WS
BS
A
W
Ld
Sv
Phantom Titan
28"
3+
2+
6
22
8
5+
WARGEAR OPTIONS
• For each D-bombard this unit is equipped with, it can instead be equipped with one of the
following: 1 Dire Pulsar; 1 Wraith Glaive and 1 Starcannon (Power Rating +24).
• For each Starcannon this unit is equipped with, it can instead be equipped with 1 Bright Lance.
ABILITIES
Distortion Fields: This unit is always an obscured target.
Apocalyptic Destroyer: If a wound roll for an attack made with a weapon with this ability is
successful, place four blast markers next to the target unit instead of one.
Catastrophic Collapse: In the Damage phase, damage must be resolved for units with this ability
before damage is resolved for any other units (including Super-heavy units). If this unit is
destroyed, before removing it from the battlefield, roll a D12 for each other unit within 6" of this
unit; on a 4+ place two blast markers next to the unit being rolled for.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Bright Lance
Heavy
36"
1
10+
5+
-
D-bombard
Heavy
72"
2
5+
3+
Apocalyptic Destroyer
Dire Pulsar
Heavy
120"
4
5+
3+
-
Starcannon
Heavy
36"
1
8+
6+
-
Voidstorm Missile
Launcher
Heavy
72"
4
7+
7+
Anti-air
Titanic Feet
Melee
Melee
User
5+
5+
-
Wraith Glaive
Melee
Melee
User
4+
4+
Apocalyptic Destroyer
FACTION KEYWORDS: Aeldari, Asuryani, Spirit Host, <Conclave>
KEYWORDS: Super-heavy, Monster, Titanic, Wraith-Titan, Phantom Titan
130
A Corsair Reaver Band is a unit that contains 5 models. It can contain 10 models (Power Rating 6)
or 15 models (Power Rating 9). It is equipped with: Corsair Weapons; Close Combat Weapons.
CORSAIR REAVER
BAND
M
WS
BS
A
W
Ld
Sv
Corsair Reaver Band (5 models)
8"
3+
3+
1
1
5
8+
Corsair Reaver Band (10 models)
8"
3+
3+
2
2
5
8+
Corsair Reaver Band (15 models)
8"
3+
3+
3
3
5
8+
WARGEAR OPTIONS
• For every 5 models this unit contains, it can also be equipped with one of the following (Power
Rating +1 per weapon): 1 Aeldari Missile Launcher; 1 Dark Lance; 1 Shuriken Cannon;
1 Splinter Cannon.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Aeldari Missile
Launcher
Heavy
48"
1
7+
7+
-
Dark Lance
Heavy
36"
1
10+
5+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Splinter Cannon
Heavy
36"
1
5+
12+
Rapid Fire
Corsair Weapons
Small Arms
24"
x2
7+
9+
-
Close Combat
Weapons
Melee
Melee
User
7+
9+
-
FACTION KEYWORDS: Aeldari, Anhrathe, <Coterie>
KEYWORDS: Light, Infantry, Corsair Reaver Band
3
A Corsair Skyreaver Band is a unit that contains 5 models. It can contain 10 models (Power Rating
10). It is equipped with: Corsair Weapons; Close Combat Weapons.
CORSAIR
SKYREAVER BAND
M
WS
BS
A
W
Ld
Sv
Corsair Skyreaver Band (5 models)
16"
3+
3+
1
1
5
8+
Corsair Skyreaver Band (10 models)
16"
3+
3+
2
2
5
8+
WARGEAR OPTIONS
• For every 5 models this unit contains, it can also be equipped with one of the following (Power
Rating +1 per weapon): 1 Aeldari Missile Launcher; 1 Dark Lance; 1 Shuriken Cannon;
1 Splinter Cannon.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Aeldari Missile
Launcher
Heavy
48"
1
7+
7+
-
Dark Lance
Heavy
36"
1
10+
5+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Splinter Cannon
Heavy
36"
1
5+
12+
Rapid Fire
Corsair Weapons
Small Arms
24"
x2
7+
9+
-
Close Combat
Weapons
Melee
Melee
User
7+
9+
-
FACTION KEYWORDS: Aeldari, Anhrathe, <Coterie>
KEYWORDS: Light, Infantry, Fly, Jet Pack, Jump Pack, Corsair Skyreaver Band
5
A Firestorm is a unit that contains 1 model. It is equipped with: Firestorm Scatter Laser; Twin
Shuriken Catapult; Armoured Hull.
FIRESTORM
M
WS
BS
A
W
Ld
Sv
Firestorm
16"
6+
3+
1
2
6
6+
WARGEAR OPTIONS
• Instead of 1 Twin Shuriken Catapult, this unit can be equipped with 1 Shuriken Cannon.
ABILITIES
Hover: Distances are measured to and from this unit’s hull, even though it has a base.
TRANSPORT
This unit can transport up to 6 friendly Phoenix Lord or <Craftworld> Infantry models.
Each Wraithguard or Wraithblade model takes the space of 2 other Infantry models. It
cannot transport Jump Pack models.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Firestorm
Scatter Laser
Heavy
60"
3
7+
8+
Anti-air
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Twin Shuriken
Catapult
Heavy
12"
2
8+
11+
-
Armoured Hull
Melee
Melee
User
10+
10+
-
FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld>
KEYWORDS: Heavy, Vehicle, Transport, Fly, Firestorm
10
A Corsair Falcon is a unit that contains 1 model. It is equipped with: Pulse Laser; Shuriken Cannon;
Twin Shuriken Catapult; Armoured Hull.
CORSAIR FALCON
M
WS
BS
A
W
Ld
Sv
Corsair Falcon
16"
6+
3+
1
2
6
6+
WARGEAR OPTIONS
• Instead of 1 Shuriken Cannon, this unit can be equipped with one of the following: 1 Aeldari
Missile Launcher; 1 Bright Lance; 1 Scatter Laser; 1 Starcannon.
• Instead of 1 Twin Shuriken Catapult, this unit can be equipped with 1 Shuriken Cannon.
ABILITIES
Hover: Distances are measured to and from this unit’s hull, even though it has a base.
TRANSPORT
This unit can transport up to 6 <Coterie> Infantry models. It cannot transport Jump
Pack models.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Aeldari Missile Launcher
Heavy
48"
1
7+
7+
-
Bright Lance
Heavy
36"
1
10+
5+
-
Pulse Laser
Heavy
48"
2
10+
5+
-
Scatter Laser
Heavy
36"
1
7+
9+
-
Shuriken Cannon
Heavy
24"
1
6+
8+
-
Starcannon
Heavy
36"
1
8+
6+
-
Twin Shuriken Catapult
Heavy
12"
2
8+
11+
-
Armoured Hull
Melee
Melee
User
10+
10+
-
FACTION KEYWORDS: Aeldari, Anhrathe, <Coterie>
KEYWORDS: Heavy, Vehicle, Fly, Transport, Corsair Falcon
10
A Corsair Venom is a unit that contains 1 model. It is equipped with: Splinter Cannon; Twin Splinter
Rifle; Bladevanes.
CORSAIR VENOM
M
WS
BS
A
W
Ld
Sv
Venom
16"
4+
3+
1
1
5
6+
WARGEAR OPTIONS
• Instead of 1 Twin Splinter Rifle, this unit can be equipped with 1 Splinter Cannon.
ABILITIES
Open-topped
Hover: Distances are measured to and from this unit’s hull, even though it has a base.
TRANSPORT
This unit can transport up to 5 friendly <Coterie> Infantry models. It cannot transport Jump
Pack models.
WEAPON
TYPE
RANGE
A
SAP
SAT
ABILITIES
Splinter Cannon
Heavy
36"
1
5+
12+
Rapid Fire
Twin Splinter Rifle
Small Arms
24"
User
5+
12+
Rapid Fire
Bladevanes
Melee
Melee
User
10+
11+
-
FACTION KEYWORDS: Aeldari, Anhrathe, <Coterie>
KEYWORDS: Heavy, Vehicle, Fly, Transport, Corsair Venom
6
| textdata/thevault/Warhammer/40k/UNSORTED (help requested)/1st-8th Edition - Warhammer 40K Archives/8th/Apocalypse/Datasheets/Apoc_Datasheet_FW_Asuryani_web.pdf |
The SHADOW IN THE TREE
an adventure for the Call of Cthulhu
d20 system
by Jonathan stout
part II in the cthulhu Hardboiled campaign
1
DISCLAIMER
The majority of the graphics contained in this adventure were taken off of various sites
throughout the Internet. It’d probably take me days to track down all of the places I’ve
taken stuff from, so let me just say that I do not own nor do I claim to own any of the
pictures or graphics in this text.
TABLE OF CONTENTS
GM Information… 2
Background… 2
Hitting A New Low… 2
Must’ve Run Out Of Bananas… 3
Q&A Session: Benjamin Wilson… 3
The Professor’s Cage… 4
Q&A Session: Tom Beckett… 5
Searching the park… 6
Examining the files… 6
Speaking to the night watchman… 6
Examining the briefcase… 6
Legwork… 7
Maison D’Ashton… 8
Q&A Session: Mary Ashton Villepin… 8
The journal… 10
Damned Dirty Ape… 11
Searching the grounds… 11
The Professor attacks… 11
Aftermath… 12
Experience And Sanity Awards… 12
Appendix A: NPC Statistics… 12
Appendix B: Maps and Pictures… 14
Appendix C: View From The Backstage (GM Only)… 18
2
GM INFORMATION
This adventure has been designed as the second mission in a campaign centering on an
private investigations firm known as Hemingway Investigations. It is intended for a
group of 1st-level investigators. It is set in January of 1928, in and around the city of Los
Angeles, California.
BACKGROUND
In the last adventure, the investigators were hired to work for a small private
investigation firm called Hemingway Investigations. Their section chief is a short,
overweight man named Ernie Zulli with a penchant for sarcasm and cigars. In this
adventure, the investigators are hired to track down an ape that recently went missing
from the Griffith Park Zoo in Los Angeles. Griffith Park, by the way, is a large urban
park, apparently LA’s answer to New York’s Central Park.
Hitting a new low
Hemingway Investigations Offices, 9:15 am
Monday, January 16th, 1928
“So,” says Ernie abruptly, “how’d you like to go chasing a monkey?”
There’s an awkward pause as you turn that last sentence over in your head.
You’re sitting, by the way, in your usual table in the back room of Hemingway
Investigations. It’s been about a week since you finished up your first case; you’ve spent
it lying low, just like Ernie told you to. In all that time, you haven’t seen so much as a
black hat, let alone have someone shooting at you. All in all, you’ve come to believe the
coast is clear, and what with your landlady starting to look testy, maybe it’s time to take
another shot at this private investigator thing.
Anyway, you have to admit, that was the last thing you expected Ernie to say.
He takes another puff off of his cigar and continues. “I just got a call from the zoo
down in Griffith Park this morning. Turns out one of their exhibits disappeared from its
cage last night. They’ve got the police keeping an eye out for it, but they could use
someone actively looking for the thing.” He blows a smoke ring across the table. “By the
way, the LAPD is no longer on site. I checked.
“Anyway, I don’t have any more details than that. You’ll have to go down to the
zoo and talk to the director – ” He glances down at a note in front of him. “The director,
Benjamin Wilson. He’s the client.”
He looks across the table. “Case is relatively low profile. If you want to test the
waters, this is the best way to do it. Don’t think I gotta tell you to watch out for black
hats.
“Anyway, get going. They’ll be expecting you sometime before noon.”
3
must’ve Run out of bananas
Griffith Park Zoo, 11:34 am
You pull into the parking lot of the Griffith Park Zoo just around 11:30. You
might’ve strolled through here at some point. It’s a dingy little affair, basically a
collection of cages strapped together with wood and plaster. There’s also a small
administrative building which apparently doubles as kitchen and dung storage from the
way the dumpster behind it smells. That’s where you’re shown into when you present
your card to the guy at the ticket booth.
You end up in a small office. A short, professional-looking fellow stands up from
behind the desk as you enters and offers his hand. “Good morning, gentlemen. My
name’s Benjamin Wilson, and I’m the director of this zoo. How can I help you?”
Q&A Session: Benjamin Wilson
Do you care to describe the crime?
“Certainly. Sometime early this morning, our night watchman discovered one of
our exhibits was missing. A large male ape with grayish hair; we call him the Professor.
Essentially, the watchman found the door to the cage open at about six-thirty; he called
me first, and then the police. We haven’t seen any sign of the animal since.”
May we talk to the night watchman?
“I already sent him home. With the note, by the way, that Jacob has worked for us
for several years, and I would consider him above suspicion of any sort.”
Describe the Professor further.
“Well, let’s see. As I said, a large male ape, grayish fir. He has a very
distinguished look about him; that’s why we called him the Professor, you see. He
reminded me of one of my biology teachers in college. Anyway, he’s long-haired,
especially around the chin. Weighs about three hundred and twenty-five pounds. Exactly
five feet tall – when he stands up to his full height, of course. Very sedate personality.”
What is the Professor like personality-wise?
“Very sedate personality, as I recall.
What species is he?
“Well… the truth of the matter is, we’re not quite sure. We thought initially that
he was just a very large orangutan. Then we had him in for a physical examination two or
three months ago. It turned out his skeleton was much too large for him to be an
orangutan – the skull especially was more like a gorilla’s than anything else. But gorillas
tend to be short-haired, at least as far as we know. In any case, we called in an expert
from the university – a Dr. Neil Chalker. He’s been doing research on the Professor ever
since.”
Where did the zoo get the Professor from?
4
“I’m afraid that’s before my time. I’ve only been here as a director since last year.
I do know that the Professor wasn’t raised within the zoo. I think I heard something about
him coming from a private collection.”
Do you know anyone who’d know?
“Dr. Chalker might. I know he was going through the files a while ago. Let’s see,
who else… well, there’s Jack Mosley, but I’m afraid he’s off visiting relatives in Houston
this week… I’m sorry. The only thing I can think of is to check the files yourselves. You
certainly can if you wish to.”
What exactly do you want us to do?
“Essentially, I want you to track down the Professor for us, wherever he might be.
Trapping him would be ideal, but all that’s really necessary is for you to find his location.
After that, just call the police, and they’ll send over an animal control team.”
Do you believe the Professor has been stolen?
“Well… to be honest, I hadn’t even considered the possibility. It’s possible, I
suppose, but I don’t know what exactly you’d do with him once you’ve got him. He’s too
old to be trained for anything, and he isn’t particularly valuable, as far as I know. So…
well… I don’t know.”
Anyone else we should talk to?
“There’s Tom Beckett – he fed the Professor this week while Jack’s been away.
I’ve sent the night watchman home, but I can provide you with his number if you want to
talk to him. And Dr. Chalker, of course. That’s all I can think of.”
Can we see the Professor’s cage?
“Certainly. Take a left once you’re out of the building. The cage is marked with
his name; you can’t miss it.”
The Professor’s Cage
Wilson was wrong – it’s very easy to miss the cage. You spot it after doubling back; it’s a
small cage, maybe five feet by five feet at best. There are bars on the three sides facing
the path; behind that, there’s a plaster wall painted with what looks like a ten-year-old’s
conception of the wilds of Africa. The floor of the cage is concrete, and covered with
dirty straw and bits of torn-up newspaper. There’s a door built into the back-wall left
open. On the front bars of the cage, a faded and weathered cardboard sign reads simply,
in barely visible letters, “The Professor. Ape.”
Description of the door:
The door is solid steel, as far as you can tell. The hinges are set inside of the cage, so that
the door swings inward. You notice that only the outside of the door has a handle,
complimented by a sturdy-looking lock.
5
Spot, DC 15: Though the lock looks like it could take a fair amount of damage, it actually
looks pretty simple as locks go. More to the point, it’s definitely been picked.
Inside of the cage:
The stench of the cage hits you as you walk in. You have a feeling that no one’s changed
the straw within the cage recently; you do your best to watch your step.
Search, DC 15: As far as you can tell, the newspaper was intended to be used as bedding.
Most of it is torn up; however, looking over the pile of straw and paper before you, you
notice something odd. Lying near the door where you stand, you pick up a piece of
newspaper that looks like it was carefully torn out – at least initially. The piece consists
of an article and a photograph; half of the photograph has been half-hazardly torn out.
Odd.
Article description:
As said, the piece of newspaper consists of a photograph and an article. Half of the
photograph has been torn off. What remains shows half of a toddler, a boy maybe a year
old or so, and a short, severe-looking young woman in her late twenties.
The article reads as follows:
PULP WRITER MOVES TO LOS ANGELES
News from the literary world: best-selling pulp author Alexander Villepin, formally a
resident of France, recently moved into the area. Villepin, 32, best known for his hit
gangster book The Dead Only Speak Twice, has signed a contract to write a romance
picture for Warner Brothers. “I am very excited and pleased by this possibility,” the
author told this paper yesterday. “I think the pictures are the way of the future. Also, I am
pleased to move here to Los Angeles, as my wife grew up here, and it is truly a beautiful
place.” Villepin, his wife, Mary, and his one-year-old son Michael, portrayed above,
make their home up in the Santa Monica Mountains.
Q&A Session: Tom Beckett
Tom Beckett doesn’t have anything to add other than what Wilson’s already said. He has
only been an employee of the zoo for about six or seven months now. All he can really
add is information about the Professor’s recent behavior.
What else can you tell us about the Professor?
Well, I can tell you one thing… now, I’ve been watching him all week, what with Jack
gone, and most of the time he ain’t no problem at all. Just stick the food in, that’s the end
of that. But last night when I went to give him dinner… whoo. Looked upset when I first
saw him. Soon as he caught sight of me, he just went nuts, you know? Jumped around the
cage, thrashed the bars, screamed and stuff… I ended up not feeding him, is what it came
down to. I didn’t want to get three feet inside that thing. Couldn’t even slip the steak
through the bars.
6
Searching the park
Griffith Park in Los Angeles, by the way, is a large urban park. It’s logical that the
investigators might want to take a look around, at least in the area around the park. This
will require a Search check:
[DC 14] You start out by looking around the parking lot, if only because you left your gin
bottle in the car. Glancing around, you notice something in a clump of bushes off to the
side. You reach in and, after a couple of tries, pull something out. It’s a thin cheap leather
briefcase, battered and scratched by the bushes. It’s marked with the initials N.C. on the
handle.
[DC 17] You reluctantly walk to check the area behind the office. The stench coming
from the dumpster only gets worst as you get closer to it. But you know, duty calls… and
that’s probably a good thing. You notice something small caught underneath the closed
dumpster door – specifically, a pinkie.
Opening the dumpster will reveal the corpse of Dr. Chalker. He is – was – a thin,
average-looking man in his mid-forties, dressed in a decent suit. His neck has been
clearly broken, and his skull has been bashed in at the back of the head. There are marks
and claw scratches across his face and throat.
Examining the files
Examining the files in the office will prove fruitless; Dr. Chalker has the Professor’s file
in his briefcase. If asked about the lack of documentation, Wilson will recall that Chalker
asked if he could go through the records.
Speaking to the night watchman
Calling or going to the home of the night watchman will introduce the investigators to a
black man in his late 40’s by the name of Jacob Mosley. Mosley will be completely honest
with the investigators, and won’t have much in the way of information to contribute: he
primarily spends his time on the job watching the gate into the zoo. He walks through the
zoo itself twice, the first at midnight and the second at 6 am. The night the Professor
disappeared, Mosley saw the ape in his cage during his midnight round and discovered it
empty on his second trip at 6. He then immediately called Wilson at home and then the
police.
All in all, the only real information he can contribute is that Dr. Chalker was in
the zoo last night at around midnight or so. When Mosley last saw him around midnight,
Chalker was going through files in the administrative building.
Examining the briefcase
This is indeed the briefcase of Dr. Neil Chalker. A Search check is required to look
through the files:
[DC 5] The briefcase is filled with papers. You’re betting that this is the briefcase of Dr.
Neil Chalker, being that his name is scrawled neatly in the upper margin of every page.
7
[DC 10] You come across a scribbled note early on in the file: “Skeletal anatomy
consistent w/ gorilla. But skull size suggests larger brain; also noting some intelligence
more consistent with chimpanzee. New species?” The last sentence is underlined twice
and backed up with three exclamation points.
[DC 12] One thing sticks out as you flip through the papers: a police report from April 7,
1925. The report details the capture of a “large, grey animal, apparently a monkey or an
ape” in the Santa Monica Mountains area. Initially responding to reports and complaints
from residents, the police managed to find and trap the ape while it was sleeping in a tool
shed. Animal control experts from the Griffith Park Zoo were asked to assist in the
keeping and sedation of the ape while the department searched for “the possible owner
and/or origin of the animal.” An attached memo notes that the ape has been transported to
the zoo for keeping while awaiting word from the owner.
Oh, by the way… both reports are by one Officer Szepasszony.
[DC 15] Another note, around the area of the police file: “Have found possible lead to
origin: one E. Ashton. Well known in scientific community, adventurer and animal
trainer; known to live in SM Mountains. Prof his property? Knows origin?” Then there’s
another note scribbled underneath that, in a different shade of pen: “Ashton dead. Killed
in car accident two-three years ago. Pity.”
And that’s all that really can be done at the zoo itself. If confronted with Chalker’s body,
Wilson will admit that the Professor may be a danger. He will agree to allow the
investigators to kill the Professor if necessary, if only to avoid the lawsuits.
Where from here?
LEGWORK
Research check on E. Ashton:
[DC 10] In a phone book dated five years ago, you find a listing for Ashton, Ezekial. The
address is, as far as you can tell, in a relatively undeveloped portion of the Santa Monica
Mountains.
[DC 14] The city census for the year 1924 lists one Ezekial Ashton as a householder,
owning a decently-sized chunk of land in the Santa Monica Mountains. His wife is listed
as deceased; he lived with one daughter.
[DC 17] You stumble across an old copy of the Los Angeles Times, dated Sunday, April
5, 1925. The obituary section has a listing for one Ashton. The text reads as follows:
“Lieutenant Ezekial Ashton, retired, age 48, served our British allies in Asia during the
great war. Was killed this last Friday when he stepped out in front of a moving car near
his home. Known to be a great adventurer, explorer and amateur man of science. Spent
years exploring the wilds of South America and the Orient, from which he brought back
many specimens invaluable to the study of biology. In his later years, served as a trainer
of animals for the stage and moving pictures. He is survived by his daughter, Mary.
Funeral arrangements to be announced.”
Research check on Alexander Villepin and family:
[DC 5] Villepin is unlisted in this year’s phone book.
8
[DC 10] But he wasn’t last year. He is listed as living in a relatively underdeveloped area
of the Santa Monica Mountains.
Yes, the address is the same of that as Ezekial Ashton’s from years before.
[DC 15] Checking through the records at City Hall, you come across a marriage
certificate for Alexander Villepin, a French national, and wife Mary Ashton Villepin. It is
dated Sunday, March 29, 1925.
MAISON d’ashton
By the time they’ve finished the research and get up into the Santa Monica Mountains it
should be about 6 o’clock in the evening. Searching for the former address of Ezekial
Ashton, the players will find themselves at a relatively isolated Victorian farmhouse, built
around the 1890’s or so. Knocking on the door, they will find themselves invited in by
Mary Ashton Villepin, a young woman in her late twenties, her husband Alexander, and
their one-and-a-half-year-old son Michael (who is, in his own way, a terror beyond that
which the investigators might have ever encountered, especially right before bedtime).
Once the dust settles, the investigators will have a chance to talk to the couple. As
Alexander’s (spoken) English is still hard to make out, he will probably go upstairs to
take care of Michael while Mary speaks to the investigators.
Q&A Mary Ashton Villepin
Was your father Ezekial Ashton?
“That’s correct.”
This was his house, correct?
“That’s right.”
Do you have a picture of him?
“Yes.” Give them the picture.
Tell us about him.
“I’m afraid that, when all is said, I never knew my
father very well. He loved hunting, you see, loved it
more than anything, and he had the money to travel
abroad. So he was frequently gone for months, and
when he left he would usually leave me with my
aunt in San Francisco – my mother died when I was
very young, you see. When he was home, he was
very strict with me. That is all I can really say about
him.”
Describe his activities abroad.
“He didn’t tell me very much about them, I’m afraid. I understand that he tended to go
into Asia a great deal – China, some of the southern islands and colonies. I think he went
into South America through Mexico once. In any case, like I said, he would come and go.
He’d come back after a few months, usually with some new creature or another, and
9
spent a few weeks training it. Then he’d leave again, and it would be the same thing all
over again.”
Describe his animal training activities.
“My father liked to bring back living creatures from overseas. He’d put them out in the
barn – we used to have a barn out where the garden is now, you see. It isn’t there
anymore; the wood was rotted through, so Alex and I tore it down when we moved back
in. In any case, he would put the animals out in the barn and spent weeks training them to
do tricks. He really was brilliant at it – this one time, I think he had this sort of cute little
creature. I think it was a monkey of some sort – it was about the size of a squirrel.
Anyway, he could make it actually sit down at this old typewriter he had and type out
letters. Oh, don’t take me wrong, it didn’t actually know what it was doing, of course; my
father would call out a letter, and it would hit the key. All the letters of the alphabet. It
could even do margins properly. It was amazing.
“In any case, my father would have one or two animals at a time in his barn. He’d
spend a number of weeks training them, and then sell them to circuses and zoos and
things – also to some of the motion picture companies, I think. He made a rather good
sum of money at it.”
Do you know if your father ever captured or trained an ape?
“I’m sorry, I honestly don’t know. My father absolutely forbid me from going into the
barn. I suppose some of the animals he had must have been dangerous… I know he had
snakes and things like that… I recall him have a monkey at one point. But it had a tail
and was about the size of a squirrel. Much too small to be an ape.”
May we see the barn?
“I’m afraid that Alex and I had it torn down when we moved back in. The wood was too
rotten. It was where my garden is now, if you’re interested.”
Tell us about your father’s death.
“Well… it’s a long story, I’m afraid. A number of years ago – five, I think – I went
abroad to Paris to go to school. I met Alex while I was there, and we decided to get
married. So once I was finished with school, we came home to talk to my father about it.
“My father… didn’t react well, I’m afraid. I don’t think he liked Alex at all from
the start. He absolutely forbid me to marry him. He became… very angry with me. Alex
didn’t like that. So we left. We then decided that we had waited for too long; we were
married at a small church downtown, and then we went to stay with my aunt up north.
“Later that week, I received a telegram for my father. He had apparently heard
about my wedding to Alex, and said he was willing to accept it now that it was fact. He
wished to make amends for his behavior, and he invited us for dinner that Saturday. Alex
convinced me to take the chance, and so we went back to Los Angeles.
“But he didn’t pick us up from the train station. We waited for hours, but
eventually it was getting dark, so we called for a taxi. When we got to the front door of
the house, the door was hanging open, and my father wasn’t inside. We looked for him
over the grounds, but he wasn’t there – the barn was empty. And the library was a mess –
books and furniture thrown around, papers anywhere. We were starting to clean it up
10
when the police called. They told me that my father had died the morning before – he had
hit by a car that morning down on the road. It was all very strange.”
How was it strange?
“Well… I’m not sure. Just the small details, I suppose. It was just the library that was a
mess – the rest of the house was fine. My father’s journal was sitting out – half the pages
were torn out of it. But he had always treated it with extreme amounts of care… he never
let me even touch it when I was growing up. He’d always store it in the safe in his room.
But there it was. And then there was the picture…”
The picture?
“When Alex and I first came to see my father, I left some of my luggage behind. There
was a framed photo of Alex in one of my bags – I had brought it with me from Paris. But
when we first came into the library, it was sitting in the middle of the floor, just like that.
It was very odd.
“In any case. The police eventually decided
that the house had been broken into while my father
was at home; he had run out to get help, and was hit
by the car. But there wasn’t anything missing from
the house that I could tell… and my father kept a
hunting rifle on the wall in the library. It was the only
thing in the room that hadn’t been touched.
“I inherited my father’s money after that. Alex
and I went and lived in Boston for the last few years.
We moved back here a few months ago when he
made the motion picture deal. And that was the end of
that.”
May we see your father’s journal?
“I can’t see why not.”
She will go upstairs and retrieve the journal from the
library.
the journal
Mary will return with a large hardcover journal,
folio-sized, which is quite worst for wear. Nearly half
of the pages have been torn out; the first page denotes
the book as being “the Journal and Property of Mr.
E. Ashton.”
This book counts as a magical tome, but the
players won’t be able to find that out until they’ve
had time to study it later. For the time being, the only
information that might matter to them is a number of
words scribbled on the back cover: “MARY wrong
JOURNAL OF EZEKIAL
ASHTON
In English, author Ezekial
Ashton, explorer, c. 1910’s.
This handwritten diary has
had many pages torn out, but
part of it seems to detail the
interrogation of a person
referred to as “the old man”
by a group of soldiers,
including Ashton. The “old
man,” apparently under
extreme physical torture, talks
a great deal about several
hunting rituals of his people.
Thanks to the damage to the
book, the only really coherent
account is of a strange and
somewhat disturbing
technique called “spirit-
calling.”
Examination period: 1 week
(DC 20).
Contains 1 spell, “Spirit-
calling” (dominate animal).
Sanity loss: 1 initial and 1d3
upon completion.
Cthulhu Mythos +1 rank.
11
wrong wrong KILL THE BASTARD the stars were wrong the horrible ocean the tower
God MARY MARY MARY help me KILL THE BASTARD MARY MARY KILL HIM
MARY.”
DAMNED DIRTY APE
searching the grounds
There are two possibilities at this juncture: one is that the players will get the point and
arrange themselves to protect the Villepins . The other is that they will (as my players
did) decide to check the grounds of the house for the Professor. In which case they will
discover something rather interesting.
Any character with the feat Track can, with a Wilderness Lore (DC 14) check,
find a series of tracks through Mary’s garden in the back lawn that they will recognize as
being the Professor’s (having most likely seen his tracks or footprints in his cage). The
tracks lead away from the backyard out into a forest roughly five hundred feet from the
back of the Ashton household. Following the tracks into the woods, the investigators can
follow a clear trail another two hundred feet. There, the trail goes around a large tree…
and around… and around… and around… and around.
No, the Professor is not in the tree. It is then that you can have the tracker make a
Wilderness Lore (DC 16) check to realize the truth: the Professor started out by walking
backwards around the tree – and went around the tree several times, apparently
practicing the motion. From that point, he’s been walking backwards the entire time. The
players had it all wrong – the Professor is still at the Ashton household!
Which would be an excellent time to have a scream break out from the house.
the professor attacks
The Professor has been, in fact, hiding on the roof of the house. Sometime after
sunrise, it will attack the Villepins. At that time, Alex will be in the second floor library,
Michael will be asleep in room O, and Mary will tidying up somewhere on the first floor.
The Professor’s primary targets will be Michael and Alex; it will probably go after
Michael first, breaking in through the window in that room. Under no circumstances will
it hurt or pursue Mary.
The presence of the investigators will complicate things. The Professor may
initially attack, then pull back and attempt to use one of its spells. One excellent
possibility would be to use its suggestion power to convince one of the players that
another player is in fact the ape itself (in other words, one player looks up and sees the
Professor standing right there next to him; pulled this on one of the players on my game.
Fortunately for the unlucky guy next to him, he missed). Once this has occurred, the
Professor will immediately attack to take advantage of the players’ confusion.
In any case, when the players kill the Professor, he will immediately turn back
into his true shape. I would describe the actual transition in terms of shadows falling
away from the corpse, or perhaps a simple and momentary blur in the players’ visions.
However it happens, the body will adruptly turn into that of a man. If they got the photo
from Mary, the players will recognize the corpse as being none other than Ezekiel
Ashton. SAN check 1/1d10.
12
the aftermath
Depending on what happens, the players may either be free and clear or in deep trouble.
At the least, they will have to deal with a human-shaped corpse rather than an ape-
shaped one. If they call Ernie on it, he will recommend that they bury the body and tell
Wilson that they had to kill the Professor in order to save the Ashtons and afterwards
disposed of the body.
The worst-case scenario is that both Alex and Michael are killed by the ape
before the investigators have a chance to intervene. If Mary sees their bodies, she will
immediately go insane and become catatonic. The investigators will have to somehow
deal with her and reporting this to the LAPD. Ernie will suggest that the investigators
bring Mary to Lubomir’s while they try and figure out what to do.
Whatever happens, Ernie will inevitably tell the investigators in frustration:
“Can’t anything normal happen to you people?”
Experience and sanity awards
typical story goals:
-
Stop the Professor from hurting Alex or Michael
-
Find Ashton’s Journal
-
Kill the Professor
-
Entire group survives (optional)
bonus sanity rewards:
Saving both Alex and Michael: d4 Sanity
paycheck:
As this adventure should only take about one day, the players will get $12 for their
troubles.
APPENDIX A:
NPC STatistics
EZEKIAL ASHTON
Large Ape
HD: 4d8+8 (26 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft., climb 30 ft.
AC: 14 (+2 Dex, -1 size, +3 natural)
Attacks: 2 claws +8 melee, bite +3 melee, Winchester M1894 Rifle +5 ranged
Damage: Claw 1d6+5, bite 1d6+2, rifle 2d10 (crit x3, rng 200 ft)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Scent
Saves: Fort +3, Ref +5, Will +2
13
Abilities: Str 21, Dex 15, Con 14, Int 15, Wis 12, Cha 14
Skills: Animal Empathy +8, Climb +11, Drive +4, Escape Artist +6, Handle Animal +10,
Hide +8, Jump +11, Listen +6, Move Silently +8, Open Lock +5, Ride +9, Spot +6.
Feats: Improved Initiative, Stealthy, Weapon proficiency (rifle)
Spells: Dominate animal, hide from the eye, locate creature, suggestion.
Note: consider Ashton to be telepathic in terms of the spell suggestion.
MARY ASHTON
1st level Artist (Defense Option)
HD: 1d6 (6 hp)
Initiative: +2 (Dex)
AC: 12 (+2 Dex)
Attacks: Melee -1, Webley Mark I Revolver +2
ranged
Damage: Unarmed 1d3, Revolver 2d8 (crit x3)
Saves: Fort +0, Ref +4, Will +3
Abilities: Str 8, Dex 15, Con 10, Int 14, Wis 12,
Cha 13
Skills: Animal Empathy +4, Craft (sculpture) +9,
Diplomacy +4, Drive +5, Forgery +5, Gather
Information +4, Handle Animal +4, Hide +5,
Knowledge (art) +6, Move Silently +6, Sense
Motive +4, Speak Other Language (French) +6
Feats: Weapon Proficiency (pistol), Skill
Emphasis (Craft [sculpture])
SAN: 59
ALEX VILLEPIN
1st level Writer (Defense Option)
HD: 1d6+1 (7 hp)
Initiative +1 (Dex)
AC: 11 (Dex)
Attacks: Unarmed +1 melee
Damage: Unarmed 1d3 subdual
Saves: Fort +3, Ref +1, Will +3
Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 12, Cha 15
Skills: Bluff +5, Craft (writing) +7, Diplomacy +7, Drive+4,
Gather Information +7, Innuendo +4, Intimidate +5,
Knowledge (philosophy) +4, Listen +4, Performance (reading)
+5, Research +4, Sense Motive +4.
Feats: Skill emphasis (craft [writing]), Trustworthy
SAN: 60
MICHAEL VILLEPIN
Assume 4 hp and a speed of 10 ft. (being a toddler). Otherwise no stats necessary.
14
APPENDIX B
MAPS AND PICTURES
Newspaper Article From Cage
Photo of Ezekial Ashton
15
The Ashton Household, overall picture
Mary Ashton
Alexander Villepin
16
Layout of the Ashton Household. Player’s copy.
17
Ashton Household. GM map.
18
APPENDIX C:
View from the backstage
Note: this section contains long-term campaign
information and is for the GM’s eyes only.
Right now, I’m sure you’re asking yourself one question: what the hell happened?
I don’t suppose you’ve read the original Lovecraft story “The Call of Cthulhu”?
Dealing with the events that occur when Cthulhu briefly awakes on April 2, 1925?
According to the story and Cthulhu lore, the awakening sends psychic shockwaves across
the world. Artists have strange and unnatural dreams, psychics committed suicide and
strange religious activity reached a peak.
Now. What do you think happened to anyone unlucky enough to be using magic
on that day?
Such was the fate of Ezekial Ashton. In his travels across the world, he happened
to learn the occult hunting secrets of a tribe of hunter-gatherers native to a South Asian
island, which he recorded in his journal. These, needless to say, contributed in a large
part to his extraordinary abilities with animals.
After his daughter eloped with Villepin, Ashton was resolved to recover his
daughter. He needed to do so in a way that would not be his fault. He decided to train a
rhesus monkey to bite Alex and contaminate him with a deadly but slow-acting poison
Ashton had discovered on his travels. The poison affected humans, but not the monkey, so
Ashton could later blame it on a disease.
On the day of April 2, Ashton was training the monkey in his study, using a
picture of Alex he recovered from Mary’s bags as a focus. Having only a few days until
Alex and Mary returned to his house, he used the contents of his journal. Unfortunately,
the occult shockwaves from the awakening of Cthulhu both reversed Ashton’s spells upon
him and then some. Both Ashton and his subject were transformed, essentially
exchanging shapes partway; Ashton did not entirely turn into a monkey, but ended up as
a large ape (a compromise, perhaps, between his genetic structure and that of the
monkey’s), and the monkey looking like Ashton, though with several key physiological
differences. Ashton was immediately driven mad by the transformation, and his own
programming was reversed upon his own mind: the command to kill Alexander Villepin
and defend Mary was burned into his mind. Fortunately, neither were present at the
moment, so Ashton destroyed his own library and escaped into the hills, where he
eventually captured by the police and brought to the Griffith Park Zoo. The monkey in
Ashton’s form wandered out onto the road and was hit by an oncoming car.
You know the story from there on out. Ashton languished in the zoo, his madness
manifesting itself in a near-catatonic state. He happened to find the article about Alex in
the newspaper used for his bedding, and immediately his programming set in. He used
his suggestion power on Dr. Chalker, got him to open the door to the cage, then killed
him and hid the body. He then used the spell locate creature to track down Mary, arriving
at his old house the night after his escape.
And that, ladies and gentlemen, is the whole story. Any questions?
| textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Call of Cthulhu (d20)/CoC d20 - Shadow in the Tree.pdf |
PERSONALITY & BACKGROUND
CHARACTER: PLAYER:
PRIMARY MOTIVATOR(S)
EMOTIONAL DISPOSITION
MOODINESS
PERSONALITY PROFILE
BIRTHPLACE, FAMILY BACKGROUND, & SIGNIFICANT EVENTS
OUTLOOK
INTEGRITY
IMPULSIVENESS
BOLDNESS
AGREEABLENESS
INTERACTIVITY
CONFORMITY
SENSE OF HUMOR:
FAVORITE TOPICS:
GROUP AFFILIATIONS:
QUIRKS, HABITS, & ODDITIES:
HOBBIES & ENJOYMENTS:
RELIGION ADHERENCE:
TOLERANCE:
EXPRESS:
CONVERT:
ATTITUDE :
ASSOCIATION:
ROLES:
QUESTS, TRIGGERS, MYSTERIES, & OTHER BACKGROUND INFO
ASH’S GUIDE TO RPG PERSONALITY AND BACKGROUND HTTP://RPG.ASHAMI.COM
| textdata/thevault/_Player Books/Ash's Guide to RPG Personality and Background/sheet_full.pdf |
The Interlock Beastiary
Ork's and Their Kin
No creature is more prevalent and associated with fantasy
bad guys then the Ork. Or's are the eternal grunts and
flunkies of fantasy fiction and are often regulated to the
roll of cannon fodder and comedy in fantasy role playing
games. In a sense the Ork has become a Joke.
But as any fan of the Writing of JRR. Tolkien or the
Record of Loodos War saga knows. Ork's are not a joke
and it is about time they be presented as the fearful, foul
abomination that they were meant to be.
Ork's are evil,vile and tough. They are trained for war
almost since birth, a average Ork soldier is the equivalent
to two normal men in strength, combat abilities and skills.
And the High Ork's are even worse.
Here then are the Ork's and their foul brotherhood for the
Interlock© System. Enjoy and may once again the word
Ork be associated with terror and not comedy.
General Information on Ork's and their Kin.
Ork's and...Sunlight. Ork's and their Kin turn to stone
when they are exposed to sunlight. WRONG! Although
Ork's and their Kin are not as effective in Sunlight they
can still operate in sunlight. They dislike the sun but if
forced to they will go out in it.
They are -4 to all roles while in sunlight.
Ork's and....Fire. Ork's and their kin are destroyed by
fire. Wrong!
Ork's and their kin dislike fire and avoid it but they are not
destroyed by fire, they take as much damage from fire then
any one else but they dislike it more then most.
Ork's and... The Dark. Ork's can see in the dark as if it
was a cloudy day, they can see objects clearly up to almost
a mile. In daylight on the other hand they can only see
objects that are about fifty feet away.
Ork's and...Smell. The Ork's sense of smell is it's
strongest sense, like any other predator an Ork can track an
opponent simply by his odor.They can smell fear, they can
smell changes in the weather and like a shark they can
smell blood.
Ork's and...Poison. Ork's are a foul, evil race. Everything
about them is filthy including their vile black weapons.
Almost all Ork weapons are poisoned and even those that
are not will be so dirty that there is a risk of infection
should you get hit by one. Ork's themselves are highly
resistant to poisons and disease, they receive a +4 to all
rolls when dealing with poison and resisting the effects of
toxins of any kind.
Ork's and...Combat. The word honor and fair do not exist
in the Ork language. They are dirty fighters. They will
cheat in combat every chance they get, they prefer to
ambush their opponents and sue hit and run gorilla tactics.
They will run from a fight if things are going badly and
then come back when you least expect them to.
Ork's love to play dead, taking a wound and then falling as
if slain. they will wait to your guard is down then jump up
again.
In a stand up fight a Ork is a strong and savage opponent,
they are equal to two men in strength and cunning and are
bread for war almost since birth. They will press any
advantage they have and use their foul weapons to
handicap you and then kill you slowly latter,
Ork's do not take prisoners, any one captured by an Ork
will be tortured and killed slowly and the fate of females
captured by Ork's is far, far worse.
Ork's and..Evil Masters. Thankfully on their own Ork's
are a lazy race. They do not like to do work but the will do
it if the have to.Ork's are the perfect servant race, they are
bread to serve their evil masters. In the mythology of
Middle Earth Ork's were elves that Morgoth was able to
corrupt and turn in to his servants. So almost from their
very beginning the Ork's exist to serve evil.
If Ork's are in the area then chances are there is something
far worse behind them.
Ork's and...Elves and Dwarves. Ork's are servants of the
Shadow and are the natural enemy of Elves and Dwarves.
Dwarves and Ork's have a long feud as not only do they
both like to live underground, but Ork's have taken over
and slain many Dwarves kingdoms and it is the Ork's fault
that the Dwarves are a fading race.
No creature hates an Ork more then a Dwarf, except
perhaps for the elves.
The war between the Ork's and the Elves is legendary and
dates back almost to the dawn of both species existences.
Elves represent everything that is good and fair in the
world while Ork's are the embodiment of all that is foul
and corrupt. Ork's destroy everything they come across
including the forests that the Elves love so much, and even
worse is the fact that..At least according to JRR
Tolkien...Is the fact the Ork's were in fact bread from
Elves that had been corrupted by the shadow.
Ork's and...Water. Ork's dislike water. They never bathe
and they tend to avoid streams and lakes unless they can
be corrupted by the Ork's.
Many are the tales of those fleeing Ork pursuit who were
saved by hiding in a large lake or under a waterfall.
Those were the lucky ones, Ork's dislike water but they
will cross it and enter it if the want to.
There are even rumors of a few Ork's that actually like to
bathe and be clean.
Ork's and...Holly Ground. Like all creatures of shadow,
Ork's can not eneter or cross Holy ground.
Ork's and...The Goop. Ork's are famous for the foul
smelling "Black Goop" they carry as a alcohol. Although
no one other then the Ork's know's what is in the Goop it is
a strong , foul , thick liquid that if drunk tastes like the
most disgusting drink you have ever had but will remove
fatigue and give a false sense of warmth.
This goop can also be applied to open wounds and will
double the healing rate of any wound it is applied to, but
that wound will become an ugly scar.
Ork's and...The cold: Ork's are highly resistant to Cold
and Heat. The strong, sturdy race gets +3 to all die rolls to
resist the effects of heat and cold.
Ork's - General.
As a species Ork's are short and squat with long powerful
arms and legs. They are a foul looking race of humanoids
with elongated snouts and huge fangs. Their eyes are small
and beady and are almost always Red or sickly yellow.
Their ears are long like an Elves but are covered with
scabs and thick coarse hair.
The body of an Ork is covered with a thin coarse dark fur
and their skin is a pale green, they smell rank and their is a
foul aura about them.
Ork's will always be in armor of some sort, most often
Leather or chain and they will always have three weapons
on their person. They favor Scimitars and short swords as
they are cheep weapons and are easy to make. They also
like to carry long daggers and their favorite weapons are
their black bows and barbed arrows.
Ork's are tireless trackers and hunters and the almost
prefect soldier, they live for war and although fat and
stupid when it comes to combat there are none better.
To Generate an Ork, roll it as a normal character in
interlock but add the following.
BOD:+2 MA:+2 REF:+2 TECH:+1. EMP:-3 CL:-1.
INT:-2. +2 to hit vs all opponents.
Tracking 6<. Hunting 6< Brawling 6<. Bush Craft 6<.
Poisons 5<. Dirty Infighting 6<. Running 6< . Strategy
and Tactics 3<.
Armor: SP 5. Sword: 1d6+2 Bow:1d10 Knife:1d6/2
Ork - Trackers
As if a normal Ork is not bad enough.Ork trackers are the
"rangers" of the Ork society. Bread from birth to be
hunters and trackers they are a faster, more cunning breed
of Ork. Armed with well made Orkish black bows and
barbed arrows they are as good a hunter and tracker as any
human "Woodsman" and can even give an Elf a run for
their money.
BOD:+2 MA:+3. REF:+3 TECH:+2 EMP:-3 CL:-1.
INT:-1. +2 to hit vs all opponents.
Archery 7<. Tracking 7<. Smell track 6< Hunting 7<.
Brawling 5<. Bush Craft 7<. Poisons 6<. Dirty
Infighting 5< Running 7<. Tactics 4<
Armor SP:5. Sword 1d6+2. Bow 1d10 Knife 1d6/2
Ork's- Black
The dreaded "High Ork's" or Black Ork's come from a
ancient breeding stock of the Orkish blood and are
believed to still carry a trace of Elf's and Human in their
blood line. They are far stronger and smarter then the
normal Ork's and are the natural leaders of Orkish society.
Their skin and hair is a dark gray or black and they are
almost always found in their trade mark black chain mail
wielding Long Swords and Long bows.Few creatures are
more respected and feared then a Black Ork and One High
Ork is equal to three men.
BOD:+4. MA:+4. REF:+4. TECH:+3. CL:-2. EMP:-4. .
+3 to hit vs all opponents.
Archery 5<. Sword 6<. Tracking 6<. Hunting 6<.
Brawling 8<. Bush craft 8<. Poisons 8<. Dirty
Infighting 7<. Running 6< Tactics 5<. Leadership 4<
Armor SP: 7. Sword 1d10. Bow 2d10 Knife 1d6
Ork's - Half.
No human female raped by an Ork would ever allow her
child to come to term, and normally any 1/2 Ork that is
born in an Ork society is instantly killed as they are seen as
an abomination and week.
So where do 1/2 Ork's come from. In most cases they
come from breeding programs conducted by evil men to
create a better Ork. Saurmen from the "Lord of the Rings"
bread 1/2 Ork's as they were smarter then Normal Ork's
and were not effected by sunlight and perhaps other evil
men have followed in this idea and bread 1/2 Ork's for the
same reason.
1/2 Ork's are seen as abominations and outcasts by all
other species, even other Ork's hate them and will not
willingly allow them to exist unless their master says
otherwise.
A 1/2 Ork is larger then a normal Ork and a lot smarter,
they can infiltrate human society a lot easier then normal
Ork's as they can appear to just be very ugly and foul
humans.
BOD:+1. REF:+1. MA:+1 TECH:+1. CL:-1 . EMP:-3.
INT:+1. +1 to hit all opponents
Sword 6<. Archery 6<. Tracking 4<. Hunting 4<>
Brawling 5<. Bush Craft 6<. Poisons 4<. Dirty
Infighting 4<. Running 4< Strategy and tactics
6<.General Education and Trivia 4<. Disguise 5<
Armor SP:4 Sword 1d6+1. Knife 1d6/2 Bow:1d10
Ogres
These huge, dumb inbreed hill men are a member of the
Ork race though obviously not as smart or dangerous as
their Ork cousins. Ogres are big, lumbering brutes good
only for their strength and courage in battle. Totally
fearless an Oger will charge any foe and keep pounding on
that foe until they are down or the O'er has been slain.
Huge,fat and ugly they have thick brown skin and huge
mops of black hair and facile hair. They usually just wear
skins and tunics as their natural armor protects them from
most things. their favorite tactic is to throw huge boulders
at their opponents or hit them over the head with a tree
trunk
BOD:8. REF:4. MA:4. TECH:3.CL:3 EMP:3 INT:2 +3
vs all opponents
Brawling 6< Throwing 5<.Smell tracking 4<.
Natural Armor SP:5 Boulder:1d10. Big Club:2d6.
Trolls
In the mythology of Middle Earth, the Trolls were made as
a Mockery of the Ent's. In other mythologies, Trolls are
descended from the Giants that once ruled the Earth or are
the spawn of some foul demon.
Whatever the truth their are few creatures in the world of
fantasy more dangerous then the Troll, although not very
smart the troll is a cunning and relentless predator. Able to
see in the dark and smell track as good as any bloodhound
they are hug and unbelievably strong . Their natural armor
makes them almost invulnerable and even worse they can
regenerate from most wounds give enough time.
While their are tales of armored Trolls that have been
employed by the forces of evil, these are just rumors so
far. Trolls do not work well with others, they are loners by
nature and see everything else as food.
They are huge, fat green creatures with long powerful arms
and legs and huge gapping mouths. They are armed with
thick sharp claws and teeth capable of biting through
stone.
A trolls body is covered with a thin oil that makes them
water proof like a duck and insulates them from cold like a
penguin, many think this oil is flammable and that trolls
take extra damage from flame. This is untrue.
BOD:10 REF:4. MA:4 TECH:2 CL:3 EMP:3 INT:2. +4
vs all.
Brwaling 7<. Smell Track 7<
Natural armor SP:12. Claws:1d10 Bite:2d10.
Regenerate 1d6 points of damage a round.
�
| textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Interlock Beastiary Orks by Michael Straus.pdf |
Runequest Character Sheet
Runequest Character Sheet
Runequest Character Sheet
Runequest Character Sheet v7.0
v7.0
v7.0
v7.0
Name: Player: Languages Fluency Languages Fluency
Race: Gender: Age: Tradetalk / % / %
Nationality: Residence: / % / %
Birth Date: Social Class: / % / %
Cult(s): Rank: / % / %
Cult(s): Rank: / % / %
Cult(s): Rank: / % / %
/ % / %
STR Attack Bonus: % Notes: / % / %
CON Parry Bonus: % / % / %
SIZ Defense Bonus: % / % / %
INT Damage Bonus:
POW Hit Point Bonus: Notes:
DEX Experience Bonus: %
CHA SIZ SR: + DEX SR: = Base SR:
Weapon Knowledge Skill Bonus % Manipulation Skill Bonus % Weapon
Damage SR Map Making (10) % Climbing (15) % Damage SR
Att % Pry % HP Evaluate Treasure (05) % Hide Item (10) % Att % Pry % HP
Crt % Spc % Fbl % World Lore (05) % Jumping (15) % Crt % Spc % Fbl %
First Aid (05) % Lock Picking (05) %
Weapon Find Healing Plant (00) % Trap Set + Disarm (05) % Weapon
Damage SR Treat Disease (05) % Ride (05) % Damage SR
Att % Pry % HP Treat Poison (05) % Ride (05) % Att % Pry % HP
Crt % Spc % Fbl % Animal Lore (05) % Disguise (05) % Crt % Spc % Fbl %
Plant Lore (05) % Swimming (15) %
Weapon Mineral Lore (05) % Rowing (05) % Weapon
Damage SR Cult Lore (05) % Rope Work (05) % Damage SR
Att % Pry % HP Racial Lore (05) % Feign Death (10) % Att % Pry % HP
Crt % Spc % Fbl % Myths Lore (05) % Foil Restraints (00) % Crt % Spc % Fbl %
Ship Handling (05) % Play (05) %
Weapon Craft (05) % Play (05) % Weapon
Damage SR Craft (05) % Masonry (05) % Damage SR
Att % Pry % HP Streetwise ( ) % ( ) % Att % Pry % HP
Crt % Spc % Fbl % ( ) % ( ) % Crt % Spc % Fbl %
Stealth Skill Bonus % Perception Skill Bonus %
Weapon Camouflage (10) % Listen (25) % Weapon
Damage SR Hide in Cover (05) % Spot Hidden (05) % Damage SR
Att % Pry % HP Move Quietly (05) % Spot Traps (05) % Att % Pry % HP
Crt % Spc % Fbl % Pick Pockets (05) % Tracking (05) % Crt % Spc % Fbl %
Shadowing (10) % Track by Scent (00) %
Weapon ( ) % Taste Analysis (00) % Weapon
Damage SR ( ) % ( ) % Damage SR
Att % Pry % HP ( ) % ( ) % Att % Pry % HP
Crt % Spc % Fbl % Oratory ( ) % Bargaining ( ) % Crt % Spc % Fbl %
Fast Talk ( ) % Voice Mimicry ( ) %
Weapon Weapon
Damage SR Roll Hit Location HP Armor Type AP Enc Damage SR
Att % Pry % HP 01-04 Right Leg Att % Pry % HP
Crt % Spc % Fbl %
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
Crt % Spc % Fbl %
05-08 Left Leg
Weapon
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
Weapon
Damage SR 09-11 Abdomen Damage SR
Att % Pry % HP
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
Att % Pry % HP
Crt % Spc % Fbl % 12 Chest Crt % Spc % Fbl %
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
Weapon 13-15 Right Arm Weapon
Damage SR
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Damage SR
Att % Pry % HP 16-18 Left Arm Att % Pry % HP
Crt % Spc % Fbl %
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Crt % Spc % Fbl %
19-20 Head
Base Move Current
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
Hit Pts. 01 02 03 04 05 06 07 08 09 10 11 12 13 14
Maximum ENCUMBRANCE
15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
Total ENCUMBRANCE
33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
Runequest Character Sheet v7.0
Power Spells Pts Known By Spells Pts Known By Finances
01 02 03 04 05 06 07 08 09 10 Banked:
11 12 13 14 15 16 17 18 19 20 Income:
21 22 23 24 25 26 27 28 29 30 Ransom:
Loans:
Stored Power Property:
01 02 03 04 05 06 07 08 09 10 Gear:
11 12 13 14 15 16 17 18 19 20 Carried
21 22 23 24 25 26 27 28 29 30 Wheels:
31 32 33 34 35 36 37 38 39 40 Lunars:
41 42 43 44 45 46 47 48 49 50 Clacks:
51 52 53 54 55 56 57 58 59 60 Bolgs:
61 62 63 64 65 66 67 68 69 70 Other:
71 72 73 74 75 76 77 78 79 80
81 82 83 84 85 86 87 88 89 90
91 92 93 94 95 96 97 98 99 00
Allied Spirit Equipment ENC
Name: INT:
01 02 03 04 05 06 07 08 09 10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Bound Spirit Mount’s Name: Species:
Name: INT: STR Attack Type SR Att% Damage
01 02 03 04 05 06 07 08 09 10 CON
11 12 13 14 15 16 17 18 19 20 SIZ
21 22 23 24 25 26 27 28 29 30 INT
POW
Bound Spirit DEX Attack Bonus % Damage Bonus
Name: INT: Move Defense Bonus % Hit Point Bonus
01 02 03 04 05 06 07 08 09 10 Roll Hit Location HP Armor Type AP Enc
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
Bound Spirit
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
Name: INT:
01 02 03 04 05 06 07 08 09 10
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
Magical Items
Bound Spirit
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
Name: INT:
01 02 03 04 05 06 07 08 09 10
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
Bound Spirit
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
Name: INT:
01 02 03 04 05 06 07 08 09 10
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
Hit Points Power
Bound Spirit
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
Name: INT:
16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
01 02 03 04 05 06 07 08 09 10
31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 Max ENC Total ENC
11 12 13 14 15 16 17 18 19 20 Notes:
21 22 23 24 25 26 27 28 29 30
Notes:
| textdata/thevault/Runequest and Glorantha (d100)/Runequest - Sheets/RuneQuest - Character Sheet I.pdf |
NATURE
Roll 1d12 to determine the minor arcana’s nature, that which makes it special and
noteworthy. Each result indicates two or more additional tables (in smallcaps); roll on
those tables as well. If a die is listed after a table, roll that die. Otherwise, roll 1d12.
1-2
It reveals something interesting and useful (origin & theme, lore)
3-4
It is rare, sought-after, prized (origin & theme, form 1d8, valuable)
5-6
It is extraordinary in some regard (origin & theme, form 1d10, property)
7-8
It houses a sentience or spirit (origin & theme, form, spirit)
9-10
It produces some magical effect (origin & theme, form, magic, limit, usage)
11-12
Roll again with d10. If it’s an item or edifice, add an extra property
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
ORIGIN & THEME
Each minor arcana came from somewhere, or draws its power from some source.
Choose an appropriate origin or roll 1d12. Then roll 1d12 to determine themes.
Use the themes as inspiration, to inform results from other rolls. Themes might de-
scribe the physical form, the object of a magical effect, the medium through which
magic works, the feelings imparted on those who see it, etc. Let the results inspire ra-
ther than dictate.
—————————————————————————————————————-
1
The Forge Lords ● the Makers, workers of fire & metal
1-2 Fire/heat/light
7
Fear/terror/panic
3-4
Brass/iron/steel/orichalcum
8
Clockwork
5
Coals/smoke/ash
9-12 Sized for giants (and roll again, d8)
6
Anger/passion/rage
Orichalcum: a metal that flashes red with fire and burns away the impure
—————————————————————————————————————-
2 The Green Lords ● the Makers, growers, cultivators, & breeders
1-2 Trees/forests/plants
6
Hunger/savagery/ferocity
3-4
Beasts of the land
7-8
Chimerae
5
Adaptation/growth/expansion
9-12 Sized for giants (and roll again, d8)
Chimerae: creatures with disparate parts, features of other organisms
—————————————————————————————————————-
3 The Stone Lords ● the Makers, builders and diggers
1-3 Stone/rock/earth
7
Endurance/strength/stability
4
Crystals/gems/makerglass
8
Stubbornness/rigidness/pride
5-6
Architecture/excavation
9-12 Sized for giants (and roll again, d8)
Makerglass: cut into wondrous shapes, unbreakable and unworkable by mortal means
—————————————————————————————————————-
4 The Rime Lords ● the Makers, cold of heart and sharp of mind
1-3 Ice/cold/stasis
7
Calm/logic/discipline
4-5
Law/order/control
8
Apathy/indifference/despair
6
Writing/records
9-12 Sized for giants (and roll again, d8)
Dark ice: purplish ice, which stays cold and frozen except in the hottest furnace
—————————————————————————————————————-
5 The Tempest Lords ● the Makers, of storm and sky and sea (!)
1-2 Thunder/lightning/aetherium
7
Energy/relentlessness/passion
3-4
Wind/rain/weather
8
Confusion/chaos/disarray
5
Water/sea/brine
9-12 Sized for giants (and roll again, d8)
6
Conduits of power
Aetherium: an alloy of copper and lightning
—————————————————————————————————————-
6 The Things Below ● roll twice for theme, always
1
Darkness/shadow/deception/obsidian 7
Insanity/chaos/ruin/quicksilver
2
Decay/weakness/corrosion/rust
8
Corruption/disease/poison/vermin
3
Jealousy/gluttony/greed/flesh
9
Scales/slime/gills/tentacles/water
4
Secrets/shame/guilt/pearls
10
Death/undeath/fear/bones
5
Hunger/starvation/desperation/wind 11
Sleep/dreams/nightmares/agates
6
Hatred/wrath/cruelty/red crystal
12
Pain/torture/wounds/blood
Red crystal: pulsing, warm, thirsting for blood, like cruelty solidified
—————————————————————————————————————-
7 The Fae ● strange neighbors with their strange ways
1
Beauty/wonder/awe
7
Strange, fickle customs & etiquette
2
Ugliness/horror/disgust
8
Callousness/cruelty/indifference
3
Fluidity of time and space
9
Yearning/passion/desire
4
Illusion/glamor/pretense
10
Dancing/revelry/sex
5
Singing/poetry/art
11
Wondrous food & drink
6
Debts/vows/obligations
12
Tiny in size
They cannot bear the touch of iron or steel, and so use bronze and strange wood instead
—————————————————————————————————————-
8 Primordial Power ● remnants of the first age
1
Truth/purity/quintessence
7
Vitality/energy/will
2
Creation/shaping/invention
8
Bewildering/incomprehensible/alien
3
Light/etherealness/transcendence
9
Oneness/sameness/unity
4
Darkness/stillness/the void
10
Raw elements/power/force
5
Language/words/names
11-12 Diminished/fragmentary/shattered
6
Sentience/perception/knowledge
(and roll again, d10)
By Jeremy Strandberg 2015. Licensed under Creative Commons Attribution 3.0 Unported License.
—————————————————————————————————————-
9 The Wild ● the Earth Mother, Danu, her children and her dreams
1
Trees/plants/flora
7
Winter/cold/hunger/sleep/death
2
Beasts/vermin/fauna
8
Savagery/the hunt/dominance
3
Blood
9
Nurture/shelter/provision
4
Spring/birth/fertility/sex/healing
10
The land/soil/stone/terrain
5
Summer/warmth/growth/vitality
11
Blight/decay/reclamation
6
Autumn/harvest/sustenance/plenty
12
That which Danu holds tightly
in her grasp
—————————————————————————————————————-
10 The Sky ● and the things that dwell there
1-3 Tor/storms/weather/rain/aetherium
9-10 The stars/the future/omens
4-6
Helior/the sun/daylight/dawn
11-12 Birds/flight/wind
7-8
The moon/cycles/shapeshifters/moonstone
Aetherium: an alloy of copper of and lightning
Moonstone: a pale glassy gem, which reveals shapeshifters and illusions
—————————————————————————————————————-
11 The Black Gates ● and that which lies beyond, or should
1
Death personified/the Lady of
7
The hungry dead, who prey upon
Crows/the Pale Hunter
the living
2
Death itself/the passage from life
8
The half-dead, those who cheat
3
Death omens/dooms foretold
death
4
The quiet dead, who have passed on
9
Spirit-walking/leaving one’s body
5
The restless dead, who refuse to go
10
Night/darkness/fear
6
The vengeful dead, who seek to drag 11-12 Bone/skulls/mummified remains
others with them
(and roll again, d10)
—————————————————————————————————————-
12 Civilization ● the children of Aratis, dwellers of village, town and city
1
Walls/hearths/construction
7
Family/kinship/cooperation
2
Laws/justice/punishment
8
Artwork/crafts/invention
3
Knowledge/records/written words
9
Expansion/conquest/war
4
Wealth/trade/greed
10
Agriculture/domestication
5
Authority/oaths/duty
11-12 Aratis/her Judges/black iron
6
Tradition/ceremony/culture
Black iron: hard, heavy, worked like steel and utterly immune to all magic
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
FORM
Roll twice, once to determine its general form and again to determine the specifics. The
first roll is a d12, unless its nature indicates otherwise. The second roll is always a d12.
—————————————————————————————————————-
1-4
Practical Item
1
Key/lock/clasp
5
Cup/vessel
9
Armor/shield/helm
2
Food/drink
6
Box/cage/coffer
10
Rope/cord/chain
3
Clothing/cloak
7
Utensil/tool
11
Belt/pack/pouch
4
Boots/gloves/shoes
8
Weapon/rod/staff
12
Lantern/lamp/torch
—————————————————————————————————————-
5-8
Art or Luxury Item
1
Amulet/charm
5
Carpet/rug/bedding
9
Furs/skins/trophies
2
Painting/mural/tapestry
6
Figurine/carving/idol 10
Orb/gem/stone
3
Ceramics/pottery
7
Flag/banner
11
Crown/scepter
4
Ring/jewelry/eyewear
8
Instrument
12
Enigma, its purpose
unclear
—————————————————————————————————————-
9-10 Edifice
1
Grave site (barrow/tombs/catacombs)
7 Public place (inn/stadium/market)
2
Place of worship (temple/shrine/altar)
8 Fortification (keep/tower/walls/gate)
3
Passage (road/bridge/tunnel/portal)
9 Workplace (forge/shop/studio/lab)
4
Monument (statue/megalith/carving)
10 Prison (dungeon/cage/jail/oubliette)
5
Resource (mine/aqueduct/cistern/well)
11 Storage (vault/library/cache)
6
Dwelling (home/stable/barracks)
12 Enigma (its purpose unclear)
—————————————————————————————————————-
11-12 Natural Feature
1
Tree(s) or vegetation
5
Valley/canyon/gorge 9
Hill/cliff/mesa
2
Cave/cavern/grotto
6
Creek/stream/river
10
Bog/marsh/fen
3
Clearing/meadow/field
7
Pool/pond/lake
11
Sinkhole/crater/pit
4
Oddity/strange formation 8
Summit/precipice/
12
Roll twice and
outcrop
combine
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
LORE
What does it reveal? Roll d12.
1-3
The workings of a ritual or spell (magic, limit)
4
An artifice or technique lost to antiquity
5
The workings or secrets of a mysterious object
6
The history of a people
7
The weakness/motive/origins/lair of an established threat
8
The hazards/secrets/history/location of a mysterious place
9
The true nature of an origin (the one you first rolled, or another)
10
The location/powers/history/secrets of a major arcana
11
The truth about a person/event/creature of legend
12
A resource that might be exploited
How is the information imparted? Roll d10 for a ritual or spell; otherwise roll d12.
1-2
In a tome/scroll/folio, in a cypher or a long-dead language
3
In a tome/scroll/folio, clear to those who can read the language
4-5
Through ancient runes etched into place (form d4+8)
6-7
Through carvings/paintings/decorations/diagrams (form)
8
By a spirit tied to a place (form d4+8)
9
Via a vision or omen, imparted to whoever touches/enters/approaches (form)
10-11 As an obscure song/story/poem, told by the people
12
Implied by its very nature or existence, or where it is found (form d10)
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
VALUABLE
What makes it worth so much more than its form would otherwise indicate? Roll 1d12.
1
Precious metals
7 Crafted with sublime skill
2
Fine stones/gems/crystals
8 Great luxury or convenience
3
Historical or religious importance
9 Beyond meager mortal arts
4
Haunting beauty
10 Status among people
5
One of only d12, if you trust the tales
11 Rarely found in nature
6
Transcendent, a symbol of something
12 Roll twice and combine
greater, something more
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
PEOPLE
Who are we talking about? Roll d12.
1
Stonetop and its people’s ancestors
7 The Manmarchers
2
The folk of Marshedge
8 The “civilized” Southerners
3
The nomadic Hillfolk clans
9 The Forest People, gone missing
4
The riff-raff of Gordin’s Delve
10 The spindly, gray-skinned Crinwid
5
The stoic folk of Barrier Pass
11 The Ustrina, from past Gordin’s Delve
6
The Ganagoeg, those horrid lizard-
12 Some other folk, unheard of or
people of Ferrier’s Bog
established during play
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
PROPERTY
If the origin is Civilization, roll d8+4. Otherwise, roll 1d12. Rely on the themes.
1
Moves and acts of its own accord
2
Absorbs ____ and stores its power (fire, lightning, hatred, stillness, etc.)
3
Seamlessly blends two or more materials, in a way that should not be possible
4
Is ____, though it shouldn’t be (flammable, luminous, silent, weightless, etc.)
5
Is much, much ____ than it should be (heavier, harder, faster, etc.)
6
Is impossibly ____ (sharp, beautiful, lifelike, fine, etc.)
7
Cannot be ____ (broken, burned, melted, affected by magic, etc.)
8
Fills those who look upon it with ____ (greed, rage, peace, joy, etc.)
9
Is impervious to/cuts clean through/can harm ____ (fire, steel, ghosts, etc.)
10
Cannot be perceived by ____ (demons, fae, spirits, the dead, etc.)
11
Glows/thrums/vibrates in the presence of ____ (gold, magic, lies, poison, etc.)
12
Roll twice, but threat one of the results as a drawback or flaw
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
SPIRIT
Roll d12 to determine its type (and instinct).
1-2 Elemental, as per theme (instinct: to wantonly express its nature)
3
Demon (instinct: to corrupt, destroy, befoul, ruin)
4
Castaway or refugee (instinct: to improve or sustain its meager existence)
5
Fledgling (instinct: to find its place or purpose)
6
Archon (instinct: to enforce cosmic order)
7
Fauna (instinct: to feed and sustain itself)
8
Apotheosis (instinct: to gather power and worship)
9
Haunt (instinct: to reenact its life)
10
Shade (instinct: to fulfill its longings)
11
Specter (instinct: to punish the living)
12
Wraith (instinct: to feed on the living)
How or why is it bound? Roll d12.
1-2 Imprisoned and locked away
7-8
Its own desires tether it
3-5 Forced to serve
9
Trapped by accident or twist of fate
6
Serves willingly
10-12 This is its natural home or anchor to
the world
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
MAGIC
What does the magic do? What is it’s purpose? Roll d12. Combine this with the theme
and form to imagine what spell, power, blessing, or curse is involved.
1
Create/conjure/craft
7 Sustain/heal/repair
2
Defend/repel/secure
8 Sense/identify/reveal
3
Destroy/slay/consume
9 Hide/disguise/confuse
4
Contain/bind/capture
10 Manipulate/control/compel
5
Enhance/refine/purify
11 Transform/combine/reshape
6
Reduce/diminish/suppress
12 Roll twice and combine
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
LIMIT
Magic has costs and limitations. It exacts a toll on those who wield it and the items that
channel it. Roll d12 to determine the drawback or limitation of the spell, ritual, or mag-
ic power. Combine the results with theme.
1
Corrupting (leaves a lasting thematic mark on the caster or the target)
2
Dangerous (is likely to have destructive, unwanted side effects)
3
Demanding (it takes great effort to cast/trigger/maintain)
4
Discordant (sends out psychic ripples, which can be sensed for miles around)
5
Unreliable (fickle, temperamental, likely to fail at inopportune times)
6
Weak (can easily be countered by will/fortitude/preparation)
7
Indiscriminant (impossible to control who or what is targeted/how long it lasts)
8
Withering (weakens you, the object, and/or the target)
9
Restricted (only works under specific, thematic conditions)
10
Costly (requires sacrifice/uses up a limited resource)
11
Slow (it takes a long time to cast/manifest)
12
Roll twice
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
USAGE
How often can the item or locale generate its magical effect? Roll d12 to find out.
1-2 Single use, then it’s consumed/ruined/powerless
3-4 2d6 more uses, then it’s consumed/ruined/powerless
5-6 1d6 uses, then it must be recharged/renewed/replenished
7
1d6 uses; slowly recharges over hours/days/weeks/months
8
1d4 charges; a charge might be lost each time it’s used; must be recharged/
renewed/replenished
9
1d4 charges; a charge might be lost each time it’s used; slowly recharges over
hours/days/weeks/months
10
At will, but each time is riskier/less powerful/more costly; resets slowly over
hours/days/weeks/months
11
Continuously; it’s always going
12
At will
Note that there are no tables for range, number of targets, area of effect, or duration.
Describe them however makes sense for the magic, theme, limits, and usage. The more
restrictive or dangerous a magical effect is, the greater its potential scope.
Examples
The Spinning Cylinder
Rare/sought-after/valuable :: Rime Lords :: sized for giants + writing/records :: enig-
ma, it’s purpose unclear :: crafted with sublime skill
Could it be a printing press? A CNC machine? A calendar or astrolabe! Yes!
A stone cylinder, some 30 feet long and 3 feet wide. It’s always cold to the touch, and
about half of it covered with a series of 6-inch-tall brass rings. The rings themselves are
etched with Maker-runes at regular intervals. If the cylinder is placed upright, with
the rings up top, the rings can spin smoothly and with almost no friction. Spinning
certain rings causes other rings to spin as well, at different speeds. Careful inspection
reveals a dial at the top end that can adjust how the spinning rings affect each other.
A scholar of the Makers might recognize the runes on the rings as numbers, perhaps
measurements or dates. Beyond that, it’s purpose is unclear.
In fact, the Rime Lords used it to calculate dates and the positions of stars. It’s crafted
with a series of cunning gears, around a core of dark ice to keep temperatures stable and
prevent the gears from shrinking or expanding.
The Three-Star Crown
Property + valuable :: The Black Gates :: the vengeful dead (who seek to drag others
with them):: crown/scepter :: absorbs ___ (hope?) and stores power :: haunting beauty
A thin circlet of whitest platinum, set with three black stones that twinkle with the
light of stars. Clearly the crown of some long-dead lord of a long-dead people.
While you wear the circlet, take +1 ongoing to CHA when dealing with those who al-
ready respect you or your authority.
However, each time you place the circlet on your head, you feel the crushing weight of
the universe and your miniscule, meaningless place within it. Roll +CHA. On a 10+, tell
the GM one of your hopes for the future and why you doubt it can be achieved. On a 7-
9, tell them one of your hopes and why you have given it up. On a miss, you fall into
the depths of despair that lasts until you face mortal danger and rouse yourself to face
it.
If the crown is destroyed, the jewels shattered and the metal reduced to slag, then the
despair is lifted and all lost hopes restored.
The Three-Star Crown was forged for a petty warlord in the days after the Makers’
fall. Among his bloody conquests was a metalsmith of renowned skill, once an appren-
tice of the Forge Lords themselves. The warlord demanded that this smith make him a
crown of surpassing beauty, to rival those worn by the Makers. The warlord was so
pleased with the crown, he had the smith’s hands maimed so she could never make an-
other crown that would rival his in beauty. After months of destitute begging, the
smith killed herself in despair—and in so doing, cursed the crown to steal the hopes of
whosoever wears it. The warlord was soon overcome by hopelessness and was killed by
an underling who saw weakness. The underling took up the crown was himself brought
low by despair, taking his own life. The warlord’s once-mighty forces fell into disarray
and the crown was cast aside as a cursed thing.
The Loadstone Pool
Produces magical effect :: Tempest Lords :: conduit of power :: natural feature :: pool/
pond/lake :: hide/disguise/confuse :: costly (requires sacrifice/uses up a resource) :: 1d4
charges; a charge might be lost each time it’s used; slowly recharges over hours/days/
weeks/months
A moat around a tower? No… should be a natural feature (though it dawns on me
that there’s no “pool” in the Edifice list… huh). A pool up on a mountaintop or a
high place, that stores lightning strikes? And the power is drawn on to conjure
storms that confuse? Or is it a decoy? Oooh… I like that! Add in some loadstone
for the sympathetic connection to “attracting things” and because magnetism
seems right up the Tempest Lord’s alley. Instead of 1d4 charges that slowly re-
new, I think it makes more sense to have a single vial of water you carry around,
and it might lose it’s affect and that you have to “recharge” by returning to the
pool.
High in the hills or mountains, a small stream of snowmelt and rainwater fills a natu-
ral pool in the rocks before tricking over the side and flowing on. At the bottom of the
pool is a large deposit of loadstone. A number of rusted old blades (many sized for gi-
ants) can barely be seen clinging to the loadstone.
When you cut yourself with iron or steel and toss the blooded metal into the pool, you
form a bond with the waters. So long as you carry a vial of the pool’s water on your
person, it protects you from magic that attempts to sense or affect your thoughts.
When you are subject to such magic, roll +CON. On a 10+, the magic senses or affects
the still waters of the pool instead, leaving you unaffected and possibly befuddling the
magic’s source. On a 7-9, the magic is redirected but the water you carry loses its po-
tence. You must return to the pool for new water before it can protect you again.
The Limestone Cup
Property :: The Wild :: that which Danu holds tightly :: cup/vessel :: is __, though it
shouldn’t be
Well this is a tough one. What property would a cup have that it shouldn’t? Oh.
The obvious, I guess? It is always full, though it shouldn’t be. And water… wa-
ter is held tightly in Danu’s grip, yes? Of course, water that Danu holds tightly
is scary as hell, it’s deep water that contains horrors. So maybe there’s some dan-
ger behind it?
A lump of limestone, the size of a large man’s fist, sheered off smooth at one end and
hollowed out. Water slowly seeps out of the interior stone, filling itself in about half an
hour. The water is hard and mineral-rich, but potable.
Alas, the water is drawn from aquifers held deep in the earth, tainted by the Things
Below. When you drink water produced by the cup, roll +CON the next time you at-
tempt to sleep. On a 10+, you have troubling dreams of suffocation and endless wet
caverns and huge uncaring things stirring in the lightless depths. On a 7-9, the dreams
leave you shaken and agitated. Take -1 ongoing until you spend an hour or so under
the open sky. On a miss, mark XP and wake screaming in the night. You’ll get no rest
tonight and take -1 ongoing as with a 7-9.
The Heart of Darkness
Extraordinary property :: Things Below :: Darkness/shadow/deception/obsidian + ha-
tred/wrath/cruelty/red crystal :: amulet/charm :: is much, much ___ than it should be
Another tough one. How do those themes apply to an amulet/charm that is much
more ___? What’s the ___? I could take the idea that an amulet/charm is meant
to ward off harm or danger or the evil eye. Oh, jeez. It’s much DARKER than
it should be. It sucks up light. More subtly, it also sucks up kindness.
A lump of volcanic glass, impossibly black, set into a pendant and hanging from a silk-
en cord. When you wear or carry the pendant openly, it sucks up the light. All nearby
light sources are diminished and dimmed. Your eyes, meanwhile, can see more sharply
in the shadows.
More subtly, the pendent also sucks up all nearby kindness, making individuals in its
presence more callous and self-centered. If you bear the pendent on your person for
more than a few hours, your Drive for the session is instead becomes “Callousness:
show utter disregard for or cruelty towards and NPC.”
The Long Hall
Property + Lore :: Black Gates :: Hungry Dead :: Location/power/history of a major
arcana :: via ancient runes etched into a place :: edifice :: passage (road/tunnel/bridge/
portal) :: cannot be ____
So… what major arcana? And what passage? And what cannot it not?
I think it might be a portal that cannot be opened, at least not by the living. And
the Star of Algol is the major arcana, a starmetal pendant that… does something?
Something related to ghuls?
No… ghuls aren’t hungry dead. They’re people who give in to the howling wind
and the hunger, and resort to (then indulge in) cannibalism. I think this arcana
needs to be something different, something about binding and “wielding” wraiths.
(Question: if the hungry dead aren’t ghouls, then what are they? Wraiths, I
guess, but why? A specter dies violently and horribly, and feels wronged. They
seek vengeance. A haunt simply can’t let go, and re-enacts its life, particularly
its worst moments. A shade has passed on but come back for some reason, maybe
simply because they could. But a wraith? (Or perhaps a wight?) They are hun-
gry, and that’s because they are missing something. Their souls might have been
damaged or corrupted, addicted to the lifeforce of others. So someone who wields
dark, soul-draining magic might become a wraith upon their death. Or a creature
who’s soul and lifeforce are drained by an artifact… they could also become a
wraith. Or a wight, if their physical remains are sustained.
So… the Hungering Ring of Hlad sort of fits the bill. I could make one its conse-
quences “You no longer gain sustenance from food. When you draw the lifeforce
from a victim, gain 1 sustenance. When you would consume a ration, lose 1 suste-
nance instead. When you die, your soul will linger on as a wraith, hungering for
the living.”
Now, what does this passageway/portal represent? I think it actually leads to the
Hungering Ring of Hlad. And it can only be traversed by one who was passed
through Death’s Black Gates.
Deep in a time-lost crypt or a cavern that has never seen the light of day, there stands
an arch of perfectly set gray stones. A hallway lies beyond, straight and sure and long-
er than you can see. Silvery runes are carved into the arch and the hallway walls, flick-
ering in the torchlight and making your eyes water to try to read them.
When you enter the hallway, you find that it goes on far enough that you lose sight of
the entrance. When you press onward, you eventually find yourself approaching the
same archway you entered. No matter the direction you travel, you end up in the same
place.
The Long Hall is a loop in time in time and space, always leading back to its entrance.
Attempts to bypass or mar the tunnel eventually reset or loop back upon themselves. For
example, if you spent long enough excavating a side tunnel, you’d eventually dig your
way to a brick wall. And if you punched through that brick wall, you’d find yourself
back in the Long Hall, on the opposite wall from where you started. And if you then left
Long Hall and returned, you’d find all your work was undone.
The writing on the archway and walls is in the ineffable script of the primordial lan-
guage. Few scholars indeed are able to even hold their forms in their minds, much less
decipher their meaning. If you bear the Ineffable Words or can otherwise decipher their
meaning, you find that the writing’s message to be: “Turn back. Beyond is the Maw of
Hlad, the One Who Devours. Turn back..” The message repeats over and over, endless-
ly.
If you can read the message and willfully press on, you can reach the Long Hall’s end.
There, you find door with the message repeated once more. If you open the door, you
find yourself in a small and barren room with glass-smooth walls, ceiling, and floor.
On the floor sits a ring of black metal bands, woven in an impossible pattern. This is the
Hungering Ring of Hlad.
The Song of the Dool Trees
Lore :: Black Gates :: Bone/skulls/mummified remains + night/darkness/fear :: haz-
ards/secrets/history/location of a mysterious place :: in a tome/scroll/folio in a cypher or
long-dead language. (The place: a tree, inhabited by a spirit; fauna that serves will-
ingly.)
The writings reveal something about a type of tree, let’s call it a dool tree, and
how one can use the bones of a murderer to summon a dool. A dool is a spirit from
beyond the Black Gates that feeds on fear itself. It has no shape or substance, but
lives in shadows and darkness and can shape them to terrify its prey and gain
sustenance. It can be harnessed as a follower.
A scroll, written in a cramped hand and seemingly nonsensical script, with a series of
graph-like diagrams. It is accompanied by flute of bone (from a human arm?). If close-
ly studied, the notes reveals themselves to be a cipher and graph is perhaps the notation
for a song.
If deciphered, the notes reveal the secrets of dool trees, those bleach-white copses that
common folk instinctively avoid. These trees are haunted by spirits from beyond Death’s
Black Gates that feed on mortal fear and terror. The notes tell how such spirits can be
called by song and tempted into service, though they caution against travelling with
more than one.
When you craft the long bone of a murderer into a flute a play the proper tune among a
grove of dool trees, you can roll +CHA to Recruit one (or more) dool spirits as a follow-
er. If one agrees, it takes up residence in your flute.
Dool Spirit (group, small, stealthy, devious, planar, terrifying, amorphous)
13 HP, 2 armor
Special qualities: naught but living shadow; helpless in complete darkness
Scavengers of the spiritual realm, slipped half into this world from across the
Black Gates. They cluster around dool trees and wait for foolish mortal creatures
to pass nearby. They long to leave this meager existence and feast on more rari-
fied terrors.
Instinct To taunt, scare, and frighten.
* Gain strength and sustenance from mortals’ fear
* Sense a victim’s secret doubts and worries
* Shape sound and shadows to unnerve and frighten
* Slip silently from shadow to shadow
As a follower, a typical dool has Quality of +1, a starting Loyalty of +1, the fear-
wise and cunning tags, and a cost of “Debauchery: tasting new, exquisite fears
(the higher the loyalty, the more exceptional the fear).”
MYSTERIOUS PLACE
Where? Roll d12 twice.
—————————————————————————————————————-
1
STONETOP AND THE FLATS ● the town was built on ruins
1
The Stone
7
Titan Bones
2
The town’s cistern
8
A new place (form d4+8 and apply
3
The Old Wall
origin and theme)
4
The Ruined Tower
9-12 Some other site established during
5
The West Way
play (if none exist, reroll with a d8)
6
The Highway
—————————————————————————————————————-
2 THE GREAT WOOD ● vast and ancient and green
1
The Golden Oak
6-8
A new place (form d4+8 and apply
2
The Stream
origin and theme)
3
The barren cave
9-12 Some other site established durin
4
The grove of blood-red trees
play (if none exist, reroll with a d8)
5
The cave bear’s den
—————————————————————————————————————-
3 THE STEPLANDS ● slope beyond slope, dark with sullen trees
1
The ancient barrow mounds
6-8
A new place (form d4+8 and apply
2
Blackwater Lake
origin and theme)
3
Three-Coven Lake
9-12 Some other site established durin
4
Wyvern’s Rook
play (if none exist, reroll with a d8)
5
The cave bear’s den
| textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Artifacts _ Magic Items/Minor Arcana Generator.pdf |
The Lucky
Charm
a warlock patron
A Lucky Find..
There are many gods, demigods and spirits in this World, only a precious few
truly interested in the affairs of mortal creatures. Of them, none is more intrigued
by our lives than the ones that can change and influence our fortunes.
Sometimes they play with our fates just for the sake of easing their immortal
boredom, sometimes for ulterior motives hard for us to comprehend.
One day, you found a copper dated with you year of birth. Or maybe it was a four
leaf clover inside a glass case. A rabbit's foot. A horseshoe. A small red horn
carved from coral.
Whatever this charm was, things got better for you right away. You
started to win more often at games, find what you need when you
need it and often be at the right place at the right time.
What you noticed too is that for everyone else around you things
got worse, as if you were sapping their luck and take it for yourself
somehow.Maybe you tried to get rid of this charm, but it always
makes its way back to you.
With time, you learned to control its powers to an extent, and that's
when the charm started speaking to you. You learned that a
powerful entity is residing within, lending you their powers of taking
away people's good fates for yourself.
What will you do with these newfound powers?
Whoever is inside the charm does not seem to
care, but maybe you were chosen for a
reason…
Dungeon Masters love warlocks because
they love patrons. The spirit inside the
Lucky Charm can be anything from a
forgotten god of luck to a stray fey
creature. Are they in the charm willingly or
have they been imprisoned? Is their intent
to spread chaos, amuse themselves or use
the warlock as a way to be in the right
place at the right time so that they can
influence a very important event to come?
These are only a few prompts you can play
with if you allow your players to use this
subclass
(which
you
should!
You
downloaded this module didn’t you?).
Note for the DM
A few notes:
This warlock subclass is meant
mostly for utility (with the ability
to
swap
invocations)
and
debuff/battlefield
control
(with
the extended spell list and the
curse of bad luck).
The warlock's gamble is meant,
on top of being flavourful, to give
more than 2 spell slots in battles
so that the debuff spells are used
more freely, as players would
otherwise
gravitate
towards
damage and defense instead.
Expanded spell list:
1st
2nd
3d
4th
5th
*you can cast this spell without material components, however to do so you
have to roll a d6 to determine the damage type instead of choosing.
Chromatic Orb*, Tasha’s hideous laughter
Ray of Enfeeblement, Crown of Madness
Blink, Slow
Confusion, Compulsion
Mislead, Modify Memory
9 to 12
you can gain an amount of temporary
spell slots equal to the amount of
warlock spell slots you have left.
Temporary spell slots last until your
next long rest but can’t be regained
on a short rest and are used first.
5 to 8
you gain an amount of temporary
spell slots equal to half the amount of
warlock spell slots you have left,
rounded up. See rules for them
above.
3 or 4
On a roll of 3 or 4, you expend one
warlock spell slot. A spell slot lost this
way cannot be regained until your
next long rest.
2
On a roll of 2 you expend all your
remaining warlock spell slots. Spell
slots lost this way cannot be regained
until your next long rest.
Warlock's Gamble
Starting at 1st level, once per long
rest and as long as you still have at
least a warlock spell slot left, you
can try your luck and gain more. As
a bonus action, roll 2d6 to gain or
lose spell slots depending on the
result of the roll (see list on the
right).
Modifiers or reroll rules, such as the
hobbit’s “Luck” trait, do not apply to
this roll.
Results per roll:
Curse of Bad Luck
Starting at 1st level, you gain the ability
to place a curse of bad luck on
someone. As a bonus action, choose
one creature you can see within 30 feet
of you.
The target is cursed for 1 minute. The
curse ends early if the target dies, you
die, or you are incapacitated. Until the
curse
ends,
the
following
effects
happen:
- Each time they make an attack roll or a saving throw they roll a d4 and remove
the result from the total.
- Once per turn, as a reaction, you can remove an amount equal to your
charisma modifier from the damage they deal with one of their attacks or spells.
- If the cursed target dies, you add the result of a d4 roll to all your attack rolls
and saving throws for 1 minute.
You can't use this feature again until you finish a short or a long rest
The right tool for every job
Your patron’s fickle nature favours change, and allows you to adapt to every
situation.
Starting at 6th level, you can learn a new eldritch invocation after each long
rest. You must meet the requirements for the new eldritch invocation, and
forget an eldritch invocation you know to make space for the new one.
Forgotten invocations can be learned again.
Master of Luck Steal
Starting at 10th level, your patron grants you the ability to inflict a stronger
curse and steal more of the target’s luck for yourself.
Your curse of bad luck now uses a d6 instead of a d4 to determine the amount
to subtract to your target’s attacks and saving throws as well as the one to to
add to yours.
In addition to that, you gain the bonus d6 as soon as the curse is up, for as long
as the curse is in effect, and for up to a minute after the target dies.
Neverending Curse
Starting at 14th level, you can spread your Curse of Bad Luck from a slain
creature to another creature.
When the creature cursed by your Curse of Bad Luck dies, you can apply the
curse to a different creature you can see within 30 feet of you, provided you
aren’t incapacitated.
By the way, you can also find me here:
Mail: [email protected]
Twitter: @marcomiki
Instagram: @markasmiki
Feel free to reach out for questions, feedback or just to say hi!
I write modules for Table Top RPGs mostly out of passion and the
desire of seeing more people getting into this fantastic hobby.
Please consider leaving a review somewhere or following me on
twitter.
https://bit.ly/2nBtiuj
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
Ravenloft, the dragon ampersand, and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in
the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or
other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild.
All graphic elements of this module have been obtained through Canva.com.
All other original material in this module is copyright 2019 by Marco
Michelutto and published under the Community Content Agreement for the
Dungeon Masters Guild.
Find my other modules on the DmsGuild by following this link:
| textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Warlock/The Lucky Charm - A Warlock Patron.pdf |
INTERCEPTOR
Evil Robot Games
1
Eldred Interceptor
This fighter is built to go fast, it carries two fire linked
Gyrolasers and quality defensive systems.
ELDRED INTERCEPTOR TIER 1/2
Tiny Interceptor
Speed 12; Maneuverability perfect (+2 Piloting, turn 0)
AC 17; TL 17
HP 30; DT —; CT 6
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
Attack (Forward) 2x fire linked Gyrolasers (2d8)
Power Core Micron Heavy (70 PCU); Drift Engine none;
Systems basic computer, budget short-range sensors, mk 4
armor, mk 4 defenses; Expansion Bays none
CREW
Pilot gunnery +5, Piloting +10 (1 rank)
Interceptor History
With short range weapons and fast engines, the Eldred
Interceptor is made to close with enemy fighters and keep
them engaged until heavier fighters and warships can
arrive. As a system defense fighter it can often close with
an enemy in time to chase them off their objective.
2
Product Identity: The following items are hereby identified as Product Iden-
tity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open
Content: All trademarks, registered trademarks, proper names (characters, dei-
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Open Content: Except for material designated as Product Identity (see above),
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work other than the material designated as Open Game Content may be repro-
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OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright
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15. COPYRIGHT NOTICE
Open Game License v 1.0. © 2000, Wizards of the Coast, Inc.
Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason
Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Rad-
ney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Al-
exander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa
Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley
Schneider, Amber E. Scott, and Josh Vogt.
INTERCEPTOR
Authors •
Paul Fields and Jim Milligan
Cover Artist •
Tamas Baranya
Layout and Production •
Jim Milligan for Atomic Rocket Games
Evil Robot Games
Evilrobotgames.com
| textdata/thevault/Starfinder [multi]/3rd Party/Evil Robot/Galaxy Pirates - Eldred Interceptor.pdf |
Règles Optionnelles Pour :
La Voie du Guerrier
Quand on a peu de points de vie, il vaut mieux savoir se battre – et bien – quand le moment du combat est venu.
Nous vous proposons ici des règles optionnelles, qui devraient « booster » de façon impressionnante les
meilleurs des guerriers.
Rappel
Toute arme maîtrisée au moins au niveau
+1 permet de dévier, parer ou esquiver en
partie les coups de l’adversaire. Ainsi, en
cas de duel, si on a réussi son test, mais
moins bien que son adversaire, on retire
sa marge de réussite (MR) à celle de
l’autre. Cette règle a déjà été proposée
dans CB n° 90. Il est fortement conseillé
de l’employer
Exemple : Artus porte un coup à Bergam.
Il passe et fait une MR de 7, Bergam fait
une MR de 4. Artus touche donc Bergam.
Si Bergam ne sait pas ce battre, la MR
finale d’Arthus est de 7 ; si Bergam sait
se battre, la Mr d’Arthus passe à 3 (7-4).
Je frappe et puis je frappe …
A partir du niveau +1 dans un talent
d’arme, et en fonction de la nature de
l’arme, on peut placer plusieurs coups par
passe d’armes. Ce nombre est indiqué ci-
dessous :
Nombre d’attaques par passe d’arme
Calcul des tests
Pour chaque passe d’armes, il va falloir
ajuster le test de combat, en fonction du
nombre de coups portés et du nombre
d’adversaires. Cet ajustement est valable
pour toutes les attaques de la passe
d’armes. On applique les bonus et malus
suivants :
On donne –1 au test de combat pour
chaque attaque supplémentaire que l’on
porte (malus de –2 par exemple pour
chaque attaque si on porte 3 coups).
On donne –1 au test de combat pour
chaque adversaire qui attaque et contre
qui on veut se défendre (on ne peut pas se
défendre contre plus de trois adversaires à
la fois).
On donne +1 au test de combat pour
chaque attaque supplémentaire portée sur
le même adversaire (+3 au maximum),
qu’elle soit faite par soi-même ou par un
allié. Ce bonus n’est valable que contre
cet adversaire.
Procédure de combat
Au début de chaque passe d’armes, il faut
que chaque attaquant annonce ses
intentions. Calculez alors comme
expliqué ci-dessous les ajustements à
chaque test. Jouez ensuite les premières
attaques de chaque combattant comme
pour un combat normal, puis les
deuxièmes attaques de chacun, puis les
troisièmes, etc.
En ce qui concerne la valeur du
défenseur, la dernière valeur de son test
reste toujours valable, même s’il ne peut
riposter.
Exemple complet
Arthus
affronte
deux orques, Bobo
et Coco. Arthus sait
porter 3 coups par
passe d’arme, Bobo
2 et Coco 1.
Pour la première passe d’armes, Arthus
décide de frapper deux fois Coco (qui lui
semble plus faible) et une fois Bobo.
Bobo frappe deux fois Arthus. Et Coco
combat normalement une fois Arthus.
Les modificateurs sont :
pour Arthus : -2 contre Coco et –3 contre
Bobo (-1 : deux adversaires ; -2 : trois
attaques en tout ; +1 contre Coco : deux
attaques sur le même adversaire) ;
pour Bobo : +1 contre Arthus (-1 : deux
attaques en tout, +1 : Coco attaque aussi ;
+1 : deux attaques sur le même
adversaire) ;
pour Coco : +2 contre Arthus (Bobo porte
deux attaques contre Arthus).
Première attaque : Arthus fait une MR de
6. Bobo de 3 et Coco de 7 (il a de la
chance). Résultat : Arthus est blessé par
Coco, mais avec une MR de 1 seulement
(7-6).
Deuxième attaque : Arthus fait une MR
de 4, Bobo de 5, Coco ne refait pas de
test, mais sa valeur de 7 joue toujours.
Résultat : Arthus ne touche donc pas
Coco. Mais se fait toucher par Bobo, avec
une MR de 1 (5-4).
Troisième attaque : Arthus fait une MR
de 6. La valeur de défense de Bobo est
son dernier test soit 5. Résultat : Arthus
touche Bobo avec une MR de 1. La
première passe d’armes est terminée.
Encore plus vite ?
A partir du niveau +2 dans une arme, on
peut utiliser 1 point de Rapidité pour
porter une attaque supplémentaire.
Rappelons que l’usage de 1 EP au lieu de
1 PS permet d’avoir les avantages de
l’Energie pendant plusieurs passes
d’armes de suite.
(Source : Casus Belli)
| textdata/thevault/Simulacres [FR]/Le petit Capharnaum (Casus Belli)/LPC n_24 - La voie du guerrier.pdf |
Harm
Gear and Notes
Roles
When you mark
off your Dead box,
everyone who has a
backstory with you
gains lasting Advantage
to destroy or overcome
whatever killed you.
Add 1 to the Quality of a group of Followers when you
Zoom In.
The Prodigy
Flustered
Wrung by the neck
(-1 to Steel and Force)
Out of your league
(-1 to Sway and Lore)
Dead
Name:
You’re not just a kid, they say. They watch your evolution with awe… and hope. You are a treasure of the next
world, something new and beautiful. And you’re still just a kid.
Stats
Choose one:
Force -2, Lore 1, Steel 0, Sway 2
Force -2, Lore 1, Steel -1, Sway 2
Force -2, Lore 0, Steel 1, Sway 1
Looks
Masculine, feminine, ambiguous,
concealed
Serious face, pixie face, serene face,
painted face
Large
glasses,
playful
eyes,
mysterious eyes, kind eyes
Chubby body, stout body, skinny
body, awkward body
Backstory
Read these out and ask for
volunteers:
knows more about my
origins than I do!
is my foster parent.
My best friend is
’s
child.
Trigger one at character creation.
Leader: Mark when you gather other children of
the next world. The GM will give you two options of
where your fate must lead, pick one.
Agent: Mark when you accept a test of the limits
of your powers. The GM will pit you against two
terrifying foes; pick one.
Rebel: Mark when you have a vision of the next
world. Say if it’s your people or your leaders that
aren’t ready for the transition. The GM says what it’ll
take to prepare them.
Outsider: Mark when you run away from home.
Name a treasure of the next world fate will lead you
to. The GM will tell us about the dark forces that are
hunting you both.
When you change roles, add 1 to a stat or pick a new move. If
you mark all roles, retire to safety and trigger as much of your
Death move as you wish.
Force
Lore
Steel
Sway
Prodigy Moves Pick one:
n Unnatu rally Brig ht
Decide if your intellect shines through your mistimed
high-spirits, unflappable severity, intense empathy, or
something else. When you have a moment to study a foe,
tell your allies what you are ready to sacrifice:
Ń The best thing about this
place.
Ń Precious time.
Ń Some of your innocence.
Ń An important alliance.
And what you are set to control:
Ń The harm the foe can inflict.
Ń When the foe will strike.
Ń Where the foe will strike.
Roll +Lore. On a hit the plan comes through. On a 7-9, your
allies chose another thing you must sacrifice.
The Next S tep
When you unleash your psychic powers, roll +Sway. Say
what you are trying to do:
Ń Save your loved one.
Ń Banish a monster.
Ń Soothe a wound of the
world.
Also pick what you’re ready to sacrifice to get it done. On
a hit, you do it. On a 7-9, the GM picks something else you
must sacrifice.
A Sign of the Next World
You can see flashes of the future. When another
character marks a new Role, you can provide the story
details normally contributed by the GM. When you first
witness a Wonder being built, you can forbid everyone
from picking one of its Trials, or pick a Fortune that will
come to pass, and a Family who will gain the Fortune in
addition to the results of their roll.
A T reasu red Icon
Choose who believes you can save the future:
Your parents or older
siblings.
Friends you grew up
with.
An order sworn to
protect the next world.
Another treasure,
inhuman but beautiful.
They are 2 Quality Followers, with 5-loyalty. When you
would take harm or reduce their quality, you can spend
1-loyalty instead. When you spend some quality time with
them, recover 1-loyalty. If they reach 0 loyalty, they have
sacrificed themselves so you may live - you’ll have to find
new companions from the list above.
Heir to the Futu re
When you open your mind in a place of power, burn 1-Data
to add one of the following in the scene:
Ń A hidden treasure from the past
Ń A key to the future
Ń A sign of the next world, source of solace and beauty.
A Swif tly Tilting Past
When you peer into the past of a historical site, say where
you and your companions are transported:
Ń The moment its denizens met their end.
Ń The moment its power’s terrible price was paid.
Ń The origin of a menace.
Each of you inhabits a Quick Character who was there at
the moment. The vision ends when one of you triggers
their Death move. When you return you each gain 1-Data,
but take 1-Harm for each character who died. You pick a
Surplus that you now know how to find in the ruins.
In heritance
Get an Inheritance move from your Family:
| textdata/thevault/Powered by the Apocalypse/Legacy/Legacy 2e/KS Material/Playbooks/Legacy - Life Among The Ruins (2nd Edition) - Playbook - The Prodigy.pdf |
1
5 Fireball Feats
#1 With a bullet Point
One Idea. One Full Clip. Still One Dollar.
Sometimes rules supplements read like the world-setting bible of frustrated novelists.
While solid world-building is a useful skill, you don’t always need four paragraphs
of flavor text to tell you swords are cool, magic is power, shadows are
scary, and orcs are savage. Sometimes a GM doesn’t have time to slog
through a page of history for every magic weapon. Sometimes all that’s
needed are a few cool ideas, with just enough information to use them
in a game. Sometimes, all you need are bullet points.
#1 With A Bullet Point is a line of very short, cheap
PDFs each of which gives the bare bones of a set of related
options. It may be five spells, six feats, eight magic weapon
special abilities, or any other short set of related rules we
can cram into about a page. Short and simple, these PDFs
are for GMs and players who know how to integrate new
ideas into their campaigns without any hand-holding, and
just need fresh ideas and the rules to support them. No
in-character fiction setting the game world. No charts and
tables. No sidebars of explanations and optional rules. Just
one sentence of explanation for the High Concept of the
PDF, then bullet points.
2
The High Concept: Feats that
allow spellcasters using the classic
and venerable fireball spell (and other
evocations with similar traits) to have as
many options as characters who use feats
to focus on skills or combat maneuvers.
EnvironmEntal EffEcts
Your fireball creates secondary effects
depending on the environment in which you
cast it.
Prerequisites: Spell Focus (evocation),
Spell Focus (transmutation), ability to cast
fireball.
Benefit: When you cast fireball, or another
evocation (fire) spell with a defined area
(rather than an effect or targets), if one of
the materials listed below fills a volume
within the spell’s area that is at least equal
to a 5-foot-cube, you may have the spell act
in the manner listed in the appropriate entry
below. The material need not be in a single
mass – if you cast a fireball in a forest and the
GM rules the shrubbery and trees within its
area add up to a total of 5-foot-cube, you may
call upon the effects listed with wood/plants,
below.
Dirt/Earth/Stone: The spell’s area fills
with noxious gases as the earth is vaporized.
Targets that fail their saving throw against
the spell must make a Fortitude save against
the same DC. If they fail this save, they are
sickened and lose the ability to smell for a
number of rounds equal to half the spell’s
level (minimum 1 round).
Ice/Water: The spell’s area is filled with
superheated steam, able to both burn and
melt as fire, but also dousing fires within its
area. Against most creatures and targets the
spell deals fire damage, but against creatures
of the fire type, the wet steam counts as cold
damage.
Metal: Part of the fire energy from the spell
superheats the metal in the area. Because some
fire energy is used to heat the metal, it deals
1 less point of damage per die. The lingering
heat causes the spell’s area to continue to deal
heat damage (at the beginning of your turn)
to all creatures in it. The heat damage is equal
to 1 hp per 2 dice of the original spell, and it
continues to radiate for 1 round per level of
the spell.
Wood/Plants: The spell’s area is filled with
brightly burning plant material. Targets
within the area that fail a save against the
spell are dazzled for a number of rounds
equal to the spell’s level.
comEtstrikE
Your fireball is a churning, comet-like
sphere of destruction that burns everything
in its path.
Prerequisites: Ability to cast fireball,
ability to cast an evocation spell with an area
defined as a line.
Benefit: When you cast fireball (or other
evocation spell with a medium or greater range
and a defined area of a 20-ft.-radius-spread),
you can change the spell so it forms a 5-foot-
diameter streaking comet of energy. The
spell’s area becomes a line up to short range
(25 ft. +5 ft/2 levels) that ends in an explosion
with a 10-ft.-radius spread. The comet streaks
past any object in the line less than 5-feet in
diameter (damaging it normally), preventing
the premature detonation a typical fireball
suffers when striking such an object. Larger
objects simply stop the Cometstrike, without
causing a detonation.
fiEry Wrath
Your fire spells can be directed by fire
elementals you have summoned.
Prerequisites: Ability to cast fireball,
ability to summon a fire elemental.
Benefit: When you cast a fireball – or
another evocation (fire) spell with a defined
area (rather than an effect or targets) – into an
area that includes a fire elemental you have
summoned, the fire elemental can control the
flames of your spell. You may decide what
targets (creatures & objects) are affected by
your fireball, allowing allies and objects you
do not wish to harm to be totally unaffected
by the spell. If the fire elemental is damaged,
it is also healed for 1 hp per level of evocation
(fire) spell used. (If you have multiple fire
elementals in the spell’s area, you select one
to be healed.)
implosion
Your fireball can suck foes into the center
of its area.
Prerequisites: Ability to cast fireball,
ability to cast a force spell.
Benefit: When you cast fireball (or other
evocation spell with a medium or greater
range and a defined area of a 20-ft.-radius-
spread or larger radius), you can change
the spell so it is a flash detonation, burning
away all the air in its area, and causing a
rushing of air to be sucked toward the center
of the explosion. Because of the quick flash
detonation, the spell deals 1 less hp of damage
3
per die. You make a special drag* combat
maneuver against all creatures completely
engulfed in the explosion (making one
roll, and comparing it to the CMD of each
target), with a CMB of (caster level + spell
level). Creatures only partially within the
area of the spell take damage normally, but
are immune to the drag maneuver. Targets
effected by the drag maneuver are pulled
toward the center of the explosion. If 2 or
more creatures are pulled to the center of
the spell, they are knocked prone.
Performing this special push maneuver
does not provoke attack of opportunity,
thought casting the evocation spell does
unless it is cast defensively.
*Combat maneuver found in the
Advanced Player’s Guide.
shockWavE
Your fireball can blow foes away from
the center of its area.
Prerequisites: Ability to cast fireball,
ability to cast a force spell.
Benefit: When you cast fireball (or other
evocation spell with a medium or greater
range and a defined area of a 20-ft.-radius-
spread or larger radius), you can change the
spell so some of its force is used to create an
outwardly-pushing shockwave. Because
of the force devoted to the shockwave,
the spell deals 1 less hp of damage per
die. You make a special bull rush combat
maneuver against all creatures at least
partially within the explosion (making one
roll, and comparing it to the CMD of each
target), with a CMB of (caster level + spell
level). If the evocation spell cast is 3rd
level or less, the bull rush affects targets
of Larger or smaller size. If the evocation
spell is 4th to 6th level, it can also affect
Huge targets, and if it is 7th level or higher
it can also affect Gargantuan targets.
Targets effected by the bull rush
maneuver are shoved away from the
center of the explosion.
Performing this special bull rush
maneuver does not provoke attack of
opportunity, thought casting the evocation
spell does unless it is cast defensively.
4
4
We err on the side oF aWesome!
For more information about Super Genius Games and our upcoming products, follow us on
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Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://
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DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld Creations (OWC) company names and logos; the “#1 With a Bullet Point: 5 Fireball Feats” name and logo; all artwork, backgrounds, and logos; all trade dress, and graphic design elements.
DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as described in Section 1(d) of
the License.
OPEN GAME LICENSE Version 1.0a
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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
#1 With a Bullet Point: 5 Fireball Feats. © 2012, Super Genius Games. Author: Owen K.C. Stephens
Designer:
Owen K.C. Stephens
Proofreader:
The Geniuses
Art:
Redpeggy, Larry Elmore, Shaman Stockart
Creative Director:
Stan!
Graphic Design and Typesetting:
R. Hyrum Savage and Lj Stephens
Produced By:
Super Genius Games
www.supergeniusgames.com
Contents ©2012 Owen K.C. Stephens
Used with permission.
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Bulletpoints/#1 with a Bullet Point - 5 Fireball Feats.pdf |
1
WARHAMMER 40,000 – INDEX: IMPERIUM 1
WARHAMMER 40,000
INDEX: IMPERIUM 1
Official Update Version 1.2
Although we strive to ensure that our rules are perfect,
sometimes mistakes do creep in, or the intent of a rule
isn’t as clear as it might be. These documents collect
amendments to the rules and present our responses to
players’ frequently asked questions. As they’re updated
regularly, each has a version number; when changes
are made, the version number will be updated, and any
changes from the previous version will be highlighted
in magenta. Where a version number has a letter,
e.g. 1.1a, this means it has had a local update, only in
that language, to clarify a translation issue or other
minor correction.
ERRATA
Pages 12 and 208 – Wrist-mounted grenade launcher
Change the AP value to read ‘-1’.
Page 26 – Company Veterans, Wargear Options
Change the second bullet point to read:
‘• Any model may replace their bolt pistol with a
storm shield or an item from the Melee Weapons or
Pistols lists.’
Page 29 – Scout Squad, Concealed Positions
Change this ability to read:
‘Concealed Positions: When you set up this unit during
deployment, it can be set up anywhere on the battlefield
that is more than 9" from the enemy deployment zone
and any enemy models.’
Pages 34, 42, 124 and 207 – Melta bomb
Change the Abilities text to read:
‘You can re-roll failed wound rolls for this weapon if the
target is a Vehicle.’
Pages 40, 41 and 207 – Grenade harness
Change the AP value to read ‘-1’.
Page 42 – Assault Squad, Wargear Options
Change the first and second bullet points to read:
‘• The Space Marine Sergeant may replace his bolt pistol
and chainsword with two items from the Melee Weapons
and/or Pistols lists.’
Page 43 – Inceptor Squad
Change the Crushing Charge rule to read:
‘Roll a D6 each time a model from this unit finishes
a charge move within 1" of an enemy unit; on a 6, the
enemy unit suffers a mortal wound.’
Pages 48 and 208 – Twin heavy flamer
Change the Type to read ‘Heavy 2D6’.
Page 56 – Stalker, Damage Table
Change the third value under ‘Remaining W’ to
read ‘1-2’.
Page 78 – Chaplain Grimaldus, Unmatched Zeal
Change the first sentence of this ability to read:
‘If you roll a hit roll of 6+ in the Fight phase for a model
in a friendly Black Templars unit that is within 6" of
Chaplain Grimaldus, that model can immediately make
another close combat attack using the same weapon.’
Page 87 – Damned Legionnaires, Abilities
Add the following ability:
‘Saviours From Beyond: As long as your Warlord is
from the Imperium, you can include this unit in a
Vanguard Detachment even if that Detachment contains
no HQ units. However, if you do so, that Detachment’s
Command Benefits are changed to ‘None’.’
Page 89 – Wargear
Add the following before the final paragraph:
‘Models in Assault Squads that have the option for a
plasma pistol may instead take a hand flamer or an
inferno pistol (replacing their bolt pistol) and those
that have the option for a flamer may instead take a
meltagun or plasma gun (replacing their bolt pistol
and chainsword).’
Page 90 – Commander Dante, Chapter Master
Change this ability to read:
‘You can re-roll failed hit rolls for friendly Blood
Angels units within 6" of Commander Dante.’
Page 95 – Sanguinary Priest on Bike, Abilities
Add the following ability:
‘Turbo-boost: When this model Advances, add 6" to its
Move characteristic for that Movement phase instead of
rolling a dice.’
Page 96 – Brother Corbulo, The Red Grail
Change the second sentence of this ability to read:
‘In addition, each time you make a hit roll of 6+ in the
Fight phase for a model in a friendly Blood Angels
unit that is within 6" of Brother Corbulo, that model can
immediately make another close combat attack using the
same weapon.’
2
WARHAMMER 40,000 – INDEX: IMPERIUM 1
Page 103 – Baal Predator
Change the Flamestorm cannon’s Type to read
‘Heavy D6’.
Add the following to the wargear options:
‘• This model may take a hunter-killer missile.
• This model may take a storm bolter.’
Page 107 – Dark Angels Chapter
Add the following to the third footnote:
‘In addition, one Space Marine Veteran in the unit may
take an item from the Heavy Weapons list.’
Pages 111, 112, 113 – Aura of Dread
Change this ability in all instances to read:
‘Units within 6" of any enemy Interrogator-
Chaplains must subtract 1 from their
Leadership characteristic.’
Page 113 – Interrogator-Chaplain on Bike, Abilities
Add the following ability:
‘Turbo-boost: When this model Advances, add 6" to its
Move characteristic for that Movement phase instead of
rolling a dice.’
Page 116 – Deathwing Terminators, Wargear Options
Change the third bullet point to read:
‘• For every five models in the squad, one Deathwing
Terminator may either take a cyclone missile launcher,
or replace his storm bolter with a plasma cannon or
an item from the Terminator Heavy Weapons list.’
Page 120 and 121 – Ravenwing Attack Bike
Change the Attacks characteristic to read ‘2’.
Page 122 – Ravenwing Darkshroud, Icon of Old Caliban
Change this to read:
‘Icon of Old Caliban: Your opponent must subtract 1
from any hit rolls they make for shooting attacks that
target friendly Dark Angels units within 6" of any
friendly Ravenwing Darkshrouds.’
Page 126 – Fortress of Redemption, twin Icarus
lascannon (and page 215)
Change the Type to ‘Heavy 2’
Page 130 – Space Wolves Chapter
Add ‘Company Ancient’ to the list of Space Marine units
that can be from the Space Wolves Chapter.
Page 131 – Space Wolves Army List, Wargear
Add the following sentence:
‘Space Wolves Characters that can take items from
the ‘Combi-weapons’, ‘Melee Weapons’ and/or ‘Terminator
Melee Weapons’ lists instead take items from the ‘Space
Wolves Combi-weapons’, ‘Space Wolves Melee Weapons’
and/or ‘Space Wolves Terminator Melee Weapons’ lists
as appropriate.’
Page 133 – Wolf Lord on Thunderwolf
Change the wargear options to read:
‘• This model may replace its chainsword with a plasma
pistol, storm shield or an item from the Space Wolves
Melee Weapons list.
• This model may replace its bolt pistol with a boltgun,
plasma pistol or an item from the Space Wolves
Combi-weapons or Space Wolves Melee Weapons lists.’
Page 144 – Wolf Guard Battle Leader
Change the first two wargear options to read:
‘• This model may replace its chainsword with a plasma
pistol, storm shield or an item from the Space Wolves
Melee Weapons list.
• This model may replace its bolt pistol with a boltgun,
plasma pistol or an item from the Space Wolves
Combi-weapons or Space Wolves Melee Weapons lists.’
Page 145 – Wolf Guard Battle Leader on Bike
Change the wargear options to read:
‘• This model may replace its chainsword with a plasma
pistol, storm shield or an item from the Space Wolves
Melee Weapons list.
• This model may replace its bolt pistol with a boltgun,
plasma pistol or an item from the Space Wolves
Combi-weapons or Space Wolves Melee Weapons lists.’
Page 145 – Wolf Guard Battle Leader in
Terminator Armour
Change the wargear options to read:
‘• This model may replace its power sword with a storm
shield or an item from the Space Wolves Terminator
Melee Weapons list.
• This model may replace its storm bolter with an item
from the Space Wolves Combi-weapons or Space Wolves
Terminator Melee Weapons lists.’
Page 146 – Wolf Guard Battle Leader on Thunderwolf
Change the wargear options to read:
‘• This model may replace its chainsword with a plasma
pistol, storm shield or an item from the Space Wolves
Melee Weapons list.
• This model may replace its bolt pistol with a boltgun,
plasma pistol or an item from the Space Wolves
Combi-weapons or Space Wolves Melee Weapons lists.’
3
WARHAMMER 40,000 – INDEX: IMPERIUM 1
Pages 148 – Blood Claws, Wargear Options
Change the fourth bullet point to read:
‘• The Wolf Guard Pack Leader may replace his
chainsword with a plasma pistol, storm shield or an
item from the Space Wolves Melee Weapons list; he may
also replace his bolt pistol with a plasma pistol or
an item from the Space Wolves Melee Weapons or Space
Wolves Combi-weapons lists.’
Change the fifth bullet point to read:
‘• The Wolf Guard Pack Leader in Terminator Armour
may replace his power sword with a storm shield or an
item from the Space Wolves Terminator Melee Weapons
list; he may also replace his storm bolter with an item
from the Space Wolves Terminator Melee Weapons or Space
Wolves Combi-weapons lists.’
Pages 148, 150 and 167 – Blood Claws, Grey Hunters
and Long Fangs
Add the following ability to each of these datasheets:
‘Mixed Unit: For the purposes of determining
what models a vehicle can transport, Wolf Guard
Pack Leaders in Terminator Armour have the
Terminator keyword.’
Pages 150 – Grey Hunters, Wargear Options
Change the sixth bullet point to read:
‘• The Wolf Guard Pack Leader may replace his
chainsword with a plasma pistol, storm shield or an
item from the Space Wolves Melee Weapons list; he may
also replace his bolt pistol with a plasma pistol or
an item from the Space Wolves Melee Weapons or Space
Wolves Combi-weapons lists.’
Change the seventh bullet point to read:
‘• The Wolf Guard Pack Leader in Terminator Armour
may replace his power sword with a storm shield or an
item from the Space Wolves Terminator Melee Weapons
list; he may also replace his storm bolter with an item
from the Space Wolves Terminator Melee Weapons or Space
Wolves Combi-weapons lists.’
Pages 151, 152 and 153 – Iron Priest, Iron Priest on Bike
and Iron Priest on Thunderwolf, Keywords
Add ‘Techmarine’.
Pages 151, 152, 153 and 219 – Tempest Hammer
Add the following to the abilities text:
‘When attacking with this weapon, you must subtract 1
from the hit roll.’
Page 154 – Wolf Scouts
Change the final bullet point to read:
‘• The Wolf Guard Pack Leader may replace his boltgun
with a plasma pistol, storm shield or an item from
the Space Wolves Melee Weapons or Space Wolves Combi-
weapons lists; he may also replace his bolt pistol with a
plasma pistol, storm shield or an item from the Space
Wolves Melee Weapons list.’
Page 155 – Wulfen, Curse of the Wulfen (Kill)
Change this ability to read:
‘You can make 1 additional attack for models in Space
Wolves Infantry, Biker and Cavalry units that are
within 6" of any friendly unit with this ability when they
make their attacks in the Fight phase. The range of this
ability is doubled to 12" for Blood Claws units. Units
of Wulfen are never affected by this ability, nor are units
that made a charge while within range of the Curse of
the Wulfen (Hunt) ability earlier in the turn.’
Pages 156 – Lone Wolf, Wargear Options
Change the wargear options to read:
‘• This model may replace its chainsword with a plasma
pistol, storm shield or an item from the Space Wolves
Melee Weapons list.
• This model may replace its bolt pistol with a plasma
pistol or an item from the Space Wolves Melee Weapons or
Space Wolves Combi-weapons lists.’
Pages 157 – Lone Wolf in Terminator Armour,
Wargear Options
Change the wargear options to read:
‘• This model may replace its power sword with a storm
shield or an item from the Space Wolves Terminator
Melee Weapons list.
• This model may replace its storm bolter with an item
from the Space Wolves Terminator Melee Weapons or Space
Wolves Combi-weapons lists.’
Page 158 – Wolf Guard, Wargear Options
Replace the first three wargear options with
the following:
‘• Any model may replace its boltgun with a plasma
pistol, storm shield or an item from the Space Wolves
Melee Weapons or Space Wolves Combi-weapons lists; it
may also replace its bolt pistol with a plasma pistol,
storm shield or an item from the Space Wolves Melee
Weapons list.’
Page 159 – Wolf Guard on Bikes, Wargear Options
Change the wargear options to read:
‘• Any model may replace its chainsword with a
plasma pistol, storm shield or an item from the
Space Wolves Melee Weapons list; it may also replace its
bolt pistol with a boltgun, plasma pistol, or an item
from the Space Wolves Melee Weapons or Space Wolves
Combi-weapons lists.’
Page 159 – Arjac Rockfist, Champion of the Kingsguard
Change the second sentence to read:
‘In addition, add 1 to the Attacks characteristic of all
friendly Wolf Guard units whilst they are within 6" of
Arjac Rockfist.’
4
WARHAMMER 40,000 – INDEX: IMPERIUM 1
Page 160 – Wolf Guard in Terminator Armour,
Wargear Options
Change the first two wargear options to read:
‘• Any model may replace its power fist or power sword
with a storm shield or an item from the Space Wolves
Terminator Melee Weapons list.
• Any model may replace its storm bolter with an item
from the Space Wolves Combi-weapons or Space Wolves
Terminator Melee Weapons lists.’
Page 161 – Swiftclaws, Wargear Options
Change the fourth wargear option to read:
‘• The Wolf Guard Bike Leader may replace his bolt
pistol with a plasma pistol, storm shield or an item
from the Space Wolves Melee Weapons or Space Wolves
Combi-weapons lists.’
Page 164 – Thunderwolf Cavalry, Wargear Options
Change the wargear options to read:
‘• Any model may replace its chainsword with a
storm shield or an item from the Space Wolves Melee
Weapons list.
• Any model may replace its bolt pistol with a boltgun,
plasma pistol or an item from the Space Wolves Melee
Weapons list.’
Page 165 – Skyclaws, Wargear Options
Change the first bullet point to read:
‘• Up to two Skyclaws or up to one Skyclaw and the
Skyclaw Pack Leader may replace their bolt pistol with
a plasma pistol or an item from the Space Wolves Special
Weapons list.’
Change the third bullet point to read:
‘• The Wolf Guard Sky Leader may replace his
chainsword with a plasma pistol, storm shield or an
item from the Space Wolves Melee Weapons list; he may
also replace his bolt pistol with a plasma pistol or
an item from the Space Wolves Melee Weapons or Space
Wolves Combi-weapons lists.’
Pages 167 – Long Fangs, Wargear Options
Change the fourth bullet point to read:
‘• The Wolf Guard Pack Leader may replace his
chainsword with a plasma pistol, storm shield or an
item from the Space Wolves Melee Weapons list; he may
also replace his bolt pistol with a plasma pistol or
an item from the Space Wolves Melee Weapons or Space
Wolves Combi-weapons lists.’
Change the fifth bullet point to read:
‘• The Wolf Guard Pack Leader in Terminator Armour
may replace his power sword with a storm shield or an
item from the Space Wolves Terminator Melee Weapons
list; he may also replace his storm bolter with an item
from the Space Wolves Terminator Melee Weapons, Space
Wolves Combi-weapons or Terminator Heavy Weapons lists.’
Page 171 – Deathwatch Dreadnought Heavy Weapons
Change the third bullet point to read:
‘• Heavy plasma cannon’
Page 173 – Deathwatch Kill Team, Wargear Options
Change the second bullet point to read:
‘• Up to 4 Deathwatch Veterans may each replace all of
their weapons with frag grenades, krak grenades and
an item from the Deathwatch Heavy Weapons list.’
Change the third bullet point to read:
‘• Any Deathwatch Veteran may replace all of their
weapons with frag grenades, krak grenades and a
heavy thunder hammer (pg 221).’
Page 173 – Deathwatch Kill Team, Abilities
Change the last sentence of the Mixed Unit rule to read:
‘For the purposes of determining what models a vehicle
can transport, Terminators have the Terminator
keyword, Bikers do not have the Infantry keyword, and
instead have the Biker keyword and Vanguard Veterans
have the Jump Pack keyword.’
Change the Vanguard Strike rule to read:
‘Vanguard Veterans can move across models and terrain
as if they were not there. In addition, when a Deathwatch
Kill Team that includes any Vanguard Veterans Falls
Back, it can shoot later that turn as if it could Fly.’
Page 174 – Deathwatch Terminators
Change the Crux Terminatus rule to read:
‘Models in this unit have a 5+ invulnerable save.’
Page 177 – Corvus Blackstar, Infernum halo-launcher
Change this ability to read:
‘You can re-roll save rolls of 1 for this model if it is
equipped with an infernum halo-launcher and it has the
Supersonic ability.’
Page 177 – Corvus Blackstar, Transport
Add the following sentence:
‘It cannot transport Primaris models.’
Page 203 – Space Marine Points Values, Lords of War
Add the following text beneath ‘Points Per Model’:
‘(Including Wargear)’
Page 204 – Space Marine Points Values, Other Wargear
Add the following line:
‘Ironclad assault launchers | 5’
Page 215 – Blacksword missile launcher
Change the Type to read ‘Heavy 1’.
Page 216 – Space Wolves Points Values
Change Ragnar Blackmane’s entry to read:
‘Ragnar Blackmane | 1 | 141
- Svangir and Ulfgir | 0-2 | 9’
5
WARHAMMER 40,000 – INDEX: IMPERIUM 1
Page 217 – Space Wolves Points Values, Melee Weapons
Change the points per weapon value of ‘Wolf claw
(single/pair)’ to read ‘10/14’
Page 219 – Glacius
Change the ability to read:
‘If a model suffers any unsaved wounds from this
weapon but is not slain, roll a D6; on a 6, the target
suffers a mortal wound.’
Page 220 – Units table
Change the models per unit value for Deathwatch Bikers
to read ‘3-6’.
Change the models per unit value for Deathwatch
Terminators to read ‘5-10’.
Change the models per unit value for Deathwatch
Vanguard Veterans to read ‘5-10’.
FAQs
SPACE MARINES
Q: The points values for certain units is different in Index:
Imperium 1 to the Dark Imperium Primaris Space Marines
booklet? Which should I use?
A: Use the values printed in the Index book.
Q: If I use the Might of Heroes psychic power to bolster the
Toughness characteristic of a model in a unit, which Toughness
characteristic should be used if my opponent subsequently shoots
the unit whilst the psychic power is still in effect?
A: In this case, use the Toughness characteristic of the
majority of the models in the unit when the enemy
makes wound rolls against it. If there is no majority, you
may choose which of the values is used.
Q: If a model flees from an Adeptus Astartes unit, can an
Apothecary use its narthecium to return a model to the unit?
A: No, the narthecium can only be used to return slain
models to a unit.
Q: Is the cost of the combat shield included in the Company
Champion and Company Champion on Bike’s points?
A: No. This (and all similar ‘other wargear’ found in the
points values section) must be paid for in the same way
as a model’s weapons.
Q: Is a Razorback firing a twin plasma gun destroyed if you
roll a 1 to hit?
A: Yes.
ULTRAMARINES
Q: Does Roboute Guilliman’s ability to return to the battle
via the Armour of Fate require the controlling player to have
reinforcement points for it?
A: No.
Q: If Sergeant Chronus is commanding a vehicle which is
reduced below half its starting number of wounds, do I continue
to use Chronus’ Ballistic Skill of 2+ or does it degrade in line
with the vehicle’s damage table (Ballistic Skill usually worsens
as the vehicle suffers damage)?
A: The vehicle continues to use Chronus’ Ballistic Skill
of 2+.
BLOOD ANGELS
Q: When Astorath uses his Mass of Doom ability, do you roll
one D6 and apply that result to all affected units, or do you roll
for each unit separately?
A: Roll for each unit separately.
Q: Are the +1 Strength boosts from the Blood Chalice and Red
Grail abilities cumulative, for a total of +2 Strength?
A: No. It’s only +1 Strength, even if the unit is within
range of both these abilities.
SPACE WOLVES
Q: Can Svangir and Ulfgir embark on a transport?
A: Yes. Treat these models as if they were Space Wolves
Infantry for all rules purposes.
GREY KNIGHTS
Q: If a unit of Purifiers manifest the Smite psychic power whilst
within range of a Brother-Captain’s Psychic Locus ability, what
is the range of the resulting ‘cleansing flame’?
A: 6".
| textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/5) FAQs/2018 FAQs/40k 8e - index imperium 1 en-1.pdf |
Character Concept and Classes
Bullet Points
Character Concept and Classes
By Owen K.C. Stephens
Welcome to the latest installment of Bullet Points. I'm Owen K.C. Stephens, writer of a lot of Star Wars
Roleplaying Game material and a contributor to the recently announced d20 Cyberscape book, as well as some
d20 Modern projects as yet unannounced.It's my job to answer your questions about the game, offer advice on
tricky rules issues, and give you a little peek into the design philosophy of the game.
Every two weeks I pick an issue that's provoked a lot of questions or comments, begin with a general discussion
of the topic where applicable, and then answer specific questions related to it. If the mailbox contains any
unrelated but pressing questions, I might tackle them at the end of the column, but only if I have room and they
can't wait for an appropriately themed column.
Character Concept and Classes
Rather than address a series of specific questions in this installment, I want to talk about a set of related ideas
touched upon in a number of recent questions. In particular, I've received numerous questions about creating
specific starting occupations to represent unusual backgrounds, using advanced and prestige classes specific to
one d20 Modern setting in others, what to do after completing an advanced class, whether various advanced
classes can be used to describe a broad range of character types, and how to build various popular heroic
archetypes using the rules as written. In short, players and GMs want to know what occupations, classes, and
backgrounds they can use to create their specific character concepts.
Character Concept
A character concept is just as important as class or starting occupation, but it has no separate identity in terms of
game mechanics. At its simplest, a character concept may be exactly the same as the character's starting
occupation and classes. A Strong hero with the military starting occupation and the Soldier advanced class is
obviously a dedicated soldier trained by some military group. Keeping a character concept this simple is perfectly
fine, and a lot of people prefer not to put any additional thought into their characters. Since the focus of the d20
Modern game is action, knowing that a character is a Soldier is enough -- it doesn't really matter whether he was
an Army grunt, a Navy SEAL, a paratrooper, or a Marine tank commander.
However, a player who does want to go into more detail should remember that the names of the starting
occupations and classes are guidelines and descriptors, not hard rules about how the classes can be used. So if
you have a character concept for an extreme sports star and you believe the Daredevil advanced class is a good
match for it, don't give up on the idea just because the class description doesn't specifically mention extreme
sports players.
Similarly, just because your character takes a few levels of Smart hero doesn't automatically mean that casual
observers think of him as smart. In fact, it can be very useful to take a few levels of a basic class that shores up a
character's apparent weaknesses. So an overweight, middle-aged, glasses-wearing character might decide to
take a level or two of Fast hero to help overcome his natural slowness -- but people won't necessarily think of
Character Concept and Classes
him as an agile acrobat just because he has done so.
Even so, you may find that no class is a good match for the particular character concept you have in mind. If you
want to play a military doctor, a construction worker, a novelist, or a retired car mechanic, you just aren't going to
find any one class that does a good job of describing that character -- even if you take some liberties with class
names and the definitions of class abilities. For concepts such as these, you have to build the character carefully
by choosing appropriate skills and feats -- and possibly even combining multiple classes. More about that
technique in a moment.
Ask the GM First, Not Last
For a variety of reasons, it's a good idea to run this kind of character concept past the GM before you do a lot of
work on it. First of all, a concept that is difficult to build may not be appropriate for the GM's campaign. Playing a
novelist is all well and good, but unless it's a crusading, investigative novelist, the character may have little
reason to get involved in adventures and not much to offer a group even if she does. So be sure to outline what
you see the character doing during an adventure in clear terms for the GM. A novelist who's looking for a
hundred hours of peace and quiet that she can spend at her typewriter is different from one who cranks out
articles about modern mercenaries and compares the performance of various firearms. So let your GM know
what you have in mind.
Second, the GM is more likely to allow an unusual combination of classes and feats if he knows in advance why
you want them. A player who wants to take levels in the Soldier and Field Medic advanced classes may seem to
be trying to min/max a character's effectiveness, but the combination makes more sense if the GM knows the
character is supposed to be a Navy corpsman. In the same vein, the GM may be aware of an advanced class or
feat that matches the concept well but isn't in any books used in the campaign. For example, in a globetrotting
campaign focused on modern investigation and intrigue, you might want to play a diplomat who keeps an eye on
the other characters for an international government organization. So while the GM isn't allowing the use of the
d20 Future supplement for the most part, he might decide that the Ambassador advanced class matches the
character concept and is acceptable in the game.
What to Allow
When considering material from other books for use in his campaign, a GM must think about numerous factors.
First and foremost, does the new material feel like it belongs in the game? For example, suppose the GM has
envisioned a campaign similar to Shadow Chasers, but set just a bit in the future. The theme of the campaign is
that extraordinary human heroes battle evil forces that most people don't believe exist. Magic is real, but
dangerous. Many players would immediately want permission to use material from the Urban Arcana Campaign
Setting -- including the Mage advanced class and the drow race -- in such a campaign. But the GM resists
because such concepts don't match his idea of human heroes shunning magic as too dangerous to trust. He is,
however, willing to allow classes such as the Archaic Weaponmaster, the Shadow Hunter, and the
Swashbuckler, since they match the feel of the campaign.
The next question the GM should ask is whether a class grants powers that no other character can get. For
example, in the near-future Shadow Chasers campaign mentioned above, the GMs limits the players to abilities
that can be duplicated with skills or technology. Thus if a new player wanted to make a psychic character using
the Battle Mind advanced class, the GM would have to consider the request carefully. Even though it doesn't use
magic, the Battle Mind advanced class does give the character access to powers that no one else can match.
That aspect of the class may not be unbalancing, but it's likely to breed resentment among the other players --
especially if they didn't know that the use of psionics was an option.
Character Concept and Classes
On the other hand, if a player wants to use the Helix Warrior advanced class from the d20 Future supplement to
create an expert martial artist trained to perfect her body, he's exploring a concept much closer to what's already
been allowed. The only really unusual power the Helix Warrior gains is darkvision, and that can be duplicated
with technology in one form or another. The GM is still well within his rights to refuse in this case, but the Helix
Warrior is less likely to create an imbalance or generate hard feelings among other players than the Battle Mind.
Piecing Together a Character Concept
When you find that no allowed class matches your character concept very well, step back and consider what a
judicious selection of skills and feats -- or even multiclassing -- can do for you. This method also works well when
you've exhausted all the levels available in an advanced class and don't know where to go next.
To use this method, consider what kinds of abilities you want for your character, then try to match that list in any
way you can. For example, a player with a simple military character who's already taken three levels of Strong
hero and ten levels of Soldier may not know what to do next. No prestige class matches his concept very well,
and he's already filled out his best advanced class. So before proceeding, the player needs to think about where
the character should go from here.
If he wants to focus on melee combat and his soldier is a skilled commando, it may be best to take more levels of
Strong hero -- or even a few levels in the Martial Artist advanced class, if he can meet the prerequisites. If the
player would rather focus on firearms, the Fast hero and Gunslinger seem like natural choices. If the military hero
has become a calmer, more thoughtful person during the course of adventures, it might be time to take levels of
Dedicated hero, and if he's shown leadership qualities, Charismatic hero could be a good match.
In the same manner, when building an unusual character concept from scratch, begin by looking for good
matches for abilities you'd like the character to have. Imagine a player making a hero for an Urban Arcana
campaign. He wants to build a garbage collector who has seen numerous strange and terrible creatures in the
wee hours of the morning while collecting refuse from the alleys of a large city. No basic or advanced class
comes even remotely close to this concept, so the player has to consider how she envisions the hero acting
during a game. After giving the matter some thought, she decides that she sees the garbage man fighting carrion
crawlers with weapons of opportunity that he finds in the refuse and toughing it out when injured, since he can't
tell anyone about his experiences without being labeled a drunk.
The Street Warrior advanced class from the Urban Arcana Campaign Setting has an improvised weapons
special ability, and it also offers abilities such as urban survival and street cred. Though the class description
portrays the character as a gang member, or perhaps a member of a vigilance community, the prerequisites and
class abilities are a good match for the player's garbage man concept. If the garbage man is loyal to the
community in which he works, or even to the sanitation department, he can even meet the allegiance
requirement. The fastest path to Street Warrior is via Strong hero, but since the player wants his garbage man to
be tougher than that, he decides to go with Tough hero and put off picking up Street Warrior for a level or two.
He can look for a starting occupation that grants Streetfighting and Brawl as bonus feats, such as adventurer,
athlete, investigative, or rural. Alternatively, he can use regular feat slots to take the feats and choose a starting
occupation that's a better fit for his background, such as blue collar.
Summary
Using the rules already in print for the d20 Modern game, players can create a wide range of character types
Character Concept and Classes
without trying to build an advanced class for every background, occupation, personality, or hobby. By looking for
a good match in abilities and prerequisites, and explaining the character concept (including what the character
will add to the campaign) to the GM, a player should be able to make a fun and interesting character to fit just
about any idea without too much effort or frustration.
Do you have a rules question about the d20 Modern Roleplaying Game? Send it to [email protected].
For the quickest possible answer, please put the topic of your question in the subject line and keep the question
as succinct as possible. If you have more than one question, feel free to send two or more emails -- but for best
results please include only one question per email unless your questions are very closely related to one another.
Please don't expect a direct answer by email. Check back here every other week for the latest batch of answers!
About the Author
Owen Kirker Clifford Stephens was born in 1970 in Norman, Oklahoma. He attended the TSR Writer's Workshop
held at the Wizards of the Coast Game Center in 1997 and moved to the Seattle area in 2000, after accepting a
job as a Game Designer at Wizards of the Coast, Inc. Fourteen months later, he returned to Oklahoma with his
wife and three cats to pick up his freelance writer/developer career. He has author and co-author credits on
numerous Star Wars and EverQuest projects, as well as Bastards and Bloodlines from Green Ronin. He also
has producer credits for various IDA products, including the Stand-Ins printable figures.
©1995-2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. Wizards is
headquartered in Renton, Washington, PO Box 707, Renton, WA 98057.
Based on the original Dungeons & Dragons® game by E. Gary Gygax and Dave Arneson and on the new
edition of the Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, and Peter Adkison. D&D, Dungeons & Dragons, and Forgotten Realms are registered trademarks
owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the laws of the
United States of America. Any reproduction of or unauthorized use of the material or artwork contained herein
is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of
fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This Wizards of
the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any
form without written permission. To learn more about the Open Gaming License and the d20 System License,
please visit www.wizards.com/d20. ©2001-2005 Wizards of the Coast, Inc. All rights reserved. Made in the
U.S.A.
Visit our website at www.wizards.com/dnd
| textdata/thevault/Dungeons & Dragons [multi]/d20 Modern/Roleplay/Bullet Points/Character Concept and Classes.pdf |
Back to the d20 Future
Bullet Points
Back to the d20 Future
By Owen K.C. Stephens
Welcome to the latest installment of Bullet Points. I'm Owen K.C. Stephens, writer of a lot of Star Wars
Roleplaying Game material and a few d20 Modern products that haven't been announced yet.It's my job to
answer your questions about the game, offer advice on tricky rules issues, and give you a little peek into the
design philosophy of the game.
Every two weeks I pick an issue that's provoked a lot of questions or comments, begin with a general discussion
of the topic where applicable, and then answer specific questions related to it. If there are any unrelated but
pressing questions in the mailbox, I might tackle them at the end of the column, but only if I have room and they
can't wait for an appropriately themed column.
Back to the d20 Future
This week we're going back to questions about the d20 Future supplement, which continues to generate more
questions than any other single d20 Modern book.
Questions and Answers
Now let's take a look at some of the specific questions I've received on this topic.
On page 114 of the d20 Future book, it says that a starship gets a move action and an attack action,
and that it may use its attack action as a move action. Later on the same page, it says a starship
has two move actions and an attack action, and that it may forgo its attack but still may not move more
than twice. Which is correct, and how does this pertain to character movement? According to page 144,
the pilot uses his move action to keep the ship in motion. But does he get to use both his own attack
action and the starship's attack action, or are those two separate variables? Should I even get into
Heroic Surge?
Starship combat is supposed to be a blend of character combat (for familiarity) and some new rules to add
"realism" to a vehicular battle in space. The apparent discrepancy results from an effort to shorten and simplify
the original starship combat text, which was lengthier, more complex, and more complete. Here's the lowdown.
As long as a starship is crewed by more than one person, it can take two move actions (under the guidance of
the pilot) and one attack action (under the guidance of one or more gunners). The pilot may opt to take just one
move action if desired, but the ship is still restricted to a single attack action. If the pilot has the ship take a full-
round action, no other actions are possible, so the gunners cannot fire.
A ship with a crew of one is restricted to just two actions -- a move and an attack, a move and a move, or a full-
round action.
Back to the d20 Future
The same basic rules apply if heroes are crewing the ship. The pilot may move and fire, move and move, or take
a full-round action. A gunner may take a single attack action with a ship's guns and then take some unrelated
move action, but he cannot take an attack action with ship's weaponry if the pilot has the ship take a full-round
action.
A character is free to use Heroic Surge to take an extra action not related to the ship, but he can't use it to gain
additional ship actions. For example, a pilot could take a move action to control the ship and an attack action to
fire one of its weapons, then use Heroic Surge to draw a pistol because he fears the ship is about to be boarded.
But he couldn't use Heroic Surge to take an extra move with the starship -- it can go only so fast, no matter how
heroic the pilot is.
The weapon systems on a ship seem to be divided up like natural attacks, with a primary and a
secondary set. Does this arrangement hold true even if the ship has multiple gunners, one for each
system?
Firing a starship's weapon involves a lot more than just pulling a trigger. The gunner must take into account
targeting priority, arcs of fire, energy allocations, and structural requirements -- all of which have been simplified
into a quick and playable system for the game.
A ship may fire one weapon system multiple times (if it has a gunner who can fire more than once per round
because of a high base attack bonus), or it may fire all its weapons once each. A ship must have at least one
gunner per weapon system fired in a round -- a single gunner cannot fire multiple weapons. If more than one
weapon is fired in the same round, only the primary one fires at its full attack bonus; each of the others takes a -5
penalty.
Consider for example a group of gunners, each with attack bonuses of +11/+6/+1, on a ship with two fire-linked
maser cannons (primary) and four nuclear missiles. The chief gunner could take over the main guns and fire the
masers three times at +11/+6/+1, modified by any other bonuses or penalties that apply (such as size or
targeting system). Alternatively, the whole gunner crew can fire once. In that case, the masers fire at +11, and
every other weapon fires at +6. Again, both of these attack bonuses are modified by any other bonuses or
penalties that may apply.
In any case, firing a ship's ranged weapons -- even multiple times -- takes only a single attack action from each
gunner involved and counts as a single attack action for the starship.
A ship's damage control system takes a move action to use. But where does a character need to be
to activate it? Can any crew member with ranks in the Repair skill just slap the nearest "FIXIT"
button? How many times can the system be used per round? If my players decide to cram ten engineers
into the engine room, can they all jump in with their Repair checks at once?
A damage control system is a series of connected, semi-automated repair systems. To be effective, however, it
requires a sentient operator -- namely a character with ranks in the Repair skill. A character can operate the
damage control system from any appropriate station on the ship -- most often the bridge, a damage control
station, or the engine room. A damage control system can operate only once per round, but a starship designer
could certainly mount multiple damage control systems if she knew the crew would include multiple engineers.
The d20 Future book introduced a number of new materials in the chapters relating to starships,
vehicles, mecha, and robotics. I understand that only hardness really matters when such materials
Back to the d20 Future
are used as plating or armor, but can't they also be used in other ways? They are, after all, superior
construction materials. If a mecha or a starship can be made of or protected by duralloy, why couldn't
heroes come across an armored door made of duralloy that they need to break down? I know the
hardness of all these materials, but can you provide the HP/inch and the break DCs?
Fair enough. The values in the table below are good enough for casual use, though as GM, you should feel free
to modify them to fit your vision of how such materials work in your campaign.
Material
Hardness
Hit Points/Inch
Break DC
Modifier
Weight
(% of Steel)
Ablative polymer(1)
40
30
+9
75%
Alloy (for starship plating)
20
25
+5
100%
Alumisteel
11
30
+2
60%
Cerametal
30
20
+6
75%
Crystal carbon
15
35
+4
80%
Deflective Polymer
40/20(2)
25
+6
80%
Duralloy
13
32
+3
70%
Duraplastic
10
15
+1
50%
Neovulcanium
15
30
+3
90%
Neutronite
40
60
+8
500%
Neutronite (nanofluidic)
50
60
+10
450%
Megatanium
18
20
+5
90%
Polymeric
20
20
+2
50%
Resilium
12
30
+1
100%
Vanadium
30
35
+7
80%
1. Ablative polymer gains part of its hardness from its ability to increase its strength temporarily by shedding some of its mass. Any
object made of this silvery material must be given constant minor repairs or it begins to degrade. Each time it does not receive regular
monthly maintenance (purchase DC 1/10th the object's full cost), its hardness drops by 2, until it eventually falls apart entirely (at
hardness 0). Such repairs are part of regular starship maintenance, and thus the material has no additional cost when used in
starship construction.
2. The hardness of a deflective polymer is 40 against energy attacks, but only 20 against all other damage.
The hit points given in the table above are per inch of thickness. Many of these materials are specifically
designed to give good protection with only a thin layer. Thus, a 12-inch thick steel vault door could be replaced
with a vanadium door only 6 inches thick.
The break DCs are given as modifiers for easier use. When a manufactured object is made of a material from the
table rather than normal steel, its normal break DC is modified by the indicated value. Thus, a pair of heavy-duty
handcuffs made of starship plating alloy has a break DC of 35 instead of the normal 30 for steel. This modifier
also represents the increase in an object's purchase DC when made of the indicated material. Neutronite bolt
cutters, therefore, would have a purchase DC of 14 instead of 6.
The weight values in the table are given as a percentage of the weight of a comparable object made primarily of
Back to the d20 Future
steel (the default for most metal weapons, armor and gear). Thus, bolt cutters made of neutronite weigh 25
pounds instead of 5 pounds.
On page 72 of the d20 Future book, Table 3-11: Progress Level 7 Ranged Weapons gives two
weapons (concussion rifle and gravity snare) for which the rate of fire entry is "S" (semiautomatic)
and the magazine capacity entry is a dash. On page 97 of the d20 Modern Roleplaying Game, the text
about magazine capacities states, "Weapons with a dash in this column have no magazines; they are
generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process."
The concussion rifle and gravity snare should each have "30 box" in place of the dash in the magazine capacity
column. Each should also have the following note in its weapon description: "This weapon does not use
ammunition. It is powered by a special power pack that allows 30 shots (purchase DC 8)."
Do you have a rules question about the d20 Modern Roleplaying Game? Send it to [email protected].
For the quickest possible answer, please put the topic of your question in the subject line and keep the question
as succinct as possible. If you have more than one question, feel free to send two or more emails -- but for best
results please include only one question per email unless your questions are very closely related to one another.
Please don't expect a direct answer by email. Check back here every other week for the latest batch of answers!
About the Author
Owen Kirker Clifford Stephens was born in 1970 in Norman, Oklahoma. He attended the TSR Writer's Workshop
held at the Wizards of the Coast Game Center in 1997 and moved to the Seattle area in 2000, after accepting a
job as a Game Designer at Wizards of the Coast, Inc. Fourteen months later, he returned to Oklahoma with his
wife and three cats to pick up his freelance writer/developer career. He has author and co-author credits on
numerous Star Wars and EverQuest projects, as well as Bastards and Bloodlines from Green Ronin. He also
has producer credits for various IDA products, including the Stand-Ins printable figures.
©1995-2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. Wizards is
headquartered in Renton, Washington, PO Box 707, Renton, WA 98057.
| textdata/thevault/Dungeons & Dragons [multi]/d20 Modern/Roleplay/Bullet Points/Future Tech Queries Pt. 2.pdf |
Cohort
PISCES fears an army of puppets.
Scenario
This shotgun scenario takes place in the UK, at any point from 2007 onwards. The player characters
are a team of PISCES and MI5 field agents. The team can easily include a talent (with a PISCES
handler), one or more soldiers, or experts in anthropology or medicine.
Background: Berlinget’s ticket
Professor Herman Berlinget (named NPCs are described below) has sent a letter from Bristol in the UK
to the Paragon Foundation in Toronto, Canada. PISCES reads it, because Berlinget is known to have
made a disturbing discovery in the past, and because the Canadian front organization flagged the letter
as a warning. It concerns the Avon Longitudinal Study of Parents and Children, a project better known
as ALSPAC.
In 1990, researchers started to collect tissues from more than 14,500 pregnant women in and around
Bristol. After birth, researchers tracked the children's development through surveys, clinical
examinations and biological samples. As one of the researchers, Berlinget has access to the archives.
In the basement of his building, boxes full of teeth from more than 4,000 children line the shelves.
Next door are about 15,000 nail clippings, 20,000 locks of hair, and so on.
In 77 pages, the professor profiles the major contributors to the project and maps out the system of
freezers housing bar-coded samples of blood, urine, saliva and chunks of umbilical cord, over one
million entries in all. This is all intertwined with another description, concerning magical traditions
within a branch of the Yorùbá religion in Bida, Nigeria.
The Bida sect is radicalized by the local dominance of a different ethnic group, the Nupe, and has
become associated with violence against Muslims. Its version of the Yorùbá belief system is somewhat
similar to the New World offshoot known as Santería. Sorcerers and demigods gain power over others
through the tissues and bodily fluids of their victims. Residue from a person’s birth is the most
powerful instrument of such control. Though physically separated from the living participants of
ALSPAC, the project’s million samples would be broadband links to their souls.
Berlinget makes no reference to Appendix I, which ends his letter. The appendix is an anonymized list
of 196 incidents of crime, including location, date, and the offences committed. The vast majority are
thefts and robberies, many of them violent. They took place in Somerset, the area around Bristol,
starting 18 months ago. The intervals shrink dramatically up to the present. The obvious, unstated
conclusion is exponential growth in the criminality of ALSPAC participants.
Briefing
The PCs are the team assembled to “sort this one out right”. They are briefed by Paul Brown, who
believes Berlinget is wisely withholding the final piece of evidence that there is a powerful talent of
some kind taking control of the ALSPAC cohort, and possibly its parents. The goal of the operation is to
recruit this talent if possible. If not, they are to hand him in for secure containment at Magonia.
Brown supposes the talent is a recent immigrant, and may already have a force of perfectly loyal
servants close to or within ALSPAC facilities, prepared for violence of any kind. Brown specifically
orders the PCs not to trust anyone who looks as if he or she had children in, was born in, or could be
the child of anyone born in, the early 1990s.
Investigation
Berlinget wants to be recruited to the powerful organization he sensed behind his first brush with the
Mythos: a purge in Canada in 1981. He was pressured to cover that up, relinquishing what would have
been a major scientific discovery. He believes the organization is international, part of the UN or NATO.
If the PCs contact him, he will demand to be let in as a medical expert. Brown can clear the application
with his superiors in an hour. Only if the PCs say a deal is made, Berlinget fingers a research nurse
named Kholiwe Dugdale as the “possible practitioner” at the university.
Dugdale has access to the biological archives, but has not received any loot from the various crimes in
the appendix to Berlinget’s letter. There is no secret army of puppets. This being the Mythos, textbook
Frazerian magic does not work. The appendix is just a bit of misdirection. The professor devised a
research project within ALSPAC to study criminal tendencies. He then sieved out the majority of the
participants’ arrests in proportion to their age, and added public reports of similar crimes in the region,
for which no-one had yet been arrested. The bait was good enough for Brown’s preliminary
investigation.
Berlinget is unstable, but difficult to intimidate. If the PCs express doubt and do not recruit him, he
lures Dugdale to the garage, claiming he needs her help carrying samples. After hours, he drives her
car out to a secure storage barn on the outskirts of Bristol, using her card to open the gate. She
regains consciousness in the trunk. Berlinget defrosts one of the facility’s 9,000 placentas in its bucket
of formaldehyde. At night, he drags Dugdale inside and stages an occult ritual gone wrong, by forcing
her to eat the placenta at gunpoint. She is poisoned by the formaldehyde, dying within minutes, unless
the PCs intervene.
After carefully arranging the crime scene so as to make his letter appear relevant, Berlinget takes a
taxi to his house, gets an hour of sleep, goes back to work, and waits for the PCs to acknowledge his
greatness. If the PCs have already dismissed the case at that point, Brown orders them to cover up
Dugdale’s death, on the assumption that Berlinget was right about her. Unless the PCs redeem
themselves, Berlinget soon becomes the star of the medical team at Magonia. It is the closest thing to
happiness a man like him can achieve.
NPCs
Paul Brown
Brown ascended through MI5. He is highly effective, but secretly frightened of talents. Having no grasp
of the larger context, he consistently misinterprets Mythos activity as magical. When he got Berlinget’s
report on ALSPAC, Brown did a quick search for crimes from Appendix I. Suspects were arrested in five
of the first cases he could unambiguously identify in police records. All of these would have been
candidates for ALSPAC, as parents or children. In four of the five cases, there had been no prior
arrests. PISCES does not have easy access to the list of actual ALSPAC participants for cross-reference.
Paul Brown
Agent Wrangler, age 53
Race: Caucasian
Education: M.A. Political Science, University of Essex
Occupation: PISCES Senior Field Operations Supervisor
STR
13
CON
13
SIZ
14
INT
14
POW
8
DEX
11
APP
11
EDU
16
SAN
26
HP
14
Physical Description: Working late, he keeps his shirt rolled up to his elbows, because he thinks the
ladies like his hairy arms.
Herman Berlinget
Professor Berlinget is of distant French descent. His relationship with the Section dates back to 1981,
when he discovered an indestructible and carcinogenic parasite in a Canadian town, apparently
ingested from a local population of Northern Pintail ducks. He rightly intuited that the parasite exerted
a calming influence on the household of its host, with no physical mechanism he could detect. He went
to the Paragon Foundation, where he’d gotten himself tested for psychic abilities while a student in
Toronto. The test was negative.
PISCES decided not to induct the doctor in 1981, judging him to be hypomaniacal and therefore a
liability. He got a hunting license in 1982, but found no more parasites. He moved from Edmonton to
Bristol in 1991, then sent two “reports” on mundane medical anomalies to Toronto. They have been
met with discreet independent investigations and silence. The professor has been working on his latest
report for three years. Airline records show him taking a business trip to Nigeria two years ago. He still
hunts, mainly pheasant.
The same energy for research that makes the professor brilliant also makes him difficult. His social
skills have deteriorated with age. He is routinely reprimanded for his abusive behaviour toward his
perceived rivals. Both of his marriages failed. He no longer teaches. The Faculty of Medicine and
Dentistry has relegated him to research with minimal patient contact, mainly in perinatal epidemiology
and ALSPAC offshoots. After repeated warnings, he expects his tenure to be revoked. Even so, he
believes he is on his way up.
Herman Berlinget
The University of Bristol’s Man of Destiny, age 60
Race: Caucasian
Education: M.D.C.M., University of Toronto
Occupation: Professor
STR
11
CON
11
SIZ
13
INT
17
POW
10
DEX
14
APP
12
EDU
21
SAN
8
HP
12
Physical Description: Precisely 6’ tall, Berlinget was once in good shape. His frame has withered in the
last few years. His new glasses are tasteful and very expensive.
Indefinite Insanity: Antisocial personality disorder
Kholiwe Dugdale
Dugdale was born in South Africa, going to the UK to study. She now has three children with William
Dugdale, once a fellow student. English is her second language; she speaks it with a slight accent.
When her youngest was born, Berlinget gave Dugdale a puppy. It was a collie, because this is his
nickname for the nurse. She feels the “joke” was in bad taste. There have been many others like it
from the professor, along with punitive busywork.
Kholiwe Dugdale
Ostensible Witch, age 37
Race: African
Education: B.Sc. Neonatal Nursing, University of Bristol
Occupation: Research nurse
STR
11
CON
13
SIZ
16
INT
12
POW
11
DEX
11
APP
9
EDU
16
SAN
51
HP
15
Physical Description: Dugdale has been putting on weight over the last five years and dresses
conservatively to hide it. She is also unhappy with her deep-set eyes.
| textdata/thevault/Delta Green [multi]/adventures/Fairfield Project Shotgun Scenarios/Delta Green - Adv - Cohort.pdf |
____________________________________________________
has met the requirements and has acquired this Meta-Campaign Certificate
from the Dyvers Triad confirming membership as a
Lay Worshipper of
Kurell, the Bitter Hand
_________________________________________________________________________________________________________
REQUIREMENTS TO BECOME A LAY WORSHIPPER:
• Must worship Kurell
• Must pay 50 gp per year tithing to the church
• Must spend 2 Time Units per year worshipping at the church
• Must be a Dyvers resident
BENEFITS:
• The High Priest of Kurell in Dyvers is the Oeridian Airatram Ediacan (clr9)
• Permanent Influence Point with the Church of Kurell. This may be used once per
adventure for a 10% discount on the purchase of 1st- through 5th-level spells (this
discount applies only to the spellcasting itself and not material component or XP
costs)
o This influence may be used instead to arrange a meeting with Airatram
Ediacan
PENALTIES:
• A Lay Worshipper may leave the Church of Kurell and return at any time.
Signature
RPGA #
Date
AR #
.
This document may be signed by any table judge. All yearly expenditures must be made during the first event of the
calendar year the character participates in. Failure to meet the requirements above invalidates this certificate.
| textdata/thevault/Living Greyhawk/Metaorg Material/Dyvers/Kurell/Lay Worshipper of Kurell (cert).pdf |
Deep Six
Setting:
Cold... You've never felt so cold. Out of the dark you see a light.
Is it the light at the end of the tunnel? No, your nerves are too raw
for this to be the end. It feels more like the beginning. But, it's the
beginning of what?
Memories come back slowly as your brain reboots. You're part of
a team of experts. Suspended animation… deep space exploration…
The AI has activated your team. Has there been an emergency?
Where's Rose? Her tube is empty.
Missing crewmen, unexplained ship malfunctions, secret orders,
and possibly a crazy AI that refuses to shut itself down; Deep Six is the
science fiction story of a crew on a long range mission cut off from
any chance of help.
The NPCs:
Dr. Rose Pendragon, team biologist, has gone missing. How is
that even possible on a ship of this size? Why isn't she responding to
her wrist comp?
Archie, the ship's AI system, is acting strangely. For some
unknown reason, it thinks that Dr. Pendragon is a threat to the
mission. Mysteriously, it can't tell us why.
The Stage:
The starship Deep Six is a self contained unit with all the required
components and supplies for a long duration mission in space. The
tech is cutting edge, but it still has that low tech feel of something
built during the pioneering days of space travel. While not huge, the
ship does have a wide variety of locations where the action can take
place. The stasis chambers, the bridge, the AI vault, the armory, crew
quarters, engineering, sick bay, life support, hydroponics, the vehicle
bay, the cargo bay, the machine shop, and the robot repair depot.
Copyright 2011 by Todd Zircher, some rights reserved.
Readers are free to share and print.
Name:
Jordan Wright, Astrogation
Details: The professional heartbreaker
God gave me the looks, the skill is all mine.
Command trusted me with the over-ride codes.
I'm the mission commander for a reason.
I've flown more miles than any human alive.
I'm the only one EVA certified, but it terrifies me.
That can't be right. We're not supposed to be
here.
Name:
Chris Chambers, Science
Details: I'm not a lab rat, it's a fashion statement.
I programmed a back door in Archie's computer
core.
I've got two PHDs and a Nobel Prize. I earned
those.
You know what they say about Chaotic Field
Theory? Well, I wrote those words.
You don't understand; that's physically impossible.
Rose always gets the lucky breaks, not this time.
My secret mission could change the world.
Name:
Angel Rivera, Security
Name:
Casey Xan, Medical
Details: Tough as nails with a dark past.
Details: Indeterminately Asian, always cool.
I can't stand bullies.
Do no harm.
Why yes, I do sleep with my knives.
I graduated at the top of my class.
That reminds me of the time when…
Given time and tools and I can synthesize any drug.
The safety of this crew is my responsibility.
I spent four years in an ER, I can do this.
Anything can be solved with enough firepower.
I've got psych evals on everyone. I know which
buttons to push.
I've got my orders, secret orders.
I'm not an addict. If I say it enough times, I might
even believe it's true.
Name:
Taylor Hutchins, Engineering
Name:
_______________________________________
Details: Grease monkey with a PHD
Details: _______________________________________
I know every sound this ship makes. That's not one
of them.
_______________________________________
Why yes, I do sleep with my tools.
_______________________________________
I built my first flamethrower when I was 10 years old.
_______________________________________
Duct tape is your friend.
_______________________________________
Oh hell no! I'm the confirmed coward, remember?
_______________________________________
I know a dozen ways to cripple or destroy this ship.
_______________________________________
| textdata/thevault/Trouble with Rose/TTwR_Deep_Six.pdf |
1
WARHAMMER 40,000 – IMPERIUM NIHILUS: VIGILUS DEFIANT
WARHAMMER 40,000
IMPERIUM NIHILUS:
VIGILUS DEFIANT
Official Update Version 1.2
Although we strive to ensure that our rules are perfect,
sometimes mistakes do creep in, or the intent of a rule
isn’t as clear as it might be. These documents collect
amendments to the rules and present our responses to
players’ frequently asked questions. As they’re updated
regularly, each has a version number; when changes
are made, the version number will be updated, and any
changes from the previous version will be highlighted
in magenta. Where a version number has a letter,
e.g. 1.1a, this means it has had a local update, only in
that language, to clarify a translation issue or other
minor correction.
ERRATA
Page 171 – Victrix Honour Guard, Abilities, Honour
Guard of Macragge
Change to read:
‘When a friendly Ultramarines Character model
within 3" of this unit would lose any wounds as a result
of an attack made against that model, this unit can
attempt to intercept that attack. Roll one D6; on a 2+ the
model does not lose those wounds and this unit suffers
1 mortal wound for each of those wounds. Only one
attempt can be made to intercept each attack.’
Page 171 – Wargear, Storm shield
Change the points per item value to read ‘2’
Page 175 – Indomitus Crusaders, Stratagems,
Veteran Intercessors
Add the following sentence:
‘This Stratagem can only be used on the same unit once
per battle.’
Page 175 – Indomitus Crusaders, Stratagems, Target
Sighted, Bolt Storm and Rapid Fire
Change the second sentence to read:
‘Pick a Veteran Intercessor Squad unit from
your army.’
Page 176 – Ultramarines Victrix Guard, Warlord Trait,
Warden of Ultramar
Change the rules text to read:
‘Once per battle, at the start of the Fight phase, this
Warlord can inspire his warriors. When they do, until
the end of that phase you can re-roll wound rolls for
attacks made by friendly Victrix Guard units whilst
they are within 6" of this Warlord.’
Page 178 – Imperial Fists Siegebreaker Cohort, Warlord
Trait, Indomitable.
Change this Warlord Trait to read:
‘Friendly Imperial Fists Infantry units within 6" of
your Warlord automatically pass Morale tests and receive
the benefit to their saving throws for being in cover,
even while they are not wholly on or within a terrain
feature, unless your Warlord moved in your previous
Movement phase.’
Page 181 – Black Templars Sword Brethren, Relics of the
Eternal Crusader, The Holy Orb
Change the rules text to read:
The Holy Orb has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Holy Orb
6"
Grenade 1
-
-
-
Abilities: You can only use this weapon once per battle. This
weapon automatically hits its target (no hit rolls are made).
When this weapon hits a target, roll one D6 for every 10 models
in the target unit (rounding up). For each roll of 2+ that unit
suffers D3 mortal wounds.
Page 183 – Space Wolves Stalker Pack, Warlord Trait,
Saga of the Savage
Change the first paragraph to read:
‘Add 1 to the Attacks characteristics all models in a unit
affected by this saga if it made a charge move in the
same turn.’
Page 188 – Windrider Host, Specialist Detachment,
Windrider Host
Change the second sentence to read:
‘Pick a Craftworlds Detachment from your army (other
than a Detachment that includes any Ynnari units) to
be a Windrider Host Specialist Detachment.’
Page 189 – Wraith Host, Specialist Detachment,
Wraith Host
Change the second sentence to read:
‘Pick a Craftworlds Detachment from your army (other
than a Detachment that includes any Ynnari units) to
be a Wraith Host Specialist Detachment.’
2
WARHAMMER 40,000 – IMPERIUM NIHILUS: VIGILUS DEFIANT
Q: Is the Vengeful Arbiter a bolt weapon, for rules that interact
with such weapons (e.g. the Bolter Drill Stratagem)?
A: Yes.
Q: What are the differences between the Stalker Pack’s Saga of
the Savage and the Saga of the Wolfkin?
A: The Saga of the Savage has a Deed of Legend that is
slightly easier to achieve, but its effects only work when
an affected model has made a charge move, while the
Saga of the Wolfkin works not only when an affected
unit makes a charge move, but also when it is charged or
performs a Heroic Intervention.
Q: How does the Stalker Pack’s Blood Scent Stratagem work
against Ork units that have used the Mob Up Stratagem? Is the
number of models in the unit when it is merged considered to be
the unit’s initial size, or are prior casualties from either of the
original units enough to allow the use of this Stratagem?
A: If either of the units that were combined with the
Mob Up Stratagem had suffered casualties before the
Stratagem was used, the merged unit counts as having
suffered casualties for the purposes of this Stratagem.
Q: Is the Master of Biosplicing Warlord Trait from the Servitor
Maniple Specialist Detachment treated as an ability that repairs
a friendly Adeptus Mechanicus model for the purposes of
the Autocaduceus of Arkhan Land Relic?
A: Yes.
Q: If a Tech-Priest Dominus takes the Doctrina Foreas Servo-
Skull, what D6 roll is required to change the battle protocols of
Kastelan Robots?
A: 2+.
Q: When using the Anointed Throng’s Devotion Till Death
Stratagem, can a model slain in this manner pile in and fight
even if this move would take the model out of coherency?
A: No. It must end its pile-in move closer to the nearest
enemy model, but if this would take it out of unit
coherency, the move cannot be made.
Q: What is the Armour Penetration characteristic of an
attack made with a shuriken weapon by a Windrider Host
Farseer Skyrunner model if the wound roll is a 6+ and it is
being affected by the Tempest of Blades Stratagem?
A: -4.
Q: If a unit of Wraithblades is targeted by the Psytronome of
Iyanden relic and the Wrath of the Dead Stratagem, what is
their Attacks characteristic that phase?
A: 5. When modifying characteristics you always apply
any multiplication or division (rounding fractions up)
before applying any addition or subtraction.
Q: Can an Emperor’s Fist unit that Advanced use the
Unyielding Advance Stratagem to shoot its turret weapon twice?
A: Yes.
Q: Does the Hammer of Sunderance Relic count as a turret
weapon for the purposes of Grinding Advance?
A: Yes.
FAQs
Q: Does the Rise from the Shadows campaign rule affect hit rolls
made for Overwatch?
A: No.
Q: Does the Deadly Contagion campaign rule affect Infantry
units that start the game embarked aboard Transports?
A: No.
Q: In the Crucible of War: Convoy mission, how does the Signal
Flare Stratagem work in the following example: a unit with 9
bolters and a missile launcher fires its missile launcher at a
target and scores a hit – if the Stratagem is then used, can I re-
roll hit rolls of 1 for the attacks made with the bolters?
A: Attacks can be made one at a time, as per the core
rules. Once the first model has hit the target, you
can play the Stratagem and re-roll hit rolls of 1 for all
remaining attacks made by that unit (and other units)
that target that same enemy unit in that phase.
Q: In the Crucible of War: Hold Your Gains mission, does a
unit count as moving for the purposes of the Dug-in Defences
Stratagem if it redeploys via a rule such as the Craftworlds
Phantasm Stratagem?
A: Yes.
Q: When paying Command Points to upgrade a Detachment
into a Specialist Detachment, is the Relic they are able to give to
a Character in addition to the Relic they would typically get
from their Warlord’s faction?
A: No. The Relic(s) listed within a Specialist Detachment
can be given to a Character from your army instead of
one from your Warlord’s codex. Don’t forget, however,
that many codexes contain Stratagems that enable you
to gain additional Relics.
Q: Do modifications to Haarken Worldclaimer’s Attacks
characteristic due to his Head-claimer ability last until the end
of the battle?
A: Yes.
Q: Is a Blood Angels, Dark Angels, Space Wolves or
Deathwatch Detachment also a Space Marines Detachment?
A: No. As defined in Codex: Space Marines, a Space
Marines Detachment is a Detachment that only includes
units with one of the following Faction keywords:
<Chapter>, Ultramarines, Imperial Fists,
Salamanders, White Scars, Raven Guard, Iron
Hands, Crimson Fists or Black Templars.
Q: If a unit makes a shooting attack outside of the Shooting
phase (such as a Soulburst action in the Fight phase) against
a Liberator Strike Force unit, can it retaliate with the
Paragons of Dorn Stratagem?
A: No.
Q: If High Marshal Helbrecht is part of a Sword Brethren
Specialist Detachment, can he have the Master Swordsman
Warlord Trait from that Detachment?
A: No. High Marshal Helbrecht must always have
the Oathkeeper Warlord Trait as detailed in Codex:
Space Marines.
3
WARHAMMER 40,000 – IMPERIUM NIHILUS: VIGILUS DEFIANT
Q: For the purposes of the Tempestus Drop Force Specialist
Detachment, what is a Militarum Tempestus Detachment?
A: A Militarum Tempestus Detachment is an Astra
Militarum Detachment that has the Storm Troopers
Regimental Doctrine.
Q: Are Killa Kans able to use the Dread Waaagh!, Kustom
Ammo or Mek Connections Stratagems, despite having the
Gretchin keyword?
A: Yes.
Q: Can a Bad Moons Big Mek in a Dread Waaagh!
Detachment use both the Showin’ Off Stratagem and the Kustom
Ammo Stratagem to fire three times in a single Shooting phase?
A: No. Both Stratagems only allow the unit to fire two
times in the phase.
| textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/5) FAQs/2019 FAQs/40k 8e - imperium_nihilus_vigilus_defiant_en-1.pdf |
x 3
German 1st Cavalry Division
September 22, 1941
Cavalry
Regiment
x 3
x 9
x 1
Cavalry
Battalion
x 2
x 3
x 1
x 3
x 2
Anti-tank
Battalion
x 9
x 9
By Greg Moore
gregpanzerblitz.com
July 2007
x 1
On June 22, 1941, the 1st Cavalry Division was part of XXIV Corps in 2nd Panzergruppe in
Army Group Center near Minsk. In August, the division was part of XII Corps in 2nd Army in Army
Group Center near Gomel and Kiev. From September on, the division was part of XXXV Corps in 2nd
Panzergruppe in Army Group South near Bryansk.
x 3
x 1
x 2
Cavalry
Regiment (-)
x 1
x 9
x 1
Cavalry
Battalion
x 1
x 2
x 1
x 2
x 2
x 1
x 3
x 1
x 6
Artillery
Regiment
x 6
x 1
Engineer
Battalion
x 1
x 9
x 10
x 1
x 1
x 1
x 3
x 3
Recon
Battalion
x 2
x 4
| textdata/thevault/Panzer Leader & Panzer Blitz/Operation Barbarossa/1st CavalryJune1941.pdf |
1
WEAPONS AND
EQUIPMENT FROM
THE FRINGE
VERSION 1.5
AN UNOFFICIAL LASERBURN SUPPLEMENT
A compilation of material from the A few gonads more website, additional
material by Neil Cooper
Some illustrationsby Tony Yates, or from the official Laserburn rules book,
with thanks.
2
Welcome to weapons and equipment from the fringe!
This volume sets out to present all of the basic
weapons, equipment from the laserburn series of
rules books, all in one, easy to read booklet. Along
with the basic weapons and equipment, I present a
further selection of items, some taken from
material published on the ‘A few Gonads more’
website by other players, and others devised by
myself.
You should try to own all of the rulebooks for
Laserburn to be able to use this volume to its full
extent, as some entries for items refer you to the
full rules in the official publications.
With a Galaxy full of guns, grenades, vehicles and
equipment, what is presented here is obviously
meant only to be a guide to what could be available
in a particular location. Gun types are just
examples of the many thousands of contemporary
variants which will be found across the Cosmos, so
Umpires should be flexible if players wish to deviate slightly from the statistics given, of
course the cost may go up or the availability down!
Vehicle types and variations can vary considerably
depending on the type of world they are found on.
So transport vehicles may have to endure freezing
cold, searing heat, airless worlds, tempestuous gas
worlds or the like, and be propelled via wheels,
tracks, anti- grav platforms, jets, internal
combustion engines, giant wings, propellers or any
number of exotic propulsion methods. Devise new
vehicles to suit the planet or scenario they are being
used with!
Please feel free to add weapons and equipment to
the lists given, and share this information with other
laserburn players as far as possible. It is only by
doing this that the Hobby and the game can stay
alive.
Finally thanks to:
Tabletop games for Laserburn itself!
Tony Yates for many of the pictures.
Members of the ‘A few gonads more’ yahoo web
group, which can be found here:
http://games.groups.yahoo.com/group/afewgonadsm
ore/
No infringement of any copyrighted publications or artwork was intended in this book, I will
of course remove pictures/ artwork if the artists concerned are offended.
Neil Cooper 2005
Mail to: [email protected]
3
CONTENTS
Page
Item Type
3
Weapon entry description
4
Laser guns
5
Slug throwers
6
Gyrobolt guns
7
Flame, Indirect.
8
Gauss, Plasma, fusion guns
9
Projection weapons, Needle, light artillery.
10
Grenades and Missiles
11
Ammunition
12
Vehicle summary
12
Armour, shields, Melee weapons
13
Gun attachments, targeting devices
14-
15
Personal equipment
16
Robots, Cost of living
Weapon listings
Weapon: Name of weapon
Initiative level modifier: This is the deduction to the figures initiative level when carried.
Variation per metre: Amount that the percentage hit chance is reduced, per metre of target range.
Damage: L=use lasers chart. S= use slug thrower chart, B= use gyrobolt chart.
Shots: Number of shots before reloading required, for energy weapons battery type indicated.
Cost: Cost of the gun with 1 full load of ammunition in credits.
Availability: Percentage chance of obtaining for non- military personnel, see black market rules.
Fire modes: S=Single shot, A= semi automatic(3 shots per turn), F= Full automatic(10 shots per
turn).RFS= Rapid fire support, see FOTI page 23
Notes: Other information on the weapon, or description of operation
Image: Picture of the weapon.
Abbrieviations:
ALAA= Advanced laserburn and Aliens rules supplement, FOTI= Forces of the Imperium
supplement.
4
Weapon
ILM
Variation
per metre
Damage
shots
Cost in
CREDITS
Availability
Fire
mode
notes
Image
LASER WEAPONS (L.A.S.E.R=Light Amplification by Stimulated Emission of Radiation. The device produces a
focused beam of light at a defined wavelength that can vaporize tissue and other materials)
Lasers are the standard weaponry of the military, a laser fires short pulses of energy which will sear flesh and in
the right conditions, melt steel. All lasers can also be adjusted so as to project a continuous beam, but owing to the
huge demands on the weapons battery, the beam is short lived (damage as per bolt hit, uses all the weapons shots
in one go). All lasers can also be adjusted to fire a ‘low power’ shot
Laser pistol
-1
-3
L
20
LWB
50
100
S,A
Laser pistols, of
varied origin and
state of repair can
be bought almost
anywhere
Heavy laser pistol
-2
-2
S
15
SB
150
20
S,A
Also called a
‘blaster’, a high
power, high calibre
version of the
standard laser
pistol
Autolaser
-3
-2
L
60
SB
250
20
F
A rapid fire
automatic laser
weapon
Laser rifle
-3
-1
L
50
SB
150
40
S,A
Standard light
military rifle
Heavy laser
-5
-1
S
30
SB
300
20
S,A,F
Infantry squad
support weapon
Support laser
-5
-1
S
100
2xSB
500
10
S,A,F
,RFS
Uses 2 standard
batteries. Can be
plugged into
vehicle power
supply when
mounted on it.
Snub laser
-0.5
-4
L
15
LWB
75
75
S,A
Compact version
of the laser pistol
for concealed use,
loses ranged ability
though
Lightweight Atomic Battery (10cm long)
Standard Battery (12cm long)
Atomic Battery technology:
Early in the 22nd Century, discovery of new radioactive
materials enabled scientists to develop Atomic batteries.
Able to convert the enormous stored nuclear energy
contained in a highly radioactive lump of Ursulium into
many other forms of energy, this revolutionized the
weaponry, vehicular and other energy fueled industries.
Early batteries were dangerous to use and had the annoying
tendency to explode, they were also an environmental
disaster.
But
with
centuries
of
refinement
and
sophistication, the current, lightweight, portable devices
are common place. Recycling and disposal of the batteries
is still a current issue with this technology, and explains in
part
the
current
high
price-
per-
unit.
Vehicular atomic batteries are cheaper than the more
compact versions but much larger and heavier, as they use
heavier , slower energy release isotopes.
5
Weapon
ILM
Variation
per metre
Damage
shots
Cost in
CREDITS
Availability
Fire
mode
notes
Image
SLUG THROWERS
These are the descendants, and close relatives, of the conventional small arms of the 20th-23rd century. Dum-dum or
smash head ammo is available for man stopping power, and armour piercing rounds for hard targets.
Slug revolver
-0.5
-4
S
6
15
100
S
A little passé but still
favoured by some
diehards for its no-
nonsense sturdiness
and simple
mechanism
Autopistol
-1
-4
S
15
20
100
S,
A
Also called slug gun,
simple automatic
pistol
Machine pistol
-2
-4
S
30
100
60
F
Simple but effective,
any competent
blacksmith can knock
one up. Traditional
weapon of the
gangster,
revolutionary and
terrorist
Submachinegun
-3
-3
S
30
150
60
F
Increased range
compared to machine
pistol
Assault rifle
-3
-2
S
20
125
60
S,
A
Largely outdated but
still in use by hunters,
sportsmen and local
defence forces and
militia
Hvy rifle
-5
-1
S
10
200
30
S
Descendent of the
20th century sniper
rifle, features heavy
barrel and integral
scope
Machinegun
-5
-1
S
50/
200
250
20
F,
RF
S
A descendant of the
M60 machinegun
Hvy machinegun
-7
-1
S
200
400
10
F,
RF
S
Belt driven
ammunition supply
Usually tripod/ bipod
or vehicle mounted
Auto shotgun
-3
Template
, but
roll to
hit for
each
target in
area
L
10
200
75
S,
A
A weapon of low
penetration, ideal for
shipboard use Use
sungun
template.Targets
within A or B, if hit
take 1d6 laser hits
each
Derringer
non
e
-6
S
4
12
100
S
A ladies weapon,
easily concealed,
poor range and low
magazine capacity
6
Weapon
ILM
Variation
per metre
Damage
shots
Cost in
CREDITS
Availability
Fire
mode
notes
Image
BOLT WEAPONS
Also known as gyroguns, these weapons fire a spine- stabalised rocket powered bolt with an explosive tip, a well
placed bolt can blow a mans arm off. Plastic tipped bolts are also available, for shipboard use and crowd control.
Armour piercing bolts are used against power armoured opponents.
Bolt pistol
-1
-3
B
5
60
70
S,A
If someone has one
of these strapped to
his hip, you know
he means business
Bolt rifle
-3
-2
B
15
200
40
S,A
Standard military
issue weapon
Autobolter
-3
-3
B
30
250
20
F
Also called rapid
fire bolt gun.
Difficult to control
when firing due to
high recoil
Heavy bolt rifle
-5
-1
B
20
300
20
S,A
Standard military
squad support
weapon
Support bolter
-5
-1
B
50
600
10
S,A,F
,RFS
Standard military
heavy support or
vehicle mounted
weapon
Enforcer pistol
-1
-3
B
10/5
100
NA
S
Lightweight
boltgun which can
also fire micro
grenades
Ramjet pistol
(As power glove
for armour
penetration)
-1
-4
B(AP+2
1
250
10
S
Hand weapon
using special
armour piercing
ammunition.
Law Officer Bolt
gun
-1
-3
B/
tangle
4x2
85
30
See FOTI page 11
for use
Double barrel
support bolter
-6
-1
B
60
700
10
RFS
See FOTI page 9
Projectile weapons:
Even in the far future, where energy weapons are common-
place, the tried and tested use of solid projectile weapons to
impact a high velocity metal slug against flesh and bone
remains highly effective.
The chart to the left shows relative sizes of some common
projectile ammunition. Note in all cases except the Gauss
spike, it is only the forward bullet or bolt which hits the
target, the rest of the round is the casing holding a solid
explosive compound. Note with the gyrobolt, small fins
pop out the sides of the bolt during flight, to increase the
accuracy of what is a very heavy round.
7
Weapon
ILM
Variation
per metre
Damage
shots
Cost in
CREDITS
Availability
Fire
mode
notes
Image
FLAME WEAPONS
Disliked by many races, loved by others, flame weapons spread fear amongst many due to the horrific damage and
indiscriminate area of effect. Burning chemical similar to 20th century napalm is projected at high velocity. The
pinnacle of development is the ‘Sun gun’ , a military weapon capable of devastating any material it contacts.
Hand flamer
-1
-6
B
1
200
NA
S
A military sidearm
sometimes used by
organization
assasins, favourite
with the red
redemption
Flamethrower
-3
-4
B
1
400
NA
S
Heavier version of
the hand flamer
Sun gun
-3
template
special
1/6
1000
NA
S
PA and DN troops
only, others have
30% chance of d6
HF hits when fire
Plasma Gun
-5
As sun
gun
template
x2
special
3
2500
NA
S
Requires 1 battery
and 1 sungun
backpack for 3
shots.PA or DN
only
Heavier version of sun
gun, for military use by
armoured troops
INDIRECT FIRE WEAPONS
Projectiles generally fired in an arc, raining down on targets from above. Allows firing over cover or obstructions.
Uncertainty about landing point of grenade or missile can make friendly fire a problem if used at close range.
Wide variety of munitions available makes these very versatile weapons.
Grenade launcher
-3
-5
Gren
1
250
NA
S
Needs 1 SB for
200 launches
GL attachment
-1
-5
Micro
gren
1
20
NA
S
Needs 1 CAC per
shot
Missile launcher
-5
-2
Missile
3
500
NA
S
Needs 1 SB for
100 launches,
standard squad
support weapon
Riot Gun
-3
-4
Gren
1
200
NA
S
Shorter version of
grenade launcher,
used by security
forces
8
GAUSS WEAPONS (also known as RAIL GUNS)
Use an electromagnetic field to accelerate projectiles along the barrel at high velocity. Standard ammunition
combines a dense armour piercing core surrounded by a softer metal which terminates in a hollow tip. High
stopping power and armour piercing capability are thus combined. Spin stabilization comes from magnetic bias.
High technology required for maintenance and repair. Very accurate weaponry but discharge noise levels amongst
the highest for any guns due to projectile velocity.
Weapon
ILM
Variation
per metre
Damage
shots
Cost in
CREDITS
Availability
Fire
mode
notes
Image
Gauss pistol
-1
-2
S
15
100
35
S,A
Compact Gauss
weapon, good
accuracy
Gauss rifle
-3
-1
S
40
400
15
S,A
Standard Gauss
rifle
Hvy Gauss rifle
-5
-1/2
B
60
600
5
S,A
A heavy weapon,
very high accuracy
and good
ammunition
capacity make this
a real threat to the
bolt rifle
PLASMA GUNS
A power pack is used to heat hydrogen fuel to a plasma state. The plasma is briefly held in an ignition chamber
before being magnetically induced along the barrel. Damage is as per per hand-flamer hit. These weapons have
intrinsic very high recoil rate and for the power are very expensive. Penetration of armour similar to heavy gyro
but without range penalties. Better at close range due to accuracy issues.
PGMP-12
-5
-3
B
40
PFP
4000
NA
S
Very high recoil, 1
shot per 2 turns
only
PGMP-13
-5
-2
B
40
PFP
6000
NA
S
PA or DN
armoured troops
only, firer must
remain still while
firing
PGMP-14
-5
-2
B
40
PFP
12000
NA
S
Uses anti grav
generator to
compensate for
recoil
FUSION GUNS
Similar to plasma guns. The superheated plasma stream is retained in the ignition chamber for longer allowing a
fusion reaction to begin.
FGMP-14
-5
-2
B
40
PFP
7000
NA
S
Power or DN
armoured troops or
vehicle mount only
due to recoil
FGMP-15
-5
-2
B
40
PFP
15000
NA
S
Uses anti grav
generator to
compensate for
recoil
9
PROJECTION WEAPONS
Esoteric or unusual weapons using matter conversion or phase technology. Tend to be expensive and of dubious
battle field value compared to more convention arms.
Weapon
ILM
Variation
per metre
Damage
shots
Cost in
CREDITS
Availability
Fire
mode
notes
Image
Conversion beam
projector
-5
-1
*
NA
2000
N/A
S
See pages 12 and 22 of
Laserburn rulebook
Phase rifle
(penetration as
per autolaser)
-3
-2
1d6
laser
hits
30
PFP
1000
NA
S,A
A phase rifle fires a
‘phase’ pulse similar to
a forcefields energy
field which when hits
solid matter, discharges
as an unpredictable
series of burns.
Vortex rifle
(penetration as
per bolt rifle)
-4
-3
1d6 bolt
hits
20
PFP
2500
NA
S
Fires an energy bolt similar to a
vortex grenades energy.Roll
2d20 +20. This is the maximum
range of the shot, the bolt
detonates either if it hits the
target before this range, or
harmlessly at this
range..unpredictable
Nuclear
Acceleration
Rifle (N.A.R)
-4
-3
30
PFP
1000
NA
Use sun gun template,
anyone in A or B takes
1d6 laser hits.
Penetration as per
incendiary
Electron
Disrupter
(Penetration as
per assault rifle
hit)
-4
-2
S
100
SB
500
NA
S,A
F
Favourite weapon of the
Calmin. Fires pencil thin
beam of energized
electrons, hit effect as
per assault rifle
NEEDLE WEAPONS
Fire quick dissolving slivers of semi- gel fluid, super- cooled at point of firing to produce razor sharp needles.
Appalling at armour penetration (not mentioned in original LB rules, but use the ‘other mêlée weapon’ values)
Accurate and devastating against poorly armoured opponents. The intergral low power laser can be used as per
laser pistol if required in an emergency (+2 hit effect chart modifier, as per low power laser)
Weapon
ILM
Variation
per metre
Damage
shots
Cost in
CREDITS
Availability
Fire
mode
notes
Image
Needle pistol
-1
-3
*
50
LWB
30
100
S
Needle rifle
-3
-1
*
200
LWB
80
50
S,A,F
Weapon
ILM
Variation
per 5
metres
Damage
shots
Cost in
CREDITS
Availability
Fire
mode
notes
Image
LIGHT ARTILLERY
See advanced laserburn and Aliens rules for basic rules. Note VPM is per 5 metres. These weapons will be vehicle,
turret or tripod mounted. None of these can be used without mount, no mater what armour is worn.
M3 50mm bolt
cannon
-12
-2
special
12
1000
NA
S,A
See ALAA page 24
M5 Robocannon
NA
-2
special
100
2500
NA
F
See ALAA page 26
M7 Laser cannon
-10
-1
As bolt
500
PS
1500
NA
SAF
Standard vehicle mount or
light artillery
M6 Slug Cannon
-13
-4
As HVY
bolt
1000
900
NA
RFS
Multi barreled, electric rotary
cannon
M9 Rocket
battery
-14
-3
As missile
24
1000
NA
A,F
Can trigger any combination
of tubes , up to 10 maximum
per turn
M12 100mm
Main Gun
NA
-1
As per M3
damage/ but
penetration is
additional
+50
9
3500
NA
S,A
Tank/ turret armament.
Ammunition loads are priced as
per missile but treble cost. All
rounds also use HE grenade burst
template and effects.
10
GRENADES AND MISSILES
Grenades are about the size of a snooker ball and have a variable timer built in, or can be set to detonate on impact.
Micro- grenades are the size of a ping pong ball and detonate on impact only (unless modified), finally rockets/
missiles are small battlefield missiles about 8 inches long and 3 inches wide. Many variants available, depending on
situation. See laserburn page 21 for rules on acquisition on the black market as all grenades and missiles are not
available to the general public.
TYPE
COST IN CREDITS
Random
Notes
MICRO--------GREN-----------MISSILE
Concussion
10
15
25
1-5
Flare
3
5
7
6-20
Smoke
5
10
15
21-35
KO Gas
15
30
40
36-50
Poison Gas
20
30
45
51-53
High Explosive
15
20
35
54-65
Armour Piercing
15
20
35
66-75
Vortex
NA
50
70
76-78
Atomic
NA
NA
2000
-
Dist. Field
10
10
15
79-85
See pages 17-19 of the original laserburn rules
for full descriptions of the effects of these
explosive types
Incendiary
20
30
45
86-90
Use AP templates for effect. Targets in area C
take 2 hits as per handflamer, targets in area A
take 1 hit as per laser. Any combustable
material in blast area is ignited instantly. Smoke
as per HE.
Tangle
5
NA
NA
91-94
As per tangle bolt, page 11 FOTI
Riot
NA
20
NA
95-96
Page 11 FOTI
Marking
3
5
7
97-00
Marks all objects and units within blast radius
with permanent UV/ luminouspaint, cannot be
removed for 1 week. For blast templates, use
Micro- grenade ILM -0.3
Standard Grenade ILM-0.5
Missile/ Rocket ILM-2
11
AMMUNITION/ power sources (Cost in credits, per 1 round/ Unit)
Presented below are a selection of power sources for guns, and solid ammunition for all the weapons in this
supplement. Some cost/ availability deviances will be noted from the original Laserburn rules where I felt original cost
was unrealistic, or where rules were contradictory between supplements.
Item
Cost
Code
ILM
Availibility
Notes
Stand. Atomic Battery
10
SB
-0.3
100
Lightweight Battery
5
LWB
-0.2
100
Bolt round
2
-0.5
per20
70
AP bolt
4
-0.5 per
20
30
Slug
0.5
-0.5 per
50
100
AP slug
1
-0.5 per
50
30
Greater armour penetration, does less damage
though.
Dum dum slug
1
-0.5 per
50
50
Much higher damage but poor at penetrating
armour.
Compressed air cylinder
1
CAC
-
100
Poison needles
1
-.05 for
200
50
Sedative needle
0.25
-0.5 for
200
100
Chemical fuel cannister
10
CFC
0.5
10
Sungun backpack
100
3
NA
Specifically for the sun gun
Ramjet round
10
-0.5 per
15
10
Specifically for the ramjet pistol
Power source
6
PS
-6
100
Portable Atomic power source, can be used to
power force fields, large equipment etc, or
drive laser weapons (1000 shots)
Plasma/ fusion pack
200
PFP
-0.5
NA
Plasma/ fusion weapons only
Gauss round
4
-0.5 per
100
35
For gauss weapons
Shotgun shell
3
-0.5 per
20
70
For autoshotgun, standard buckshot load
Shotbolt
4
-0.5 per
20
60
Shotgun ammo, acts as standard bolt round
from rifle(use autobolter penetration chart)
Plastic bolt
1
-0.5 per
20
100
Less lethal ammo for all boltguns, penetration
as per dum dum slug, damage is on laser chart
+3
Tangle bolt
6
-0.5 per
20
70
See page 12 FOTI for effect
M3 AP 50mm bolt
12
M3B
-1
NA
M3 DB 50mm bolt
8
M3DB
-1
NA
M3 FB 50mm bolt
20
M3FB
-1
NA
See ALAA page 24 for use, price is
per round
M6 AP slug box
450
M6SB
-8
NA
1000 round box ammo for the M5
M6 Dum Dum box
850
M6DD
-8
NA
1000 round box ammo for the M5
M5 robocannon bolt
10
M5
-0.5
NA
Ammo for robocannon
Vehicle atomic battery
7
VAB
-3
100
Lasts 1 day
Vehicle recharge
1
VR
-
100
Lasts 3 hours
12
LIGHT VEHICLE SUMMARY
Type
Seats
MR
Speed
MR
ACC
MR
DECEL
COST
Armour
weapons
Avail
Turn
circle
power
Loco.
Runabout
2
18
4
6
800
40
none
100
1/2
VABx4
Wheeled
Sky scooter/ Jet
cycle
2
40
5
3
400
10 under
40 rest
100
1/2
VABx2
Jet
Jetpack
1
-
-
-
200
40
None
100
-
3xCFC
Jet
HVY Jetpack
1
-
-
-
500
10
None
100
-
12xCFC
Jet
Imp.Scout bike
2
26
6
8
1300
40
FOTI
page 21
NA
1/4
VABx1
Wheeled
Redemption
trike
2
24
6
8
375
40
none
100
1/4
VABx2
Wheeled
Redemption
skimmer
2
20
5
5
800
10
None
std.
100
1/2
VABx1
Hover
Command
Trike
2
20
5
8
570
10
none
70
1/4
VABx2
Wheeled
Strider AASV
2
15
5
10
25,000
Legs -10
Body 10
Front-10
Under-10
Pg.32
ALAA
NA
1/4
VABx
Legs
6x6 Utility Van
2
25
3
5
2500
40
none
85
1/4
VABx4
Wheeled
Flit Car
4
20
5
5
2500
40
none
100
1/2
VABx4
Grav
Hover Van
8
13
2
1
3000
40
none
90
1
VABx6
Hover
Scythe copter
7
65
1
3
25,000
40/FF
Pg.22
FOTI
NA
1/2
VABx10
Rotors
Glaive APC
9
10
1
1
8000
-10
RTx2
NA
1
VABx6
Hover
20
4
5
7000
“
“
“
½
“
Wheeled
8
1
2
7000
“
“
“
¼
“
Tracks
26
1
1
10,000
“
“
“
1
“
Anti-gra
Imp scout car
4
Partizan car
3
28
4
4
4000
10
RTx1
NA
1/2
VABx3
Hover
Scorpion
assault lander
13
30
1
10
50,000
-10
RTx4
NA
X2
VABx10
Anti-
grav
Air raft
4
10
1
2
1000
40
None
100
1
VABx4
Hover
Hover sport
wagon
6
15
3
3
5500
40
none
100
3/4
VABx8
Hover
Sabre copter
6
70
2
5
35,000
40/FF
RTx2
30
1/2
VABx10
Jet
Abbreviations and Explanations
RT= Roboturret
Seats: Number of passengers carried, including driver
MR Speed. I have used Movement rates from Advanced Laserburn. 1MR= 10 metres per turn
MR Acc: Average acceleration rate for vehicle in MR,per turn.
MR Dec: Average deceleration rate, or braking rate, per turn in MR.
ARMOUR: Given as a Base penetration rate.
WEAPONS: Any standard armament , if fitted. Note weapons can be fitted to some models at additional cost, e.g.
Redemption trike often fitted with heavy laser.
TURN CIRCLE: As a fraction of current speed, this is the turn RADIUS the vehicle has.
POWER: The number and type of atomic batteries the vehicle runs on. An atomic battery will last for 1 day of
average use, so a vehicle with 4 batteries will run for 4 days before renewal is needed. Vehicular batteries are fairly
large, about the size of a Cereal box/ Box file, so are bigger but cheaper than weapon batteries.
LOCOMOTION TYPE: Will affect how vehicles move over difficult terrain etc
13
ARMOUR
Type
ILM
COST
Base PEN
Thickness
Code
Availability
No armour
+5
0
100
0mm
UA
-
Padded
+2
30
80
5mm
PD
100
Flak/ mesh
none
100
60
10mm
FM
100
FM body
+1
50
60
10mm
-
100
Light full
-2
310
40
5mm
LA
100
Light body
-1
200
40
5mm
-
100
Light per limb
none
25
40
5mm
-
100
Light helmet
none
10
40
5mm
-
100
Pers. Force
bubble
-5
1000
10
0mm
FB
100
Forcefield
1000/m
20
0mm
FF
100
Power
-5
500
10
50mm
PA
NA
Dreadnought
-10
1000
-10
100mm
DN
NA
Holtzmann
-3
1250
See IC page 20
NA
Invisibility
-3
2500
100
See IC page 20
INV
NA
SHIELDS
TYPE
ILM
COST
Availability
Base PEN
% proj hits
caught by
shield
% melee hits
caught by
shield
Armourplas shield
-2
10
100
40
30
50
SCF Shield
-5
1000
5
30
50
DME Shield
-3
300
50
See ALAA
page 22
30
50
Riot forceshield (see page
11 FOTI)
-3
245
40
-10
30
50
Forcefield shield (needs
1xSB for 100 hr use)
-3
200
50
-10
30
50
Riot shield (large square)
-4
25
70
40
50
70
MELEE WEAPONS
Weapon
Cost
Combat
modifier
Availability
ILM
STD knife
1
+70
100
-0.5
STD sword
5
+100
100
-2
STD Axe
3
+80
100
-1
STD bayonet
2
+60
90
none
STD polearm
10
+120
100
-3
MONO knife
20
+70
100
-0.5
MONO
Sword
40
+100
100
-2
MONO Axe
30
+80
100
-1
MONO
polearm
70
+120
80
-3
Riot stick
(See page 11
FOTI)
45
+80
70
-2
Force dagger
60
+70
70
-0.5
Force sword
100
+100
70
-2
Force Axe
80
+80
70
-1
Force
polearm
160
+120
40
-3
Power glove
180
+60
10
none
14
GUN ATTACHMENTS/ ACCESSORIES
ITEM
COST
ILM
Availability
Use
Force field weapon
adapter
50
-1
30
Allows firing out of a forcefield
Silencer
20
none
20
For slug pistols/ rifles/ SMG, greatly silences shots ,
single shot, semi auto only
Bipod
3
-1
100
For any rifle, gives EXTRA +10 to hit when resting
weapon (a total of +20 when resting)
Tripod
10
-3
100
For mounting heavy or support weapons for accurate fire,
see page 23 of FOTI
Antigrav harness
500
-1
NA
Expensive ,rare item, allows heavy weapon to be used
with only a -1 initiative modifier.
Empty clip
5
-
Same as gun
Empty clip for weapons which take solid ammo,
availability is same chance as for weapon.
M2 Artillery mount
260
-8
NA
Included with artillery. Hvy, support or artillery pieces can
be mounted on it, and classed as on pintle mount
Advanced sights
10
none
90
See page 19 IC, added to SMG or machine pistol
TARGETING DEVICES
ITEM
COST
ILM
Availability
Use
Autoranger
120
+3
NA
+10 to hit
Support Autoranger
250
+3
NA
Allows indirect fire support at -20
Scope sight (image
intensifying/ night
capable)
50
-1
100
+20 to hit, fitted to shoulder arms or rifles only
Laser
rangefinder/pointer
50
+1
100
+10 to hit, reads range, paints target with laser
light of chosen wavelength.Can be fitted to any
weapon.
PERSONAL EQUIPMENT (mostly for role-playing games!)
ITEM
COST
ILM
Availability
Use
Automedic
200
-1
100
See page 24, adds 2 to medical aid chance (this is a
change from the standard rules)
Nose filters
1
-
100
seeLB page 24
Image intensifier/anti
flash lenses
3
-
100
seeLB page 24
Throat mike/ ear
plugs
3
-
100
seeLB page 24
survival pack
5
-
100
Basic survival kit to allow individual to stay alive in a
hostile environment, includes knife.
medical kit
10
-0.3
100
Conventional medical pack, adds 1 to chance of
successfully giving medical aid
first aid kit
5
-
100
No bonus to medical aid roll, but allows individual to
treat himself, negate deduction if treating oneself.
Electrical kit
35
-1
100
Basic electronics repair and construction kit
tool kit
25
-2
100
Basic tool kit for fixing and making things
demolition kit
300
-4
NA
Contains the equivalent explosives of 3 missiles (select
any except nuke and vortex), along with timers,
detonators and lock busters. Specialist use only
supplies
5
-3
100
Food and water pack to sustain 1 man for 7 days, along
with basic utensils, sterilization tablets, flare
50m mono cord
10
-0.5
100
Wire thin, incredibly strong, will hold 1000kg weight.
grapler
3
-1
100
Grappling hook, for scaling walls when attached to cord
tent
40
-2
100
2 person compact self inflating temporary shelter in a
range of colours. Runs on 1 SB, small self heating unit
installed, well insulated and comfortable.
15
ITEM
COST
ILM
Availability
Use
Infiltration kit
100
-1
20
Contains picklock set, electronic bugs,the equivalent of
1 grenade in explosives, timers and fuses.
sleeping bag
5
-0.5
100
Very compact, well insulated bag with combined pillow
which inflates for use.
Flashlight
5
-
100
Xenon bulb technology gives 1 million candle power
from a unit the size of a mobile telephone. 1LWB
needed.
Gyro binoculars
15
-0.3
100
Stabilized, range finding, infrared, image intensifying,
fully coated, antiglare x2 to x 30 power 1LWB needed
high power binocs
30
-0.5
100
As above but record function, and up to x200
magnification
Communicator
10
-0.5
100
Combines functions of videophone, basic computer and
sat nav finder. Range 1000km. 1LWB needed
Hand Computer
50
-0.3
200
5 terabyte palmtop PC with basic software, multimedia
projector and virtual keyboard, runs on 1 LWB
Field communicator
100
-3
100
Classed as a shoulder arm, this backpack contained
communicator runs on 1 SB. Has terrestrial range of
20,000km, multi waveband.
Portable multi sensor
400
-1
85
See ALAA page 25 for use
Multi- detector
25
-1
100
Gives 85% chance of detecting explosive and bugging/
surveillance devices within 5 metres.
wire cutters
6
-0.5
100
Laser edged cutters, will cut through ANY material up
to 5cm thick. Needs 1LWB.
camo cream/gun dull
1
-
100
Available in various colours depending on theatre,
reduces reflections and detection when using stealth.
combat outfit
20
-
100
Combat fatigues including boots, belt, undergarments,
webbing belt etc, wide variety of colours available
depending on theatre. E.G woodland camo, desert camo
etc…etc..
light supply pack
3
-1
100
Food and water pack to sustain 1 man for 4 days, along
with basic utensils, sterilization tablets, flare
Tangle solvent
5
-
100
5 use can which dissolves tangle webs
Small HAB bubble
100
-4
90
3 person basic shelter, uses 1 SB, self heating, insulated,
built in air beds, self inflating to 6 foot by 8 foot by 5
foot high. Uses very thin but very strong plastic
inflating layers, which then fill with high expansion
foam and set. Non- reusable. Range of colours available,
counts as padded armour for pen.
Med HAB Bubble
250
-6
80
As above but for 5 people,14 foot by 9 foot by 7 foot high.
Large HAB Bubble
500
-10
70
As above but for 8 people,20 foot by 10 foot by 7 foot high
Portable atomic
stove and cookset
5
-1
100
Requires 1xSB for 10 hours use, complete with pan set,
beakers and eating utensils.
Survival DROP pack
220
-20
70
Plastisteel crate, used to drop supplies to troops or for
starship escape pods/ vehicle etc..Comprises:
Supplied x 4, survival kit, Small Hab bubble, medikit,
tool kit, mono cord, flashlightx2, communicator x2,
stove and cookset, 5x standard batteries, 6x flare,
distress beacon, survival booklet and 6x foil blanket.
16
ROBOT SUMMARY
See the Laserburn supplemental rulebook ‘ROBOT’ for more details on each type, including hit tables and typical use,
and details of Androids available, as they are not listed here.
Type
Height
Cost
Avail
Batteries
Armour
WS
CS
IL
Weapons
Notes
Security robot
9
1500
30
8
40 head,
body
60 limbs
130
60
10
Laser rifle
See Robot page 4
Law
enforcement
module
7
500
20
4
60
120
50
13
3xlas pistol
2xbolter
1xmac.pistol
See robot page 6
LEM mk.2
5. 5
800
15
3
10 head,
body
40 other
130
55
12
4xlaser
pistol,
1xgyro
pistol
See robot page 7
Sandar 1
7.6
550
100
solar
60
40
10
3
none
Domestic, page 10
robot.
Social robot
6
500
100
charged
40
40
20
5
special
Protocol, see page
11
Utility robot
2
450
100
4
40
80
40
5
Las pitolx2
Carrier robot, page
12
Robo-mechanic
3.6
500
100
5
40
40
10
2
Power glove
Page 13
Imp, Hvy
Battle robot
8
9000
NA
12
10
170
85
18
RFS bolter
200 rounds
Page 15
Robo fighting
machine
7.6
3500
NA
10
10
120
60
11
2xmissile
2xgyro rifle
1xlaser pisto
Page 25
6- gun attack
robot
5
2900
NA
12
10
110
50
11
2xmissile
2xhvy laser
2xmac pis
2x gyro rifle
Page 26
Robo- recce
6
1000
10
12
10
105
50
11
Bolt rifle
3x mags
Page 27
Spider
7
850
25
charged
40
85
45
8
none
Repair, page 28
IMSDU
5.9
950
20
12
-10
100
45
10
none
Mine sweeper, page
29
Sewerguard
320
25
4
60
75
0
14
Laspistolx2
Sewerbot
300
45
3
60
0
8
7
none
Mainbot
600
55
5
60
70
15
4
Las pistol
See sewerville
shootout supplement
City pat. Unit
8
3950
NA
charged
10
150
70
16
Bolt rifle
2xpow claw
Stun laser
Page 30
Warbot
6
3950
NA
charged
10
140
60
15
2xRFS gyro
1xRFS
machinegun
Page 31
Armament varied
depend ing on use
The WS,CS,IL given are averages for each type of robot, you may dice for values if this is an option in the
‘Robot’ supplement.
Please note that some of the costs for fighting robots have been adjusted to take into account multiple weapons
carried.
COST OF LIVING
Average wage of working man: 50 credits per week
Average megacity accommodation and food/ living expenses: 30 cr per week
Average luxury living/ good food: 200 cr per week
Ticket price inter- continental: 25cr.
Ticket price Inter planetary: 110cr.
Ticket price Inter solar 1000cr+
Meal in a restaurant: 1-5 cr.
| textdata/thevault/Laserburn/Laserburn - Weapons and Equipment from the Fringe.pdf |
Darkslayer
Special
Notes: Darkslayer can only be used against the specific enemies
of the caster’s deity (c.f. Guardian’s Ways, RMCI). The items
created by this list are made of solidified light, and cannot be
made permanent. The GM may wish to have the weapons created
by this list deliver Holy or Slaying criticals against the appropri-
ate targets.
Area of
Effect
Duration
Range
1—Weapon I
self
1 min/lvl
self
2—Shield I
self
1 min/lvl
self
3—
4—Armor I
self
1 min/lvl
self
5—Weapon II
self
1 min/lvl
self
6—Shield II
self
1 min/lvl
self
7—
8—Armor II
self
1 min/lvl
self
9—
10—Weapon III
self
1 min/lvl
self
11—Shield III
self
1 min/lvl
self
12—
13—Armor III
self
1 min/lvl
self
14—
15—Weapon IV
self
1 min/lvl
self
16—Shield IV
self
1 min/lvl
self
17—
18—Armor IV
self
1 min/lvl
self
19—Weapon V
self
1 min/lvl
self
20—Shield V
self
1 min/lvl
self
25—Armor V
self
1 min/lvl
self
30—Weapon True
self
1 min/lvl
self
35—Shield True
self
1 min/lvl
self
40—Armor True
self
1 min/lvl
self
50—Darkslayer
1 target/lvl
1 min/lvl
touch
1—Weapon I (E) Allows the caster to create a weapon of
solidified light to wield in combat against his diety’s enemies.
The weapon must be a small, one-handed weapon (such as a
dagger or hand axe), and will dissipate if it leaves the caster’s
hand. The weapon strikes with a +5 bonus, and inflicts an
additional heat critical of equal severity.
2—Shield I (E) Allows the caster to create a normal sized shield
of solidified light. The shield is acts as a +5 normal shield, and
will illuminate a 5’ radius area with radiance equivalent to a Light
spell. The shield will dissipate if it leaves the caster’s hand.
4—Armor I (E) Allows the caster to create a suit of armor of
solidified light. The armor is completely unencumbering, pro-
tects as AT/4, and has a percentage chance equal to the caster’s
level to dissipate any darkness-based attacks directed at the
wearer.
5—Weapon II (E) As Weapon I, except a larger weapon (club,
mace) with a +5 bonus can be created, or a weapon of the size
created by a Weapon I spell with a +10 bonus can be created.
6—Shield II (E) As Shield I, except the shield has a +10 bonus,
and will illuminate a 10’ radius area.
8—Armor II (E) As Armor I, except the armor protects as
AT/8.
10—Weapon III (E) As Weapon II, except a larger weapon
(broadsword, quarterstaff) with a +5 bonus, or a Weapon II with
a +10 bonus, or a Weapon I with a +15 bonus can be created.
11—Shield III (E) As Shield I, except the shield has a +15 bonus,
and will illuminate a 15’ radius area.
13—Armor III (E) As Armor I, except the armor protects as
AT/13.
15—Weapon IV (E) As Weapon III, except a missile or thrown
weapon (long bow, thrown axe, etc.) or a Weapon III with a +10
bonus, or a Weapon II with a +15 bonus, or a Weapon I with a
+20 bonus can be created. Missile weapons will continually
create their own ammunition without reloading, and thrown
weapons will reappear in the hand of the wielder after striking
their targets.
16—Shield IV (E) As Shield I, except the shield has a +20 bonus,
and will illuminate a 20’ radius area.
18—Armor IV (E) As Armor I, except the armor protects as
AT/18.
19—Weapon V (E) As Weapon IV, except a two-handed or
mounted weapon (two-handed sword, mounted lance, etc.) with
a +5 bonus, or a Weapon IV with a +10 bonus, or a Weapon III
with a +15 bonus, or a Weapon II with a +20 bonus, or a Weapon
I with a +25 bonus can be created.
20—Shield V (E) As Shield I, except the shield has a +25 bonus,
and will illuminate a 25’ radius area.
25—Armor V (E) As Armor I, except the armor protects as
AT/20.
30—Weapon True (E) The caster can create a weapon of any
type he chooses. The weapon strikes with a +30 bonus, delivers
an additional heat critical, and inflicts bonus damage as a
‘Lightblade’ (additional concussion hits equal to the severity of
the critical delivered times the level of the creature struck, i.e., ‘C’
critical inflicted upon a 20th level creature = 60 concussion hits).
35—Shield True (E) As Shield I, except the shield has a bonus
equal to 2x the caster’s level, and will illuminate an area equal to
2x the caster’s level with a radiance equivalent to an Utterlight
spell.
40—Armor True (E) As Armor I, except the armor protects as
AT/20, and the wearer is immune to all darkness-based attacks.
50—Darkslayer (FE) The caster can bestow either Weapon V,
Shield V, or Armor V upon 1 target/level (granting all three spells
would require the casting of Darkslayer three times). Those
bestowed must also be followers of the caster’s deity.
Ross Henton
[email protected]
Lightslayer
Special
Notes: Lightslayer can only be used against the specific enemies
of the caster’s deity (c.f. Guardian’s Ways, RMCI). The items
created by this list are made of solidified darkness, and cannot be
made permanent. The GM may wish to have the weapons created
by this list deliver Unholy or Slaying criticals against the appro-
priate targets.
Area of
Effect
Duration
Range
1—Weapon I
self
1 min/lvl
self
2—Shield I
self
1 min/lvl
self
3—
4—Armor I
self
1 min/lvl
self
5—Weapon II
self
1 min/lvl
self
6—Shield II
self
1 min/lvl
self
7—
8—Armor II
self
1 min/lvl
self
9—
10—Weapon III
self
1 min/lvl
self
11—Shield III
self
1 min/lvl
self
12—
13—Armor III
self
1 min/lvl
self
14—
15—Weapon IV
self
1 min/lvl
self
16—Shield IV
self
1 min/lvl
self
17—
18—Armor IV
self
1 min/lvl
self
19—Weapon V
self
1 min/lvl
self
20—Shield V
self
1 min/lvl
self
25—Armor V
self
1 min/lvl
self
30—Weapon True
self
1 min/lvl
self
35—Shield True
self
1 min/lvl
self
40—Armor True
self
1 min/lvl
self
50—Lightslayer
1 target/lvl
1 min/lvl
touch
1—Weapon I (E) Allows the caster to create a weapon of
solidified darkness to wield in combat against his diety’s en-
emies. The weapon must be a small, one-handed weapon (such as
a dagger or hand axe), and will dissipate if it leaves the caster’s
hand. The weapon strikes with a +5 bonus, and inflicts an
additional cold critical of equal severity.
2—Shield I (E) Allows the caster to create a normal sized shield
of solidified darkness. The shield is acts as a +5 normal shield,
and will darken a 5’ radius area with blackness equivalent to a
Darkness spell (the darkness so created will not impede the
caster’s vision). The shield will dissipate if it leaves the caster’s
hand.
4—Armor I (E) Allows the caster to create a suit of armor of
solidified darkness. The armor is completely unencumbering,
protects as AT/4, and has a percentage chance equal to the
caster’s level to dissipate any light-based attacks directed at the
wearer.
5—Weapon II (E) As Weapon I, except a larger weapon (club,
mace) with a +5 bonus can be created, or a weapon of the size
created by a Weapon I spell with a +10 bonus can be created.
6—Shield II (E) As Shield I, except the shield has a +10 bonus,
and will darken a 10’ radius area.
8—Armor II (E) As Armor I, except the armor protects as
AT/8.
10—Weapon III (E) As Weapon II, except a larger weapon
(broadsword, quarterstaff) with a +5 bonus, or a Weapon II with
a +10 bonus, or a Weapon I with a +15 bonus can be created.
11—Shield III (E) As Shield I, except the shield has a +15 bonus,
and will darken a 15’ radius area.
13—Armor III (E) As Armor I, except the armor protects as
AT/13.
15—Weapon IV (E) As Weapon III, except a missile or thrown
weapon (long bow, thrown axe, etc.) or a Weapon III with a +10
bonus, or a Weapon II with a +15 bonus, or a Weapon I with a
+20 bonus can be created. Missile weapons will continually
create their own ammunition without reloading, and thrown
weapons will return to the hand of the wielder after striking their
targets.
16—Shield IV (E) As Shield I, except the shield has a +20 bonus,
and will darken a 20’ radius area.
18—Armor IV (E) As Armor I, except the armor protects as
AT/18.
19—Weapon V (E) As Weapon IV, except a two-handed or
mounted weapon (two-handed sword, mounted lance, etc.) with
a +5 bonus, or a Weapon IV with a +10 bonus, or a Weapon III
with a +15 bonus, or a Weapon II with a +20 bonus, or a Weapon
I with a +25 bonus can be created.
20—Shield V (E) As Shield I, except the shield has a +25 bonus,
and will darken a 25’ radius area.
25—Armor V (E) As Armor I, except the armor protects as
AT/20.
30—Weapon True (E) The caster can create a weapon of any
type he chooses. The weapon strikes with a +30 bonus, delivers
an additional cold critical, and inflicts bonus damage as a
‘Darkblade’ (additional concussion hits equal to the severity of
the critical delivered times the level of the creature struck, i.e., ‘C’
critical inflicted upon a 20th level creature = 60 concussion hits).
35—Shield True (E) As Shield I, except the shield has a bonus
equal to 2x the caster’s level, and will darken an area equal to 2x
the caster’s level with a darkness equivalent to an Utterdark spell.
40—Armor True (E) As Armor I, except the armor protects as
AT/20, and the wearer is immune to all light-based attacks.
50—Lightslayer (FE) The caster can bestow either Weapon V,
Shield V, or Armor V upon 1 target/level (granting all three spells
would require the casting of Lightslayer three times). Those
bestowed must also be followers of the caster’s deity.
Ross Henton
[email protected]
| textdata/thevault/Rolemaster/Utilities/Rolemaster - Darkslayer & Lightslayer.pdf |
LE PLAN
LE PLAN
FOULE
FOULE
VIOLENCE
VIOLENCE
Première étape
Première étape
Deuxième étape
Deuxième étape
Non
Non
0 - Personne à vue
0 dé au sensorezo
0 - Personne à vue
0 dé au sensorezo
1 - Une ou deux personnes
1 dé au sensorezo
1 - Une ou deux personnes
1 dé au sensorezo
2 - Entouré
2 dés au sensorezo
2 - Entouré
2 dés au sensorezo
3 - Au milieu de la foule
3 dés au sensorezo
3 - Au milieu de la foule
3 dés au sensorezo
Oui
Oui
Troisième étape
Troisième étape
Objectif secondaire
Objectif secondaire
| textdata/thevault/Alienoids [FR]/alienoids_feuille_mission.pdf |
Dubrovnik
The Dragon Stars
Humanity’s Colonisation of the Stars was a
terrible thing to behold. They were not
explorers, taking a brave step into the void.
They were not adventurers, striding out
towards the unknown.
They were refugees, fleeing the crumbling
cradle that was Earth. Fleeing the plagues
and the wars, the ever rising salty waves and
the ever-receding water.
They did not take sleek and shining
Starships, flying the flags of this state or that
corporation. They did not plant pretty flags
into the soil after landing. They crashed, and
most burnt. No one knows how many fled,
and no one can bring themselves to count the
dead. No one can point at an unexplored star
and say ‘here be humans’ or ‘here be no
humans.’ They say ‘Here de Dragons.’
Nevertheless, they are there. The luckiest of
the luckiest of them managed to preserve the
technology they left with. The others
regressed, some further than others. It is
estimated that there are more swords and
spears used in warfare now that in any other
time in history.
You’re the luckiest of all. Your grandparents
couldn’t flee and didn’t die and now here you
stand, on Dubrovnik, moving among the stars
like Humanity should have: Commanding,
not Commanded.
Dubrovnik
The Free and Europan Ship-State of
Dubrovnik to give it the proper title,
Dubrovnik is a constituent member of the
Europa Organisation. It is not, as one might
think, a Military vessel or a merchant trader.
It is a City-State given a Hydrogen Fusion
power plant, H2/O2 Thrusters, Alcubierre-
White Jump-Warp Drives, Trow Class Strike
Craft and one very large Rail/Coil Hybrid
Mass Accelerator (Cannon).
Due to the lack of FTL Communications
(asides from mail sloop) and it’s somewhat
unsurprising habit of moving all the time,
Dubrovnik and its ilk (Venice, Visby, Beirut
and the like) function rather more
autonomously that you’re average Member-
State or Colony. For one thing, it doesn’t
properly participate in Europan Elections,
unless by happy accident it is in Europan
Space come Election period. Instead, it (like
all of its fellows) has a dedicated
remembrancer who speaks, but does not vote,
on its behalf in the Europan Parliament.
Dubrovnik has a directly elected President
and departmental (Life Support,
Administration, Medical, Gunnery, the
various Engineerings etc.) Heads. The
President and Heads are elected to one year
terms, and serve as the Ship’s Executive.
Legislative initiatives require a majority vote
from the Heads and the voting Population
(two thirds of each in event of a Presidential
veto.) The Judiciary is self-regulating and
independent of the other two Governmental
Branches.
All of Dubrovnik’s sons and daughters
Citizens serve twenty two years as ‘Service
Crew’ (Conscripts) with two years of training
from 18 to 20, and twenty years of service
from 20 to 40, spending ten years shuffling
from department to department, and ten years
in a specialist field. After they have
completed their Service period they are given
the option to be moved to the reserves (which
they will stay on, barring exceptions, the rest
of their lives.)
The Non-Service Population do a number of
things for a living. Many Menial jobs, on
Dubrovnik in any case, have been
automated away. A few of them do
nothing, happy to live of their Basic
Support Payments. Many of them are
artisans of some sort of another, tinkerers
or artists or composers or writers or
singers or musicians etc.
A few of them, as might be expected, follow
the world’s oldest profession (and indeed, the
Dubrovnik Sex Workers Union has been able
to send the Ship grinding to a halt on
occasion via Industrial action, and is
currently attempting to get legislation passed
banning a variety of Robotic alternatives to
their trade.)
Life is quite good on Dubrovnik, all things
considered. Bunks aren’t bad, nice mix of
places to stare through your porthole at.
Acceleration’s usually a nice 0.5G when it
happens, and 0G is fun the rest of the time.
But that’s all changing now…
Because Dubrovnik’s and all it’s ilk have
new orders, and into the Dragon Stars they
go.
What you’ll need:
People! 3 or more is recommended. One of
them shall be ‘The Game Master.’ This will
be a title, bestowed upon one of the People
you have collected. Following in with the
Dubrovnik spirit, you may wish to elect him
or her. The Game Master serves as the
Universe: They control the story, arbitrate
rules disputes (and may overrule the written
rules) and generally facilitate the running of
the Game. They are necessary, and are not to
be neglected, especially given they control
every other person in the world not under the
purview of the Players.
The other people are Players. They build
characters, and take on the role of their
characters within the world of Dubrovnik.
Six Sided Dice, at least eight between you
(The Game Master may wish to have their
own stock.)
Writing implements. Pencils are
recommended (in conjunction with Rubbers)
as well as paper for Note taking.
Who’ll you be:
The Players take on the role of members of
Dubrovnik’s Special Operations Group:
‘Shore Party’ (Although you’re often
working on Ship as much as off it. Spy Rings
don’t bust themselves.)
What’ll you do:
Your job is whatever is required of you by
the Heads. That could be anything from
providing security to a visiting EAF
diplomat, to boarding a derelict Ship
alongside Dubrovnik’s Espatiers (There are
no Sapient Aliens. As far as is known) to
landing on a world in the Dragon Star world
to see if the Locals throw rocks or bullet at
you.
But mostly, you’ll be one of Europa’s tools
to influence in the Dragon Stars, before the
Indians, the Chinese, the Brazilians or the
ANZ-SEA-L do it. Dubrovnik will be
trading, wheeling and dealing, carrying
enough Von Neumann rated RapFabs and
feedstock to kickstart Industrial Revolutions
on a thousand worlds. Medicine, guns,
mining equipment. If it exists, Dubrovnik can
print it.
But so can Macau, Mumbai, RDJ and
Tokoyo. Then there’s the Wildcards like
Singapore and Kuala Lumpur. With them
business can be done, perhaps.
Pray you don’t meet Hong Kong. But if you
do…
Unfurl the Battle Ensign, Mobilise the
reserves, batten down the hatches, charge the
Accelerator and just try to run. You won’t
succeed, of course, but you’ll feel better.
Character Creation
Birth
First, pick from where your character came:
Highborn, Midborn or Lowborn.
Highborn came from high gravity
environments. Typically shorter, squatter,
and tougher. Stereotypically musclebound.
Midborn came from roughly Earth Like
gravity. Bog standard and boring.
Stereotypically charming for whatever
reason.
Lowborn came from low gravity
environments. Typically taller, slimmer, and
fragile. Stereotypically cerebral.
Characteristics
Everyone has nine Characteristics: Three
Matter, three Mind and three Ego.
Matter:
Strength: How strong you are. A high
Strength means denser, toned muscles and a
better punching arm.
Dexterity: How good your muscle control is.
A high Dexterity means you’re quick with
your hands and have good fine motor control.
Constitution: How tough you are. A high
Constitution means you’ve got a strong back
and that one punch won’t knock you over.
Mind
Knowledge: What you consciously know. A
high Knowledge means you know when
Dubrovnik was laid down, when it was
launched, all of its Presidents and their term
dates etc. etc.
Intuition: What you unconsciously know. A
high Intuition means you just know when
something is right or wrong, or what
someone will do, even if you can’t explain
why.
Control: How good you are at organising,
sorting and using information in your head.
A high Control means you know that 47 * 47
= 2209, not because you memorized it, but
because you did it in your head just then.
Ego
Charm: How good you are at talking to
people. A high Charm means you’ll never be
without a friend or a bed-mate.
Will: How good you are at keeping yourself
focused. A high Will means you can keep
your mind focused and on the job, and not on
the person trying to distract you.
Fortune: How lucky you are. A high Fortune
means that you can do stupid reckless things
and somehow come out the other end
smiling.
Every character starts with one point in each
of the nine Characteristics. In addition, every
character starts with six unassigned points:
Two in Matter, two in Mind, and two in
Ego.
In addition, Highborn receive an additional
two points to assign to Matter, Midborn
receive an additional two points to assign to
Ego and Lowborn receive an additional two
points to assign to Mind.
Gear
Your character has no specific gear. Instead
they are assumed to have what they need to
hand (the wonders of modern technology…)
unless their Gear has been explicitly taken
from them or lost. Note that without certain
types of gear some actions cannot be done
(Eg: Can’t shoot someone without a gun.)
The Game Master may also wish to penalise
certain actions if gear is damaged, sabotaged,
substandard or otherwise below par.
Vitality
Add up your Constitution, Will, and Fortune.
That is your Vitality. Don’t lose it. You need
it to live and stuff.
Tests
A test is required every time a character does
something with a reasonable a chance of
failure. Things like trying to negotiate with
the angry natives, trying to shoot that damn
Sniper before he kills someone, staunch the
bleeding before he kills him, sneak past that
thug, etc. etc.
In order to do a test, declare what you’re
trying to do, then look at your characteristics.
Pick two, each one from a different category
(Eg: Dexterity and Intuition, not Dexterity
and Constitution.) Justify why each one is
relevant to whatever you’re trying to do.
(Example: Charm is not helpful when you’re
trying to shoot someone.) Note: Can’t use
Fortune for this!
Add up all the points you’ve got assigned to
those two Characteristics. Grab than number
of six sided dice and roll them, adding up all
the results.
What you’re doing whatever towards (Eg:
They guy you’re trying to shoot etc.) is also
doing the same, this time to do some suitable
reaction (Eg: ‘Dodge’ or ‘Spot him sneaking
past me’ or ‘not trip over my tongue and tell
him what he wants to know.’ Even if it’s an
inanimate object.)
Whoever gets the higher number does
whatever they set out to do. If tied, use
Fortune as a tie-breaker: Higher Fortune wins
the test by difference between scores. If
Fortune scores are tied, re-roll the test.
Wait, who goes first?
If you need to decide what order people act
in, add up Dexterity and Intuition for each
character, and run from highest to lowest,
each person making one test then passing off
to the next highest person until everyone has
acted once, then go from the top again. If
characters are tied, use highest Fortune. If
still tied, all tied characters roll a six sided
dice, highest result going first. If these results
are tied, re-roll until results are not tied.
Help! I got Shot!
If you got shot, stabbed, had rocks fall on
you or otherwise lost a test in such a way that
you were physically damaged, reduce your
Vitality.
For every full six your opponent’s roll was
above yours, deduct one point of Vitality,
losing at least one each time.
Help! I’ve got no Vitality left!
Fall unconscious. You’re now Dying!
Whenever the Game Master feels like it (in
situations with established move orders,
every time the Dying character is due to take
their test would be recommended) the Player
controlling the Dying character rolls as many
six sided dice as they have points in either
Constitution or Will (Player’s choice) adding
the results together. If the result is equal to or
higher than the number of times this ‘try-not-
to-die’ test has been called for, you continue
Dying. If you rolled lower, Bye!
Fortune
Fortune’s special. Fortune makes you
special. You can’t use it for tests in the usual
manner. (Only characters belonging to
Players get Fortune.)
You can use it, however, to re-roll any test
that either you or someone else has taken
immediately after the fact. Any test, even
ones rolled by the Game Master (and the re-
roll must be rolled openly.)
Every time you use Fortune, mark down how
much Fortune you have expended. You may
expend as much fortune as you have points in
the Fortune Characteristic.
Game Master is at liberty to restore Fortune
as he or she wills. (They are encouraged to
reward funny and/or awesome feats.
We Won! Yay!
Congratulations on the success! Restore your
vitality and Fortune to full. If the Game
Master wills it, you may place another point
in a characteristic
Dubrovnik
Name:
Birth: lowborn-Midborn-Highborn
Age:
Charm
Will
Intuition
Knowledge
Control
Mind
Strength
Dexterity
Constitution
Matter
Ego
| textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Dubrovnik.pdf |
SKILL CONVENTIONS
Skill points are based on the total of attributes x age group.
Formula: add all basic attributes together and then multiply by age group = skill points
AGE
GROUP
16-20
1
21-30
2
31-40
3
41-50
4
All skill points are distributed on a 1-1 basis
Morrow Project personnel may spend their skill points on any skill; not just those in which they have a starting bonus.
No skill may start above 80%
Any skill that grants a one time bonus to any other skill must be purchased up to (or beyond) the required level (40%) at the time of chara
creation to receive the bonus.
BASIC STAT MODIFIERS
0-7
8-12
13-17
18+
Strength
-5
--
+5
+10
Dexterity
-5
--
+5
+10
Constitution
-5
--
+5
+10
Intelligence
-5
--
+5
+10
Perception
-5
--
+5
+10
Psionics
-5
--
+5
+10
Charisma
-5
--
+5
+10
Due to their intensive training, Morrow Project personnel also begin with the following skill bonuses:
Any skill marked (--) indicates no starting bonus.
Any skill marked (*) indicates that the character may choose one (and only one) of these skills in which to place a 40%
bonus.
COMBAT SKILLS
RECON
MARS
SCIENCE
BATTLE CRY
--
--
--
BATTLE RAGE
--
--
--
BAYONET
10
20
10
BLACK POWDER WEAPONS
--
--
--
BLOW GUN
--
--
--
BOLA
--
--
--
BOW
--
--
--
CREW SERVED WEAPONS
15
20
10
CROSSBOW
--
--
--
DEFLECTION
--
--
--
DISARMING
10
20
10
FLEXIBLE WEAPON
--
--
--
HAFTED WEAPON
--
--
--
HAND-TO-HAND COMBAT
15
25
15
HANDGUNS
10
15
10
KNIFE
15
20
10
QUARTERSTAFF
--
--
--
RIFLE
15
20
10
SHOTGUNS
20
25
20
SLING
--
--
--
SMG
10
20
10
SPEAR
--
--
--
SPECIAL WEAPONS
10
20
15
THROW GRENADE
15
20
10
THROWN WEAPON
--
--
--
WEIGHTED WEAPON
--
--
--
WHIP
--
--
--
CRAFT SKILLS
RECON
MARS
SCIENCE
ARMORER
--
--
--
BOWYER/FLETCHER
--
--
--
BREWER
--
--
--
CARPENTRY
--
--
--
CHANDLER
--
--
--
CLOTHIER
--
--
--
COOPER
--
--
--
FARMER
--
--
--
GLASSBLOWER
--
--
--
MASONRY
--
--
--
MERCANTYLER
--
--
--
MILLER
--
--
--
SHIPWRIGHT
--
--
--
SMITHING
--
--
--
TANNER
--
--
--
TAILOR
--
--
--
WAINWRIGHT
--
--
--
WEAPONSMITH
--
--
--
WEAVER
--
--
--
WOODCARVER
--
--
--
WOODCUTTER
--
--
--
KNOWLEDGE SKILLS
RECON
MARS
SCIENCE
AGRICULTURE
*
*
*
ANIMAL TRAINING
*
*
*
ANTHROPOLOGY
*
*
*
ARCHEOLOGY
*
*
*
ARCHITECTURE
*
*
*
ASTRONOMY
*
*
*
ASTROPYSICS
*
*
*
BIOLOGY
*
*
*
CHEMISTRY
*
*
*
CARTOGRAPHY
*
*
*
CHEMISTRY
*
*
*
ECOLOGY
*
*
*
ECONOMICS
*
*
*
ENGINEERING, COMBAT
*
*
*
FORESTRY
*
*
*
FORWARD OBSERVER
15
20
10
GEOGRAPHY
*
*
*
GEOLOGY
*
*
*
HISTORY
*
*
*
LANGUAGE (READ/WRITE)
--
--
--
LANGUAGE (SPEAK)
--
--
--
MAPMAKING/READING
20
15
10
MATHEMATICS
*
*
*
NAVIGATION
*
*
*
PHILOSOPHY
*
*
*
PHYSICS
*
*
*
POLITICAL SCIENCE
*
*
*
RECON
25
20
10
SOCIOLOGY
*
*
*
ZOOLOGY
*
*
*
GENERAL SKILLS
RECON
MARS
SCIENCE
ACROBATICS
--
--
--
ARTISTRY
--
--
--
BALLONING
--
--
--
CONVIVIALITY
--
--
--
COOKING
--
--
--
DANCE
--
--
--
DISGUISE
--
--
--
ENTERTAINMENT
--
--
--
EVALUATE GOODS
--
--
--
FISHING
--
--
--
GAMBLING
--
--
--
HANG GLIDING
--
--
--
HIDE
20
20
10
HIGH DIVING
--
--
--
LOCKPICKING
--
--
--
MUSICAL INSTRUMENT
--
--
--
ORATORY
20
10
15
PARACHUTING
--
--
--
PHOTOGRAPHY
--
--
--
RIDING
--
--
--
SAFECRACKING
--
--
--
SCROUNGE
--
--
--
SEAMANSHIP
--
--
--
SINGING
--
--
--
TECHNICAL SKILLS
RECON
MARS
SCIENCE
ASTRONAUTICS
*
*
*
COMMUNICATIONS
--
--
--
COMPUTER SCIENCE
*
*
*
DRIVE AUTOMOBILE
40
40
30
DRIVE MPV
40
40
30
DRIVE MOTORCYCLE
40
30
30
DRIVE TRACKED VEHICLE
15
25
10
ENGINEERING
*
*
*
JURYRIG
30
20
35
MACHINING
--
--
--
PILOT (HELICOPTER)
--
--
--
PILOT (JET)
--
--
--
PILOT (PROPELLORS)
--
--
--
REPAIR (ELECTRICAL)
15
10
30
REPAIR (MECHANICAL)
15
10
30
ROBOTICS
*
*
*
SCUBA DIVING
--
--
--
WELDING
--
--
--
MEDICAL SKILLS
RECON
MARS
SCIENCE
DENISTRY
*
*
*
FIRST AID
30
30
50
GENERAL MEDICINE
*
*
*
NURSING/MIDWIFERY
*
*
*
PHARMACY
*
*
*
TREAT DISEASE
10
10
20
TREAT POISON
10
10
20
VETERINARY MEDICINE
*
*
*
AGILITY SKILLS
RECON
MARS
SCIENCE
AMBUSH
20
30
10
CLIMB
30
30
30
CLIMB ROPE
15
20
10
CONTORTION
15
20
10
JUMP
30
30
30
LISTEN
20
20
10
MOVE SILENTLY
20
20
10
READ LIPS
15
20
10
SWIM
20
25
10
WILDERNESS SKILLS
RECON
MARS
SCIENCE
BUILD SHELTER
20
20
10
DETECT AMBUSH
25
30
20
DETECT HAZARD
20
25
15
DOWSING
25
20
15
CAMOUFLAGE
20
15
10
CAVING
--
--
--
FIELD COOKING
25
20
15
FIELD SANITATION
25
20
15
FINDING DIRECTION
20
15
10
FIRE BUILDING
20
20
15
FORAGING
20
15
10
MOUNTAINEERING
20
20
15
TRACKING
25
25
15
WEATHER WATCHING
15
15
10
| textdata/thevault/The Morrow Project/Unofficial/The Supply Bunker/Outside Contributions/Expanded Chargen 02/SKILL CONVENTIONS.pdf |
IPNET- CNA +++ELF TRANSMIT+++
Routing: Pcom (01.121.01.225.12) Idaho; sched (fox) Icept B-25 (01.121.01.184.07)
subject: Krell
>>START MESSAGE<<
Lorne,
I met Krell once, in December 1994 after he had been revived. He didn't make enough of an
impression on me remember much, and I was already slated for slotting and not allowed to talk about
P. What i do know is:
1) He was in the project from near the beginning.
2) He apparantly was not only on the council, but he was involved in the original Cryosleep
development team at Falling Pines project center.
3) He was a test freeze subject. Rumors about some major screw up in Montana are extant in some
records about him.
4) We did a data crawl of PB data banks. They are really screwed up, but we did find some vitals:
Born 16 July 1945 Butler Missouri. Caltech and UCLA degrees in human factors. Clerked for someone
in the council and then served with the Cryosleep research. Held (until now) the record for longest
time in cold sleep, twenty years (1968 to 1988). First name is Elliot, although prefers to be
addressed by his last name only.
5) Several people who knew him joined field teams. Our TO charts are a joke, but we don't think any
are awake (or can be awakened any time soon).
It may be years before we can dig any good historical records out on Krell. He was on the council
and in the project, was supposedly vocal, seen as an idealist, not privy to Dr. Morrow's inner team
but had a good understanding of the project. An interesting snipping from a FAQ on long term
Cryosleep (term slotting) surfaced after our last data cull:
(from Physical Effects of Long Term Cryogenic Suspended Animation, by Dr. Ed Haley)
"...in a few cases long term slotting has caused minor personality changes, brain damage, and even
death. This seems to be related to poor subject preperation by test slotting doctor, especially
hypothermia before slotting, poorly administered doses of Amathol, or errors in data entry of
subjects blood chemistry. Test subject 12 (hereafter referred to as "E") is a sample of this
effect. Slotting Doctor chose a dosage of Amathol that did not render subject unconscious, then
gave a second and excessive does of Amathol to the patient. Subjects body temperature dropped to 96
degrees before slotting process was begun, and remanding doctor failed to register excess Amathol
dose or low body temperature of slotting subject in the blood chemistry work up. E. came out of the
slots suffering from episodic migraines, minor depression, with distinct delusional tendencies,
although these are well compensated for and do not appear to effect the patients reentry into the
world..."
If this E. was Krell, then he was suffering from Dysfunctional Slot Sickness, a treatable
condition. While our literature on this subject is incomplete, further slotting is not advised for
people suffering from DSS as it magnifies the severity of symptoms listed above.
As Dr. Penman said, "if this Krell has been slotting himself for the past century and a half after
having an initial DSS episode, his currently mental state could only be called unique at this
point, that is, if Jack the Ripper's mental state was unique."
That's all I have
M-
>>>Endit<<<
| textdata/thevault/The Morrow Project/Unofficial/The Supply Bunker/Outside Contributions/ELF Transmission - Krell.pdf |
?
in which a group of friends will
create a murder scenario together.
hat
paper
die
pencil
friends
3-5
The Murder
of Mr Crow
For this simple recipe you will need:
You
the detective
Everyone plays the Detective who discovered Mr Crow’s
murderer. The act has taken place in an apartment building.
We’re going to take part in how the scenario grows while
contributing with ideas by following these three steps:
Creating suspects.
✓
Revealing motives.
✓
Revealing the murderer.
✓
Assistant
there at
all times
The
At any time in the game, anyone can say
“Assistant, please!” and let a volunteer
take this role. The Assistant then gives two
suggestions, and the Detective picks one.
An Assistant may call for another Assistant.
The
Suspects
creating
them
Take a sheet of paper.
Take turns adding suspects to the paper.
Create a suspect by picking:
a title
a species
an occupation
Mr.
Rhino
janitor
Mrs.
Cow
housewife
Ms.
Echidna
student
Dr.
Rat
pediatrician
Lord
Panda
businessman
Take two turns each.
A limit of five Suspects is recommended for a
standard one-hour game.
When the quota of suspects is filled, pick and add
either a small object or something heard or noticed one night.
a cross
noises from the staircase
a letter
footprints
a hat
a howling
Ask for an Assistant, if needed.
Hand the pencil to the left.
Title + species = the name
When &
Where
read out loud
It’s around noon and the detective has gathered everyone in one of
the common spaces in the apartment building. It’s time for the reveal.
a 1-2 hour long
leisure game
by
rickard elimää
?
Kelly
Mr Rhino
Before questioning begins, the Suspect rolls the die in the open. When answering the
Detective’s questions, the Suspect will follow the guidelines determined by this roll:
The Motives
revealing
them
Put on the hat. You’re now the Detective.
Point at someone and assign that person to play a Suspect.
The Suspect will have to answer up to three questions posed by the Detective.
Now the questioning begins. The Detective ask up to three questions, in an
accusing way, and must take previous answers into account.
The first question must link the Suspect to something else on the paper.
Did you hear noises from the staircase one night?
Do you know Mr Rhino?
Have you ever seen this cross before?
The second question must state a fact; something that connects the Suspect
to the previous question and is relevant to the murder. This is new information
that the current Detective will make up, based on the previous answer.
And you said that it was Mr Rhino arguing about a gambling debt?
Have you ever had a love affair with Mr Rhino?
Is it true that you obtain this cross by joining a mystical cult?
The final question is optional and suggests a Motive as to why the Suspect
murdered Mr Crow. This question should insinuate, but not literally accuse.
Did Mr Crow help you, Mr Rhino, to pay off your gambling debt?
And Mr Crow was your husband?
Isn’t it true that the cult’s last ritual involved Mr Crow?
Listen carefully and agree with all questions.
You may help the Detective by adding one or two details.
Listen carefully and agree with all questions.
You may make things difficult for the Detective by involving
other Suspects or answering evasively.
Each participant:
Write a small note with your name and the
Suspect you choose to be the murderer.
The Suspect may ask the Detective to
elaborate if a question is too vague.
Anyone may look at the
paper for inspiration.
Notebook
The
a growing
scenario
During each round of questioning:
Put the hat on the table.
Write the facts about each involved
Suspect in their own column.
The previous person to be Detective writes
the facts that the new Detective reveals.
Don’t forget to add what the Suspect said!
Another participant then takes the hat and
becomes the Detective. Continue questioning Suspects as above.
Revelation
wrapping it up
Continue until each suspect has a motive and at least
two facts that tie them to other things on the paper.
Mrs. Cow
Mr. Rhino
Ms. E
student
pediatrician
janitor
Had a love
Had a love
affair with
affair with
Mr. Rhino
Mrs. Cow a
a long time ago.
long time ago.
The last to finish shakes the hat, draws a note, and calls out
both names. The author of the note will describe how and
why the chosen Suspect could have killed Mr Crow. New
information may be added to this explanation. Continue
drawing names and adding explanations, taking the previous
ones into account. If the same Suspect appears more than
once during the draw, ignore it or add how another Suspect
helped out. When there are two notes left, the next drawn
note reveals the murderer. That participant does the whole
explanation, with or without the aid of the Assistant.
Put your note
into the hat.
The game is over. Discuss what you have accomplished, and what to be changed upon next time.
Contributors
James_Mullen
AlbeyAmakiir
horn_head_o
DinDenver
Johoohno
Zappelina
Starlight
Paul_T
Oren
AsIf
Proofreaders
Paul_T
Oren
AsIf
Playtesters
Alexandra
Daniel
Petter
Dan
Help the Detective during questioning.
You may add one or two details.
Help the Detective during questioning.
You may add one or two details.
Help the Detective during questioning.
You may add one or two details.
Help the Detective during questioning.
You may add one or two details.
Must listen carefully and agree with every question.
Must listen carefully and agree with every question.
Must listen carefully and agree with every question.
Must listen carefully and agree with every question.
Make things difficult for the Detective.
Involve other Suspects or answer evasively.
Make things difficult for the Detective.
Involve other Suspects or answer evasively.
Make things difficult for the Detective.
Involve other Suspects or answer evasively.
Make things difficult for the Detective.
Involve other Suspects or answer evasively.
Is it true that you heard noises from the staircase one night?
And that it was Mr Rhino arguing about a gambling debt?
Did Mr Crow help you, Mr Rhino, to pay this gambling debt?
Do you know Mr Rhino?
Have you had a love affair with Mr Rhino?
And Mr Crow was your husband?
Have you ever seen this cross before?
Did you get this cross by joining a mystical cult?
Isn’t it so that the cult’s last ritual involved Mr Crow?
The others have examples in this space.
You don’t. Tough luck.
There is no shame in asking for the Assistant.
Ask, accusingly, up to three questions:
First question
Second question
Final question
(optional)
Ask, accusingly, up to three questions:
First question
Second question
Final question
(optional)
Ask, accusingly, up to three questions:
First question
Second question
Final question
(optional)
Ask, accusingly, up to three questions:
First question
Second question
Final question
(optional)
The suspect
The suspect
The suspect
The suspect
The detective
The detective
The detective
The detective
"
Tie the suspect together to something on
the paper.
Make up new information that may be
relevant to the murder, linked to the
results of the previous question.
Without quite accusing them, insinuate
the guilt of one of the people mentioned
in the questioning.
Tie
the
suspect
together
to
something
on
the
paper.
Make up new information that may be
relevant to the murder, linked to the
results of the previous question.
Without quite accusing them, insinuate
the guilt of one of the people mentioned
in the questioning.
Tie the suspect together to something on
the paper.
Make up new information that may be
relevant to the murder, linked to the
results of the previous question.
Without quite accusing them, insinuate
the guilt of one of the people mentioned
in the questioning.
Tie the suspect together to something on
the paper.
Make up new information that may be
relevant to the murder, linked to the
results of the previous question.
Without quite accusing them, insinuate
the guilt of one of the people mentioned
in the questioning.
| textdata/thevault/Top Secret Games Two Page Tabletops/The Murder of Mr Crow.pdf |
PRODUCT NO. NA102
FOLLOW US ON FACEBOOK, TUMBLR, AND TWITTER!
E-MAIL US AT: [email protected]
ABANDONED ARTS©
PRESENTS:
A HAND-CRAFTED NON-PLAYER CHARACTER FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and
the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game
Compatibility License.
See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
TROLL WITCHDOCTOR; CR 12
This squat, green-skinned giant bears a long spear and rune-carved nails. A
blowgun and a number of brews and vials are tucked into its filthy loincloth.
It wears a voluminous shawl, and an etched necklace adorns its neck.
troll alchemist (beastmorph) 6 / witch (gravewalker) 2
XP 19,200; CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +19
Aura desecration (20 ft.)
DEFENSE
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)
hp 179 (12d8+2d6+115); regeneration 5
Fort +18, Ref +8, Will +9; +2 vs. mind-affecting, spell-like abilities, and supernatural abilities
Defensive Abilities fortification 50%
OFFENSE
Speed 30 ft.
Melee bite +14 (1d8+6) and 2 claws +14 (1d6+6); or
masterwork longspear +15/+10 (2d6+9/x3) and bite +9 (1d8+6)
Ranged blowgun +9/+4, 10 ft. (1d3); or
bomb +10 (3d6+1 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks beastform mutagen, bonethrall (DC 12), bomb (7/day; DC 14), rend (2d6+9)
Alchemist Extracts Prepared (CL 6th, concentration +7)
2nd – barkskin, resist energy, see invisibility
1st – cure light wounds, enlarge person (2), shield, true strike
Witch Spells Prepared (CL 2nd, concentration +3)
1st – divine favor, mage armor, obscuring mist
cantrips (at will) – detect magic, guidance, mending, stabilize
Patron strength
STATISTICS
Str 23, Dex 12, Con 27, Int 12, Wis 11, Cha 6
Base Attack +9; CMB +16; CMD 27
Feats Brew Potion, Diehard, Eldritch ClawsP, Endurance, Extra DiscoveryP, Intimidating
Prowess, Iron Will, Skill Focus (Perception), Throw Anything
Skills Craft (alchemy) +18, (+24 to create alchemical items), Heal +13, Intimidate +21,
Knowledge (arcana) +6, Knowledge (nature) +6, Perception +19, Spellcraft +7, Survival +13
Languages Giant
SQ discoveries (infusion, lingering spirit, preserve organs [50%], improved beastform
mutagen), hex (cauldron), poison use
Combat Gear mind sentinel medallionE, potion of barkskin (2), potion of resist fire 10 (2),
bloodroot (8); Other Gear blowgun, masterwork longspear, shawl of life-keepingE, steadfast
gut-stoneE
Alchemist’s Formula Book 2nd-level: barkskin, resist energy, see invisibility; 1st-level:
anticipate peril, cure light wounds, enlarge person, shield, true strike
Witch’s Familiar (Spell Poppet) 1st-level: cure light wounds, divine favor, enlarge person,
identify, ill omenP, mask dweomer, obscuring mist, unseen servant; cantrips: arcane mark,
bleed, dancing lights, daze, detect magic, detect magic, detect poison, guidance, light,
mending, message, putrefy food and drinkP, read magic, resistance, spark, stabilize
SOURCEBOOK REFERENCES
P: see the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™
E: see the Pathfinder® Roleplaying Game: Ultimate Equipment ™ sourcebook
BUILD NOTES
The aim of this unconventional character build is to provide a memorable shaman or leader
for any adventure featuring trolls or other intelligent, monstrous NPCs. The combination of a
troll’s Strength and Constitution, the beastmorph alchemist’s improved beastform mutagen,
and spells like barkskin, enlarge person, mage armor, and shield should produce a powerful
and effective combatant with a unique suite of abilities. Extracts and potions of resist energy
offer the troll witchdoctor all-important energy resistances.
The witchdoctor’s Eldritch Claws feat allows it to overcome some types of DR. The Diehard
feat, the shawl of life-keeping, and the lingering spirit discovery offer extraordinary durability
to the witchdoctor, as do limited healing extracts and the preserve organs discovery. The
witchdoctor’s various potions and even extracts (thanks to his infusion discovery) can be
doled out and shared among his already-fearsome troll allies for combat support.
TACTICAL NOTES
The troll witchdoctor is significantly more effective when it has a moment to prepare before
combat. The best way to ensure that the witchdoctor keeps this opportunity is by using the
gravewalker witch archetype’s bonethrall ability to gain the service of one or two low-level
undead to act as sentries, alerting the witchdoctor to any imminent threats by shrieking or
raising an alarm if approached. In a pinch, obscuring mist can buy some time to drink potions
and extracts once combat has begun (though not much time, thanks to a low caster level).
Enlarge person extracts are a first priority, as is a Strength-boosting beastform mutagen. If
time permits, the troll witchdoctor should drink potions or extracts of barkskin, divine favor,
mage armor, resist energy (acid or fire), see invisibility, and shield before initiating or joining
a battle. If the witchdoctor expects serious trouble, unused extracts and potions of enlarge
person and resist energy may be passed to allies.
The Diehard feat and lingering spirit discoveries allow the witchdoctor to keep fighting until
his hit point total reaches -37, and the shawl of life-keeping effectively increases that limit by
another 10 points. The preserve organs discovery allows the witch-doctor to avoid 50% of all
critical hits, and the medallion of mind shielding offers valuable resistance to mind-affecting
spells and effects. The witchdoctor’s bombs (while relatively feeble by alchemist’s standards)
remain potent options for ranged combat if forced to deal with airborne or distant enemies,
as do poisons delivered via blowgun. An even better option for dealing with flying foes would
be to use the improved beastform mutagen to gain access to a fly speed.
PREPARED COMBAT STATISTICS
With a (Strength-boosting, Intelligence-draining) improved beastform mutagen imbibed and
potions or extracts of barkskin, divine favor, enlarge person, shield, and mage armor in effect,
the troll witchdoctor’s statistics are as follows:
CE Huge humanoid (giant); AC 25 (touch 10, flat-footed 25); Reflex +7; melee longspear
+18/+13 (3d6+14/x3), bite +12 (2d6+5); or bite +17 (2d6+10), 2 claws +17 (1d8+10); ranged
blowgun +8/+3 (1d4+1); or bomb +9 (3d6 fire, DC 13); special attacks (rend 1d8+14); Space
15 ft., Reach 15 ft.; Skills Craft (alchemy) +17
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of
this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo
Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate
Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of
Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Abandoned Arts Presents: NPC Arsenal No. 2: Troll Witchdoctor © 2013, Daron Woodson; Author: Daron Woodson,
based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
CREDITS
Authored and edited by Daron Woodson. Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Pathfinder is a registered trademark of Paizo Publishing, LLC, and
the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder
Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Learn more about the Pathfinder Roleplaying Game at www.paizo.com.
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/NPC Arsenal No. 2 Troll Witchdoctor.pdf |
#
1
2
3
4
5
6
7
8
9 10 11 12 13 14 15 16
Fin
moves first
Turn
END
SUOMUSSALMI (12/11/39). Elements of the Finnish 27th Infantry
Regiment attack units of the Soviet 163rd Rifle Division as they at-
tempt to evacuate to the east.
SPECIAL RULES : Winter Movement is in effect.
RUSSIAN FORCES
VICTORY CONDITIONS:
Marginal = Evacuate 10 units off Eastern Edge of the board.
Tactical = Evacuate 15 units off Eastern Edge of the board.
Decisive = Evacuate 20 units off Eastern Edge of the board.
Elements of the Soviet 163rd Rifle Division (662nd Rifle Regiment,
759th Rifle Regiment, 86th Artillery Regiment, 203rd Anti-Tank
Battalion, 222nd Tank Battalion, 163rd Reconnaissance Battalion).
Set up first on Boards 2 and 3.
x11
FINNISH FORCES
Elements of the Finnish 27th Infantry Regiment. Set up second on
Board 1.
x2
x2
x2
x5
x2
x5
x2
x8
x9
x2
x16
x10
x9
x2
x12
x2
x2
VICTORY CONDITIONS:
Marginal = Destroy 14 Russian units.
Tactical = Destroy 17 Russian units.
Decisive = Destroy 20 Russian units.
N
2
3
1
Map Configuration
#
1
2
3
4
5
6
7
8
9
10 11 12 13 14
Fin
moves first
Turn
END
PanzerBlitz
Situation PS-2
TOLVAJARVI (12/12/39). Elements of the Russian 139th Rifle
Division find themselves surrounded by the Finnish 16th Infantry Regi-
ment and desperately try to break out to the east before the Finns
destroy them.
SPECIAL RULES : Winter Movement is in effect.
RUSSIAN FORCES
VICTORY CONDITIONS:
Marginal = Evacuate 10 units off Eastern Edge of the board.
Tactical = Evacuate 20 units off Eastern Edge of the board.
Decisive = Evacuate 25 units off Eastern Edge of the board.
Elements of the Soviet 139th Rifle Division (364th Rifle Regiment,
609th Rifle Regiment, 169th Tank Battalion, 139th Reconnaissance
Battalion). Set up first on Board 1.
FINNISH FORCES
Elements of the Finnish 16th Infantry Regiment (reinforced). Set up
second on Boards 2 and 3.
VICTORY CONDITIONS:
Marginal = Destroy 15 Russian units.
Tactical = Destroy 20 Russian units.
Decisive = Destroy 35 Russian units.
N
3
1
2
Map Configuration
2
2
PanzerBlitz
Situation PS-1
x2
x5
x2
x2
x12
x2
x2
x8
x2
x3
x16
x24
x12
x3
x8
x12
x8
#
1
2
3
4
5
6
7
8
9
10
Rus
moves first
Turn
END
SAIJA (12/13/39). Finish frontier troops move to block Russian units
attempting to encircle the port of Petsamo in the far northern Arctic
regions of Finland.
SPECIAL RULES : Winter Movement is in effect. Also, the hexes of
the town of Adski are presumed to be Woods hexes for this scenario.
RUSSIAN FORCES
VICTORY CONDITIONS:
Russians win if they control all the hexes of the town of Uschas
(Saija) at the end of the game.
Elements of the Russian 112th Rifle Division. Enter along the
northern edge of the board on Turn 1.
x2
FINNISH FORCES
Elements of Detachment Pennanen. Enter along the southern edge
of the board on Turn 1.
x6
x2
x2
x2
x2
x9
x3
x2
VICTORY CONDITIONS:
Finns win if they prevent the Russian victory conditions.
N
1
Map Configuration
#
1
2
3
4
5
6
7
8
9
10
11
12
Rus
moves first
Turn
END
PanzerBlitz
Situation PS-4
SUMMA (2/1/40). Russian units assault a section of the Mannerheim
Line defended by the Finns.
SPECIAL RULES : Winter Movement is in effect. Units inside forts are
secretly placed by the Finnish player during setup (blank units are used
as dummies). Individual units that fire from a fort are revealed when
they first fire. When a fort is close assaulted or dispersed, reveal all
counters within and discard the blanks.
RUSSIAN FORCES
VICTORY CONDITIONS:
Marginal = Destroy 10 Finnish units.
Tactical = Destroy 15 Finnish units.
Decisive = Establish a corridor four hexes wide, free of Finnish units,
from the east side to the west side of the board by the
end of the game.
Elements of the Soviet 100th Rifle Division, supported by the 13th
and 20th Tank Brigades. Enter anywhere along the eastern edge of
the board on Turn 1.
FINNISH FORCES
Elements of the Finnish 7th Infantry Regiment. Set up on Boards 1
and 2.
VICTORY CONDITIONS:
Marginal = Destroy 10 Russian units.
Tactical = Destroy 15 Russian units.
Decisive = Destroy 20 Russian units.
N
2
1
3
Map Configuration
PanzerBlitz
Situation PS-3
x2
x3
x2
x6
x6
x4
x6
x2
x16
x6
x3
x3
x2
x4
x2
x14
x2
Blank
Counters
x2
x6
x4
x4
x6
x6
x8
x2
x5
x8
x6
x2
#
1
2
3
4
5
6
7
8
9
10 11 12 13 14
Fin
moves first
Turn
END
NAYKKIJARVI (2/26/40): Units of the Finnish army, supported by
tanks, attempt to recapture an important town held by elements of the
Russian Army.
SPECIAL RULES : Winter Movement is in effect.
RUSSIAN FORCES
VICTORY CONDITIONS:
Marginal = Control one hex of Bednost at the end of the game.
Tactical = Control two hexes of Bednost.
Decisive = Control all three hexes of Bednost.
Elements of the Russian 84th Rifle Division (201st Rifle Regiment,
122nd Anti-Tank Battalion, 84th Reconnaissance Battalion). Set up
first anywhere on hill 132 on board 2.
x2
FINNISH FORCES
Elements of the Finnish 5th Infantry Division (67th Infantry Regi-
ment, 5th Artillery Regiment), supported by the 4th Independent
Tank Company. Set up second on board 1.
x8
x5
x3
x2
x3
x8
x3
VICTORY CONDITIONS:
Marginal = Destroy 8 Russian units.
Tactical = Control Bednost at the end of the game.
Decisive = Destroy at least 8 Russian units and control Bednost.
N
1
2
Map Configuration
#
1
2
3
4
5
6
7
8
9 10 11 12 13 14 15 16
Rus
moves first
Turn
END
PanzerBlitz
Situation PS-6
TALI (3/8/40). Elements of the Finnish Army defend against what
proves to be the final attack of the Winter War by the Russians before
Finland sues for peace.
SPECIAL RULES : Winter Movement is in effect.
RUSSIAN FORCES
VICTORY CONDITIONS:
Win by having a line from the east side to the west side of the
board covered by units, and fire from units, at the end of the game.
Elements of the Finnish 3rd Infantry Regiment. Set up anywhere on
the board.
FINNISH FORCES
Elements of the Russian 123rd Rifle Division (245th Rifle Regiment,
255th Rifle Regiment, 41st Tank Battalion) and the 39th Tank Bri-
gade. Enter anywhere along the northern edge of the board on
Turn 1.
VICTORY CONDITIONS:
Win by having a corridor four hexes wide from the north side to
the south side of the board free of Finnish units, and fire from them,
at the end of the game.
N
2
3
2
Map Configuration
1
PanzerBlitz
Situation PS-5
x2
x2
x9
x10
x6
x2
x2
x2
x6
x6
x3
x2
x2
x4
x8
x2
#
1
2
3
4
5
6
7
8
9
10 11 12 13 14
Fin
moves first
Turn
END
KARKUMAKI (12/6/41). Units of the Finnish army have pushed
deep into East Karelia and have come up against strong Russian forces
near Karkumaki.
SPECIAL RULES : Winter Movement is in effect.
RUSSIAN FORCES
VICTORY CONDITIONS:
Marginal = Destroy 10 Finish units.
Tactical = Destroy 15 Finish units.
Decisive = Destroy 25 Finish units.
Elements of the Soviet 71st Rifle Division (126th Rifle Regiment,
2nd Ski Brigade, 86th Artillery Regiment, 467th Anti-Tank Battalion,
548th Heavy Mortar Battalion) and the 124th Tank Battalion). Set
up on Boards 1 and 2.
x4
FINNISH FORCES
Units of the Finnish 1st Jaeger Brigade, including the Finnish Tank
Battalion, and supported by the 11th, 12th, and 15th Artillery Bat-
talions. Enter along the western edge of the board on Turn 1.
x2
x3
x6
x6
x2
x4
x2
x2
x2
x2
x4
x5
x18
x3
x6
VICTORY CONDITIONS:
Marginal = Destroy 15 Russian units.
Tactical = Destroy 15 Russian units and control all of Hill 132 at the
end of the game.
Decisive = Destroy 25 Russian units and control all of Hill 132.
N
2
2
1
Map Configuration
#
1
2
3
4
5
6
7
8
9 10 11 12 13 14 15 16
Fin
moves first
Turn
END
PanzerBlitz
Situation PS-8
OSINOVETS (7/17/42). Hypothetical attack by the Finnish Tank
Division and Cavalry Brigade on the supply center located in Osinovets
which is defended by a Russian rifle division.
SPECIAL RULES : Forts may not be set up in Town hexes.
RUSSIAN FORCES
VICTORY CONDITIONS:
Marginal = Control the town of Zabvenia at the end of the game.
Tactical = Destroy 10 Finnish units and control Zabvinia.
Decisive = Destroy 15 Finnish units and control Zabvinia.
Elements of the Russian 21st Rifle Division (116th Rifle Regiment,
172nd Anti-Tank Battalion, 341st Light Tank Battalion). Set up on
Board 3.
FINNISH FORCES
Elements of the Finnish Tank Division and Cavalry Brigade. Enter
anywhere along the western edge of the board on Turn 1.
VICTORY CONDITIONS:
Marginal = Control the town of Zabvenia at the end of the game.
Tactical = Destroy two forts and control Zabvenia.
Decisive = Destroy all four forts and control Zabvenia.
N
1
3
2
Map Configuration
3
PanzerBlitz
Situation PS-7
x5
x2
x6
x2
x4
x2
x2
x7
x5
x5
x2
x2
x4
x10
x6
x5
x2
x8
x2
x12
x2
x2
x2
x10
x2
x10
x4
x3
x3
x2
N
1
2
3
4
5
6
7
8
9
10
11
12
Rus
moves first
Turn
END
KUUTERSELKA (6/13/44). The Finnish Tank Division makes a counterattack against the ad-
vanced elements of the Russian 109th Rifle Corps which results in a massive meeting engagement in
the strategic heights near Kuuterselka. SPECIAL RULES : None
RUSSIAN FORCES
VICTORY CONDITIONS:
Marginal – Destroy 10 Finnish Armored Units (T-20’s do not count).
Tactical – Destroy 20 Finnish units (including 10 Armored Units).
Decisive - Control Hill 132 (all Hilltop hexes) at the end of the game.
Elements of the Russian 109th Rifle Corps (72nd Rifle Division, 1st
Tank Brigade, 27th Guards Heavy Tank Regiment, 31st Guards
Heavy Tank Regiment, 1439th Heavy Self-Propelled Artillery Regi-
ment). Set up first on Board 1.
x2
FINNISH FORCES
Elements of the Finnish Tank Division. Set up second on Board 3.
x6
x2
x8
x2
x3
x10
x5
x5
x3
x2
x4
VICTORY CONDITIONS:
Marginal – Destroy 10 Russian Units.
Tactical – Destroy 20 Russian Units.
Decisive - Prevent the Russians from controlling Hill 132 at the end
of the game.
Map Configuration
#
1
2
3
4
5
6
7
8
9
10
Rus
moves first
Turn
END
PanzerBlitz
Situation PS-10
VIIPURI (6/22/44). Elements of the Russian 108th Rifle Corps as-
sault units of the Finnish 20th Infantry Brigade, who after repeated
attacks, finally broke and retreated by the end of the day, but bought
enough time for the city of Viipuri to be evacuated.
SPECIAL RULES : None
RUSSIAN FORCES
VICTORY CONDITIONS:
Finns win by preventing the Russian victory conditions.
Elements of the Russian 108th Rifle Corps (90th Rifle Division, 45th
Guards Rifle Division, 37th Guards Tank Brigade). Enter anywhere
along the eastern edge of the board.
FINNISH FORCES
Elements of the Finnish 20th Infantry Brigade. Set up on Boards 1
and 3.
VICTORY CONDITIONS:
Russians win by having a corridor six hexes wide across the board,
from the east side to the west side, free of Finnish units or their
lines of fire, at the end of the game.
N
3
3
2
Map Configuration
2
#
PanzerBlitz
Situation PS-9
x6
x10
x8
x6
x9
x2
x6
x2
x18
x3
x3
x3
1
1
3
2
x2
x3
x4
x9
x2
x18
x6
x3
x6
x2
x2
x17
x4
x6
x2
x2
x8
x6
x6
x2
x9
| textdata/thevault/Panzer Leader & Panzer Blitz/Winter War Between Russia and Finland/WinterWarScenariosRevised2015.pdf |
The Flagellant
A Dungeon World Playbook
by Radulf St. Germain
The Flagellant
Name
Dwarf – Snorri, Baldric, Ungi, Gorek, Bingi, Walla, Gerta
Human – Castius, Baltar, Ignatz, Severus, Severina, Lupina, Felina
Level
XP
Look
Eyes – crazy, squinty, empty
Body – emaciated, crippled, skeletal
Hair – wild, bald, tonsure, bald and single braid
Skin – scarred, dirty, sore-covered, heavily tattooed
Armor
Hit Points (Con+10)
Damage
1D6
Alignment
o Lawful (Punish somebody for
a minor infraction)
o Good (Take on the pain for
somebody else)
o Evil (Increase the amount of
suffering in the world)
Race
o Human: You gain a +1
on your Guided by
God’s Will rolls.
o Dwarf: You only take
1d4 damage when you
whip yourself due to a
low Guided by God’s
Will roll.
Attributes
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)
Strength
o Weak -1
Dexterity
o Shaky -1
Constitution
o Sick -1
Intelligence
o Stunned -1
Wisdom
o Confused -1
Charisma
o Scarred -1
Bonds
___________ is too soft to make it.
___________ seems to share your understanding of the value of pain.
You feel that _____________ is straying from the path preordained by the gods.
__________ is trying to make you stray from the proper path.
Starting Abilities
Guided by God’s Will: When you take a moment to send a prayer to your god, roll +Wis
10+
You gain 3 hold. Spend each hold after a successful attack to increase your damage by
1d4.
7-9
If you whip yourself for 1d6 damage, you gain 2 hold (useable as described above).
Otherwise, you gain only 1 hold.
6-
You suffer -1 on all rolls (excl. Last Breath) for the remainder of the current situation.
(The GM will tell you when this effect ends.)
Holy Hermit: You only need half rations while travelling.
Chose one of the following abilities:
o Frenzy: Whenever you take one or more points of damage, you take +1 forward on your next
Hack&Slash roll.
o Strong in the Flesh: You can use Con instead of Wis when rolling Guided by God’s Will.
o Mental Strength: You can use your Wisdom modifier as armor value. However, this does not
stack with other armor, including shields.
Also, chose your god:
o God of Suffering: When you take damage, you can chose to become Sick instead unless you
are already sick. However, you cannot Carouse.
o God of Justice: When you take damage, you can chose to become Scarred instead unless you
are already scarred. However, you cannot lie to figures of authority. (The GM will tell you
who cannot be lied to.)
o God of Madness: When you take damage, you can chose to become Confused instead unless
you are already confused. However, whenever you use Discern Realities and roll 6 or less,
you suffer from a hallucination.
Equipment
Scourge (messy, forceful, reach)
Torn robes
Adventuring Gear (5 uses)
Rations (5 uses)
Advanced Moves
When you gain a level from 2-10, you may choose from these moves.
o Kiss of the Leash: When you take 5 or more points of damage, you automatically gain one
hold as if having used Guided by God’s Will.
o Impact Play: When you roll 7 or more on your check for Guided by God’s Will, you gain 1
additional hold.
o Mortified Flesh: You increase your armor value by 1.
o Shades of Gray: You inflict 1d6 instead of 1d4 with your hold from Guided by God’s Will.
o Mind over Matter: When you are called to Defy Danger based on Con, you can use Wis
instead.
o Penance: You can whip yourself to end any one magical effect you are currently suffering
from. You are weak or shaky afterwards (your choice). You cannot chose weak or shaky if
you already suffer from that condition. However, you may take weak if you are shaky and
vice versa.
o Mighty Scourge: You increase your damage die by one category. However, this also applies
to the damage you suffer yourself. Dwarves go up to d6 for the damage they inflict on
themselves.
o Fist of Jysus: You can spend one of your holds from Guided by God’s Will to strike fear into
an enemy who can see you. This enemy will not attack you unless you attack them first.
o Pain in Many Forms: You gain an advanced move from another class. Treat your level as one
level lower.
o Painful Vigil: You automatically succeed on Take Watch moves as if you had rolled a 12.
When you gain a level from 6-10, you may choose from these moves.
o Lash of the Penitentes: When you roll 7 or more on your check for Guided by God’s Will, you
gain 1 additional hold. (Stacks with Impact Play.)
o Gelding: People can no longer manipulate your emotions. You are immune to mundane fear,
charm, moral pressure etc.
o Shades of Black: You increase your damage from hold from Guided by God’s Will by +2.
o Dayspring: You can use one of your hold from Guided by God’s Will to mark an enemy (after
successfully hitting them). Any attack on the enemy will double damage for the scene.
o Healing Prayer: During Make Camp you heal to your maximum hit points.
| textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Dungeon World - Playbook - The Flagellant.pdf |
2/26/2019
Path of the Cyclone | GM Binder
https://www.gmbinder.com/documents/print/-LSxBeWqC84STbo-FQ98
1/1
Path of the Cyclone
Path of the Cyclone
The Path of the Cyclone is one that needs to be seen in action
to be believed. The Barbarians that follow it are a flighty lot,
often moving from place to place without rhyme or reason. On
the battlefield, however, they can never seem far away enough,
hounding their opponents with an inexorable onslaught of
razor sharp winds, turning the area around them into an
inhospitable zone of carnage. Those who walk this Path enjoy
freedom above most other things, perhaps a reflection of its
supposed origin from the Elemental Plane of Air.
Barbarians of this path, especially its air genasi members,
often have strange wind based quirks about them, which you
can choose from the table below.
Cyclone Quirks
d6 Quirk
1 Objects like paper and leaves move in your presence
2 Your hair and clothing always looks wind blown
3 You find yourself occasionally turning without realising
4 You're always idly making circles with your limbs
5 Wind usually seems to blow harder when you're nearby
6 The howl of a storm is always on the edge of hearing
Path of the Cyclone Features
Path of the Cyclone Features
Barbarian Level
Feature
3rd
Twister
6th
Gale Force
10th
Touchdown
14th
Death Funnel
Twister
Twister
Starting when you choose this path at 3rd level, you become a
whirlwind of blood and fury. While you're raging, as an action
you can begin to spin rapidly enough to generate a tornado of
slicing winds. Until the start of your next turn, when a
creature starts its turn within 5 feet of you while you are
spinning in this way, or moves within 5 feet of you for the first
time on a turn, it must make a Dexterity saving throw (DC
equal to 8 + your proficiency bonus + your Strength modifier).
A target takes slashing damage equal to 1d6 + your Strength
modifier + your Rage Damage bonus on a failed save, or half
as much damage on a successful one. The damage die
increases when you reach certain levels in this class,
increasing to 2d6 at 6th level, and 3d6 at 10th level. Your spin
ends early if your speed becomes 0, your rage ends, or if you
voluntarily end it (no action required). Additionally, until the
end of your next turn, your rage can't end early as a result of
not attacking a creature.
Gale Force
Gale Force
At 6th level, while you are spinning, the area within 5 feet of
you is considered difficult terrain. Additionally, when a
creature makes a saving throw against your Twister ability,
you can use your reaction to put additional force into the blow.
If the creature fails its saving throw, it is knocked prone or
pushed up to 10 feet away from you (your choice).
Art Credits
Art is Storm by Oliver Mootoo.
Touchdown
Touchdown
At 10th level, while you aren't incapacitated, you can choose to
glide when you would normally fall. While gliding in this way,
you safely descend 60 feet per round, and you can move up to
1 foot horizontally for every 1 foot you descend.
Death Funnel
Death Funnel
Starting at 14th level, when you use your action to begin
spinning, each creature within 5 feet of you takes slashing
damage equal to 1d6 + your Strength modifier + your Rage
Damage bonus.
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/BladeBlot Brew/Barbarian - Path of the Cyclone (BBB).pdf |
OUT IN THE FIELD
Before arriving at the Western Reaches, each of the diverse characters of Blackstone Fortress lived
dangerous lives filled with vicious skirmishes, perilous missions and daring exploits – the kind of
engagements that are perfect for games of Kill Team.
USING YOUR BLACKSTONE
FORTRESS MINIATURES IN
KILL TEAM
The rules presented here are intended to allow players to
use the miniatures contained within Warhammer Quest
Blackstone Fortress in their games of Kill Team.
Each of the explorers has been presented as a new
datasheet, allowing you to take these varied characters
as part of your existing kill teams, either as unique
specialists or as Commanders.
You will also find a complete set of rules for using
Obsidius Mallex and his Servants of the Abyss,
including datasheets for these miniatures and Tactics for
this warband of the Black Legion.
Beta Rules
The rules presented here are in a beta state. As such they
might change over time, or be reprinted elsewhere with
modifications. We would like to take this opportunity
to allow players to give us feedback on these rules; you
can send any comments or suggestions to us at our Kill
Team FAQ email address, [email protected].
Whilst these rules have been written for use in all types
of Kill Team games – including matched play games
– if you intend to use them at organised events, it is
ultimately up to the event organiser as to whether these
rules will be allowed or not (as is the case with all of our
beta rules).
1
JANUS DRAIK
ROGUE TRADER
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Janus Draik
6"
3+
3+
3
3
4
3
9
4+
1
This model is armed with a monomolecular rapier, heirloom pistol and an archeotech grenade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Heirloom pistol
12"
Pistol 1
4
-2
2
-
Monomolecular rapier
Melee
Melee
User
-4
1
-
Archeotech grenade
6"
Grenade D3
6
-1
D3
You can only use this weapon once per battle.
ABILITIES
Multi-Spectral Auspicator: Re-roll hit rolls of 1 for
attacks made by this model.
Concealed Archeotech Weapon: Once per battle, at
the start of the Fight phase, pick one enemy model
within 1" of this model and roll a dice; on a 4+ the
target model suffers D3 mortal wounds.
Disruption Field Generator: This model has a 4+
invulnerable save.
Rogue Trader: This model cannot be affected by any
Tactics or abilities that affect models with a particular
Faction keyword.
SPECIALISTS
Leadership
FACTION KEYWORD
Adeptus Astartes, Astra Militarum, Adeptus Mechanicus
KEYWORDS
Imperium, Astra Cartographica, Commander, Infantry, Rogue Trader, Janus Draik
TADDEUS THE PURIFIER
MINISTORUM PRIEST
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Taddeus the Purifier
6"
4+
4+
3
3
4
3
7
6+
1
This model is armed with a laspistol, servo-stubber and power maul.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Laspistol
12"
Pistol 1
3
0
1
-
Servo-stubber
12"
Pistol 3
4
0
1
-
Power maul
Melee
Melee
+2
-1
1
-
ABILITIES
Zealot: You can re-roll failed hit rolls for attacks made
by this model in a battle round in which it charged or
was charged.
Rosarius: This model has a 4+ invulnerable save.
War Hymns: Add 1 to the Attacks characteristic of
Astra Militarum models whilst they are within 6" of
any friendly Ministorum Priests.
SPECIALISTS
Ferocity
FACTION KEYWORD
Astra Militarum
KEYWORDS
Imperium, Adeptus Ministorum, Commander, Infantry, Ministorum Priest,
Taddeus the Purifier
2
PIOUS VORNE
MISSIONARY ZEALOT
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Pious Vorne
6"
3+
4+
3
3
3
3
7
7+
1
This model is armed with Vindictor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Vindictor (shooting)
8"
Assault D6
5
-1
1
This weapon automatically hits its target. If the target is
a Chaos model, roll two D6 to determine the number
of attacks made with this weapon and discard the
lowest result.
Vindictor (melee)
Melee
Melee
+1
-1
1
-
ABILITIES
Specialist Retainer: This model is always a Zealot
specialist, but this does not count towards the
maximum number of specialists in your kill team.
Maniacal Fervour: Roll a D6 each time this model
loses a wound; on a 5+ that wound is not lost.
Zealot: You can re-roll failed hit rolls for attacks made
by this model in a battle round in which it charged or
was charged.
SPECIALISTS
Zealot
FACTION KEYWORD
Astra Militarum
KEYWORDS
Imperium, Adeptus Ministorum, Infantry, Pious Vorne
REIN AND RAUS
RATLING TWINS
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Rein
6"
5+
2+
2
2
2
1
6
6+
1
Raus
6"
5+
2+
2
2
2
1
6
6+
1
If one of these models is included in your kill team, you must also include the other. Rein is armed with a sniper rifle and stub pistol. Raus is
armed with a stub pistol and demolition charge.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty
to hit rolls for the target being at long range. If you roll
a wound roll of 6+ for this weapon, it inflicts a mortal
wound on the target in addition to its normal damage.
Stub pistol
9"
Pistol 1
4
0
1
-
Demolition charge
6"
Grenade D6
8
-3
D3
This weapon can only be fired once per battle.
ABILITIES
Specialist Retainer: Rein is always a Sniper specialist,
but this does not count towards the maximum number
of specialists in your kill team.
Grappling Hook: Raus can climb any distance
vertically (up or down) when he makes a normal move
– do not measure the distance moved in this way.
The Ratling Twins: You can re-roll failed hit and
wound rolls when shooting with Rein’s sniper rifle if
the target is also visible to Raus.
Naturally Stealthy: When an opponent makes a hit roll
for a shooting attack that targets Rein or Raus, and the
target model is obscured, that hit roll suffers an additional
-1 modifier.
Shoot Sharp and Scarper: Immediately after making
a shooting attack with Rein or Raus (other than firing
Overwatch), the firing model can move as if it were the
Movement phase (though it cannot Advance as part of
this move).
SPECIALISTS
Sniper (Rein only)
FACTION KEYWORD
Astra Militarum
KEYWORDS (REIN)
Imperium, Militarum Auxilla, Infantry, Ratling, Rein
KEYWORDS (RAUS)
Imperium, Militarum Auxilla, Infantry, Ratling, Raus
3
ESPERN LOCARNO
IMPERIAL NAVIGATOR
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Espern Locarno
6"
5+
5+
3
3
3
2
7
6+
1
This model is armed with a laspistol and force-orb cane.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Laspistol
12"
Pistol 1
3
0
1
-
Force-orb cane
Melee
Melee
User
0
D3
-
ABILITIES
Psychic Barrier: This model has a 4+ invulnerable save.
The Third Eye: When this model attempts to manifest the Psybolt psychic power, select an enemy model within
12" of and visible to it before making the Psychic test – if there are none, it cannot attempt to manifest Psybolt this
phase. If the power is successfully manifested, the model you chose suffers the mortal wounds, even if another
enemy model is closer to this model.
PSYKER
This model can attempt to manifest one psychic powers and deny one psychic power in each Psychic phase. It
knows the Psybolt psychic power.
SPECIALISTS
Psyker
FACTION KEYWORD
Astra Militarum
KEYWORDS
Imperium, Navis Nobilite, Commander, Infantry, Psyker, Navigator, Espern Locarno
UR-025
IMPERIAL ROBOT
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
UR-025
5"
3+
3+
5
5
4
2
8
3+
1
This model is armed with a Mk I assault cannon and a power claw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Mk I assault cannon
24"
Heavy 4
5
-1
1
-
Power claw
Melee
Melee
x2
-3
D3
When attacking with this weapon, subtract 1 from the
hit roll.
ABILITIES
Specialist Retainer: This model is always a Heavy specialist, but this does not count towards the maximum
number of specialists in your kill team.
Self-repair Systems: At the start of each battle round, this model regains 1 lost wound.
Something Isn't Quite Right…: This model is not treated as a model in your kill team for the purposes of
Canticles of the Omnissiah.
SPECIALISTS
Heavy
FACTION KEYWORD
Adeptus Mechanicus
KEYWORDS
Imperium, Robotica Imperialis, Infantry, Imperial Robot, UR-025
4
DAHYAK GREKH
KROOT TRACKER
NAME
M
WS
BS
S
T
W
A
Ld
Sv
M
Dahyak Grekh
7"
3+
3+
3
3
3
3
7
6+
1
This model is armed with a kroot rifle and kroot pistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Kroot pistol
12"
Pistol 1
4
0
1
-
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Kroot rifle (melee)
Melee
Melee
+1
0
1
-
ABILITIES
Quarry Can’t Hide: This model does not suffer the
penalty to hit rolls for the target being obscured.
Concealed Booby Traps: If you select the Plant Traps
strategy during the Scouting phase, you can booby-
trap up to D3+1 pieces of terrain instead of up to D3.
Fieldcraft: When an opponent makes a hit roll for a
shooting attack that targets this model, and this model is
obscured, that hit roll suffers an additional -1 modifier.
SPECIALISTS
Stealth
FACTION KEYWORD
T’au Empire, Kroot
KEYWORDS
Commander, Infantry, Dahyak Grekh
AMALLYN SHADOWGUIDE
ASURYANI RANGER
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Amallyn Shadowguide
7"
3+
2+
3
3
3
2
7
5+
1
This model is armed with a ranger long rifle, power blade and plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Ranger long rifle
36"
Heavy 1
4
0
1
A model firing a Ranger long rifle does not suffer the
penalty to hit rolls for the target being at long range.
Each time you roll a wound roll of 6+ for this weapon, it
inflicts a mortal wound in addition to any other damage.
Power blade
Melee
Melee
User
-2
1
-
Plasma grenade
6"
Grenade D6
4
-1
1
-
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the
Fight phase for this model in a battle round in which it
charges or is charged by a Slaanesh model. However,
you must add 1 to Nerve tests for this model if it is
within 3" of any Slaanesh models.
Battle Focus: If this model moves or Advances
in its Movement phase, weapons (excluding
Heavy weapons) are used as if the model had
remained stationary.
Cameleoline Cloak: When an opponent makes a hit
roll for a shooting attack that targets this model, and
this model is obscured, that hit roll suffers an additional
-1 modifier.
Phase Crystal: This model has a 4+ invulnerable save
and can move across models and terrain as if they were
not there.
SPECIALISTS
Stealth
FACTION KEYWORD
Asuryani
KEYWORDS
Aeldari, Warhost, Commander, Infantry, Ranger, Amallyn Shadowguide
5
SERVANTS OF THE ABYSS KILL TEAMS
If every model in your kill team has the Servants of the Abyss Faction keyword, you can use Servants of
the Abyss Tactics.
BLACKSTONE TRINKET
Servants of the Abyss Tactic
Use this Tactic is used when an enemy Psyker
successfully manifests a psychic power within 6" of
a Servants of the Abyss model from your kill
team. Roll a D6. On a 4+ that psychic power has
no effect.
2 COMMAND POINTS
FULLY CHARGED
Servants of the Abyss Tactic
Use this Tactic at the start of the Shooting phase.
Pick two Negavolt Cultist models from your
kill team that are within 1" of each other. Add 1 to
invulnerable saves made for these models until the
end of this battle round.
2 COMMAND POINTS
VETERANS OF THE LONG WAR
Servants of the Abyss Tactic
Use this Tactic when a Heretic Astartes model
from your kill team is chosen to attack in the
Shooting or Fight phase. You can add 1 to wound
rolls for the model’s attacks that target Imperium
models until the end of the phase.
2 COMMAND POINTS
EXPENDABLE MINIONS
Servants of the Abyss Tactic
Use this Tactic when a Heretic Astartes model
from your kill team is picked as the target of a
shooting attack. Pick a Servants of the Abyss
model (excluding Heretic Astartes models)
from your kill team that is within 1" of that model –
these attacks are resolved against that model instead.
1 COMMAND POINT
OBSIDIUS MALLEX
CHAOS LORD
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Obsidius Mallex
6"
2+
2+
4
4
5
4
9
3+
1
This model is armed with a plasma pistol and thunder hammer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
- Standard
12"
Pistol 1
7
-3
1
-
- Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out
of action.
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1
from the hit roll.
ABILITIES
Death to the False Emperor: If a model with this
ability makes an attack in the Fight phase that targets
an Imperium model, each time you roll a hit roll of
6+ you may make an additional attack with the same
weapon against the same target. These attacks cannot
themselves generate any further attacks.
For the Dark Gods: You can re-roll failed hit rolls for this
model if the target is an enemy Commander.
Sigil of Corruption: This model has a 4+
invulnerable save.
Transhuman Physiology: Ignore the penalty to this
model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Fortitude
FACTION KEYWORD
Servants of the Abyss
KEYWORDS
Chaos, Heretic Astartes, Black Legion, Commander, Infantry, Obsidius Mallex
6
TRAITOR GUARDSMEN
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Traitor Guardsman
6"
4+
4+
3
3
1
1
6
5+
-
Traitor Guardsman
Gunner
6"
4+
4+
3
3
1
1
6
5+
2
Traitor Sergeant
6"
4+
4+
3
3
1
2
7
5+
1
This model is armed with a lasgun and frag grenades.
Up to two Traitor Guardsmen in your kill team can be Traitor Guardsman Gunners, and one Traitor Guardsman in your kill team can be a
Traitor Sergeant. A Traitor Sergeant is instead armed with a laspistol, chainsword and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Autopistol
12"
Pistol 1
3
0
1
-
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
Lasgun
24"
Rapid Fire 1
3
0
1
-
Laspistol
12"
Pistol 1
3
0
1
-
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional
attack with this weapon.
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional
attack with this weapon.
Frag grenade
6"
Grenade D6
3
0
1
-
WARGEAR OPTIONS
• A Traitor Guardsman Gunner may replace their lasgun with a flamer or take krak grenades.
• A Traitor Guardsman may replace their lasgun with an autopistol and brutal assault weapon or laspistol and
brutal assault weapon.
ABILITIES
Servants of the Abyss: You can re-roll failed Nerve tests for this model whilst it is within 6" of a Heretic
Astartes model from your kill team.
SPECIALISTS
Leader (Traitor Sergeant only), Heavy (Gunner only), Demolitions, Scout, Sniper, Veteran
FACTION KEYWORD
Servants of the Abyss
KEYWORDS
Chaos, Infantry, Traitor Guardsmen
CHAOS BEASTMEN
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Chaos Beastman
6"
3+
4+
4
4
1
1
6
5+
-
This model is armed with either a laspistol or autopistol, either a chainsword or brutal assault weapon, and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Autopistol
12"
Pistol 1
3
0
1
-
Laspistol
12"
Pistol 1
3
0
1
-
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional
attack with this weapon.
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional
attack with this weapon.
Frag grenade
6"
Grenade D6
3
0
1
-
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Servants of the Abyss: You can re-roll failed
Nerve tests for this model whilst it is within 6" of a
Heretic Astartes model from your kill team.
Savage Charge: Add 1 to the Strength and Attacks
characteristics of this model in a battle round in which
it charges.
SPECIALISTS
Leader, Combat, Demolitions, Veteran, Zealot
FACTION KEYWORD
Servants of the Abyss
KEYWORDS
Chaos, Infantry, Chaos Beastmen
7
NEGAVOLT CULTISTS
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Negavolt Cultist
6"
3+
4+
3
3
1
3
8
6+
-
This model is armed with electro-goads.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Electro-goads
Melee
Melee
+2
0
1
Each hit roll of 6+ made with this weapon scores 3 hits.
ABILITIES
Servants of the Abyss: You can re-roll failed
Nerve tests for this model whilst it is within 6" of a
Heretic Astartes model from your kill team.
Fanatical Devotion: Each time this model loses a
wound, roll a D6; on a 5+ the model does not lose
that wound.
Voltagheist Field: This model has a 5+ invulnerable
save. After this model has charged, choose one of the
target models within 1" and roll a D6. On a 6 that
target model suffers 1 mortal wound.
SPECIALISTS
Leader, Combat, Veteran, Zealot
FACTION KEYWORD
Servants of the Abyss
KEYWORDS
Chaos, Infantry, Negavolt Cultists
ROGUE PSYKER
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Rogue Psyker
6"
4+
4+
3
3
4
2
8
5+
-
This model is armed with a laspistol and Chaos stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Laspistol
12"
Pistol 1
3
0
1
-
Chaos stave
Melee
Melee
User
-1
D3
-
ABILITIES
Servants of the Abyss: You can re-roll failed
Nerve tests for this model whilst it is within 6" of a
Heretic Astartes model from your kill team.
Unrestrained Power: You can re-roll any dice rolls of
1 when taking a Psychic test for this model. However,
this model suffers Perils of the Warp on any Psychic
test roll of a double, not just double 1 or double 6.
PSYKER
This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic
phase. It knows the Psybolt power.
SPECIALISTS
Leader, Comms, Veteran, Zealot
FACTION KEYWORD
Servants of the Abyss
KEYWORDS
Chaos, Infantry, Psyker, Rogue Psyker
8
BLACK LEGIONNAIRE
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Max
Black Legionnaire
6"
3+
3+
4
4
1
1
7
3+
-
This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
24"
Rapid Fire 1
4
0
1
-
Frag grenade
6"
Grenade D6
3
0
1
-
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Death to the False Emperor: If a model with this
ability makes an attack in the Fight phase which targets
an Imperium model, each time you roll a hit roll of
6+ you may make an additional attack with the same
weapon against the same target. These attacks cannot
themselves generate any further attacks.
Transhuman Physiology: Ignore the penalty to this
model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Leader, Combat, Sniper, Veteran, Zealot
FACTION KEYWORD
Servants of the Abyss
KEYWORDS
Chaos, Heretic Astartes, Infantry, Black Legionnaire
9
EXPLORERS
MODEL
POINTS PER MODEL
(Including wargear)
Amallyn Shadowguide (Level 1)
30
Amallyn Shadowguide (Level 2)
35
Amallyn Shadowguide (Level 3)
50
Amallyn Shadowguide (Level 4)
60
Dahyak Grekh (Level 1)
25
Dahyak Grekh (Level 2)
30
Dahyak Grekh (Level 3)
40
Dahyak Grekh (Level 4)
50
Espern Locarno (Level 1)
30
Espern Locarno (Level 2)
40
Espern Locarno (Level 3)
50
Espern Locarno (Level 4)
60
Janus Draik (Level 1)
50
Janus Draik (Level 2)
65
Janus Draik (Level 3)
80
Janus Draik (Level 4)
105
Pious Vorne
15
Raus
10
Rein
8
Taddeus the Purifier (Level 1)
50
Taddeus the Purifier (Level 2)
55
Taddeus the Purifier (Level 3)
70
Taddeus the Purifier (Level 4)
85
UR-025
30
SERVANTS OF THE ABYSS
MODEL
POINTS PER MODEL
(Not including wargear)
Black Legionnaire
12
Chaos Beastman
7
Negavolt Cultist
9
Obsidius Mallex (Level 1)
125
Obsidius Mallex (Level 2)
140
Obsidius Mallex (Level 3)
155
Obsidius Mallex (Level 4)
170
Rogue Psyker
20
Traitor Guardsman
- Traitor Guardsman Gunner
- Traitor Sergeant
5
5
5
SERVANTS OF THE ABYSS MELEE WEAPONS
WEAPON
POINTS PER WEAPON
Brutal assault weapon
0
Chainsword
0
Chaos stave
0
Electro-goads
0
Thunder hammer
0
SERVANTS OF THE ABYSS RANGED WEAPONS
WEAPON
POINTS PER WEAPON
Autopistol
0
Boltgun
0
Bolt pistol
0
Flamer
3
Frag grenades
0
Krak grenades
0
Lasgun
0
Laspistol
0
Plasma pistol
0
10
| textdata/thevault/Warhammer/40k/Kill Team/Resources/Datasheets/BlackStoneFortress/ENG_Blackstone_Fortress_Kill_Team_datasheets_v2.pdf |
Path of the Demon
The Path of the Demon is tantamount to a descent into
madness, a furious darkness within that calls for one thing
only: the death of its foes. Its origin can be hereditary, perhaps
a tiefling whose blood runs strong, a dalliance between an
ancestor and a demon, or sometimes intentional, via a ritual
or sacrifice for power. Barbarians of this path often struggle to
sate the beast inside, and during their rages that part of them
rises to the surface with disturbing results. Rending claws,
whipping tentacles, razor tipped horns; a demon in name and
form.
Path of the Demon Features
Barbarian Level
Feature
3rd
Abyssal Alteration
6th
Echo of the Void, It Stares Back
10th
Bloodlust
14th
Maximum Violence
Abyssal Alteration
Starting when you choose this path at 3rd level, your demonic
corruption manifests as a physical tool of destruction. While
raging, you grow a natural weapon you can use to make melee
attacks with, with which you are proficient. When you hit with
this weapon, the target takes an amount of damage equal to
1d10 + your Strength modifier, of a type decided by the choice
made below. You gain additional benefits based on your
weapon of choice. Whenever you enter your rage, choose one
of the following:
Pulverize. You grow a heavy tentacle, enlarge your limbs, or
develop some other similar blunt adaptation. Your natural
weapon deals bludgeoning damage, and when you hit a
creature with it you can use your bonus action to attempt to
shove them. Creatures shoved away from you in this way are
pushed twice the normal distance.
Skewer. You grow a pair of wicked horns, have your jaws
transform into a monstrous maw, or develop some other
similar puncturing adaptation. Your natural weapon deals
piercing damage, and when you hit a creature with it you can
use your bonus action to attempt to grapple them. While you
are grappling a creature in this way, you cannot use your
natural weapon against another target, and the creature takes
an amount of piercing damage equal to your Strength
modifier whenever they make an attempt to break the grapple.
Rend. You grow a bladed tail, extend your nails in to jagged
claws, or develop some other similar cutting adaptation. Your
natural weapon deals slashing damage, and when you hit a
creature with it you can use your bonus action to attempt to
wound them. The creature must succeed on a Constitution
saving throw (DC equal to 8 + your proficiency bonus + your
Strength modifier) or take additional damage equal to your
Strength modifier and have their speed reduced by 10 feet
until the end of their next turn.
Echo of the Void
Beginning at 6th level, you can release the roaring sound of
the abyss as a ruinous force. When you enter your rage, you
can unleash a 30 foot cone of discordant noise powerful
enough to shatter earth and bone.
Art Credit
Art is Emissary of Darkness(adv)- Legend of the
Cryptids by James Zapata.
Each creature within that area must make a Constitution
saving throw (DC equal to 8 + your Proficiency bonus + your
Strength modifier). On a failed save, a creature takes 3d6
thunder damage and is pushed 15 feet away from you. On a
successful save, the creature takes half as much damage and
isn't pushed.
In addition, unsecured Objects that are completely within
the area of effect are automatically pushed 15 feet away from
you by this effect, and you emit an otherworldly scream
audible out to 300 feet.
It Stares Back
Also at 6th level, you gain an understanding of the hateful
tongue of demons. You learn to speak, read, and write abyssal.
Additionally, your natural weapons count as magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Bloodlust
Beginning at 10th level, you are aware of the location of any
creature within 30 feet of you that doesn't have all of its hit
points. This feature has no effect on undead or constructs.
Maximum Violence
Starting at 14th level, when you use your Reckless Attack
feature while raging and make at least two attacks against the
same target, you can make one additional attack against it
using your natural weapon. If this attack kills the target, any
creature friendly to it that is within 15 feet of it and sees its
death must succeed on a Wisdom saving throw (DC equal to 8
+ your Proficiency bonus + your Strength modifier) or be
frightened of you for 1 minute. A creature frightened by this
effect makes another Wisdom saving throw at the end of each
of its turn. On a successful save, it is no longer frightened.
Once you use this feature, you can't use it again until you
finish a short or long rest.
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/BladeBlot Brew/Barbarian - Path of the Demon (BBB).pdf |
Semita Errabunda
12
Characteristics: Int +1, Per +1, Pre +2(*), Com 0(*),
Str –1, Sta 0, Dex 0, Qik +2
(*+1 Pre and Com with sexually compatible characters)
Size: –1
Age: 20 (14)
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Faerie Blood (Satyr),
Second Sight, Unaging; Small Frame, Disfigured
(cat’s eyes and ears), Cursed (can’t bear the touch of
iron)
Personality Traits: Fastidious +3, Flirtatious +2, Fae
+1
Reputations: None.
Combat: Brawling (fist): Init +2, Attack +2, Defense
+4, Damage –1
Soak: 0
Fatigue Levels: OK, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12),
Incapacitated (13–16)
Abilities: Latin 3 (Hermetic usage), Animal
Handling 1 (chickens), Athletics 0+1 (run),
Awareness 2 (search), Bargain 2 (domestic produce),
Brawl 1 (fist), Carouse 3 (wild fun), Charm 3 (flirt-
ing), Chirurgy 0 (1) (first aid), Craft: keep house 2
(cook), Faerie Lore 3 (forest), Folk Ken 3 (young
men), Guile 3 (fast talk), Home Village Lore 2 (peo-
ple), Intrigue 2 (gossip), Latin 3 (Hermetic usage),
Living Language 5 (peasants), Music 3 (sing), Second
Sight 4 (faeries), Survival 0 (1) (woods), Teaching 0
(2) (babies)
Equipment: None
Encumbrance: 0 (0)
Oldest (but youngest looking) daughter of a local
village wise woman (or witch, depending on your
view), she has the strong ties to færie in her blood.
Her appearance is most exotic – beautiful but alien.
If she did not show her ancestry she'd be beautiful,
but she has long, mobile and pointed cat-like ears,
which she adorns with rings; her eyes are wide and
slanted with eyebrows long and dark above them.
The irises of her eyes are bright green, and have a
slit pupil; they reflect bright at night.
As a child she often ran wild in the woods, chasing
and playing with the minor forest faeries; as a
teenager she chased the boys and flirted – the lads
think she and her sisters are exotic, wild and beauti-
ful (true), their mothers and the young women think
them harlots, or worse. She joined the covenant as
wife to one of the turb, relieving her mother of her
increasingly irksome presence (no village lad would
actually marry her!).
She thinks herself special (she must have special
tools so as not to touch iron – hurts her as if burning
hot) and very beautiful (she is vain, and proud of her
ears), and above the other grogs. She is fastidious
about staying clean and neat, often preening and
checking her appearance; she cannot abide getting
dirty, let alone sleeping rough. Magi may force her
to accompany field missions, where her Sight is use-
ful, but she complains endlessly about the hardships
of field travel, and her desire to be back in decent
living conditions again. (She might be bribed with
rings for her ears.)
She ages slowly, as the years slip past her: it seems
she will never grow up, or if she does, will never
grow old. Although she is now 20 years old, she
appears only 14 (she has hardly aged since 12).
Amelle
by Neil Taylor
| textdata/thevault/Ars Magica [multi]/5th edition/Semita Errabunda/Grogs/Amelle - The Faerie-Blooded.pdf |
COMMON
Monster
#W
#L
@L
badgers
1-2
2-5
9
bandits (T/1)
2-5
3-30
6
bats, cave
1-6
1-100 24
bears, black
1-2
1-3
3
beetles, giant bomb. 1-6
3-12
—
beetles, giant boring 1-5
3-18
12
beetles, giant fire
1-6
2-12
3
beetles, giant stag
1-5
2-12
—
beetles, giant tiger
1-3
2-8
—
boars, wild
1-3
1-12
3
centipedes, giant
2-8
2-24
1
dogs, wild
1-4
4-16
5
falcons, normal
1
1-2
4
hawks, normal
1
1-6
6
hunters (F/0)
1-6
2-12
3
insect swarm
1
1-3
—
lycan., werewolf
1-6
2-12
7
ogres
1-6
2-12
6
orcs
2-8
2-60 10
owls, normal
1-3
2-12
5
patrol (humans)
2-5
2-12
2
rats, normal
2-20 5-50
6
rats, giant
3-18 3-30
3
ravens, normal
1-8
4-32
9
skunks, giant
1
1-3
3
spiders, huge
1-2
1-12
15
spiders, large
1-3
2-20
18
toads, giant
1-3
1-12
—
weasels, normal
1-2
1-6
3
wolves
1-5
2-20
3
#W=no. appearing as wandering monsters #L=no. appearing in lair @L=chance-in-30 of encountering monster while in its lair
Roll 1d30 [1-15=common; 16-25=uncommon; 26-29=rare; 30=very rare]
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
UNCOMMON
Monster
#W
#L
@L
badgers, giant
1
1-3
3
basilisks
1-2
1-4
12
bats, giant
1-3
3-18
15
bears, brown
1-2
1-6
5
bears, cave
1
1-2
6
beetles, giant rhino
1-2
1-6
—
boars, giant
1-2
2-8
3
bugbears
2-8
5-20
7
footpads (T/2)
2-5
2-24
6
ghouls
1-6
2-16
6
gnolls
1-6
3-18
6
goblins
2-8
6-60 12
griffon
1
2-16
7
hobgoblins
1-6
4-24
7
killer bees, giant
1-6
5-30 15
kobolds
4-16 6-60 12
manticore(s)
1
1-4
6
owls, giant
1-2
2-5
2
porcupines, giant
1-2
1-6
6
ravens, giant
1-4
4-16
6
robber flies
1-6
2-12
—
robbers (T/3)
2-5
2-20
6
scorpions, huge
1
1-3
18
scorpions, giant
1
1-4
15
slug, giant
1
1-6
21
snakes, constrict.
1-3
1-8
—
snakes, poison.
1-3
1-6
—
spiders, giant
1-3
1-8
stirges
1-6
3-30 18
weasels, giant
1
1-3
5
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
RARE
Monster
#W
#L
@L
ankhegs
1-2
1-6
4
bats, huge
1-2
1-8
9
berserkers
1-6
3-30
3
burglars (T/4)
1-4
2-20
6
centaurs
1-6
4-24
2
cockatrices
1-2
1-6
9
cutpurses (T/5)
1-4
2-16
6
elves
1-4
2-24
3
ghasts
1-2
1-6
3
halflings
3-18 5-40 21
harpies
1-6
2-12
7
hippogriffs
1-4
2-16
3
jackalweres
1-2
1-4
9
lammasu
1-4
2-8
9
lycans., werebear
1-2
1-4
3
lycans., wereboar
1-6
2-12
6
lycans., wererats
1-8
2-16
9
medusae
1-3
1-4
15
minotaurs
1-4
1-8
6
panthers
1-2
1-6
5
owlbears
1-2
1-4
9
rakshasa
1
1-4
7
shadows
1-4
2-12
12
skeletons
3-12 3-30
3
spiders, g. bl. widow 1
1-3
15
ticks, giant
1-4
3-12
—
trobghouls
1-6
1-10
12
wolves, dire
1-4
3-12
3
vampires
1-2
1-6
7
zombies
2-8
4-24
—
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
VERY RARE
Monster
#W
#L
@L
aranea
1-3
1-6
15
bulette
1
1-2
—
dopplegangers
1-4
3-12
6
ettins
1
1-4
6
dragons, gold
1
1-3
20
dragons, red
1
1-4
18
elves, wood
1-4
2-24
6
gargoyles
1-4
1-8
6
ghosts
1
1
7
giants, fire/frost
1-4
1-8
9
gorgons
1
1-4
12
groaning spirit
1
1
3
haunts
1
1
—
hydras
1
1
6
lizards, g. draco
1-4
1-8
9
lizards, g. gecko
1-6
1-10
6
lizards, g. h. cham.
1-3
1-6
9
lizards, g. tuatara
1-2
1-4
9
neandrethals
1-10 10-40 12
nomads
1-10 20-200 2
pegasi
1-3
1-12
5
pilferers (T/7)
1-3
2-12
6
poltergeist
1
1
—
sharpers (T/6)
1-3
2-8
6
shedus
1-4
2-8
7
sphinxes, crio-
1
1-4
21
spiders, g. tarantella
1
1-3
9
thieves (T/8)
1-2
1-6
6
trolls
1-4
1-8
12
wyverns
1-2
1-6
9
“d30 Forest Encounters”: © 2014, New Big Dragon Games Unlimited
d30 Forest Encounters
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
| textdata/thevault/OSR Generic/Old School Adventures D30 Accessories (OSR)/NBD d30 Encounters; Generators/d30 Forest Encounters (OSR).pdf |
Lovecraftesque cue card
Narrator
YOUR ROLE: Shape the Horror through
evocative and intriguing contributions.
Introduce the scene (where, when, who, what).
Ensure Scene Requirements are met.
Describe the environment and characters
other than the Witness.
Adjudicate any conflicts.
Decide when the scene is over.
Do:
Bring a sense of sinister atmosphere.
Reuse and build on existing Clues, characters,
locations and other details.
Pause often to allow the Watchers to contribute.
Ask the Watchers questions; build on their answers.
optional:
Give a Watcher an incidental NPC to play, if
needed to avoid talking to yourself.
Don’t:
Tell the Witness what they’re thinking or feeling.
Lovecraftesque cue card
SceNe requiremeNtS
investigation scene
Reveal a Clue.
Force Majeure scene
Declare where the Final Horror will take place
and force the Witness to begin the Journey into
Darkness that will take them there.
the journey into Darkness
Move the Witness to the location of the Final
Horror on the final step of the Journey.
the Final horror
Reveal a terrifying monster or worldview-
shattering revelation.
epilogue
Reveal the fate of the Witness
and of the horror.
Lovecraftesque cue card
Watcher
YOUR ROLE: Add atmosphere
without taking over.
Elaborate on the Narrator’s descriptions,
providing detail, texture and atmosphere.
Answer any questions that the Narrator asks you.
Play NPCs if asked to by the Narrator.
Do:
Follow the Narrator’s lead; let them set the
direction for the scene.
Elaborate a bit more than you personally find
comfortable.
Answer questions impulsively, with the first
idea that comes to mind.
Don’t:
Initiate narration of anything new, or introduce
Clues, without using a Special Card.
Push the scene in a new direction, or take over
from the Narrator, without using a Special Card.
Lovecraftesque cue card
WitNeSS
YOUR ROLE: Play the Witness as
though they were a real person.
Say what the Witness says and does.
Speak the Witness’s thoughts and feelings,
especially their fears and rationalisations.
Introduce new details about the Witness
through their actions, words and
thoughts.
Do:
Portray the traits on the Witness’s index card.
React to events as you think the Witness
would – heroic and curious or fearful and
meek.
Don’t:
Narrate details about the environment,
Clues, or other characters.
cue cards
Print or copy for a table reference
sPeciaL cards
Lovecraftesque Special card
a hoStile Group
ONGOING EFFECT
You may play this after a scene that
involved a group of people who seemed
unfriendly, hostile or oddly friendly.
part 1 onwarDs
Threaten or warn off the Witness.
Steal, sabotage, destroy.
Attack someone other than the Witness.
part 2 onwarDs
Make a direct physical attack on the
Witness.
Pursue the Witness en masse.
(Gang, cult, secret society, family, etc)
Lovecraftesque Special card
Sorcery
ONGOING EFFECT
You may play this after a scene if
something was revealed that seems like it
could be sorcery.
part 2 onwarDs
Allow the Witness to see for themselves
bizarre, rationally inexplicable
occurrences.
Launch a sorcerous attack on the Witness,
capturing, weakening or injuring them.
part 3
The Final Horror must be something other
than a sorcerer.
(Sorcerer, witch, coven)
Lovecraftesque Special card
iNhumaN creature
ONGOING EFFECT
You may play this after a scene if evidence
of an inhuman creature was revealed
(footprints, spoor, a sighting).
part 2 onwarDs
Allow the Witness to see something that
could not be human.
Reveal victims of the creature – terrified,
warped, injured or killed.
part 3
Have the creature attack or pursue the
Witness.
The Final Horror must be something other
than the creature.
(Servant or enemy of the true horror)
Lovecraftesque Special card
aN aNcieNt civiliSatioN
ONGOING EFFECT
You may play this after a scene that
included ruins, ancient objects or other
archaeology.
part 1 onwarDs
Reveal clear signs of pre-human life.
part 2 onwarDs
Introduce clear evidence of pre-human
civilisation and technology.
part 3 onwarDs
Reveal the still-living creatures from the
ancient civilisation.
(Ruins, relics)
sPeciaL cards
Lovecraftesque Special card
objet d’art
ONGOING EFFECT
You may play this after a scene that
included a mysterious or unpleasant
sculpture, painting or other piece of art.
part 2 onwarDs
Reveal inexplicable occurrences that only
happen when the object is present.
Reveal clear evidence that the
blasphemous thing the object depicts is
quite real.
Lovecraftesque Special card
victimS
ONGOING EFFECT
You may play this after a scene which
included an injured and/or dead person,
without a clear explanation for how the
injury/death happened.
part 1 onwarDs
Reveal terrible effects on a victim – injury,
mutilation and/or death.
part 2 onwarDs
The Witness may see a victim coming
under attack.
part 3 onwarDs
The Witness may become a victim.
(Terrible harm caused by the horror)
Lovecraftesque Special card
Spatiotemporal
diStortioNS
ONGOING EFFECT
You may play this after a scene where
someone shows up somewhere unexpected
or is absent from their presumed location.
part 2 onwarDs
Have characters appear in places that they
have no way to get to.
Have characters disappear when there is
no possible way out.
part 3 onwarDs
Allow the Witness to breach the normal
rules of space or time.
The Witness sees someone appear from
nowhere or vanish.
(Non-Euclidian space, time travel)
Lovecraftesque Special card
viSioNS
ONGOING EFFECT
You may play this after a scene that
mentioned or included dreams, visions or
hallucinations.
part 1 onwarDs
Reveal Clues well beyond rational
explanation, but only seen in visions.
part 2 onwarDs
Begin making elements of the vision real,
whether rationally explicable or not.
part 3 onwarDs
The Journey into Darkness may take place
in a vision.
(Dreams, hallucinations)
sPeciaL cards
Lovecraftesque Special card
repriSalS
INSTANT EFFECT
When you are Narrator you may play this
card to introduce reprisals against the
Witness for their meddling. This could take
several forms:
☉ Threaten the Witness or deliver a
warning.
☉ Steal, sabotage or destroy something.
☉ Attack or pursue someone (including
the Witness).
When you play this card you may breach
the rules against directly showing violence
against the Witness or someone else.
Lovecraftesque Special card
replace the WitNeSS
INSTANT EFFECT
Play this card during Part 1 or 2 to:
1. Take over as Narrator if you weren’t already.
2. Gain the Scene Requirement: “Take the
Witness out of play.”
3. You can do this by killing them, capturing
them, rendering them helpless, moving the
story forward in time or to a distant location.
4. Create a new Witness using the normal
setup rules.
5. Optionally, give the new Witness
information known by the previous Witness
(e.g. through an exchange of letters).
6. Start a new scene using your existing Clues
and a new Witness who stumbles on the
same horror.
Lovecraftesque Special card
FlaShback
INSTANT EFFECT
Play this card during Part 1 or 2 to:
1. Take over as Narrator if you weren’t already.
2. Initiate a new flashback scene to a time
before the current story started. This is an
Investigation scene.
3. Reveal a Clue that is relevant to the current
situation.
Lovecraftesque Special card
early reveal
INSTANT EFFECT
Play this card during Part 1 or 2 to:
1. Take over as Narrator if you weren’t
already.
2. Reveal a Clue that cannot be explained
rationally.
3. Return the role of Narrator to its original
owner.
4. This Clue is in addition to the Clue
that would normally be revealed in an
Investigation scene.
sPeciaL cards
Lovecraftesque Special card
a bizzarerie
ONGOING EFFECT
You may play this card after a scene
that included phenomena of interest
to science, or which appeared to defy
conventional scientific theory.
part 1 onwarDs
Introduce strange effects not explicable
by science, targeted on objects, plants or
animals.
part 2 onwarDs
Extend the strange effects to humans
other than the Witness.
part 3
Extend the strange effects to the Witness.
(Stange, inexplicable effects)
Lovecraftesque Special card
StraNGe WritiNGS
ONGOING EFFECT
You may play this card after a scene
that included mysterious, possibly
incomprehensible writings.
part 2 onwarDs
Reveal inexplicable effects that happen
when the writings are read or their
instructions followed.
Reveal that the things that the writings
described were not fictional after all.
(Book, scroll, carvings)
Lovecraftesque Special card
SpecimeN
ONGOING EFFECT
You may play this card after a scene that
included the complete or partial remains
of an unknown creature.
part 1 onwarDs
Reveal clear but indirect evidence of a
creature unknown to science.
part 2 onwarDs
The Witness sees something that could be
the creature, but obscured.
Reveal terrible effects on a victim – injury,
mutilation and/or death.
(Fossil, bones, preserved body)
Lovecraftesque Special card
eldritch techNoloGy
ONGOING EFFECT
You may play this card after a scene that
included an object of unknown function.
part 2 onwarDs
Reveal inexplicable occurrences that only
happen when the object is present.
Reveal inexplicable effects that the object
can cause when activated.
sPeciaL cards
Lovecraftesque Special card
Warped bodieS
ONGOING EFFECT
You may play this card after a scene that
included people who look unusual, move
strangely, or appear to be concealing
something.
part 2 onwarDs
Reveal inhuman physiological traits.
Reveal deformity, mutilation or
debilitating effects.
part 3
Extend deformity, mutilation or
debilitating effects to the Witness.
(Monstrous traits, deformities or disease)
Lovecraftesque Special card
a StraNGe locatioN
INSTANT EFFECT
Play at any time to:
1. Take over as Narrator if you weren’t
already.
2. Reveal a previously unknown location.
3. Shift the action there.
4. Start a new Investigation scene with you
as Narrator.
(An inaccessible place, other dimension,
or hidden location)
Lovecraftesque Special card
aNachroNiSm
ONGOING EFFECT
Play this card after any scene that included
someone with strangely old-fashioned
behaviour or possessions.
part 2 onwarDs
Reveal implausibly detailed knowledge of
times long past.
Reveal ancient writings that appear to
refer to a present-day person.
Reveal ancient images that appear to
depict a present-day person.
Lovecraftesque Special card
deFeat the evil
INSTANT EFFECT
Play this card during the Final Horror
to name a mysterious thing that has
been narrated during the game and
the meaning of which has not yet been
revealed. The Witness realises that this
thing is the key to defeating the Final
Horror.
The mysterious thing must be appropriate
to the task. A strange ritual could banish an
elder god, for instance.
Only include this card in games
with a tone of heroic horror.
| textdata/thevault/Lovecraftesque/Lovecraftesque Cards.pdf |
hen you read a comic book, you can’t help but
transport yourself to that world, dreaming of playing
the role of the hero (or maybe the villain). Superhero
roleplaying games are all about doing what it takes to
stop the nefarious villain, and maybe save the planet
in the process. These are games where going over
the top is the norm, and encouraged! When playing in
a superhero story, show off your powers, make
people’s jaws drop, and be the hero!
“Look! Up in the sky!”
W
Character Examples:
Below you’ll find some examples of character types that
you can play as in your Heads or Tales game. Keep in mind
that this is not a comprehensive list, nor should you see it
as a list of required characters. Pick and choose elements
that you want to emphasize, or make up a character type
of your own design! The important thing is that you are
excited to play this character.
Players: Flight, teleportation, control the elements, super
strength, faster than a bullet, technological ace,
transformation, telekinesis
NPCs: The big bad villain, sidekick
of the hero, family and loved
ones of the hero, onlooking
citizens
GM Scenarios:
Sometimes it’s hard to come up with your own scenario for a
roleplaying game, especially if you need to do it on the spot. We’re here
to help you out with tables below, which you can quickly use to get the
basics of your story set. Feel free to use this information as much or as
little as you need. And keep in mind that you don’t need to share all of
this information with the players right away. Sometimes it's more fun
for the GM to have a few secrets up their sleeve.
To use a table, simply flip a coin two times. The result of the first flip determines what
column to look under, while the result of the second flip determines the row. Flip on as
many of the tables as you need to get a scenario built!
Worldbuilding:
Creating role playing stories and worlds shouldn’t be the responsibility
of the GM alone. On top of that, it’s more fun if you all contribute to
building the world you’re about to play in. Below you will find some
questions that the GM can ask the players at the very beginning of the
session. These questions will help give some detail to the world, and
more importantly allow the players to be contributors to the world’s
feel. GMs, make sure you don’t act like your word is law. Let the players
inject their ideas into the game; you’ll find that it is more fun for
everyone that way!
What is your hero’s origin? What is your supername? How long have you had your
powers?
How does the public perceive the heroes? Do they know you even exist? Are you
revered or hated?
What is the city culture like right now? Is the city in a time of high crime, or have
things been peaceful lately? What is this city you’re defending all about?
Type of Villian
Big Plot
Personal Threat
Street Gang
/Organized
Crime
Alien
Invader
Super
Powered
Enemy
Clever
Enemy
with
Resources
Send a
Message
Destroy
the
City/World
Rule the
World
Defeat
You
Identity
Revealed
Loved
Ones in
Danger
Loss of
Powers
Corruption
FLIP
H
T
1 st
1 st
2 nd
2 nd
H
T
FLIP
H
T
1 st
1 st
2 nd
2 nd
H
T
FLIP
H
T
1 st
1 st
2 nd
2 nd
H
T
WizBotGames.com
copyright 2017 WizBot Games LLC all rights reserved
| textdata/thevault/Kid Friendly/3. Rules Lite Collection/Heads or Tales/Heads or Tales - Superhero.pdf |
CLASS OPTIONS
EXPERT CLASSES
?
ASTRAL MAGUS (EXPERT)
CLASS FEATURES
CORE ABILITY
CLASS ABILITIES
Table X.X: The Stars Are Right
Roll
Result
1
–2 caster levels
2
–1 caster level
3
No effect
4
No effect
5
+1 caster level
6
+2 caster level
ASTRAL MAGUS (LTI)
(EXPERT CLASS)
?
Table X.X: Astral Magus
Level
BAB
Fort
Ref
Will
Def
Init
Lifestyle
Legend
SP
Abilities
1
+0
+0
+0
+2
+0
+1
+1
+1
+2
Cryptic prediction , shadowscape
2
+1
+0
+0
+3
+1
+1
+2
+2
+4
The stars are right I
3
+1
+1
+1
+3
+1
+2
+2
+3
+6
Circle of power
4
+2
+1
+1
+4
+2
+2
+2
+3
+8
Bonus feat, shadow body I
5
+2
+1
+1
+4
+2
+3
+3
+4
+10
Circle of power
6
+3
+2
+2
+5
+2
+4
+3
+5
+12
Nothing is immutable
7
+3
+2
+2
+5
+3
+4
+4
+6
+14
Circle of power
8
+4
+2
+2
+6
+3
+5
+4
+6
+16
Bonus feat, shadow body II
9
+4
+3
+3
+6
+4
+5
+4
+7
+18
Circle of power
10
+5
+3
+3
+7
+4
+6
+5
+8
+20
Cosmic shell game
NPC CLASS ABILITIES
Table X.X: NPC Class Abilities
Class Ability
XP Value
Cosmic Shell Game
6
Shadow Body I
4
Shadow Body II
2
The Stars are Right I
2
The Stars are Right II
2
| textdata/thevault/FantasyCraft/Homebrew/03 - Expert - Astral Magus (ver 2.0) (LtI) (WLPro).pdf |
- 00 -
Starship Design and Construction
Starships are designed and constructed for specific missions: naval, exploratory,
trade, research. The process of design and construction (Naval Architecture)
carries the architect through a series of steps which identify ship component
requirements and address them.
Ship design is a continuous feedback process: each step seems to mandate changes in what had been decided before.
Eventually, however, the ship design appears complete and can be finalized with a ship name.
ACS ADVENTURE CLASS SHIPS
Adventure Class ships are starships and spacecraft
suitable for use by groups of player characters. The ships are
large enough to carry profitable cargos but small enough that
the activities of the individual characters matter.
Tonnages. Adventure Class Ships are built using standard
hulls between 100 tons and 2400 ton displacement.
Ships smaller than 100 tons are Small Craft; ships larger
than 2400 tons are BCS Battle Class Ships.
Drag And Drop Components. The components for ACS
ships are standardized for selection from tables (as opposed
to created by formulas or percentages as in BCS ships).
THE NAVAL ARCHITECTURE PROCESS
Starships are designed based on a mission: the specific
need for the ship, whether it be commercial, military,
scientific, or recreational.
Designed in Tons. Ships are designed in Tons which then
easily translate into deck plan squares and into volumetric
cubes.
Costs in MegaCredits. Ship component costs are
expressed in MegaCredits, Design decisions with
considerably smaller costs (the fabrics for interior upholstery)
are ignored.
An Interactive Process. The design charts are an
interactive process: changing one parameter may require
other changes throughout the design.
The process also interacts with other systems within
Traveller: the combat system, the trade system, and various
environmental details may influence the system.
THE COMPONENTS OF A STARSHIP
A starship consists of a variety of components, each with
its own particular benefit and requirements.
The Hull. The starship hull is the container into which all
other components must be fitted. The hull has a size (in tons)
and is further defined by its Configuration (shape and
streamlining).
Drives. Every ship has a variety of drives providing power
and the ability to move both between planets and between
star systems.
Sensors. Each ship has a set of technological eyes and
ears for exploring systems and detecting other ships.
Weapons. Ships may be armed for their own protection
and to accomplish their missions.
Defenses. Ships may be equipped with a variety of
defensive capabilities.
Armor. Even unarmed ships may be equipped with armor
to protect them against attack, and against their environment.
Vehicles and Small Craft. It is inefficient for ships to travel
to every possible destination within a system; they carry
vehicles and small craft to carry crew on excursions and
expeditions.
Computers. Ships cannot fulfill all their functions if crew
were required to manage each set of controls constantly;
each ship is equipped with a set of computers to handle the
detail, tedium, and complexity of ship operation.
Software. The computers on a ship require software to
actually perform the required functions.
Quarters. The crew and passengers on a ship require
living and recreational accommodations.
Fittings. Miscellaneous details of ship operation must be
handled with various fittings to allow landing and improve
performance.
Describing A Ship
The goal of Naval Architecture is the creation of a starship
which can be described by:
The Quick Ship Profile QSP. A short coded description of
the mission and capabilities of the ship. The QSP may be
elaborated upon by the Crew Extension (detailed the various
crew members for the ship) and the Vehicle Extension
(detailing the vehicles and small craft carried by the ship).
The ShipSheet. A form showing the components of the
ship and which is used to record malfunctions or battle
damage.
The FillForm. A form used to record the components as
they are assigned to the ship.
DESIGNING A SHIP
The Design Charts 01 to 16 manage the Naval Architecture
Process. Begin with Chart 01 (and its Checklist) and proceed
through the process.
Ship Design Tech Levels. Ship design is based on
common Tech Levels across most of interstellar society; the
usual maximum is TL 15.
It is possible to encounter worlds with Tech Levels as high
as 21; encountering such a world is an opportunity to acquire
higher TL equipment.
- 00 -
01 THE CHECKLIST
The Starship Design Checklist provides an overview of the
charts managing ship design.
Arv Dinsha is designing a Scout Ship. His decisions will
illuminate the design process as it proceeds.
02 THE FILLFORM
The Starship FillForm is the document which records the
details of every component as it is chosen. The goal is a
completed Fillform in which the total component tonnages fits
into the hull and the costs do not exceed the ship budget (if
any).
Ship Data. Information about the ship, including name, its
home port, and its mission may be deferred until the design is
complete.
Building Shipyard. Ships are built at Shipyards. The
capabilities of the shipyard constrain the design decisions for
ship construction.
The most important constraint is the shipyard Tech Level.
Components for the ship are available at or less than the
shipyard TL.
The FillForm Sections
The Fillform is divided into sections corresponding to each
of the Design Charts. They may be completed in any order,
but many of the sections depend on others, making the
design process highly interactive.
Arv Dinsha will have his ship built at the General Shipyard
at Regina A788899-C. The Tech Level of the ship will be C =
12.
03 STARSHIP MISSIONS
Select the intended mission for the starship. This selection
may be revisited based on the final results of the design.
Arv Dinsha has selected the mission for his ship as Type S
Scout/Courier.
04 THE HULL
The foundation of the starship is the hull. Select a hull of
appropriate tonnage and configuration. The challenge is to fit
all of the desired components into the selected hull.
Configuration. Select a Configuration. Configuration
determines many of the capabilities of the ship, including the
ability to enter atmosphere.
Jump Readiness. Determine whether the ship’s
interstellar drive uses a jump bubble or a jump grid.
Configuration and Jump Readiness both play roles in the
creation of the Hit Table later in this process.
The Bridge
Select the Bridge to install on the ship. The Bridge must be
large enough to hold the command crew, sensors, and Ship’s
Computer.
Half of the Bridge tonnage must remain empty (for crew
positions). The remaining half must be sufficient to hold a
one-ton console for each installed sensor, and to hold the
Ship’s Computer.
Arv Dinsha selects a 100-ton hull. He wants to be able to
enter atmospheres, but remain cost effective.
He selects Configuration-S Streamlined.
He selects Jump Readiness= Jump Bubble. This will
require that he place Drives at Hit Location 0.
He selects the minimum available Half Bridge B1.
Hull-A Config-S = MCr3
Half Bridge B1 = MCr1, 10 tons.
05 DRIVES AND POWER PLANTS
Starship Hulls are just immobile shells unless they have
proper drives.
Select an Interstellar (Jump ) Drive.
Select an Interplanetary (Maneuver) Drive. In light of
technology restrictions, a Gravitic Drive may be a better
choice.
Select a Power Plant.
Drive Potential
Each Drive and Power Plant interacts with the Hull to
process a Drive Potential Number which then dictates Drive
Performance.
The Drive Potential for the Power Plant must equal or
exceed the Drive Potential for the Jump Drive and for the
Maneuver Drive.
Tech Level Restrictions. Drives availability is governed by
Tech Level.
Arv Dinsha wants a high Jump capability. He reviews the
Drive Potential Table and selects Jump-B; it has Drive
Potential 4 (thus Jump-4) when installed in a Hull-A. The
Power Plant needs to be at least Drive Potential-4 so he
selects PPlant-B. Finally, he selects Maneuver-Drive-B.
But there’s a potential problem. He consults Drive TL Two,
which shows a PPlant-B in this hull is TL 11; an M-Drive is TL
9; and a J-Drive-B is TL 13.
He buys the Early Jump-B (one TL lower; QREBS 1 of 5;
double cost). He could have selected J-Drive-A, but he wants
the greater jump distance.
Jump Drive-B. MCr30. 15 tons.
Maneuver Drive-B. MCr6. 3 tons.
Power Plant-B. MCr
06 SENSORS
Select Sensors for the ship.
The number of available sensors is limited to the number of
sensor consoles on the Bridge.
One option is to select a standard pre-designed Sensor
Package.
Arv selects the Standard TL-12 Sensor Package. It
requires three sensor consoles on the Bridge, but no
additional tonnage.
A specific sensor can be designed.
- 00 -
Arv wants a Densitometer. His ship is TL 12. He selects
Densitometer-10. The Stage Effects table shows he can
upgrade it to Improved or Advanced, and the World Sensor
Range Effects table shows he can increase its Range. He
elects a bit of both: he increases Range from R=7 to R=8,
and he selects the Improved Model. He keeps it as a Surface
installation. His Densitometer is:
Imp Orbit Surf Densitomer-12
07 WEAPONS
Select the weapons for the ship. Since hulls have one
weapons Hardpoint per 100 tons, this 100-ton hull has one
Hardpoint and allows the installation of one weapon mount.
The options available for low tonnage hulls are few. Arv
selects the Advanced Triple Turret Y hybrid mounting one
each of L Beam Laser, S Sandcaster, and M Missile
Launcher.
08 DEFENSES
Select defenses for the ship.
Although Arv will install Armor, he elects not to install any
specific defenses (although the Sandcaster in his turret has
some defensive capability).
09 ARMOR
Install Armor on the ship. Designate the first layer of Armor
(which has no additional cost).
Armor can be installed in layers. Armor layers need not be
all the same type.
Arv analyzes the available options at Tech Level. He
selects the standard Charged-6 and installs two layers.
10 VEHICLES
Determine if the ship will carry any vehicles and how they
will be transported.
Arv wants to carry a 4-ton Grav Flyer. For convenience and
maximum flexibility, he installs 4 tons of cargo space to hold
it.
11 COMPUTER
Determine the size and model of the Ship’s Computer.
Arv analyzes the ship design to this point. Each Major
Component has a Local Computer (= J-Drive, M-Drive, P-
Plant), as does the weaponry (= Turret) and three Sensors (=
Comm, Visor, Scanner). There are seven Local Model/2
computers distributed throughout the ship. For the Ship’s
Computer he selects another Model/2 and installs it in one of
the two empty consoles on the Bridge.
It’s a standard Imperial model with Architecture-4.
12 SOFTWARE
Select and install software for the ship.
Each Local and Ship’s Computer requires a System
process.
Each Local Computer requires an appropriate Component
Process.
Finally, Service Processes must be selected and installed.
Arv installs Console XP in each Computer. It’s cheap and
fulfills his basic needs. The Local Computers come with the
appropriate Component Processes; he leaves them as is.
He has seven Model/2 Local Computers, each with a
System process and a Component process and two free
cells. His Ship’s Computer has three free cells, for a total 17
free cells.
He selects a variety of Service Processes: Life Support,
Astrogation (he’ll need that!), Medical, Entertainment,
Maintenance, Damage Control, Accounting, Security, and
Library Data, for a total of seven Service Processes. Since
they won’t all fit into the Ship’s Computer, he distributes them
one to each Local Computer.
Each of the Local Computers will be sluggish.
Processes in a Computer may provide it with the ability to
resolve Tasks on its own.
13 QUARTERS
Determine the crew requirements for the ship and install
quarters for them.
Arv’s small ship requires a Pilot, and Astrogator, and an
Engineer. He anticipates carrying more people at times, so
he allocates tonnage for 8 people ((at 4 tons each = 32 tons).
He allocates half the tonnage as staterooms and half as
common areas.
14 FITTINGS
Allocate fittings for the ship.
Configuration-S provides Lifters and Landing legs
automatically. Arv makes no changes.
Arv selects Flotation Hull.
Arv intends to venture beyond the borders of civilization; he
selects Fuel Scoops and Fuel Purifier.
Arv notes the fuel tankage for the ship.
15 QUICK SHIP PROFILE
Create the Quick Ship Profile for basic identification of the
ship’s capabilities.
If the ship carries any vehicles, create a Vehicle Extension.
Create the Crew Extension to identify the required crew
members.
16 THE SHIPSHEET
Create the ShipSheet for this ship. The ShipSheet records
the location of the Major Components for use in combat or
malfunction situations.
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=5300 Starship Design.pdf |
1
WARHAMMER 40,000 – INDEX: CHAOS
WARHAMMER 40,000
INDEX: CHAOS
Official Update Version 1.2
Although we strive to ensure that our rules are perfect,
sometimes mistakes do creep in, or the intent of a rule
isn’t as clear as it might be. These documents collect
amendments to the rules and present our responses to
players’ frequently asked questions. As they’re updated
regularly, each has a version number; when changes
are made, the version number will be updated, and any
changes from the previous version will be highlighted
in magenta. Where a version number has a letter,
e.g. 1.1a, this means it has had a local update, only in
that language, to clarify a translation issue or other
minor correction.
ERRATA
Page 14 – Cypher, Abilities
Add the following ability:
‘No-one’s Puppet: Cypher cannot use the Daemonic
Ritual ability, even though he has the Chaos and
Character keywords.’
Page 21 – Daemon Prince, Wargear Options
Change the first sentence of the third bullet point
to read:
‘This model may have wings (Power Rating +1).’
Page 36 – Warp Talons, Lightning claw
Change the second sentence of the Abilities text to read:
‘If a model is armed with two lightning claws, each time
it fights it can make 1 additional attack with them.’
Page 38 – Chaos Predator, Damage Table
Change the top value under ‘Remaining W’ to
read ‘6-11+’.
Change the second value under ‘Remaining W’ to
read ‘3-5’.
Page 45 – Servants of Khorne
Add the following to the end of this paragraph:
‘If a unit has the Tzeentch, Nurgle or Slaanesh
keywords, it cannot be from the World Eaters Legion.’
Page 51 – Ahriman, Wargear Options
Change the first sentence to read:
‘• Ahriman may ride a Disc of Tzeentch (Power
Rating +2).’
Page 52 – Exalted Sorcerer, Wargear Options
Change the first sentence to read:
‘• This model may ride a Disc of Tzeentch (Power
Rating +2).’
Add the following bullet point:
‘• This model may replace its force stave with a
force sword.’
Page 57 – Death Guard Army List
Add the following to the list of units that can be from
the Death Guard Legion:
‘Sorcerer on Palanquin of Nurgle (pg 24)’
Page 63 – Servants of Slaanesh
Add the following to the end of this paragraph:
‘If a unit has the Khorne, Tzeentch or Nurgle
keywords, it cannot be from the Emperor’s
Children Legion.’
Page 69 – Nurgle Discipline, Virulent Blessing
Change the last two sentences of this psychic power
to read:
‘Until the start of your next Psychic phase, you can add
1 to all wound rolls made by that unit in the Fight phase.
Furthermore, until the start of your next Psychic phase,
any wound rolls of 7+ made for that unit in the Fight
phase inflict double damage.’
Page 75 – Bloodletters
Change this unit’s Power Rating to read ‘4’.
Change the second sentence of the description to read
‘It can include up to 10 additional Bloodletters (Power
Rating +4) or up to 20 additional Bloodletters (Power
Rating +8).’
Page 84 – Horrors, Magic Made Manifest
Change this ability to read:
‘Magic Made Manifest: A unit of Horrors can attempt
to manifest one psychic power in each friendly Psychic
phase, and attempt to deny one psychic power in each
enemy Psychic phase. However, when you do so, only
roll a single D6 for the Psychic test or Deny the Witch
test, and use the result to determine the outcome. Note
that this means the Horrors can’t roll a double 1 or
6 to suffer Perils of the Warp. In addition, if the unit
manifests the Smite psychic power whilst it contains less
than 10 Pink Horrors, it only inflicts 1 mortal wound
rather than D3.’
2
WARHAMMER 40,000 – INDEX: CHAOS
Page 80 – Kairos Fateweaver
Add ‘Ephemeral Form’ to Kairos Fateweaver’s abilities.
Page 91 – Plaguebearers
Change this unit’s Power Rating to read ‘4’.
Change the second sentence of the description to read
‘It can include up to 10 additional Plaguebearers (Power
Rating +4) or up to 20 additional Plaguebearers (Power
Rating +8).’
Page 98 – Herald of Slaanesh on Seeker Chariot,
Wargear Options
Change the bullet point to read:
‘• This model may take lashes of torment.’
Page 99 – Herald of Slaanesh on Exalted Seeker
Chariot, Wargear Options
Change the bullet point to read:
‘• This model may take lashes of torment.’
Page 99 – Daemonettes
Change this unit’s Power Rating to read ‘4’.
Change the second sentence of the description to read
‘It can include up to 10 additional Daemonettes (Power
Rating +4) or up to 20 additional Daemonettes (Power
Rating +8).’
Page 105 – Daemon Prince of Chaos, profile line
Change the Wounds characteristic to read ‘8’.
Page 109 – Renegade Knight, Twin Icarus autocannon
Change the this weapon’s Type to read ‘Heavy 4’.
Page 118 – Units, Exalted Sorcerer
Change the points per model value to read ‘112’.
Page 118 – Units, Exalted Sorcerer on Disc of Tzeentch
Change the points per model value to read ‘146’.
Page 120 – Units
Change the points values of the following units to read:
Unit
Models
per unit
Points per model
(Including wargear)
Bloodletters
10-30
7
Daemonettes
10-30
7
Horrors
10-30
- Blue Horrors
5
- Pairs of Brimstone
Horrors
3
- Pink Horrors
8
Plaguebearers
10-30
7
Page 120 – Other wargear, Daemonic Icon
Change the points per item value to read ‘15’.
Page 121 – Chaos Bastion Points Values, Ranged
Weapons, Heavy bolter
Change the points per weapon value to read ‘8’.
FAQs
Q: Can I use the All is Dust ability to add 1 to invulnerable
saving throws?
A: Yes, but only against attacks that have a Damage
characteristic of 1.
Q: Can I use the All is Dust ability to add 1 to my saving
throws against attacks that have a Damage characteristic of D3,
or D6, but only inflict 1 damage?
A: No. The Damage characteristic is not ‘1’.
Furthermore, the roll to inflict damage would occur
after the saving throw would be taken (i.e. you cannot
retroactively pass a saving throw).
Q: Can a Noise Marine use his Music of the Apocalypse ability
if it flees the battlefield?
A: No. This ability can only be used when the model
is slain.
Q: Can a Noise Marine that is slain use his Music of the
Apocalypse ability to shoot any viable target, or does it have to
target the unit that killed him?
A: It can shoot at any viable target.
Q: If several Noise Marines are slain in the same attack, can
they each use their Music of the Apocalypse ability to throw a
grenade, or can only one of them do so?
A: Each of them can throw a grenade.
Q: If a Noise Marine is slain whilst its unit is within 1" of an
enemy unit, can he use his Music of the Apocalypse ability to
shoot the unit that is within 1"?
A: Yes, but only with a Pistol.
Q: If a Noise Marine is slain in the Fight phase, and he uses
his Music of the Apocalypse ability to shoot an Imperium
unit and subsequently rolls a 6+ to hit, does the Death to the
False Emperor ability then grant him an extra attack with that
weapon, even though it’s a ranged weapon?
A: Yes. In this situation, make an extra hit roll against
the target on a hit roll of 6+.
Q: What happens when a unit of Poxwalkers kills a Necron
Warrior in the Fight phase? Do I still add a Poxwalker even
though that Necron could reanimate?
A: A Poxwalker is added to the Poxwalkers unit as
normal. At the start of the Necron player’s next turn,
they roll to reanimate that Necron Warrior as normal
too (essentially both players could end up adding a
model to their unit).
Q: The points values for certain units are different in Index:
Chaos to the Dark Imperium Death Guard booklet. Which
should I use?
A: Use the values printed in the Index book.
3
WARHAMMER 40,000 – INDEX: CHAOS
Q: If Skarbrand is within 8" of model that can Fly and has a
minimum speed (such as a some Flyers), and that unit starts its
Movement phase within 1" of an enemy unit, what happens? Is
that unit destroyed because it cannot Fall Back and so cannot
move its minimum speed?
A: Correct, the unit is destroyed.
Note, however, that some Flyers have an ability that,
when used, means they no longer have a minimum
speed that turn (e.g. the Stormraven Gunship’s Hover Jet
ability). If such a unit ends up in the situation described
in the question, we recommend using their ability to
avoid crashing into the ground!
Q: If I use Xirat’p’s Sorcerous Barrage to automatically manifest
a psychic power in a matched play game, can I still attempt to
manifest the same power with a different psyker that turn?
A: No, unless that power was Smite.
Q: If a Burning Chariot takes its option to be accompanied
by three Blue Horrors, does this mean I add three Blue Horror
models from the Horrors datasheet and form a mixed unit?
A: No. This option is referring to the optional Blue
Horror crew that come with the Burning Chariot kit and
are placed on top of the chariot alongside the Exalted
Flamer. If you have them, you simply get the benefits
listed in the Burning Chariot’s Irritating Chant ability.
Q: When I manifest the Warptime psychic power, can I select a
unit that arrived on the battlefield as reinforcements this turn?
A: Yes.
Q: If I manifest the Warptime psychic power to move a unit
in the Psychic phase, does that unit still suffer the -1 penalty
for moving and firing Heavy weapons in the subsequent
Shooting phase?
A: Yes.
Q: Can a Heretic Astartes Character attempt to
summon a unit of Daemons using a Daemonic Ritual, or can
only Daemon Characters attempt to do so?
A: Any Chaos Character can attempt to do so. This
includes Heretic Astartes Characters.
Q: There is no datasheet for a Herald of Nurgle on a Palanquin
of Nurgle – which datasheet should I use for this model?
A: Use the Epidemius datasheet from Index: Chaos.
| textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/5) FAQs/2017 FAQs/40K_8th_ed_Update_Index_Chaos_ver_1.2.pdf |
- 00 -
Travel without companions is an empty journey.
My joy and satisfaction in writing and playing Traveller
would be empty without my faithful support and life’s companion.
to Darlene
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=0003 Dedication.pdf |
The Guide of Ehlonna protects the many glades and woods of the Gnarley Forest and other pockets of woods that are found in the
many wild lands about the Kron Hills and Verbobonc.
Requirements
Skills: Wilderness Lore 3 ranks; Knowledge (Nature or Religion) 5 ranks.
Annual Devotional Time Units: 6 TU
Residency: Verbobonc Resident
Regional Tithe: 10%
Special: The ability to cast 3rd-level divine spells or Base Attack Bonus of +5. Must have Ehlonna as your patron deity.
Benefits
Childe of the Oerth – +1 competence bonus to Knowledge (Nature), Intuit Direction & Wilderness Lore checks within the
boundary of the Verbobonc Campaign. The Guides knowledge and comfort within the forest provides a 100% reduction of the
cost for Adventure Standard Lifestyle for all Verbobonc Regional Campaign Play.
Divine Spell Casting – a Guide is granted the casting of 1st-level through 5th-level divine spells from an attending Cleric of
Ehlonna. The attending cleric must appear in Regional Documentation, LGCS or be written into the scenario. Casting of
divine spells does not include companion adventurers. The Guide must provide the material component.
Spells – blessed aim, burial blessing, curse of the brute, divine flame, divine zephyr and zeal from DotF and adrenaline surge,
briar web, camouflage, detect favored enemy, embrace the wild, last breath, might of the oak, nature’s favor, regenerate light
wounds and speed of the wind from MotW.
Feats – Animal Control, Animal Defiance, Create Infusion, Extra Favored Enemy, Extra Wild Shape, Faster Healing, Favored
Critical, Greater Two-Weapon Fighting, Natural Spell, Plant Control, Plant Defiance, Scent and Speaking Wild Shape from
MotW.
Equipment (Mundane) – darkwood shield, elven chain and mithral longsword from DMG.
Equipment (Magical) – boots of endurance, goggles of following from MotW and amulet of natural armor +2, boots of striding
and springing, pearl of power (2nd-level), periapt of wisdom (+2), quiver of Ehlonna, wand of cure light wounds from DMG.
Specials – A Paladin Guide has access to call forth a special mount from Table 1-1 or 1-2 of Defenders of the Faith: a
Guidebook to Clerics and Paladins. A Guide Ranger or Druid has access to call for a special animal companion as discussed
in the Masters of the Wild: A Guidebook to Barbarians, Druids and Rangers as discussed on pages 34-43. The hero must
meet the requirements for the selected mount or companion. This will cost the hero 1 Time Unit for the seeking and training
of the mount or companion. The regional certificate of the mount or companion must be presented to the DM prior to play.
Contact the Meta-Campaign Director at [email protected] to receive the mount or companion certificate and
the supplementary Adventure Record.
Advanced Companion Training – a Guide Ranger or Druid with an animal companion may train the companion using Chapter
2 MotW – New Tricks. The Guide Ranger or Druid devotes 1 TU in training time for each 3 tricks taught to the maximum
possible tricks capable by the companion. Animal Companions that are dismissed loose all advanced training.
Regional Adaptable Prestige Classes – The Guide has access to advance in the Order of the Bow Initiate and Hunter of the
Dead prestige classes. Notify the Verbobonc Meta-Campaign Director when advancing in a regional prestige class.
has acquired the following Meta-Campaign Certificate from the Verbobonc Triad
~ ~ Guide of Ehlonna ~ ~
This certificate should be presented to the DM prior to play.
Additional information can be found in the ‘Wayfarer’s Guide to Verbobonc’ or our web site at verbobonc.net
Questions, comments or requests can be sent to: [email protected]
DM Signature: ___________________________ RPGA #: __________
Convention: _____________________________ Date: _____________
® and ™ designate trademarks of Wizards of the Coast, INC © 2000 Wizards of the Coast, Inc.
Ths certificate is the property of Wizards of the Coast and has a $0 actual cash value.
| textdata/thevault/Living Greyhawk/Metaorg Material/Verbobonc/Religious Orders/VER-MC301-Ehlonna-Guide.pdf |
5�
Space Defenses
5
Space Defenses
Space defenses are creates to reduce or stop the effects of space weapons. Like
space weapons, they are produced in a variety of types and tech levels. Create
defenses as needed from this page.
SPACE DEFENSE DESCRIPTION
Model
LongName = Stage- Defense -TL (C+S)
The basic information required to describe and use a space defense.
IDENTIFYING SPACE DEFENSES
Stage
Defense
-TL
(C+S)
Imp Nuclear Damper -11 (10)
SPACE DEFENSES
Space Defenses
TL
Absolute Mode vs
MCr
G Meson Screen
11
G
1.0
N Nuclear Damper* 12
Nukes
1.0
Q Mag Scrambler
14
E Magnetics
1.0
R Proton Screen
19
AM
1.0
T Black Globe
16
-all-
4.0
U White Globe
20
-all (except D)
10.0
W Grav Scrambler
17
H T Gravitics
2.0
Z
* Nuclear Damper requires TWO separate Mounts.
** Vs Weapon (but not its fire).
STAGE EFFECTS
Stage
TL QREBS Mod Tons
Cost
Ex Experimental*
- 3
Full
-4
x3
+10
Pr Prototype**
- 2
3 of 5
-3
x2
+3
Er Early
- 1
1 of 5
+2
St (Standard)
+0
Im Improved
+1
+1 of 5
Ad Advanced
+2
+3 of 5
+1
Tons applies to Mount for non-Weapons.
GLOBES
A Globe absorbs cumulative Damage not to exceed:
Hull Tons x Jump Drive Potential
Overload. If Damage exceeds this value, the Black Globe
Generator is destroyed and the Jump Drive is Destroyed.
Ejecting Accumulated Energy. A ship may eject
accumulated energy by Jumping, or venting Energy = Hull
Tons per Turn.
SPACE DEFENSE MOUNTS
Mount Type
Tons Mod
Skill
MCr
In
Internal
1
+1
Screens
0.5
Bo
Bolt-In
2
-1
Screens
0.5
Console
1
Screens
0.0
Each Absolute Mode Defense requires an Internal or Bolt-
In Mount (anywhere in the ship) and a Console (on the
Bridge).
SPACE WEAPONS DEFENSE MODE
Space Defenses
TL
Mode
Skill
>
B Slug Launcher
9
AM
>
D DataCaster
10
AM
>
F Fusion Gun
12
AM
>
J Mining Laser
8
AM
>
K Pulse Laser
9
AM
>
L Beam Laser
10
AM
>
M Missile
8
AM
>
P Plasma Gun
10
AM
>
S SandCaster
9
AB
>
V Salvo Rack
10
AM
>
X Hybrid K-S-M
9
AB AM
>
Y Hybrid L-S-M
10
AB AM
Use:
Weapon
Mount
skill,
or
may use
Screens
Weapons are installed under Weapons but may be used in
Defense Modes.
DEFENSE
ABSOLUTE MODE
Attacker
Defender
T+C+S+M < T+C+S+M
G < G
Nuke.M-5N < N
E < Q
AM < RQ
-all- < T
all (but D) < U
HT G*M* < W
Attack fails if Attacker
T+C+S+M is less than
Defender T+C+S+M.
* G-Drive or M-Drive.
DEFENSE
AB AM MODES
Attacker
Defender
1D < Mount
< 1 = T1
< 2 = T2 B1
< 3 = T3
< 4 = T4 B2
< 5 = Bay
< 6 = LBay
< 7 = Main
AFJKLPW < S
MNQRV < BFGJKL
Defender is a Weapon
Mount. Defender rolls equal
or less on 1D to stop the
attack.
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=5308 Starship 08 Defenses.pdf |
GP
Starting GP
- 0 GP
GP Spent
GP
Subtotal
+
0 GP
GP Gained
GP
FINAL GP TOTAL
CURRENT XP TOTAL
XP
TU
Starting TU
10
TU Cost
-
TU
Added TU Costs
TU REMAINING
Meta Play Record#
596 CY
O r g a n i z a t i o n
Requirements
In order to become a Bachelor Knight one must:
� A Knight must reside in Sunndi (and stay a resident
while he is a Knight).
� A Knight must have an unblemished reputation, and
thus may not be in disfavor with the Crown or have been
convicted for a crime against the King’s Law.
� 4 ranks in Diplomacy and Knowledge [nobility and
royalty]
� One can only apply for knighthood once – if you leave
service, you cannot ever rejoin. Hence, only those who
have not been a squire before can join.
� Serve at least 1 year as a Bachelor Knight.
� Have the Leadership feat
Initial costs
� A Knight should have completed a special mission in the
employ of his sponsor.
� The name of the sponsor should be noted above on the
AR (and it must be the same as the sponsor as a squire
and bachelor knight).
Recurring Costs
� A Knight must follow the Code at all times. The code,
abbreviated, is:
� Love and protect Sunndi and its citizens.
� Be always the champion of right against injustice.
� Follow all feudal obligations.
� Treat the weak/defenseless with respect, and act as
a defender of the downtrodden.
� Be generous and charitable to all.
� Act humbly, honorable and with courage at all
times.
� Always display his alliance to his sponsor
� A Knight must always give help to those in need, and
thus spend 10 Time Units on behalf of Sunndi and it’s
citizens.
� A knight who decides to end his service looses any and
all favors with members of the Congress of Lords of
Sunndi, with the exception of Bren. Also, with the war
going on, stepping out of service may be seen as
desertion (see the Sunndi Army for details).
Benefits
� A Knight is treated as a noble, and gains the respect of
most people in Sunndi, due to his knightly behavior and
his respect for all people. The exact effects of this in-
game, when not dictated by the scenario, are up to the
DM.
� A Knight gains the rank of captain, even if he does not
have enough military promotion points. A Knight cannot
advance beyond the rank of captain.
� A Knight has a +4 circumstance bonus on Diplomacy
check with his sponsor and his subjects, and +1
circumstance bonus on Diplomacy with other
Sunndi citizen, excluding the inhabitants of
Brennathar and the members of Bren’s Men.
� A Knight has a +4 circumstance bonus on Intimidate
to those who oppose his sponsor, and a +1 bonus to
those who are seen as enemies of the nation of
Sunndi. This includes the Wastrians and bullywugs
of the Vast Swamp and individuals as determined by
the DM. Note that Ahlissans are not, by default, seen
as enemies of the nation.
� As a reward for his services to King and Country, a
Knight can command a free rich lifestyle in Sunndi.
� A Knight is considered well liked, as described in the
chapter ‘Divine Spellcasting in Sunndi’, by any of the
non-evil resident faiths in Sunndi, with the
exception of Olidammara (who just don’t care), and
Sehanine Moonbow (who are rather discriminating).
� A Knight has the right to use the honorary title "Sir",
and to have his own heraldry.
� A Knight has the right to command soldiers in the
army of their sponsor. When in Sunndi, a Bachelor
Knight may recruit one 1st-level Warrior for a
mundane task, such as running errands or standing
guard at a public occasion to ward off public. He
cannot take this guard on an adventure or command
the guard to fight on his behalf – only non-combat
assignments are allowed. A recruit asked to fight is in
his right to refuse the assignment.
� A Knight has great renown. As per the description of
the Leadership feat, this grants a +2 bonus on
Leadership for the purpose of attracting followers or
a cohort
� A Knight has the right to build a castle. The Crown
will provide land for this purpose. The Knight has
responsibility to the land and its people. He levies
taxes for the Crown, and can use this money for the
benefit of his subjects. This does not generate any
income for the knight – both the land and the taxes
collected remain property of the Crown. The Knight
may govern it as it benefits the people, and to the
best of his abilities.
� A Knight may use his castle, once built, as a base of
operations, granting another +2 bonus to Leadership
to attract followers.
� A Knight has the right to participate in his County’s
Council, granting him 2 permanent Influence Points
with his sponsor.
This Record Certifies that
_______________________________________________________
Played by
_______________________________________________________
Player
RPGA #
Has joined
The Knights of the Realm –
Knight of ____________________
A Sunndi Meta Organization
Org Notes:
� First Joined
AR # ___
� Left
AR # ___
� Deserted
AR # ___
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Home Region Sunndi
Residency___________________________
Event: ____________________________________ Date: _________
DM:________________________________________________________
Signature
RPGA #
______________________________
Residency
This AR does not count
when determining
Access: Adventure.
| textdata/thevault/Living Greyhawk/Metaorg Material/Sunndi/Knight of the Realm - Knight AR.pdf |
Monastic Tradition
Three traditions of monastic pursuit are common in the
monasteries scattered across the multiverse. Most
monasteries practice one tradition exclusively, but a few
honor the many traditions and instruct each monk
according to his or her aptitude and interest. All traditions
rely on the same basic techniques, diverging as the student
grows more adept. Thus, a monk need choose a tradition
only upon reaching 3rd level.
Way of the Howling Gale
Hidden within the clouds atop mountain peaks are secret
monasteries, who practice the bending of Elemental Air to
their will. Their fighting style utilizes the four winds as an
extension of their bodies, weaving a furious display of
martial arts that balances chaos and self-control. Their
mastery over the winds as well as their own ki makes them
formidable warriors, often sought out by students of war.
The monks who practice the Way of the Howling Gale are
by no means pacifists but they are reluctant to train
individuals in their secret arts if those individuals seek to
use their knowledge for violence.
Whirlwind Stance
Starting when you choose this tradition at 3rd level, you
begin to interweave your martial arts techniques with the
power of Elemental Air.
You gain a new attack option that you can use with the
Attack action. This special attack is a ranged spell attack
with a range of 30 feet. You are proficient with it, and you
add your Dexterity modifier to its attack and damage rolls.
Its damage is slashing, and its damage die is a d4. This die
changes as you gain monk levels, as shown in the Martial
Arts column of the Monk Table. The damage of this attack
counts as magical for the purposes of overcoming
resistance and immunity to nonmagical slashing damage.
Wen you take the Attack action on your turn and use this
special attack as part of it, you can spend 1 ki point to make
the special attack twice as a bonus action.
Step of the Gentle Breeze
Also at 3rd level, your jump distance is doubled.
Additionally, when you calculate your jump distance, you
use your Dexterity score instead of your Strength score.
Ki of the Rushing Wind
Starting at 6th level, your practice of this monastic tradition
allows you greater mastery over Elemental Air. As an
action you can send 2 ki points to cast the spell gust of
wind or levitate.
Additionally, when you hit a creature with the special
attack granted by your whirlwind stance, you can use your
Stunning Strike feature. On a failed saving throw, the
creature is also pushed back 10 feet.
Wherever the Wind Blows
Starting at 11th level, your ki bends the will of the four
winds, causing them to carry you wherever you wish.
Whenever you are not underground or indoors, you gain a
fly speed equal to your walking speed.
Fury of the Gale
Starting at 17th level, you learn the most closely guarded
secret of the Howling Gale, the ability to unleash ferocious
winds by transforming your inner ki into the destructive
power of a whirlwind. You can spend 7 ki points to cast the
spell whirlwind.
Once you use this feature, you can't use it again until
you finish a short or long rest.
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Way of the Howling Gale.pdf |
Version
6/1/07
This Meta-Record Certifies that
______________________________
Played by
______________________________
Player
RPGA #
has joined
The Fanlareshen Sylvan Elves
A Bandit Kingdoms Meta−organization
http://games.groups.yahoo.com/group/Fanlareshen_Elves
Org Notes:
�
First Joined
AR # ____
�
Promoted
AR # ____
�
Promoted
AR # ____
�
Promoted
AR # ____
�
Left
AR # ____
�
______________________
�
____________________
_______________________
Meta-Record
597 CY
Level of
Organization
& Annual Costs
Clan Member
2 TUs; 0 gp
Sentry
3 TUs; 5% tithe after
every event
Trailblazer
4 TUs; 5% tithe after
every event
Senior
Trailblazer
5 TUs; 5% tithe after
every event
Fealty: The PC must pledge their loyalty to their family, Clan
Fanlareshen, and to its leader, High General Ostorio. As such, the PC
may serve no other masters. However, Fanlareshen PCs may join the
Forts Hendricks and Scorn meta−organization, or the Defenders of
the Greenkeep organization, despite their fealty requirements.
Residency: The Fanlareshen Sylvan Elves live in the east−central
Fellreev Forest. As such, the PC may not belong to any organization
that requires Residency outside of the Fellreev Forest.
Fanlareshen Enemies: The Clan Member must take every reasonable
opportunity to attack minions of Iuz, especially demons, hobgoblins,
orcs and undead. Furthermore, Clan Members despise minions of the
Old One and suffer a –4 Circumstance penalty to Diplomacy and
Bluff checks made against the Old One’s clergy. Trailblazers and
Senior Trailblazers receive an Insurgent level Wanted by the Church
of Iuz point, as the forces of Fort Skagund have identified them as an
enemy leader.
NOTE: Arcane spell casters MUST join the Arcane Blades branch as
soon as they qualify. Divine spell casters, other than rangers, who
worship an elven deity (including Ehlenestra) MUST join the Oaken
Copse branch as soon as they qualify.
Failure to comply with these limitations will result in the PC gaining
the Enmity of the Elves of the Fellreev and Fort Hendricks. The PC
will then be immediately expelled from the Clan.
Requirements and One−Time Costs:
Clan Member:
�
Must have played at least one Bandit Kingdoms
regional event.
�
Must be a full−blooded elf or must be a Ruathar
(certed).
�
4+ ranks in Survival.
One−time costs: 1 TU being shown safe paths through
the forest.
Sentry:
�
Must have been a Clan Member for 6 months.
�
BAB 5+ or 8+ ranks in Survival or 8+ ranks in both Hide
and Move Silently.
Trailblazer:
�
Must have been a Sentry for at least 1 year.
�
BAB 9+ or 12+ ranks in Survival or 12+ ranks in both
Hide and Move Silently.
One−time costs: 1 TU training new and young Clan
Members.
Senior Trailblazer:
�
Must have been a Trailblazer for 1 year.
�
BAB 13+ or 16+ ranks in Survival or 16+ ranks in both
Hide and Move Silently.
Lifestyle Benefits during Bandit
Kingdoms Events
Home Sweet Home: The Clan helps the PC
build an Elven Tree House (RW, pg. 35) in the
heart of Fanlareshen territory. The PC receives
free Standard Lifestyle during all Bandit
Kingdom’s regional events set in the Fellreev
Forest.
ACCESS GAINED FROM MEMBERSHIP
All items are Access: Regional (Bandit Kingdoms)
All feats, spells, and prestige classes are Access: Any
Clan Member:
�
May choose the distracting attack alternative class feature (PH2).
�
May choose the elf ranger racial substitution levels option (RW).
�
May purchase (A&EG unless noted): animal call, bark armor, butterfly net, elven Aleeian wine, elven double
bow, elven mead, elven moondrop, elven tree tent, forester’s cloak, fowler’s snare, ghost oil, gravebane,
hammock, holy text (any non−Evil elven deity), insectbane candle, insect netting, leather scale armor,
quiver scabbard, silent shoes, wood armor, blend cream (CV), camouflage kit (CV), catstink (CV), nature’s
draught (CV), masterwork flute (PHB, CV), masterwork pan pipes (PHB, CV), fur clothing (FB), elven harp
(hand, lap, great, RW), forestwarden shroud (RW), honey leather (RW).
�
May purchase a dire badger (MM 62), which has been trained for combat riding or hunting (PH 75), for 115
gp. You must spend 6 TUs working with the trainer and the dire badger so that it knows you are its new
handler. Upkeep: 2 gp per TU.
�
Gains one permanent Influence Point with the Fanlareshen Sylvan Elves.
�
Gains one permanent Influence Point with Forts Hendricks and Scorn.
Sentry (all of the previous plus the following):
�
May learn the feat Foe Specialist (MH).
�
May purchase: leafweave armor (RW), wildwood armor (RW).
�
Gains one permanent Influence Point with the Fanlareshen Sylvan Elves.
Trailblazer (all of the previous plus the following):
�
Gains a +1 Renown bonus to Leadership when recruiting a Reyhu human cohort who is a member of the Forts
Hendricks and Scorn meta−organization.
�
Once per year, the PC may subtract 1 TU from the cost of a Bandit Kingdoms region event which takes place
in the Fellreev Forest.
�
Gains one permanent Influence Point with the Fanlareshen Sylvan Elves.
�
Gains one permanent Influence Point with Forts Hendricks and Scorn.
Senior Trailblazer (all of the previous plus the following):
�
Gains a +1 Renown bonus to Leadership score when recruiting a fey or magical beast cohort. This does NOT
provide access to non−standard cohorts.
Home Region must be the Bandit Kingdoms
Event: __________________________Date: ___________
DM: ______________________________________________
Bandit Kingdoms Judge Signature
RPGA #
Skill Bonuses during Bandit Kingdoms
Events
Influential Elf: Due to the PC’s influence within
the Clan, elves outside of the Fellreev and
members of Forts Hendricks and Scorn respect
the PC. The PC receives a Circumstance bonus
to Diplomacy checks made when dealing with
non−Evil elves in the Bandit Kingdoms or
members of Forts Hendricks and Scorn (based
on rank, see below).
At one with the Fellreev: The Friend receives a
Circumstance bonus to the following skill
checks when used inside the Fellreev Forest:
Balance, Climb, Hide, Jump, Listen, Move
Silently, Spot and Survival (based on rank, see
blow).
�
Clan Member: +1
�
Sentry: +2
�
Trailblazer: +3
�
Senior Trailblazer: +4
| textdata/thevault/Living Greyhawk/Metaorg Material/Bandit Kingdoms/ElvesScoutsAR.pdf |
____________________________________________________
has met the requirements and has acquired this Meta-Campaign Certificate
from the Dyvers Triad confirming membership as a
Friend of the Dyvers Chapter
of the International Halfling Society
_________________________________________________________________________________________________________
REQUIREMENTS TO BECOME A FRIEND:
• Must be a Halfling of any subrace
• Must spend 2 Time Units per year assisting in Society-related tasks
• Must participate in one Dyvers adventure per year (meta-regional adventures set
specifically in Dyvers, interactives, mini-missions, special missions, and
introductory adventures help satisfy this condition)
BENEFITS:
• Access to the following items: Game board, Portable (AEG), Honey Leather, Any
(RW), Sashling (RW), Shriek Rock (AEG), Skiprock (RW), War Sling (RW)
• +2 circumstance bonus to Gather Information checks when speaking to other
halflings or Companions at the society chapter house for 30 minutes or more
• 100% discount on Standard Upkeep when in any region that has a chapter house
of the International Halfling Society
• Permanent Influence Point with the Temple of Yondalla; the Companion may seek
food and shelter at the temple as if it were the society chapter house
PENALTIES:
• Friends that leave the society are welcome to return at any time
Signature
RPGA #
Date
AR #
.
This document may be signed by any table judge. All yearly expenditures must be made during the first event of the
calendar year the character participates in. Failure to meet the requirements above invalidates this certificate.
| textdata/thevault/Living Greyhawk/Metaorg Material/Dyvers/IHS/IHS-Friend (cert).pdf |
____________________________________________________
has met the requirements and has acquired this Meta-Campaign Certificate
from the Dyvers Triad confirming membership as a
Companion of the Dyvers Chapter
of the International Halfling Society
_________________________________________________________________________________________________________
REQUIREMENTS TO BECOME A COMPANION:
• Must perform a great service to Halflings (campaign documentation required).
• Must spend 2 Time Units per year assisting in Society-related tasks
• Must participate in one Dyvers adventure per year (meta-regional adventures set
specifically in Dyvers, interactives, mini-missions, special missions, and
introductory adventures help satisfy this condition)
BENEFITS:
• Access to the following items: Game board, Portable (AEG), Honey Leather, Any
(RW), Sashling (RW), Shriek Rock (AEG), Skiprock (RW), War Sling (RW)
• +1 circumstance bonus to Gather Information checks when speaking to other
halflings or Companions at the society chapter house for 30 minutes or more
• 100% discount on Standard Upkeep when in any region that has a chapter house
of the International Halfling Society
• Permanent Influence Point with the Temple of Yondalla; the Companion may seek
food and shelter at the temple as if it were the society chapter house
PENALTIES:
• Companions that leave the society are welcome to return at any time
Signature
RPGA #
Date
AR #
.
This document may be signed by any table judge. All yearly expenditures must be made during the first event of the
calendar year the character participates in. Failure to meet the requirements above invalidates this certificate.
| textdata/thevault/Living Greyhawk/Metaorg Material/Dyvers/IHS/IHS-Companion (cert).pdf |
GP
Starting GP
Lifestyle
Free lifestyle if the following conditions are met:
•
Zeif regional or Tuflik/Fals/Velverdyva
meta-regional module
•
Access to a temple or shrine of Geshtai
(any town of hamlet size or larger)
Rank Two: Free Standard Lifestyle
Rank Three: Free Standard Lifestyle
Rank Four: Free Rich Lifestyle
- 0 GP
GP Spent
GP
Subtotal
+
0 GP
GP Gained
GP
Subtotal
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Skill Bonus (circumstance bonus)
Bonus to the following skill checks:
•
Knowledge Religion about Geshtai
•
Swim
Rank Two: +2
Rank Three: +3
Rank Four: +4
Burdens (circumstance penalty)
Penalty to all social interactions with
•
Followers of Pyremius
Rank Two: -1
Rank Three: -2
Rank Four: -3
Previous Zeif
regional module,
introductory module,
or interactive:
AR # ______
CURRENT XP TOTAL
XP
TU
Starting TU
3 or 4 or 5
TU Cost
-
TU
Added TU Costs
TU REMAINING
ACCESS GAINED FROM MEMBERSHIP
All items are Access: Regional (Zeif)
All feats are Access: Any
Cross off all access NOT gained
All Ranks
�
All gold spent for tithing can be applied towards the
cost of spells cast by NPC clergy of Geshtai
�
Item Access: Holy Text (A&EG), Swimmer’s Kit
(A&EG)
Rank Two
�
One Free Silver Holy Symbol of Geshtai
Rank Three
�
One Free Masterwork Holy Symbol of Geshtai
Rank Four
�
One Free Masterwork Holy Symbol of Geshtai
Meta Play Record#
3256 BH
(597 CY)
(597 CY)
(597 CY)
(597 CY)
O r g a n i z a t i o n
L E V E L O F
O r g a n i z a t i o n
& Annual Costs
(CIRCLE ONE)
Rank Two
Waterbearer
3 TU per year
5% Tithe
Rank Three
Fountainhead
4 TU per year
5% Tithe
Rank Four
Wellspring
5 TU per year
5% Tithe
Requirements – All Ranks
•
Deity Worshipped: Geshtai
•
Alignment: NG, LN, N, CN, NE
Requirements – Waterbearer
•
1 Qualified Class Level (see meta-org document)
•
1 rank of Swim
Requirements – Fountainhead
•
Spend 1 favor of the Church of Geshtai #
•
1 year as a Waterbearer *
•
5 Qualified Class Levels (see meta-org document)
•
3 ranks of Swim
Requirements – Wellspring
•
Spend 2 favors of the Church of Geshtai #
•
2 years as a Fountainhead *
•
Race: Human (100% Baklunish)
•
9 Qualified Class Levels (see meta-org document)
•
6 ranks of Swim
•
Speak Ancient Baklunish
Advancement to higher ranks:
•
4 years as a Wellspring *
•
Spend 2 favors of the Church of Geshtai
•
13 Qualified Class Levels (see meta-org document)
•
Leadership feat
•
Triad approval
•
Retirement of the character
# For each 4 TU’s spent, reduce favor cost by one.
* For each additional favor with the Church of Geshtai spent,
reduce the number of years required by one.
This Record Certifies that
______________________________
Played by
______________________________
Player
RPGA #
Has Joined
The Church of Geshtai
A Zeif Meta-game Organization
Event: ________________ Date: ________
DM: ______________________________
Signature
RPGA #
Org Notes:
�
Waterbearer AR # ___
�
Fountainhead AR # ___
�
Wellspring AR # ___
�
Left
AR # ___
�
Suspended AR # ___
�
BANNED! AR# ___
______________________
______________________
Home Region Sultanate of Zeif
This AR does not
count when
determining
Access: Adventure.
Items purchased through Org
__________________ ________gp
__________________ ________gp
__________________ ________gp
__________________ ________gp
__________________ ________gp
| textdata/thevault/Living Greyhawk/Metaorg Material/Zeif/Baklunish Pantheon - Geshtai Cert.pdf |
Name:
Player:
Chronicle:
Breed:
Auspice:
Tribe:
Pack Name:
Pack Totem:
Concept:
Strength___________
Dexterity__________
Stamina___________
OOOOO
OOOOO
OOOOO
Charisma___________
Manipulation________
Appearance_________
OOOOO
OOOOO
OOOOO
Perception__________
Intelligence_________
Wits______________
OOOOO
OOOOO
OOOOO
Alertness___________
Athletics____________
Brawl_____________
OOOOO
OOOOO
OOOOO
Animal-Ken_________
Crafts_____________
Drive_____________
OOOOO
OOOOO
OOOOO
Academics__________
Computer__________
Enigmas___________
OOOOO
OOOOO
OOOOO
Empathy___________
Expression__________
Intimidation__________
OOOOO
OOOOO
OOOOO
Etiquette___________
Firearms___________
Larceny____________
OOOOO
OOOOO
OOOOO
Investigation________
Law______________
Medicine___________
OOOOO
OOOOO
OOOOO
Leadership__________
Primal-Urge_________
Streetwise__________
OOOOO
OOOOO
OOOOO
Melee_____________
Performance________
Stealth____________
OOOOO
OOOOO
OOOOO
Occult____________
Rituals____________
Science____________
OOOOO
OOOOO
OOOOO
Subterfuge__________
_________________
OOOOO
OOOOO
Survival____________
_________________
OOOOO
OOOOO
Technology_________
_________________
OOOOO
OOOOO
_________________
_________________
_________________
OOOOO
OOOOO
OOOOO
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_________________
_________________
OOOOO
OOOOO
_______________________
_______________________
_______________________
_______________________
O O O O O O O O O O
O O O O O O O O O O
Bruised
Hurt
Injured
Wounded
Mauled
Crippled
Incapacitated
–1
–1
–2
–2
–5
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
®
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
______________________
______________________________
______________________________
______________________________
______________________________
___________________
______________________________
______________________________
_____________________ ___ ___
____________________________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
_____________________ ___ ___
____________________________________
_____________________ ___ ___
____________________________________
_____________________ ___ ___
____________________________________
_____________________ ___ ___
____________________________________
_____________________ ___ ___
____________________________________
_______________ ___________ ____ ____ ____ ____ ____
_______________ ___________ ____ ____ ____ ____ ____
_______________ ___________ ____ ____ ____ ____ ____
_______________ ___________ ____ ____ ____ ____ ____
_______________ ___________ ____ ____ ____ ____ ____
_______________ ___________ ____ ____ ____ ____ ____
_______________ ___________ ____ ____ ____ ____ ____
®
+1 Die to Bite Damage –2 Perception Diff.
Strength(+3)_____
Dexterity(+2)____
Stamina(+3)_____
Manipulation(– 3)__
Difficulty: 7
Strength(+2)_____
Stamina(+2)_____
Manipulation(– 2)__
Appearance(– 1)___
Difficulty: 7
No
Change
Difficulty: 6
Strength(+1)_____
Dexterity(+2)____
Stamina(+2)_____
Manipulation(– 3)__
Difficulty: 6
Strength(+4)_____
Dexterity(+1)____
Stamina(+3)_____
Manipulation(– 3)__
Appearance 0
Difficulty: 6
INCITE DELIRIUM
IN HUMANS
Maneuver
Bite
Body Tackle
Claw
Grapple
Kick
Punch
Roll
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Diff
5
7
6
6
7
6
Damage
Strength + 1/A
Special/B
Strength + 2/A
Strength/B
Strength + 1/B
Strength/B
A=Aggravated Damage B=Bashing Damage
_________________
| textdata/thevault/World of Darkness/V20A/other character sheets/W20_2_Page_Character_Sheet.pdf |
��������������������������������������������������������������������������������������������
Human knight. Knowledgeable in both martial combat and the code of chivalry, you
are trusted with upholding order and protecting comrades. (But glory's good too!)
4
4
2
4
2
2
2
2
4
4
2
2
2
-1
2
2
1
22
5
5
1
-1
1
-1
7
Great knowledge of the code of chivalry
Martial weapons training
Sword mastery
Shield mastery
Block an attack that is about to take someone down (single use)
2
Chain hauberk
1
Kite shield
Long sword
Calligraphy set
Latest edition of "Who's Who in Generican Nobility"
Crossbow & bolts
2
Sword strike
Crossbow shot
Ranged
3
2
3
4
5
1
-1
-1
4
4
4
| textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Lightweight/LWRPGCharacterSheet_Knight.pdf |
Items Carried
Item Description
Cost
Location
Monthly Expenses
Service
eb/Month
Ammunition
#
of
for Weapon
Type (Standard, AP, API, Drugs, etc.)
Clip Boxd
Location
X
| textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Sheet - Expense and Ammunition sheet by Jean-Sebastien Morisset.pdf |
1�
Character Card - Human
1�
The Character Card
The Character Card saves and stores the basic information a player
needs to know about his character. A player should have a character
card for each character in play.
Human
Char Card
CHARACTER CARD
UPP
Name
Str
Dex
End
Int
Edu
Soc
Breathes
Gender
Birthdate
Birthworld
Service Experience
Homeworld
Career Experience
Personal Equipment
Term01
Term02
Term03
Characteristics (GP)
Senses
Skills
Term04
SDEIES
VHST
C1 Str
Energy
Vision String
Term05
Str
2D
Vision
V-16-RGB
C2 Dex Agi Gra
Vibration
Hearing String
Term06
Dex
2D
Hearing
H-16-9382
C3 End Sta Vig
Volatiles
Smell String
Term06
End
2D
Smell
S-16-3
C4 Int
Contact
Touch String
Term07
Int
2D
Touch
T-16-3
C5 Edu Tra Ins
Fields
Aware String
Term08
Edu
2D
Aware
C6 Soc Cha Cas
Auras
Percept String
Term09
Soc
2D
Percept
Human
Card NN
CHARACTER CARD (BACK)
D NA=
Sophont Descriptor
C1
C2
C3
C4
C5
C6
Education or Training
Physical Aging
Mental Aging
Overview
HBS-T-AN-LN-N
Symmetry
Bilateral
Head
San
Head-Brain-Senses
Sound
Certifications
Torso
Light
Torso
Limbgroup1
Arms with Hands
Limbgroup2
none
Limbgroup3
Legs
Limbgroup4
none
Tail
none
Skeleton
Racial Scent
Bony Interior
HUM
-
Skin
Fluids
Organic
G
F
E
D
C
B
A
<
9
<
8
<
7
6
5
4
Skin
Blood
Int=
Ext=
D
U
S
P
B
>
G
>
R
>
C
A
N
I
F
X
Human
Card NN
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=1155 Characters Character Card Human.pdf |
HANDLE
SEX
ZCUF
C U F
CORP
BLOOD
ROLE
SAVE
BODY
BTM
NAME
TYPE
WA
PRIME
AMMO
DAMAGE
RELOADS
CLIP
ROF
CONC REL
STASH
LIGHT
0
SERIOUS
1
CRITICAL
2
MORTAL 0 3
MORTAL 1 4
MORTAL 2 5
MORTAL 3 6
WOUNDS
SKILLS
GEAR
WARE
ARMOR TYPE [EV TOTAL]
HEAT
HEAD 1
TORSO 2-4
ARM-R 5
ARM-L 6
LEG-R 7-8 LEG-L 9-0
STASH
STATS
REFLEX
INTELLIGENCE
COOL
EMPATHY
IMAGE
TECH
LUCK
MOVE
LEAP
RUN
NOTES: PERSONALITY DETAILS
COMBAT BONUSES [MARTIAL ARTS OR EQUIPMENT]
character profile
a prequel to r talsorian's cyberpunk 2020 rpg
dystopia : hostile takeover
| textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Sheet - DHT Character Sheet by Third Rail Design.pdf |
PRIMUS
over one billion
CHARACTERISTICS
WORLD
No Water Present
border
Quintus
Secundus
TRAVEL ZONES
POPULATION
Amber Zone
Red Zone
BASES
Asteroid Belt
Water Present
No Gas Giant
Travel Zone
Code (Red)
MAP LEGEND
Starport Type
Gas Giant
Bases
World
Name
World
Type
X-Boat
Route
Tertius
A
under one billion
World names in red
are subsector capitals
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
X
Sosie Subsector
Williamsburg
Poonch
Ryazan
Sepik
Shusirda
B
Xx
Lirgakiga
A
Xx
Dadas
B
Xx
Clave
C
Xx
Shugaadu
A
Xx
Ki
C
Xx
Kigi
E
Xx
Binim
A
Xx
Kudush Mikur
E
Xx
947-319
B
BK
LIKHAP
A
Xx
Kudush Balam
C
Xx
SAND
E
Xx
577-592
D
Xx
Armum Lair
D
Fm
Shugarku
C
Fm
H-10
A
Fm
Tashkent
B
Fm
285-093
A
Fm
Minesar
E
Fm
Onlyjust
C
Fm
Kezikim
B
Fm
Shoehorn
E
L9
Archipelago
A
Fm
Slate
B
Fm
Arnu Makaar
C
Fm
Vast Plaines
C
Fm
265-514
D
Fm
Ushu
E
Fm
Leap of Faith
D
Fm
Limdisir
C
Fm
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
(subsector K of Glimmerdrift Reaches sector)
Naval Base
Scout Base
Way Station
Loyal Nineworlds
Republic
Farreach
Margravate
Farreach
Margravate
| textdata/thevault/Traveller/Traveller d20/QLI-ELIB0009 Glimmerdrift Map Pack/Glimmerdrift-K.pdf |
________________________________
has been ordained as
Clergy of Joramy
(Within the Church of Seven Faiths)
Version 1.22
The clergy and leadership of Joramy are also frequently called upon to settle religious disputes between the other sects of the
Church of the Seven Faiths, as the more Lawful and Chaotic elements frequently find cause to disagree on Church policy. The
faithful imagine Joramy herself serving the same role among the gods, and she is sometimes referred to as the “Mediatrix.”
There is also a movement to declare Joramy the chief of the seven gods of the Church; this movement is considered heretical
by the Church but enjoys the support of popular sentiment. Believers in this movement refer to Joramy as the “Divine Lady.”
She is most often referred to as “the Mother.” Referring to her as “the Shrew,” as folk from other lands often do, is generally
considered grounds for a tongue-lashing at the very least.
More dedicated worshippers may desire to become a Cleric of the Church, indicating that they are religious workers for the
Church on at least a part-time basis. There is a church hierarchy, beginning with Acolyte before progressing through Disciple
and Deacon before one becomes a Priest. There are higher ranks in the Church, but these must be applied for and earned
specifically.
Prerequisites
•
Characters must either have been created with the Yeomanry as their home region or they must reside in the region for
one year before they may join the clergy.
•
Must be a worshipper of Joramy with 2 ranks in Knowledge (Religion) per advancement within the Clergy (Acolyte: 2
ranks, Disciple, 4 ranks, etc…)
Requirements
•
In addition to 2 TU spent attending religious functions, there is a yearly cost of 5 TUs per Clergy ‘rank’ that the PC has
achieved. For example, holding the rank of Deacon requires 15 TUs per year (plus the 2 base TUs). These TUs represent
the time spent working in and administering a church. The higher rank you are, the more time you must devote to the
faith!
•
Clergy must tithe 5% of their income from all scenarios to the Church.
•
The character must reside in the Yeomanry for one year at their current rank in the Church before they may advance to
the next rank. Acolytes and Disciples may leave the region and retain the benefits of belonging to the Clergy as long as
they continue to meet their obligations to the church (tithing and service). Clergy of higher rank that leave the region are
demoted to the rank of Disciple and must re-earn their previous title should they return to the Yeomanry.
•
In order to achieve Priest status within the Co7F, the character must have the ability to cast divine spells.
Benefits
•
Clerics of the Church will perform marriages, funerals, blessings, and other Church sacraments for the PC.
•
Gain access to all of the items on Table 1-6 Sacred Gear from Defenders of the Faith.
•
The DC for determining if a desired divine spell is available is lowered by 2 for Members of the Church and the gold cost
of such spells is reduced by 10%. (See YEO-R2, Purchasing Divine and Arcane Spells in the Yeomanry, for exact
details.)
•
Each ‘rank’ counts as one permanent Influence Point towards purchasing divine spells at the church. For example, a
Deacon would have the equivalent of 3 permanent Influence Points and could receive up to 6th-level spells for only gold
and TU cost.
•
Clerics of Joramy receive a +1 Circumstance bonus per clerical rank on all Diplomacy, Bluff,
and Intimidate rolls versus the average gods-fearing Yeoman.
•
Characters who earn the rank of Priest in the Clergy of Joramy also gain immediate Yeoman
Citizenship, gaining all of the rights and privileges that come therewith.
Clergy of Joramy (Within the Church of Seven Faiths)
Version 1.22
•
Clerics of Joramy who can cast divine spells gain access to the following feats, prestige classes, and spells. Training for
each requires 1 TU and 100gp paid when the feat/spell/prestige class is gained.
o
Feats: Divine Cleansing (DotF), Divine Resistance (DotF), Divine Vengeance (DotF), Empower Turning (DotF), Extra
Slot (T&B), Pyro (S&S), Reach Spell (DotF), Sacred Spell (DotF), Spell Specialization (T&B).
o
Prestige Classes: Consecrated Harrier (DotF), Church Inquisitor (DotF), Hunter of the Dead (DotF), Sacred Exorcist
(DotF), Templar (DotF), Warpriest (DotF).
o
Spells: Body of the Sun (MotW), Burial Blessing (DotF), Castigate (DotF), Dimensional Lock (T&B), Divine Flame
(DotF), Divine Storm (DotF), Energy Immunity (T&B), Filter (T&B), Fire Eyes (MotW), Flame of Faith (DotF), Gaze
Screen (T&B), Mass Resist Elements (T&B), Righteous Wrath of the Faithful (DotF), Regenerate Circle (MotW),
Regenerate Critical Wounds (MotW), Regenerate Light Wounds (MotW), Regenerate Moderate Wounds (MotW),
Regenerate Ring (MotW), and Regenerate Serious Wounds (MotW).
•
Deacons and Priests of Joramy gain access to the Hierophant prestige class (DMG).
•
Clerics of Joramy gain access to the following magic items, based on rank within the church:
o
Acolyte—Candle of Invocation, Candle of Truth, Necklace of Fireballs (Type I), Pearl of Power (1st), Potion of Neutralize
Poison, Potion of Remove Blindness / Deafness, Strand of Prayer Beads (Lesser), Wand of Cure Light Wounds.
o
Disciple-- Bag of Holding (Type I), Cloak of Resistance +2, Glove of Storing, Necklace of Fireballs (Types II and III), Pearl of
Power (2nd), Periapt of Proof against Poison, Wand of Cure Moderate Wounds. Upgrades: +2 weapon or armor enhancement
bonus, Flaming special ability (weapon).
o
Deacon-- Brooch of Shielding, Cloak of Resistance +3, Figurine of Wondrous Power (Onyx Dog), Helm of Comprehend
Languages and Read Magic, Necklace of Fireballs (Type IV and V), Pearl of Power (3rd), Periapt of Health, Periapt of Wisdom
+2, Ring of the Ram, Strand of Prayer Beads (standard), Wand of Cure Serious Wounds. Upgrade: +3 weapon or armor
enhancement bonus.
o
Priest-- Bag of Holding (type II), Cloak of Resistance +4, Necklace of Fireballs (Type VI and VII), Periapt of Wisdom +4, Periapt
of Wound Closure, Strand of Prayer Beads (Greater). Upgrades: +4 weapon or armor enhancement bonus, Flaming Burst
special ability (weapon), Holy special ability (weapon), Sacred special ability (armor or shield).
o
Disciples and higher ranked clergy may upgrade existing magical weapons and armor with the special abilities or
enhancement bonuses listed in their entries above. The Cleric must pay the cost difference between the old item and
the improved one. This may be done to as many items as they like. If capable of crafting the new item, the member
may pay only half of this difference along with 1 XP for each 25gp spent.
Date Ordained as Acolyte: _________ Judge: _________________ RPGA #:_________
Date Ordained as Disciple: _________ Judge: _________________ RPGA #:_________
Date Ordained as Deacon: _________ Judge: _________________ RPGA #:_________
Date Ordained as Priest: _________ Judge: _________________ RPGA #:_________
| textdata/thevault/Living Greyhawk/Metaorg Material/Yeomanry/Joramy_3.5.pdf |
™
Courage____________
Self-Control/Instinct______
Strength_________________
Dexterity________________
Stamina_________________
NAME:
PLAYER:
CHRONICLE:
NATURE:
DEMEANOR:
CONCEPT:
GENERATION:
SIRE:
HAVEN:
ATTRIBUTES
TALENTS
SOCIAL
MENTAL
Charisma_________________
Manipulation_____________
Appearance_______________
Perception_______________
Intelligence_______________
Wits___________________
Alertness_________________
Athletics________________
Brawl___________________
Dodge___________________
Empathy_________________
Expression_______________
Intimidation______________
Leadership________________
Streetwise________________
Subterfuge________________
ABILITIES
PHYSICAL
SKILLS
KNOWLEDGES
Animal Ken______________
Crafts___________________
Drive___________________
Etiquette_________________
Firearms_________________
Melee____________________
Performance_______________
Security__________________
Stealth___________________
Survival__________________
Academics________________
Computer________________
Finance__________________
Investigation______________
Law_____________________
Linguistics________________
Medicine_________________
Occult___________________
Politics___________________
Science__________________
BACKGROUNDS
ADVANTAGES
DISCIPLINES
VIRTUES
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
Conscience/Conviction
MERITS/FLAWS
HUMANITY/PATH
HEALTH
WILLPOWER
BLOOD POOL
WEAKNESS
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
__________________________
__________________________
__________________________
__________________________
__________________________
__________________________
__________________________
__________________________
____________________________________________________
__________________________
__________________________
O O O O O O O O O O
__________________________
O O O O O O O O O O
Bruised
Hurt
-1
Injured
-1
Wounded
-2
Mauled
-2
Crippled
-5
Incapacitated
One Step Toward Clan
Blood Bond
™
_________________________________
_________________________________
_________________________________
_________________________________
_________________________________
_________________________________
_________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OTHER TRAITS
RITUALS
EXPERIENCE
BLOOD BONDS/ VINCULI
COMBAT
NAME
LEVEL
DERANGEMENTS
TOTAL:________________________________
TOTAL SPENT:_________________________
Spent on:
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
BOUND TO
RATING
BOUND TO
RATING
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
________________________________________
WEAPON
DAMAGE
RANGE
RATE
CLIP
CONCEAL
ARMOR
_________________________________
_________________________________
_________________________________
_________________________________
_________________________________
_________________________________
_________________________________
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
_________________________________
_________________________________
_________________________________
_________________________________
_________________________________
_________________________________
_________________________________
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
™
EXPANDED BACKGROUND
____________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
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________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
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________________________________________________________________________________________________________________________________________________________________________
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________________________________________________________________________________________________________________________________________________________________________
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________________________________________________________________________________________________________________________________________________________________________
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________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
____________________________________________________________________________________
POSSESSIONS
HAVENSDESCRIPTION
ALLIES
CONTACTS
FAME
HERD
INFLUENCE
MENTOR
RESOURCES
RETAINERS
STATUS
OTHER
GEAR (CARRIED)
EQUIPMENT (OWNED)
FEEDING GROUNDS
VEHICLES
LOCATION
™
____________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
AGE___________________________________________________________________________________
APPARENT AGE______________________________________________________________________
DATE OF BIRTH________________________________________________________________________
RIP________________________________________________________________________________
HAIR____________________________________________________________________________________
EYES___________________________________________________________________________________
RACE____________________________________________________________________________________
NATIONALITY__________________________________________________________________________
HEIGHT___________________________________________________________________________________
WEIGHT___________________________________________________________________________________
SEX___________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
________________________________________________________________________________________________________________________________________________________________________
____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
____________________________________________________________________________________
HISTORY
APPEARANCE
VISUALS
PRELUDE
COTERIE CHART
CHARACTER SKETCH
| textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/Vampire/Vampire (oWoD)/World of Darkness (WoD)/oWoD/Vampire (c)/Character Sheets/Tremere.pdf |
Who is Bright Shield?
As Bright Shield you will take on the role of a powerful Kai warrior,
one with great skill in battle. When the forces of Evil attack, you
are at the front of every battle, holding the line and defending your
companions.
In his own Words
“They say the Sommlending came from the North, sailing to
Sommerlund on mighty ships that tamed the harshest of waves. My
family still plies the cold deeps, sailing along the coast as fisherfolk.
Though not nobleborn like most of my Kai companions, I come from
a fierce, honourable heritage and take pride in that fact.
One of the ways I show respect to my heritage is by wielding the
spear, an homage to the deep ocean fishing that my people do every
day to survive. Together with my shield, I wield my weapon in defence
of my duties, my fellow Kai Lords and the honour of my Order.
I hope one day to follow my family’s tradition of facing down some
terrible foe, defeating it in glorious combat and emblazoning my
shield with its image.”
Why Pick Bright Shield?
Bright Shield’s is great because:
•
Bright Shield has the Mindblast and Mindshield Kai disciplines,
making him well versed in psychic battle.
•
With both a shield and a chainmail waistcoat, he is tough and
hardy in combat.
•
He has the Commanding trait, making him a natural leader in
combat.
Character Name: .............................................................
Character Rank: .........................................
1. Mindblast
Mental Attack
2. Mind Over Matter
Move small objects at a distance
3. Animal Kinship
Speak with and influence animals
4. Hunting
Never go hungry in the wild
5. Mindshield
Mental defence
6.
7.
8.
9.
10.
Discipline
Notes
1. Spear
2.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
Weapons
Backpack
Disciplines
Character Portrait
Combat Skill
Endurance
Special Items
Notes
1. Coil of Rope
Meals
(Each Meal counts as one backpack item)
-3EP if no meal available when instructed
to eat
2. Lantern
3.
4.
5.
6.
Belt Pouch
(Maximum 50 GC or equivalent)
7.
8.
0
Hunting
17
Bright Shield
5
Basic COMBAT SKILL: 18
Modifiers: +2 for Shield
Total: 20
Basic ENDURANCE: 24
Modifiers:
Total: 28
+4 for Chainmail
Waistcoat
+2 COMBAT SKILL against any enemy
not immune to Mindblast
Character Name: .............................................................
Character Rank: .........................................
Discipline
Notes
Adv. Mas.
1. Spear
2.
1. Coil of Rope
Meals
(Each Meal counts as one backpack item)
-3EP if no meal available when instructed
to eat
2. Lantern
3.
4.
5.
6.
Belt Pouch
(Maximum 50 GC or equivalent)
7.
8.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
Weapons
Backpack
Disciplines
Basic COMBAT SKILL: 18
Modifiers:
Total: 20
Combat Skill
Basic ENDURANCE: 24
Modifiers:
Total: 25
Endurance
Basic WILLPOWER: 13
Modifiers:
Total:
Willpower
Armour
Defence
-
End loss
Shield
1. Tireless
2. Commanding
3.
4.
Gained at
RANK 6
Gained at
RANK 8
Traits
1. Might
2. Crafting
3.
4.
Gained at
RANK 7
Gained at
RANK 9
Skills
Special Items
Kai’s Favour
Notes
1. Mindblast
2. Mind Over Matter
3. Animal Kinship
4. Hunting
5. Mindshield
6.
7.
8.
9.
10.
Bright Shield
5
0
Hunting
17
+2 for
Shield
+1 for
Tireless
Chainmail Waistcoat
3
Shield
2
+2 COMBAT SKILL against any enemy
not immune to Mindblast
Immune to exhaustion
May spend 2 WP to grant an ally +1
to CS for one Combat Exchange or +1
bonus to one Technique Test
+1 to WILLPOWER Test made to
influence others
Your Kai Lord’s Action Chart
In The Lone Wolf Adventure Game you play the role of a noble Kai Lord,
a brave warrior-monk sworn to defend the land of Sommerlund.
This is your Action Chart. It tells you how good your Kai Lord is at
performing various tasks or feats, as well as listing their special powers
and abilities.
You will need to reference it during play, but don’t worry too much about
what all the numbers mean just yet. The Narrator will explain more as you
start to play. Here are the basics:
Character Name
This is your Kai Lord’s name, bestowed on them by their teachers at the
Kai monastery. What significance does your name have to your Kai Lord?
Is it a reflection of their personality or the manner in which they behave?
Is it their favourite animal or preferred weapon? That’s up to you to decide!
Character Rank
This is a measure of your Kai Lord’s training and experience within the
Kai Order. All Kai Lords begin at Rank 5, Kai Initiates, but will quickly be
promoted if they fare well on adventures.
Kai Disciplines
All Kai Lords possess supernatural powers that they must master to become
a truly proficient warrior. Your Kai Lord knows five of these at the start of
the game, but will quickly master others through training. The Narrator will
explain what each of your disciplines does in the game, but working out
clever ways to use them is the key to successfully completing adventures!
Weapons
Kai Lords are warriors first and foremost, and these are the weapons that
you carry with you.
Backpack
Items that you pick up and collect during an adventure are stored in your
Kai Lord’s backpack. It can store up to 8 items in total, including Meals.
Special Items
Some items don’t get stored in your Kai Lord’s backpack, such as a map
case or a quiver. These items are listed here instead and your Kai Lord can
have up to 12 Special Items in total.
Combat Skill
This number represents your Kai Lord’s martial prowess and physical
abilities; his coordination, dexterity and speed. It is used most often to
determine how successful your Kai Lord is during a fight, but can also be
used to determine the outcome of other physical actions.
Endurance
This number represents your Kai Lord’s stamina and health. When your Kai
Lord is injured in a fight, this number is reduced.
Notes
During an adventure you might discover all manner of clues, meet characters
whose names you wish to remember and think up ideas for what to do next.
This space is a great place to record all of that!
Before writing on your Action Chart, check with your Narrator whether it’s
OK to do so – they might prefer you use a piece of scrap paper instead! Use
a pencil for writing on your Action Chart. You’ll be able to erase your notes
and re-use the Action Chart in future adventures.
| textdata/thevault/Lone Wolf Adventure Game/Sheets/Pregen Action Chart - Bright Shield.pdf |
Name:
Player:
Chronicle:
Attributes
Strength___________
Dexterity__________
Stamina___________
OOOOO
OOOOO
OOOOO
Physical
Charisma___________
Manipulation_________
Appearance__________
OOOOO
OOOOO
OOOOO
Social
Perception___________
Intelligence__________
Wits______________
OOOOO
OOOOO
OOOOO
Mental
Breed:
Camp:
Geographic Origin:
Nature:
Demeanor:
Concept:
Alertness___________
Athletics___________
Brawl______________
OOOOO
OOOOO
OOOOO
Talents
Animal Ken_________
Crafts______________
Drive______________
OOOOO
OOOOO
OOOOO
Skills
Computer___________
Enigmas____________
Investigation_________
OOOOO
OOOOO
OOOOO
Knowledges
Dodge_____________
Empathy___________
Expression___________
OOOOO
OOOOO
OOOOO
Etiquette___________
Firearms___________
Leadership___________
OOOOO
OOOOO
OOOOO
Law______________
Linguistics__________
Medicine___________
OOOOO
OOOOO
OOOOO
Flight______________
Primal-Urge__________
Streetwise___________
OOOOO
OOOOO
OOOOO
Melee_____________
Performance__________
Stealth_____________
OOOOO
OOOOO
OOOOO
Occult_____________
Politics____________
Rituals_____________
OOOOO
OOOOO
OOOOO
Subterfuge___________
OOOOO
Survival____________OOOOO
Science_____________
OOOOO
_________________
_________________
_________________
OOOOO
OOOOO
OOOOO
Backgrounds
_______________________
_______________________
_______________________
Gifts
_______________________
_______________________
_______________________
Gifts
_________________
_________________
OOOOO
OOOOO
_______________________
_______________________
_______________________
_______________________
Advantages
Health
Bruised
Hurt
Injured
Wounded
Mauled
Crippled
Incapacitated
�
�
�
�
�
�
�
- 1
- 1
- 2
- 2
- 5
Rage
Renown
Gnosis
Glory
Honor
Wisdom
Willpower
Rank
O O O O O O O O O O
� � � � � � � � � �
O O O O O O O O O O
� � � � � � � � � �
O O O O O O O O O O
� � � � � � � � � �
O O O O O O O O O O
� � � � � � � � � �
O O O O O O O O O O
� � � � � � � � � �
O O O O O O O O O O
� � � � � � � � � �
Weakness
Abilities
Gold Affects Corax
as Silver Affects Garou.
G
G
G
G
G
G
G
G
G
No
Change
Difficulty: 6
Homid
Weapon/ Attack Diff. Damage Range Rate Ammo Conceal
Combat
________________________OOOOO
Other Traits
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
Item:_____________________ Level:___ Gnosis:___
Fetishes
Power:____________________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Rites
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
______________________________
Gifts
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Maneuver
Bite
Body Tackle
Claw
Grapple
Kick
Punch
Roll
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Diff
5
7
6
6
7
6
Damage
Strength + 1/A
Special/B
Strength + 1/A
Strength/B
Strength + 1/B
Strength/B
Brawling Chart
A=Aggravated Damage B=Bashing Damage
Armor:_________________
Dexterity(+1)_____
Stamina(+1)______
Appearance(-1)____
Manipulation(-2)__
Perception(+3)____
Difficulty: 6
INCITE REDUCED
DELIRIUM
Crinos
Strength(+1)_____
Strength(-1)______
Dexterity(+1)_____
Manipulation(-3)__
Perception(+3)____
Difficulty: 6
Corvid
Expanded Backgrounds
Merits & Flaws
Merit Type Cost
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
Flaw Type Bonus
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
Allies
___________________________________
___________________________________
___________________________________
Kinfolk
___________________________________
___________________________________
___________________________________
Possessions
Gear(Carried):__________________________
___________________________________
___________________________________
Equipment(Owned):______________________
___________________________________
___________________________________
Sparkly Things
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
Experience
TOTAL:
Gained From:__________________________
___________________________________
___________________________________
TOTAL SPENT:_______________________
Spent On:_____________________________
___________________________________
___________________________________
___________________________________
Ancestors
___________________________________
___________________________________
___________________________________
Resources
___________________________________
___________________________________
___________________________________
Contacts
___________________________________
___________________________________
___________________________________
Secrets
___________________________________
___________________________________
___________________________________
Other (_______________)
___________________________________
___________________________________
___________________________________
Other (_______________)
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
History
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
Description
More Secrets Character Sketch
Age:____________________ ___________________________________________________
Hair:____________________ ___________________________________________________
Eyes:____________________ ___________________________________________________
Race:___________________ ___________________________________________________
Nationality:_______________ ___________________________________________________
Sex:____________________ ___________________________________________________
___________________________________________________
Height Weight
Homid: _________________ ___________________________________________________
___________________________________________________
Crinos: __________________ Battle Scars:___________________________________________
___________________________________________________
Corvid: __________________ ___________________________________________________
___________________________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
| textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/oWoD/Werewolf (c)/Character Sheets/Breed Sheets/WOD - Werewolf - The Apocalypse - Character Sheet - Corax.pdf |
German 340th Volksgrenadier Div.
December, 1944
By Greg Moore
gregpanzerblitz.com
December, 2008
Battalion
I
x 3
x 2
x 8
x 1
x 2
694th
Volks-
grenadier
Regiment
x 1
x 1
x 2
x 3
x 2
x 2
x 1
x 2
Battalion
II
Battalion
I
x 3
x 2
x 8
x 1
x 2
695th
Volks-
grenadier
Regiment
x 1
x 1
x 2
x 3
x 2
x 2
x 1
x 2
Battalion
II
x 2
340th
Volks-
Flak
Battalion
x 3
x 3
x 3
340th
Fusilier
Battalion
Battalion
I
x 3
x 2
x 8
x 1
x 2
696th
Volks-
grenadier
Regiment
x 1
x 1
x 2
x 3
x 2
x 2
x 1
x 2
Battalion
II
x 3
x 11
x 6
340th
Volks-
Artillerie
Regiment
x 2
340th
Volks-
PanzerJager
Battalion
x 3
x 3
340th
Volks-
Pioneer
Battalion
x 3
x 1
x 4
The 340th Volksgrenadier Division had just suffered heavily in the fighting for Aachen and then
was thrown into the Ardennes offensive without time to absorb replacements or rest. The division was
committed to the fighting northeast of Bastogne on January 2 where it actually captured the forward po-
sition of Mageret, where it was unfortunately heavily bombed by the Luftwaffe, causing many casual-
ties. The division continued to fight hard, even after being reduced to the strength of a single weak regi-
ment.
x 1
x 2
x 6
x 1
x 2
| textdata/thevault/Panzer Leader & Panzer Blitz/1944 Battle of the Bulge/340thVolksDec44.pdf |
Name:
Player:
Chronicle:
Attributes
Strength___________
Dexterity__________
Stamina___________
OOOOO
OOOOO
OOOOO
Physical
Charisma___________
Manipulation_________
Appearance__________
OOOOO
OOOOO
OOOOO
Social
Perception___________
Intelligence__________
Wits______________
OOOOO
OOOOO
OOOOO
Mental
Breed:
Auspice:
Nature:
Demeanor:
Concept:
Alertness___________
Athletics___________
Brawl______________
OOOOO
OOOOO
OOOOO
Talents
Animal Ken_________
Crafts______________
Drive______________
OOOOO
OOOOO
OOOOO
Skills
Computer___________
Enigmas____________
Investigation_________
OOOOO
OOOOO
OOOOO
Knowledges
Dodge_____________
Empathy___________
Expression___________
OOOOO
OOOOO
OOOOO
Etiquette___________
Firearms___________
Leadership___________
OOOOO
OOOOO
OOOOO
Law______________
Linguistics__________
Medicine___________
OOOOO
OOOOO
OOOOO
Intimidation_________
Primal-Urge__________
Streetwise___________
OOOOO
OOOOO
OOOOO
Melee_____________
Performance__________
Stealth_____________
OOOOO
OOOOO
OOOOO
Occult_____________
Politics____________
Rituals_____________
OOOOO
OOOOO
OOOOO
Subterfuge___________
OOOOO
Survival____________OOOOO
Science_____________
OOOOO
_________________
_________________
_________________
OOOOO
OOOOO
OOOOO
Backgrounds
_______________________
_______________________
_______________________
Gifts
_______________________
_______________________
_______________________
Gifts
_________________
_________________
OOOOO
OOOOO
_______________________
_______________________
_______________________
_______________________
Advantages
Health
Bruised
Hurt
Injured
Wounded
Mauled
Crippled
Incapacitated
�
�
�
�
�
�
�
- 1
- 1
- 2
- 2
- 5
Rage
Renown
Glory
Honor
Wisdom
Rank
O O O O O O O O O O
� � � � � � � � � �
O O O O O O O O O O
� � � � � � � � � �
O O O O O O O O O O
� � � � � � � � � �
O O O O O O O O O O
� � � � � � � � � �
Weakness
(Optional)
(Optional)
Wyrm Tainted
Gnosis
O O O O O O O O O O
� � � � � � � � � �
Willpower
O O O O O O O O O O
� � � � � � � � � �
Corruption
O O O O O O O O O O
Abilities
G
G
G
G
G
G
G
G
G
Weapon/ Attack Diff. Damage Range Rate Ammo Conceal
Combat
________________________OOOOO
Other Traits
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
Item:_____________________ Level:___ Gnosis:___
Fetishes
Power:____________________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Rites
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
____________________ ____________________
______________________________
Gifts
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
Item:_____________________ Level:___ Gnosis:___
Power:____________________________________
Maneuver
Bite
Body Tackle
Claw
Grapple
Kick
Punch
Roll
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Dex + Brawl
Diff
5
7
6
6
7
6
Damage
Strength + 1/A
Special/B
Strength + 1/A
Strength/B
Strength + 1/B
Strength/B
Brawling Chart
A=Aggravated Damage B=Bashing Damage
Armor:_________________
+1 Die to Bite Damage -2 Perception Diff.
Strength(+3)_____
Dexterity(+2)_____
Stamina(+3)______
Manipulation(-3)__
Difficulty: 7
Strength(+2)_____
Stamina(+2)______
Appearance(-1)____
Manipulation(-1)__
Difficulty: 7
No
Change
Difficulty: 6
Strength(+1)_____
Dexterity(+2)_____
Stamina(+2)______
Manipulation(-3)__
Difficulty: 6
Strength(+4)_____
Dexterity(+1)_____
Stamina(+3)______
Manipulation(-3)__
Appearance 0
Difficulty: 6
INCITE DELIRIUM
IN HUMANS
Homid Glabro Crinos Hispo Lupus
Expanded Backgrounds
Merits & Flaws
Merit Type Cost
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
Flaw Type Bonus
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
__________________ __________ _____
Possessions
Gear(Carried):__________________________
___________________________________
___________________________________
Equipment(Owned):______________________
___________________________________
___________________________________
Sept
Name:________________________________
Caern Location:__________________________
Type:_______________________ Level:____
Totem:________________________________
Leader:_______________________________
Experience
TOTAL:
Gained From:__________________________
___________________________________
___________________________________
TOTAL SPENT:_______________________
Spent On:_____________________________
___________________________________
___________________________________
___________________________________
Allies
___________________________________
___________________________________
___________________________________
Mentor
___________________________________
___________________________________
___________________________________
Contacts
___________________________________
___________________________________
___________________________________
Pack Totem
___________________________________
___________________________________
___________________________________
Kinfolk
___________________________________
___________________________________
___________________________________
Resources
___________________________________
___________________________________
___________________________________
Other (_______________)
___________________________________
___________________________________
___________________________________
Other (_______________)
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
___________________________________
History
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
Description
Age:____________________ ___________________________________________________
Hair:____________________ ___________________________________________________
Eyes:____________________ ___________________________________________________
Race:___________________ ___________________________________________________
Nationality:_______________ ___________________________________________________
Sex:____________________ ___________________________________________________
___________________________________________________
Height Weight
Homid: _________________ ___________________________________________________
Glabro: __________________ ___________________________________________________
Crinos: __________________ ___________________________________________________
Hispo: __________________ Metis Deformity:_______________________________________
Lupus: __________________ ___________________________________________________
Battle Scars:__________________________________________
Visuals
Pack Chart Character Sketch
| textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/Vampire/Vampire (oWoD)/World of Darkness (WoD)/oWoD/Werewolf (c)/Character Sheets/WOD - Werewolf - The Apocalypse - Character Sheet - Skin Dancers.pdf |
U.S. 78th Infantry Division
December, 1944
309th
Infantry
Regiment
x 9
x 1
x 13
x 1
By Greg Moore
gregpanzerblitz.com
November, 2008
303rd
Engineer
Battalion
x 9
x 2
x 10
x 1
Infantry
Battalion
x 3
x 3
x 3
x 1
x 1
310th
Infantry
Regiment
311th
Infantry
Regiment
x 2
x 2
307th
Field
Artillery
Battalion
x 1
x 9
x 1
x 13
x 1
x 2
Infantry
Battalion
x 3
x 3
x 3
x 1
x 1
x 1
x 9
x 1
x 13
x 1
x 2
Infantry
Battalion
x 3
x 3
x 3
x 1
x 1
x 1
x 2
x 2
308th
Field
Artillery
Battalion
x 2
x 2
309th
Field
Artillery
Battalion
x 2
x 2
903rd
Field
Artillery
Battalion
x 4
552nd
Anti-Aircraft
Battalion
(attached)
x 4
709th
Tank
Battalion
(attached)
x 3
x 7
x 2
x 1
x 1
x 1
x 3
78th
Recon
Troop
(Mech)
x 3
x 2
The “Lightning” Division was almost totally inexperienced when the Germans came to call, having
been in France for less than one month. One regiment had been involved in the fight in the Hurtgen For-
est and the division was on the left flank of the attack towards the Ryr and Urft dams when the Germans
struck. The division stayed on the north shoulder of the “bulge” and helped keep the 272nd Volksgrena-
dier Division tied down, thus denying the Germans the use of this division in their offensive.
893rd
Tank
Destroyer
Battalion
(attached)
x 8
x 9
x 3
x 3
x 1
628th
Tank
Destroyer
Battalion
(attached)
attached on
December 19th
attached on
December 19th
x 9
x 3
x 3
x 1
| textdata/thevault/Panzer Leader & Panzer Blitz/1944 Battle of the Bulge/78thUSInfantryDec44.pdf |
Liberty Class VII Freighter
Structure
Shields
Production Data
Origin: United Federation of Planets
Class and Type: Liberty-class cargo carrier
Year Launched: 2276
Hull Data
Structure: 25
Size/Decks: 5/15
Length/Height/Beam: 240/50/160 m
Complement: 72
Operational Data
Transporters: 2 standard, 2 emergency, 10 cargo
Cargo Units: 150
Shuttlebay: 1 forward, 1 aft
Shuttlecraft: 10 size worth
Atmosphere Capable: No
Separation System: None
Cloaking System: None
Tractor Beams: 1 aft
Sensor System: Class 1 +1/0/0/0/0 (B)
Operations System: Class 2 (C)
Life Support: Class 2 (C)
Propulsion Data
Impulse System: Type IIa .5 c (B)
Warp System: Type III 3/4/6 (B)
Tactical Data
Phaser banks: Type VII (X2) (B)
Penetration: 4/3/3/0/0
Deflector Shield: Class 2a (B)
Protection/Threshold: 13/2
Miscellaneous Data
Maneuver modifiers: +0 C, +2 H, +0 T
Traits:
Space remaining: 1
Build rules: NG
| textdata/thevault/Star Trek RPG/Decipher/Ships/Starfleet_Liberty_NG.pdf |
PRIMUS
over one billion
CHARACTERISTICS
WORLD
No Water Present
border
Quintus
Secundus
TRAVEL ZONES
POPULATION
Amber Zone
Red Zone
BASES
Asteroid Belt
Water Present
No Gas Giant
Travel Zone
Code (Red)
MAP LEGEND
Starport Type
Gas Giant
Bases
World
Name
World
Type
X-Boat
Route
Tertius
A
under one billion
World names in red
are subsector capitals
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
X
Satyressia Subsector
Highlord
Outreaumer
Secundus
A
Im
L'Orient
A
Im
Unlimited
B
Im
Plaisante
C
Im
Ipsham
A
Im
Gambler's Ruin
B
Im
0131
0132
0133
0134
0135
0136
0137
0138
0139
0140
0231
0232
0233
0234
0235
0236
0237
0238
0239
0240
0331
0332
0333
0334
0335
0336
0337
0338
0339
0340
0431
0432
0433
0434
0435
0436
0437
0438
0439
0440
0531
0532
0533
0534
0535
0536
0537
0538
0539
0540
0631
0632
0633
0634
0635
0636
0637
0638
0639
0640
0731
0732
0733
0734
0735
0736
0737
0738
0739
0740
0831
0832
0833
0834
0835
0836
0837
0838
0839
0840
(subsector M of Ley Sector sector)
Naval Base
Scout Base
Naval Depot
Way Station
Prison Camp
P
| textdata/thevault/Traveller/Traveller d20/QLI-ELIB0007 Ley Map Pack/Ley Sector - Subsector M.pdf |
Expanded Gifts
Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
__________________________________
__________________________________
__________________________________
System:_____________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
__________________________________
__________________________________
__________________________________
System:_____________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
__________________________________
__________________________________
__________________________________
System:_____________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
__________________________________
__________________________________
__________________________________
System:_____________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
__________________________________
__________________________________
__________________________________
System:_____________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
Name:______________________________
Type:_____________________ Level:____
Book:_____________________ Page#____
Learned From:________________________
Description:__________________________
__________________________________
__________________________________
__________________________________
System:_____________________________
__________________________________
__________________________________
__________________________________
__________________________________
__________________________________
| textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/oWoD/Werewolf (c)/Character Sheets/Tribe Sheets/WOD - Werewolf - The Apocalypse - Character Sheet - Silent Striders (Expanded Gifts).pdf |
Equipment
Weapons
Weapon
AB
Damage
Range
Notes, Talents, Spells ...
Ability
Score
Mod.
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Name
Race
Attack B.
Melee
Armour
Class
Attack B.
Ranged
Money
Turn Undead (1d20)
Skeleton
Zombie
Ghoul
Wight
Wraith
Mummy
Spectre
Vampire
Saving Throws (1d20)
Death Ray / Poison
Magic Wands
Paralysis or Petrify
Dragon Breath
Spells
Experience Points
+10%
Next Level
Class
Character Sketch or Symbol
Hit
Points
Current HP,
Wounds ...
Movement
Load
L
H
Thief Skills (1d100)
Open Locks
Remove Traps
Pick Pockets
Move Silently
Climb Walls
Hide
Listen
Basic Fantasy Role-Playing Game
Level
| textdata/thevault/Basic Fantasy/Basic Fantasy Character Sheets/Basic Fantasy Character Sheet by Simone Felli v1.pdf |
Italian 25th Infantry Division (Bologna) November 17, 1941
39th
Infantry
Regiment
x 4
x 2
205th
Artillery
Regiment
x 8
40th
Infantry
Regiment
The Bologna Division was serving in the Axis lines around Tobruk when the Allied offensive be-
gan. When the time came for the attempted British breakout from Tobruk, Bologna stood squarely in
the path of the combined infantry and tank assault. The division stubbornly held, despite being partly
overrun, and bought enough time for Pavia to counterattack and temporarily stabilize the line. Despite
heavy casualties in the battle, the division survived to continue the fight in North Africa.
x 2
x 9
Infantry
Battalion
x 3
x 2
x 2
x 1
x 2
x 1
x 1
x 9
Infantry
Battalion
x 3
x 2
x 2
x 1
x 2
x 1
x 1
By Greg Moore
gregpanzerblitz.com
June, 2010
25th
Mixed
Engineer
Battalion
x 3
| textdata/thevault/Panzer Leader & Panzer Blitz/1940-1943 North Africa/Operation Crusader/BolognaCrusader.pdf |
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
Fallout: Warfare
Wargaming in the Fallout Universe
Brotherhood of Steel
Paper Miniatures
Copyright 2001 Interplay Entertainment Corp. All Rights Reserved. Permission to copy for personal use only granted.
BOS
Scribe
BOS
Elder
Enviro-Armor
Club
Enviro-Armor
Enviro-Armor
Heavy
Enviro-Armor
Knife
Enviro-Armor
Minigun
Enviro-Armor
Pistol
Enviro-Armor
Rifle
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
FALLOUT
TACTICS™
Enviro-Armor
RPG
Enviro-Armor
SMG
Enviro-Armor
Spear
Squire
Squire
Club
Squire
Heavy
Squire
Knife
Squire
Minigun
Squire
Pistol
Squire
Rifle
Squire
RPG
Squire
SMG
Squire
Spear
Squire
Squire
Club
Squire
Heavy
Squire
Knife
Squire
Minigun
Sheet One
| textdata/thevault/Exodus/Exodus {Game books}/Paper Minitures/bos1.pdf |
textdata/thevault/Pathfinder/1st Edition/3rd Party/Wayward Rogue/Pulverizer Class.pdf |
|
3
Legend Pts
birtHriGHts
WeAPONs
KNACKs
bOONs
WiLLPOWer
oooooooooo
HeALtH
oooooo
oooooo
Virtues
ooooo
ooooo
ooooo
ooooo
LeGeND
eXPerieNCe
––––––––––––––––––
A–––– L–––– b––––
ArMOr
A–––– L–––– b––––
sOAK
Name
Player
Attributes
Academics
ooooo
Animal Ken
ooooo
Art
ooooo
ooooo
Athletics
ooooo
Awareness
ooooo
brawl
ooooo
Command
ooooo
Control
ooooo
ooooo
Calling
Nature
Pantheon
role
AbiLities
Craft
ooooo
ooooo
ooooo
empathy
ooooo
Fortitude
ooooo
integrity
ooooo
investigation
ooooo
Larceny
ooooo
Marksmanship
ooooo
Medicine
ooooo
Melee
ooooo
Occult
ooooo
Politics
ooooo
Presence
ooooo
science
ooooo
ooooo
ooooo
stealth
ooooo
survival
ooooo
thrown
ooooo
G O D
s
c
i
o
n
—
g
o
d
s
c
i
o
n
—
g
o
d
Physical
strength oooooooooo
Dexterity oooooooooo
stamina oooooooooo
social
Charisma
oooooooooo
Manipulation oooooooooo
Appearance oooooooooo
Mental
Perception oooooooooo
intelligence oooooooooo
Wits
oooooooooo
0
–1
–1
–2
–2
–4
i
| textdata/thevault/Scion (storyteller) [multi]/1st Edition/Character Sheets/Scion - Tuatha - CS - God.pdf |
HEROES AND VILLAINS SET TWO
A series of paper miniatures designed for roleplaying and wargaming.
Design and artwork © David Okum 2017
Figures are 30mm scale. To assemble simply cut the figures out, score along the red line, fold and glue figures front to back. Use scissors and a
craft knife to carefully finish trimming and cutting out the figure, leaving a black outline. Cover the white edges carefully with a black permanent marker.
Use fold-up bases or foamcore cut into 20mm squares, carefully cutting a slot for the figure.
Like Okumarts Games on Facebook and visit the forum at:
http://okumartsgames.proboards.com
Now on Tumblr at okumarts.tumblr.com
Support the Patreon at https://www.patreon.com/okumarts
| textdata/thevault/Kid Friendly/1. Parent & GM Advice & Helpful Hints/In-Game Helpers/Paper Minis & Standees/Supers/Save the Day Minis/Save The Day - Minis - Heroes and Villains Set Two [2017].pdf |
®
TM
The Fantasy Trip, Decks of Destiny, Warehouse 23, the pyramid logo, and the names of
all products published by Steve Jackson Games Incorporated are trademarks or registered
trademarks of Steve Jackson Games Incorporated, or used under license. Decks of Destiny
is copyright © 2019, 2020 by Steve Jackson Games Incorporated. Art by Liz Danforth.
| textdata/thevault/The Fantasy Trip/The Fantasy Trip SJG/The Fantasy Trip SJG Decks Of Destiny/Boxes of Holding/Decks of Destiny Boxes of Holding Poker Sized.pdf |
D12
© Bruno Van de Casteele
[email protected]
| textdata/thevault/Kid Friendly/1. Parent & GM Advice & Helpful Hints/In-Game Helpers/Paper Dice/D12.pdf |
© 2018 PAIZO INC.
URBAN SPRAWL
FLIP-MAT
FLIP-MAT
FLIP-MAT
TM
TM
TM
© 2018 PAIZO INC.
URBAN SPRAWL
FLIP-MAT
FLIP-MAT
FLIP-MAT
TM
TM
TM
| textdata/thevault/Starfinder [multi]/Flip-Mats/Flip-Mat - Urban Sprawl.pdf |
23
minor npc
Name:
Race/Gender:
Commonly Found At:
Notes:
minor npc
Name:
Race/Gender:
Commonly Found At:
Notes:
minor npc
Name:
Race/Gender:
Commonly Found At:
Notes:
minor npc
Name:
Race/Gender:
Commonly Found At:
Notes:
minor npc
Name:
Race/Gender:
Commonly Found At:
Notes:
minor npc
Name:
Race/Gender:
Commonly Found At:
Notes:
| textdata/thevault/_GM Books/World Building & Game Design/City Builder/Gamemaster's Adventure Planner/Forms/23 - Adventure Planner - Minor NPCs.pdf |
©2011 PAIZO PUBLISHING, LLC
©2011 PAIZO PUBLISHING, LLC
| textdata/thevault/Pathfinder/Flip Mats/PZO30038 - Necropolis.pdf |
2
AVENTURAS EN LA TIERRA MEDIA
LIBROJUEGO
NOCHE DE NAZGÛL
John David Ruemmier
Diseñado por:
S. Coleman Charlton
Ilustrado por:
James Holloway & Richard Britton
Traducción por:
Fco. J. Sánchez G. “Dark-kia”
Versión 2.1 /Septiembre/2019
BERKLEY BOOKS, NEW YORK
3
Para Patti, Jessica y Rose
Nota: Los pasajes marcados con una † son de El Hobbit,
®1966 por J.R.R. Tolkien, y El Señor de los Anillos,
®1965 por J.R.R. Tolkien.
IRON CROWN ENTERPRISES posee la licencia mundial
exclusiva para FANTASY ROLE PLAYING y ADULT BOARD
GAMES basados en EL SEÑOR DE LOS ANILLOS Y EL HOBBIT.
ISBN: 0-425-08685-2
®1985 TOLKIEN ENTERPRISES, a division of
ELAN MERCHANDISING, Inc., Berkeley, CA.
The Night of the Nazgûl, The Hobbit, and The Lord of the
Rings, and all characters and places therein are trademark
properties of
TOLKIEN ENTERPRISES.
Distributed by The Berkley Publishing Group,
200 Madison Avenue, New York, New York 10016.
All rights reserved.
PRINTED IN THE UNITED STATES OF AMERICA
4
5
6
INTRODUCCIÓN
Los librojuegos Aventura en la Tierra Media se basan en
las obras del mejor escritor de novelas de fantasía de todos
los tiempos, J.R.R. Tolkien, e invitan al lector a entrar en
su mundo de valientes y crueles hombres, hobbits y elfos;
de orcos y trolls; de magos buenos y malvados. El
continente de la Tierra Media, rico en andanzas y
conflictos, es el escenario perfecto en el que podrás vivir
aventuras sin fin. ¡Bienvenido al mundo fantástico y
emocionante de J.R.R. Tolkien: la Tierra media!
EL TABLERO DEL MAPA
El mapa provisto con este libro brinda una descripción
general de parte del área en la que tendrán lugar tus
aventuras. Este mapa muestra lo que conoces sobre el área,
pero no te dice todo lo que puede suceder.
Cada espacio en el mapa está etiquetado con un número
y una letra (es decir, 1A, 1B,..., 2B, 2C,..., etc.). Cada una de
estas etiquetas se refiere a una sección del texto, con el
mismo número y letra, cerca del comienzo del libro. Este
“Texto de Ubicación” (hexágonos) te dice lo que te
encuentras y te dirige más adelante a otro “Texto de
Encuentro” que proporciona opciones e información más
detallada para guiarte en tus aventuras.
Mantén un registro de tu ubicación en el mapa durante
el juego. Esto se hace recordando la etiqueta de tu
ubicación, utilizando cualquier pieza de juego pequeña
(por ejemplo: una ficha de parchís o una pequeña moneda)
para marcar tu ubicación, o trazando tu trayectoria con un
lápiz de color o rotulador. (Se recomienda hacer fotocopias
del original)
7
EL LIBROJUEGO
El librojuego describe los peligros, situaciones y
ubicaciones que pueden surgir durante tus aventuras. A
medida que leas las secciones de texto, se te ofrecerán
opciones sobre qué acciones tomar. La sección de texto
que leas dependerá del espacio al que te muevas en el
mapa, las instrucciones en el texto y si las acciones que
intentas realizar tienen éxito o fallan.
Como se mencionó anteriormente, las secciones de
Texto de Ubicación están al principio del librojuego y
coinciden con los espacios en el tablero. Estas secciones
están etiquetadas con un número seguido de una letra. Las
secciones de Texto de Encuentro se encuentran en la parte
final del librojuego y se enumeran solo por números de
tres dígitos (por ejemplo, “365”). Lee el Texto de Ubicación
a medida que te mueves hacia el espacio correspondiente
en el tablero del mapa, y lee el Texto de Encuentro solo
cuando el texto lo indique.
A
menudo,
el
Texto
de
Encuentro
dirigirá
tu
“movimiento” en áreas que no están representadas en tu
tablero del mapa. En estos casos, puede ser muy útil para
ti hacer un seguimiento de lo que encuentras y adónde vas
(es decir, debes registrar y trazar tu ruta de viaje).
8
NÚMEROS AL AZAR
Durante tus aventuras en este librojuego se te pedirá a
menudo que tires dos dados (también puedes lanzar un
solo dado dos veces). Obtendrás un resultado entre 2 y 12.
Si no dispones de dados en el momento de jugar, puedes
utilizar los siguientes métodos alternativos:
1. Pasa a la Tabla de Números al Azar situada al final
del libro, sujeta un lápiz (o un bolígrafo, o cualquier
objeto similar) cierra los ojos y toca la Tabla de
Números al Azar con el lápiz. El número que has
tocado será el que utilizarás en esa ocasión. Si el lápiz
cae sobre una línea, repite el intento; o bien…
2. Hojea rápidamente las páginas del libro, escoge una
al azar y mira el número que hay abajo, en la esquina
interior de la página. Éste es el número que utilizarás.
(Nota del traductor: Esta opción no está disponible en
esta traducción)
A menudo se te indicará que sumes unos puntos al
número obtenido al azar. Cuando esto suceda, considera
los resultados superiores a 12 como “12”, y los inferiores
a 2 como “2”.
COMO ESCOGER EL SISTEMA DE JUEGO
Antes de empezar a jugar, debes decidir si utilizas el
Sistema Básico (que se explicará a continuación) o el
Sistema Avanzado (descrito más adelante). Si nunca has
leído un librojuego, ni has jugado jamás a un juego de rol,
te sugerimos que uses el Sistema Básico y el personaje
precreado. Cuando lo domines, podrás aprender el Sistema
Avanzado y crear tu propio personaje.
9
ELIGIENDO UN PERSONAJE
Hay tres formas de elegir un personaje:
1. Puedes usar el personaje creado completamente al
principio del libro.
2. Puedes crear tu propio personaje utilizando el
sencillo Sistema Básico de desarrollo de personajes
de Aventuras en la Tierra Media incluido en este libro.
3. Puedes crear tu propio personaje utilizando MERP
(siglas en inglés de: Middle-earth Role Playing), el
Sistema de Juego de Roles de la Tierra Media (una
producción de ICE no incluida en este librojuego). Al
usar MERP, ignora las Tablas de Acción y las Tablas
de Combate que se proporcionan al final de este
librojuego. En su lugar, usa las pautas y tablas
proporcionadas en el MERP para resolver “acciones” y
“combate” (ver Reglas Opcionales).
CÓMO EMPEZAR A JUGAR
En cuanto hayas elegido el personaje con el que jugarás
y el sistema que seguirás, comienza la aventura: pasa al
Prólogo que encontrarás más adelante y luego lee los
distintos apartados según lo que te indique el texto o
cuáles sean tus decisiones. A partir de este punto, lee las
secciones como lo indica el texto. Cuando se te indique que
continúes, lee las secciones de texto correspondientes a
los espacios en el tablero del mapa.
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EL SISTEMA BÁSICO
MOVERSE
Cuando el texto te diga que sigas adelante, puedes elegir
moverte a cualquiera de los espacios en el mapa
adyacentes al espacio en el que te encuentras. Luego lee el
Texto de Ubicación (hex.) correspondiente. Por supuesto,
este texto puede conducir a aventuras más detalladas
dirigiéndote a una sección de Texto de Encuentro. Cuando
el texto te indique que te muevas en una dirección
aleatoria, procede como si el texto simplemente dijera
sigue adelante.
Al moverte a un espacio donde ya has estado antes,
ignora cualquier referencia de texto a condiciones que ya
no existen. Por ejemplo, si derrotas a un Troll en un
espacio, abandonas el espacio y luego regresas, no tienes
que luchar contra el mismo Troll nuevamente.
TIEMPO
Cuando utilices el Sistema Básico, no hagas un
seguimiento del tiempo transcurrido. Cuando en el texto
tengas que optar por diferentes opciones según el tiempo
transcurrido, lee el texto relacionado con el periodo más
breve.
DAÑO Y CURACIÓN
A medida que te aventures, recibirás daño de peleas,
trampas, caídas, etc. Debes hacer un seguimiento de este
daño y sumar su valor a un total de Daño Sufrido (anota
este total en el espacio reservado al Daño Sufrido en tu
Tarjeta de Identificación del Personaje). Solo el total de
Daño Sufrido cambiará durante el juego; el total de
Resistencia no cambia (Puntos de Resistencia: PR).
Si el total de Daño Sufrido supera al de Resistencia
(consulta la Tarjeta de Identificación del Personaje),
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pierdes el conocimiento. Si esto sucede durante un
combate, eres derrotado y debes proceder tal como se
indique en el texto. De lo contrario, estás muerto; tu
aventura habrá terminado, aunque si lo deseas puedes
volver a comenzar desde el principio. Si se indica en el
texto que “despiertas”, reduce tu total de Daño Sufrido
hasta igualar el de Resistencia.
Cada vez que leas un apartado de texto que no hayas
leído antes y que no requiera que tires dos dados, ni que
combatas, ni que realices una acción, podrás “descansar”
y restar un punto de tu total de Daño Sufrido.
(Puntos de Resistencia ‘PR’ = Puntos de Vida ‘PV’)
COMBATE
Un combate consiste en una serie de varias “rondas”. En
cada ronda, tú atacas a tu oponente (o bien intentas huir)
y tu oponente te ataca a ti. Los ataques de proyectil y tus
Puntos de Ataque de Proyectil (PAP) no se usan en el
Sistema Básico.
Tras un combate, se te indicará en el texto lo que debes
hacer a continuación.
Si optas por luchar con un oponente o bien se te indica
en el texto que debes hacerlo, debes resolver el combate
ajustándote a las siguientes normas:
1. Tú atacas (más adelante se te explica cómo) a tu
oponente, y éste luego te ataca a ti. Así se completa
una ronda de combate (dos ataques, dos lanzamientos
de dados). Si eres sorprendido, invierte el orden de los
ataques durante todo el combate.
2. Repite el paso 1, una ronda del combate, hasta que se
dé una de las siguientes condiciones:
a) Uno de vosotros cae muerto (una “M” en la Tabla de
Combates)
b) Uno de vosotros tiene un total de Daño Sufrido
superior al de Resistencia. Ese contrincante queda
inconsciente y es derrotado. (Esto también puede
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ocurrir si obtiene un resultado de “I” en la Tabla de
Combates)
c) Consigues huir. Al inicio de cualquier ronda de
combate, puedes optar por no atacar en dicha
ronda. Una vez que tu oponente haya efectuado su
ataque, tira dos dados y suma al resultado tus
puntos de Huida (usa la Tabla de Acción):
Si el resultado es igual o superior a 8, logras huir.
La lucha termina y debes seguir las instrucciones
del texto o seguir adelante (moverte) a otra
dirección aleatoria.
De lo contrario, sigues enzarzado en el combate
y debes comenzar otra ronda de combate en el
paso 1. De todas maneras, puedes tratar de huir
de nuevo.
CÓMO RESOLVER UN “ATAQUE”
1) Resta los Puntos de Defensa (PD) del defensor de los
Puntos de Ataque Cuerpo a Cuerpo (PACC) y tira dos
dados.
2) Consulta la Tabla de Combates que encontrarás al final
de este librojuego. El resultado del ataque es el valor en
el que se cruzan el resultado de los dados (columna
vertical del lado izquierdo de la tabla) y la diferencia
entre los PACC y los PD (fila horizontal en la parte
superior).
3) Este valor equivale al daño sufrido por el defensor
(debes aumentar en dicha cantidad su total de Daño
Sufrido). Los resultados especiales “I” y “M” ponen fin al
combate, dejando al defensor, respectivamente, sin
conocimiento (I=inconsciente) o, lo que es menos
probable, muerto (M).
COMBATIR CONTRA MÁS DE UN OPONENTE
Si se indica en el texto que debes luchar contra más de
un oponente en una situación dada, “combate” contra ellos
de uno en uno tal como se ha explicado anteriormente.
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EQUIPO
Siempre que adquieras dinero y equipo, anótalo en los
espacios correspondientes de la Tarjeta de Identificación
del Personaje. Las monedas de plata son “dinero” y pueden
usarse durante tus aventuras para comprar comida, pagar
tu alojamiento, transportar cosas, hacer sobornos, etc.
Algunos elementos de tu equipo pueden afectar a tus
habilidades. Si lo deseas, consulta el Sistema Avanzado
para conocer los efectos de las distintas clases de armas y
armaduras.
EMPRENDER UNA ACCIÓN
Cuando el texto te indique que realices una acción,
consulta la Tabla de Acciones al final del libro. Elije una
de las acciones enumeradas y sigue las instrucciones
dadas. A veces, estas instrucciones requerirán que uses los
beneficios o "bonificaciones" que figuran en tu Tarjeta de
Identificación del Personaje.
CREACIÓN DE UN PERSONAJE
No crees un personaje nuevo hasta que hayas leído el
Prólogo y conocido los personajes que se te ofrecen. Si
entonces decides no crear tu propio personaje, usa el
personaje creado previamente que se encuentra al
principio de este libro. Si decides crear tu propio
personaje, debes seguir las instrucciones que se dan en
esta sección. Mantén un registro de tu personaje en la
Tarjeta de Identificación que se encuentra al principio de
este libro. Es recomendable anotar la información a lápiz
para que se pueda borrar y actualizar. Si es necesario,
puedes copiar o fotocopiar esta Tarjeta de Identificación
del Personaje para tu propio uso.
A medida que avanzas en este proceso de creación de
personajes, consulta el personaje creado previamente al
comienzo del libro como ejemplo.
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PARÁMETROS
Tu personaje comienza con ciertos atributos mentales y
físicos llamados “parámetros” o estadísticas: Fuerza (F),
Agilidad (Ag) e Inteligencia (In). Antes de comenzar esta
aventura, determina los valores de estos parámetros. Tira
dos dados tres veces y asigna un resultado a cada uno de
los tres parámetros (la elección es tuya). Luego anótalos en
la columna Valor Parámetro en tu Tarjeta de Identificación
del Personaje.
Bonificación Parámetro
Cada estadística (F, Ag, In) puede otorgar una
"bonificación" al realizar ciertas acciones; ten en cuenta
que estas "bonificaciones" pueden ser negativas (o cero) y
positivas.
Cada estadística de 2-4 da una bonificación de -1
Cada estadística de 5-8 da una bonificación de 0
Cada estadística de 9-10 da una bonificación de +1.
Cada estadística de 11-12 da una bonificación de +2.
Registra estas bonificaciones en la columna Bonificación
Parámetro junto a los Valores de Parámetro en tu Tarjeta
de Identificación del Personaje.
RESISTENCIA
Tu parámetro de Fuerza determina la Resistencia de tu
personaje (Puntos de Resistencia: PR). Durante el combate,
sufrirás daños debidos a golpes, dolor, sangrado, etc. Si
este daño supera tu Resistencia, caerás inconsciente (te
desmayarás). Tu Resistencia es igual a:
20 más dos veces el valor de tu Fuerza
Anota esto en tu Tarjeta de Identificación del Personaje.
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HABILIDADES
Las siguientes 8 “habilidades” afectan a tus posibilidades
de lograr ciertas acciones durante tus aventuras.
1) Puntos de Ataque Cuerpo a Cuerpo (PACC): Representa
tu capacidad de atacar en combate cuerpo a cuerpo.
2) Puntos de Ataque de Proyectil (PAP): Representa tu
capacidad de atacar usando un proyectil, como una
lanza arrojadiza o una flecha disparada con un arco.
(Esta habilidad no se usa en el Sistema Básico).
3) General: Utiliza esta habilidad cuando se te pida en el
testo que realices acciones de carácter general como,
por ejemplo, trepar, rastrear, cazar, cabalgar y nadar.
4) Pericia: Utiliza esta habilidad cuando intentes moverte
sin que te vean ni te oigan (es decir, a hurtadillas o modo
sigiloso), robar o hacerte con algo que esté en poder o
bajo la protección de un adversario, forzar un cerrojo,
liberarte de unas ligaduras y otras actividades similares.
5) Percepción: Representa cuanta información obtienes
mediante la observación y la exploración. También
refleja tu capacidad de hablar y negociar con los seres
que encontrarás durante la aventura.
6) Magia: Representa tu afinidad a la magia y los hechizos.
Utiliza esta habilidad cuando intentes lanzar un hechizo
y cuando así se te indique en el texto.
7) Huida: Representa tus posibilidades de escapar del
peligro.
8) Puntos de Defensa (PD): Representa tu capacidad de
esquivar ataques.
PUNTOS DE HABILIDAD
Para cada una de estas habilidades dispondrás de un
total de Puntos de Habilidad que deberás usar cuando
intentes llevar a cabo ciertas acciones. Ten en cuenta que
estos “puntos” pueden ser positivos o negativos.
Al crear tu personaje dispones de 6 puntos
positivos para asignarlos a tus habilidades; la
forma de distribuirlos queda a tu elección
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(consulta más adelante). No puedes asignar estos
puntos a las habilidades de “PD” ni de “Huida”.
Puedes asignar más de 1 punto a una cierta
habilidad, pero no más de 3. Por lo tanto, cada
habilidad puede tener un total de +1, +2 0 +3
puntos. Debes anotar estas puntuaciones en los
espacios correspondientes de la columna Puntos
de Habilidad de la Tarjeta de Identificación del
Personaje.
Si no asignas 1 punto como mínimo a una
habilidad, debes anotar un valor de -2 en el
espacio correspondiente. A las habilidades de
“PD” y de “Huida” no se asigna esta penalización
de -2 puntos.
PUNTOS TOTALES
A estas alturas debes tener ya un valor anotado en cada
espacio de Bonificación Parámetros y de Puntos de
Habilidad; no olvides que estos valores pueden ser
negativos o positivos. Para cada habilidad, suma estos dos
valores y anota el total en el espacio correspondiente de la
columna PUNTOS TOTALES.
Cuando se te indique en el texto “suma al resultado tus
puntos de…”, se estará haciendo referencia a estos Puntos
Totales.
Durante el juego puedes adquirir objetos o facultades
que afecten a estos valores. Puedes emplear los espacios
de la columna Bonificaciones Especiales para anotar estas
variaciones; naturalmente, cuando esto ocurra tendrás que
volver a calcular algunos de los Puntos Totales.
HECHIZOS
Puedes optar por usar las Reglas Opcionales sobre
Hechizos. En tal caso, por cada punto que no asignes a una
habilidad podrás “aprender” dos hechizos, que podrás
lanzar durante el juego (consulta las Reglas Opcionales).
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EL SISTEMA AVANZADO
Si vas a utilizar el Sistema Básico, no sigas leyendo.
El Sistema Avanzado es similar al Básico en muchos
aspectos, pero permite más variedad de acciones y de
opciones.
MOVERSE
Cuando el texto te diga que sigas adelante, sigue el
mismo proceso que se describe en el Sistema Básico: elije
cualquiera de los espacios adyacentes en el mapa al
espacio en el que te encuentras y lee la sección de Texto
de Ubicación correspondiente a ese espacio.
Avanzando en una dirección aleatoria
Si el texto te dice que te muevas en una dirección
aleatoria, debes moverte a un espacio adyacente
seleccionado al azar. En el exterior, este espacio se
selecciona eligiendo un número (Tira dos dados o usa la
Tabla de Números al Azar) que corresponde a un espacio
específico como se indica en el diagrama a continuación.
Si no puedes moverte en una dirección debido a un
obstáculo (río, borde del mapa, etc.), vuelve a tirar.
(Comienzas en el espacio central del diagrama a
continuación).
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TIEMPO
Seguir el transcurso del tiempo aporta un gran atractivo
y emoción a la aventura de este librojuego, pero es preciso
que vayas calculando el tiempo a medida que va
discurriendo la historia. Si deseas simplificar el juego,
limítate a usar el librojuego como se te indica e ignora los
apartados y las normas que hagan referencia al tiempo
(consulta el Sistema Básico).
El paso del tiempo aparece señalado al comienzo de cada
apartado del texto como Tiempo: x, donde x es el número
de minutos que transcurren. A medida que leas cada
sección de texto, suma esta cantidad al total de tiempo
transcurrido desde que empezaste la aventura.
Duplica estas cifras de tiempo cuando te muevas a una
dirección aleatoria.
NOCHE
Este librojuego asume que las aventuras tienen lugar
durante el día y que descansas por la noche. La noche
comienza cuando el total de tu tiempo llega a más de 13
horas (780 minutos) y leas una sección del texto que no
requiera que tires dos dados, pelees o realices una acción.
Llegado a este punto, debes descansar: anota que ha
pasado 1 día y reinicia tu tiempo total a 0. También debes
“comer una comida” (borra toda comida utilizada de tu
Tarjeta de Identificación del Personaje). Si no tienes una
comida, es posible que no sanes ningún daño esa noche y
debes aumentar el daño recibido en 5. Después de hacer
todo esto, simplemente procede normalmente.
Lleva un registro del Daño Sufrido como tal y como se
indica en el Sistema Básico. Si el total de Daño Sufrido
excede tu Resistencia (consulta tu Tarjeta de Identificación
del Personaje), pierdes el conocimiento. Si esto ocurre
durante un combate, eres derrotado y debes continuar
como se te indica en el texto. De lo contrario, tu aventura
habrá terminado, aunque si lo deseas puedes volver a
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comenzar desde el principio. Si el texto indica que
"despiertas" después de una pelea, reduce tu total de Daño
Sufrido hasta igualar tu Resistencia.
No uses la norma del Sistema Básico para la curación.
Cada vez que leas un apartado de texto que no requiera
que tires dos dados, que combatas, o realizar una acción
puedes reducir el daño recibido en 3 por cada hora que
pases "descansando". Por la noche, si descansas y comes
una comida, puedes reducir tu daño recibido en 15.
Nota del traductor: en posteriores libros que se
publicaron en castellano se cambian estas reglas por:
1) Reducir tu total de Daño Sufrido en 1 punto por
“descansar”, o bien:
2) “Pasar un día entero descansando”: así aumentarás en 1
día el total de tiempo transcurrido, pero reducirás tu
Daño Sufrido a cero.
Elige el método que mejor te parezca.
EQUIPO
Solo puedes llevar puesto: 1 armadura completa, 1 daga
(en el cinturón), 1 capa, 1 mochila y 1 cinturón con bolsa.
Además, puedes transportar una cantidad de objetos
igual a tu valor de Fuerza. Este total puede incluir un
máximo de 3 armas. Si pierdes tu mochila, este número se
reduce a la mitad (redondeando hacia arriba. Nota: en
posteriores libros se redondea hacia abajo. Tú eliges), y
pierdes cualquier exceso de equipaje junto con la mochila.
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Puedes conseguir ciertos objetos especiales indicados en
el texto que no siguen estas restricciones.
Armaduras
La armadura tiene los siguientes efectos en tus
bonificaciones de habilidad:
Armadura de Placas o Láminas: +3 a PD; -3 a la
bonificación de Pericia, Huida y Magia
Cota de Malla: +2 a PD; -2 a la bonificación de Pericia,
Huida y Magia
Armadura de cuero: +1 a PD; -1 a la bonificación de Pericia
y Huida
Escudo: +1 a PD; -1 a la bonificación de Magia
Armas
Si dañas a un oponente, tu arma puede infligirle un daño
adicional. (Este daño adicional se aplica a cada ataque solo
cuando se obtiene un resultado de 1 o más en la tirada de
daño).
Espada………………………… +1
Maza…………………………... +2 (solo si el oponente lleva
cota de malla o armadura de placas)
Lanza…………………………. 0
Daga…………………………… -1
Martillo de guerra………… +2 (pero -1 punto de PACC)
Hacha de combate………… +3
Bastón largo………………… +1
Espada a dos manos……… +3 (pero -1 punto de PACC)
Manos desnudas…………… -3 (y -2 puntos de PACC)
Ejemplo: Consultas la Tabla de Combates y ves que has
infligido un daño de “8” a tu oponente. Si estás usando una
espada (+1 de daño) en realidad tu adversario recibe 9
puntos de daño (“8” +1). Si estuvieras usando una daga (-1
de daño), sólo recibiría 7 puntos de daño (“8” -1).
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Armas Arrojadizas
Las siguientes armas pueden utilizarse una vez en un
combate como ataque de proyectil. Las modificaciones de
los Puntos de Ataque de Proyectil (PAP) están encerradas
entre paréntesis: Lanza (-1), daga (-1), martillo de guerra
(-2), espada (-3), maza (-3), hacha de combate (-4). En este
caso, no podrás usar el arma en combate cuerpo a cuerpo
y sólo podrás recuperarla si derrotas a tu oponente.
Arcos
Un arco solo puede utilizarse en ataque de proyectil
(consulta el paso 1 de la sección Combate), no en combate
cuerpo a cuerpo.
Escudos
No puede usarse un escudo en combinación con las
siguientes armas: arco, hacha de combate, bastón largo o
espada a dos manos.
EMPRENDER UNA ACCION
Cuando el texto te indique que realices una acción,
consulta la Tabla de Acciones al final del libro. Elije una de
las acciones enumeradas y sigue las instrucciones dadas.
COMBATE
Un combate consiste en una serie de varias “rondas”. En
cada “ronda”, tú atacas a tu oponente (o bien intentas huir)
y tu oponente te ataca a ti.
Si optas por luchar con un oponente o bien se te indica
en el texto que debes hacerlo, debes resolver el combate
ajustándote a las siguientes normas:
1) Si eres sorprendido, pasa directamente al paso 4; de lo
contrario, lee el paso 2.
2) Si tienes la posibilidad de realizar un ataque de
proyectil, puedes hacerlo (consulta la explicación de la
resolución de un ataque). Si no sorprendes a tu
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oponente (es decir, se percata de tu presencia), él podrá
realizar a continuación una ataque de proyectil contra
ti, si tiene esa posibilidad (el texto especificará si tu
oponente puede o no hacer un ataque de proyectil).
Así se completa una ronda del combate.
3) Nadie es sorprendido durante el resto del combate. Tu
oponente intentará llegar a una lucha cuerpo a cuerpo.
Si deseas seguir realizando ataques de proyectil, tira
dos dados y suma al resultado tus puntos de Huida. Si el
resultado es igual o superior a 10, vuelve al paso 2; de
lo contrario, lee el paso 4.
4) Estáis enzarzados en un combate cuerpo a cuerpo. Tú
haces un ataque cuerpo a cuerpo contra tu oponente, y
él lo hace a su vez contra ti. Si eres sorprendido, el
orden de los ataques se invierte (el enemigo ataca
siempre primero para el resto del combate).
Así se completa una ronda del combate.
5) Repite sucesivas rondas de combate hasta que se dé una
de las siguientes condiciones:
a) Uno de vosotros cae muerto (una “M” en la Tabla de
Combates).
b) Uno de vosotros tiene un total de Daño Sufrido
superior al de Resistencia. Ese contrincante queda
inconsciente y es derrotado. (Esto también puede
ocurrir si se obtiene un resultado de “I” en la Tabla de
Combates.)
c) Consigues huir. Al inicio de cualquier ronda de
combate, puedes optar por no atacar en dicha ronda.
Una vez que tu oponente haya efectuado su ataque,
tira dos dados y suma al resultado tus puntos de
Huida:
Si el resultado es igual o superior a 7, logras huir
(sigue las instrucciones indicadas en el texto o
sigue adelante).
Nota del traductor: en posteriores traducciones
publicadas en castellano este número debe ser
igual o superior a 9. (Tú eliges que método usar.)
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De lo contrario, sigues enzarzado en el combate
y debes comenzar otra ronda de combate en el
paso 4. De todas maneras, puedes tratar de huir
de nuevo.
Los ataques individuales se resuelven tal como se
indica en el Sistema Básico: Consulta la Tabla de
Combates que encontrarás al final del librojuego. El
resultado del ataque es el valor en el que se cruzan el
resultado de los dados y la diferencia entre los PA y los PD.
Utiliza los PAP si realizas un ataque de proyectil, y los
PACC si haces un ataque cuerpo a cuerpo.
REGLAS OPCIONALES
Estas reglas se incluyen para permitirte que desarrolles
unos personajes de la Tierra Media más perfeccionados y
añadas ciertos elementos de realismo a tus aventuras.
TERRENO ADICIONAL Y REGLAS DE
MOVIMIENTO
Calzadas, caminos y senderos.
El uso de calzadas (también se aplica a caminos y
senderos) puede afectar al paso del tiempo. Si el texto o el
mapa indican que hay una calzada entre el espacio en el
que te encuentras y un espacio adyacente, puedes elegir
una de las siguientes opciones:
1) Usa el camino para moverte a ese espacio; en cuyo caso,
usa el tiempo dado entre paréntesis (por ejemplo, para
Tiempo: 20 (5) usa 5 minutos).
2) Moverte a ese espacio pero sin usar el camino, en cuyo
caso usa el paso del tiempo normal.
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Esta elección puede ser importante porque a menudo tus
aventuras variarán dependiendo de si viajas o no por
caminos.
Viajar a caballo
Si tienes un caballo y deseas moverte, tira dos dados y
añádele tu Bonificación General. Si el resultado es más de
6, reduce el “tiempo transcurrido” (Tiempo: #) para el
siguiente espacio a la mitad (redondeando hacia arriba). De
lo contrario, utiliza el paso del tiempo normal. Si el espacio
al que te trasladaste es en interiores, bosques o ríos,
siempre se utiliza el paso de tiempo normal.
Cazar y Recolectar
Si te encuentras al aire libre (en exteriores) en un espacio
que contiene bosques o terreno accidentado, puedes
intentar obtener una comida cazando y recolectando
alimentos. Tira dos dados y añádele tu Bonificación
General. Si el resultado es más de 7, obtienes una comida.
En cualquier caso, usas 40 minutos de tiempo.
MOVERSE EN LA NOCHE
Si deseas continuar moviéndote y aventurarte por la
noche, tendrás las siguientes desventajas:
1) La cantidad de tiempo requerido para cualquier
actividad al aire libre se triplica (a excepción de los
pasajes de texto que involucran combates).
2) Trata todos los movimientos al aire libre en las
instrucciones
como
avanzar
en
una
dirección
aleatoria.
3) Todas tus bonificaciones se reducen a la mitad
temporalmente (redondeando hacia abajo).
4) En lugar de curar el Daño Sufrido, recibes 1 punto de
daño por cada hora de actividad.
25
Hasta que “descanses” (como se describe en las reglas
normales de la noche), las desventajas #3 y #4 anteriores
continuarán aplicándose. Cuando descansas después de
tener actividad durante la “noche”, tu “total de tiempo”
para el “día siguiente” se reinicia en: tu total de tiempo
anterior - 780 (trata los resultados negativos como 0).
TIRADAS DE DADOS NO MODIFICADAS
En muchas situaciones, se te indica que: tires dos dados
y añadas tu bonificación xxxx. Si tienes una bonificación
muy grande, esto puede resultar en un éxito automático en
ciertas actividades. Para evitar esto, usa la siguiente regla:
siempre que tires dos dados y salga un “2”, no añadas
ninguna bonificación.
Es decir, los 2 nunca se modifican y siempre dan un
resultado de 2. (Es como una penalización.)
PUNTOS DE EXPERIENCIA
Tras ciertos apartados de texto, verás la expresión
P.Exp.: x. Es el número de “Puntos de Experiencia” que
recibes. Anota el total de puntos de experiencia que
obtengas en el espacio correspondiente de tu Tarjeta de
Identificación. Sólo puedes recibir puntos de experiencia
una vez por cada apartado de texto. (Si pasas dos veces por
la misma sección no recibes esos puntos de experiencia
nuevamente.)
Estos puntos no afectan a las Habilidades de tu personaje
hasta que hayas terminado con éxito esta aventura y
desees jugar con otro librojuego de la colección Aventuras
en la Tierra Media con el mismo personaje.
Si utilizas el mismo personaje, por cada 150 puntos de
experiencia podrás escoger una de las siguientes opciones:
1) Asignar +1 punto adicional a cualquier habilidad que
pueda modificarse. El límite de +3 no se aplicaría en este
caso (consulta “Creación de un Personaje”).
26
2) Puedes añadir 2 hechizos más para lanzar.
3) Puedes tirar dos dados y añadir el resultado a tu total de
puntos de Resistencia.
Si usas el sistema MERP (siglas en inglés para el Juego de
Rol del Señor de los Anillos), 150 puntos de experiencia
equivalen a 5000 puntos de experiencia en MERP.
Nota
del
traductor:
en posteriores
traducciones
publicadas en castellano, estas reglas varían un poco
(están sacadas del librojuego La Búsqueda del Palantir,
publicado por la editorial Timun Más):
1) Asignar +1 punto adicional a cualquier habilidad que
pueda modificarse. El límite de +3 no se aplicaría en este
caso (consulta “Creación de un Personaje”).
2) Puedes cambiar un valor de “-2” por “+1”.
3) Puedes elegir dos hechizos más para lanzar.
4) Puedes tirar los dados y aumentar tu Resistencia en un
valor igual a “2 más el resultado de los dados”.
Nuevamente tú decides que método utilizar.
RAZA
Puedes elegir que tu personaje pertenezca a una de las
razas de la Tierra Media, con las siguientes consecuencias:
Hombre: “+1” a tu bonificación de Habilidad General.
Elfo: cuando estés en un lugar subterráneo, reduce tu
Percepción y tu Magia en “-1”. Cuando estés al aire libre,
aumenta tu Percepción y tu Magia en “+1”.
Ignora las desventajas #1, #2 y #3 de las reglas “Moverse
en la Noche”.
27
Enano: cuando estés en un lugar subterráneo incrementa
tu bonificación de Percepción y General en “+1”. Reduce tu
bonificación de Huida en “-1”. Ignora las desventajas #1 y
#3 de las reglas “Moverse en la Noche”. Los enanos no
pueden aprender los hechizos 7, 11 y 15.
Nota del traductor: en traducciones posteriores, el
hechizo 15 (Telequinesis) no aparece, solo hasta el nº 14.
Yo dejaré su descripción más adelante por si se quiere
utilizar en posteriores aventuras (Tú decides que norma
seguir aquí).
Hobbit: +2 a tu bonificación de Pericia. Reduce tus PACC
en “-2”. Ignora las desventajas #1 y #3 de las reglas
“Moverse en la Noche”. Los hobbits no pueden aprender
los hechizos 3, 5, 7, 11 y 15.
Nota del traductor: me repito otra vez, en posteriores
traducciones
no
se
menciona
el
hechizo
nº
15,
Telequinesis, (esto esta sacado de las reglas de La Búsqueda
del Palantir. Tú decides).
LANZAMIENTO DE HECHIZOS
Por cada punto positivo (+1) que no asignes a una
habilidad durante el proceso de creación de tu personaje,
podrás “aprender” dos de los hechizos descritos a
continuación. Una vez que hayas “aprendido” un hechizo,
tu personaje lo “conocerá” y podrá lanzarlo teniendo en
cuenta las limitaciones indicadas.
Si quieres lanzar un hechizo, tira dos dados y añade tu
bonificación de Magia. Si el resultado es más de 6 (es decir
7 o superior), el hechizo se ha lanzado con éxito. (Lee la
descripción del hechizo para ver los efectos). De lo
contrario, el hechizo no tiene efecto. Debes "conocer" un
hechizo para poder lanzarlo.
Cada vez que lanzas un hechizo con éxito, tu Daño
Sufrido aumenta por el número que figura entre paréntesis
en la descripción del hechizo. Esto refleja la tensión y el
cansancio que causa el lanzamiento de los hechizos.
28
Si estás involucrado en un combate, solo puedes intentar
lanzar un hechizo si puedes realizar normalmente un
ataque de proyectil. Es imposible lanzar un hechizo
durante un combate cuerpo a cuerpo.
Esta última norma no afecta al hechizo de Rapidez. A
menos que se especifique lo contrario, los efectos de un
hechizo tienen la misma duración que una acción, una
actividad o un combate.
Descripción de los Hechizos
1) Análisis de objeto (3): Cuando así se te indique en el
texto, puedes lanzar este hechizo y “analizar” un objeto
(sigue las instrucciones dadas en el texto).
2) Equilibrio (2): Aumenta en +2 tus puntos de Habilidad
General para una actividad que intentes realizar en esa
situación.
3) Calma (5): Sólo puede lanzarse sobre un animal o un ser
normal (hombre, elfo, enano, hobbit, orco, troll, etc.).
Tira dos dados y suma al resultado tus puntos de Magia.
Si el resultado es igual o superior a 8, tu enemigo se
“calma” y, automáticamente, puedes Huir. De lo
contrario, el encuentro prosigue de forma normal. Si en
el abanico de opciones de un encuentro no se incluye
una oportunidad de Huir, no puedes “calmar” a tu
oponente. No puedes lanzar este hechizo si te enfrentas
a varios enemigos.
4) Camuflaje (3): A efectos de una acción, este hechizo
aumenta en +2 tu bonificación de Pericia.
5) Encantamiento animal (6): Puedes lanzar este hechizo
contra cualquier animal normal (oso, lobo, serpiente,
etc.) que te sea hostil. Sigue leyendo el texto
correspondiente como si hubieras derrotado al animal.
Éste te seguirá (anota sus PA, PD y Resistencia) y luchará
contra cualquier enemigo que tú desees. Una vez que
haya librado un combate en tu lugar, el animal se
marchará. Recuerda que no puedes tener más de un
animal “encantado” al mismo tiempo.
29
6) Clarividencia (5): Cuando se te de la opción de leer dos
o más apartados de texto, puedes leer dos de ellos y
proseguir por el que prefieras.
7) Rayo de fuego (6): Se puede utilizar durante el combate
cuando normalmente emplearías un ataque de proyectil.
Tira dos dados y suma al resultado el doble de tus
puntos de Magia: el resultado es la cantidad de Daño
Sufrido por el oponente que elijas.
Nota del traductor: en posteriores traducciones solo se
añade el valor simple de tus puntos de Magia, no el
doble. (De nuevo tú elijes la norma a seguir.)
8) Curación (0): Reduce la cantidad de tiempo necesaria
para curar 3 puntos de Daño Sufrido. En lugar de 60
minutos, sólo precisarás de 20 minutos. Si haces uso de
este hechizo y descansas durante toda una “noche”, te
curarás por completo.
9) Suerte (5): Si lanzas este hechizo después de tirar dos
dados, puedes ignorar el resultado y volver a tirarlos.
Este hechizo solo puede lanzarse una vez por cada
sección o apartado de texto.
10) Protección contra la Magia (4): Puedes lanzarlo
cuando en el texto se indique que un oponente está
lanzando un hechizo. Del resultado que obtenga tu
adversario al lanzar el hechizo se restarán tus puntos de
Magia.
11) Escudo (4): Si lo lanzas al comienzo del combate, este
hechizo aumentará en 2 tus PD. No puedes lanzar este
hechizo si vas a emplear un escudo normal durante el
combate.
12) Rapidez (3): Puedes lanzar este hechizo siempre que
intentes Huir o Evadirte de un combate. Tus puntos de
Huida aumentan en 2 para dichas acciones. Es el único
hechizo que puede lanzarse durante un combate cuerpo
a cuerpo.
13) Fuerza (6): Si lo lanzas al principio de un combate,
este hechizo dobla el daño que inflijas en ataques
cuerpo a cuerpo durante todo el combate. Los
resultados “I” y “M” no son modificados por el hechizo
de Fuerza.
30
14) Mantenimiento (2): Este hechizo tiene el mismo efecto
que si tomaras una comida.
15) Telequinesis (2): Puedes lanzar este hechizo cuando
te enfrentas a un oponente que ha sido sorprendido.
Haz una acción de Robar y Coger (ver la Tabla de
Acción), añadiendo tu bonificación de Magia en lugar de
tu bonificación de Pericia. Si no tienes éxito (un
resultado de 8 o menos), tu oponente te descubre y
debes realizar una acción.
FÓRMULA DE COMBATE OPCIONAL
Para aquellos que prefieran las fórmulas a las tablas, la
siguiente fórmula se aproxima a los resultados de la Tabla
de Combates. Si usas la fórmula, los resultados aumentan
ligeramente los daños respecto a los de la tabla.
Si el resultado es “2”, no hay daño.
Si el resultado es “12”, “I” automático más la cantidad
normal de Daño Sufrido.
De lo contrario, el Daño Sufrido por el defensor =
Resultado de los dados -4 + PACC del atacante – PD del
defensor y…
Si el Daño Sufrido es 9 o más = “I”.
Si el Daño Sufrido es 11 o más = “M”.
UTILIZANDO LAS REGLAS DE MERP CON ESTE JUEGO
El Juego de Rol de la Tierra Media (MERP) es el sistema
de juego de la empresa ICE creado para el mundo de
fantasía de J.R.R. Tolkien de la Tierra Media. No tenemos
espacio en este librojuego para describir su contenido. En
su lugar, daremos pautas en esta sección sobre cómo usar
este librojuego con un carácter MERP (siglas en inglés de:
Middle-earth Role Playing).
Dado que MERP es un sistema FRP (Fantasy Role Playing)
completamente general, se muy flexible cuando lo uses
31
con este librojuego. Simplemente usa los mecanismos
provistos por MERP y tu propio sentido común, y la
mayoría de las situaciones se resolverán fácilmente. A
continuación, proporcionamos pautas para las situaciones
que surgirán con mayor frecuencia en estos librojuegos.
Nota del Traductor: no tengo el Juego de Rol del Señor
de los Anillos (MERP), así que algunas traducciones puede
que tengan otro nombre en dicho juego, pero en esencia es
lo mismo.
Combate
Cuando el texto indique que debes luchar, usa solo el
sistema de combate MERP normal, las estadísticas de
combate MERP de tu personaje y las estadísticas de
combate MERP de tu oponente (como se indica en la Tabla
de Estadísticas de MERP que se encuentra en la parte final
de este libro).
Al igual que las peleas normales de Aventuras en la
Tierra Media, los combates que se resuelven usando MERP
normalmente terminan en una de estas tres maneras: eres
derrotado, tu oponente es derrotado o si logras huir con
éxito.
O tú o tu oponente es “derrotado” cuando queda
inconsciente, muerto o incapacitado.
Puedes
huir
haciendo
una
maniobra
MERP
de
movimiento
“medio”
(añade
tu
correspondiente
bonificación de Maniobra en Movimiento) que resulte en
“100” o más. Estos resultados son acumulativos de una
ronda a otra; por lo tanto, es posible que puedas escapar
en el transcurso de varias rondas. Por ejemplo, un
resultado de “60” en la primera ronda y un “50” en la
segunda ronda significaría que “huyes” con éxito al final
de la segunda ronda).
32
Daño Sufrido
A menudo, el texto te indicará que aumentes tu Daño
Sufrido en cierta cantidad. Aquí hay algunas sugerencias
para traducir ese daño en daño MERP (Tira dos dados será
referido como "2-12"):
Aventuras en la Tierra Media
Daño Sufrido
MERP
Daño Sufrido
Un número fijo
El mismo número de golpes
de conmoción MERP
(2-12) una vez
UN MERP “A”
Golpe crítico + 1-10 golpes
(2-12) dos veces
UN MERP “C”
Golpe crítico + 1-10 golpes
(2-12) tres veces
UN MERP "E"
Golpe crítico + 1-10 golpes
El tipo de “Golpe Crítico” puede ser determinado por la
situación (por ejemplo, para una caída, usa críticos de
“impacto”, para quemaduras, usa críticos de “fuego”, etc.).
En caso de duda, utiliza críticos “desequilibrantes”.
Objetos Mágicos
Un objeto con una bonificación de +1 en Aventuras en la
Tierra Media debe tener una bonificación de +5 en MERP, y
viceversa.
Tiradas de Resistencia
El sistema de Aventuras en la Tierra Media usa la
bonificación de Magia para resolver situaciones que
requerirían “Tiradas de Resistencia” (TR) en el MERP.
Cuando te encuentres con estas situaciones, sigue el
procedimiento MERP-TR, usando la bonificación apropiada
para la situación (por ejemplo, usa la bonificación de TR
Veneno contra los venenos). En caso de duda (con respecto
a los hechizos), asume que son hechizos de Esencia.
33
Si la TR involucra a un oponente o una trampa, usa los
niveles dados en la Tabla de Estadísticas del MERP como el
nivel de ataque para la TR. De lo contrario, utiliza un nivel
de ataque de 3.
Si fallas una TR, sigue las instrucciones indicadas por el
más bajo de los rangos dados. Si la resistes con éxito, sigue
las instrucciones indicadas por el rango más alto dado.
Si se dan tres rangos y resistes, usa el rango más alto. Si
se dan tres rangos y fallas una TR inicial, haz una segunda
TR. Si fallas la segunda, usa el rango más bajo. Si te resistes
en la segunda TR, usa el rango medio.
Usar Bonificaciones
Durante el juego, a menudo se te indicará que “tires dos
dados y añadas tu bonificación xxxx”, donde xxxx es Huida,
General, Pericia, Percepción o Magia. Luego se te darán dos
o más lugares posibles para "pasar a" según el resultado.
Al usar MERP, usa estas “Bonificaciones de las
habilidades” correspondientes a MERP en lugar de la
bonificación indicada:
Aventuras en la Tierra Media
Bonificaciones
MERP
Bonificaciones de Habilidad
Huida
Maniobra móvil basada en
el desgaste de la armadura.
General
Escalar, montar, nadar o
rastrear.
Pericia
Emboscada,
Acechar
/
Ocultar, Abrir cerraduras o
Desarmar Trampas.
Percepción
Percepción, Liderazgo &
Influencia
Magia
Leer Runas, usar un objeto
o hacer una Tirada de
Resistencia
34
Las circunstancias del texto generalmente hacen que la
bonificación MERP específica sea obvia (por ejemplo, si el
texto dice que estás intentando “nadar”, usas la
bonificación MERP de habilidad de nadar). Si no es obvio,
usa la que te parezca más apropiada.
Cuando usas una Bonificación de Habilidad de MERP,
divídela por 10 (redondeando hacia abajo). Por ejemplo,
una bonificación MERP de habilidad de natación de 36
utilizada en este librojuego sería una bonificación general
de +3 (en situaciones apropiadas).
35
MAPA DE LA COMARCA
Este es un mapa de La Comarca que no está incluido de
origen en este libro y que he tomado de la web
elanillounico.com, con las traducciones (con mejor acierto
o no) de las localizaciones de dicha zona, las cuales he
decidido utilizar para la traducción de este librojuego.
Mapa creado por Juan M. Villa
36
MAPA DE LA TIERRA MEDIA (ZONA OESTE)
37
MAPA DE LA TIERRA MEDIA (ZONA ESTE)
38
TABLERO DEL MAPA - 1
39
TABLERO DEL MAPA - 2
40
LOS NAZGÛL
Los Nazgûl son los malvados sirvientes en la Tierra
Media de Sauron, atados a su voluntad como «sus
sirvientes más terribles» por la fuerza de los Anillos de
Poder que portan, y ligándolos a su creador.
El nombre 'Nazgûl' proviene de la traducción de la lengua
negra como «Espectros del Anillo» (nazg = «anillo» + ûl =
«espectro»). También se les conoce como Los Nueve
Jinetes, Los Jinetes Negros, Los Espectros, Los Nueve, Los
Úlairi y Las Sombras entre otros nombres.
41
HISTORIA
Segunda Edad
Los nueve Nazgûl surgieron como los más poderosos
sirvientes de Sauron en la Segunda Edad de la Tierra Media.
Se dice que tres de los nueve fueron originalmente
"grandes señores" de Númenor. Eran poderosos hombres
mortales a los cuales Sauron dio nueve Anillos de Poder.
Estos resultaron ser su perdición:
Aquellos que usaron los nueve anillos fueron poderosos en sus días,
reyes, magos, y guerreros de antaño. Obtuvieron gloria y riqueza,
pero se convirtieron en desgracia. Tuvieron, como parecía, vida
eterna, pero la vida se volvió demasiado eterna para ellos. Podían
caminar, si querían, invisibles ante todos los ojos bajo el sol, y podían
ver cosas invisibles para los hombres mortales; pero a menudo
contemplaban solo los fantasmas e ilusiones de Sauron. Y uno por
uno, tarde o temprano, de acuerdo a su fuerza natural y a lo bueno
o malo de sus actos en el comienzo, cayeron bajo la esclavitud del
anillo que llevaban y el dominio del Anillo Único de Sauron. Se
volvieron para siempre los protectores invisibles del Dueño del Anillo
Único, y entraron al reino de las sombras. Fueron los Nazgûl, los
Espectros del Anillo, los sirvientes más terribles del enemigo; la
oscuridad los seguía, y clamaban con las voces de la muerte.
El Silmarillion: "De los Anillos de Poder y la Tercera Edad", 289.
El efecto corruptivo de los anillos causó que su cuerpo
físico se fuera desvaneciendo hasta quedar como
espectros completamente. Siendo visibles solo por sus
túnicas, su apariencia original era totalmente invisible
para ojos mortales. Tenían diversas armas, como largas
espadas de acero, dagas con propiedades venenosas y
mazas negras de gran poder.
Los Nazgûl aparecieron por primera vez alrededor del
año 2251 Segunda Edad del Sol y fueron prontamente
establecidos como los principales sirvientes de Sauron,
menos de tres siglos luego de que los anillos fueron
forjados.
Se
dispersaron
después
del
primer
derrocamiento de Sauron en el 3434 Segunda Edad del Sol
42
gracias a la Última Alianza entre elfos y hombres, pero su
supervivencia fue sin embargo asegurada ya que el Anillo
Único persistió.
Tercera Edad
Volvieron a emerger alrededor del 1300 Tercera Edad del
Sol, cuando el Señor de los Nazgûl, el Rey Brujo de Angmar,
guio a las fuerzas de Sauron contra los estados sucesores
de Arnor: Rhudaur, Cardolan y Arthedain. Fue finalmente
derrotado en batalla en 1975 Tercera Edad del Sol y regresó
a Mordor, juntando a los otros Nazgûl en preparación para
el regreso de Sauron a su reino, habiendo alcanzado su
meta de destruir todos los estados sucesores de Arnor.
En el año 2000 Tercera Edad del Sol, los Nazgûl asediaron
Minas Ithil y la capturaron luego de dos años. A partir de
entonces, la ciudad se llamó Minas Morgul, la fortaleza de
los Nazgûl, desde donde dirigieron la reconstrucción de
los ejércitos de Sauron, también adquiriendo el Palantir
para el Señor Oscuro.
En 3017 Tercera Edad del Sol, cerca del principio de la
historia contada en El Señor de los Anillos, Sauron ordenó
a los Espectros del Anillo que recuperaran el Anillo Único
de manos de "Bolsón" de "la Comarca". Disfrazados como
jinetes vestidos de negro, buscaron a Bilbo Bolsón quien,
como Gollum había revelado, tenía el Anillo Único en su
posesión. Fue cerca del 3018 que los "nueve compañeros"
de la Comunidad fueron elegidos para enfrentarse a los
"nueve jinetes" Nazgûl.
Los Nazgûl usaban generalmente caballos negros como
medio de transporte. Cuando fueron arrastrados por las
aguas del río Bruinen, sus caballos murieron ahogados. Los
espectros del anillo se vieron forzados a volver a Mordor
para reorganizarse. Reaparecieron montados en criaturas
voladoras, semejantes a dragones menores.
El Señor de los Nazgûl (Rey Brujo de Angmar) fue
asesinado por Éowyn, la sobrina de Théoden, y por Merry
(conocido como "el Magnífico" desde entonces), durante la
Batalla de los Campos del Pelennor: la puñalada de Merry
43
con una poderosa espada encantada, procedente de
Númenor, hizo que el Rey Brujo cayera sobre sus rodillas,
dejando que Éowyn le diera el golpe fatal clavándole la
espada en su supuesta cabeza jamás vista. Esto fue posible
debido al hechizo que tenía:
«Ningún hombre sobre la tierra me puede matar.»
...no hablaba de que una mujer tampoco pudiera hacerlo.
Los ocho espectros restantes atacaron al Ejército del
Oeste durante la última batalla ante la Puerta Negra. De
todas maneras, cuando Frodo Bolsón arrojó el Anillo Único
a los fuegos del Monte del Destino, Sauron ordenó a los
ocho Nazgûl volar hacia allí para detenerlo. Pero llegaron
muy tarde: el Anillo había caído al fuego junto con Gollum.
Con
su
destrucción,
los
ocho
Nazgûl
restantes
desaparecieron.
Fuente: https://www.ecured.cu/Nazgul
Fuente: https://es.wikipedia.org/wiki/Nazg%C3%BBl
44
PRÓLOGO
Acabas de terminar tus quehaceres nocturnos en los
establos de La Posada del Poni Pisador cuando un Hobbit
de mediana edad se acerca desde las sombras.
“Ven conmigo, joven amigo”, susurra, con un dedo en los
labios, “si quieres ayudar a salvar la Comarca”. Quieres
hacer preguntas: ¿quién eres? ¿Qué quieres? ¿Por qué yo?
Pero él insiste en que lo sigas en silencio.
El Hobbit te lleva de puntillas a través del patio de la
posada de tres pisos y hacia la cocina. Escuchas voces
elevadas cantando, y el alegre sonido te aplaca, aunque el
inquietante misterio de tu pequeña misión perdura. Te
escabulles junto al malhumorado cocinero y te asomas al
salón antes de entrar a la habitación llena de humo, un leño
de madera arde en la chimenea, y esperas. El Hobbit señala
un rincón alejado de la habitación. “Ve y toma asiento.
Confía en mí”. Desconcertado pero preocupado, sigues los
consejos de tu pequeño compañero de pies peludos.
Caras familiares llenan la habitación. Los enanos de
barba larga se reúnen en un banco cerca del fuego, un
fornido grupo de hombres de Bree beben cerveza en un
rincón, y un trío de Hobbits intercambian relatos en los
taburetes cerca de la puerta. Al principio crees que son las
únicas personas en la habitación. Luego tus ojos se
adaptan a la tenue y grisácea luz y ves a varios extraños
sentados solos, algunos de ellos mirándote.
“¿Terminaste tus quehaceres?”, pregunta el viejo
Cebadilla Mantecona detrás de ti. Te giras para encarar al
dueño de la posada, un calvo y rechoncho hombre de
mejillas sonrojadas y asientes. “¡Entonces lárgate! ¡No
asustes a los clientes con ese aspecto tuyo!”. Das media
vuelta y entras al salón, tomando asiento en un rincón de
la habitación.
De repente, una mano pesada cae sobre tu hombro.
Levantas la vista y miras cara a cara a un extraño alto con
una tosca capa y botas de cuero embarradas. “Ven. Vamos
45
a hablar”. Algo en el habla del hombre te lleva a confiar en
él.
El imberbe forastero te lleva a un banco vacío cerca del
fuego y te pregunta si quieres tomar algo. Sediento pero
un poco asustado, sacudes la cabeza. “Envié a por ti
porque me dijeron que eres alguien de confianza para
emprender un viaje de la mayor importancia”, dice él
confidencialmente. “La misión es peligrosa y no debes
fallar. La existencia misma de la Comarca puede estar en
juego. ¿Aceptarás esta carga, lo lograrás o morirás?”
“Lo haré”. La facilidad con que las palabras escapan de
tu boca te sorprende incluso a ti.
El extraño se relaja, estirando sus largas piernas ante él.
“¡Bien!”. De su capa saca una pipa de tallo largo y una bolsa
de tabaco. Prendiendo la pipa con una ramita encendida
del fuego, sopla y examina la habitación, el olor
característico de la nicotina llena el aire. “Soy un viejo
amigo de los Hobbits de la Comarca, entre otros, y me
llaman Trancos. Soy un montaraz; el bosque es mi hogar”.
Con los ojos muy abiertos, asientes, habiendo escuchado
historias de los experimentados y buenos Montaraces.
Trancos se inclina hacia adelante para hablarte
confidencialmente. “Joven amigo, los Jinetes Negros están
ahí fuera. ¿Has escuchado algo ellos? Una vez fueron
grandes hombres cuya sed de poder los esclavizó. Ahora
son espíritus muy poderosos y profundamente malignos,
nueve en número, también conocidos como los Nazgûl.
Amenazan la existencia misma de la Comarca. Por eso te
he llamado”.
Sientes que tu corazón late en tu pecho, — ¿será de
excitación o por miedo?
Trancos continúa, deteniéndose un momento para echar
un vistazo por la habitación. “Tienes una mente rápida y
un corazón valiente, me han dicho. Necesitarás ambos. Lo
que debes hacer es irte mañana al amanecer para avisar a
la Comarca de la llegada de los Jinetes Oscuros. Los
Hobbits deben prepararse para lo peor. Iría yo mismo, pero
46
debo esperar aquí la llegada de un visitante muy
importante”.
El Montaraz se detiene de nuevo, evaluando a un
desconocido barbudo y moreno que se desliza en un
asiento cerca de ti y ordena cerveza con voz ronca y
extraña antes de preguntar por Bill Ferny. “En primer lugar,
cabalga para advertir a Hobbiton”, susurra Trancos,
mirando al hombre cercano, que también ha encendido
una pipa, con recelo. “Avisa a los Gamos, a los Campos del
Puente y Marjala, si puedes; hazles saber en todas las
Cuadernas de la Comarca que los Jinetes están en camino.
No te preocupes por esa buena gente al este del
Brandivino; los montaraces los están advirtiendo incluso
mientras hablamos. Viaja tan lejos como puedas, lo más
rápido que puedas, no obstante, tu ingenio te guiará.
Encuentra un mensajero en Alforzada en quien se pueda
confiar para informar a los Hobbits de Sacovilla y Cavada
Grande, al pie de las Quebradas Blancas. Puedes confiar en
los Shirriffs, los protectores hobbits de cada Cuaderna,
para que te ayuden, si los convences para que te crean.
Conocerás a los Shirriffs por las plumas en sus gorros. Vete
al amanecer, no hay más tiempo que perder. Ya”.
Te entrega un pequeño pergamino y una bolsa;
empiezas a abrirlo, pero Trancos te detiene. “Abre la bolsa
47
en la intimidad de tu habitación, con la puerta cerrada.
Encontrarás alimentos y hierbas medicinales en su
interior. El pergamino es un mapa de la zona. Estúdialo
antes de que abandones Bree. ¡Toma esto!”. Él te entrega
una reluciente daga plateada en una funda que cuelgas
cuidadosamente de tu cinturón. “Te protegerá y le dirá a
mis amigos que eres mi mensajero. ¡No la pierdas! Y
recuerda: evita cruzar abiertamente el puente, un Jinete
Negro lo vigila a todas horas. No puedes igualar su poder.
Los agentes de las Fuerzas Oscuras también observan las
calzadas
principales
y
los
transbordadores,
los
comúnmente llamados ferrys, tanto al norte como al sur.
Puede que ya sepan de ti”.
Cuando Trancos se detiene, lanzando una vez más su
mirada de acero alrededor de la habitación, tu sangre se
enfría: ya están detrás de mí, piensas. “Cuidado con los
caminos y los bosques”, continúa Trancos. “Bandidos y
cosas malvadas los merodean en busca de alguien como
tú. Los sirvientes de Sauron han despertado a las bestias y
seres en la región. Estate en guardia en las Quebradas de
los Túmulos; un gran tesoro yace sepultado allí, en el
corazón de esa tierra encantada, pero también allí se
esconde un grave peligro. Si tomas ese camino, cruza los
túmulos lo más rápido que puedas. Si es posible, enviaré a
un Montaraz para vigilarte durante parte del camino. Lo
conocerás por la estrella de plata en su manto. Tom
Bombadil en el Bosque Viejo y Gildor Inglorion y sus Elfos
en el País de Las Colinas Verdes pueden ayudarte. Pero en
su mayor parte, te valdrás por ti mismo”. Metes el
pergamino dentro de tu túnica, te colocas la daga y la
funda en el cinturón y le atas la bolsa.
“Hay un asunto más”, agrega Trancos en un susurro.
“Cuando regreses a tu habitación, mira debajo de tu cama.
Verás un saco grande. Toma de la bolsa una sola arma o
toma la cota de malla; no puedo escatimar nada más, y tu
trayecto requiere que viajes ligero. ¡Ahora vete!”, te ruega
el Montaraz. “Vigilaré que nadie te siga”.
48
Abandonas la bruma y el calor del salón del Poni Pisador
estremeciéndote de emoción y sales al aire fresco y claro
de una noche estrellada. Revisas el patio sin ver a nadie y
cruzas hacia los establos donde se encuentra tu
habitación. Dentro de los establos, el mensajero Hobbit te
espera. “¡No nos falles!”, suplica. “Ten mucho cuidado. No
confíes en ningún hombre que no conozcas”. El Hobbit se
va sin emitir ningún sonido, desapareciendo en las
sombras.
Dentro de tu habitación, cierras la puerta, enciendes una
vela y hojeas rápidamente el mapa. Ves que tu viaje te
llevará doce leguas hacia el oeste hasta el río Brandivino,
por la ruta más directa, y otras doce hasta Hobbiton, si
llegas tan lejos en el tiempo. ¡Parece imposible, pero debes
intentarlo!
En el suelo debajo de tu cama hay una mochila vacía y
una bolsa. Desatas la cuerda y la abres; en el interior
encuentras una espada, un arco con diez flechas, una
maza, una armadura ligera y una cota de mallas.
Elige un arma o la cota de mallas y anótalos en tu Tarjeta
de Identificación del personaje. También anota siete
comidas (de lembas), 3 piezas de plata, tres dosis de una
hierba curativa (cuando se use, Tira dos dados y reduce el
Daño Sufrido en esa cantidad), la daga plateada y el mapa
de la zona (el mapa con cuadrículas hexagonales de color
incluido con este librojuego). Llevas todo tu equipo en la
mochila que está al lado de la bolsa con las armas. Estás en
el hex 1D. La aventura continúa — ¡sigue adelante!
49
TEXTO DE UBICACIÓN
Lee solamente el texto de los espacios o hexágonos (hex.)
donde te encuentres.
1A Tiempo: 120
Altos robles y olmos se extienden ininterrumpidamente
ante ti. Los gritos inquietantes de extraños pájaros hacen
eco en lo alto, por encima de tu cabeza. Bajo tus pies, vides
oscuras y retorcidas parecen agarrarte de los tobillos. Si
exploras, tira dos dados y añade tu bonificación General:
si obtienes 2-6, pasa al 152; si es 7-12, pasa al 170; de lo
contrario, sigue adelante.
1B Tiempo: 120 (45)
Te enfrentas a una encrucijada natural. Por un lado
asoma un grupo de árboles altos; en el otro, las colinas
cubiertas de hierba se extienden hacia el oeste hasta donde
alcanza la vista. Si exploras la zona, pasa al 235; de lo
contrario, sigue adelante.
1C Tiempo: 90 (60)
BIENVENIDOS A ARCHET, lees en un cartel que aparece
junto a la calzada. Ves un puñado de pequeñas casas de
piedra y pequeños pabellones en las fértiles colinas de la
tierra de Bree. Profundos bosques se extienden más allá
del borde asentado de la pequeña aldea. Si exploras Archet,
pasa al 278; Si deseas comprar provisiones, pasa al 446;
De lo contrario, sigue adelante.
1D Tiempo: 60 (45)
Estás parado fuera del Poni Pisador, preguntándote qué
tipo de coraje o temeridad te ha llevado a emprender este
peligroso viaje. En las suaves sombras de la madrugada, el
familiar y desgastado camino de la Gran Calzada del Este
50
aparece repentinamente siniestro. Cada cara extraña
parece seguirte mientras tomas tu decisión y te diriges de
cabeza a esta más que peligrosa misión. Si deseas comprar
provisiones, pasa al 446; de lo contrario, sigue adelante.
1E Tiempo: 90
Estás parado en el borde norte de la Quebrada de los
Túmulos; las crestas aparentemente interminables se
extienden ante ti hasta donde alcanza la vista. Todas las
historias de terror de tu infancia que tus abuelos te
contaron sobre las ruinas encantadas recorren tu mente, y
tiemblas de miedo. Sólo el viento y el sol parecen
acompañarte. Observas en la distancia —tal vez a una milla
al sur— las ruinas de un pequeño castillo en lo alto de una
colina. Si exploras el castillo, pasa al 160; de lo contrario,
sigue adelante.
1F Tiempo: 90 (45)
La hierba del Camino del Norte serpentea de norte a sur
ante ti, ya no es la majestuosa ruta que alguna vez fue —de
hecho la gente de Bree lo llama ‘El Camino Verde’. Las
crestas bajas y desnudas que forman la Quebrada de los
Túmulos parecen rodearte, y un fuerte viento silba en tus
oídos. De repente, escuchas los sonidos de un carro que se
aproxima hacia el sur por la calzada. Si observas al carro,
pasa al 215; de lo contrario, sigue adelante.
1G Tiempo: 90
La Quebrada de los Túmulos parece rondar la ondulante
tierra a ambos lados del Camino del Norte, que ahora está
en silencio. Escuchas un grillo cerca, como si te urgiera a
darte prisa. Si esperas a que pase un carro o un jinete, pasa
al 244; de lo contrario, sigue adelante.
51
1H Tiempo: 90 (45)
Te paras cerca de las desmoronadas ruinas de una torre
de vigilancia, justo al lado del descuidado y cubierto de
vegetación Camino del Norte, hace mucho tiempo el
Camino de los Reyes. No parece haber ningún signo de vida
más que una serpiente verde común deslizándose detrás
de una piedra a medida que te acercas. Si exploras las
ruinas, pasa al 155; de lo contrario, sigue adelante.
2A Tiempo: 60 (45)
Los altos árboles del bosque de Chet están detrás de ti.
Hacia el norte y el sur, el antiguo Camino del Norte corre
como un lecho de río seco y rocoso. Sientes un poco de
miedo por dejar atrás el familiar camino, pero sabes que
tu misión te lleva hacia el oeste y que debes seguir el
camino del sol. Las historias que has escuchado sobre los
Trolls que vagan por las colinas salvajes al oeste del
Camino del Norte te mantienen alerta. Sigue adelante.
2B Tiempo: 90 (45)
Hacia el sur, una milla más o menos, se extienden los
septentrionales montículos de la Quebrada de los
Túmulos. Ante ti, las colinas rocosas azotadas por el
viento, son de todo, menos acogedoras. Por encima de tu
cabeza, un gran cuervo grazna, como si te advirtiera para
que retrocedas. Sigue adelante.
2C Tiempo: 90 (45)
Te inclinas para comprobar si hay huellas de Troll en el
brezo y en la hierba baja que cubren las onduladas colinas
rocosas, pero no detectas nada. Montículos de túmulos se
52
extienden hacia el oeste; el viento golpea tus oídos. Sigue
adelante.
2D Tiempo: 90 (45)
La gran Calzada del Este parece menos transitada de lo
que pensabas; tal vez todas esas historias que escuchaste
de niño sobre bandidos y magos errantes y mercaderes a
lo largo de la ruta eran solo cuentos. Con tu pueblo natal
de Bree a unos pocos kilómetros de distancia, comienzas a
sentir nostalgia y una sensación de impotencia. ¡Te han
pedido que hagas demasiado! Luego, tu mano agarra la
daga plateada de tu cinturón y nuevamente te sientes
valiente y capaz. Sigue adelante.
2E Tiempo: 90 (45)
Cruzas el silencioso y excesivamente descuidado
Camino del Norte y continúas avanzando a través de las
áridas tierras de la Quebrada de los Túmulos azotadas por
el viento. No hay signos de vida que te consuelen o te
alarmen, pero no puedes relajarte, porque aquí, bajo el
suelo, ¡se encuentra la morada de los No Muertos! Media
milla más adelante se levanta un montículo anillado, un
gran túmulo, del que emerge un extraño y quejumbroso
grito. Si exploras el túmulo, pasa al 107. De lo contrario,
sigue adelante.
2F Tiempo: 90
Más túmulos como fortalezas salpican el paisaje
escarpado y estéril ante ti. Estás tentado a explorar uno,
solo para ver cómo es una tumba antigua, pero sabes que
debes apresurarte con tus mensajes de aviso. Pasa al 421.
2G Tiempo: 90 (45)
Empiezas a preguntarte si cruzar la Quebrada de los
Túmulos fue una buena idea después de todo. Desde el
53
interior de algunas de las tumbas provienen misteriosos
silbidos y gemidos. Es solo el viento, te dices a ti mismo.
Pero ¿qué pasa con todas las historias de fantasmas y
tesoros custodiados que escuchaste cuando eras un niño?
Llegas a un pequeño valle cubierto de hierba entre dos
túmulos de buen tamaño. Una pequeña criatura sale
corriendo de uno. Si exploras el túmulo, pasa al 103. De lo
contrario, sigue adelante.
2H Tiempo: 90
Caminar alrededor y por los túmulos te preocupa. "Es de
día, ¿qué podría pasarme si explorara un poco? Además,
¿qué pasa con todas esas historias de oro, gemas y espadas
mágicas enterradas con la antigua realeza de Cardolan,
reyes y príncipes cuyos huesos se encuentran debajo de
las redondas cúpulas de tierra tan cerca?" Sin embargo, tu
misión requiere que te apures. Si exploras un túmulo, pasa
al 190. De lo contrario, sigue adelante.
3A Tiempo: 60
La escarpada y abierta tierra se extiende delante de ti.
"¿Alguna vez veré el Brandivino?", te preguntas. Cien
metros delante de ti se asoma un pequeño grupo de
bosques. La sombra y la protección contra el fuerte viento
serían bienvenidas, pero sabes que debes apresurarte.
Justo en ese momento ves el rápido movimiento de una
alta sombra detrás de un tronco de árbol a otro. ¿Era amigo
o enemigo, o solo fue tu imaginación? Si quieres explorar,
pasa al 195. De lo contrario, sigue adelante.
3B Tiempo: 60
Parece que el viento nunca dejará de silbar, o eso parece,
al igual que el recorrido de arriba a abajo a través de la
ondulada ladera que parece interminable. Por encima de ti,
el extraño grito de un gran pájaro negro te asusta. Tira dos
54
dados: si obtienes de 2-5, pasa al 242; de lo contrario,
sigue adelante.
3C Tiempo: 75
Los septentrionales montículos de la Quebrada de los
Túmulos se acaban, y por un tiempo te enfrentas a un
camino despejado (aunque ascendente y descendente)
hacia el oeste dirección al río. Unos cuantos pájaros surcan
el cielo, pero por lo demás solo el viento rompe el silencio.
Desde una pequeña colina, puedes distinguir la gran
Calzada del Este a unas pocas millas al sur de aquí. Debajo
y más allá de ti, un carro avanza lentamente hacia el oeste
a lo largo de la calzada. Si observas el carruaje desde más
cerca, pasa al 137; de lo contrario, sigue adelante.
3D Tiempo: 75 (45)
El ancho camino de tierra baldía que es la gran Calzada
del Este parece extenderse infinitamente ante ti; solo un
carro solitario que se desplaza hacia el oeste se mueve a
través de tu campo de visión. Deseas un compañero con
quien hablar. Las historias de los bandidos que recorren el
camino te llevan a mantenerte atento mientras continúas.
Si observas el carro más de cerca, pasa al 270. De lo
contrario, sigue adelante.
3E Tiempo: 90
Más túmulos y montículos estériles se extienden ante ti
hasta donde alcanza la vista. Nunca has visto un lugar tan
extraño y solitario. La pared rota del muro de setos y los
árboles marchitos que se encuentran al sur de la calzada
aumentan tu sensación de malos presentimientos. Pero tu
arma y tu misión te dan coraje. El prominente túmulo
funerario justo delante parece prometedor, quizás oculte
un gran tesoro. Pero ¿puedes perder el tiempo? Si exploras
el túmulo, pasa al 190; de lo contrario, sigue adelante.
55
3F Tiempo: 90
Los redondeados montículos que albergan los huesos y
los objetos especiales de los honrados muertos parecen
llamar a la exploración, pero sabes que debes apresurarte.
Justo enfrente de ti se alza un gran túmulo funerario. Si
exploras el túmulo, pasa al 107. De lo contrario, sigue
adelante.
3G Tiempo: 90
El incesante viento silba una inquietante melodía en tus
oídos, pero sigues apresurándote, luchando contra la
tentación de explorar una de las tumbas tan cercanas.
Delante de ti se alza un gran túmulo anillado. Si exploras
el túmulo, pasa al 103; de lo contrario, sigue adelante.
3H Tiempo: 90
El paisaje austero hacia abajo te preocupa. No hay dónde
esconderse, en caso de ser atacado. A unos quince metros
por delante de ti asoma un pequeño túmulo. Pasa al 408.
4A Tiempo: 60
La tierra rocosa, escarpada y montañosa ante ti se
extiende
ininterrumpidamente
hacia
el
horizonte.
Luchando contra el viento del oeste, continúas, siempre
vigilante por un Troll errante o una manada vagando de
lobos hambrientos. Tira dos dados: si está entre 2-5, pasa
al 327; de lo contrario, sigue adelante.
4B Tiempo: 60
Desde la cima de una colina, puedes ver por kilómetros
en todas las direcciones. No detectas movimiento; solo un
mirlo grande y solitario se alza sobre la tierra escarpada y
azotada por el viento. El pájaro vuela en círculos por
encima de ti, como si estuviera vigilando tu posición. Si
llamas al ave, pasa al 203; de lo contrario, sigue adelante.
56
4C Tiempo: 60
La escueta y rocosa tierra se extiende ante ti, ondulando
hacia el horizonte. Desde lo alto de una colina, espías la
ancha calzada que corre hacia el este y el oeste a unas
pocas millas al sur de donde estás. Podrías viajar más
rápido a lo largo de la carretera, tal vez incluso viajar con
alguien, pero también podrías conocer a los bandidos que
se aprovechan de personas como tú, un joven inexperto
tan lejos de su hogar. Sigue adelante.
4D Tiempo: 75 (45)
El camino sube y baja con la tierra accidentada, con el
viento siempre silbando en tus oídos. Ante ti, la calzada
corre como una cinta marrón hecha jirones. Las ruinas de
una torre de vigilancia abandonada y las cúpulas
funerarias de tierra de los túmulos son las únicas rupturas
en el paisaje. Miras al este y al oeste, pero no ves a nadie
y nada se acerca. La inmensidad de tu misión pesa sobre
ti, pero su importancia aligera tus pasos y te apresuras.
Sigue adelante.
4E Tiempo: 90
En el viento que emana de los túmulos, escuchas un
extraño sonido, un grito inquietante. ¿Es un llamamiento o
una advertencia? De repente, el sonido se apaga y quedas
solo, cruzando las colinas encantadas lo más rápido que
puedes. Una tumba abovedada se encuentra a unos quince
metros delante de ti. Pasa al 421.
4F Tiempo: 90
Un lamento sobrenatural en el viento del oeste llega a tus
erguidas orejas. La piel de gallina se levanta en tus brazos
y el vello en la parte posterior de tu cuello se eriza. ¿Pero
es el lamento una advertencia o una petición de ayuda?
Continúas
cuidadosamente,
observando
cualquier
movimiento, buscando infructuosamente en la tierra en
57
busca de huellas. Si buscas la fuente del sonido, pasa al
121. De lo contrario, sigue adelante.
4G Tiempo: 90
Las tumbas abandonadas que te rodean ya no parecen
tan aterradoras. Tienes la necesidad de explorar uno de los
túmulos más grandes —tal vez un Príncipe del Norte
escondió su fortuna allí hace mucho tiempo— y divisas uno
justo delante. ¡Puede que encuentres un objeto mágico que
te ayude en tu viaje! Pasa al 408.
4H Tiempo: 90
Después de cruzar otra pequeña cresta que rodea una
antigua tumba, decides descansar. Justo cuando cierras los
ojos y te recostas contra los lados lisos del túmulo, una
mano helada te agarra de la manga. Saltas para alcanzar tu
arma, pero no hay nada a la vista. Si buscas en la tumba lo
que te tocó, pasa al 103; de lo contrario, sigue adelante.
5A Tiempo: 120
Has escuchado que esta región, con sus colinas y
pequeñas masas de árboles, es el hogar de varios clanes de
orcos, por lo que te recuerdas a ti mismo que debes estar
atento. Si quieres explorar, pasa al 249; de lo contrario,
sigue adelante.
5B Tiempo: 120
Te detienes a descansar a la sombra de un pequeño
grupo de frondosos árboles. Escuchas el sonido de ramas
rompiéndose y te paras a mirar alrededor. Si sigues el
sonido hasta su fuente, pasa al 370. De lo contrario, sigue
adelante.
58
5C Tiempo: 60
De pie en la cima de una colina, puedes ver el ancho
camino a unas pocas millas al sur. Un carro deambula
lentamente hacia el oeste. Si investigas el carro, muévete
hasta el 4D, pero primero pasa al 215. De lo contrario,
sigue adelante.
5D Tiempo: 90 (45)
El camino se extiende ininterrumpidamente delante de
ti. Habiendo escuchado historias de bandidos a lo largo del
camino, te mantienes alerta siempre ojo a visor buscando
posibles coberturas. De repente oyes los sonidos de
caballos que se acercan cabalgando a galope. Si te
escondes, tira dos dados y añade tu bonificación de Pericia:
si es 10 o más, pasa al 363; de lo contrario, pasa al 214.
5E Tiempo: 90
El muro de seto vivo que te brinda cobertura y que corre
al sur de la carretera está roto en algunos lugares. La línea
de árboles que una vez la marcó como una gran ruta
también está rasgada. La decadencia te rodea. De repente,
un espeluznante lamento es arrastrado por el viento del
oeste, helándote hasta los huesos. Sin embargo, tu misión
y todo lo que sabes sobre los túmulos embrujados te dice
que debes continuar. Si quieres explorar un túmulo, pasa
al 107, de lo contrario, sigue adelante.
5F Tiempo: 90
Un grito aterrador y escalofriante te detiene en tu
avance. Llegas a un gran túmulo con un anillo de tierra en
pie que lo rodea. ¿Podría ser esta la tumba funeraria de un
Príncipe de la Primera Era? ¿Qué grandes tesoros podría
contener? Quizás puedas reclamar algún objeto mágico
para ayudarte en tu misión. Te acercas con cautela,
escabulléndote hacia la entrada. Tu corazón se acelera en
tu pecho cuando el gemido se eleva de nuevo, generando
59
una horrible advertencia contra todos los intrusos. Pasa al
421.
5G Tiempo: 90
El misterioso canto ha cesado. Ahora solo el viento se
burla de ti. Montones interminables de túmulos funerarios
se ciernen ante ti como islas en un mar oscuro. Cerca hay
un enterramiento abovedado. ¡Podría haber un tesoro
dentro, o un esqueleto viviente! Si exploras la tumba, pasa
al 190. De lo contrario, sigue adelante.
5H Tiempo: 90
Como un centenar de islas dispersas en un misterioso
océano de tierra, los alzados túmulos se extienden delante
de ti, cada uno formado por un montículo redondo y liso.
Observas que la puerta del túmulo más cercano se
mantiene cerrada, como todas las demás. Si exploras la
tumba, pasa al 190. De lo contrario, sigue adelante.
6A Tiempo: 120
Un pequeño grupo de bosques se cierne ante ti. Te
apresuras y encuentras un pequeño estanque con agua
clara. Te inclinas para tomar un sorbo del agua, que es
refrescante y reanudas tu caminata. Sigue adelante.
6B Tiempo: 120
Las colinas ininterrumpidas dan paso a un grupo de
álamos y un estanque natural. Te detienes para saciar tu
sed, observando la entrada de una gran cueva escondida
detrás de árboles y arbustos. Si quieres explorar, pasa al
225. De lo contrario, sigue adelante.
60
6C Tiempo: 90
Los túmulos del norte se terminan aquí, dando un
aspecto menos siniestro a los túmulos funerarios
terrestres abovedados. Justo delante de ti, hay un
pequeño túmulo. ¿Podría alguien — o algo — estar dentro?
Si investigas la tumba, pasa al 190. De lo contrario, sigue
adelante.
6D Tiempo: 90 (45)
Oyes caballos galopando hacia ti, con sus cascos
golpeando como martillos el camino. Tira dos dados y
suma tu bonificación de Pericia: si es 8 o más, pasa al 363;
de lo contrario, pasa al 373.
6E Tiempo: 90
Nunca soñaste que hubieran vivido tantos príncipes y
que sus huesos reales pudieran ocupar tantas tumbas. Sólo
el viento constante y un grito aterrador del este rompen el
siniestro silencio de la Quebrada. Ante ti, un túmulo se
levanta en una cuesta ascendente. Si investigas la tumba,
pasa al 190. De lo contrario, sigue adelante.
6F Tiempo: 90
La naturaleza ascendente y descendente de la Quebrada
te cansa. Te detienes para descansar en la cumbre
erosionada de un túmulo, su redondeada cúpula es lisa y
está al descubierto. Si investigas la tumba, pasa al 190; de
lo contrario, sigue adelante.
6G Tiempo: 90
En lo alto de la cresta que rodea una antigua tumba real,
haces una pausa para inspeccionar el paisaje. No ves nada
más que un par de pájaros dando vueltas en lo alto. Un
túmulo, antaño majestuoso, se encuentra a solo seis
metros. ¿Quién sabe qué botín podrías encontrar? Pero tu
61
misión te apremia con toda la urgencia que puedas reunir.
Si exploras la tumba, pasa al 107; de lo contrario, sigue
adelante.
6H Tiempo: 90
Más túmulos abovedados se elevan ante ti, como toscos
atolones en un mar de tierra. Te das cuenta con un
sobresalto de que la pesada puerta de roble hacia una
tumba, a solo quince metros de distancia, parece estar
entornada. ¡Quizás puedas meterte y apoderarte de un
tesoro de la Primera Edad o de un objeto mágico para
ayudarte! ¿Pero tal tesoro permanecerá sin vigilancia? Pasa
al 421.
7A Tiempo: 120
A través de los árboles, se vislumbra la vista más
aterradora de las colinas de la región de Bree: una
profunda cueva, sombría y habitada, ideal para los Orcos.
Te acercas con cautela, aunque sabes por las horripilantes
historias infantiles que los Orcos rara vez aparecen a la luz
del día. Pasa al 100.
7B Tiempo: 120
Vislumbras las ruinas de una antigua casa señorial a
través de los árboles. El techo se ha derrumbado, pero los
muros de piedra siguen en pie. El viento que sopla a través
de las grietas levanta un lastimero y tétrico sonido. De
repente escuchas ruidos de movimiento dentro de las
ruinas. Si exploras más la desvencijada casa, pasa al 248;
de lo contrario, sigue adelante.
7C Tiempo: 60
Llegas a una elevación y miras hacia el sur, en dirección
a la calzada, que se encuentra tranquila y todavía a unos
pocos kilómetros de distancia. El recuerdo de los antiguos
62
cuentos de tu infancia sobre orcos, trolls y bandidos
errantes te lleva a toda prisa a lo largo de las ondulantes
colinas rocosas. Tira dos dados: si obtienes de 2-5, pasa al
327; de lo contrario, sigue adelante.
7D Tiempo: 90 (45)
Tu agotador viaje continúa. De repente, ves a un hombre
alto y de cabello oscuro emerger a caballo de un grupo de
árboles a lo largo de la calzada. Pasa al 441.
7E Tiempo: 90
Los
túmulos
se
levantan
a
tu
alrededor
como
espeluznantes pasteles de barro de la escabrosa y escueta
tierra. Sientes la necesidad de apurarte, no piensas en tu
cansado y dolorido cuerpo. Pasa al 408.
7F Tiempo: 90
¿Por delante de cuántos túmulos más debo pasar?, te
preguntas, ansioso por dejar atrás las escarpadas y
azotadas por el viento tierras de la Quebrada. Miras a tu
alrededor; la aterradora sensación de ser observado envía
una oleada de miedo a través de tu cuerpo. Sin embargo,
no ves nada más que túmulos funerarios, hierba y el cielo
despejado. Pasa al 421.
7G Tiempo: 90
Pasas junto otro antiguo túmulo funerario, ansioso por
proseguir con tu misión. Caminar a favor del vigoroso
viento te juega malas pasadas en tu cabeza; a veces juras
que escuchas a un amigo que te grita para avisarte de que
63
tengas cuidado, pero no hay nadie aquí. Si exploras el
montículo, pasa al 121; de lo contrario, sigue adelante.
7H Tiempo: 90
Parece que has estado deambulando por la Quebrada de
los Túmulos durante días, y todavía más montículos
antiguos se ciernen ante ti. El impulso de explorar uno se
ve superado por la urgencia de tu misión, y sigues
caminando penosamente hacia el oeste, hacia el río aún
fuera de tu visión, el río al que debes llegar pronto si
quieres alertar a la Comarca. Si exploras un túmulo, pasa
al 121; de lo contrario, sigue adelante.
8A Tiempo: 120
Una extensión de bosque se encuentra ante ti. Escuchas
un bramido diferente al de cualquier hombre. Tira dos
dados: si el resultado es de 2-7, pasa al 180; si es de 8-12,
puedes pasar al 403 o seguir adelante.
8B Tiempo: 120
Dejas atrás las colinas cubiertas de hierba por un grupo
de altos árboles. Un bramido bestial te congela de miedo.
Tira dos dados: si obtienes de 2-5, pasa al 180; si obtienes
de 6-12, puedes pasar al 403 o seguir adelante.
8C Tiempo: 60
Desde lo alto de una colina, observas la Gran Calzada del
Este, a pocas millas al sur. Ahora tú decides si confiar tu
destino en el camino o seguir adelante a través de la
salvaje tierra más al norte de este. Sigue adelante.
8D Tiempo: 90 (45)
Una desvencijada y abandonada posada se levanta junto
a la calzada, el viento silba una misteriosa melodía a través
64
de ella. Desde el exterior, el antiguo edificio de dos pisos
parece seguro y firme. Si exploras la posada, pasa al 169;
de lo contrario, sigue adelante.
8E Tiempo: 90
Los túmulos se extienden ante ti como feos nudillos de
tierra. El viento te golpea en la cara cuando te acercas a un
esférico túmulo, su pesada puerta de roble está cerrada y
atrancada. Si exploras la tumba, pasa al 190; de lo
contrario, sigue adelante.
8F Tiempo: 90
Ante ti, se levanta un antiguo túmulo de cúpula redonda,
con la puerta cerrada. ¿Qué oro y armas podrían estar
esparcidos dentro? Si exploras la tumba, pasa al 107; de lo
contrario, sigue adelante.
8G Tiempo: 90
Vislumbras el Bosque Viejo a unas pocas millas al oeste;
el fresco y antiguo bosque parece como si te llamara.
Caminar a través de los encantados túmulos de la
Quebrada ya no te asusta. Pasa al 408.
8H Tiempo: 90
Solo un tramo de bajadas se interpone entre tú y la
entrada al antiguo bosque llamado Bosque Viejo. Te
apresuras por los ondulados montículos, azotados por el
viento, ansioso por llegar al río. Sobre una de las cuestas,
tropiezas con un gran túmulo. Si exploras la tumba, pasa
al 103; de lo contrario, sigue adelante.
9A Tiempo: 120 Pt. Exp.: 1
Un refrescante estanque de aguas claras se encuentra
ante ti, brillando al sol. El bosque a su alrededor ofrece
65
protección. Entras y te inclinas para beber justo cuando se
acerca una cría de oso pardo, olisqueando tu mochila. Te
agachas para ahuyentarlo justo cuando un oso enfurecido
de dos metros de altura aparece detrás de un arbusto de
bayas para defender a su osezno. Tira dos dados y añade
tu bonificación General: si obtienes un 8 o más, pasa al
207; de lo contrario, pasa al 180.
9B Tiempo: 90
Las ondulantes colinas te conducen hacia el río y a la
finalización de tu misión. De repente escuchas el sonido
de caballos galopando hacia ti. Tira dos dados y añade tu
bonificación de Pericia: si es inferior a 7, pasa al 373; de lo
contrario, pasa al 363.
9C Tiempo: 60
Desde lo alto de una colina, puedes ver la Gran Calzada,
el camino más transitado hacia el oeste. Un jinete solitario
galopa hacia poniente, en dirección al Puente. Lo ves
desaparecer, preguntándote quién podría ser y cuáles son
sus asuntos. Sigue adelante.
9D Tiempo: 90 (45)
El camino sigue adelante. Cansado de caminar, rezas
para que venga un caballo o un carro en tu dirección. Algo
después, detrás de ti, un carro de heno se acerca
lentamente, conducido por un hombre que parece ser un
granjero. ¿La respuesta a tus oraciones? Si saludas al
hombre, pasa al 187; de lo contrario, sigue adelante.
9E Tiempo: 90
Las continuas colinas te agotan. La cortina verde del
Bosque Viejo se alza a unos pocos kilómetros más
adelante. Al norte se ve la irregular pared de seto que se
66
extiende al sur de la Gran Calzada del Este. A tu lado hay
una quebrada línea de árboles. Pasa al 421.
9F Tiempo: 90 Pt. Exp.: 1
Te encuentras ante los altos y frondosos árboles de un
bosque, dejando atrás las estériles tierras de la Quebrada
de los Túmulos; un escabroso sendero atraviesa el bosque
hacia el suroeste. Tira dos dados:
• Si sacas de 2-5, pasa al 370.
• Si obtienes de 6-7, pasa al 104.
• Si es de 8-11, pasa al 432.
• Si es un 12, pasa al 128.
9G Tiempo: 90
El bosque se cierne hacia el oeste; hacia el este, la
irregular tierra de la Quebrada con sus subidas y bajadas
aún te rodea. Tira dos dados: si sacas de 2-5, pasa al 370;
de lo contrario, sigue adelante.
9H Tiempo: 90
Te detienes en el extremo suroeste de la Quebrada de los
Túmulos, el Bosque Viejo está aproximadamente a solo un
kilómetro y medio al oeste. Dos tumbas se encuentran
cerca. Si deseas explorar uno de los túmulos funerarios,
pasa al 103 o pasa al 107; de lo contrario, sigue adelante.
10A Tiempo: 60
¿Acabarán alguna vez las escarpadas colinas onduladas?
¿Alguna vez verás las vigorosas aguas del Brandivino? Tira
dos dados y añade tu bonificación General: si es de 2-5,
pasa al 198; de lo contrario, sigue adelante.
67
10B Tiempo: 60
El accidentado paisaje no te da acceso al valle del río.
Tira dos dados y añade tu bonificación General: si obtienes
de 2-7, pasa al 198; de lo contrario, sigue adelante.
10C Tiempo: 90
Observas detenidamente la ancha calzada al sur de tu
posición, y en ella, un carro que se dirige hacia el oeste. Si
deseas explorar este camino principal, muévete a la
posición 10D pero pasa al 270; de lo contrario, sigue
adelante.
10D Tiempo: 120 (45)
El camino está muy tranquilo aquí. ¡Quizás esas terribles
advertencias sobre los jinetes no-muertos en el Puente
sean solo historias! Los bosques del sur se ven oscuros y
profundos. Tira dos dados: si obtienes de 2-5, pasa al 215;
de lo contrario, sigue adelante.
10E Tiempo: 120 Pt. Exp.: 1
El bosque te refresca y te tranquiliza. Sufres por
acostarte y descansar. Tira dos dados:
• Si es de 2-3, pasa al 348.
• Si es un 4, pasa al 128.
• Si es un 5, pasa al 231.
• Si es de 6-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-7, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
68
10F Tiempo: 120 Pt. Exp.: 1
Más profundo, en el interior bosque, los árboles parecen
cambiar, envejecer y dejar de crecer. Sientes como si te
amenazaran. Tira dos dados:
• Si es de 2-3, pasa al 128.
• Si es de 4-5, pasa al 382.
• Si es de 6-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-8, estás perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
10G Tiempo: 90 Pt. Exp: 1
El bosque es profundo y oscuro. Un sendero que conduce
al suroeste corta un pulcro camino a través de los espesos
y altos rodales de robles y sauces. Tira dos dados:
• Si es de 2-4, pasa al 382.
• Si es de 5-10, pasa al 432.
• Si es 11 o 12, pasa al 189.
10H Tiempo: 90 Pt. Exp.: 1
Es aquí donde el bosque oculta su más alegre y hermoso
lugar, donde el arroyo y el prado se besan en una deliciosa
unión. Un sendero que conduce al oeste y un arroyo
tranquilo que discurre a su lado dispersan la profunda
penumbra del bosque. Tira dos dados:
• Si es de 2-4, pasa al 128.
• Si es un 5, pasa al 196.
• Si es de 6-12, pasa al 432.
69
11A Tiempo: 60
La ondulada y firme tierra continúa desafiándote y
cansándote. Más adelante, un castillo en ruinas se yergue
en solitario sobre la cima de una pequeña colina. Si
exploras el decadente castillo, pasa al 160; de lo contrario,
sigue adelante.
11B Tiempo: 60
La ondulada y rocosa tierra parece no rendirse a las
llanuras que hay más al oeste. Tira dos dados: si es de 2-4,
pasa al 198; si es de 5-6, pasa al 370; de lo contrario, sigue
adelante.
11C Tiempo: 60
La escabrosa y rígida tierra se extiende ante ti, poniendo
a prueba tu fuerza de voluntad. Sigue adelante.
11D Tiempo: 120 (45)
Sientes que la tierra se vuelve más plana a medida que te
acercas al río. La Gran Calzada del Este parece
extrañamente tranquila, demasiado tranquila. Tira dos
dados: si obtienes de 2-6, pasa al 214; de lo contrario,
sigue adelante.
70
11E Tiempo: 120 Pt. Exp.: 1
El corazón del bosque es fresco y brumoso. Te duele todo
cuando te tumbas para descansar. Tira dos dados:
• Si es un 2, pasa al 128.
• Si es 3 o 4, pasa al 382.
• Si es un 5, pasa al 196.
• Si es de 6-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-7, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
11F Tiempo: 120 Pt. Exp.: 1
La sombra del bosque es bienvenida pero a la vez es algo
siniestra. Tira dos dados:
• Si es un 2 o 3, pasa al 128.
• Si es 4 o 5, pasa al 348.
• Si es de 6-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-9, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
11G Tiempo: 90 Pt. Exp.: 1
El oscuro y profundo bosque te asusta y te confunde.
Tira dos dados:
• Si es un 2, pasa al 128.
71
• Si es 3 o 4, pasa al 231.
• Si es de 6-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-8, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
11H Tiempo: 90 Pt. Exp.: 1
El bosque es profundo y misterioso. De repente estás
muy cansado. Debes acostarte y descansar entre los
majestuosos sauces a orillas del que crees que es el río
Tornasauce, que se extiende justo al sur del sendero este-
oeste a través del bosque. Tira dos dados:
• Si es de 2-4, pasa al 128.
• Si es un 5, pasa al 348.
• Si es de 6-12, pasa al 432.
12A Tiempo: 60
El accidentado y ondulado terreno pasa factura a tus
botas — ¡y a tus pies! Tira dos dados: si es de 2-5, pasa al
198; de lo contrario, sigue adelante.
12B Tiempo: 60
Arriba y abajo por la áspera y ondulada tierra en la que
caminas, tu misión te lleva a toda prisa. Tira dos dados: si
es de 2-4, pasa al 198; de lo contrario, sigue adelante.
12C Tiempo: 60
El escarpado terreno te cansa; te duele todo y paras para
descansar. Tira dos dados: si es de 2-5, pasa al 225; de lo
contrario, sigue adelante.
72
12D Tiempo: 120 (45)
La tierra se aplana y se ablanda. El río debería estar cerca.
Pero si prestas atención a las advertencias de Trancos, no
debes quedarte demasiado cerca de la calzada. Pasa al
344.
12E Tiempo: 120 Pt. Exp.: 1
El frío y brumoso bosque te agota. Te acuestas para
descansar. Tira dos dados:
• Si es un 2, pasa al 128.
• Si es de 3-5, pasa al 231.
• Si es de 6-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-7, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
12F Tiempo: 120 Pt. Exp.: 1
La densa bruma y las enredadas vides dificultan tu
avance, pero te apresuras a buscar un camino a través del
bosque. Tira dos dados:
• Si es un 2, pasa al 128.
• Si es un 3, pasa al 348.
• Si es un 4 o 5, pasa al 399.
• Si es de 6-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-7, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
73
12G Tiempo: 120 Pt. Exp.: 1
Los profundos y brumosos bosques te sosiegan. Anhelas
descansar. Tira dos dados:
• Si es un 2, pasa al 128.
• Si es un 3 o un 4, pasa al 382.
• Si es 5 o 6, pasa al 348.
• Si obtienes de 7-12, tira dos dados y añade tu
bonificación General:
• Si es de 2-8, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
12H Tiempo: 90 Pt. Exp.: 1
Los
bosques
circundantes
son
profundos
y
desorientadores, pero el sendero y el arroyo que conducen
hacia el este y el oeste hacen más fácil desplazarse. Tira
dos dados:
• Si es de 2-4, pasa al 128.
• Si es un 5, pasa al 382.
• Si es de 6-12, pasa al 432.
13A Tiempo: 75
La escabrosa y ondulante tierra se niega a ceder. Tira dos
dados: si es de 2-5, pasa al 327; de lo contrario, sigue
adelante.
13B Tiempo: 60
Puedes oler el río hacia el oeste. Si sigues a tu nariz y te
diriges hacia el oeste, verás las poderosas aguas marrones
del Brandivino retorciéndose al sol. Pero según tu mapa,
no hay forma de vadearlo aquí, ni transbordador. Si nadas
hasta el otro lado del río, pasa al 339; de lo contrario, sigue
adelante.
74
13C Tiempo: 60
Las colinas y la tierra rocosa se extienden hasta donde
alcanza la vista. Sigue adelante.
13D Tiempo: 60 (45)
¡Estás tan cerca del río que puedes olerlo! Ruborizado
por la emoción, te arrastras por el brezo y los arbustos,
con cuidado de vigilar constantemente el Puente. No hay
nadie a la vista. Tira dos dados y añade tu bonificación de
Percepción: si obtienes 8 o más, pasa al 282; de lo
contrario, pasa al 246.
13E Tiempo: 120
Una pared de setos irregulares corre al sur de la calzada,
con una quebrada línea de árboles a su lado. A medida que
la pared vegetal se funde con el alto seto, los brumosos y
frescos bosques dan paso a los campos de la región de Los
Gamos. Si quieres explorar, pasa al 399; de lo contrario,
sigue adelante.
13F Tiempo: 60
Te detienes a orillas del Brandivino, ocultándote entre
arbustos y sauces. Si nadas al otro lado del río, pasa al
339; de lo contrario, sigue adelante.
13G Tiempo: 120
Los oscuros y brumosos bosques te calman; te duele
todo el cuerpo y quieres descansar. Tira dos dados:
• Si es un 2, pasa al 128.
• Si es de 3-5, pasa al 196.
• Si es un 6 o 7, pasa al 399.
• Si es de 8-12, tira dos dados y añade tu bonificación
General:
75
• Si es de 2-6, te has perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
13H Tiempo: 120 (75)
El poderoso y turbio río de color marrón te lleva hacia el
oeste. La corriente y un sendero parecen conducir
directamente a las orillas del Brandivino. No hay vados ni
ferry o transbordador a la vista. Si quieres cruzar nadando
hasta el otro lado del río, pasa al 339; de lo contrario, sigue
adelante.
14A Tiempo: 75
Te detienes cerca de la orilla del Brandivino, ocultándote
entre los arbustos. A través de los árboles puedes ver a dos
hombres de aspecto rudo parados cerca de un ferry hecho
de troncos. Si permaneces oculto y observas a los hombres,
pasa al 167. Si cruzas el río a nado, pasa al 339; de lo
contrario, sigue adelante.
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14B Tiempo: 75
El río sigue su avance con ímpetu. Hacia al oeste, puedes
ver el extremo sur de las colinas de Scary. Si quieres
explorar la zona en la que estás, pasa al 325; de lo
contrario, sigue adelante.
14C Tiempo: 60
El Brandivino gira y se retuerce al sol como una
serpiente. Observas detenidamente una pequeña isla en el
centro de las amplias aguas marrones. Si quieres nadar
hasta el otro lado del río, pasa al 205; de lo contrario, sigue
adelante.
14D Tiempo: 75 (45)
Al este, puedes ver el Puente y las ondulantes aguas
marrones del Brandivino. La Gran Calzada del Este se
extiende ante ti. La suave corriente conocida como El Agua
fluye al norte del ancho camino. (El Agua se puede cruzar
fácilmente por numerosas pasarelas y vados). Tira dos
dados y añade tu bonificación de Percepción: si es un 12,
sigue adelante, si obtienes 10 o 11, pasa al 289; de lo
contrario, pasa al 246.
14E Tiempo: 60
Sin vado ni transbordador a la vista, haces una pausa
para considerar qué hacer. Si decides cruzar nadando
hasta el otro lado del río, pasa al 339; de lo contrario, sigue
adelante.
14F Tiempo: 90
La verde tierra es esponjosa aquí, cerca del río. Ves un
arroyo que fluye desde el sur. Tira dos dados: si es de 2-4,
pasa al 214; si es 5 o 6, pasa al 370; de otro modo, sigue
adelante.
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14G Tiempo: 75
El bosque da paso a una pequeña aldea Hobbit,
Burgonuevo. Allí, un amable mediano te indica el camino
hacia el ferry. Escucha tus advertencias sobre los Jinetes
Negros y agrega que ya había oído tales historias antes.
Cruzas por Balsadera de Gamoburgo, donde los Hobbits
se ocultan detrás de puertas cerradas mientras pasas,
observándote de cerca. Bordeando Cricava, cruzas la
Cerca, la gran empalizada que protege Los Gamos, y que
corre a lo largo de la orilla del Brandivino desde el Puente
hasta la aldea de Fin de la Cerca, donde el río Tornasauce
sale de la floresta y se une al río de la Comarca, a través de
una de sus Puertas (las cuales, los habitantes de la zona
cierran al anochecer) en dirección a Casa Brandi, donde un
orgulloso Hobbit llamado “Algo ininteligible-Buck” te
cuenta una larga historia de su gran herencia.
La tierra se allana a medida que te acercas al río. Delante
ves un transbordador de fondo plano, aparentemente
desatendido. Si robas el ferry, pasa al 209; si observas la
situación y permaneces oculto, pasa al 183; si cruzas
nadando hasta la otra orilla, pasa al 339; de lo contrario,
sigue adelante.
14H Tiempo: 150
Las marismas se extienden ante ti, albergando la vida
salvaje y, si los rumores son ciertos, pozas de arenas
movedizas y muchas criaturas extrañas. Tira dos dados y
añade tu bonificación General: si es de 2-6, pasa al 334; de
lo contrario, sigue adelante.
15A Tiempo: 120
Las colinas de Scary se postran al norte; y a unos pocos
kilómetros al oeste se encuentra la pequeña ciudad de
Cantera. Sigue adelante.
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15B Tiempo: 60
Las fértiles y onduladas colinas parecen darte la
bienvenida, pero sabes que no estás a salvo aquí — ¡nadie
lo está! Vislumbras las ruinas de un castillo a solo un
kilómetro de distancia. Si exploras las ruinas, pasa al 160;
de lo contrario, sigue adelante.
15C Tiempo: 60
Estás cansado de subir y bajar las colinas, pero has
elegido esta ruta como la más segura. ¿Pero realmente lo
es? Tira dos dados: si obtienes de 2-5, pasa al 214; de lo
contrario, sigue adelante.
15D Tiempo: 60 (45)
La Gran Calzada del Este se extiende ante ti; hacia el
sureste se encuentra un pequeño camino. El Agua fluye por
el norte de la calzada principal. (La corriente se puede
cruzar fácilmente por numerosas pasarelas y vados). Tira
dos dados: si el resultado es de 2-5, pasa al 246; de lo
contrario, sigue adelante.
15E Tiempo: 60 (45)
Desde la cima de una colina, miras en todas las
direcciones y ves un pequeño camino que se dirige hacia
el noroeste y el suroeste. Solo pequeños grupos de
bosques y charcas rompen el aislamiento al oeste del
Brandivino. Sigue adelante.
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15F Tiempo: 60 (45)
Numerosos estanques y setos colorean el paisaje.
Rodeada de campos fértiles y pantanosos, ubicada cerca
del arroyo que lleva su mismo nombre, se encuentra
Cepeda, ciudad principal del norte de Marjala.
• Si tu viaje no te ha tomado más de 2 días y 40 minutos,
pasa al 439. (Si estás jugando con el Sistema Básico elige
esta opción.)
• Si no has viajado más de 2 días y 340 minutos, pasa al
410.
• Si tu tiempo de viaje excede los 2 días y 340 minutos, pasa
al 431.
15G Tiempo: 90
¡Ah, el pantanoso Marjala! Verde como un jardín, pero
empapado como una esponja, es un peculiar pero
bienvenido espectáculo visual.
• Si tu viaje no te ha tomado más de 2 días y 140 minutos,
pasa al 425. (Si juegas con las reglas del Sistema Básico
recuerda que debes elegir esta opción.)
• Si no has viajado más de 2 días y 440 minutos, pasa al
415.
• Si tu tiempo de viaje excede de los 2 días y 440 minutos,
pasa al 443.
15H Tiempo: 150
Las marismas succionan tus pies con cada paso. Debes
salir de este sucio lodazal o nunca advertirás a la Comarca
a tiempo. Tira dos dados y añade tu bonificación General:
si es de 2-6, pasa al 334; si es un 7, pasa al 370; de lo
contrario, sigue adelante.
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16A Tiempo: 120
Viajar por las colinas de Scary te cansa en demasía. Le
preguntas a algunos hombres acerca de comprar un pony
o un caballo en las afueras de Cantera, pero nadie te vende
uno ni ninguna otra cosa. Debes encontrar una ruta más
rápida. Tira dos dados: si es de 2-6, pasa al 214; de lo
contrario, sigue adelante.
16B Tiempo: 60
Cansado de subir y bajar durante tu jornada, anhelas
descansar de nuevo. Te encuentras con un pequeño grupo
de árboles y haces una pausa para recuperar el aliento.
Tira dos dados: si es de 2-5, pasa al 382; de lo contrario,
sigue adelante.
16C Tiempo: 60
Haces una pausa para ver la fértil escena que tienes
delante. Los prados del área de los Campos del Puente
calientan tu corazón, reforzando tu vigor y renovando tus
esperanzas. Al ver a un granjero Hobbit trabajando en sus
campos, agitas la mano para llamar su atención. Si intentas
advertir al área de los Campos del Puente, pasa al 413; de
lo contrario, sigue adelante.
16D Tiempo: 60 (45)
El camino se extiende muy tranquilo ahora. Hacia el
norte, el suave flujo del agua te tranquiliza, ya que es
fácilmente transitable por numerosas pasarelas y vados.
Luego escuchas el estruendo de los cascos de unos
caballos que se acercan rápidamente y te arrojas al suelo
para ocultarte. Tira dos dados: si es de 2-5, pasa al 246;
de lo contrario, pasa al 214.
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16E Tiempo: 60 (45)
Las colinas se extienden constantemente hacia el oeste;
te detienes para descansar. Ves un camino que corre de
sureste a suroeste. Sigue adelante.
16F Tiempo: 60 (45)
Colinas y pequeños rodales de bosques se interponen en
tu visión, no permitiéndote ver a larga distancia. Te
encuentras con un camino que conduce al noreste y
noroeste. Sigue adelante.
16G Tiempo: 90
En el área embarrada de Marjala, pides a varios Hobbits
que te ayuden en tu misión, pero no parecen ser muy
amigables. Uno incluso te llama "bribón-sinvergüenza". Si
intentas advertir al área de Marjala, pasa al 438. De lo
contrario, sigue adelante.
16H Tiempo: 150
Caminando a través de la ciénaga, maldices tu suerte y
tu decisión de tomar una ruta por el sur. Las voraces
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moscas y neekerbreekers muerden ávidamente tu piel. Esta
parte de Marjala no es una simple excursión campestre.
Tira dos dados y añade tu bonificación General: si obtienes
8 o más, sigue adelante; de lo contrario, pasa al 334.
Nota: Los Neekerbreekers eran unos grandes, molestos y ruidosos insectos,
semejantes a grillos, del pantano de Moscacua (un gran pantano situado en
la región de Eriador, al oeste de Bree; entre el bosque de Chet y las Colinas
del Viento.) Fueron nombrados así por Samsagaz Gamyi, debido a su
característico e incesante sonido nocturno, cuando los días 2 y 3 de octubre
del 3018 T. E., Frodo, Sam, Merry y Pippin tuvieron que cruzar los pantanos
de Moscagua guiados por Trancos a los tres días de salir de Bree en marcha
hacia Rivendel, para evadir a los Nazgûl que les buscaban. Pasaron en estos
pantanos dos incómodos días con sus respectivas noches. (Fuente:
https://lotr.fandom.com/wiki/Neekerbreekers )
17A Tiempo: 60
Las Colinas de Scary son muy antiguas y están
erosionadas por el paso del tiempo, pero albergan muchos
males, si se puede creer en lo que cuentan las leyendas. Al
oeste te encuentras con un camino que conduce al norte y
al sur. Sigue adelante.
17B Tiempo: 60 (45)
Las fértiles colinas continúan. Un camino las corta al
noroeste y al suroeste. Sigue adelante.
17C Tiempo: 60
El incesante viaje de subidas y bajadas a través de los
prados del área de los Campos del Puente te ralentiza.
¿Será esta la ruta más acertada?, te preguntas. Si intentas
advertir a la región de los Campos del Puente, pasa al 413;
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de lo contrario, tira dos dados: si es de 2-6, pasa al 382; si
es de 7-12, sigue adelante.
17D Tiempo: 60 (45)
La apacible corriente conocida como El Agua fluye al
norte de la calzada. Se puede cruzar fácilmente por
numerosas pasarelas y vados. Cerca de Surcos Blancos, el
camino empieza a tener algo de tráfico: granjeros,
comerciantes y jinetes de aspecto sombrío. Sin embargo,
nadie se digna a llevarte en su carro o a lomos de su
montura. ¿Será por tu lamentable aspecto? Al rato se
acerca un carro conducido por un tipo de aspecto tosco
que se demora para observarte. Si le dices algo al hombre,
pasa al 187; de lo contrario, sigue adelante.
17E Tiempo: 60 (45)
Las granjas y prados establecidos en esta zona parecen
no tener fin. Caminas, mirando siempre con el rabillo del
ojo hacia atrás por si surgen problemas. Sigue adelante.
17F Tiempo: 60 (45)
Las colinas, las traicioneras y viles ciénagas y los
bosques ralentizan tu avance. Un pequeño camino ante ti
atraviesa el terreno al noreste y al oeste. Sigue adelante.
17G Tiempo: 60
El Arroyo Cepeda fluye al lado, ideal para pescar, nadar
o simplemente relajarse, pero dispones de poco tiempo.
Tira dos dados: si obtienes de 2-4, pasa al 246; de lo
contrario, sigue adelante.
17H Tiempo: 90
Los bosques al oeste parecen frescos y sombreados, pero
debes darte prisa, no hay tiempo para descansar. Hacia el
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este yacen los abundantes y traicioneros pantanales. Sigue
adelante.
18A Tiempo: 90 (45)
Por fin ves el humo de las chimeneas. Adelante,
escondida entre dos crestas bajas y rocosas, se encuentra
la ciudad de Scary.
• Si tu viaje no te ha tomado más de 2 días y 240 minutos,
pasa al 442. (Pasa a esta sección si estás usando las reglas
del Sistema Básico)
• Si no has viajado más de 2 días y 640 minutos, pasa al
405.
• Si tu tiempo de viaje excede los 2 días y 640 minutos, pasa
al 422.
18B Tiempo: 60
Según tu mapa, hay un escabroso camino que conduce al
sur hacia Surcos Blancos y la Gran Calzada del Este y se
encuentra a unos pocos kilómetros hacia el este. Si intentas
advertir al área de los Campos del Puente, pasa al 413; de
lo contrario, sigue adelante.
18C Tiempo: 60 (45)
Un camino conduce al suroeste hacia Surcos Blancos y al
noreste hacia Scary. ¿Lo seguirás para acelerar tu viaje o
seguirás avanzando por los campos y cañadas? Sigue
adelante.
18D Tiempo: 60 (45)
Después de un duro esfuerzo, llegas a la pintoresca
ciudad de Surcos Blancos.
• Si tu viaje no te ha tomado más de 2 días y 240 minutos,
pasa al 428. (Elige esta opción si juegas con el Sistema
Básico)
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• Si no has viajado por más de 2 días y 640 minutos, pasa
al 418.
• Si tu tiempo de viaje es superior a 2 días y 640 minutos,
pasa al 436.
18E Tiempo: 60
Las colinas y los valles, aunque pacíficos y encantadores,
parecen interminables. Sigue adelante.
18F Tiempo: 60 (45)
Ves el borde del País de las Colinas Verdes frente a ti
como una verdeante pared. Una pequeña calzada atraviesa
la tierra de este a oeste, casi en tono de disculpa. Sigue
adelante.
18G Tiempo: 75
Una corriente de agua recorre la superficie terrestre,
cortando la tierra como si de un cuchillo se tratase, de
oeste a este a través de los pastos. Sigue adelante.
18H Tiempo: 90
El extremo sur del País de las Colinas Verdes, cerca de
Bosque Cerrado, se alza ante ti. Tira dos dados: si es 2 o 3,
pasa al 104; si es de 4-11, sigue adelante; si es un 12, pasa
al 304.
19A Tiempo: 60
Con las colinas de Scary a la vista, la fértil tierra se
extiende hacia la Cuaderna del Norte de la Comarca. Sigue
adelante.
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19B Tiempo: 60
Las colinas y los pantanos intercambian lugares con
agrestes y abandonadas canteras de piedra, cada una de
ellas tratando de ralentizarte en tu viaje. ¡Es muy duro
avanzar! Sigue adelante.
19C Tiempo: 60
Los ondulados pastos están separados por un tosco
camino. Te sorprende no ver a los granjeros Hobbit
cuidando de sus campos. Sigue adelante.
19D Tiempo: 60 (45)
Cerca de la Gran Calzada del Este y fuera de la aldea
Hobbit de Los Ranales, te detienes para preguntarle a un
sonriente jardinero Hobbit dónde podrías encontrar al
Shirriff. Te señala hacia la ciudad, instándote a saludar a
los lugareños. La apacible corriente conocida como El agua
fluye al norte de la calzada y se puede cruzar fácilmente
por numerosas pasarelas y vados. Sigue adelante.
19E Tiempo: 60
Las colinas se extienden ante ti como grandes y lisas
serpientes. Tira dos dados: si es de 2-5, pasa al 104; de lo
contrario, sigue adelante.
19F Tiempo: 90
En El País de Las Colinas Verdes, deambulas por los
solemnes bosques, pensando que quizás te encuentres con
algunos de los Elfos que a veces se dejan ver en esta área.
Tira dos dados: si es de 2-10, sigue adelante; si es 11 o 12,
pasa al 304.
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19G Tiempo: 90 (45)
Cuando te acercas al extremo más al noreste de El País
de las Colinas Verdes, llegas a Casa del Bosque.
• Si tu viaje no te ha tomado más de 2 días y 340 minutos,
pasa al 433. (Elige esta opción si juegas con las reglas del
Sistema Básico)
• Si nos ha viajado más de 2 días y 740 minutos, pasa al
444.
• Si tu tiempo de viaje es superior a 2 días y 740 minutos,
pasa al 437.
19H Tiempo: 120
Más profundo, en el interior de El País de las Colinas
Verdes, deambulas solo, tratando de apresurarte por el
oscuro bosque. Tira dos dados:
• Si es 2 o 3, pasa al 304.
• Si es 4 o 5, pasa al 370.
• Si es de 6-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-7, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
20A Tiempo: 60
Más allá de las Colinas de Scary, la tierra varía entre
terrenos accidentados, abiertos, pequeños bosques y
campos cultivados. Sigue adelante.
20B Tiempo: 60
Este terreno accidentado puede albergar todo tipo de
bestias. Tira dos dados y añade tu bonificación de
Percepción: si es de 2-9, pasa al 412; de lo contrario, pasa
al 420.
88
20C Tiempo: 60
Te apresuras por las escarpadas colinas con la pasión de
tu misión ardiendo en tu mente. Sigue adelante.
20D Tiempo: 60 (45) Pt. Exp.: 3
Ante ti está Los Ranales, una de las principales ciudades
de la Cuaderna del Este.
• Si tu viaje no te ha tomado más de 2 días y 340 minutos,
pasa al 429. (Elige esta opción si juegas con las reglas del
Sistema Básico).
• Si no has viajado más de 2 días y 740 minutos, pasa al
435.
• Si tu tiempo de viaje excede los 2 días y 740 minutos, pasa
al 414.
20E Tiempo: 60
Las marismas y los cuidados campos de la Cuaderna del
Este parecen agarrarte para ralentizarte. Tira dos dados.
• Si es de 2-5, pasa al 412.
• Si es de 6-8, pasa al 420.
• Si es de 9-12, sigue adelante.
20F Tiempo: 90
Vagas por el bosque en busca de un respiro y tal vez de
Elfos. Tira dos dados:
• Si es de 2-4, pasa al 304.
• Si es un 5, pasa al 104.
• Si es de 6-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-7, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
89
20G Tiempo: 90 (45)
Un camino que conduce al noreste y al oeste atraviesa el
corazón del bosque. Tira dos dados:
• Si es de 2-4, pasa al 304.
• Si es un 5, pasa al 370.
• Si es de 6-12, pasa al 447.
20H Tiempo: 120
El bosque se extiende sobre ti; rodeas los rodales y zonas
más espesas de matorral. Tira dos dados:
• Si es 2 o 3, pasa al 304.
• Si es 4 o 5, pasa al 382.
• Si es de 6-12, tira dos dados y agrega tu bonificación
General:
• Si es de 2-8, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
21A Tiempo: 60
Te apresuras a pasar por estas colinas y campos
abandonados, ansioso por contarles a los Hobbits tu vital
información. Sigue adelante.
21B Tiempo: 60
Los campos y las colinas obstaculizan tu visión y te
debilitan. Sigue adelante.
21C Tiempo: 60
Vigilas atentamente la Gran Calzada del Este desde una
colina. Unirse a este camino principal podría acelerar tu
misión, pero ¿vale la pena el riesgo? Sigue adelante.
90
21D Tiempo: 60 (45)
Al oeste de la población de Los Ranales, la carretera está
sorprendentemente libre de tránsito. El Agua fluye al norte
del camino. La placentera corriente se puede cruzar
fácilmente por numerosas pasarelas y vados. De repente
divisas un carro. Si te acercas al carro, pasa al 215; de lo
contrario, sigue adelante.
21E Tiempo: 60
Al norte de El País de las Colinas Verdes, te mantienes
alerta en busca de señales de posibles bandidos. Sigue
adelante.
21F Tiempo: 90
En el extremo norte del País de las Colinas Verdes, buscas
la ruta más rápida a tu destino. Tira dos dados:
• Si es un 2, pasa al 304.
• Si obtienes de 3-12, de nuevo tira dos dados y agrega tu
bonificación General:
• Si es de 2-5, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
21G Tiempo: 90 (45)
El bosque es profundo y oscuro. Puedes ver un camino
que corre de este a oeste. Tira dos dados:
• Si es de 2-4, pasa al 304.
• Si es un 5, pasa al 370.
• Si es de 6-12, pasa al 447.
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21H Tiempo: 120
En el borde del bosque cerca de la Cuaderna del Sur, ves
a los granjeros Hobbit descansando a la sombra y
saludándote con la mano. Tira dos dados:
• Si es 2 o 3, pasa al 304.
• Si obtienes de 4-12, de nuevo tira dos dados y añade tu
bonificación General:
• Si es de 2-6, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
22A Tiempo: 60
La ruta del norte te cansa en exceso: demasiadas colinas
y tan poco que ver. Tira dos dados: si es de 2-5, pasa al
214; de lo contrario, sigue adelante.
22B Tiempo: 60
Las colinas y los bosques ponen a prueba tu fuerza de
voluntad; te apresuras hacia Hobbiton para completar tu
misión. Sigue adelante.
22C Tiempo: 60
La calzada se extiende al este y al oeste solo a unos cinco
kilómetros al sur ante ti. ¿Pero merece la pena arriesgarse
a tomar ese camino principal? Sigue adelante.
22D Tiempo: 60 (45)
La Gran Calzada del Este y El Agua, una hermosa
corriente azul, atraviesan la Comarca como una cinta. (El
Agua se puede cruzar fácilmente por numerosas pasarelas
y vados). ¡Qué hermosa región de la Tierra Media para
descansar! ¡Qué pena que no tengas tiempo! Sigue
adelante.
92
22E Tiempo: 60
Justo al norte de El País de las Colinas Verdes, haces una
pausa para descansar. La Comarca aquí parece ser un lugar
muy sereno, todo es campos y caminos y puertas redondas
de smials — las casas subterráneas de los Hobbits. Pasa al
214.
22F Tiempo: 105
En los densos bosques, haces una pausa para descansar.
Tira dos dados:
• Si sacas un 2 o un 3, pasa al 304.
• Si es 4 o 5, pasa al 370.
• Si es un 6, pasa al 104.
• Si obtienes de 7-12, nuevamente tira dos dados y añade
tu bonificación General:
• Si es de 2-5, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
22G Tiempo: 90 (45)
El bosque es profundo y sombrío aquí. Después de
cruzar un pequeño riachuelo, haces una pausa para
recuperar el aliento cerca de un camino que conduce hacia
el este y el oeste. Tira dos dados:
• Si es de 2-4, pasa al 304.
• Si es un 5, pasa al 382.
• Si es de 6-12, pasa al 447.
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22H Tiempo: 120
Has llegado al extremo sur del País de las Colinas Verdes.
Tira dos dados:
• Si es de 2-4, pasa al 304.
• Si obtienes de 5-12, vuelve a tirar dos dados y agrega tu
bonificación General:
• Si es 2-7, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
23A Tiempo: 60
Para tratarse de la apacible Comarca, las colinas y los
campos aquí son salvajes; haces una pausa para descansar
a la sombra de un roble. Tira dos dados: si es de 2-5, pasa
al 382; de lo contrario, sigue adelante.
23B Tiempo: 60
Las rocosas colinas y los campos cultivados se extienden
ante ti, desafiando tu resistencia. Sigue adelante.
23C Tiempo: 60
El camino se extiende al este y al oeste en la distancia. Se
encuentra a pocos kilómetros al sur de tu posición y unirte
a él podría acelerar tu misión, pero... ¿merece la pena
correr ese riesgo? Sigue adelante.
23D Tiempo: 40 (45)
La Gran Calzada del Este está libre de viajeros, ¿será
demasiado tarde para advertir a Hobbiton? El Agua fluye al
norte del camino; su apacible corriente de aguas claras se
puede cruzar fácilmente por numerosas pasarelas y vados.
Tira dos dados: si es de 2-5, pasa al 214; de lo contrario,
sigue adelante.
94
23E Tiempo: 60
Al sur de la Gran Calzada del Este, la tierra es
accidentada y agreste. Tira dos dados: si es 2 o 3, pasa al
412; si obtienes 4 o 5, pasa al 420; de lo contrario, sigue
adelante.
23F Tiempo: 90
En el corazón de El País de las Colinas Verdes, tal vez te
encuentres con Elfos y puedas solicitarles su ayuda. Tira
dos dados:
• Si es 2 o 3, pasa al 304.
• Si obtienes de 4-12, tira dos dados de nuevo y añade tu
bonificación General:
• Si es de 2-6, estás perdido; avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
23G Tiempo: 90 (45)
Un camino que corre al este y al oeste corta
cuidadosamente a través del bosque como una herida. Tira
dos dados:
• Si es 2 o 3, pasa al 304.
• Si es 4 o 5, pasa al 370.
• Si es un 6, pasa al 332.
• Si es de 7-12, pasa al 447.
23H Tiempo: 120
En este extremo tan al sur de la Gran Calzada, estás libre
de posibles interferencias. Tira dos dados:
• Si es de 2-4, pasa al 304.
• Si obtienes de 5-12, tira dos dados otra vez y añade tu
bonificación General:
95
• Si es de 2-7, estás perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
24A Tiempo: 60
En esta apacible y fértil zona de la Comarca, los Hobbits
tienen un dicho: no puede pasar nada. ¡Y así es! Sigue
adelante.
24B Tiempo: 75
Las onduladas colinas desafían tu determinación de
llegar a Hobbiton y cuestionan tu elección de tomar una
ruta por el norte. Sigue adelante.
24C Tiempo: 60
Puedes ver la Gran Calzada del Este desde lo alto de una
colina. Observas a dos jinetes de negros atuendos
galopando al este. Sigue adelante.
24D Tiempo: 60 (45)
El Agua fluye al norte de la calzada. (El estrecho arroyo
es fácil de cruzar por numerosas pasarelas y vados).
Viajando por la Gran Calzada del Este, a veces se puede
ganar tiempo y viajar más rápido de lo imaginado. Los
comerciantes y granjeros de Hobbit te saludan con cautela,
pero se niegan a llevarte o darte cualquier información
sobre el Shirriff. Tira dos dados: si es de 2-5, pasa al 246;
de lo contrario, sigue adelante.
24E Tiempo: 60
Al sur del camino, vigilas en busca de los agentes del
enemigo y esperas poder conocer a algún granjero o
comerciante hobbit. Sigue adelante.
96
24F Tiempo: 90
Te encuentras en el extremo norte de El País de las
Colinas Verdes, no puedes dejar de pensar en Hobbiton y
esperas poder llegar a tiempo para advertir a los Hobbits.
Tira dos dados:
• Si es un 2, pasa al 304.
• Si obtienes de 3-12, de nuevo tira dos dados y añade tu
bonificación General:
• Si es de 2-5, estás perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
24G Tiempo: 90 (60)
Un tosco camino corta al este y al oeste a través del
oscuro y verde bosque. Tira dos dados:
• Si es un 2 o un 3, pasa al 304.
• Si es un 4, pasa al 104.
• Si es de 5-12, pasa al 447.
24H Tiempo: 90 (60)
En lo profundo del verde y oscuro bosque, tu viaje se
hace lento pero seguro. Tira dos dados:
• Si es un 2 o un 3, pasa al 304.
• Si sacas de 4-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-7, estás perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
25A Tiempo: 60
Tan lejos, al norte, ves poca necesidad de estar vigilante
en busca de los agentes del enemigo. Corres sobre los
97
prados y las colinas a toda velocidad. ¡Debes completar tu
misión! Sigue adelante.
25B Tiempo: 60
La suave y fragante tierra contiene mucha agua y
sombras, pero debes darte prisa, no puedes detenerte a
descansar. Un granjero Hobbit que atiende una plantación
de hojas de tabaco te observa atentamente y después corre
dentro de su smial, cerrando la puerta. Sigue adelante.
25C Tiempo: 60
Estás a poco más de una legua de Hobbiton. Si te diriges
hacia esa dirección, deberás cruzar El Agua por sus
numerosos vados y pasarelas antes de llegar a la próspera
comunidad Hobbit. Sigue adelante.
25D Tiempo: 60 (45)
Estás cerca del final de tu misión, no habrá más de una
legua de distancia hasta el pacífico pueblo Hobbit de
Hobbiton. Te apresuras, ignorando las descaradas miradas
de los cautelosos Hobbits que te cruzas en el camino. Un
marcador natural, la Piedra de las Tres Cuadernas,
proclama que todo esto es el corazón de la Comarca. El
pequeño pueblo de Delagua, que descansa junto a la
apacible corriente de El Agua, se encuentra justo al oeste.
(El estrecho arroyo de aguas azules se puede cruzar
fácilmente por numerosas pasarelas y vados). Sigue
adelante.
25E Tiempo: 60
Al llegar a la Cuaderna del Oeste, te sientes seguro y
heroico, aunque también muy cansado. Te queda un último
empujón hasta Hobbiton para poder cumplir tu misión, si
tienes suerte, y sigues así de rápido. Desde tu posición
98
puedes ver perfectamente la Piedra de las Tres Cuadernas,
que se encuentra al noroeste. Sigue adelante.
25F Tiempo: 120
El bosque con sus árboles y su crecida y enredada maleza
te cansan; pero continúas adelante, ¡tienes que darte prisa
para advertir a Hobbiton! Hacia el norte, terminan los
bosques, y los pacíficos prados y campos de la Comarca
hacen acto de presencia. Tira dos dados:
• Si es un 2, pasa al 304.
• Si sacas de 3-12, tira dos dados y agrega tu bonificación
General:
• Si es de 2-6, estás perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
25G Tiempo: 90 (50)
En los profundos bosques verdes, las aves y las ardillas
parecen burlarse de tu velocidad a la hora de avanzar. Un
camino angosto que corre al este y al oeste atraviesa
pulcramente los rodales de altos árboles. Tira dos dados:
• Si es de 2-4, pasa al 304.
• Si es de 5-12, pasa al 447.
25H Tiempo: 105
A tan solo unos cinco kilómetros o menos de Alforzada,
te apresuras a través de los altos y densos árboles para
advertir a los Hobbits a tiempo. Tira dos dados:
• Si es de 2-4, pasa al 304.
99
• Si es de 5-12, tira dos dados y añade tu bonificación
General:
• Si es de 2-7, estás perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
26A Tiempo: 60
Al norte de la Gran Calzada del Este y en la Cuaderna del
Oeste, haces una pausa para mirar tu mapa y decidir cuál
puede ser la mejor ruta hasta Hobbiton. Sigue adelante.
26B Tiempo: 60
Te encuentras tan solo a unos cinco kilómetros de
Hobbiton, estás muy agotado pero te niegas a descansar.
¡Debes advertir a los Hobbits a tiempo! Sigue adelante.
26C Tiempo: 60
Estás tan cerca de Hobbiton y Delagua que casi puedes
oler el humo de los fumadores de pipa de la aldea, esperas
llegar a tiempo para advertir a los Hobbits. Sigue adelante.
26D Tiempo: 60 (45)
Estás cerca de Hobbiton, donde un arroyo desemboca en
la corriente de El Agua y la Gran Calzada del Este se divide.
(La tranquila corriente de color azul se puede cruzar por
numerosas pasarelas y vados). Si ingresaste a este espacio
desde el este, el noreste o el sureste, pasa al 162; de lo
contrario, pasa al 151.
26E Tiempo: 60
Estás en la Cuaderna del Oeste, a no más de una legua de
Hobbiton, el clímax de tu misión. La Gran Calzada del Este
y las aldeas Hobbit de Delagua y Hobbiton se encuentran
100
al norte, al noreste se puede divisar la Piedra de las Tres
Cuadernas. Sigue adelante.
26F Tiempo: 105
Cerca de la esquina noreste del boscoso País de las
Colinas Verdes haces una pausa para descansar. El tosco
camino desde el norte de Alforzada hacia Hobbiton se
encuentra justo al oeste. Tira dos dados:
• Si es un 2, pasa al 304.
• Si obtienes de 3-12, tira dos dados de nuevo y añade tu
bonificación General:
• Si es de 2-5, estás perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
26G Tiempo: 90 (50)
Te encuentras al noreste de Alforzada, y te apresuras por
los profundos bosques del País de las Colinas Verdes,
apremiado por la importancia de tu misión. Un angosto
camino que conduce al suroeste corta entre los árboles.
Tira dos dados:
• Si es un 2 o un 3, pasa al 304.
• Si es de 4-12, pasa al 447.
26H Tiempo: 120
Estás justamente al este de Alforzada, los altos árboles
del País de las Colinas Verdes se alzan como una pared,
evitando tus intentos de apresurarte hacia Hobbiton. Tira
dos dados:
• Si es 2-4, pasa al 304.
• Si es un 5, pasa al 382.
• Si es de 6-12, tira dos dados y agrega tu bonificación
General:
101
• Si es de 2-8, estás perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
27A Tiempo: 60
Tan lejos, muy al norte de Hobbiton, no esperas
encontrar ningún problema. Los tranquilos campos y
prados calman tus nervios, aunque los Hobbits de la región
parecen desaparecer al acercarte. Sigue adelante.
27B Tiempo: 75
Te encuentras al noroeste de Hobbiton, te das prisa para
advertir a la aldea Hobbit a tiempo. Aquí, la corriente de El
Agua atraviesa los campos y es bastante estrecha, lo que
permite cruzarla fácilmente gracias a numerosas pasarelas
y vados. Sigue adelante.
27C Tiempo: 75
A solo una legua de Hobbiton, arrojas toda precaución al
viento y corres hacia la aldea, llamando a voces cada
granjero Hobbit que ves en busca de ayuda y de un caballo.
Los Hobbits que encuentras parecen pensar que estás loco
y cierran sus puertas al pasar ante ellos. La corriente poco
profunda que fluye suavemente llamada El Agua conduce
al sureste. Numerosas pasarelas y vados lo convierten en
un obstáculo bastante moderado. Sigue adelante.
27D Tiempo: 60 (45)
La poco profunda corriente conocida como El Agua fluye
aquí, ofreciendo relax y líquido refrescante, pero debes
darte prisa. La Colina, Bolsón Cerrado y Sobremonte se
elevan hacia el norte, a través del estrecho arroyo. Docenas
de pequeños puentes hacen que cruzar la corriente sea una
tarea simple. El camino lleva al este a Hobbiton. Sigue
adelante.
102
27E Tiempo: 60 (45)
El camino se curva hacia Cavada Grande, hacia el oeste,
la otra bifurcación conecta Alforzada con Hobbiton. Varios
granjeros Hobbit te echan de sus tierras. ¿Qué ha
sucedido? ¿Acaso te consideran un enemigo aquí? Sigue
adelante.
27F Tiempo: 90 (45)
Caminas por los profundos bosques del País de las
Colinas Verdes a toda prisa. Al este, un camino atraviesa el
bosque hacia el noreste y hacia el sureste. Tira dos dados:
• Si es un 2, pasa al 304.
• Si obtienes de 3-12, pasa al 447.
27G Tiempo: 60
Justo al norte de Alforzada, el bosque se alza alto y
premonitorio. Un camino conduce al noroeste hacia
Hobbiton y al suroeste hacia Alforzada. Tira dos dados:
• Si es un 2, pasa al 304.
• Si obtienes de 3-12, pasa al 447.
27H Tiempo: 90 (45)
Al doblar un tranquilo recodo en el bosque, ves el pueblo
de Alforzada.
• Si tu tiempo de viaje registrado no ha durado más de 2
días y 460 minutos, pasa al 233. (Elige esta opción si juegas
con las reglas del Sistema Básico)
• Si tu viaje no ha durado más de 3 días y 280 minutos,
pasa al 175.
• Si tu viaje te ha tomado más de 3 días y 280 minutos,
pasa al 299.
103
TEXTO DE ENCUENTRO
100 Tiempo: 10
Cerca de la entrada a la cueva se ve basura reveladora:
huesos dispersos, útiles y aperos rotos, y ropa rasgada y
manchada de sangre. Un olor repugnante emerge de la
boca de la caverna. Los latidos de tu corazón saltan cuando
percibes un amplio movimiento de sombras en un recodo
justo dentro del saliente de la cueva.
• Si te escondes y observas por más tiempo la entrada de la
cueva, pasa al 225.
• Si entras en la cueva ahora y la exploras, pasa al 453.
• De lo contrario, sigue adelante.
101 Tiempo: 10 Pt. Exp.: 2
Tímidamente le entregas todo: tu dinero, tus armas, todo
menos tu ropa, al hombre. “Adiós, pues”, dice, llevándose
tus cosas. Sigue adelante.
102 Tiempo: 5
Con cuidado agarras la manija de la puerta y la abres
silenciosamente. Tira dos dados y añade tu bonificación
General:
• Si es de 2-9, pasa al 146.
• Si es de 10-12, pasa al 130.
103 Tiempo: 15 Pt. Exp.: 1
La puerta del túmulo es de pesado roble y acero y está
cerrada con llave (dificultad media para abrirla). Tira dos
dados y agrega tu bonificación de Pericia: si es 8 o más,
pasa al 105, de lo contrario, sigue adelante.
104
104 Tiempo: 10 Pt. Exp.: 2
Un estruendo a través de la maleza detrás de ti provoca
una sacudida de puro miedo a través de tu cuerpo. Te
volteas para enfrentarte a un gran oso negro que gruñe a
la vez que se alza sobre sus patas traseras. Se deja caer a
cuatro patas y corre hacia ti, gruñendo y echando espuma
por la boca. Sacas un arma y te mantienes firme.
(OSO: PACC: 3 PD: -1 PR: 17)
• Si derrotas al oso, pasa al 119.
• Si el oso te derrota, pasa al 253.
105 Tiempo: 10 Pt. Exp.: 2
Entras a una oscura antecámara de dos metros por dos
metros que conduce a una bóveda circular de cuatro
metros y medio de diámetro, con tres puertas idénticas
que parten de ella. ¿Habrá algún tesoro detrás de las tres
puertas? Empiezas a caminar hacia la puerta más cercana
cuando escuchas el lento comienzo del canto fúnebre de
un espíritu encantado: ¡el canto de un Wight!
• Si luchas contra el Wight, pasa al 135.
• De lo contrario, pasa al 111.
106 Tiempo: 5 Pt. Exp.: 1
Te apresuras hacia el hombre, gritando “¡Alto!”. Se gira y
se agacha, alcanzando su cuchillo.
“Bien, chico, ¡ven a intentarlo!”. Dice, mientras sus ojos
se iluminan con jubiloso y maníaco entusiasmo.
(HOMBRE: PACC: 1 PD: 0 PR: 29)
• Si ganas el combate, pasa al 286.
• Si pierdes el combate, pasa al 124.
105
107 Tiempo: 15 Pt. Exp.: 1
La puerta de madera y acero del túmulo tiene una
cerradura de dificultad media. Tira dos dados y agrega tu
bonificación de Pericia:
• Si es de 2-8, sigue adelante.
• Si es de 9-12, pasa al 140.
108 Tiempo: 15 Pt. Exp.: 2
Te lanzas a toda velocidad hacia los matorrales, aturdido
y desconcertado. La voz del ermitaño llega a tus oídos:
“¡Vuelve!” — te grita — pero te sumerges salvajemente en
el bosque. Avanza en una dirección aleatoria.
109 Tiempo: 10 Pt. Exp.: 2
Pisas fuertemente el pie del hombre. Él relaja su agarre
sobre ti, y tú intentas escapar. Tira dos dados y añade tu
bonificación de Huida:
• Si es menor de 10, debes luchar. Pasa al 115.
• Si es de 10-12, sigue adelante.
110 Tiempo: 10 Pt. Exp.: 20
El Wight se disipa, su equipo queda de repente a tus pies.
Desde su cinturón sacas las llaves de las puertas. La
primera puerta se abre a una cámara de 2 metros y medio
por 3 metros que contiene los huesos de dos hombres y
dos ornamentados cofres. La segunda cámara contiene
106
espadas inservibles, cotas de mallas oxidadas y rotas
redomas y copas. Tira dos dados:
• Si obtienes de 2-4, encuentras una espada mágica (+1 a
PACC).
• Si obtienes de 5-8, encuentras un arco mágico con 6
flechas (+1 a PAP).
• Si es de 9-11, encuentras joyas por valor de 50 piezas de
plata.
• Si obtienes un 12, encuentras un Anillo contra Wights. Este
“disipa” a un Wight por un día y se puede usar solo una vez
al día.
Sigue adelante.
111 Tiempo: 5 Pt. Exp.: 1
Te giras y corres hacia la puerta, con el inquietante canto
del Wight en tus oídos. Tira dos dados y agrega tu
bonificación General:
• Si el número es de 2-9, pasa al 135.
• Si es de 10-12, sigue adelante.
112 Tiempo: 30 Pt. Exp.: 1
Abres la puerta y entras de puntillas en el gran salón
vacío, con el techo ahora abierto hacia el cielo. A la
izquierda se encuentra la biblioteca, con sus libros
desmoronados dispersos por el suelo. A la derecha, un
polvoriento salón de baile. En línea recta, el corredor
conduce hacia los cuartos de los sirvientes, la cocina y los
jardines, ahora invadidos por la maleza. Las escaleras de
caracol que conducen al segundo piso contienen huecos
tan grandes que podrías caerte al sótano si te descuidas.
De repente oyes los sonidos de pasos arriba.
• Si exploras el segundo piso del castillo, pasa al 279.
• De lo contrario, abandona el castillo y sigue adelante.
107
113 Tiempo: 15 Pt. Exp.: 2
Te agachas detrás de un bloque de piedra caído y
observas al hombre, que lleva su lanza, bajando las
escaleras con cuidado. Lo sigues en silencio. Una vez
abajo, descubres que ha desaparecido. Luego, desde detrás
de una gruesa cortina, se lanza, sorprendiéndote con su
cuchillo desenvainado.
(HOMBRE: PACC: 1 PD: 0 PR: 29)
• Si ganas la pelea, pasa al 125.
• Si pierdes la pelea, pasa al 124.
114 Tiempo: 10 Pt. Exp.: 10
Después de tu ataque, el hombre yace sangrando en el
heno. Debajo de su capa, viste una túnica con una mano
negra cosida. Tu sangre se congela. Tiene una daga y 2
piezas de plata.
• Si te apoderas del carro, pasa al 149.
• De lo contrario, sigue adelante.
115 Tiempo: 5 Pt. Exp.: 1
Te apartas de su agarre y te preparas para el ataque,
midiendo la velocidad del hombre.
(HOMBRE: PACC: -2 PD: 0 PR: 40)
• Si ganas la pelea, pasa al 116.
• Si pierdes la pelea, pasa al 275.
116 Tiempo: 10 Pt. Exp.: 10
Te paras sobre el hombre sangrante, casi lamentas
haberlo lastimado después de que te ayudó a salir del
pozo. Pero su acción exigió una dura y firme respuesta.
Sigue adelante.
108
117 Tiempo: 5 Pt. Exp.: 2
Cuando te mueves para atacar al hombre por detrás, él
retrocede, sonriendo horriblemente.
“Ven entonces, vamos a... divertirnos un poco”, se burla.
Ves su mano izquierda alcanzar el cuchillo de su cinturón.
Aumenta tu PACC en +2 para el primer asalto.
(HOMBRE: PACC: 1 PD: 0 PR: 26)
• Si ganas la pelea, pasa al 125.
• Si pierdes la pelea, pasa al 124.
118 Tiempo: 30 Pt. Exp.: 1
Te despiertas con un vibrantante dolor de cabeza, vacío
de toda memoria. No puedes recordar quién eres, dónde
estás o qué te lleva a donde estás, donde sea que estés.
Lentamente, comienzas a recuperar tu memoria mientras
tu dolor de cabeza palpita. Tira dos dados:
• Si obtienes de 2-4, aumenta tu daño recibido en 6.
• Si es de 5-7, aumenta tu daño recibido en 3.
Avanza en una dirección aleatoria.
109
119 Tiempo: 5 Pt. Exp.: 2
Después de recibir algunas dolorosas heridas, el oso no
parece tan inclinado a pelear. Se da la vuelta y se marcha
vencido. Sigue adelante.
120 Tiempo: 10 Pt. Exp.: 20
El Wight gime y desaparece en la oscuridad después de
tu golpe. Si eres rápido, puedes abrir las puertas de una
cámara, tomar algo de valor y huir. Tira dos dados:
• Si sacas de 2-4, obtienes una cota de malla mágica (sin
penalización para la bonificación de Pericia).
• Si sacas de 5-6, obtienes una espada corta mágica para
matar orcos (si atacas a un orco y le causas algún daño, lo
matas directamente).
• Si sacas de 7-9, obtienes un artefacto mágico que te
permite lanzar dos hechizos al día sin aumentar el daño
recibido.
• Si sacas de 10-12, obtienes un par de Botas de Elegancia,
lo que aumenta tu bonificación General en +1 cuando las
llevas puestas.
Sigue adelante.
121 Tiempo: 15 Pt. Exp.: 1
Un claro lamento proviene desde el cercano túmulo
funerario. Te acercas y encuentras la puerta cerrada.
110
• Si exploras el túmulo, tira dos dados:
• Si es de 2-7, pasa al 107.
• Si es de 8-12, pasa al 103.
• De lo contrario, sigue adelante.
122 Tiempo: 20 Pt. Exp.: 10
A pesar de la niebla y la maraña del bosque, escuchas la
canción de un hombre invisible que se acerca. Una calma
se instala sobre ti. Cuando la voz se vuelve más fuerte,
oyes:
El viejo Tom Bombadil es un tipo alegre,
Su chaqueta es azul brillante y sus botas son amarillas.
Nadie lo ha atrapado todavía, para Tom, él es el Maestro.
Sus canciones son las más vigorosas, y sus pies son los más
rápidos. †
Del bosque emerge un hombre barbudo con grandes
botas amarillas. Su brillante chaqueta azul destaca en el
sombrío bosque. Él te sonríe. Saludas al famoso “Maestro
del bosque, el agua y la colina” y le pides su ayuda,
explicando sin aliento tu misión. Te sientes mareado y
emocionado ante la presencia de Tom Bombadil.
111
“Baja la velocidad, joven”, te dice. “Sigue al viejo Tom a
casa para comer y escucharemos todo lo que tienes que
decir”.
• Si deseas seguir a Tom Bombadil, pasa al 139.
• De lo contrario, avanza en una dirección aleatoria.
Nota: Tom Bombadil, es un personaje de El Señor de los Anillos (aunque no
aparece en las películas). Se trata de un misterioso ser que habita en el
Bosque Viejo, al este de la Comarca. Se dedica a calmar a los espíritus y
criaturas del bosque, como si de un pastor se tratara. Vive en una casa de
campo junto a su mujer, la ninfa Baya de Oro. Los orígenes de Tom
Bombadil son desconocidos. No obstante, se cree que se trata de un ‘Maia’,
o incluso de un ‘Valar’ (ambos son tipos de seres espirituales), dado que en
cierto momento de la novela llega a ponerse el Anillo Único sin que éste
produzca efecto alguno sobre él. Además tiene autoridad sobre las criaturas
del bosque, los árboles le obedecen a sus órdenes como se ve cuando hace
que el viejo Tornasauce escupa a Merry y a Pippin. (Aparece cuando Merry
es capturado por el Viejo Hombre Sauce. Él está caminando por el bosque
buscando lirios de agua para Baya de Oro cuando escucha a Frodo y a Sam
pedir ayuda.)
Fuente: https://esdla.fandom.com/wiki/Tom_Bombadil
Ilustración: Nacho Castro
112
123 Tiempo: 20 Pt. Exp.: 2
Un dardo de acero pasa junto a tu cabeza, fallando por
poco. Tu corazón late con fuerza. — ¡Estuve cerca de ser
asesinado! —, piensas. — Debo tener más cuidado —. Pasa
al 112.
124 Tiempo: 60 Pt. Exp.: 5
Te despiertas débil y mareado, con una punzada
ardiendo en tu costado. Tocas la herida y sientes el flujo
cálido y pegajoso de tu propia sangre. Poniéndote de pie,
te diriges a la puerta y te arrastras por la escalera rota.
Dejas el castillo y sales al aire fresco y claro del exterior.
Sigue adelante.
125 Tiempo: 10 Pt. Exp.: 10
El hombre yace inmóvil y sangrando en el suelo ante ti.
Puedes tomar su daga, su lanza y su bolsa, que contiene
joyas por un valor de 10 piezas de plata, un collar con un
valor de 10 piezas de plata y una docena de piezas sueltas
de plata. Sigue adelante.
126 Tiempo: 190 Pt. Exp.: 4
Tu voz se cansa de gritar. ¿Nadie vendrá?, te preguntas
asustado. Tu corazón se acelera; rondas por la trampa
como una bestia.
Después de tres horas de cautiverio, el sonido de las
botas que se aproximan golpea el piso de arriba. “¡Eey!
¿Qué tenemos aquí?” — Grita una voz ronca. Miras hacia
arriba a la cabeza grande y peluda de un hombre que
duplica tu tamaño. “¿Quién eres?”, grita a viva voz. “¿Qué
quieres?”
Te inventas un nombre y se lo das. Le dices: “Soy solo un
viajero sin trabajo ni hogar. Me perdí y mi codicia por el
oro me llevó a esta trampa”.
“¿Tienes dinero?”, grita. Tú asientes.
113
“¿Cuánto?”
“Sólo dos piezas de plata”, mientes.
El hombre se rasca sus bigotes, considerando el trato.
“Está bien. Te sacaré. Arrójame la plata”.
Sacudes la cabeza. “Tú me sacas primero. Entonces te
pagaré”.
El hombre gruñe pero cede, tirando una cuerda. Te
preguntas si así es como se gana la vida. Agarras la cuerda
y te izas.
“¡Ahora paga!”. Exige, agarrándote por los hombros.
Parece desarmado.
• Si pagas el dinero pactado, pasa al 291.
• Si peleas con el hombre, pasa al 115.
• Si huyes, pasa al 109.
127 Tiempo: 30 Pt. Exp.:2
Oyes los débiles sonidos de unos pasos que se acercan.
Te preparas para lo peor. Luego ves la pequeña cabeza
redonda de pelo rizado de un hombre de mediana edad
que te mira.
“¡Hola!”, grita. “¡En menudo lío estás metido, vaya
problema! ¡Aquí, toma!” Sin que lo pidas, él te arroja una
cuerda. Te izas y ayudas al hombre — que se llama Bill
Tobbas — a desatar el otro extremo de la cuerda.
“Viajo por el Camino Verde, vendiendo mis productos”,
dice con orgullo. “Soy un viejo loco, incapaz de cambiar mi
vida y mi forma de ser. ¡Sin embargo, puedo reparar ollas!”
Te lleva a su carro, que está lleno de ollas, sartenes y otros
útiles. “Soy un vendedor ambulante. ¿Qué hacías?”. Le
explicas que necesitas ir a la Comarca a toda la prisa.
“Bueno, lo siento, pero no puedo llevarte a través de la
Quebrada de los Túmulos”, te explica. “Soy demasiado
cobarde para eso, aunque es la forma más rápida. Pero
puedo ofrecerte un consejo: ¡ten más cuidado!” Dicho esto,
114
sube a bordo del destartalado carro y se marcha. Te
orientas y te pones en marcha. Sigue adelante.
128 Tiempo: 15
Escuchas desde lejos la débil pero alegre canción de un
hombre. Si ya conociste a Tom Bombadil, sigue adelante;
de lo contrario, pasa al 301.
129 Tiempo: 5
En las misteriosas sombras, te preparas para el ataque.
Para determinar las capacidades de combate del Wight, tira
dos dados:
• Si es de 2-3, (WIGHT #1: PACC: 3 PD: 1 PR: 42)
• Si es de 4-7, (WIGHT #2: PACC: 2 PD: 2 PR: 34)
• Si es de 8-11, (WIGHT #3: PACC: 1 PD: 3 PR: 23)
• Si es 12, el WIGHT de repente huye.
• Si derrotas al Wight o él huye, pasa al 110.
• Si eres derrotado por el Wight, pasa al 141.
130 Tiempo: 10 Pt. Exp.: 1
Abres la puerta lo suficiente como para mirar dentro y
ver a un rechoncho hombre vestido de cuero destrozando
la habitación. Ha dejado su lanza junto a la puerta, a tu
alcance, y solo lleva un cuchillo en el cinturón.
• Si atacas al hombre, pasa al 106.
• Si te escondes y observas más al hombre, pasa al 132.
• De lo contrario, sigue adelante.
131 Tiempo: 15 Pt. Exp.: 2
Te agachas a un lado de la carretera y corres detrás del
carro, metiéndote en el heno. Con cautela, avanzas hasta
que espías de cerca al granjero a través del heno.
115
Algo sobre su apariencia — sus manos suaves y sus
botas de cuero brillante — te preocupa. Realiza una
acción. (Ver Tabla de Acción al final del libro)
• Si “burlas” y sorprendes al hombre, pasa al 114.
• Si acaba en una pelea, pasa al 144.
132 Tiempo: 30 Pt. Exp.: 1
Observas mientras el hombre revuelve grandes pilas de
papeles. Finalmente, toma un pergamino y lo lee con
avidez. Sin darse cuenta de tu presencia, camina hacia el
rincón más alejado de la habitación y comienza a excavar
en una piedra en la pared a un metro del suelo. Observas
cómo golpea el mortero polvoriento y suelta la piedra, que
cae al suelo con un ruido sordo.
De la pared saca un pequeño cofre cerrado y lo coloca en
el suelo delante de él. Rompe la cerradura, abre la tapa y
grita de placer. Lo ves hacer malabares con joyas, un collar,
dos dagas relucientes con piedras preciosas y una docena
de piezas de plata. Luego se pone de pie, llena la bolsa que
lleva en la cintura con el botín y camina hacia la puerta que
se oculta detrás de él.
• Si atacas al hombre, pasa al 117.
• Si permaneces oculto y lo observas más, pasa al 113.
133 Tiempo: 5 Pt. Exp.: 1
El hombre te atrapa por detrás y te da la vuelta,
hiriéndote con su cuchillo. "¡Espía!", grita. "¡Lo sabemos
todo sobre ti y tus amigos!" Estás cansado por la carrera y
casi dominado por el extraño, aun así luchas contra el
hombre. Has sido sorprendido. Pasa al 148.
134 Tiempo: 10 Pt. Exp.: 2
Muestras tu daga a un Hobbit bien vestido con peludos
pies bien cepillados y le cuentas lo de Trancos y la llegada
116
de los Jinetes Negros. Se lleva un dedo a los labios y te
lleva a las sombras entre el herrero y las panaderías.
“Estás en grave peligro”, dice. “Se más discreto.
Advertiré a toda la gente buena en el área. Aquí, sólo puedo
ofrecerte esto. ¡Ahora vete!”. Te da una pipa pequeña y una
bolsa de cuero. Empiezas a protestar, diciendo que no
fumas, pero él te apresura. Sigue adelante.
135 Tiempo: 5
Para determinar las capacidades de combate del Wight,
tira dos dados:
• Si es de 2-4, (WIGHT #1: PACC: 4 PD: 0 PR: 38)
• Si es de 5-8, (WIGHT #2: PACC: 3 PD: 1 PR: 33)
• Si es de 9-11, (WIGHT #3: PACC: 2 PD: 1 PR: 29)
• Si es un 12, no aparece el Wight.
• Si derrotas al Wight o él no aparece, pasa al 120.
• Si el Wight te derrota, pasa al 141.
117
136 Tiempo: 5
Tu lectura es interrumpida por una tos en la puerta,
detrás de ti. Te giras para mirar cara a cara a un hombre
pequeño y delgado con una enmarañada barba gris hasta
su cintura. Viste pieles y lleva un cuenco de madera
rebosante de bayas.
• Si huyes, pasa al 145.
• Si atacas al hombre, pasa al 260.
• Si hablas con el hombre, pasa al 142.
137 Tiempo: 15 Pt. Exp.: 2
Mientras observas desde detrás de un arbusto, el
conductor del carro está reunido con un jinete oscuro a
lomos de un gran corcel negro. Conversan por unos
momentos, después el hombre a caballo señala a las
colinas en tu dirección. Luego se marcha a galope por el
camino, en dirección al oeste, mientras el carro avanza
lentamente.
• Si deseas ir al encuentro del hombre del carro, pasa al
270.
• De lo contrario, sigue adelante.
138 Tiempo: 20 Pt. Exp.: 15
El anciano yace a tus pies. Te sientes terriblemente fatal,
has atacado a un usuario de la magia que podría ser tan
buena persona como tú. ¡Quizás te maldiga! Corres,
aturdido y desconcertado, por el bosque. Avanza en una
dirección aleatoria.
118
139 Tiempo: 40 Pt. Exp.: 1
Tom se mueve dando saltos y desaparece rápidamente
entre la alta maleza, pero su canción te guía. Te sientes
mareado cuando tus pies te llevan hacia la alegre canción.
Pierdes la noción del tiempo y de la distancia. Pasa al 305.
140 Tiempo: 20 Pt. Exp.: 3
En el interior, todo está tranquilo. La antecámara, de
unos dos metros de alto por dos metros de ancho, está
vacía y es de piedra lisa. Pero más profundamente, al
internarte en la tumba, te encuentras con una cámara de
tres metros y medio de diámetro, con dos puertas que
salen de ella. Te mueves hacia la puerta más cercana
cuando en la oscuridad surge un triste y escalofriante
canto. Entonces los dos ojos brillantes de un Wight te
congelan sobre tus pasos. El tintineo de los anillos en los
esqueléticos dedos del Wight te produce escalofríos
mientras una misteriosa luz verde que rodea al Wight
aumenta tu miedo. Pasa al 129.
141 Tiempo: 90 Pt. Exp.: 5
Te despiertas mareado, cubierto de joyas y encadenado
a una mesa de piedra. Por encima de ti, la canción mortal
del Wight hace eco en tus oídos.
Fría está la mano y el corazón y el hueso.
Y frío el ser duerme bajo la piedra... †
119
La canción del Wight se detiene cuando cierra la pesada
puerta detrás de él. Nunca te has sentido tan frío y
asustado; luchas para escapar de tus cadenas y gritas
pidiendo auxilio. Tira dos dados:
• Si es de 2-6, el Wight regresa; mueres de una forma
terrible
pero
“vives”
como
un
espíritu
no-muerto,
encadenado a tu tumba. Tu aventura termina aquí.
• Si es de 7-12, pasa al 276.
142 Tiempo: 60 Pt. Exp.: 2
“¡Lo siento!”, dejas escapar. “Me asustaste. Yo no debería
estar aquí”.
El ermitaño asiente, sonriendo. “Acepto tu disculpa.
Siéntate y descansa ahora. Dime quién eres”. Le cuentas la
historia de tu misión al hombre, que escucha atentamente
y te recomienda mostrar más cautela. “¡Toma!”, dice,
dándote bayas para comer. Luego te da tres raciones de
bayas más para llevar; cada una cuenta como una comida
completa. “Lamento que mis pies sean mi único medio de
transporte. ¡Ahora vete!”
Abandonas la choza, saludando cortésmente al sonriente
ermitaño. Sigue adelante.
120
143 Tiempo: 10 Pt. Exp.: 10
Te
mantienes
victorioso
sobre
las
túnicas
ensangrentadas del falso monje. Rebuscas en su cadáver
pero no encuentras nada más que una sola pieza de plata
y su daga. Sigue adelante.
144 Tiempo: 5
Una gran rata huye espantada de debajo del heno,
sorprendiéndote. Dejas escapar un pequeño grito. El
conductor suelta las riendas y se gira para enfrentarte,
cara a cara. Sin dudarlo, saca una afilada daga de su bota
y salta hacia ti.
(HOMBRE: PACC: 1 PD: -1 PR: 26)
• Si ganas la pelea, pasa al 114.
• Si pierdes la pelea, pasa al 296.
145 Tiempo: 5 Pt. Exp.: 1
Te lanzas corriendo hacia la puerta y chocas contra una
especie de muro invisible, cayéndote al suelo. Ves al
ermitaño agitando un dedo en forma de advertencia
mientras te pones de pie.
• Si atacas al ermitaño, pasa al 260.
• Si hablas con el ermitaño, pasa al 142.
• Si vuelves a huir, pasa al 108.
146 Tiempo: 5 Pt. Exp.: 2
Cuando te das la vuelta para salir, una trampa con
resorte te lanza un dardo a tu hombro. Pones una mueca
de dolor en tu rostro cuando sacas el proyectil y taponas
la herida. Tira dos dados y aumenta tu Daño Sufrido en esa
cantidad. Sigue adelante.
121
147 Tiempo: 15 Pt. Exp.: 2
Caminas hacia la mesa y empiezas a leer el siguiente
escrito:
...miedo a que todo lo bueno se pierda. Los Jinetes
Oscuros y sus agentes están en todas partes; somos
pocos en número y carecemos de los poderes que ellos
ejercen. Aun así, vamos a luchar — es inevitable,
como el día da paso a la noche. Iré al encuentro de
tus mensajeros, los apresuraré en su camino.
— Dalgaff
Pasa al 136.
148 Tiempo: 5 Pt. Exp.: 1
Te enfrentas contra el más alto y ancho hombre.
“Ven, pequeño espía”, se burla, mostrando unos feos
dientes amarillos mientras sonríe. “¡Prueba el acero de un
hombre de verdad!” Te golpea; esquivas y paras su ataque.
(HOMBRE: PACC: 1 PD: 0 PR: 23)
• Si ganas el combate, pasa al 125.
• Si pierdes el combate, pasa al 296.
149 Tiempo: 45 Pt. Exp.: 10
Victorioso pero cansado, te diriges hacia el oeste a paso
de caracol, la vieja yegua apenas puede arrastrar la carga.
(El cuerpo del hombre yace debajo del heno, donde lo
escondiste). Después de un corto rato, golpeas al equino
con las riendas, pero simplemente se detiene, negándose a
moverse. Abandonas el carro y te diriges hacia el oeste a
pie por la calzada (estás en el espacio 4D). Sigue adelante.
150 Tiempo: 120 Pt. Exp.: 1
Te sientas a la mesa y esperas, hojeando los papeles
sobre la mesa. Algunas son recetas para pociones, pero
122
ninguna tiene título. Lees unos pocos pergaminos pero
nunca has oído hablar de tales hierbas y bayas. Pasa al
136.
151 Tiempo: 10
Puedes ver La Colina, que se eleva al norte del cauce de
El Agua. Finalmente has llegado a Hobbiton.
• Si tu viaje te ha tomado menos de 2 días y 360 minutos,
pasa al 186. (Elige esta opción si juegas con las reglas del
Sistema Básico).
• Si has viajado menos de 3 días y 80 minutos, pasa al 252.
• Si tu tiempo de viaje es mayor a 3 días y 80 minutos, pasa
al 411.
152 Tiempo: 30
Los altos árboles parecen cerrar filas detrás de ti a
medida que avanzas trastabillando con la maleza. Los ojos
de alguna bestia del bosque brillan sobre ti desde debajo
de una roca que sobresale. Te giras y te enfrentas a... ¡nada!
Estás perdido y asustado. Avanza en una dirección
aleatoria.
153 Tiempo: 30
“¡Hola, viejo!”, le gritas al conductor, que tira de las
riendas. Parece que te está evaluando, luego te hace un
gesto para que te unas a él en el asiento de madera. Incluso
desde la distancia, el hombre huele a cabra. Seguís
avanzando un poco cuando el hombre comienza a contarte
un largo relato sobre un primo suyo que se convirtió en un
sapo.
• Si sigues montado en el carro con el hombre, pasa al 271.
• De lo contrario, salta del carro y sigue adelante.
123
154 Tiempo: 90 Pt. Exp.: 4
Te despiertas aturdido y dolorido. Al sentarte, ves que
todas tus posesiones han desaparecido y que has sido
arrastrado al bosque al este del embarcadero del ferry. Por
suerte, encuentras 2 de tus comidas debajo de un arbusto
y más arriba en un estrecho y sinuoso sendero junto al río,
una daga de plata de aspecto muy familiar. Aturdido,
decides darte toda la prisa que puedas para completar tu
misión a tiempo. Aun tienes que cruzar el río. Avanza en
una dirección aleatoria.
155 Tiempo: 30
Entras en las ruinas de la torre de vigilancia, con
cuidado, temeroso de las trampas. El vestíbulo de entrada
está vacío y frío. En una sala de recepción, puedes ver
polvorientos muebles cubiertos de tela de araña y
elegantes tapices, luego ves un pequeño jarrón de oro
reluciente sobre una mesa en medio de la sala de estar.
• Si tomas el jarrón, tira dos dados y añade tu bonificación
General:
• Si es de 2-6, pasa al 165.
• Si es de 7-12, pasa al 302.
• De lo contrario, sigue adelante.
156 Tiempo: 5
Sacas tu arma y avanzas contra el primer hombre, que se
lanza hacia ti con su daga y desenvainando una espada.
(HOMBRE #1: PACC: 1 PD: 0 PR: 31)
(HOMBRE #2: PACC: 0 PD: 0 PR: 28)
• Si ganas el combate, pasa al 237.
• Si pierdes el combate, pasa al 178.
124
157 Tiempo: 10 Pt. Exp.: 19
Después de herir al oso dos veces, el animal pierde
interés en la pelea y huye entre los arbustos. Sigue
adelante.
158 Tiempo: 10 Pt. Exp.: 1
Los hombres comienzan a agitarse y despertarse.
Obtienes 2 comidas y una daga, luego debes avanzar en
una dirección aleatoria.
159 Tiempo: 15 Pt. Exp.: 1
Los lobos te muerden antes de que tu feroz defensa los
haga acobardarse y escabullirse. Tira dos dados y
aumenta tu daño sufrido en esa cantidad. Sigue adelante.
160 Tiempo: 30 Pt. Exp.: 1
Te acercas a las ruinas con cautela. Hace mucho tiempo,
el castillo debió haber pertenecido a un gran señor. El
desmoronamiento de los escalones de mármol hasta la
entrada principal se numera por treinta. Cuando investigas
para abrir la enorme puerta de roble, sientes una sacudida
de miedo que te atraviesa. Tira dos dados y añade tu
bonificación de Pericia:
• Si está entre 2-4, pasa al 268.
• Si es de 5-12, pasa al 123.
161 Tiempo: 20
Después de llamarlo, el monje te saluda y te invita a
subir a bordo de su carro. Lleva sandalias de cuero
gastadas y túnicas de tela marrón. Después de unos
minutos
tranquilos,
comienza
a
hacer
preguntas
minuciosas: ¿De dónde eres? ¿Qué te lleva a esta parte del
país? ¿A quién sirves?
125
Empiezas a sospechar. Al monje no le gustan tus
respuestas, que no le dicen nada, y justo cuando ves un
amuleto colgando alrededor de su cuello, él alcanza debajo
del asiento del carro, quizás agarrando un arma.
• Si luchas contra el monje, pasa al 217.
• Si logras huir con éxito, sigue adelante.
162 Tiempo: 15
Mirando por encima de un seto de baja altura,
aprovechando su cobertura, puedes ver Delagua.
• Si tu viaje te ha tomado menos de 2 días y 360 minutos,
pasa al 333. (Elige esta opción si juegas con las reglas del
Sistema Básico).
• Si tu tiempo de viaje es inferior a 3 días y 80 minutos,
pasa al 171.
• Si tu tiempo de viaje excede los 3 días y 80 minutos, pasa
al 424.
163 Tiempo: 20 Pt. Exp.: 2
Después de escuchar la descripción del Jinete Negro,
Hursoot parece aturdido. Luego frunce el ceño, mira hacia
abajo y hace una pausa por un momento, evitando
cualquier otra historia con un gesto de sus ágiles dedos.
Levanta la vista y dice: "No, no te creo". Mientras se da la
vuelta, se marcha con palabras de enfado y reproche:
“¡Contar horribles rumores en un lugar tranquilo como este
es como mínimo algo cruel! ¡Nuestra ciudad no lo
tolerará!”. Lamentablemente, no logras poner sobre aviso
a Scary. Sigue adelante.
164 Tiempo: 10 Pt. Exp.: 22
Registras los cuerpos de tus enemigos caídos y
encuentras 4 piezas de plata; sus espadas yacen junto a
126
ellos. Tu sentido del deber con la misión que te ha sido
encomendada te urge a darte prisa.
• Si robas el ferry e intentas llegar a la orilla opuesta, pasa
al 192 y añade 2 a la tirada de dados de esa sección.
• De lo contrario, sigue adelante.
165 Tiempo: 90 Pt. Exp.: 1
Cuando alcanzas el jarrón de oro, el suelo se abre y caes
jadeando en un pozo profundo. Al aterrizar con un sonoro
golpe a cuatro metros y medio por debajo del suelo,
piensas: ¡Qué tonto soy! Las paredes del hoyo son lisas; es
imposible salir sin una cuerda. Maldices tu propia
estupidez y pides ayuda, pero nadie viene. Podría
pudrirme aquí, piensas. Tira dos dados y añade a tu daño
recibido esa cantidad. Ahora vuelve a tirar dos dados:
• Si es de 2-6, pasa al 126.
• Si es de 7-12, pasa al 127.
166 Tiempo: 10
“Bueno, eres muy callado. Me rindo”, bromea el hombre.
“Que te vaya bien, jovencito. Cuidado con los bandidos y
las criaturas del bosque. ¡Y toma estos alimentos!”. Te
arroja 2 comidas. Sigue adelante.
167 Tiempo: 15 Pt. Exp.: 1
Escuchas alardear a los dos rufianes de haber noqueado
al verdadero barquero. Oyes a uno decir: “¡No puedo
127
esperar para tener en mis manos a ese pequeño espía de
Bree!”. Tu sangre se transforma en melaza helada al
escuchar sus palabras.
• Si permaneces oculto y observas más, pasa al 202.
• Si quieres burlarlos y tomar el ferry, pasa al 184.
• Si quieres cruzar el río nadando, pasa al 339.
• De lo contrario, sigue adelante.
168 Tiempo: 15 Pt. Exp.: 2
¡Estas libre! Sin embargo, los hombres, que no saben que
has desatado tus ataduras, tienen tu equipo.
• Si intentas recuperar tu equipo, tira dos dados y añade
tu bonificación de Pericia:
• Si es de 2-5, pasa al 158.
• Si es de 6-12, pasa al 232.
• De lo contrario, sigue adelante.
169 Tiempo: 15 Pt. Exp.: 1
Dentro de la antigua posada, las telarañas y el polvo
cubren las desvencijadas mesas y sillas. Una gran cantidad
de botellas de vino rotas se encuentran esparcidas por el
suelo. El piso de madera cruje con cada uno de tus pasos
y te da escalofríos. El viento silba y gime a través de las
grietas en la pared. Si exploras el edificio, pasa al 307; de
lo contrario, sigue adelante.
170 Tiempo: 30
Entras en el bosque con la esperanza de encontrarte con
un Montaraz o un servicial ermitaño o leñador. (Cuando
eras niño, escuchaste las historias de un sabio usuario de
la magia que vivía en el Bosque de Chet. Tal vez podría
ayudarte a encontrar un caballo o enviarte a un Montaraz).
128
El suave y alegre silbido de un hombre te alerta sobre la
presencia de alguien cercano. Tira dos dados:
• Si el resultado es 2-8, pasa al 199.
• De lo contrario, pasa al 228.
171 Tiempo: 10 Pt. Exp.: 2
El pueblo de Delagua se encuentra al sur de la Laguna
Delagua y el apacible arroyo llamado El Agua. Si quieres
advertir a los habitantes de Delagua, pasa al 434; de lo
contrario, pasa al 151.
172 Tiempo: 15 Pt. Exp.: 1
Bebes el vino ofrecido por el hombre que crees que es un
Montaraz y te sientes inmediatamente renovado. “Cuidado
con los bandidos en este camino, están cerca y al acecho”,
te dice. “Vigila también el bosque, porque los orcos están
por todas partes. Descansa fuera del camino y en casas
abandonadas y sitios similares, pero primero obsérvalas
cuidadosamente”. Si tienes 1 o 2 comidas, el hombre te da
4 comidas; si no tienes arma, te da una daga. Le das las
gracias encarecidamente y sigues adelante.
173 Tiempo: 5
Con sus espadas desenvainadas, los dos hombres te
rodean, amenazando tu vida.
(HOMBRE #1: PACC: 2 PD: 0 PR: 29)
(HOMBRE #2: PACC: l PD: -1 PR: 27)
• Si ganas el combate, pasa al 164.
• Si pierdes el combate, pasa al 154.
174 Tiempo: 15
“¿Qué puedo hacer para que confíes en mí?”, pregunta el
Montaraz. Entonces te muestra un llamativo broche de
129
plata, una estrella de seis puntas, en el hombro izquierdo
de su capa gris. Tras esto, y algo avergonzado por tu error,
comprendes que puedes confiar en él. “¡Cuidado con los
bosques y los caminos!”, te advierte, mientras te entrega 2
comidas. Sigue adelante.
175 Tiempo: 15 Pt. Exp.: 2
BIENVENIDO A ALFORZADA: se puede leer en el cartel
pintado a mano a las afueras de la ciudad. Varios
comerciantes Hobbit te saludan con cautela. Rápidamente
les preguntas por el Shirriff o su ayudante. Te dirigen a la
Posada del poblado, allí te encuentras con su propietario,
un gran hobbit llamado Fallowfields, que escucha tu
historia de la llegada de los Jinetes Negros con gran
atención. Tira dos dados y añade tu bonificación de
Percepción:
• Si es de 2-5, pasa al 247.
• Si es de 6-12, pasa al 454.
176 Tiempo: 20 Pt. Exp.: 1
El botín del Orco es tuyo; arrastras el pesado saco hacia
el interior del bosque para ver lo que tu audacia te ha
ganado, con la esperanza de que no haya otros Orcos cerca
al acecho. Por encima de ti, en los árboles, unos extraños
gritos hacen eco, como si informaran sobre tu paradero y
tus acciones. Tira dos dados:
130
• Si obtienes de 2-4, encuentras dos deslustradas espadas
cortas y un par de pesados garrotes dentro de la bolsa.
Sigue adelante.
• Si obtienes de 5-8, encuentras las espadas, los garrotes y
además unas joyas por valor de 5 piezas de plata. Sigue
adelante.
• Si es de 9-12, pasa al 251.
177 Tiempo: 10 Pt. Exp.: 1
El camino conduce a la boca de una cueva en las rocas.
Parece que no hay nadie alrededor. Te acercas a la cueva
con cautela — los trolls viven en cuevas como estas, es
algo que sabes.
• Si entras en la cueva, pasa al 336.
• De lo contrario, sigue adelante.
178 Tiempo: 120 Pt. Exp.: 3
Te despiertas aturdido y ensangrentado en Scary, ¡te han
robado todas tus pertenencias! Tu último recuerdo es
tratar de salir de una pelea. Te pones de pie sin sentido de
la dirección.
• Si quieres advertir a la ciudad de Scary, pasa al 226.
• De lo contrario, sigue adelante.
179 Tiempo: 300
Al principio fracasas, pero sigues intentándolo. Justo
antes del amanecer, intentas nuevamente liberarte. Tira
dos dados y añade tu bonificación de Pericia:
• Si es menos de 5, pasa al 240.
• Si 5 o más, pasa al 168.
131
180 Tiempo: 5
Un feroz oso se te acerca gruñendo rápidamente,
decidido a atacarte.
(OSO: PACC: 2 PD: 0 PR: 15)
• Si te haces el muerto, pasa al 207.
• Si luchas contra el oso y ganas, pasa al 157.
• Si luchas contra el oso y pierdes, pasa al 253.
181 Tiempo: 15 Pt. Exp.: 1
Un lobo rasga tu mochila y la abre, escapando con la
mitad de tus comidas (redondea hacia arriba si es un
número impar). Los otros se cansan de la lucha y huyen.
Lanzas un suspiro de alivio. Sigue adelante.
182 Tiempo: 10 Pt. Exp.: 13
Has ganado una difícil lucha, tomas la montura de uno
de los hombres y sales corriendo. Cansado y herido en la
batalla, el caballo tropieza y cae, arrojándote al suelo. Te
132
paras y te desempolvas, por suerte no te rompiste el
cuello. Sigue adelante.
183 Tiempo: 5 Pt. Exp.: 1
El barquero de Balsadera aparece de detrás de unos
arbustos con un garrote. Lo saludas, ofreciéndote a pagar
por cruzar. “¡Muéstrame algo de plata, sinvergüenza!”, te
exige. Tú lo haces. Él te reclama una pieza de plata antes
de abandonar el muelle.
• Si pagas el precio, pasa al 219.
• Si atacas al hombre, pasa al 394.
• De lo contrario, sigue adelante.
184 Tiempo: 10 Pt. Exp.: 2
Comienzas a hacer ruidos y movimientos de ramas para
crear una distracción, gritando como un loco. Uno de los
rufianes viene a investigar.
• Si luchas contra los hombres, pasa al 173.
• Si huyes, sigue adelante.
• Si deseas "esquivar" a los hombres y robar el ferry, tira
dos dados y añade tu bonificación General:
• Si es menos de 10, pasa al 173.
• Si es 10 o más, pasa al 192.
185 Tiempo: 15
El estropeado mapa de tela muestra la tosca entrada de
una cueva marcada con una “X”. Varios grupos de árboles
rodean la cueva. Un camino conduce a la entrada. Levantas
la vista fuera del mapa. El área en la que estás parado se
parece mucho al mapa. A solo cien metros de distancia, ves
una cúpula de piedras que podría marcar la entrada de la
cueva en tu mapa. Ves un sendero que conduce hacia las
rocas.
133
• Si sigues el camino, pasa al 177.
• De lo contrario, sigue adelante.
186 Tiempo: 15 Pt. Exp.: 12
BIENVENIDO A HOBBITON, dice el cartel junto a la
calzada, y nunca has leído palabras más felices en tu vida.
Preguntas por el Shirriff o su ayudante. Al escuchar que
buscas al Shirriff, un Hobbit de aspecto próspero te mira
detenidamente, evaluándote de arriba abajo antes de
invitarte a unirte a él en una taberna. Pasa al 274.
187 Tiempo: 10 Pt. Exp.: 1
Llamas al conductor, “¡Alto, por favor! ¿Podría tener unas
palabras contigo?” El hombre sujeta firmemente las
riendas y te mira con suspicacia. “¿Puede ser que te dirijas
hacia el oeste?”, preguntas. “Voy a visitar a unos amigos
que poseen una granja justo más adelante”, agregas,
sonrojándote ante tu mentira. El hombre asiente y te indica
que subas al carro. A medida que asciendes, adviertes una
empuñadura de daga que sobresale de la parte superior de
la bota del hombre.
“¿Qué llevas en la mochila?”, te interroga, mirándote por
el rabillo del ojo. Te preguntas si es un ladrón o un espía,
134
o simplemente un entrometido. “Nada, solo provisiones”,
le mientes, listo para saltar del carro en cualquier instante.
Antes de que puedas parpadear, el hombre alcanza la
daga de su bota, maldiciéndote. Entonces, saltas del carro.
• Si huyes, pasa al 236.
• Si peleas con el hombre, pasa al 148.
188 Tiempo: 180 Pt. Exp.: 1
Te llevan atado hasta un vulgar campamento en lo
profundo de un pequeño bosque. Una fogata arde; seis
hombres se sientan a su alrededor, beben y se golpean
mutuamente
mientras
manipulan
tus
armas
y
pertenencias.
Un
hombre
te
pregunta
sobre
tus
ocupaciones, pero no dices nada. Eres arrojado debajo de
un árbol y amarrado a este con una cuerda, pero el hombre
que te ata está demasiado borracho para ver que el nudo
está flojo. Esperas pacientemente a que los hombres se
duerman. Después de un tiempo, intentas liberarte. Tira
dos dados y añade tu bonificación de Pericia:
• Si es menor que 7, pasa al 179.
• Si es 7 o más, pasa al 168.
189 Tiempo: 10
El limpio y verde sendero en el bosque, bordeado por el
mágico matorral que lo despeja, parece llamarte. Un arroyo
burbujeante acompaña al camino en cada curva y recodo.
Tira dos dados:
• Si obtienes de 2-3, pasa al 348.
• Si es de 4-6, sigue adelante.
• Si es de 7-12, pasa al 128.
135
190 Tiempo: 30 Pt. Exp.: 1
La tumba es oscura y solo mide un par de metros de alto.
Esperas a que tus ojos se adapten a la oscuridad, luego
palpando
la
pared
te
abres
camino,
encontrando
inservibles cuchillos oxidados y espadas cortas, pero nada
de importancia. Te volteas para irte cuando te atrapa una
enorme y espesa telaraña que te inmoviliza. Tira dos
dados. Si sale de 2-5, pasa al 224; de lo contrario, logras
zafarte. Sigue adelante.
191 Tiempo: 5 Pt. Exp.: 1
Corres como el viento. Los cascos de los caballos de los
bandidos golpean el suelo detrás de ti. Te giras para
hacerles frente. Te presionan, con las espadas en alto,
ignorando tus ruegos de piedad. Sacas un arma y te
agazapas para hacer frente al primer jinete. Pasa al 210.
192 Tiempo: 10 Pt. Exp: 2
Robas el transbordador y te alejas, cortando la cuerda
que une el ferry a ambas orillas, dejándote llevar por la
corriente. Tira dos dados y añade tu bonificación General:
• Si es de 2-5, pasa al 220.
• Si es de 6-8, pasa al 229.
• Si es 9 o 10, pasa al 212.
• Si es 11 o 12, pasa al 204.
136
193 Tiempo: 10 Pt. Exp.: 1
Los lobos aúllan y te lanzan dentelladas al aire, pero
ninguno se atreve a atacar seriamente mientras agitas tu
espada hacia ellos. Finalmente, se rinden y salen
corriendo. Sigue adelante.
194 Tiempo: 10 Pt. Exp.: 32
Buscando entre los orcos caídos, encuentras 3 dagas, 2
espadas, un martillo de guerra, 5 comidas y 6 piezas de
plata. Sigue adelante.
195 Tiempo: 30
Los bosques son más profundos de lo que pensabas. Las
vides hacen que sea difícil caminar rápidamente. La
sombra en movimiento que viste por el rabillo del ojo
parece haber desaparecido. Tira dos dados:
• Si es de 2-5, pasa al 104.
• Si es de 6-12, sigue adelante.
196 Tiempo: 15 Pt. Exp.: 1
Un impulso antinatural y abrumador de dormir te invade.
Intentas luchar contra esta sensación. Tira dos dados y
suma al resultado tu bonificación Mágica:
• Si es 8 o más, resistes con éxito el hechizo. Sigue adelante.
• De lo contrario, pasa al 292.
197 Tiempo: 5
Para determinar las capacidades del orco con el que estás
luchando, tira dos dados.
• Si es 2-3, (ORCO #1: PACC: 2 PD: 1 PR: 28)
• Si es 4-5, (ORCO #2: PACC: 1 PD: 1 PR: 25)
• Si es de 6-9, (ORCO #3: PACC: 1 PD: -1 PR: 19)
137
• Si es 10-11, (ORCO #4: PACC: 0 PD: -1 PR: 20)
• Si es 12, el Orco tropieza y cae, golpeándose con una
roca en la cabeza, quedando inconsciente.
• Si lo derrotas en combate o por suerte, pasa al 176.
• Si eres derrotado, tira dos dados:
• Si es de 2-6, pasa al 223.
• Si es de 7-12, pasa al 239.
198 Tiempo: 10 Pt. Exp.: 1
Escuchas el agudo aullido de criaturas salvajes y te
congelas de miedo. Una pequeña manada de bestias de
cuatro patas corre hacia ti desde la colina; los lobos se
lanzan hacia ti, enloquecidos y babeantes. Mantienes tu
posición y sacas un arma. Tira dos dados:
• Si obtienes de 2-5, pasa al 159.
• Si es de 6-8, pasa al 181.
• Si es de 9-12, pasa al 193.
138
199 Tiempo: 45 Pt. Exp.: 1
El calor dentro de tu cabeza enciende tus oídos, entonces
como si desde una gran distancia, una tenue imagen
comienza a formarse, haciéndose más nítida a cada
segundo. En la visión que llena tu mente, un desmelenado
ermitaño habla confidencialmente con el Montaraz que
conociste en Bree, el hombre llamado Trancos. Ellos
sonríen y se abrazan antes de separarse.
Emerges de la visión sintiéndote renovado y relajado.
Con confianza, te adentras en el bosque hasta que te topas
con una casa con el tejado de paja construida sobre una
pequeña colina, casi oculta por enredaderas y arbustos.
Llamas pero nadie contesta.
• Si buscas en la casa, pasa al 312.
• De lo contrario, sigue adelante.
200 Tiempo: 5 Pt. Exp.: 1
El Orco capta tu olor y grita dando la alarma mientras
carga hacia ti, otros gritos truenan detrás de él. Tira dos
dados y añade tu bonificación de Huida:
• Si obtienes 6 o más, sigue adelante.
• Si es menor que 6, pasa al 197.
201 Tiempo: 60 Pt. Exp.: 20
Surcos Blancos es un espectáculo para la vista. En La
Cerveza Hogareña, encuentras al representante de los
Shirriffs, un amigable hobbit llamado Pipewise. Allí, hablas
con el Hobbit, quien promete ayudarte y te da comida y
bebida. ¡Has advertido con éxito a Surcos Blancos! Si
quieres comprar provisiones, pasa al 416. Si no, sigue
adelante.
139
202 Tiempo: 15
Los hombres esperan y observan, como si sospecharan
que estás cerca.
• Si quieres robar el ferry y “burlar” a los hombres, pasa
al 184.
• Si quieres cruzar a nado, pasa al 339.
• De lo contrario, sigue adelante.
203 Tiempo: 15
El cuervo te ignora al principio, pero sigue dando vueltas
por encima de ti, acechando y graznando. ¿Será un
mensajero de Sauron?
Sigue adelante.
204 Tiempo: 30 Pt. Exp.: 4
Desde el mismo momento en que subes a bordo, sabes
que podrías haber sido timonel del ferry. Rápidamente te
las arreglas para compensar la rápida corriente y dirigir un
rumbo hacia el lado oeste del ancho río. Dolorido pero
triunfante, atracas en la plataforma occidental del
transbordador, en el espacio 15A. Pasa al 15A y lee su
correspondiente Texto de Ubicación.
205 Tiempo: 15
Has encontrado un camino natural que podría ayudarte
a cruzar el río Brandivino. Aunque el caudal del agua es
más ancho y violento de lo que habías imaginado. ¿Cómo
y por dónde vas cruzar? Tira dos dados y añade tu
bonificación General:
• Si sacas de 2-7, pasa al 339.
• Si el resultado es un 8 o más, logras vadearlo siguiendo
un recorrido cercano a la isla donde es menos profundo y
la corriente parece ser menos fuerte, sigue adelante.
140
206 Tiempo: 10 Pt. Exp.: 1
Te escondes detrás del Orco y haces un agujero en el
saco sin que se percate. Logras robar 1 pieza de plata y 2
comidas. Sigue adelante.
207 Tiempo: 15 Pt. Exp.: 3
El oso te huele y te patea con sus zarpas delanteras,
balanceándote de un lado a otro progresivamente. Lo
escuchas sorber toda tu comida y luego oyes al oso
alejarse. ¡Has sobrevivido haciéndote el muerto! Sigue
adelante.
208 Tiempo: 10 Pt. Exp.: 13
Hursoot levanta su martillo de un cercano yunque. Con
un enérgico tono de voz, dice: “Esta gente oscura no
dañará a Scary... ni cruzará por nuestras colinas! ¡Pasaré la
advertencia! ¡Puedes contar conmigo!”. Has logrado
advertir a Scary con éxito. Ahora, sigue adelante.
209 Tiempo: 5 Pt. Exp.: 1
Algo va mal. ¿Dónde está el barquero? Decides
arriesgarte y correr hacia el ferry. Detrás del tronco de un
árbol, a medio camino, emerge un hombre con un garrote.
“¡Alto, ladrón!”, grita. “No soy un ladrón”, respondes. Te
detienes y empuñas tu arma.
• Si luchas contra el hombre, pasa al 394.
• Si intentas hablar con él, pasa al 219.
• De lo contrario, sigue adelante.
141
210 Tiempo: 5
Te mantienes firme en tu posición, listo para luchar
contra los salteadores de caminos.
• Si hablas con los asaltantes, pasa al 402.
• Si luchas, pasa al 272.
211 Tiempo: 5 Pt. Exp.: 1
Otro orco emerge de la boca de la cueva. Olfatea el aire
sospechosamente. Tira dos dados y añade tu bonificación
de Pericia:
• Si es de 2-6, pasa al 200.
• Si es de 7-12, pasa al 221.
212 Tiempo: 60 Pt. Exp.: 3
Después de un tiempo, te pones a maniobrar el bote de
fondo plano y te encaras hacia la orilla oeste del río.
Dolorido pero seco, tocas tierra al norte del Puente y de la
Calzada del Este, justo en el espacio del mapa 14B. Pasa al
14B y lee su correspondiente Texto de Ubicación.
213 Tiempo: 15
Te deslizas sigilosamente detrás de los Orcos y tomas 3
piezas de plata, 4 comidas, 1 garrote, una daga y un
martillo de guerra. Pasa al 230.
214 Tiempo: 5 Pt. Exp.: 1
Dos hombres de rudo aspecto y montando a caballo se
acercan y te amenazan, mostrando sus armas. Exigen todo
tu dinero, “¡Ya!”.
• Si luchas contra los hombres, pasa al 210.
• Si huyes, pasa al 191.
142
215 Tiempo: 15
Un traqueteante carro aparece a la vista en la calzada. El
hombre que sostiene las riendas viste la túnica suelta de
un monje.
• Si llamas al conductor, pasa al 161.
• De lo contrario, espera hasta que pase el carro y sigue
adelante.
216 Tiempo: 15
Los barrios de las afueras de Scary son toscos y
escabrosos. La gente en la calle te mira sospechosamente.
Al pasar por un callejón, te agarran por detrás y te giras
para enfrentarte a dos hombres de aspecto rudo armados
con afiladas dagas. “¡Danos tu dinero y armas!”, te exigen.
Realiza una acción:
• Si quieres pelear, pasa al 156.
• Si huyes con éxito, avanza en una dirección aleatoria.
217 Tiempo: 5
Empuñas tu arma mientras el Monje saca una daga de
debajo del asiento. Combatir en el carro en movimiento va
a ser toda una prueba para demostrar tu agilidad.
(MONJE: PACC: 1 PD: 1 PR: 31)
• Si ganas el combate, pasa al 243.
• Si pierdes el combate, pasa al 118.
218 Tiempo: 15
Te quedas de pie, observando cuidadosamente cada
movimiento del hombre. Te ofrece la botella que sostiene.
“Es un buen vino de Dorwinion”, dice con una sonrisa.
“Adelante, es inofensivo. Bebe mientras te toco una
canción”.
143
Saca su lira y toca una alegre melodía, esperando a que
bebas. Luego canta:
Oh, una vez estuve en peligro y llamé a un montaraz,
quien es menos que familia pero más que un extraño...
• Si confías en el hombre y quieres beber el vino, pasa al
172.
• Si no confías en el hombre, pasa al 174.
Nota: Dorwinion (“Tierra de los Vinos” o “Tierra de los Viñedos”) es la
región ubicada en la parte noroccidental del Mar de Rhûn que tiene como
límites a dicho mar por el Este, al río Celduin por el Norte y a un grupo de
colinas sin nombre en los mapas, por el sur. Conocida por sus famosos vinos,
formó parte del territorio de Gondor entre 571 y 1870 TE. (Fuente:
https://es.wikipedia.org/wiki/Dorwinion )
219 Tiempo: 15 Pt. Exp.: 1
El barquero dice: “¡Últimamente me han robado
demasiadas veces!”. Tú replicas: “¡No por mí!”. Después de
calmarse, negocias un precio justo con él — 50 piezas de
cobre — y cruzas el Brandivino en el ferry de Balsadera.
Desembarcas en el espacio 15G. Pasa al 15G y lee el texto
de ubicación.
220 Tiempo: 45 Pt. Exp.: 3
Luchas contra la corriente; maniobrar el bote de fondo
plano es mucho más difícil de lo que pensabas. Agotado
pero seco, llegas a tierra a la vista del Puente, en el espacio
del mapa 14D. Pasa al 14D y lee su correspondiente Texto
de Ubicación.
144
221 Tiempo: 10
El Orco no te descubre y desaparece en la cueva. Si
exploras la caverna, pasa al 238; de lo contrario, sigue
adelante.
222 Tiempo: 15
El primer Hobbit al que te encuentras en Cepeda te mira
con cautela y hace un movimiento circular alrededor de su
cabeza después de que le cuentas todo sobre tu misión.
• Si no tienes la daga plateada que Trancos te entregó o si
tienes la daga plateada y no quieres mostrársela al Hobbit,
pasa al 241.
• Si tienes la daga plateada y se la enseñas al Hobbit, pasa
al 234.
223 Tiempo: 5
Estás muerto. ¡Tu misión ha terminado trágicamente!
224 Tiempo: 15 Pt. Exp.: 1
Dentro de la oscuridad de la tumba, resuelves que no
puedes ver nada sin una antorcha o alguna luz mágica. La
chirriante puerta y el silbido del viento te ponen nervioso.
En la negrura, una mano helada te agarra y te arrastra a las
profundidades de la oscuridad. ¡Debes luchar por tu vida
contra un Wight invisible!
(WIGHT: PACC: 2 PD: 2 PR: 29)
• Si ganas el combate, pasa al 110.
• Si pierdes el combate, pasa al 141.
Nota: Wight. Es un tipo de muerto viviente que suele habitar en túmulos
funerarios.
145
225 Tiempo: 10
Observas a un Orco emerger de las profundas sombras
de una cueva, olisqueando alrededor antes de alejarse.
• Si exploras la cueva del Orco, pasa al 238.
• Si permaneces oculto y observas, pasa al 211.
• De lo contrario, sigue adelante.
226 Tiempo: 30
Los hobbits y los hombres de Scary te miran con recelo,
pero al preguntar por la figura del Shirriff, te llevan ante
un amable herrero llamado Hursoot. Le cuentas tu historia,
mientras sus ojos se ensanchan a medida que se desarrolla
146
cada aventura de tu viaje. Tira dos dados y añade tu
bonificación de Percepción:
• Si es menos de 5, pasa al 163.
• Si es 5 o más, pasa al 208.
227 Tiempo: 10 Pt. Exp.: 3
El Hobbit se burla y se aleja de ti.
• Si intentas encontrar a alguien con quien hablar, pasa al
391.
• De lo contrario, no logras advertir a la población de
Cepeda, sigue adelante.
228 Tiempo: 30
Caminas por el bosque con poco sentido del rumbo. Tu
sensación inicial de estar cerca de la cabaña del ermitaño
se desvanece con cada paso. Un búho ulula, un sonido
extraño que envía escalofríos a través de ti. Avanza en una
dirección aleatoria.
229 Tiempo: 45 Pt. Exp.: 3
El ferry se desplaza a la deriva y gira más de lo que
quisieras, pero logras empujarlo hacia la otra orilla, justo
al norte del Puente, hasta el espacio del mapa 15C. Pasa al
15C y lee el Texto de Ubicación de ese espacio (hex.).
230 Tiempo: 10 Pt. Exp.: 1
Cuatro orcos se reúnen alrededor de un círculo de armas
y otro botín, discutiendo y peleando por una baratija. Uno
se gira de repente y te ve.
147
“¡Rajarlo! ¡Morderlo! ¡Golpearlo! ¡Aplastarlo!”. Gritan,
persiguiéndote. “¡Llevadlo al pozo de las serpientes!”, grita
otro, blandiendo su cimitarra. Tira dos dados y añade tu
Bonificación de Huida:
• Si es menos de 6, pasa al 245.
• Si obtienes 6 o más, sigue adelante.
231 Tiempo: 5
Te sientes somnoliento y experimentas la tentación de
acostarte. Tira dos dados y añade tu bonificación Mágica:
• Si es menos de 8, pasa al 292.
• Si obtienes 8 o más, sigue adelante.
232 Tiempo: 15 Pt. Exp.: 2
Moviéndote silenciosamente como un Elfo, recuperas
todo tu equipo. Avanza en una dirección aleatoria.
233 Tiempo: 15 Pt. Exp.: 12
BIENVENIDO A ALFORZADA: se puede leer en el cartel
pintado a mano a las afueras de la ciudad. Varios
comerciantes Hobbit te saludan con cautela. Rápidamente
les preguntas por el Shirriff o su ayudante. Te dirigen a la
Posada del poblado, allí te encuentras con su propietario,
un gran hobbit llamado Fallowfields, que escucha tu
historia de la llegada de los Jinetes Negros con gran
atención. Tira dos dados y añade tu bonificación de
Percepción:
• Si es de 2-5, pasa al 247.
• Si es de 6-12, pasa al 454.
148
234 Tiempo: 5
Le muestras al Hobbit la daga plateada que Trancos te
dio. “¡Te llevaré ante el ayudante del Shirriff de
inmediato!”, dice.
• Si sigues al Hobbit, pasa al 341.
• De lo contrario, pasa al 391.
Nota: Los Shirrifs eran los únicos funcionarios encargados de hacer cumplir
la ley en la Comarca. Dado que aquí la ley se basaba únicamente en el
sentido común y la tradición antigua, era el trabajo de los Shirriffs proteger
a la Comarca de los intrusos más que nada. Había un total de doce en toda
la Comarca, tres en cada Cuaderna, y se distinguían de los “civiles” por una
pluma que llevaban puestas en sus sombreros.
Fuente: http://tolkiengateway.net/wiki/Shirriffs
235 Tiempo: 10
Ves el ancho sendero de hierba del rocoso Camino del
Norte ante ti, que se extiende hacia el norte y hacia el sur
como un áspero listón. En la distancia, aparece un carro,
con dorado heno apilado sobre él. El conductor parece ser
un viejo granjero.
• Si saludas al anciano, pasa al 153.
• Si te escondes y observas el camino por un tiempo más,
pasa al 244.
236 Tiempo: 5 Pt. Exp.: 1
Corres tan rápido como tus piernas te llevan, impulsado
por el miedo y la sangre bombeada que corre por tus
venas. Después de unos cien metros, el hombre todavía
está detrás de ti, gritando: “¡Tenemos espías en todas
partes! ¡Nunca llegarás a la Comarca!”
• Si te detienes y peleas con el hombre, pasa al 148.
• Si continúas corriendo, tira dos dados y añade tu
bonificación de Huida:
• Si el total es de 2-7, pasa al 133.
• Si es de 8-12, avanza en una dirección aleatoria.
149
237 Tiempo: 15 Pt. Exp.: 20
Los hombres yacen a tus pies. Al registrar sus cuerpos
encuentras cinco piezas de plata, tres piezas de cobre, una
espada, una maza y dos dagas.
• Si intentas advertir a la ciudad de Scary, pasa al 226.
• De lo contrario, sigue adelante.
238 Hora: 15 Pt. Exp.: 1
Dentro de la cueva del Orco, el repugnante olor de la
descomposición y la basura y el aire sofocante casi te
dejan inconsciente. Escuchas a más Orcos adentro
discutiendo.
• Si deseas explorar más la cueva, tira dos dados y añade
tu bonificación de Pericia:
• Si es de 2-6, pasa al 230.
• Si es de 7-12, pasa al 453.
• De lo contrario, sal de la cueva y sigue adelante.
239 Tiempo: 90 Pt. Exp.: 4
Un fuerte palpitar en tu cabeza te devuelve el
conocimiento. Tu visión está nublada, tus extremidades
están tan cansadas que apenas puedes levantarte. Con un
sobresalto, te das cuenta de que has sido golpeado, robado
y dejado por muerto. No te queda más que tu ropa y tu
ingenio.
A tu alrededor crecen altos árboles que bloquean tu
salida. Nada parece familiar. Estás perdido. Para ver si
puedes reorientarte, tira dos dados y añade tu bonificación
de Percepción:
• Si es de 2-8, avanza en una dirección aleatoria.
• Si es de 9-12, sigue adelante.
150
240 Tiempo: 30
Al amanecer, un hombre llega cabalgando hasta el
campamento. Desmonta y habla con tus captores por un
tiempo. Después de un rato, él se acerca a ti y saca su daga:
“No has tenido demasiada suerte. ¡Nuestras órdenes son
matarte!” Cuando su cuchillo cae, ¡te das cuenta de que tu
misión ha terminado!
241 Tiempo: 5
El Hobbit te mira sospechosamente, tira dos dados y
añade tu bonificación de Percepción:
• Si es menos de 6, pasa al 227.
• Si es 6 o más, pasa al 341.
242 Tiempo: 20 Pt. Exp.: 1
El ave gira en círculos, descendiendo bastante, y llama a
sus compañeros cercanos que giran alrededor; te tiras al
suelo para cubrirte ¿Es un espía de Sauron? Aguantas la
respiración y permaneces inmóvil. Finalmente, se va
volando, ¿pero llegó a verte? Sigue adelante.
243 Tiempo: 10 Pt. Exp.: 12
Del cuerpo del monje caído, encuentras su daga, 2 piezas
de plata y el amuleto, que tiene una mano blanca
estampada. Al soltar la cadena, en el amuleto se ilumina
un rojo rubí, luego se ennegrece y se desmenuza
convirtiéndose en cenizas en tu mano. Sigue adelante.
244 Tiempo: 50
Esperas 40 minutos en la calzada. No viene nadie más.
Tienes calor y hambre. Un grillo estridula sus alas
emitiendo su característico grillar hacia ti. Sigue adelante.
151
245 Tiempo: 5
Debes luchar contra los cuatro Orcos.
(ORCO #1: PACC: 2 PD: 1 PR: 28)
(ORCO #2: PACC: 1 PD: 1 PR: 25)
(ORCO #3: PACC: 1 PD: -1 PR: 19)
(ORCO #4: PACC: 0 PD: -1 PR: 20)
• Si ganas el combate, pasa al 194.
• Si pierdes el combate, pasa al 239.
246 Tiempo: 10 Pt. Exp.: 2
Un jinete alto y robusto, ataviado con una simple capa
negra con capucha, se aproxima a lomos del caballo más
negro y grande que jamás hayas visto. Se detiene,
inclinándose hacia el suelo para olfatear el aire en busca
de un rastro: ¡tu olor! Te sientes frío y sudoroso por el
miedo. Tira dos dados y añade tu bonificación de Pericia:
• Si es menos de 8, pasa al 319.
• Si es 8 o más, pasa al 256.
247 Tiempo: 15 Pt. Exp.: 2
Fallowfields parece asustado, pero su miedo pronto se
convierte en sospecha e ira. Murmura: “No escucharé
más...
¡márchate!”.
Con
un
cuchillo
de
cocina
desenvainado, el posadero te señala hacia la salida. ¡Has
fallado en advertir a Alforzada! Sigue adelante.
248 Tiempo: 30
Entras en las ruinas de una antigua casa señorial. Las
sombras parecen seguirte. Encuentras los restos de una
fogata sobre el viejo piso de mármol y restos de alimentos
152
que han sido desechados. ¿A quién puede pertenecer este
improvisado campamento? ¿Será amigo o enemigo?
• Si exploras más las ruinas, pasa al 250.
• De lo contrario, sigue adelante.
249 Tiempo: 10 Pt. Exp.: 1
Llegas a un claro en el bosque y te detienes para espiar a
un orco que va arrastrando un pesado saco de tela detrás
de él. Parece estar solo y no se ha percatado de tu llegada.
Tira dos dados y añade tu bonificación de Pericia: si es de
2-7, el orco está al tanto de tu presencia. Si es de 8-12, el
orco no es consciente de que lo vigilas. Realiza una acción:
• Si debes luchar contra el Orco, pasa al 197.
• Si “burlas” al Orco, pasa al 206.
250 Tiempo: 10
Un crujido por el pasillo principal te conduce con cautela
hacia la cocina, ahora cubierta de polvo. Un movimiento
llama tu atención; empuñas tu daga contra lo que ahora
parece ser un mendigo en harapos acurrucado en la
oscuridad al lado del viejo horno. Él balbucea sobre el
destino y la oscuridad y las tormentas de fuego que se
avecinan. Sintiendo lástima por el hombre, le das la comida
de que dispones y sigues adelante.
251 Tiempo: 10
Encuentras una espada, un garrote, joyas por valor de 5
piezas de plata y un estropeado mapa manchado con tinta
roja — ¿o es sangre? — dibujado sobre un pedazo de tela
sucia.
• Si continúas tu viaje, sigue adelante.
• Si examinas el mapa más de cerca, pasa al 185.
153
252 Tiempo: 15 Pt. Exp.: 2
BIENVENIDO A HOBBITON, puede leerse en el cartel que
hay a la entrada del pueblo, y nunca antes habías leído
palabras más felices en tu vida. Preguntas por el Shirriff o
su ayudante a varios hobbits que encuentras a la entrada
del poblado. Al oírte que andas buscando al Shirriff, un
Hobbit de aspecto próspero te evalúa fijamente de pies a
cabeza antes de invitarte a unirte a él en una taberna. Pasa
al 274.
253 Tiempo: 134 Pt. Exp.: 4
Te
despiertas
sangrando
y
aturdido,
con
tus
pertenencias esparcidas por el suelo. Te esfuerzas por
ponerte en pie y recoges tus cosas. Tira dos dados:
• Si sacas de 2-4, solo obtienes dos comidas, tu bolsa y la
daga.
• Si sacas de 5-8, recuperas tres comidas, tu bolsa, la daga
y otra arma.
• Si obtienes de 9-12, recuperas todas tus pertenencias.
Avanza en una dirección aleatoria.
254 Tiempo: 10 Exp. Pt: 1
Le entregas la espada a Gildor con una mano temblorosa
y le pides perdón. “Es tan hermosa”, dices, como para
perdonar tu crimen. “Perdí el juicio”. Gildor no dice nada
para aliviar tu culpa, asintiendo en una dirección.
Empiezas a andar y de repente te giras para pedirle perdón
otra vez, pero él y los Elfos se han ido. Avanza en una
dirección aleatoria.
154
255 Tiempo: 30
Luchas para liberarte del sueño antinatural. Tira dos
dados y agrega tu bonificación Mágica:
• Si es menos de 8, pasa al 308.
• Si es 8 o más, pasa al 284.
256 Tiempo: 30 Pt. Exp.: 2
Te arrastras sobre las manos y las rodillas a través de la
alta hierba hasta escapar de la visión (y esperanzado, que
de su olfato también) del jinete. Luego te pones de pie y
decides qué hacer a continuación. Sigue adelante.
257 Tiempo: 10 Pt. Exp.: 90
Peleas al borde de la corriente de agua. El Jinete resbala
y cae, desapareciendo bajo la superficie del agua.
Enrojecido de orgullo, te revisas las heridas y no
encuentras nada demasiado serio. ¡Has derrotado a un
Nazgûl! (Aunque sea momentáneamente). Sigue adelante.
258 Tiempo: 5 Pt. Exp.: 1
Agarras la empuñadura de la espada y te das la vuelta
para alejarte cuando una firme y delgada mano sobre tu
hombro te hace girar sobre ti mismo. Es Gildor, enojado e
imponente sobre ti.
“¡Ladrón! ¡Suelta esa espada y vete! ¡Nunca acudas a un
Elfo en busca de ayuda otra vez!” Gildor te quita la espada
y te empuja hacia el bosque, donde deambulas perdido y
solo. Avanza en una dirección aleatoria.
259 Tiempo: 90 Pt. Exp.: 5
Te despiertas asándote al sol, con un dolor hueco en el
cráneo y sientes la sangre que sale de la herida en tu
costado. Te detienes el flujo con un trozo de tela de tu
155
camisa. Mareado, te tambaleas, confundido y débil.
Avanza en una dirección aleatoria.
260 Tiempo: 5
El ermitaño levanta una mano para advertirte, sus ojos
brillan. “¡No toleraré ningún ataque, joven loco!”, grita.
(ERMITAÑO: PACC: 3 PD: 0 PR: 32)
• Si ganas la pelea, pasa al 138.
• Si pierdes la pelea, pasa al 118.
261 Tiempo: 5
Te acercas sigilosamente al Elfo más cercano, él está de
espaldas mientras tú alcanzas su resplandeciente espada.
Tira dos dados y añade tu bonificación de Pericia:
• Si es menor de 11, pasa al 258.
• Si obtienes 11 o más, pasa al 315.
262 Tiempo: 15
“Ahora que estamos solos, ¿cuál es ese gran secreto que
mis amigos no pueden escuchar?”, pregunta Gamyi,
encendiendo su pipa. Le cuentas todo sobre tu largo y
arduo viaje, de la llegada de los Jinetes Negros a la
Comarca y del grave peligro que representan. Gamyi
asiente solemnemente durante tu discurso, pero no estás
seguro de que él te crea. Tira dos dados y añade tu
bonificación de Percepción:
• Si es menos de 4, pasa al 306.
• Si es 4 o más, pasa al 293.
263 Tiempo: 60 Pt. Exp.: 1
Después de otra canción que te relaja y te adormece, un
elfo te pide que te unas a ellos para comer. Con las ramas
sobresalientes de los altos árboles que actúan como techo,
156
entras en el improvisado “comedor” al aire libre y te unes
a la pequeña fiesta del grupo de Elfos sentados en los
troncos de los árboles, disfrutando de la comida y la
bebida. Te sirven un pan ligero y nutritivo, bayas que te
vigorizan y una copa llena de un líquido frío y dorado.
Descansas brevemente y te agitas al poco tiempo,
sorprendido de encontrar a Gildor parado sobre ti.
“Incluso los apacibles animales de estos bosques han
despertado su inquietud por el mal que nos rodea”,
pronuncia de manera prosaica. “Ven, debes partir de
inmediato”, dice, guiándote hacia el camino. Disminuye tu
Daño Sufrido a 0, y cualquier enfermedad o lesión especial
que tuvieras se ha curado. Te entrega 5 comidas (lembas) y
si no tienes arma, también te da una daga. Estás en el
espacio 22G.
• Si sigues a Gildor, pasa al 452.
• Si decides irte tú solo, despídete de Gildor y sigue
adelante.
264 Tiempo: 90 Pt. Exp.: 5
Te despiertas congelado, sin tus armas o equipo. El jinete
debe haberte arrojado al río para ahogarte. Agotado,
mojado y derrotado, te encuentras en el mismo lado del río
desde el que empezaste, un espacio aguas más abajo. Has
perdido todo tu equipo. Dirígete al texto correspondiente
a tu nuevo espacio.
265 Tiempo: 0 Pt. Exp.: 2
De vuelta en la mesa, comes con ganas y les cuentas a
Tom y Baya de Oro tus aventuras hasta el momento.
Parecen impresionados e interesados, sin mostrar sorpresa
157
por nada de lo que tienes que decir. Después de la comida,
rechazas su oferta de quedarte más tiempo. Todo tu Daño
Sufrido, enfermedad o cualquier otro problema se cura
mágicamente.
“Debo apurarme”, explicas. “El tiempo está trabajando en
mi contra y a favor de mis enemigos”.
Baya de Oro se va por un momento y regresa con uno de
los artículos que vistes en la otra habitación: el pequeño y
simple tazón de madera. “Esto es para ti”, dice ella, con
sus alegres ojos bailando emotivamente. Parece divertida
por tu indecisión. “Nunca pasarás hambre si llevas este
cuenco, ya que proporciona una comida al día, todos los
días”, explica. Pasa al 298.
266 Tiempo: 5 Pt. Exp.: 1
Logras dar solo dos pasos antes de que un Elfo te
detenga, abofeteándote y agarrando la espada en un solo
movimiento. Los Elfos se congregan a tu alrededor para
obligarte a adentrarte en el bosque. Avanza en una
dirección aleatoria.
267 Tiempo: 5 Pt. Exp.: 1
“¡Hola, jinete!”, llamas a la figura vestida de negro. El
jinete se detiene y se inclina hacia adelante en la silla,
olisqueándote.
“¿Dónde está Bolsón?”. Exige con una misteriosa e
incorpórea voz que te hace sacudirte. Estás perplejo y
158
encogido de hombros. “¿Dónde está el Hobbit, con el
anillo?”.
“No lo sé”, respondes sinceramente, helado por el aliento
del jinete.
“¡Mentiroso! ¡Necio!”. Sisea, gritando. En un instante saca
su espada y salta del caballo hacia ti.
• Si luchas contra el jinete, pasa al 295.
• Si huyes, pasa al 397.
• Si intentas escapar saltando al río, tira dos dados y añade
tu bonificación General:
• Si es de 2-8, debes luchar, pasa al 295.
• Si es de 9-12, saltas al río, pasa al 290.
268 Tiempo: 5 Pt. Exp.: 2
Un dardo de acero te golpea en el cuello. Lo agarras, el
torrente de sangre bombea a través de tus dedos. ¡Debes
detener el flujo! Te rasgas la túnica y envuelves un pedazo
alrededor de la herida. Tira dos dados y aumenta tu daño
recibido en esa cantidad.
• Si sigues explorando el castillo, pasa al 112.
• De lo contrario, sigue adelante.
269 Tiempo: 60 Pt. Exp.: 2
Tu sueño es profundo y oscuro y sin imágenes, aunque
sientes un apretón mortal de ti mismo y una sofocación de
tu alma. Tira dos dados y añade tu bonificación Mágica:
• Si es menor que 9, pasa al 308.
• Si es 9 o más, pasa al 128.
159
270 Tiempo: 10
Con cautela, avanzas por la colina hacia el carro de lento
movimiento. El conductor parece ser un viejo granjero, su
carro está lleno de heno.
• Si te acercas sigilosamente al conductor del carro, pasa
al 131.
• Si saludas al hombre, pasa al 187.
• De lo contrario, sigue adelante.
271 Tiempo: 15 Pt. Exp.: 1
“Hola. Mi nombre es Blatt”, te dice el anciano
confidencialmente. “Solía ser una cabra, pero ahora soy un
hombre. Voy a comercializar con el queso de mi cabra.
¿Quieres probarlo?” Levanta un pedazo de queso mohoso
de debajo del asiento y te lo pone debajo de la nariz.
La carreta vibra por el camino a paso de caracol. Estás
perdiendo un tiempo precioso. “¡Tengo que irme ya!”, le
gritas al hombre sobre tu hombro, mientras saltas del
carro. Sigue adelante.
272 Tiempo: 5
Rápidamente con espada y garrote, desmontan con
agilidad para atacarte. Resta 2 de cualquier intento de
huida.
(SALTEADOR #1: PACC: 1 PD: -1 PR: 28)
(SALTEADOR #2: PACC: 0 PD: 0 PR: 24)
• Si ganas la pelea, pasa al 182.
• Si pierdes la pelea, pasa al 188.
273 Tiempo: 0 Pt. Exp.: 2
Te encuentras en el umbral de piedra de una antigua casa
bien iluminada y natural como el bosque que la rodea y
resistente como una estructura en si puede serlo. El lugar
160
parece atemporal. “¡Entra!”, dice Tom, “¡conoce a la bella
dama, Baya de Oro!”
En la alargada habitación de techo bajo puedes ver a Baya
de Oro, la hija del Río — una doncella de cabello dorado
con un largo vestido verde atravesado con plata como
rocío —, sonriendo en señal de saludo. Ella parece estar
vistiendo flores vivas. Aturdido, no puedes decir ni una
palabra.
“No temas nada”, dice Baya de Oro, tomando tu mano.
“Ahora estás bajo el techo del viejo Tom Bombadil”. Te
lleva a una larga mesa repleta de jarras con crema y
tazones de panal, pan grueso y mantequilla amarilla, leche,
queso, hierbas verdes y bayas rojas maduras. Se te hace
agua la boca.
“Primero quítate el cansancio, joven amigo”, grita Tom,
justo cuando te sientas para atacar el pan y la mantequilla.
Tom te guía por una puerta, bajando por un corto pasaje
y, después de un giro brusco, hasta una pequeña
habitación de techo inclinado. Las paredes son de piedra,
lisas y viejas, y están cubiertas con esteras y cortinas. El
suelo es de losa. En una esquina hay un montón de
jergones. Tom señala una palangana de agua, dejándote
lavar la suciedad de tu viaje.
Encima de uno de los apilados colchones se pueden ver
tres objetos pequeños: una varita tallada en madera de
avellano, un tazón de madera vacío y una simple flauta.
• Si regresas a la cocina para unirte a Tom y Baya Dorada,
pasa al 265.
• Si quieres robar alguno de los objetos, tira dos dados y
añade tu bonificación de Pericia:
• Si es menos de 10, pasa al 281.
• Si obtienes 10 o más, pasa al 314.
161
274 Tiempo: 30 Pt. Exp.: 1
En el Mediano Cojo, una taberna dirigida por Haling
Halbut, un hirsuto pero desdichado Hobbit, conoces a
Hamfast Gamyi. “Soy el que andas buscando, Hamfast
Gamyi”, dice, presentándose. Parece próspero y luce unos
pies bien cepillados y una mirada centelleante. “¿Quién
eres tú? ¿Por qué preguntas por Bolsón Cerrado? ¿Qué te
trae a nuestra hermosa Comarca?”. Otro Hobbit parado
cerca susurra: “me parece que es un malhechor”.
“Debemos hablar en privado”, susurras, habiendo
aprendido una o dos cosas en tu viaje. “Por favor”. Dicho
esto, le muestras la daga plateada que Trancos te dio.
Gamyi asiente, impresionado, y te lleva a una estancia
privada en la parte trasera de la taberna. Pasa al 262.
Nota: Gamyi (Gamgee, en el inglés original), es el apellido de Samsagaz,
más conocido como Sam, el inseparable y leal amigo de Frodo en su misión
de destruir el Anillo Único.
162
275 Tiempo: 90 Pt. Exp.: 4
Te despiertas aturdido y dolorido, con un fuerte palpitar
en tu cráneo. Al incorporarte, ves que todas tus posesiones
(tus armas, tu bolsa, tu comida) han desaparecido. Te
mueves tropezando con tus propios pies y vagas fuera,
confundido y aturdido. Avanza en una dirección
aleatoria.
276 Tiempo: 90 Pt. Exp.: 1
De repente, la luz fluye hacia el interior de la tumba.
Debes estar soñando esto. Hay un extrovertido hombre de
pie con un sombrero de plumas, vestido con una chaqueta
azul brillante y botas amarillas, con las manos en jarra
apoyadas en sus caderas. Quitándose el sombrero, el
hombre se acerca a ti, cantando:
Desaparece. ¡Tú, viejo Wight! ¡Desaparece a la luz del sol!
¡Vuélvete como la niebla fría, como los vientos que aúllan,
Fuera en las estériles tierras más allá de las montañas!
¡Nunca vuelvas aquí! ¡Deja tu túmulo vacío!
¡Perdido y olvidado ser, más oscuro que la oscuridad,
Donde las puertas están siempre cerradas, hasta que el
mundo esté remodelado!
Con un grito y un estruendo, el Wight desaparece. El
hombre te desata —identificándose como Tom Bombadil—
y te lleva a la luz del sol. Cuando se va, saltando como un
ciervo, le das las gracias. Sigue adelante.
277 Tiempo: 15
Tus gritos no son escuchados; tu última visión es la
“boca” del gran sauce que se cierra contigo atrapado en la
oscuridad de su interior, luchando y llorando. ¡Tu misión
ha terminado!
163
278 Tiempo: 30 Pt. Exp.: 1
Pasas media docena de casas de piedra y las fértiles
colinas de heno y maíz que se extienden detrás de ellas
hacia el horizonte. En el centro de la ciudad, pides ayuda
para localizar un poni o un caballo. Ninguno de los Hobbits
con los que hablas conoce de ningún poni o caballo en
venta. Las indagaciones en busca del agente Shirriffs te
llevan a un próspero comerciante Hobbit.
• Si tienes la daga que te dio Trancos, pasa al 134.
• De lo contrario, sigue adelante.
Nota: Los Shirrifs eran los únicos funcionarios encargados de hacer cumplir
la ley en la Comarca. Dado que aquí la ley se basaba únicamente en el
sentido común y la tradición antigua, era el trabajo de los Shirriffs proteger
a la Comarca de los intrusos más que nada. Había un total de doce en toda
la Comarca, tres en cada Cuaderna, y se distinguían de los “civiles” por una
pluma que llevaban puesta en sus sombreros.
Fuente: http://tolkiengateway.net/wiki/Shirriffs
279 Tiempo: 30 Pt. Exp.: 1
Subes la mitad de las escaleras, pisando cuidadosamente
por encima y alrededor de los agujeros abiertos. Doblas el
recodo de la escalera y no ves a nadie. En el segundo piso,
haces una pausa en el amplio pasillo abierto al cielo y ves
cuatro puertas que destacan desde aquí. Todas están
hechas de roble y parecen cerradas.
Desde detrás de la puerta más cercana a ti, la que está en
la parte superior de la escalera, oyes el estruendo y el
golpe sordo de una mesa volcada y la rotura de cristales.
• Si investigas la habitación, pasa al 130.
• De lo contrario, abandona el castillo y sigue adelante.
280 Tiempo: 30 Pt. Exp.: 3
Estás exhausto, débil y mojado. Te encuentras en el lado
opuesto del río desde donde empezaste, un espacio más
aguas abajo. Has perdido todas tus armas y armaduras (si
las tenías) excepto tu daga, pero aún conservas el resto de
164
tu equipo. Dirígete al texto correspondiente a tu nuevo
espacio en el mapa. (Ver: Mapa 01 / Mapa 02)
281 Tiempo: 180 Pt. Exp.: 2
En silencio, Tom Bombadil entra en la habitación justo
cuando arrebatas un objeto.
“¡Esta no es forma de comportarse, joven necio!”, grita
Tom, furioso. Escuchas un “chasquido” como una ramita
grande y seca que se rompe bajo los pies y pierdes el
conocimiento.
Te despiertas rodeado de un sombrío y profundo
bosque, bañado por una densa neblina a todo su alrededor.
Estás en el espacio 10G. Avanza en una dirección
aleatoria.
282 Tiempo: 15 Pt. Exp.: 3
Desde tu escondite al lado de la calzada, miras hacia el
Puente, que parece desierto. Entonces el clop-clop de los
cascos de un caballo te alerta. Te agachas en un pequeño
hueco y te tumbas aplastándote contra el suelo cuando el
sonido del caballo se acerca. A través de la hierba y por
encima de las raíces enredadas de un árbol, ves que se
acerca un gran caballo negro; encima del corcel se
encuentra la ancha figura de un hombre envuelta en una
capa y capucha negras, con sus brillantes botas negras
visibles en los estribos. La capucha cubre completamente
el rostro del hombre, si es que es un hombre.
Te paralizas, un escalofrío te atraviesa. El caballo se
detiene en el extremo oriental del puente; ves al jinete
inclinar la cabeza, como si escuchara el más mínimo
sonido. Aguantas la respiración. Luego, desde el interior
165
de la capucha, surge un sonido de olfateo: el “hombre” está
tratando de captar tu olor, te das cuenta. La transpiración
te hace temblar de miedo.
• Si te escabulles, pasa al 256.
• Si intentas pasar sigilosamente al jinete por el puente,
pasa al 313.
• Si hablas con el jinete, pasa al 267.
• Si atacas al jinete, pasa al 295.
283 Tiempo: 30 Pt. Exp.: 1
El canto se oye cada vez más cerca, una voz dirige a las
demás en la más bella de las melodías que hayas oído
jamás, sin embargo, las palabras que entonan son
desconocidas para ti. Entonces ellos aparecen.
Incluso bajo la luz de las estrellas brillan el cabello rubio
y los relucientes ojos de los Elfos, altos y delgados como
fuertes troncos de árboles jóvenes. Se mantienen en
silencio cuando te acercas con valentía.
Te presentas a ti mismo, mencionando el nombre de
Trancos para obtener su ayuda para así completar tu
misión de advertir a la Comarca. Su líder da un paso
166
adelante, un elfo de más de dos metros de altura e incluso
más impresionante que los demás. “Soy Gildor Inglorion
de la Casa de Finrod”, dice, observándote cuidadosamente.
“Estamos exiliados en esta tierra, pero por poco tiempo y,
te ayudaremos en tu misión. Trancos es bien conocido por
nosotros. No es nuestra costumbre…”, continúa, “dar la
bienvenida a los forasteros, pero te proporcionaremos
comida, alojamiento y hierbas para acelerar tu camino.
Ven”. Gildor se da la vuelta y conduce a sus Elfos en
silencio por el bosque.
• Si deseas seguir a Gildor y a los Elfos, pasa al 297.
• De lo contrario, sigue adelante.
Nota: Gildor es un Alto Elfo noldor perteneciente a la Casa de Finrod, su
nombre significa "Estrella Noble", Inglorion significa hijo de Inglor
(Corazón de Oro). Aparece en el libro de La Comunidad del Anillo,
encabezando a un grupo de altos elfos que se dirigen a los Puertos Grises
para embarcar hacia Las Tierras Imperecederas. En el camino se encuentra
con Frodo, Sam y Pippin, que eran perseguidos por un Nazgûl, pero que fue
ahuyentado por los cánticos de Gildor. Tras esto les recomendó que fueran
a Rivendel sin demora y les aceptó como acompañantes por un trecho del
viaje, desapareciendo después mientras dormían los hobbits, cuando
estaban ya próximos a Los Gamos, dejándoles pan, fruta, y una fragante
bebida.
Fuente: http://www.elfenomeno.com/info/ver/16992/titulo/Gildor-Inglorion
167
284 Tiempo: 60 Pt. Exp.: 3
Te despiertas sobresaltado y luchas por liberarte de la
raíz del sauce que te estrangula. Te las arreglas para
escapar de su mortal agarre, aunque te duele mucho la
garganta. Lanzas un último puñetazo de pura rabia contra
el sauce antes de apresurarte. Tira dos dados y aumenta
tu Daño Sufrido en esa cantidad. Sigue adelante.
285 Tiempo: 15 Pt. Exp.: 2
Apoyado sobre las manos y las rodillas, te diriges al
Puente y comienzas a cruzar, manteniéndote cerca de un
borde. Has recorrido solo quince metros cuando un jinete
vestido con un atuendo negro corre hacia ti desde el otro
lado del puente y se para a tres metros delante de ti, con
su gran corcel negro erigiéndose ante ti. Te agazapas y
luego te levantas como un resorte listo para la acción.
• Si luchas contra el jinete, pasa al 295.
• Si hablas con el jinete, pasa al 267.
• Si intentas escapar saltando al río, tira dos dados y añade
tu bonificación General:
• Si es de 2-8, el jinete te corta el paso. Debes luchar, pasa
al 295.
• Si es de 9-12, logras saltar al río, pasa al 290.
286 Tiempo: 10 Pt. Exp.: 15
El hombre yace sangrando e inmóvil a tus pies. Lo
registras y encuentras solo una pieza de plata y su
cuchillo. Buscas en la habitación y no encuentras nada de
interés excepto por la lanza. Sigue adelante.
287 Tiempo: 60 Pt. Exp.: 1
Tus piernas se cansan; tus ojos se llenan de lágrimas de
culpa. ¡Le has robado a Tom Bombadil! Tropiezas y caes,
168
lastimándote la rodilla. Cuando miras hacia arriba, ahí está
Tom Bombadil, con las manos en jarra sobre sus caderas.
“¡Qué joven más tonto eres!”, dice fríamente. “Tendré lo
que es mío”. Devuelves lo que robaste sin pensar siquiera
en pelear o desafiarlo. “Será mejor que aprendas cómo
tratar a tus amigos”, dice Tom, “o no tendrás ninguno”.
Estás perdido y solo. Estás en el espacio 10G. Avanza en
una dirección aleatoria.
288 Tiempo: 15 Pt. Exp.: 1
Corres por el bosque, la oscuridad se intensifica a tu
alrededor. La espada se vuelve pesada en tu mano, tan
pesada que necesitas ambas manos para portarla. Corres
por el camino y te encuentras cara a cara con Gildor, un
elfo muy alto y muy enojado también.
“¡Devuélveme la espada, ladrón!”. Exige, frunciéndote el
ceño.
• Si luchas contra Gildor, pasa al 294.
• Si huyes, pasa al 266.
• Si le das la espada a Gildor, pasa al 254.
289 Tiempo: 10
El antiguo puente aparenta estar tranquilo y sin
vigilancia. Las profundas aguas marrones del Brandivino
parecen llamarte para ser cruzadas, simple y directamente.
169
• Si cruzas por el puente, pasa al 453.
• Si te escondes y observas por más tiempo, pasa al 282.
290 Tiempo: 15 Pt. Exp.: 4
Saltas a las arremolinadas y turbias aguas justo cuando
la hoja del jinete zumba por encima de tu cabeza. Has
escuchado que los No-Muertos no pueden soportar el agua
en movimiento, y de seguro esperas que este tampoco
pueda. La corriente te hace dar vueltas y te arrastra
rápidamente río abajo, pero luchas por mantenerte a flote
y llegar al otro lado. Tira dos dados y añade tu bonificación
General:
• Si es 2 o 3, luchas es en vano y te ahogas, tu búsqueda
ha terminado.
• Si es de 4-10, pasa al 316.
• Si 11 o 12, pasa al 280.
291 Tiempo: 5 Pt. Exp.: 2
Metes la mano en el bolsillo para pagarle al hombre las
dos piezas de plata. “¡Dame todo lo que tienes!”, te exige,
levantando un puño carnoso delante de tu cara. “Después
de todo, ¡te salvé la vida!”.
• Si le das al hombre todo lo que tienes, pasa al 101.
• Si huyes, pasa al 109.
• Si peleas con el hombre, pasa al 115.
170
292 Tiempo: 30 Pt. Exp.: 1
Cansado, te recuestas de espaldas al tronco fresco y liso
de un gran sauce y te quedas dormido, las hojas grises y
amarillas del árbol ‘cantan’ una triste canción de cuna.
Tira dos dados y añade tu bonificación de Percepción:
• Si es menos de 6, pasa al 269.
• Si es 6 o más, pasa al 255.
293 Tiempo: 10 Pt. Exp: 100
“Te creo”, dice, horripilado y conmocionado por tus
noticias. “Veo el fuego de la verdad en tus ojos. Ten la
seguridad de que advertiré a Hobbiton, Delagua y
Alforzada, si aún no lo has hecho. ¡La Comarca sabrá de
esta monstruosa trama! Cavada Grande también se
enterará de la llegada de los Jinetes Negros, te lo prometo.
Tú nos has prestado un gran servicio, tanto para nosotros
los Hobbits como para todos los seres que se alegran con
la luz del día”. Te palmea la espalda y te ofrece su pipa.
“¡Descansa aquí todo el tiempo que quieras y guarda tu
dinero!”
171
¡Has tenido éxito donde muchos podrían haber fallado!
¡La Comarca es más segura debido a tus acciones y valor!
Pasa al 449.
294 Tiempo: 5 Pt. Exp.: 1
Levantas la espada para golpear a Gildor, pero esta
tiembla en tu mano, reacia a golpear a un Elfo. Dejas caer
la espada élfica y sacas tu propia arma cuando Gildor se
acerca,
con
su
espada
desenvainada.
Has
sido
sorprendido.
(GILDOR: PACC: 10 PD: 13 PR: 54)
• Si ganas el combate, pasa al 303.
• Si pierdes el combate, pasa al 310.
295 Tiempo: 5 Pt. Exp.: 2
El jinete resopla con desdén hacia ti, extendiéndose para
golpearte con su espada. Esquivas y repeles su ataque,
¡nunca habías visto un golpe tan rápido con una espada tan
grande! Balanceándote con orgullo y poder, mantienes tu
posición y golpeas.
(NAZGÛL: PACC: 15 PD: 12 PR: 68)
• Si ganas la lucha, pasa al 257.
• Si pierdes la lucha, pasa al 300.
• Si huyes con éxito, saltas a la cercana corriente de agua;
pasa al 290.
296 Tiempo: 10
Caes bajo la cuchillada lanzada por el hombre. Tira dos
dados:
• Si sacas de 2-5, estás muerto. Tu misión ha terminado.
• Si es de 6-12, pasa al 259.
172
297 Tiempo: 15
Te esfuerzas por mantener el silencioso, de largas
zancadas y rápido paso de los Elfos mientras se apresuran
por una vereda cubierta de hierba en el bosque. El camino
desciende entre dos colinas onduladas, los avellanos
abarrotan sus laderas a ambos lados. Más adelante, los
Elfos abandonan el camino y atraviesan y cortan
matorrales que rasgan tu piel y tu ropa, pero ellos parecen
no estar dañados ni molestos. Jadeas y te quedas sin
aliento mientras suben por las laderas hasta la cima de una
colina sobre el valle del río.
De repente, los árboles se abren a un lado y te paras en
un área amplia y cubierta de hierba; hacia el este, el terreno
se cae bruscamente y se ven (por encima de la línea de
árboles en pendiente) tierras bajas y, a lo lejos, un pequeño
pueblo tranquilo como una maqueta de juguete.
Los Elfos se reúnen para hablar, sentados cómodamente
en la hierba, con sus armas en el suelo detrás de ellos.
Estás en el espacio 22G.
• Si quieres robarles un arma, pasa al 261.
• De lo contrario, pasa al 263.
298 Tiempo: 0 Pt. Exp.: 3
Descansado, alimentado y lleno de energía, le das las
gracias a Baya de Oro y le mandas un cálido adiós desde la
puerta de entrada. Tom te conduce por el camino y te
adentra en la profunda niebla del bosque, saltando delante
de ti. (Estás en el espacio hex. 10G.) Antes de partir, Tom
se ofrece a guiarte otros cinco kilómetros más antes de
regresar a casa.
• Si aceptas su oferta, continúa desde cualquier espacio
adyacente a 10G.
• De lo contrario, sigue adelante.
173
299 Tiempo: 10 Pt. Exp.: 3
Una lágrima llega a tus ojos mientras contemplas las
ruinas humeantes del pueblo y los árboles carbonizados a
lo largo del borde del bosque circundante. Llegas muy
tarde. Alforzada ha sentido la ira del Señor Oscuro. Sigue
adelante.
300 Tiempo: 15 Pt. Exp.: 5
Recobras
tus
sentidos,
aturdido,
maltratado
y
sangrando. El jinete sin rostro y con ojos de fuego se cierne
sobre ti, con su espada helada en tu garganta, solo sus
guantes y sus botas son visibles bajo sus negras
vestiduras.
“¡Habla ahora o muere! ¿Dónde está Bolson? ¿Dónde está
el hobbit con el anillo?”. Exige con una voz que carece del
calor de la vida.
Agotado y temblando de miedo y frío, con el ruido de tus
dientes traqueteando y resonando en tu cabeza, sientes su
fuerza de voluntad abrumando a la tuya. Como si desde
una gran distancia se tratase, escuchas una voz — ¿puede
esta ser la tuya? — contándole todo lo que sabes.
El jinete levanta su espada, amenazando con el golpe
final; te desmayas, la afilada hoja levantada es lo último
que ves. Tira dos dados:
• Si es de 2-6, pasa al 311.
• Si es de 7-12, pasa al 264.
301 Tiempo: 5 Pt. Exp.: 7
Una enérgica y mágica canción te llega como desde una
gran distancia; casi al instante, el Sauce tiembla y se
sacude, vencido por el poder de la melodía. Sientes una
libertad en tu respiración.
Ante ti está Tom Bombadil, cantando una alegre canción
y amonestando al malvado Sauce.
174
• Si sigues a Tom Bombadil, pasa al 139.
• De lo contrario, sigue adelante.
302 Tiempo: 10 Pt. Exp.: 2
Justo cuando agarras el jarrón y saltas a un lado, una
trampa de pozo se abre en el suelo, como un enorme
bostezo, junto a ti. ¡Estás a salvo, por los pelos! Suspiras y
examinas el jarrón de oro más de cerca. Este luce letras
élficas que no puedes descifrar. Parece valioso, así que lo
añades a tus pertenencias. Manteniéndote atento a las
dificultades, sales corriendo de la habitación, caminas por
el pasillo y sales por la puerta. Sigue adelante.
303 Tiempo: 0 Pt. Exp.: 50
Has derrotado a uno de los Elfos más poderosos, Gildor.
¡Salve, gran guerrero! Parece casi imposible, pero serás una
leyenda y tu hazaña se contará en la letra de una canción,
como pasó con otros asesinos de seres famosos. Recoges
la espada de Gildor y te pavoneas mientras continúas tu
camino por el bosque. (P.D. Revisa tus matemáticas, ¡lo que
has logrado es casi imposible!) Sigue adelante.
304 Tiempo: 5
Una mezcla entre cánticos y risas — extraños sonidos
pero bienvenidos en cualquier bosque — llega a tus
agudos oídos; te esfuerzas por escuchar mejor.
• Si ya conociste a Gildor y a los Elfos, sigue adelante.
• De lo contrario, pasa al 283.
305 Tiempo: 45 Pt. Exp.: 1
Aturdido, sigues un camino bordeado de piedras sobre
una loma y ves una casa de dos pisos construida bajo el
saliente rocoso de una colina; una cascada burbujeante cae
a su lado. (Estás en el hex. 10G.) Te sientes renovado y
175
ansioso por llegar. El canto de Tom Bombadil, que
mágicamente te ha llevado hasta aquí, continúa:
¡Oye! Ven alegre dol! ¡Salta, mi corazón!
Joven aventurero, ¡vamos a celebrar!
¡Ahora que comience la diversión!
Vamos a cantar una canción ¡Juntos! †
Una voz, la de una mujer, dulce y clara como el agua del
arroyo pero antigua como las colinas responde:
¡Ahora que comience la canción! ¡Cantemos juntos!
De sol, estrellas, luna y niebla, lluvia y clima nublado.
Luz sobre la hoja en ciernes, rocío sobre la pluma,
Viento en la colina abierta, campanas en el brezo.
Cañas junto a la piscina con sombra, lirios en el agua.
¡El viejo Tom Bombadil y la hija del río! †
• Si quieres entrar a la casa de Tom Bombadil, pasa al 273.
• De lo contrario, avanza en una dirección aleatoria.
176
306 Tiempo: 15 Pt. Exp.: 2
Gamyi sacude su redonda y rizada cabeza enfáticamente.
“¡Es absurdo! ¡No puedo creerte! ¡Sal de aquí! ¡Fuera, estás
loco!”. Él y sus amigos te echan a empujones por la puerta
de la posada.
• Si te das por vencido con Gamyi, pasa al 455.
• Si deseas intentar persuadir a Gamyi un poco más, tira
dos dados y añade tu bonificación de Percepción:
• Si es menos de 5, no logras advertir a Hobbiton. Pasa
al 455.
• Si es 5 o más, pasa al 293.
307 Tiempo: 30
Las otras habitaciones de la posada están polvorientas y
desiertas. Encuentras una botella corrompida de sidra de
manzana pero nada de interés. Tira dos dados y agrega tu
bonificación de Percepción. Si es de 2-7, pasa al 146; de lo
contrario, sigue adelante.
308 Tiempo: 10 Pt. Exp.: 2
Te estás ahogando, estrangulado por las retorcidas
raíces del sauce. Luchas por alcanzar tu arma pero no
puedes liberar tus brazos. Todo lo que puedes hacer es
gritar: “¡Ayuda! ¡Ayuda!”. Tira dos dados:
• Si obtienes de 2-4, pasa al 277.
• Si es de 5-9, añade 1 a tu Daño Sufrido y tira de nuevo.
• Si es de 10-12, pasa al 128.
309 Tiempo: 30 Pt. Exp.: 8
Te arrastras y te retuerces a través del puente,
rasgándote y sangrando por los codos y las rodillas. Pero
para evitar al jinete, ¡seguramente ha valido la pena
despellejarse un poco! Centímetro a centímetro, te
177
esfuerzas
hasta
que
finalmente
logras
cruzar
las
poderosas aguas del Brandivino. Llegas al espacio 14D.
Sigue adelante.
310 Tiempo: 60 Pt. Exp.: 2
Te despiertas a los pies de Gildor, con un fuerte palpitar
en tu cabeza y una fea brecha en tu costado.
“¡Cura tus heridas con esto, ladrón, y vete!”. Sisea Gildor,
arrojándote un pañuelo. Después se marcha llevándose a
su compañía de Elfos en silencio a través de los matorrales.
Te quedas aturdido y débil. Disminuye tu Daño Sufrido en
10 y avanza en una dirección aleatoria.
311 Tiempo: 10
Pasas a un estado de confusa y fría conciencia por un
momento, entrando a un rígido y frígido mundo de hielo y
oscuridad antes de morir. Tu misión ha terminado de
manera cruel.
312 Tiempo: 15
La cabaña del ermitaño está amueblada de forma sencilla
con una cama de paja, una silla y una mesa con una vela,
papel y plumas para escribir, y una despensa y una
chimenea.
• Si lees lo que está sobre la mesa, pasa al 147.
• Si esperas el regreso del ermitaño, pasa al 150.
• De lo contrario, sigue adelante.
178
313 Tiempo: 15
Te arrastras con premeditación hacia el Puente, con la
intención de pasar sin ser descubierto. Tira dos dados y
añade tu bonificación de Pericia:
• Si es menos de 12, pasa al 285.
• Si obtienes 12 o más, pasa al 309.
314 Tiempo: 10 Pt. Exp.: 1
Te deslizas por la ventana y corres silenciosamente
alrededor de la casa para reincorporarte al camino de
piedra hacia el bosque, con tu botín en tu bolsa. De
repente, el bosque se vuelve oscuro y brumoso. Pasa al
287.
315 Tiempo: 5 Pt. Exp.: 1
Agarras
la
sutil
espada
y
sales
corriendo,
tan
silenciosamente como puedes, hacia el camino a través del
bosque. Tira dos dados y añade tu bonificación de Huida:
• Si es de 2-11, pasa al 288.
• Si es 12, sigue adelante.
316 Tiempo: 30 Pt. Exp.: 1
Agotado, mojado y derrotado, te rindes y dejas que la
corriente te deposite en el mismo lado del río desde el que
empezaste, un espacio más aguas abajo. Has perdido todas
tus armas y armaduras (si las tenías) excepto tu daga, pero
aún tienes el resto de tu equipo. Dirígete al texto
correspondiente a tu nuevo espacio en el mapa.
179
317 Tiempo: 5 Pt. Exp.: 1
Cuando los ruidos toman forma y entran, un Troll gruñe
una advertencia a dos de sus compañeros, que se
apresuran a atacarte.
• Si peleas contra los tres Trolls, pasa al 328.
• Si huyes, tira dos dados:
• Si es menor de 6, pasa al 345.
• Si es 6 o más, logras escapar. Sigue adelante.
318 Tiempo: 5
Sacas un arma y golpeas a la enroscada serpiente.
(SERPIENTE: PACC: -1 PD: 3 PR: 8)
• Si ganas el combate, pasa al 369.
• Si pierdes el combate, pasa al 378.
• Si escapas con éxito, pasa al 329.
319 Tiempo: 5 Pt. Exp.: 1
El jinete te divisa y grita. “¡Tú, allí! ¡Ven aquí!”. Su voz es
a la vez insustancial y enérgica.
• Si hablas con él, pasa al 267.
• Si huyes a pie, pasa al 397.
• Si luchas contra el jinete, pasa al 295.
• Si estás en un espacio adyacente o que contiene una
corriente de agua o río y puedes saltar al torrente fluvial
para escapar, pasa al 290.
180
320 Tiempo: 10 Pt. Exp.: 1
Intentas maniobrar para minimizar el efecto del
hundimiento. Tira dos dados y añade tu bonificación
General.
• Si es menos de 7, pasa al 338.
• Si obtienes 7 o más, pasa al 331.
321 Tiempo: 5
Empuñas un arma y desafías al hombre, que de repente
se
pone
serio,
buscando
su
espada.
“¡Eres
muy
imprudente!”, grita. Tira dos dados:
• Si el resultado es de 2-8, pasa al 166.
• Si es de 9-12, pasa al 342.
322 Tiempo: 15
Las ardillas rabiosas te superan, cayendo de los árboles
a tu alrededor. ¡Debes luchar contra ellas! Pasa al 387.
323 Tiempo: 90 Pt. Exp.: 1
¡Escuchas una llamada de respuesta! Un hombre alto de
los bosques se acerca, silbando una alegre melodía.
Después de un rápido vistazo a tu daga plateada, él atiende
tu herida con un cuchillo y un ungüento curativo. Justo
después de agradecerle su ayuda, te desmayas. Cuando
despiertas la fiebre y el dolor han desaparecido. El hombre
no ha robado nada de tu equipo. Reduce tu daño sufrido a
cero. Pasa al 218.
324 Tiempo: 10 Pt. Exp.: 2
En tu desesperación, no logras convencer al Hobbit del
peligro. Prefiere “evitar problemas”. No consigues advertir
a los habitantes de Cepeda. Si quieres comprar provisiones,
pasa al 416. De lo contrario, sigue adelante.
181
325 Tiempo: 15
Las deterioradas colinas, gastadas por el paso del
tiempo, se extienden hacia el norte. Hacia el este se
encuentra el embarcadero del ferry y el poderoso
Brandivino. No hay muchas esperanzas de encontrar un
poni por aquí. Sigue adelante.
326 Tiempo: 15 Pt. Exp.: 3
Te las arreglas para liberarte de las ligaduras. Si intentas
recuperar tus armas y pertenencias, pasa al 353; de lo
contrario, sigue adelante.
327 Tiempo: 30 Pt. Exp.: 1
Escuchas un horrible gemido gutural, como el de un gran
animal herido y rastreas el sonido hasta una cueva en el
bosque. En la entrada a la cueva, ves un garrote de dos
metros de largo y tan grueso como tu muslo. Si entras en
la cueva, pasa al 336, de lo contrario, sigue adelante.
328 Tiempo: 5
Agarras tu arma y te lanzas a por el Troll más cercano.
Debes vencer al primer Troll antes de intentar huir.
(TROLL #1: PACC: 2 PD: 0 PR: 28)
(TROLL #2: PACC: 3 PD: -1 PR: 26)
(TROLL #3: PACC: 4 PD: -2 PR: 31)
• Si ganas el combate, pasa al 355.
• Si pierdes el combate, pasa al 362.
329 Tiempo: 5 Pt. Exp.: 1
Si la serpiente te causó algún daño, pasa al 385; de lo
contrario, sigue adelante.
182
330 Tiempo: 5 Pt. Exp.: 15
Tu historia ha despertado la ira del Hobbit y él acepta
correr la voz. ¡Has advertido con éxito a Cepeda! Si quieres
comprar provisiones, pasa al 416. De lo contrario, sigue
adelante.
331 Tiempo: 15 Pt. Exp.: 2
Con esfuerzo y mediante movimientos serpentinos
logras liberar un brazo y extender tu cuerpo sobre las
arenas movedizas. Agarras y tiras de la punta de la raíz
que sobresale, logrando así salir de la traicionera poza.
Tira dos dados y aumenta tu Daño Sufrido en esa cantidad.
Avanza en una dirección aleatoria.
332 Tiempo: 180
Podrías pudrirte en el sótano, por lo que a los hobbits
respecta. Ignoran tus súplicas y solo te traen agua. ¡Tu
misión puede terminar aquí, como prisionero de los
Hobbits! Tira dos dados y añade tu bonificación de Pericia.
• Si obtienes menos de 10, tu búsqueda termina aquí,
¡mientras esperas el juicio por asesinato!
• Si obtienes 10 o más, pasa al 396.
333 Tiempo: 10 Pt. Exp.: 12
El pueblo de Delagua se encuentra al sur de la Laguna
Delagua y el apacible arroyo llamado El Agua. Si quieres
advertir a los habitantes de Delagua, pasa al 434; de lo
contrario, pasa al 151.
334 Tiempo: 5 Pt. Exp.: 1
A toda prisa, entras hasta las caderas en un pozo oculto
de arenas movedizas. Te estás hundiendo a una velocidad
de aproximadamente 5 centímetros por minuto y debes
agarrarte rápidamente a la raíz de un árbol justo fuera de
183
tu alcance o lanzar una cuerda para salvarte. Tira dos
dados y añade tu bonificación General:
• Si es menos de 6, pasa al 400.
• Si es 6 o más, pasa al 360.
335 Tiempo: 10 Pt. Exp.: 1
Te agazapas en la alta hierba del camino y ves a dos
hombres fornidos a caballo, que se detienen para mirar
alrededor. ¿Te están persiguiendo? Tira dos dados y añade
tu bonificación de Pericia:
• Si es menos de 7, pasa al 214.
• Si obtienes 7 o más, sigue adelante.
336 Tiempo: 10 Pt. Exp.: 2
Entras de puntillas en la oscura cueva y echas una ojeada
alrededor del pasadizo para ver a un Troll — de casi tres
metros de altura, ancho como una casa, una criatura de
color marrón verdoso con peladas y aceradas escamas que
cubren su piel — probándose varias pulseras relucientes,
aparentemente murmurándose algo a él mismo. Cerca de
ti hay un montón de armas: espadas cortas, garrotes,
dagas; a medio camino entre tú y el Troll hay un montón
de brillantes tesoros, sin duda los botines sustraídos por
la criatura que incluyen joyas, collares, anillos y aretes.
¡Puedes adivinar demasiado bien dónde deben estar sus
legítimos dueños ahora!
• Si robas un arma, pasa al 347.
• Si robas un artículo de joyería, pasa al 354.
• Si haces un “ataque furtivo” (consulta la Tabla de Acción
al final del libro), pasa al 388.
• De lo contrario, sigue adelante.
184
337 Tiempo: 1
El veneno completa perfectamente su trabajo. Estás
muerto, tu búsqueda ha terminado.
338 Tiempo: 10
A medida que tu cabeza se desliza debajo de la
superficie,
te
das
cuenta
de
que
has
tenido
y
desaprovechado tu última oportunidad. Tu búsqueda ha
terminado.
339 Tiempo: 15 Pt. Exp.: 1
Cuidadosamente agrupas todo tu equipo y lo colocas
sobre un leño. Luego entras en las rápidas y frías aguas. Te
aventuras en la fuerte corriente del río, nadando hacia la
orilla opuesta. Tira dos dados y añade tu bonificación
General:
• Si es un 2, pasa al 365.
• Si es de 3-10, pasa al 376.
• Si 11 o 12, pasa al 389.
340 Tiempo: 15 Pt. Exp.: 13
Desapareces en el interior de un tronco hueco; el jinete
se detiene, olisqueando el aire en busca de tu olor, pero
finalmente se rinde. ¡Has escapado de un Jinete Negro!
Sigue adelante.
185
341 Tiempo: 15 Pt. Exp.: 1
El hobbit te lleva a una posada con el sorprendente
nombre de la Bruja Lisiada. Allí te presenta a un delgado
hombre con una coleta en el pelo y que viste una armadura
ligera y luce una espada larga y un cuchillo. Cuando te
agarra la mano para saludarte, te oprime tanto que tienes
que apretar los dientes y gritar “¡Basta!”. El hombre te
invita a sentarte, entregándole al Hobbit un puñado de
piezas de cobre. “Bueno”, comienza, “cuéntame todo al
respecto. ¿Quieres un poco de cerveza?”
• Si te quedas y hablas con el hombre, pasa al 358.
• Si te vas, pasa al 374.
342 Tiempo: 5
Te apresuras a enfrentarte al hombre en combate.
(HOMBRE: PACC: 3 PD: 2 PR: 36)
• Si ganas la pelea, pasa al 352.
• Si pierdes la pelea, pasa al 361.
343 Tiempo: 15 Pt. Exp.: 1
No logras liberarte de las ataduras que te retienen.
Aumenta tu daño sufrido en uno. Tira dos dados y añade
tu bonificación de Pericia:
• Si es de 2-7, pasa al 343 (repite esta sección).
• Si es de 8-12, pasa al 326.
344 Tiempo: 5
Caminas con cuidado, atento a posibles problemas. De
repente, escuchas los sonidos de caballos que se acercan
rápidamente desde detrás de los árboles cercanos.
• Si te escondes, pasa al 335.
• Si te quedas al descubierto, pasa al 214.
186
345 Tiempo: 90 Pt. Exp.: 5
Te tropiezas y caes, casi noqueándote a ti mismo. El
pesado garrote del Troll cae una y otra vez contra tu
cabeza. Todo se vuelve negro.
Te despiertas sin sentido, aturdido y encadenado; un
Troll hace guardia sobre ti. Por un momento, te sientes
demasiado débil para moverte. Luego, cuando el Troll se
va a unirse con sus compañeros en el fuego, decides
escapar. Tira dos dados y añade tu bonificación de Pericia:
• Si es menor de 6, pasa al 343.
• Si es 6 o más, pasa al 326.
346 Tiempo: 10
Corres a lo loco, la serpiente sisea tras tus talones. No va
a renunciar; debes girarte y pelear. Tras esto, ella te
muerde; aumenta tu daño sufrido en 2. Pasa al 318.
347 Tiempo: 5
Tira dos dados y añade tu bonificación de Pericia:
• Si obtienes menos de 7, el Troll se gira y te ve dirigiéndote
hacia el arma. Pasa al 372.
• Si obtienes 7 o más, tomas un arma de tu elección y corres
hacia la entrada. Pasa al 404.
348 Tiempo: 15
Como golpeado por un poder abrumador, sientes un
debilitamiento de tu voluntad. ¿Por qué molestarse en
advertir a la Comarca? ¿A quién le importan los hobbits?
Te duele todo y tienes que descansar. Si duermes, no pasa
nada. Te desplomas al suelo. Tira dos dados y añade tu
bonificación Mágica:
• Si es menos de 8, pasa al 364.
• Si es 8 o más, pasa al 386.
187
349 Tiempo: 30
Te esfuerzas y te retuerces por liberarte de las ligaduras
que te atan y trepar por la ventana. Tira dos dados y
agrega tu bonificación de Pericia.
• Si es menor que 9, pasa al 332.
• Si es 9 o más, pasa al 396.
350 Tiempo: 5 Pt. Exp.: 1
Has recorrido al menos cincuenta metros cuando el
jinete te alcanza y te agarra por el cuello. Estás paralizado
por su helado agarre, frío e impotente. Cuando su agarre
se tensa sobre tu garganta, te desmayas. Pasa al 300.
351 Tiempo: 10 Pt. Exp.: 1
Pronto las arenas movedizas cubrirán tu boca y tus ojos
— ¡todo tu cuerpo al completo! Una vez más, intentas
maniobrar para minimizar el efecto del hundimiento. Tira
dos dados y añade tu bonificación General:
• Si es menos de 9, pasa al 338.
• Si es 9 o más, pasa al 331.
352 Tiempo: 10 Pt. Exp.: 23
El hombre yace inmóvil ante ti. Entonces observas la
estrella en el hombro del hombre. ¡El símbolo de los
Montaraces! Disculpándote profusamente, atiendes las
heridas del hombre y permaneces con él hasta que se
restablece. Sigue adelante.
353 Tiempo: 10 Pt. Exp.: 1
Te arrastras hacia un montón de botín en una esquina,
apenas visible bajo la luz de la antorcha. Allí ves tus
pertenencias arrojadas sobre un montón de ropa sucia. En
188
otra pila yace tu daga y armas. Tira dos dados y añade tu
bonificación de Pericia:
• Si es menor de 8, pasa al 317.
• Si es 8 o más, pasa al 368.
354 Tiempo: 5
Tira dos dados y añade tu bonificación de Pericia:
• Si es menos de 7, el Troll se gira y te ve mientras te diriges
hacia las joyas. Pasa al 372.
• Si obtienes 7 o más, tomas un collar y un anillo (juntos
valen 5 piezas de plata). Pasa al 404.
355 Tiempo: 15 Pt. Exp.: 30
Ahora son tres trolls los que yacen a tus pies, con su
sangre negra derramada mezclándose a tu alrededor.
Tienes solo un momento para reclamar algún botín. No te
atreves a perder más tiempo aquí. (Si en algún momento
en esta cueva perdiste tu equipo, ahora lo recuperas todo).
Tira dos dados:
• Si es de 2-4, obtienes joyas por valor de 10 piezas de plata.
• Si sacas de 5-8, obtienes una daga y joyas por un valor de
20 piezas de plata (p.p.).
• Si es de 9-12, obtienes una daga y joyas por valor de 30
p.p.
Sigue adelante.
356 Tiempo: 30 Pt. Exp.: 1
La fiebre comienza a subir dentro de ti y tienes mucha
sed. Te pones de pie. Has sido infectado con una
enfermedad similar a la rabia.
• Si tienes una hierba curativa, aplícala ahora y estarás
curado.
189
• De lo contrario, aumenta el daño sufrido en 1 cada hora
que pase hasta que encuentres y uses una hierba curativa.
Avanza en una dirección aleatoria.
357 Tiempo: 15
Gritas pidiendo ayuda, el dolor te hace imposible
continuar. Aumenta tu daño sufrido en 3.
• Si el daño sufrido excede tu resistencia, pasa al 337.
• De lo contrario, tira dos dados:
• Si es de 2-8, pasa al 357 nuevamente.
• Si es de 9-12, pasa al 323.
358 Tiempo: 15 Exp. Pt: 1
Mientras le cuentas al hombre lo que sabes de la llegada
de los Jinetes Negros y los peligros de tu viaje hasta el
momento, se lame los labios con aprecio.
“¿Y el Hobbit Bolsón?”, pregunta. “¿Dónde está él?”.
Sacudes la cabeza. “No lo sé”.
El hombre se enoja de repente y se pone de pie,
amenazándote con su espada.
• Si luchas contra el hombre, pasa al 366.
• Si te vas lenta y deliberadamente, pasa al 374.
• Si huyes, avanza en una dirección aleatoria.
359 Tiempo: 60 Pt. Exp.: 1
Los hobbits se ríen de tu absurda historia. “¡Jinetes
Negros! ¡Claro que sí!”, grita uno.
Te arrojan al sótano húmedo de un smial, cerrando la
puerta detrás de ti. Puedes ver una pequeña ventana
redonda a unos escasos dos metros sobre el suelo; no
parece estar bloqueada.
• Si intentas escapar, pasa al 349.
190
• De lo contrario, pasa al 332.
360 Tiempo: 30 Pt. Exp.: 2
Agarras la raíz con la punta de los dedos y te tumbas
completamente sobre el lodo, tirando de ti hasta un lugar
seguro. Agotado y cubierto por las arenas movedizas, te
limpias a ti mismo como mejor puedes. Sigue adelante.
361 Tiempo: 60 Pt. Exp.: 5
Te despiertas aturdido y sangrando, el hombre está
atendiendo tus heridas.
“Tú,
joven
necio,
podría
haberte
matado”,
dice
amablemente, sacudiendo la cabeza. Aplica un ungüento a
tus heridas que al instante adormece el dolor. De su
mochila saca una botella de lo que parece ser vino y te pide
que te demores, si puedes, por un tiempo más. Modifica tu
daño sufrido hasta igualar la mitad de tu Resistencia
(redondeando hacia abajo) y pasa al 218.
362 Tiempo: 90 Pt. Exp.: 5
Te despiertas atado y dolorido por la paliza que te dio el
Troll. Tus armas y pertenencias han desaparecido. Miras
alrededor de la cueva, aparentemente no hay nadie de
guardia. Tira dos dados y añade tu bonificación de Pericia:
• Si es menor de 7, pasa al 343.
• Si es 7 o más, pasa al 326.
363 Tiempo: 10 Pt. Exp.: 1
Te arrojas al suelo rápidamente para ocultarte mientras
dos hombres a caballo se detienen, buscando entre la
maleza.
“¿Lo
ves?”,
pregunta
uno.
Parecen
ser
Dunlendings, hombres morenos y fornidos, y se sienten
incómodos a caballo. El otro hombre gruñe antes de hablar.
191
“Nos pondremos al día con el pequeño espía más tarde.
Vamos”. Se alejan entre una nube de polvo. Sigue
adelante.
Nota: Los Dunlendings, también conocidos como Gwathuirim o los Hombres
Salvajes de Dunland, eran personas vengativas que fueron expulsados a las
montañas de Dunland por la gente de Rohan. Por esto, los Dunlendings
buscaron venganza, y como resultado fueron manipulados por Saruman
durante los eventos de la historia de Las Dos Torres.
364 Tiempo: 60 Pt. Exp.: 1
Un poder invisible y malévolo ha tomado el control de tu
voluntad. Estás dormido en la raíz de un sauce cubierto de
musgo. Aumenta tu Daño Recibido en 3. Tira dos dados:
• Si obtienes de 2-4, pasa al 379.
• Si es de 5-9, vuelve a leer esta misma sección (364).
• Si es de 10-12, pasa al 386.
365 Tiempo: 30
Al principio progresas, golpeando con fuerza contra la
corriente. Entonces unos calambres paralizantes aparecen
en tu cuerpo y te debilitan. Te rindes, hundiéndote hasta
el fondo del río. Tu búsqueda ha terminado.
366 Tiempo: 5
Te preparas para luchar mientras el hombre se abalanza
sobre ti.
(HOMBRE: PACC: 1 PD: 0 PR: 31)
• Si ganas el combate, pasa al 383.
• Si pierdes el combate, pasa al 118.
192
367 Tiempo: 15 Pt. Exp.: 1
Te giras y corres a toda velocidad. Los Hobbits te
persiguen y te gritan para que te detengas. Tira dos dados
y añade tu bonificación General:
• Si es menor que 6, pasa al 392.
• Si obtienes 6 o más, sigue adelante.
368 Tiempo: 10 Pt. Exp.: 2
Te las arreglas para recoger tus pertenencias sin hacer
un ruido y escapar hacia la entrada de la cueva. Justo
cuando
te
dispones
a
huir,
un
Troll
aparece
repentinamente
desde
un
pasadizo
y
gruñe
una
advertencia a los demás. Los escuchas resoplando y
gruñendo detrás de ti mientras corres para escapar. Tira
dos dados y añade tu bonificación General:
• Si es menor de 5, pasa al 388.
• Si es 5 o más, sigue adelante.
369 Tiempo: 10 Pt. Exp.: 5
La serpiente yace muerta a tus pies. Compruebas sus
colmillos, que son de unos cinco centímetros de largo y
curvos. Sacudes la cabeza mientras limpias el arma. Pasa
al 329.
370 Tiempo: 5
Una enorme serpiente de escamas adiamantadas de color
verde y marrón se desliza hacia ti en la hierba, siseando
siniestramente. Como si estuviera bajo el control de algún
tipo de poder, la serpiente repta hacia tus pies y se detiene
para atacar.
• Si luchas contra la serpiente, pasa al 318.
• Si huyes, tira dos dados y añade tu bonificación de Huida:
• Si es de 2-7, pasa al 346.
193
• Si es de 8-12, avanza en una dirección aleatoria.
371 Tiempo: 60 Pt. Exp.: 3
Te despiertas atontado, las ardillas se han marchado.
Pasa al 356.
372 Tiempo: 5
El trol gruñe de rabia y camina hacia ti, con una mano
carnosa extendida como una garra para agarrarte, la otra
sosteniendo un garrote más grande que tú. Tira dos dados
y añade tu bonificación de Huida:
• Si es menor de 8, pasa al 388.
• Si es 8 o más, pasa al 395.
194
373 Tiempo: 5 Pt. Exp.: 1
Te arrojas rápidamente al suelo, ocultándote entre la
maleza y observas a dos hombres de rudo aspecto
montando a caballo. Un hombre mira hacia abajo en tu
dirección y grita con voz amenazante: “¡Te vimos! ¡Ahora
sal de ahí antes de que vayamos a buscarte!”.
• Si sales y hablas con los hombres, pasa al 402.
• Si te quedas escondido, pasa al 214.
• Si huyes, pasa al 191.
374 Tiempo: 5
Te das la vuelta para irte, justo entonces el hombre te
agarra bruscamente, su agarre es firme como el hierro.
Después alcanza y saca su cuchillo. Te arremolinas para
librarte de su agarre. Pasa al 366.
375 Tiempo: 30 Pt. Exp.: 4
Los Hobbits escuchan atentamente mientras les relatas
tu viaje y tu misión.
“Te creo”, dice el líder. “Liberadlo”. Otro mediano corta
tus ataduras. “Pero debes darnos tu palabra de que
195
volverás a enfrentarte a la justicia después de completar
tu aventura”.
Juras regresar y te entregan todas tus pertenencias.
Sigue adelante.
376 Tiempo: 30 Exp. Pt: 1
Valientemente braceas contra la corriente pero te das
cuenta de que no puedes cruzar. Terminas de nuevo en la
orilla oriental del río. Tira dos dados:
• Si es de 2-6, nadas 2 espacios río abajo (sur).
• Si obtienes entre 7 y 12, nadas un espacio aguas abajo
(sur).
Lee el texto correspondiente al nuevo espacio o casilla
en el que te encuentras. (Mapa)
377 Tiempo: 10 Pt. Exp.: 1
Solo tu cabeza y hombros permanecen libres de las
pesadas
y
succionadoras
arenas
movedizas.
Nadie
responde a tus llamadas de auxilio; estás demasiado
cansado para moverte. Intentas maniobrar en un último
esfuerzo para minimizar el efecto del hundimiento. Tira
dos dados y añade tu bonificación General:
• Si es menos de 8, pasa al 351.
• Si es 8 o más, pasa al 331.
378 Tiempo: 60 Pt. Exp.: 2
Cuando despiertas, la serpiente se ha ido. Reduce tu
Daño Sufrido en 15. Pasa al 385.
196
379 Tiempo: 5
Tira dos dados y añade tu bonificación Mágica:
• Si obtienes menos de 7, tu sueño es permanente. ¡Tu
búsqueda ha terminado!
• Si obtienes 7 o más, pasa al 128.
380 Tiempo: 10 Pt. Exp.: 6
Algunas ardillas se lanzan huyendo hacia los árboles; los
cuerpos ensangrentados de las rabiosas ardillas muertas
te entristecen. Si sufriste algún daño, pasa al 356; de lo
contrario, sigue adelante.
381 Tiempo: 10 Pt. Exp.: 19
El Troll yace inmóvil a tus pies, mientras su sangre negra
inunda el suelo a tu alrededor. Consideras tratar de agarrar
algún tesoro cuando una serie de estridentes gruñidos
procedentes de la parte trasera de la cueva te alertan de la
presencia de muchos más Trolls. Si te quedas, pasa al 317,
de lo contrario, sigue adelante.
382 Tiempo: 5
Un grupo de castañeantes ardillas sobre ti en los árboles
de repente levanta un ruido alarmante. Miras hacia arriba
¡Una docena de babeantes ardillas de cola tupida corren
por el tronco de un roble justo hacia ti! ¡Ardillas rabiosas!
• Si luchas contra las ardillas, pasa al 387.
• Si huyes, tira dos dados y añade tu bonificación de
Huida:
• Si es de 2-3, pasa al 322.
• Si es de 4-12, pasa al 401.
197
383 Tiempo: 10 Pt. Exp.: 15
El hombre yace sangrando ante ti. Delante de ti, el
mensajero Hobbit sale corriendo.
“¡Lo siento mucho!”, dice mientras huye. “¡No tenía ni
idea de que era un malhechor! Dijo que me pagaría por
traer ante él a cualquiera que preguntara por el Shirriff”.
• Si quieres advertir a los ciudadanos de Cepeda, pasa al
391.
• De lo contrario, sigue adelante.
384 Tiempo: 5
Los enfurecidos Hobbits forman un semicírculo a tu
alrededor, blandiendo sus armas.
(Grupo de 6 HOBBITS: PACC: 1 PD: 2 PR: 60)
• Si ganas el combate, pasa al 398.
• Si pierdes el combate, pasa al 392.
• Si huyes con éxito, sigue adelante.
385 Tiempo: 15 Pt. Exp.: 1
Te sientes débil y febril. ¡La serpiente debía de ser
venenosa!
• Si tienes una hierba curativa, aplícatela ahora y
neutralizará el veneno, sigue adelante.
• De lo contrario, pasa al 357.
386 Tiempo: 45 Pt. Exp.: 3
Te liberas del malévolo poder que había tomado el
control de tu espíritu. Estás despierto, perdido y aturdido.
Avanza en una dirección aleatoria.
198
387 Tiempo: 10
Empuñas tu arma y te enfrentas a la furiosa masa de
pequeños animales perversos. Atacan sin descanso.
(Grupo de 12 ARDILLAS: PACC: -3 PD: 2 PR: 12)
• Si ganas la pelea, pasa al 380.
• Si pierdes la pelea, pasa al 371.
• Si huyes con éxito, pasa al 401.
388 Tiempo: 5 Pt. Exp.: 1
¡El Troll está a tu alcance! Cuando él intenta agarrarte,
empuñas tu arma y lo golpeas.
(TROLL: PACC: 3 PD: -1 PR: 45)
• Si ganas la lucha, pasa al 381.
• Si pierdes la lucha, pasa al 362.
389 Tiempo: 45 Pt. Exp.: 4
¡Has logrado cruzar el río! Para ver por dónde sales del
agua en la orilla occidental, tira dos dados:
• Si es de 2-6, cruzas y tocas tierra 1 espacio río abajo (sur).
• Si obtienes de 7-12, cruzas y aterrizas 2 espacios río abajo
(sur). (Ver: Mapa 01 / Mapa 02)
Lee el texto del nuevo espacio en el que te encuentras.
390 Tiempo: 10 Pt. Exp.: 1
Gritas por lo que parecen horas, pero nadie viene a
ayudarte. Pasa al 377.
391 Tiempo: 15 Pt. Exp.: 1
Inclinas la cabeza a otro amable hobbit que está cerca y
le pides ayuda para advertir a Cepeda de la llegada de los
199
Jinetes Negros. Tira dos dados y añade tu bonificación de
Percepción:
• Si es un 2 o un 3, pasa al 324.
• Si es 4 o más, pasa al 330.
392 Tiempo: 90 Pt. Exp.: 3
Los enfurecidos Hobbits te dejan sin sentido. Recuperas
parcialmente la conciencia mientras te atan las manos con
una cuerda.
“¡Llevadlo a mi smial y encerradlo en el sótano!”. Grita
un hobbit bien vestido.
Se apoderan de tus pertenencias y te llevan a una
congregación de madrigueras Hobbit, ignorando tus
ruegos de comprensión. “¡Estoy en una misión urgente!”,
suplicas sollozando mientras te empujan hacia la puerta
redonda de un gran agujero hobbit. “¡Vienen los Jinetes
Negros!”, gritas. “¡Trancos me envió!”
El grupo se detiene en la puerta. Tira dos dados y añade
tu bonificación de Percepción.
• Si es menos de 10, pasa al 359.
• Si obtienes 10 o más, pasa al 375.
Smial: es una vivienda excavada en el suelo utilizada por los Hobbits. El
smial se compone de uno o varios túneles y habitaciones socavadas bajo
tierra. El nombre deriva de la palabra 'smygel' del Inglés Antiguo cuyo
significado sería el de "refugio, madriguera." También se les llaman
'Agujeros Hobbit'.
Fuente: http://www.elfenomeno.com/info/ver/20744/titulo/smial
200
393 Tiempo: 10 Pt. Exp.: 13
El hombre yace sangrando a tus pies. Del bosque llegan
los gritos de un grupo de hobbits: “¡Ha matado al barquero!
¡Atrapadlo!”. Media docena de medianos emergen de detrás
de árboles y arbustos, blandiendo garrotes y lanzas.
• Si luchas contra los Hobbits, pasa al 384.
• Si huyes, pasa al 367.
394 Tiempo: 5
Mientras sacas tu arma, el hombre se precipita hacia ti
con su garrote levantado. Lo esquivas como puedes y
entablas combate contra el hombre.
(BARQUERO: PACC: -1 PD: 0 PR: 28)
• Si ganas el combate, pasa al 393.
• Si pierdes el combate, pasa al 118.
395 Tiempo: 5 Pt. Exp.: 2
Corres por tu vida hacia la luz que ilumina la entrada de
la cueva, con el Troll avanzando pesadamente detrás de ti.
Una última mirada confirma que has superado al gigante
de pies lentos. Sigue adelante.
396 Tiempo: 15 Pt. Exp.: 2
Logras liberar una mano, aflojando el nudo y luego la
otra. Rápidamente saltas hacia la ventana y te arrastras
fuera, manteniéndote ojo avizor en busca de un posible
guardia. No hay ninguno. Avanza en una dirección
aleatoria.
201
397 Tiempo: 5 Pt. Exp.: 1
Te das la vuelta y sales corriendo, el jinete te persigue,
los cascos del negro corcel golpean el suelo detrás de ti.
Tira dos dados y añade tu bonificación de Huida:
• Si es menos de 9, pasa al 350.
• Si es 9 o más, pasa al 340.
398 Tiempo: 10 Pt. Exp.: 20
Los Hobbits no caídos a tus pies huyen, clamando a
gritos en busca de ayuda. Sigue adelante.
399 Tiempo: 30
Vagas por el bosque y te encuentras con un seto que
serpentea por los profundos rodales de robles y olmos. Te
arrastras sobre el seto y sigues adelante.
400 Tiempo: 5
¡No puedes alcanzar la raíz del árbol! ¡Debes probar otra
cosa! ¡Rápido!
• Si deseas pedir ayuda, pasa al 390.
• De lo contrario, pasa al 320.
401 Tiempo: 5 Pt. Exp.: 1
Huyes a ciegas, intimidado por las pequeñas bestias
rabiosas. Si sufriste algún daño, pasa al 356; de lo
contrario, sigue adelante.
402 Tiempo: 5 Pt. Exp.: 1
Intentas convencer a los dos salteadores de que no te
roben. “Mira, seamos amigos”, dices. Te apuran con las
armas desenfundadas. No quieren dialogar. Pasa al 272 y
has sido sorprendido para este combate.
202
403 Tiempo: 5
Otro rugido resuena por el bosque. Si exploras más, pasa
al 180; de lo contrario, sigue adelante.
404 Tiempo: 5 Pt. Exp.: 2
Te giras y corres hacia la entrada de la cueva, con el
imponente Troll tronando detrás de ti. Tira dos dados y
añade tu bonificación de Huida:
• Si es menor de 6, pasa al 388.
• Si es 6 o más, pasa al 395.
405 Tiempo: 10 Pt. Exp.: 2
SCARY, se lee en el sucio y estropeado letrero junto al
camino. Te preguntas qué fortuna — buena o mala — te ha
traído a esta ciudad tan inquietante. Las pocas personas
que te encuentras te miran como si fueras un espía o un
gran gusano con extremidades. Si intentas advertir o
explorar la ciudad de Scary, pasa al 216; de lo contrario,
sigue adelante.
406 Tiempo: 10 Pt. Exp.: 23
Grainfoot entra en un estado de agitación. “Te ayudaré”,
dice. “Puedes contar con nosotros. Comenzaremos a correr
la voz de inmediato”. Al salir de la ciudad escuchas las
llamadas de alarma. Has advertido con éxito a Los Ranales.
Sigue adelante.
407 Tiempo: 15 Pt. Exp.: 2
Pies Ligeros frunce el ceño y dice: “¡Traes noticias
inquietantes que no puedo creer! ¡Debo pedirte que
abandones nuestro hermoso pueblo antes de que molestes
a mis parientes!”. Se va, murmurando para sí mismo. ¡No
logras advertir a Delagua! Para entrar en la cercana ciudad
de Hobbiton, pasa al 151; de lo contrario, sigue adelante.
203
408 Tiempo: 15
Una abrumadora necesidad de saquear una tumba
cercana te golpea. Te imaginas inmensamente rico,
colmado de joyas y sentado sobre un montón de piezas de
oro. Intentas resistirte a este temerario impulso. Tira dos
dados y añade tu bonificación de Magia:
• Si obtienes de 2-7, cedes al impulso, pasa al 430.
• Si obtienes de 8-12:
• Si quieres, puedes explorar la tumba, pasa al 430.
• De lo contrario, sigue adelante.
409 Tiempo: 5 Pt. Exp.: 20
Took cree tu historia y promete comunicarle a las demás
Cuadernas el peligro que se cierne sobre todos los
habitantes de la Comarca. Anota en tu Tarjeta de
Identificación del Personaje que lograste advertir a Casa del
Bosque y anota el tiempo. Sigue adelante.
410 Tiempo: 10 Pt. Exp.: 2
BIENVENIDO A CEPEDA, se puede leer en un gran letrero
a la orilla del camino. ¡Debes advertir a los Hobbits de
inmediato! Una fresca y azul corriente de agua parece
tentarte a tomar un descanso, pero te apresuras a advertir
a alguien digno de confianza. Si intentas advertir a los
habitantes de Cepeda, pasa al 222; de lo contrario, sigue
adelante.
411 Tiempo: 10 Pt. Exp.: 3
Aprietas los dientes ante la lamentable visión que llega a
tus ojos. Ante ti, inundada por las aguas turbulentas y
marrones de El Agua, yace Hobbiton. Su molino no es más
que un decadente edificio en ruinas. Las casas junto a la
corriente azul, una vez plácida, están en su mayoría
sumergidas. La basura y los escombros están dispersos por
204
todos lados, todo lo que queda de siglos de trabajo
laborioso, salpica el paisaje, flotando hacia el este sobre el
agua enfurecida. ¿Qué mal habrá causado este desastre al
torcer las fuerzas de la naturaleza? Incluso La Colina ha
quedado dañada. Las puertas de los smials de los hobbits
a lo largo de sus flancos están abiertas, una señal de la
prisa de sus habitantes por abandonar el pueblo. ¡Has
fallado! Los sirvientes del Señor Oscuro ya han empleado
su magia aquí.
No has logrado completar tu misión. Ahora solo te
queda lamentarte mientras piensas una y otra vez que
podría haber pasado si hubieras sido un poco más rápido
y hubieras tenido algo más de fortuna a la hora de tomar
tus decisiones.
412 Tiempo: 15
Haces una pausa para beber de una corriente de agua
cristalina y sientes un duro y mareante golpe contra tu
cabeza. Pasa al 188.
413 Tiempo: 30 Pt. Exp.: 1
Los fragantes prados del área de los Campos del Puente
reviven tu espíritu decaído. Si ya has advertido a los
habitantes de esta zona, sigue adelante. Un simpático
hobbit te da la bienvenida a su hogar y te ofrece una
sabrosa comida de tocino y huevos. “¿Has comido cinco o
seis veces hoy?”, pregunta. Le informas sobre tu misión
mientras devoras con ansia los alimentos. El intenso brillo
en su mirada te hace creer que tienes un aliado en este
mediano. Tira dos dados y añade tu bonificación de
Percepción:
• Si es de 2-6, pasa al 448.
• Si es de 7-12, pasa al 423.
205
414 Tiempo: 15 Pt. Exp.: 3
Un manto de espeluznante niebla envuelve la próspera
ciudad. Un desagradable hedor llena el aire y no se ve a
nadie mientras caminas por sus calles desiertas. Llegas
muy tarde; los Nazgûl te han precedido. No has logrado
advertir a tiempo a Los Ranales. Sigue adelante.
415 Tiempo: 10 Pt. Exp.: 2
Pasas junto a un amplio campo de nabos y una granja
bien cuidada y vallada. El Ferry de Balsadera se encuentra
al este. Un granjero hobbit te saluda. Si intentas advertir al
área de Marjala, pasa al 438; de lo contrario, sigue
adelante.
416 Tiempo: 45
La pequeña tienda general, de propiedad y operada por
Hobbits, tiene de todo, desde tabaco para fumar en pipa
hasta pitones de escalada. Los alimentos ocupan la mayor
parte del espacio en el próspero establecimiento. El
arrogante propietario te relata su historia familiar
mientras completa tu pedido, sin comentar nunca nada
sobre tu apariencia o intenciones. Una lista de precios con
pulcras y esmeradas letras cuelga en la pared detrás del
mostrador:
COMIDA 1 Pieza de cobre
DAGA 4 piezas de plata
ESCUDO 6 piezas de plata
LANZA 6 piezas de plata
MOCHILA 20 piezas de cobre
CUERDA 30 piezas de cobre
ANTORCHAS (6) 2 Piezas de cobre
ODRE DE AGUA 1 pieza de cobre
TABACO PARA PIPAS (bolsa) 1 pieza de cobre
El tendero Hobbit reúne alegremente tus suministros y
toma tu dinero. Anota todo lo que hayas comprado en tu
Tarjeta de Identificación del Personaje, deduciendo la
206
cantidad apropiada de dinero. (Una pieza de plata = 100
piezas de cobre.) Luego, sigue adelante.
417 Tiempo: 10 Exp. Pt: 5
Disfrutas de la comida pero no consigues convencer a tu
anfitrión de que tu historia es verdadera. No logras
advertir a los ciudadanos de Casa del Bosque. Sigue
adelante.
418 Tiempo: 10 Pt. Exp.: 2
BIENVENIDO A SURCOS BLANCOS, se puede leer sobre un
sencillo cartel pintado a mano cerca de una confortable
posada, La Cerveza Hogareña. Hay Hobbits haciendo sus
quehaceres, otros paseando por puro placer, pero todos te
observan fijamente. Le preguntas a una Hobbit de aspecto
amigable por el Shirriff o su ayudante, el contacto que
Trancos te dijo que buscaras. Ella te señala la Taberna de
la ciudad. Si intentas advertir a la ciudad de Surcos Blancos,
pasa al 201; de lo contrario, sigue adelante.
419 Tiempo: 5 Pt. Exp.: 12
Tock demuestra ser un oyente digno y tiene la intención
de ayudar a su gente. Él acepta difundir la noticia del
peligro. ¡Has advertido con éxito a los habitantes del área
de Marjala! Sigue adelante.
420 Tiempo: 15
Mientras haces una pausa para beber de un arroyo de
aguas cristalinas, escuchas un pequeño ruido detrás de ti.
Al girarte, te enfrentas a un hombre con un gran garrote
levantado para golpearte. Mientras sacas tu arma y te
preparas para el combate, escuchas una voz detrás de ti
que dice: “Eres rápido, pero no lo suficientemente rápido”.
Ese es el último sonido que escuchas, cuando sientes un
golpe mareante en tu cabeza. Pasa al 188.
207
421 Tiempo: 15
Escuchas un gemido espeluznante y sientes una intensa
compulsión por explorar una tumba cercana. Intentas
resistirte a este impulso, tira dos dados y añade tu
bonificación de Magia:
• Si obtienes de 2-7, cedes al impulso, pasa al 430.
• Si es de 8-12:
• Si deseas explorar la tumba, pasa al 430.
• De lo contrario, sigue adelante.
422 Tiempo: 10 Pt. Exp.: 3
Te quedas perplejo y tu fuerza de voluntad se debilita
mientras contemplas las calles desiertas de la ciudad. Los
únicos sonidos son los de tu propio corazón palpitante y
el frío y fuerte viento que azota las persianas de las casas
de piedra gris de Scary. Todos los habitantes de la ciudad
se han marchado, algunos sin preocuparse por apagar el
fuego en las cocinas de sus hogares. Llegas demasiado
tarde para advertir a Scary. Sigue adelante.
423 Tiempo: 5 Pt. Exp.: 12
Tu historia despierta la lealtad de tu anfitrión. Él se
levanta y jura ayudarte en tu tentativa, accediendo a correr
la voz por el área. ¡Has logrado advertir a la región de los
Campos del Puente! Sigue adelante.
208
424 Tiempo: 15 Pt. Exp.: 3
El Agua ya no corre tranquilamente junto a la ciudad,
Delagua está inundada por la corriente fangosa del antaño
apacible arroyo de aguas azules. Sus habitantes no se ven
por ninguna parte, y solo la robusta Posada del Dragón
Verde parece haber sobrevivido a las torrenciales aguas de
la inundación. Llegas muy tarde. La mano del mal ha
precedido tu llegada. Sigue adelante.
425 Tiempo: 10 Pt. Exp.: 12
Pasas junto a un amplio campo de nabos y una granja
bien cuidada y vallada. El Ferry de Balsadera se encuentra
al este. Un granjero hobbit te saluda. Si intentas advertir a
los habitantes del área de Marjala, pasa al 438; de lo
contrario, sigue adelante.
426 Tiempo: 15 Pt. Exp.: 2
Tock se muestra terco y comienza a irritarse. Finalmente
dice: “¡Ya basta de esta tontería! ¡No quiero ser parte de
este extraño juego que te traes entre manos! ¡Somos gente
tranquila los que vivimos aquí! ¡Vete!”. Has fallado en tu
intento de advertir al área de Marjala. Sigue adelante.
427 Tiempo: 90 Pt. Exp.: 2
Took te lleva a su casa y te ofrece tocino y huevos para
comer — es solo su tercera comida del día, te dice. Él
menciona haber visto personajes de aspecto sospechoso
por los alrededores últimamente. Tira dos dados y añade
tu bonificación de Percepción: si es de 2-5, pasa al 417; si
es de 6-12, pasa al 409.
428 Tiempo: 10 Pt. Exp.: 12
BIENVENIDO A SURCOS BLANCOS, puedes leer en un
simple cartel pintado a mano cerca de una acogedora
posada, La Cerveza Hogareña. Hay Hobbits haciendo sus
209
quehaceres, otros paseando placenteramente, pero todos
te observan detenidamente. Le preguntas a una Hobbit de
aspecto amigable por el Shirriff o su representante, el
contacto que Trancos te dijo que buscaras. Ella te señala
en dirección a la taberna local. Si intentas advertir a Surcos
Blancos, pasa al 201; de lo contrario, sigue adelante.
429 Tiempo: 20 Pt. Exp.: 12
BIENVENIDO A LOS RANALES, se lee en el letrero a la
entrada del pueblo junto al camino. El Agua fluye al norte
de la ciudad. La plácida corriente se puede cruzar
fácilmente por numerosas pasarelas y vados. Preguntas
por el Shirriff, que resulta ser el molinero, Ways Grainfoot.
Mientras le cuentas tu historia, sus ojos se hacen más y
más amplios. Tira dos dados y añade tu bonificación de
Percepción:
• Si es de 2-5, pasa al 440.
• Si es de 6-12, pasa al 406.
430 Tiempo: 5
Cuando te acercas a la puerta abierta de la tumba, una
súbita emoción te recorre la mente al pensar en el tesoro y
la aventura que te esperan en tu interior. Rápidamente
entras en la oscuridad que te aguarda. Tira dos dados:
• Si es de 2-6, pasa al 140.
• Si es de 7-12, pasa al 105.
431 Tiempo: 20 Pt. Exp.: 3
A medida que la luz baila sobre las aguas que salpican la
campiña, entras en la ciudad. Un silencio extraño e
inquietante se apodera del pueblo y solo caminas media
docena de metros antes de darte cuenta de que estás solo.
¿Es tu imaginación o el cielo de repente se ha vuelto gris?
Llegas demasiado tarde, porque la gente de Cepeda ha
huido ante la maldición del Señor Oscuro. Sigue adelante.
210
432 Tiempo: 5
Puedes continuar tu viaje utilizando el sendero o
abriéndote paso a través del bosque.
• Si usas el sendero, sigue adelante.
• De lo contrario, tira dos dados y añade tu bonificación
General:
• Si es de 2-7, estás perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
433 Tiempo: 15 Pt. Exp.: 12
BIENVENIDOS A CASA DEL BOSQUE, pone en el letrero a
la entrada del pueblo. Ubicado cerca del Bosque Cerrado,
este encantador pueblo de Hobbits te abre los brazos. Se
corre la voz por la aldea de que has venido a advertir a la
Comarca de una catástrofe inminente; algunos dicen que
de otro largo invierno. De repente, un Hobbit alto (¡un
metro de alto!) avanza hacia ti destacando de entre los
demás — me apellido Took, te dice —, y les ruega a todos
que se callen. “¡No hablemos más de esto a la intemperie!”,
sígueme, te ordena. Pasa al 427.
434 Tiempo: 15
El representante de los Shirriffs en Delagua es un
carpintero llamado Pies Ligeros. Él escucha tu historia de
la llegada de los Jinetes con gran atención, dando
profundas bocanadas a su pipa. Tira dos dados y añade tu
bonificación de Percepción:
• Si es de 2-4, pasa al 407.
• Si es de 5-12, pasa al 445.
435 Tiempo: 20 Pt. Exp.: 2
BIENVENIDO A LOS RANALES, se lee en el letrero a la
entrada del pueblo junto al camino. El Agua fluye al norte
211
de la ciudad. La plácida corriente se puede cruzar
fácilmente por numerosas pasarelas y vados. Preguntas
por el Shirriff, que resulta ser el molinero, Ways Grainfoot.
Mientras le cuentas tu historia, sus ojos se hacen más y
más amplios. Tira dos dados y añade tu bonificación de
Percepción:
• Si es de 2-5, pasa al 440.
• Si es de 6-12, pasa al 406.
436 Tiempo: 10 Pt. Exp.: 3
Tu fuerza de voluntad se debilita mientras caminas y
observas las calles desiertas de la ciudad. Un inquietante
sonido en el viento, como si este fuera estrangulado por
una mano fantasma, te hiela la sangre mientras te giras y
corres. Llegas demasiado tarde para advertir a Surcos
Blancos, pero tal vez puedas salvar otra aldea. Sigue
adelante.
437 Tiempo: 10 Pt. Exp.: 3
Tu cólera crece cuando entras en la tranquila ciudad de
la ladera. Un horrible olor impregna el lugar por todas
partes y no hay rastros de la gente del pueblo. Las señales
de su huida están en todas partes. Las fuerzas de la
oscuridad ya han estado aquí. Llegas demasiado tarde para
advertir a Casa del Bosque. Sigue adelante.
438 Tiempo: 30 Pt. Exp.: 1
Un suspicaz granjero Hobbit llamado Tock escucha tu
historia atentamente y te ofrece un vaso de agua fresca de
manantial y una comida.
“No pareces ser un malhechor, para mí”, dice, entusiasta.
Tira dos dados y añade tu bonificación de Percepción:
• Si es de 2-4, pasa al 426.
• Si es de 5-12, pasa al 419.
212
439 Tiempo: 10 Pt. Exp.: 12
BIENVENIDO A CEPEDA, se lee en un gran letrero a la
orilla del camino. ¡Debes advertir a los Hobbits de
inmediato! Una fresca y azul corriente de agua parece
tentarte a tomar un descanso, pero te apresuras a advertir
a alguien digno de confianza. Si intentas advertir a los
habitantes de Cepeda, pasa al 222; de lo contrario, sigue
adelante.
440 Tiempo: 15 Pt. Exp.: 2
En tu estado de emoción, aparentemente asustas a
Grainfoot. Después de girar bruscamente los ojos, te mira
y dice: “señor, lo que usted cuenta es una locura. ¡No puede
ser cierto! ¡No abrigaremos estos rumores aquí! Es hora de
comer y me voy. ¡Te sugiero que hagas lo mismo!”. No has
logrado advertir a Los Ranales. Sigue adelante.
441 Tiempo: 10 Pt. Exp.: 1
El hombre viste botas de cuero embarradas y una capa
gris, porta una espada, un arco y una daga de plata a su
lado. Se detiene mientras se acerca y grita de manera
amistosa: “¡Hola! No tienes por qué temerme. Me llamo
Pock. Solo soy un trovador errante”. Ves una lira atada a la
espalda del hombre. Sus largas piernas y botas de cuero te
llaman la atención; él te recuerda a Trancos. “Déjame
ofrecerte comida y bebida”, dice. Observas cómo él mete
la mano en su mochila y saca una botella y una barra de
pan. “El pan no es más fresco que yo, me temo”, dice con
una carcajada.
• Si entablas conversación con el hombre, pasa al 218.
• Si prefieres huir, pasa al 166.
• Si luchas con él, pasa al 321.
213
442 Tiempo: 10 Pt. Exp.: 12
SCARY, puede leerse en un feo y estropeado letrero. Te
preguntas qué fortuna —buena o mala—, te ha traído a esta
sucia y extraña ciudad. Las pocas personas que te
encuentras te miran fijamente como si fueras un espía o
un gran gusano con extremidades. Si intentas advertir a sus
habitantes o explorar la ciudad de Scary, pasa al 216; de
lo contrario, sigue adelante.
443 Tiempo: 15 Pt. Exp.: 1
Caminas por los senderos elevados sobre los diques
formados por hileras de setos vegetales de Marjala, pero
después de un tiempo te das cuenta de que estás solo en
los campos. No hay nadie alrededor. ¡La zona de Marjala
parece estar desierta! Aprietas los dientes, sabiendo que es
demasiado tarde para advertir a sus habitantes. Sigue
adelante.
444 Tiempo: 15 Pt. Exp.: 2
BIENVENIDOS A CASA DEL BOSQUE, pone en el letrero a
la entrada del pueblo. Ubicado cerca del Bosque Cerrado,
este encantador pueblo de Hobbits te abre los brazos. Se
corre la voz por la aldea de que has venido a advertir a la
Comarca de una catástrofe inminente; algunos dicen que
de otro largo invierno. De repente, un Hobbit alto (¡un
metro de alto!) avanza hacia ti destacando de entre los
demás — me apellido Took, te dice —, y les ruega a todos
que se callen. “¡No hablemos más de esto a la intemperie!”,
sígueme, te ordena. Pasa al 427.
445 Tiempo: 10 Pt. Exp.: 20
Los ojos de Pies Ligeros se abren de par en par y
proclama: “¡Al Shirriff se le debe contar esta terrible
historia! ¡Me iré a advertirle a él y a nuestra aldea de los
peligros que has visto!”. Desliza una pinta de cerveza dulce
y una hogaza de pan delante de ti y dice: “¡Tomad esto
214
amable señor, y buena suerte en vuestro intento por
ayudar
a
nuestros
hermanos!”.
Enhorabuena,
¡has
advertido a Delagua! Para entrar en Hobbiton, pasa al 151;
de lo contrario, sigue adelante.
446 Tiempo: 30
La Tienda General posee comida, bebida, armas y
accesorios; un letrero escrito a mano y colocado en la
pared más alejada del abarrotado establecimiento te dice
todo lo que necesitas saber.
SIDRA (1/4 de galón) 1 pieza de cobre
COMIDA 2 piezas de cobre
DAGA 3 piezas de plata
ESCUDO 5 piezas de plata
(¡ESPECIAL!)
LANZA 3 piezas de plata
MOCHILA 20 piezas de cobre
CUERDA 40 piezas de cobre
ANTORCHAS (6) 2 piezas de cobre
ODRE DE AGUA 2 piezas de cobre
El brusco propietario reúne rápidamente lo que deseas y
toma tu dinero sin intercambiar una palabra. Anota lo que
compres en tu Tarjeta de Identificación, deduciendo la
cantidad apropiada de dinero. (Una pieza de plata = 100
piezas de cobre). Luego, sigue adelante.
215
447 Tiempo: 5
Puedes continuar viajando por el camino o abriéndote
paso por el bosque.
• Si usas el sendero, sigue adelante.
• De lo contrario, tira dos dados y añade tu bonificación
General:
• Si es de 2-8, estás perdido, avanza en una dirección
aleatoria.
• De lo contrario, sigue adelante.
448 Tiempo: 15 Pt. Exp.: 2
Tu anfitrión está consternado por tus malos modales en
la mesa y tu estridente conversación. Te mete prisa, cierra
la puerta y echa el cerrojo. ¡No logras avisar al área de los
Campos del Puente! Sigue adelante.
449 Tiempo: 480 Pt. Exp.: 25
Más tarde, esa misma noche, mientras te acuestas en la
pequeña cama Hobbit tratando de conciliar el sueño, te
preguntas: “¿habrá otra misión que puedas emprender?
Nunca me he sentido tan vivo e importante, declaras a las
estrellas. ¡Lo haré de nuevo! ¡Tengo que hacerlo!”. ¡Tu
misión ha sido completada, la Comarca ha sido advertida
de la llegada de los Nazgûl! Te sumes en un profundo y
reparador sueño, pensando en las aventuras venideras y
en desafíos aún mayores.
- FIN –
450 Tiempo: 10 Pt. Exp.: 3
Una lágrima llega a tus ojos mientras contemplas las
ruinas humeantes del pueblo y los árboles carbonizados a
lo largo del borde del bosque circundante. Llegas muy
tarde. Alforzada ha sentido la ira del Señor Oscuro. Sigue
adelante.
216
451 Tiempo: 10 Pt. Exp.: 15
El hombre yace sangrando y aún a tus pies. Rebuscas en
su cuerpo y encuentras solo una pieza de plata y su
cuchillo. Buscas en la habitación y no encuentras nada de
interés excepto la lanza. Sigue adelante.
452 Tiempo: 30
Gildor te guía silenciosa y rápidamente a través de los
bosques y la espesura de los matorrales. Cuando llegáis a
un claro, él se detiene y señala al horizonte. “Hobbiton se
encuentra a quince kilómetros en esa dirección”, dice,
apuntando hacia el noroeste. “Ve ahora y toma esto
contigo”. Te da dos dosis de una hierba curativa, Athelas.
Le pides consejo, pero Gildor sacude su noble cabeza. “El
consejo es una criatura peligrosa, joven. Demasiado es tan
malo como lo es muy poco. Confía en ti mismo, ese es mi
consejo”. Tras estas palabras él desaparece en el bosque
en un abrir y cerrar de ojos. Ahora estás en el espacio 24F.
Sigue adelante.
217
453 Tiempo: 5
Observas a cuatro Orcos reunidos alrededor de un
amontonado botín, peleando por baratijas. No se percatan
de tu presencia. Realiza una acción:
• Si luchas contra los Orcos, pasa al 245.
• Si “burlas” a los Orcos, pasa al 213.
454 Tiempo: 10 Pt. Exp.: 25
Tu historia intriga a tus anfitriones y comienzan a
agitarse. El posadero proclama a viva voz: “¡Fallowfields te
ayudará a advertir a los ciudadanos de Alforzada!”. Anota
en tu Tarjeta de Identificación del Personaje que advertiste
con éxito a Alforzada y toma nota del tiempo. Sigue
adelante.
218
455 Tiempo: 10 Pt. Exp.: 3
No has logrado completar tu misión principal. Puede que
hayas conseguido advertir a parte de la Comarca, pero la
sombría mano del Señor Oscuro ya ha caído sobre la
mayoría de sus habitantes. Ahora solo te queda lamentarte
mientras piensas una y otra vez que podría haber pasado
si hubieras sido un poco más rápido y hubieras tenido algo
más de fortuna a la hora de tomar tus decisiones.
Vuelve a intentarlo desde el principio.
219
TABLA DE ACCIÓN
Atacar: debes luchar contra tu oponente.
Huir: tira dos dados y añade tu bonificación de Huida. Si el
resultado es más de 7, sigue las instrucciones del texto o sigue
adelante. De lo contrario, debes luchar contra tu oponente y eres
“sorprendido” (el enemigo ataca primero).
Las siguientes tres acciones solo están permitidas si el texto indica
que tu oponente es “burlado” por ti. (No es consciente de tu
presencia y lo pillas por sorpresa).
Escabullirse: tira dos dados y añade tu bonificación de Pericia. Si
el resultado es más de 7, sigue adelante. De lo contrario, debes
luchar contra tu oponente.
Ataque Sorpresa: debes luchar con tu oponente. Tira dos dados y
añade tu bonificación de Pericia. Si el resultado es más de 7,
puedes atacar por sorpresa. Para tu primer ataque solamente,
puedes incrementar tu PACC o PAP añadiéndole tu bonificación de
Pericia.
Robar y Coger: tira dos dados y añade tu bonificación de Pericia.
Si el resultado es más de 8, logras “burlar” a tu oponente. Lee el
texto indicado, manteniendo en mente que solo puedes coger un
objeto descrito (tu oponente aún sigue vivo). Si el resultado es 8 o
menos, debes luchar contra tu oponente y eres “sorprendido”.
CUANDO USAS EL SISTEMA AVANZADO:
1) Huir y Escabullirse te lleva a seguir las instrucciones del texto
o a moverte en una dirección aleatoria.
2) Puedes intentar Evadir: siguiendo el mismo procedimiento
descrito para Huir, pero restando 2 del número obtenido y si eres
afortunado, puedes seguir adelante o moverte en una dirección
aleatoria.
3) Puedes Pasar con Sigilo: siguiendo el mismo procedimiento
descrito en Escabullirse, pero restando 2 del número obtenido, y
si eres afortunado, puedes seguir adelante o moverte en una
dirección aleatoria.
220
TABLA DE COMBATES
221
TABLA DE NÚMEROS AL AZAR
222
TABLAS MERP
(JUEGO DE ROL DEL SEÑOR DE LOS ANILLOS)
223
224
225
Para más librojuegos no podéis dejar de visitar las webs:
https://www.projectaon.org/es/Principal/Inicio
http://manpang.blogspot.com/
http://librojuegos.org/
“Un anillo para gobernarlos a todos.
Un anillo para encontrarlos.
Un anillo para atraerlos a todos y
atarlos en las tinieblas. †
Varias web para reunirlos a todos”
| textdata/thevault/Lord of the Rings (LotR)/Novel/Tolkien Quest 1 ⢠Noche del Nazgûl.pdf |
1
2
Introduction
Author
J. Evans Payne
Character Art
Ethan Slayton
Scene Art
Jack Kaiser
Iconography
J. Payne
Design & Concept
Jason Payne
Developer
Jason E. Payne
Producer
Jason Evans Payne
Editor
J. E. Payne
Layout and Graphic Design
Jason E. P.
Cover Art and Logos
Enyap Nosaj
Cartography
J. Evans Payne
Typesetting
J. Snave Enyap
Proofreading
Beattin A. Dedhaurs
Indexing
Microsoft Word
Thanks
To my friends from middle school, who embraced this
silly nerdy hobby as a welcome escape from the pressures
everyone endures in that environment.
To my friends from high school, who rekindled my love of
the game that was now used as the basis of philosophical
discussions and dreaming about the future.
To my friends from college, who stuck with all manner
of nerdy obsessions of mine through the years, despite
dwindling free time in which to pursue such things, and
increasing responsibilities in other realms.
Special Thanks: Kickstarter Backers
Thank you for believing in me, when all I had to prove myself
was an idea, a blurb, a handful of maps, and a dream.
The product you hold in your hands—or store on your hard
drive—is a direct result of your faith, and support. I can’t
thank you enough.
Hardened Completionists
• Richard Loh
• Jeremy Siemon
• Paul S.
• Richard “Eskimo” Jones
• J Levine
• Please do not add my name to the credits
• Jeremy Suiter, a.k.a. Barek Firebeard
• Jeff “Sage” Trisoliere
• Martin St-Laurent
• Benjamin Bernard
• Oliver Volland
• Dr. Donald A. Turner
• Nicholas Harvey
• Thalji
• Amadan
• Bulldozers
• Redfuji6
• Jamie Van Lengen
• Roger Haxton
• H. Howell
• Cally Harper
• Steve “Sammeal” Reinhart
• Charles Marshall
• Rhel ná DecVandé
• Stormraider
Hardened Historians
• Kary “Realm Master K” Williams
• Luca Basset
• Stephen P.D, Kelley
• Stefan Friedl
• Tobias Widlund
• Justin Whitman
Colophon
3
Introduction
• ZoZoBop
• Richard Isaak
• Paul Lukianchuk
• Charles “Lukkychukky” Ulveling
• Fettzer
• Earl B. Bingham
• Archania’s Workshop, LLC
• J. David Porter
• Kandy Dolan
• Eggyz
• V. Pesola
Mayor
• Bernie “Murkatos” McCormick
Universal Historians
• G. “Fluido” Fasano
• Danny Wilson
• Imban
• Gregory McWhirter
• David Stephenson
• Delnurfin Feadiel
Hardened Historians
• Andrew Lotton
• Robert Wiesehuegel
• A Wong
• J W Carroll
• Scott Crandall
• Anon
• Martin Blake
Historians
• Lester Ward
• Bartholomew Jackson
• Andrew Weill
• Robert McNeal
• Étienne De Sloover
• ANton H.
• AinvarG
• Ben Fowler
• Sam Hillaire
• MarsSenex
• Aaron J. Schrader
• Michael Schwan
• Chris Sulat
• Sam Rosenthal
• Kevin J O’Brien
• Nathan Blaylock
• Stefan “Melwyn” Kruse
• J. Michael Lanaghan
• Jon R. Terry
• Boberto
• Brien “CriticalFailure” Borchardt
• Cory Aughenbaugh
• MICHAEL J BENENSKY
Citizens
• Oliver von Spreckelsen
• Crispin Moakler
• Jonathan Smith
• Marc Margelli
• Paul Fowler
• Doug Berigan
• Jordi Rabionet Hernandez
• Simon Hunt
• philippe Roby
• Uwe Nagel
• David vun Kannon
• Joshua F. Knowles
• Ryan Lynn
• Joe Medica
• Loren Siebold
• Ed Kowalczewski
• Anthony Allan
• Bill Weir
• Christian Klein
• Ender
• Kothoga
• Adam Jacobsen
• Terry Adams
• J.Goodwins
• Kohuda
• Andreas Monitzer
• Jasper Akhkharu
• Ashran Firebrand
Passersby
• J. Philip Ezrickson
• Elton Robb
4
Introduction
Infinium Game Studio is:
CEO
J. Evans Payne
Creative Director
J. Evans Payne
Lead Editor
J. Evans Payne
VP Marketing & Sales
J. Evans Payne
CFO
J. Evans Payne
Artistic Director
J. Evans Payne
Legal Stuff
Dark Obelisk 2: The Mondarian Elective © 2018 J. Evans
Payne.
Reproduction without the written permission of the author is
expressly forbidden. Dark Obelisk, Berinncorte, and Aquilae
are trademarks of Infinium Game Studio, All rights reserved.
All characters, names, places, items, art and text herein are copyrighted by J.
Evans Payne. The mention of or reference toany company or product in these
pages is not a challenge to the trademark or copyright concerned.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder
Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse
this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the
Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://
paizo.com/pathfinderRPG/compatibility for more information on the
compatibility license.
This book is hereby dedicated to my amazing Kickstarter backers, without whom I would have merely ideas, and little across
the finish line.
Dedication
Foreward
Good lord.
I’ve said often that my ambition is an excess outstripped only
by the devotion of my backers and colleagues. Never has
that been more the case than with this project.
Dark Obelisk 2 was intended as a simple follow-up to the
original. An extension of the story, an expansion of the
mythology and the realm, and a continuation of the fun I had
putting the first project together.
Now, more than a year after the Kickstarter for DO2
wrapped up, and after a half-dozen intervening books and
publications, we’re finally getting to the meat of the matter.
And meat there is: what you hold, in whatever format, is at
the very physical limit of how much I can pack into a single
volume.
The trek into Mondaria City and its nine-level (okay, eight
and change, really) mining complex is a challenging one, and
not for the faint of heart. But the rewards are considerable.
“Adventure” hardly seems an appropriate moniker for this
behemoth of a tome of content. But this adventure is not just
continuation of an adventure path and story.
It is the fulfillment of a dream. The completion of a promise.
The satisfaction, I would hope, of a very long time waiting,
and of confidence given, and an emotional investment that
has hopefully reaped rewards.
It is also the stepping-off point for the next phase of my
ambition, and of an entire world and universe of possible
content that will hopefully follow.
I can only once again thank my backers, my followers, my
colleagues, my advocates, and all those who have stuck in
there waiting for this to come to fruition.
Hopefully, you consider it worth the wait.
J. Evans Payne
Malvern, Pennsylvania
February 2018
5
Introduction
Table of Contents
Colophon
2
Foreward
4
Table of Contents
5
About Infinium Game Studio
7
FlexTale
8
Prologue: A Stranger Appears
10
Recap: Dark Obelisk 1: Berinncorte
11
Introduction
13
The Campaign World
21
Mondaria City:
Ground Floor
29
Map 1: Mondaria City Overview (MC-O)
30
Level Introduction: Mondaria City
31
Map 2: Blacksmith Ground Floor (MC-BS-GF)
34
Map 3: Central Area / Market (MC-MKT)
37
Map 4: Checkpoint Control Ground Floor (MC-CC-GF)
40
Map 5: Fishery Ground Floor (MC-FH-GF)
43
Map 6: Garrison Ground Floor (MC-GR-GF)
47
Map 7: Hunter’s Glen (MC-HG)
50
Map 8: Inn & Stables Ground Floor (MC-IS-GF)
52
Map 9: Mess Hall Ground Floor (MC-MH-GF)
56
Map 10: MIll Ground Floor (MC-ML-GF)
59
Map 11: Residential Zone (MC-RZ)
62
Map 12: Residence NE Ground Floor (MC-RNE-GF)
64
Map 13: Residence NW Ground Floor (MC-RNW-GF)
66
Map 14: Residence SE Ground Floor (MC-RSE-GF)
68
Map 15: Residence SW Ground Floor (MC-RSW-GF)
70
Map 16: Fishery Secret Grotto (MC-FH-SG)
72
Map 17: Storage Ground Floor (MC-ST-GF)
75
Map 18: Trading Post Ground Floor (MC-TP-GF)
78
Map 19: Chaos Overview (MC-C)
81
Map 20: Chaos Secret (MC-CSCR)
84
Map 21: Chaos Foreman (MC-CF)
86
Map 22: Chaos Supplies (MC-CS)
88
Map 23: Law Entrance (MC-LE)
91
Map 24: Law Foreman (MC-LWF)
94
Map 25: Love Overview (MC-L)
96
Map 26: Love Secret (MC-LS)
98
Map 27: Love Foreman (MC-LF)
100
Map 28: Outside the Gates (MC-OG)
103
Map 29: Past the Gates (MC-PG)
105
Map 30: Law General (MC-LO)
107
Mondaria City:
Second Floor
109
Map 31: Mondaria City Second Floor Overview (MC-SF-O)
110
Level Introduction: Mondaria City Second Floor
111
Map 32: Inn & Stables Second Floor (MC-IS-SF)
113
Map 33: Residence SE Second Floor (MC-RSE-SF)
116
Map 34: Residence SW Second Floor (MC-RSW-SF)
118
Map 35: Eastern Watchspire Overview (MC-EW-SF-O)
120
Map 36: Eastern Watchspire, West (MC-EW-SF-W)
122
Map 37: Eastern Watchspire, Southwest (MC-EW-SF-SW)
125
Map 38: Eastern Watchspire, Southeast (MC-EW-SF-SE)
127
Map 39: Eastern Watchspire, Northeast (MC-EW-SF-NE)
130
Map 40: Western Watchspire (MC-WW-SF)
132
Map 41: Trading Post Second Floor (MC-TP-SF)
135
Mondaria City:
Third Floor
138
Map 42: Mondaria City, Third Floor Overview (MC-TF-O)
139
Level Introduction: Mondaria City, Third Floor
140
Map 43: Eastern Watchspire, West (MC-EW-TF-W)
142
Map 44: Eastern Watchspire, Southwest (MC-EW-TF-SW)
145
Map 45: Eastern Watchspire, Southeast (MC-EW-TF-SE)
148
Map 46: Eastern Watchspire, Northeast (MC-EW-TF-NE)
150
Map 47: Western Watchspire, Northeast (MC-WW-NE-TF)
153
Map 48: Western Watchspire, Southwest (MC-WW-TF)
155
Mondaria Mines:
Level 1
157
Map 49: Mines Level 1, Overview (ML1-O)
158
Level Introduction: Mines Level 1
159
Map 50: Blacksmith Basement (MC-BS-BM)
163
Map 51: Blacksmith / Trading Post Basement (MC-BSTP-BM)
165
Map 52: Checkpoint Control Basement (MC-CC-BM)
167
Map 53: Fishery Basement (MC-FH-BM)
169
Map 54: Garrison Secret Tunnel Complex (MC-GR-ST)
172
Map 55: Garrison / Mess Hall Basement Overview (MC-GRMH-BMO)
175
Map 56: Garrison Basement (MC-GR-BM)
177
Map 57: Mess Hall Basement (MC-MH-BM)
180
Map 58: Inn & Stables Basement (MC-IS-BM)
183
Map 59: Mill Basement (MC-ML-BM)
186
Map 60: Residence NE Basement (MC-RNE-BM)
189
Map 61: Residence NW Basement (MC-RNW-BM)
191
Map 62: Residence SE Basement (MC-RSE-BM)
193
Map 63: Residence SW Basement (MC-RSW-BM)
195
Map 64: Storage Basement (MC-ST-BM)
198
Map 65: Trading Post Basement (MC-TP-BM)
200
Map 66: Checkpoint / Storage Secret Stash (MC-CCS-BM)
203
Map 67: Railmaster’s Cottage (ML1-RLMC)
205
Map 68: Rail Switchhouse East (ML1-RSE)
208
Map 69: Rail Switchhouse North (ML1-RSN)
210
Map 70: Underground River Piers Overview (ML1-UGRP-O)
213
Map 71: Underground River Fishery (ML1-FSH)
215
Map 72: Piers North (ML1-UGRP-N)
218
Map 73: Piers Mid (ML1-UGRP-M)
220
Map 74: Piers South (ML1-UGRP-S)
222
Map 75: Central Storage Overview (ML1-CST-O)
225
Map 76: Central Storage: Explosives Shack (ML1-CST-EXS)
227
Map 77: Central Storage: Stacks (ML1-CST-STK)
230
Map 78: Secret Mine Area North (ML1-SCTN)
233
Mondaria Mines:
Level 2
236
Map 79: Mines Level 2 Overview (ML2-O)
237
Level Introduction: Mines Level 2
238
Map 80: Underground Lake & Island Overview (ML2-ULI-O)
241
Map 81: Underground Lake Northern Island (ML2-ULI-N)
243
Map 82: Underground Lake Center Island (ML2-ULI-C)
245
Map 83: Underground Lake Southern Island (ML2-ULI-S)
248
Map 84: Skimmer’s Cache Secret South (ML2-SCS)
250
Map 85: Invaded Residence Sub-Basement (ML2-IRSB)
252
Map 86: Elevators North Overview (ML2-ELN-O)
255
Map 87: Elevators North: Operations (ML2-ELN-LS)
257
Map 88: Elevators North: Elevator Control (ML2-ELN-EC)
261
Map 89: Elevators North: Elevator Barrier (ML2-ELN-EB)
263
Map 90: Elevators East (ML2-ELE)
265
Map 91: Elevators West (ML2-ELW)
268
Map 92: Mining Area Northeast (ML2-MNE)
271
Map 93: Mining Area Northwest (ML2-MNW)
274
Map 94: Gem Cache (ML2-GEM)
276
Map 95: Riverbank Processing (ML2-RIV)
279
Map 96: Riverbank North Pier (ML2-RIV-N)
281
Map 97: Riverbank South Pier (ML2-RIV-S)
284
Map 98: Railshed & Storage East (ML2-RSS-E)
286
Map 99: Railshed & Storage East: Shed Detail (ML2-RSS-E-S)
289
Map 100: Railshed & Storage Northwest (ML2-RSS-NW)
292
Map 101: Railshed & Storage Northwest: Shed Detail (ML2-RSS-NW-S)
294
Mondaria Mines:
Level 3
297
Map 102: Mines Level 3 Overview (ML3-O)
298
Level Introduction: Mines Level 3
299
Map 103: Pit Down (ML3-PD)
302
Map 104: Secret Passage (ML3-SP)
304
Map 105: Mining West Overview (ML3-MW-O)
307
Map 106: Mining West: North (ML3-MW-N)
309
Map 107: Mining West: Center (ML3-MW-W)
312
Map 108: Mining West: South (ML3-MW-S)
315
Map 109: Mining Love West Overview (ML3-MLW-O)
318
Map 110: Mining Love West: Illusionist Entertainers’ Hut (ML3-MLW-
ES)
321
Map 111: Mining Love East Overview (ML3-MLE-O)
324
Map 112: Mining Love East: Chemist’s House (ML3-MLE-C)
327
Map 113: Mining Law North Overview (ML3-MLN)
330
Map 114: Mining Love North: Loremaster’s Shack (ML3-MLN-LM)
333
Map 115: Mining Law South Overview (ML3-MLS-O)
336
Map 116: Mining Law South: Sage’s Shack (ML3-MLS)
339
6
Introduction
Map 117: Cave-In: Entire Chamber (ML3-CIN-C)
342
Map 118: Cave-In (ML3-CIN)
344
Map 119: Lair (ML3-LAR)
346
Map 120: Circular Stair Pit (ML3-CSP)
349
Map 121: Elevators North (ML3-EN)
351
Map 122: Elevators West (ML3-EW)
354
Map 123: Elevators East (ML3-EE)
357
Mondaria Mines:
Level 4
360
Map 124: Mines Level 4 Overview (ML4-O)
361
Level Introduction: Mines Level 4
362
Map 125: Ruined City Overview (ML4-RCO)
365
Map 126: Pit Ledge Overview (ML4-PIT-O)
367
Map 127: Pit Up/Down (ML4-PIT)
369
Map 128: Ledge (ML4-LED)
371
Map 129: Treasure Hoard (ML4-TRH)
373
Map 130: Mess Hall (ML4-MSH)
376
Map 131: Ruined Temple Overview (ML4-RNT-O)
379
Map 132: Ruined Temple Northeast (ML4-RNT-NE)
381
Map 133: Ruined Temple Southeast (ML4-RNT-SE)
383
Map 134: Ruined Temple Southwest (ML4-RNT-SW)
385
Map 135: Ruined Temple Northwest (ML4-RNT-NW)
387
Map 136: Ruined Temple: Center Temple (ML4-RNT-C)
389
Map 137: Elder Tower Husk (ML4-ETH)
392
Map 138: Nest (ML4-NST)
395
Map 139: Circular Stair Pit (ML4-CSP)
397
Map 140: Elevators West (ML4-EWC)
399
Map 141: Elevators North Overview (ML4-ENL-O)
402
Map 142: Elevators North: East (ML4-ENL-E)
404
Map 143: Elevators North: Northwest (ML4-ENL-NW)
407
Map 144: Elevators North: Southwest (ML4-ENL-SW)
409
Map 145: Elevators East (ML4-EEL)
411
Map 146: Dreadslimed Miner Barracks (ML4-DMB)
414
Map 147: Dwarven Union Leader Overview (ML4-DUL-O)
417
Map 148: Dwarven Union Leader: East (ML4-DUL-E)
420
Map 149: Dwarven Union Leader: West (ML4-DUL-W)
422
Map 150: Elven Administration Leader (ML4-EAL)
424
Map 151: Administration Building Overview (ML4-ADB-O)
427
Map 152: Administration Building North (ML4-ADB-N)
429
Map 153: Administration Building South (ML4-ADB-S)
432
Map 154: Administration Building East (ML4-ADB-E)
434
Mondaria Mines:
Level 5
437
Map 155: Mines Level 5 Overview (ML5-O)
438
Level Introduction: Mines Level 5
439
Map 156: Elevators North Overview (ML5-ENL-O)
442
Map 157: Elevators North: Designer’s House North (ML5-ENL-DSN) 445
Map 158: Elevators North: Designer’s House Middle (ML5-ENL-DSM)
448
Map 159: Elevators North: Designer’s House South (ML5-ENL-DSS) 450
Map 160: Elevators West (ML5-EWC)
452
Map 161: Elevators East (ML5-EEL)
455
Map 162: Jail Cell (ML5-JLC)
457
Map 163: Lair (ML5-LAR)
460
Map 164: Ceiling Hole (ML5-HOL)
463
Map 165: Mining Southwest (ML5-MSW)
465
Map 166: Mining Northwest (ML5-MNW)
468
Map 167: Mining North-Northwest (ML5-MNNW)
470
Map 168: Mining North-Northeast (ML5-MNNE)
472
Map 169: Mining Northeast (ML5-MNE)
475
Map 170: Mining Southeast (ML5-MSE)
478
Map 171: Admin Building (ML5-AB)
481
Map 172: Treasure Hoard (ML5-TH)
484
Map 173: Lair Guardians (ML5-LRG)
486
Map 174: Lair Approach (ML5-LRA)
488
Map 175: Mayor’s House (ML5-MAY)
490
Map 176: Lair Overview (ML5-LR-O)
493
Mondaria Mines:
Level 6
495
Map 177: Mines Level 6 Overview (ML6-O)
496
Level Introduction: Mines Level 6
497
Map 178: Elevator North Up (ML6-ENU)
500
Map 179: Elevator North Down (ML6-END)
503
Map 180: Pit Trap Secret Passage (ML6-PTS)
505
Map 181: Elevators Southwest (ML6-ESW)
507
Map 182: Elevators East (ML6-EEL)
509
Map 183: True Obelisk Shard Secret (ML6-TOS)
512
Map 184: Secret Passage South (ML6-SPS)
515
Map 185: Admin Building Overview (ML6-ADM-O)
517
Map 186: Admin Building North (ML6-ADM-N)
519
Map 187: Admin Building South (ML6-ADM-S)
522
Map 188: Firedancer Camp Overview (ML6-FDC-O)
525
Map 189: Firedancer Camp Northeast (ML6-FDC-NE)
527
Map 190: Firedancer Camp Southeast (ML6-FDC-SE)
530
Map 191: Firedancer Camp Southwest (ML6-FDC-SW)
532
Map 192: Firedancer Camp Northwest (ML6-FDC-NW)
534
Map 193: Seer Tents Overview (ML6-SRT-O)
536
Map 194: Seer Tents: Western Seance Tent (ML6-SRT-WST)
538
Map 195: Seer Tents: Mystic Seer’s Tent (ML6-SRT-MST)
540
Map 196: Seer Tents: Eastern Seance Tent (ML6-SRT-EST)
542
Map 197: Seer Tents: Dining Tent (ML6-SRT-DNT)
544
Map 198: Seer Tents: Thought Hut (ML6-SRT-THH)
546
Map 199: False Obelisk Overview (ML6-FDO-O)
548
Map 200: False Obelisk Closeup (ML6-FDO-CU)
550
Map 201: Mining North Overview (ML6-MNO-O)
552
Map 202: Mining North: West (ML6-MNO-W)
554
Map 203: Mining North: East (ML6-MNO-E)
556
Map 204: Rockpile (ML6-RKP)
558
Map 205: Mining East Overview (ML6-MNE-O)
560
Map 206: Mining East: North (ML6-MNE-N)
562
Map 207: Mining East: Center (ML6-MNE-C)
564
Map 208: Mining East: South (ML6-MNE-S)
567
Map 209: Mining South Overview (ML6-MNS-O)
569
Map 210: Mining South: Northwest (ML6-MNS-NW)
571
Map 211: Mining South: Southwest (ML6-MNS-SW)
574
Map 212: Mining South: Southeast (ML6-MNS-SE)
576
Map 213: Sludgelake (ML6-SGL)
578
Mondaria Mines:
Levels 7 & 8
580
Map 214: Mines Level 7 Overview (ML7-O)
581
Level Introduction: Mines Level 7 & 8
582
Map 215: Elevator Up, Law (ML7-EUL)
585
Map 216: Elevator Up, Love (ML7-EUV)
587
Map 217: Elevator Up, Chaos (ML7-ELC)
590
Map 218: Secret Passage North (ML7-SPN)
592
Map 219: Obelisk Shard Mining Overview (ML7-OSM-O)
594
Map 220: Obelisk Shard Mining West (ML7-OSM-W)
596
Map 221: Obelisk Shard Mining Center (ML7-OSM-C)
598
Map 222: Obelisk Shard Mining East (ML7-OSM-E)
600
Map 223: Dais (ML7-DAS)
602
Map 224: Wyrmlair Overview (ML7-WML-O)
605
Map 225: Wyrmlair West (ML7-WML-W)
607
Map 226: Wyrmlair East (ML7-WML-E)
609
Map 227: Staircase West (ML7-SCW)
611
Map 228: Staircase Center (ML7-SCC)
613
Map 229: Staircase East (ML7-SCE)
615
Mondaria Mines:
Level 8
617
Map 230: Mines Level 8 Overview (ML8-O)
618
Map 231: Staircase West (ML8-SCW)
620
Map 232: Staircase East (ML8-SCE)
622
Mondaria Mines:
Level 9
624
Map 233: Mines Level 9 Overview (ML9-O)
625
Level Introduction: Mines Level 9
626
Map 234: Dreadslime Pits West (ML9-DPW)
629
Map 235: Dreadslime Pits Secret (ML9-DPS)
632
Map 236: Dreadslime Pits East (ML9-DPE)
634
Map 237: Gathering (ML9-GTH)
637
Map 238: Secret Southeast (ML9-SSE)
639
Map 239: Secret Northeast (ML9-SNE)
641
Map 240: Secret West (ML9-SW)
643
Map 241: The Dark Obelisk (ML9-DO)
646
Dramatis Personae
651
Arranz Trevain (Railmaster)
657
Belerras (Foreman)
660
Bethela Mudward (Trademaster)
663
Brimdog Firecleave (Engineer)
666
Brocambe Methurzz (Ambling Scholar)
669
7
Introduction
About Infinium Game Studio
Founded in 2015, Infinium Game Studio (IGS) came about
as the result of a simple mission: Make shared storytelling
games easier and more fun for both players and referees
alike.
Our vision is that Infinium Game Studio empowers referees,
players, and the industry entire with innovative gaming
tools; high-quality, deeply-designed products; and creative
takes on established paradigms.
Values and Key Differences
Plays Well With Everyone
IGS products are engineered to be usable by both novice
and veteran gaming groups. As a result, they must contain
everything a novice GM might need to react quickly to his/
her play group.
Comprehensive and Immersive
Each IGS product should “feel real” and come with
everything the referee might require to make the setting,
context, environment, or other content come alive.
Everything You Need
The ideal adventure should contain practically everything
you need to run the game, except the core rulebook. Even
the most skilled GM wastes time looking things up in
multiple books. It’s so exceedingly rare that an adventure
contain all of the crunch and fluff necessary to run it.
Maps: Where Are We, Again?
A picture is worth a thousand words... and also, a thousand
seconds of prep time. Visually appealing, easy-to-use,
and extensive Maps are an essential part of any shared-
storytelling experience.
Pervasive Maps
Don’t put a building on a map if I can’t go inside it.
Prepared for Anything
In a gaming session, a good referee must be prepared for
the PCs to explore any aspect of the content. All too often,
an otherwise outstanding adventure will fail to provide
for a major percentage of its content. If there are twenty
buildings in a town, but maps for only two of them--well,
it’s fairly apparent where the Big Bad is going to be holed
up! Not every map will be riddled with secret passages,
custom random encounters, and combat, but there should
be something of interest in every building. Otherwise, it
shouldn’t be there!
Thoroughness: But What If...?
It’s possible to have a 16-page adventure that’s wonderful
and exciting. It’s also possible to have a 255-page
sourcebook be boring and repetitive. Striking the right
balance between over-padding and under-describing is
challenging, but an important part of what we do at IGS.
Flexible
Each product should be usable on its own, completely out
of context; as a start to a completely new campaign; as part
of the “intended” Adventure Path or associated suite of IGS
products; or to insert into an existing ongoing campaign.
Reusable
No IGS product is “one and done” by design: FlexTale and
Comprehensive Design enable this flexibility and reusability.
Production Quality
Our goal is to produce world-class products with high
production values.
Dagbrag (Gangboss)
672
Dalnarok (Loremaster)
675
Danalin Foeslash (Dwarven Union Leader)
678
Didkeln Clawhammer (Chief Engineer)
681
Estarel Finequill (Cartographer)
684
Elawelle (Tribute Magister)
687
Dralbrodin Strongquil (Lead Designer)
690
Faenadorn (Mayor)
693
Friskbik (Stablehand)
696
Frobwin Glamfork (Feastmaster)
699
Gabharn (Beastmaster)
702
Glimdarffe Sudsglub (Brewmaster)
705
Gordsturll (Mercenary Dwarf)
708
Hamfast Burrbottom (Blacksmith)
711
Imeltrude Legande (Warden)
714
Imeltrude Legande (Chemist)
717
Innelothe (Herbalist)
720
Killarth (Mercenary Tiefling)
724
Lugatoo (Coinmaster)
727
Maresmir (Elven Administration Leader)
730
Natobbe (Sage)
734
Natobbe (Illusionist Entertainer)
737
Semtammi (Stablemaster)
740
Skandbard (Tinkermaster)
744
Skandern Lithutz (Keeper of Records)
747
Thrennian Lo’quee (Minemaster)
750
Vanarelia Riccars (Keepmaster)
753
Wyrida (The Stranger)
757
Common NPCs
761
Bleak Mute
762
Celebrant
764
Crazed Harbinger
767
Firedancer
769
Firedancer Campmaiden
772
Firedancer Hearthstud
775
Miner
777
Mining Taskmaster
780
Munitions Wench
783
Tainted Miner
786
Tainted Taskmaster
789
Mystic Seer
792
Monsters
795
Dreadwyrm
796
Dreadslime Ooze
799
Slimegiant
801
Dreadslime Golem
803
Dreadslimed Miner
805
Open Gaming License (OGL)
807
8
Introduction
FlexTale
FlexTale™ is an attempt to make roleplaying game adventure
content dynamic and interesting. A module created using
FlexTale is different each time it is run. Treasure, monsters,
plot activities, NPC backstories and character arcs, and
various actions and plot elements can all occur differently.
Differences can occur using the roll of dice, or the GM can
simply choose the
content that s/he
prefers or feels would
be most engaging to
the play group.
There are two ways that FlexTale can help make an
adventure dynamic: Dynamic Content and Dynamic Plots.
Dynamic Content
“Dynamic content” is a FlexTable term that refers to
anything in an adventure that can be modified. Whether one
NPC is in love with another, or who murdered the vagrant
in the alley behind the town pub—FlexTale dynamic content
makes it possible to have several explanations or paths
through a story.
Dynamic Content is made possible by something called a
FlexTable™.
FlexTables
Most roleplaying game resources have tables—lots and lots
of tables, in many cases! Typically, these tables are two-
column, or perhaps three-column: you have one column that
lists the dice roll result, and you reference that row as the
outcome of the randomization. This is all well and good,
but it limits the scenario to that one set of probabilities and
outcomes, without accounting for things that happen in the
game that you might want to impact those outcomes.
A Traditional RPG Lookup Table
“: Traditional Lookup Table” is a typical “what’s in the
treasure chest” table that requires rolling a
d100. You
roll a d100, and then you look up which row your roll falls
into, and then you get your single result. Interesting, to be
sure, and it definitely provides for some variability… but the
extent of that variability is constant.
Table 1: Traditional Lookup Table
D%
Result
Description
01-30
Nothing
The treasure chest is empty.
31-40
Minor Reward
1d20 gp and a silver locket
worth 5 pp.
41-80
Average Reward
3d12 gp, a gold-hilted dagger
worth 10 pp, and two potions
of cure light wounds.
81-
100
Major Reward
2d20 pp, a potion of cure
moderate wounds, and a
scroll of fireball (CL 12).
The FlexTable Difference
A FlexTable is used to do the same thing a normal RPG
lookup table does. What makes FlexTables different is that
they have multiple columns to represent dice rolls. Each
of the columns represents a different situation or set of
conditions under which that column is used to reference the
result.
This seemingly simple change is used to make all of the
following possible:
• Differences in probabilities for the individual outcomes.
• “Scalable” monsters and rewards that more appropriately
match the level and power of the PCs.
• Proportional rewards, measured against the strength of a
relationship or other conditions.
• Circumstantial content, restricted to certain conditions
or prerequisites.
“: Sample Treasure Chest Contents” is the same table we
saw earlier, modified to be a FlexTable.
Contexts
In the above example, there are now four columns used to
indicate the range of the dice roll result. These columns are
referred to as Contexts.
Before you roll on a FlexTable like this one, you will have to
figure out which Context you should refer to. In the above
table, the leftmost column is Context “A” (D%A), the next
one is “B”, and so on. Each Context also indicates the dice
to be rolled—in this example, you roll the same dice (d%) in
each Context, but in some FlexTables, different dice may be
used.
This straightforward example demonstrates the following
differences in converting a standard table into a FlexTable:
Different Probabilities: Context C is the most favorable,
since it provides a much bigger range of rolls under which
you would receive the “Major Reward”. Context B is the next
best, since it, too, expands the range that Context A has.
Circumstantial Results: In Context D, not only are the
favorable outcomes less likely, but there is a fifth result row
that is only possible under this Context: “Cursed Reward”.
Determining Context: When you are called upon to roll on
this FlexTable, the adventure will use some description to
make it clear which Context to use. In the above example,
perhaps the Context is determined by how favorable the
party’s relationship is with a local wizard… but if the party
has fought or slain that wizard, then Context D is used to
represent the soured atmosphere.
Typically, just prior to a FlexTable, adventure content
will summarize which Context should be used. The GM is
encouraged to use his/her common sense and judgement in
overriding this guidance as she/he sees fit based on the party
and how the game is going. For example, a GM could choose
to reference a specific Context even though the prerequisites
aren’t met. She could also choose to simply ignore the table
What is FlexTale?
9
Introduction
entirely, and force a specific result without even rolling.
Experienced GMs should use this power wisely to improve
gameplay if necessary; unless you have a specific reason for
overruling the recommended use of a FlexTable, you should
try to use it as it was intended to be used.
Here’s an example for the above table, assuming the example
of the contents of the treasure chest scaling to the nature of
the relationship the party has with the local wizard:
•
Use Context A:
If the party’s relationship to the wizard is Unfriendly or
Indifferent.
•
Use Context B:
If the party’s relationship to the wizard is Friendly.
•
Use Context C:
If the party’s relationship to the wizard is Helpful.
•
Use Context D:
If the party’s relationship to the wizard is Hostile, or if
the party has ever attacked the wizard (or slain her).
This is an impressive-sounding title, but the goal is quite
simple to describe: Let the story be different.
FlexTable 1: Sample Treasure Chest Contents
D%A
D%B
D%C
D%D
Result
Description
01-30
01-20
01-10
01-30
Nothing
The treasure chest is empty.
31-40
21-50
21-30
31-40
Minor Reward
1d20 gp and a silver locket worth 5 pp.
41-80
51-60
31-50
41-45
Average Reward
3d12 gp, a gold-hilted dagger worth 10 pp, and two potions
of cure light wounds.
81-100
61-100
51-100
46-50
Major Reward
2d20 pp, a potion of cure moderate wounds, and a scroll of
fireball (CL 12).
n/a
n/a
n/a
51-100
Cursed Reward
6d6 cp, a rusted dagger (useless in combat), and whomever
opens it is struck with a bestow curse spell (CL 8).
10
Introduction
Prologue: A Stranger Appears
Quick -Play Summary
A stranger approaches the party, seeking their help in
investigating something horrible and unknown.
The PCs must be coerced into accepting the task, and follow
The Stranger to the mining city of
Mondaria, to the
northwest of
Berinncorte.
Once they arrive, the adventure truly begins, as the PCs
attempt to discover what happened here... and what might
be done to resolve it.
Adventure Overview
The PCs are called upon to investigate what has happened to
a mining city.
No word has been heard from the city for weeks, and all
messengers and travelers sent there have not been seen
again.
Though there are many reasons for traveling to Mondaria
City and seeking the truth of what occured there, the PCs
discover a mining complex vast in its scope and ambition,
and danger to match.
Location Overviews
Dark Obelisk 2: The Mondarian Elective is broken into the
following components:
Prologue: The Stranger
Summary: The PCs are approached by a mysterious figure
who offers a hook to get them to travel to Mondaria City and
begin the adventure in earnest.
Mondaria City
The PCs arrive at the titular mining town, and begin their
investigation. Many corpses, and even more questions, are
discovered, as is the entrance to the Mine itself.
This is the largest single environment in the adventure, and
consists in actuality of four levels: Ground Floor, Second
Floor, Third Floor, and Basement.
The Mines
Nine levels, most sprawling and some even larger than the
surface city above them. The descent through these levels
is made possible via elevators, and hindred by monsters and
characters of increasing difficulty.
Plot Summary
As they encounter survivors of the catastrophe that has
befallen the city and mine, the PCs discover the following key
plot points:
• The mine’s workers were brutally divided: the workhorse
Dwarves versus the more administrative Elves.
• The Dwarves felt undervalued and subjected to greater
and greater reckless danger; the Elves felt that their
workers were growing lax and grew tired of words and
began to favor the lash.
• Underneath it all, the power of the Obelisk thrummed like
a cancerous heartbeat, causing strive and division where
only the merest seeds had been present.
• At Level 9, a Dark Obelisk was uncovered by the mining
efforts. Once revealed, it took control of the minds of
nearly everyone in the mines, save for those too insane,
too strong, or too weak-minded to fall under the influence.
• Half the population of the mines perished in the fighting
that followed. Some battles were monster against worker;
others were worker against worker, caused by strife,
imagined slights, or simply out of malicious insanity.
• Those who walk the mine halls still are shambles, shells of
their former selves.
• Uncovered and in the open, the Obelisk has caused evil
and chaos to grow in the mines.
The PCs may or may not uncover the root cause of the
disaster:
• Someone in the Druid Enclave, under whose control the
city and mines of Mondaria fall, ordered the mines to
delve more deeply.
• Whether they knew, giving this order, that they were
dooming hundreds of workers and residents to a fate
somewhat worse than death... that is a terrible mystery
outside the scope of this adventure.
11
Introduction
Recap: Dark Obelisk 1: Berinncorte
Introduction
Whether you are running Dark Obelisk 2 as a follow-up
to the adventure in Dark Obelisk 1 and/or Berinncorte
Basecamp, or if you are starting the story directly from Dark
Obelisk 2 on its own, this section does not matter a great
deal.
Why? Because although they are powerful influencers
of events, the Catalyst Trackers (see below) serve little
purpose in this adventure. In Dark Obelisk 1, they were
instrumental to determining when a monumental event
occured, and the spark that caused it.
In Dark Obelisk 2, the catastrophic event that puts things in
motion has already taken place.
Why Care About Catalysts?
If you are running Dark Obelisk 2 on its own, feel free to
simply ignore this whole subject.
If you’re running it as part of the larger Dark Obelisk
Adventure Path, however, please keep track of the changes
so that they may inform later events in subsequent
adventures.
Catalyst Trackers
Each of these Trackers manages the current state of affairs
and power of forces at play in the city while the PCs are
within it during this adventure. Each Tracker is affected
by Quest resolutions, actions taken by the PCs, who they
speak to, how they interact with NPCs, what they do in the
city, who they fight, what they loot—pretty much everything
they do could conceivably have an impact on one or more
Trackers.
Each Tracker is a visual indicator that (if printed out) can
be marked with pencil to indicate the current level of Law,
Chaos, and Love in the adventure as events unfold and the
PCs interact with the citizens of the city. You can find a
standalone, extra electronic copy of these Trackers for free
on RPGnow, or on the Infinium Game Studio website.
These are similar to Attitude Trackers (see Dramatis
Personae, p 651)), in that they are a numerical
representation of a collection of behavior and interactions
that can be used as a shorthand to summarize the current
state of things. They differ, however, in two key ways: one,
with Attitude Trackers, higher numbers represent a greater
affinity toward the PCs; with Catalyst Trackers, higher
numbers represent a greater sense of disruption and danger.
The second difference is of course that instead of measuring
the Attitude of a single character, Catalyst Trackers instead
measure the collective feelings, sympathies, urges, and, yes,
attitudes of an entire city.
As with everything else in this adventure, these are merely
tools that are meant to help the majority of GMs and gaming
groups; you are free to modify, or ignore, them as you
see fit. Veteran GMs, or those who know in advance that
their group’s play style will not coordinate well with this
approach, can implement their own replacement system,
potentially using this one as inspiration of intent.
When to Pay Attention
Whenever a conversation, battle, sale, or action or
interaction results in an impact on one or more Catalyst
Trackers, it will be noted in the text like this:
Catalyst:
Chaos +2.
Unless the text specifically indicates this impact, then the
party’s actions generally do not have an impact on any of
the Trackers. Of course, although this adventure attempts
to discuss many contingencies and activities the party may
undertake, if there’s one thing that GMs understand, it’s
that PCs will do whatever they damn well please, and will
constantly come up with inventive ways to try things that
were simply not anticipated.
The GM is therefore encouraged to apply your own,
additional, modifiers to any Catalyst Tracker in reflection of
PC actions that are not covered by indicators in this text.
Finally, veteran GMs, or those whose gaming groups are
simply not taking actions that result in impact to the
Catalyst Trackers with sufficient rapidity, are encouraged
to “move things along” by tweaking the state of the Trackers
themselves.
Tracking Trackers
You should monitor all of the trackers, as any of them could
trigger during the course of play. In addition, each Tracker
has a handful of additional pieces of information. These are
described below.
Starting Value
This is a number representing the conditions of Mondaria at
the beginning of the adventure.
As the GM, you should feel free to adjust this starting value
as you see fit; it is a suggestion that is meant to represent
the state of affairs amongst the characters, factions, and
general plot elements in play when the PCs arrive in the city.
Low Values
This section describes what low values in this Tracker
indicate.
High Values
It may not be obvious what is meant if this Tracker escalates
toward a Trigger state; this section indicates this.
Law Tracker
Summary: The imposition of law on a group who is not
fundamentally and universally lawful in nature is always a
balance between monitoring and control on the one hand,
and free will and flexibility on the other. This Catalyst
Tracker therefore does not merely reflect the extent of
law and order—rather, it indicates the extent to which
law impacts and interferes with the people, their desires,
and their true natures. Indeed, negative modifiers to this
Tracker could take the form either of decreased lawfulness,
12
Introduction
or of increased, but imposing lawfulness.
Starting Value: 22 (Dangerous)
Low Values: Indicate a effective, acceptable, and welcome
creation of, and execution of, law to both help curb the bad
and accentuate the good in society, to the betterment of
most, if not all, citizens.
High Values: Represent either a low state of lawfulness,
and/or the application of law with an iron fist or arbitrary
and unfeeling will.
Chaos Tracker
Summary: Represents the degree of anarchy in the
citizenry… but also the extent to which the populace
embraces that chaos. A chaos unwanted will simply make
the people cry out for an increase in law.
Starting Value: 20 (Dangerous)
Low Values: People are free to be chaotic, and do so,
to limited degree. All things in moderation… including
moderation itself. There’s the occasional rukus or conflict,
but it’s swiftly and harmoniously addressed. Think of the
level of chaos in the town as being the societal equivalent of
“a good cry”, or of the occasional bout of drinking with an
old friend.
High Values: Citizens lust to embrace a higher magnitude
of chaos in their lives, to break free of an existence in which
they feel increasingly shackled—by their families, by their
jobs, by their customers, by society, by the gods themselves,
even. Blood pressures are piqued, frenzies are common, and
society in general is more in a state of blackout-drunkenness
or drug addiction than in balanced and occasional excess.
Love Tracker
Summary: This is really more a tracker of heartbreak, of
despair, and of general emotional discontent.
Starting Value: 18 (Tense)
Low Values: Your average citizen feels actualized, self-
fulfilled, and validated. This fulfillment could be derived
from family, from friends, from employment, from love
requited, or from a general sense of contentment and success
shared by most. Families grow, happiness abounds, and
productivity soars.
High Values: More and more people are sad, lonely, angry,
frustrated, and filled with angst and ennui. Dark thoughts
occur to many, and some may even have begun to take action
on them—suicide rates increase as does this Tracker.
13
Introduction
Introduction
What Is This Book?
This book is intended to be any or all of the following. These
are listed in no particular order.
• A companion to the enormous Dark Obelisk 1:
Berinncorte adventure.
• A sequel to that adventure, taking place just after the
events of that adventure.
• An adventure setting describing a vast city and
underground mining complex, usable as a supplement
in any campaign world, setting, or environment.
• A standalone campaign setting, usable as a “sandbox”
style adventure without a main plot or objective, but
still offering plenty of interesting quests, challenge, and
intrigue.
• A sourcebook of NPCs, monsters, and common character
reference of fully-fleshed-out and interesting characters,
ready to insert into any adventure or campaign, at any
level of difficulty or challenge.
• A source of “tidbits” of characters, beasts, descriptions,
and other game elements—you can “steal” content from
this as a sourcebook and insert as desired into your own
adventures or campaign
• Inspiration for construction of your own adventures and
content.
In short, how you use this book is really dependent upon you
and your needs as a GM.
Plot Summary
In the context of Dark Obelisk 2: The Mondarian Elective,
upon arriving at the titular town, the PCs begin to discover
what catastrophe befell the rich mining city and enormous
underground mining complex.
They research, delve, loot, and fight their way through a
complex city and nine levels of mines.
The adventure concludes with the Obelisk discovered, and
either temporarily defeated, or the PCs escape with their
lives intact for now.
Adventure Path Summary
This setting book was created to enhance a series of
connected modules which together take the players through
a single unified story. This does not mean it cannot be used
on its own, however.
If you do intend to use this adventure in sequence with its
companion products, here is the logical order in which to
play them:
• 1: Dark Obelisk: Berinncorte
• Berinncorte Basecamp (optional)
• 2: Dark Obelisk: The Mondarian Elective (this book)
• 3: Dark Obelisk: Forge and Fluid (working title)
• 4: Dark Obelisk: The Siege of Berinncorte (working
title)
In addition, the
Adventure Path described above is
intended to be the beginning of a much broader story arc and
campaign setting.
Regardless of which pieces of the envisioned world and
story are published when, the intent is for a GM to be able
to pick up any piece of the overall campaign setting and be
able to play it without having any background of the other
components that may come before or after it.
Notes & Conventions
As is typical in a roleplaying game adventure or module,
some text herein is meant to be read or shown to players
verbatim… but the majority of the content is meant to be for
the Game Master’s (GM) eyes only. Below please find some
visual conventions that make this differentiation clear.
Player Descriptive Text
These sections are meant to be read aloud to players as-
is. You are of course free to introduce your own changes
as you see fit as a Game Master. Player Descriptive Text
blocks are meant to serve as informative tidbits that have
been preconstructed to reflect the exact nature of the
situation being encountered by the party.
GM-Only Notes
Granted, nearly everything not highlighted in Player
Descriptive Text is not meant to be read aloud to
the players. However, some content is much more
“sensitive” than others.
GM-Only Notes such as this typically give away plot
points, major background, or other information that the
players may not normally have access to—either right
now, or in some cases, ever. Make sure to conceal these
sections from players unless there is a specific reason to
tell them!
Designer’s Soapbox
In some cases, the game designer will want to express
a specific opinion about some aspect of the adventure.
Typically, this takes the form of a discussion on
interpreting rules, or a recommendation as to how best
to play or run a particular piece of the adventure. In
all cases, veteran GMs should feel comfortable ignoring
these “soapbox” diatribes… but veteran and new GMs
alike may find something of interest in the coalesced
experience of three decades of roleplaying experience!
Quests
A quest can be large, tiny, or in between. Some can be very
quickly accomplished; others span days, weeks, or even
14
Introduction
years, across multiple cities and even planes of existence!
In this book, all quests, big or small, have a similar
presentation and key elements, as shown by the green block
below.
Quest: Rats in the Cellar (example)
Summary: Kill rats in a fantasy tavern. Fun and
creative.
Rewards: Rat corpses. Plus 10 gp from the bartender.
Locations: Bar.
Key NPCs: Bartender.
Kickoff: When any PC speaks with the bartender.
Description:
The bartender asks the party to slay
2d6 Giant Rats that
have invested his basement.
In so doing, they will benefit from his goodwill, and a reward
of 10 gp.
Obstacles
Doors, locks, and other obstacles that don’t necessarily
incorporate a trap. You’ll find these prefaced by little brown
symbols like this one:
Locked Secret Door (example)
5” thick; Hardness 5; hp 30;
Perception DC 16; Break DC 15; Disable Device DC 18
5” thick; Hardness 5; hp 30;
Perception DC 18; Break DC 17; Disable Device DC 20
5” thick; Hardness 5; hp 30;
Perception DC 20; Break DC 19; Disable Device DC 22
5” thick; Hardness 5; hp 30;
Perception DC 22; Break DC 21; Disable Device DC 24
Skill Checks
Whether it’s a single, simple check, or a series of checks
in escalating difficulty, skill checks may be an opportunity
to either avoid disaster or discover what might otherwise
remain hidden and ignored. Such chances are indicated via
yellow symbols as follows:
Some PCs may have insight into the Blacksmith’s wealth;
make a
DC 12 Knowledge (Profession) check.
Skill Challenges
Skill checks are typically a single roll, often made in secret
by the GM. A skill challenge is usually a bit more involved
than a simple check—or there’s simply more at stake. Either
way, a challenge is a more formal, and explicit, exercise,
intentionally engaged in by the players.
You’ll find a skill challenge in a yellow box such as this:
Falling Timbers (example)
First Check: DC 18 Perception (16 if aflame) to notice the
falling building; success cancels subsequent checks.
Second Check: DC 15 Acrobatics to avoid the debris; failure
inflicts
2d6 points of crushing damage plus a possible
1d8 points of fire damage; success cancels subsequent
checks.
Third Check: DC 12 Strength to dislodge one’s self from the
debris; failure inflicts
1d4 points of crushing damage
plus a possible
1d8 points of fire damage; success quits
the challenge.
Rewards
Treasure, swords, gems, keys, filthy lucre—this is the stuff
your players are really gunning for, right? Well, that, plus
a good time with friends. And maybe, if you’re lucky, a
good, engaging session of shared storytelling that you’ll all
remember for a long time.
At any rate, rewards are shown with blue boxes like this
one. Some containers have common treasure, which applies
equally to all difficulty bands; these are shown with the
badges for all four bands like this:
.
Other treasure is “scaled”; that is, the PCs receive different
treasure depending on what difficulty band they are playing
at. Select the band that’s appropriate for the level of the
PCs; that is the treasure they receive. They do not receive all
of the treasure listed across all four bands!
Secret Closet Chest
Brushgather geneology book (a small book;
value 6 gp)
19 gp; opal pendant on gold chain (value 31 gp)
8 pp; 42 gp; opal pendant on gold chain (value 72 gp)
19 pp; 37 gp; opal pendant on gold chain (value 180
gp)
52 pp; 84 gp; opal pendant on gold chain (value 428
gp)
Traps
Hey, blame the rogue—who in all likelihood is suffering
the brunt of the trap s/he either failed to detect, and/or to
disarm. Whether it becomes a bragging right, a bargaining
chip, or an epitaph, traps of all manner are shown in a
purple box like this one.
Note that the statistics for the impact of most traps scale to
the four difficulty bands; select the one that is appropriate
for the PCs in your game.
Acid Arrow Chest Trap
Type Magic; Trigger Touch; Reset none
Perception DC 18; Disable Device DC 20
Effect spell effect (acid arrow; Atk +1 ranged touch (1d4
acid damage for 2 rounds)
15
Introduction
Perception DC 20; Disable Device DC 22
Effect spell effect (acid arrow; Atk +3 ranged touch (2d4
acid damage for 2 rounds)
Perception DC 22; Disable Device DC 24
Effect spell effect (acid arrow; Atk +5 ranged touch (2d4
acid damage for 3 rounds)
Perception DC 24; Disable Device DC 22
Effect spell effect (acid arrow; Atk +7 ranged touch (2d4
acid damage for 4 rounds)
Items
Be they simple items, magical items, rods, staves, potions,
books, or something wondrous, items share a common block
of information like the following… note that this format is
used for all manner of non-weapon, non-armor equipment
and usable items, both magical and mundane:
Adventurer’s Chronicle (example)
Value 50 gp; Weight 1 lb.; Materials paper; Nature non-
magical; Aura none; Slot usable; CL n/a
This book is chock full of useful information. When used as a
reference (an action that typically takes
1d4 full rounds
of searching the text), an adventurer’s chronicle grants a +2
competency bonus on a specific Knowledge check for which
the book is designed.
Construction Requirements means to assemble a physical
book; the author must have at least 10 ranks in the skill for
which you are designing the book; Cost 30 gp
NPCs and Monsters
Crunch time!
Due to the scale of this adventure, this Adventure Book
contains statistics only for NPCs (both Common and
Dramatis Personae) and new monsters.
Common monsters, such as Umber Hulks and Giant Spiders,
do not have statistics within this tome. Most of the common
monsters referenced in this book have freely-available stats,
either for free online, or as part of the core books of the
game system you are playing.
The upcoming Aquilae: Bestiary of the Realm by Infinium
Game Studios will contain ful, Quadded Statblocks for every
common monster referenced in this book. While that book
is not required to use this one, the Bestiary will allow for
greater flexibility in how this adventure is used, and what
level of party for which it’s appropriate.
PC Replacement Opportunities
No way around it: Dark Obelisk 2: The Mondarian
Elective is a gruesome, brutal, and challenging adventure,
particularly for low-level parties. Unless the PCs are
exceptionally fortunate with their dice, or they see the
writing on the wall and decide to escape alive and leave the
city, it’s unlikely that they will all survive.
Each gaming group has its own perspective on what to do
about PC demise. Many GMs enforce death as a consequence
of decision-making, and if your beloved PC dies, so be it; roll
up another character and start over again. Other groups
are more in the storytelling aspect of things; lenient GMs
will take every measure necessary to make sure that every
single PC makes it through, no matter how bone-headed their
decision-making or horrible their luck.
If one or more PCs die in the course of this adventure, the
GM has some options. You may of course enforce the death,
and either have the player roll up a brand-new first-level
character, or create a character of a level matching the
lowest current level of surviving party members.
As every named NPC is dynamically located—that is, they
pop up as the result of Random Encounters or specific
probabilities in Areas of Interest—they are not tied to a
certain location.
The GM is encouraged to try to match races and/or classes
where possible, to suggest possible replacements for players
whose PCs have perished.
These opportunities are chances for the specified NPC to
be “taken over” by the player who lost a PC. This way,
the player doesn’t have to slow down play creating a new
character, and the party can keep going.
This should be viewed as an opportunity for roleplaying:
the GM may consider showing the player the detailed
information for the NPC they are assuming control over, and
the player should be encouraged to act as though their new
PC had that background, secrets, and so on.
The gaming group is encouraged to roleplay the “taken over”
NPC as though s/he still had their place in society and the
greater scope of the adventure, and Adventure Path. For
example, if a player takes over an NPC who hates a rival
NPC, then subsequent interactions between the “taken over”
PC and that rival should reflect that animosity in the player’s
roleplaying.
Shops & Services
Many of the tents and kiosks in the Mines, for example, the
Firedancer Camp (p 525), vend wares or services.
In most cases, the shop will be described as simply referring
to a section of the appropriate rulebook, or to describe
things in general terms. When selecting an item to purchase,
it’s important to remember the context of the transaction:
the bowels of an enormous, largely abandoned, and chaotic
mining complex that has been overtaken by monsters and
whose inhabitants run amok.
Thus, each item for sale may have a bit of difference as to its
typical prices, as this is far from a typical scenario and rules
of supply and demand are quite abnormal.
It’s also worth remembering that what can be bought, can
also be sold: while the PCs may have no use for buying, say,
a bolt of silk, generally speaking whatever a vendor has for
sale, they will also purchase. Use normal rules, but use the
table below to help determine each item’s price basis.
16
Introduction
Table 2: In-the-Mines Vendor Price Adjustments
D%
Price Adjustment
Description
1-2
+30%
“Hand-crafted or
assembled from the best in
the trade.
3-5
+10%
“Ah, that’s a useful item.
And much in demand, of
late.”
6
None
Use normal / typical prices
as per sourcebook.
7
-5%
“Few folks seem to want
that item.”
8
-10%
“I’ll be glad to see it gone.”
Kiosk Negotiations
At the GM’s discretion, enterprising PCs can attempt to
negotiate. Once a PC receives a result from the Price
Adjustments table above, they may make a
Diplomacy,
Bluff, Intimidate, or Appraise check, at DC 16, plus 1 for
each full 500 gp of retail value (so negotiating for an item
normally worth 1,225 gp would be DC 18).
Success by 1-5 points means the PC may force a re-roll
on the Price Adjustments table, with a +1 circumstsance
modifier to the roll. The new roll stands, even if it is less
favorable to the PC than the original roll pre-negotiations.
If the GM allows it, a stubborn PC can attempt to negotiate
further; each successive attempt increases the DC by +1, and
these modifiers stack. Succeeding at multiple negotiations
generates circumstance modifiers that DO stack!
Here’s an example: a PC wants to purchase a masterwork
dagger, which is normally worth 302 gp. The GM rolls on
the Price Adjustments table, and rolls a 4—which means
the kiosk sells the dagger for 10% more than normal, and
therefore the transaction will require 332 gp. This PC is
skilled in Diplomacy, however, and so asks to negotiate. The
check is DC 16; the PC’s check value is 18, so they succeed.
The GM rerolls on the Price Adjustments table, and rolls
a 1—but this time the roll benefits from a +1 modifier, and so
it’s treated as a 2 outcome. This is worse, however, than the
original price! The PC asks to negotiate further, and the GM
indulges them, but this time, the DC for the check is 17. The
check outcome is 18, so the PC succeeds; the GM rerolls the
Price Adjustments check, and this time adds +2, because it
is the second successful negotiation. The roll is a 4, plus 2,
with a 6 total outcome—and the masterwork dagger is now
on sale for 302 gp. The PC accepts the price, and completes
the transaction.
If the PC fails a negotiations check, the GM has some options
as to how to penalize them. If the check is failed by 1-5
points, the price may simply stand as-is. Failure by 5-10
points might indicate that the price is fixed, and no further
negotiations are possible with this vendor. Failure by more
than 10 points might suggest that the price increase as
though the next-worst result had been rolled on the Price
Adjustements table.
In addition, the type of skill employed in negotiations might
imply additional consequences. Failure at an Intimidate
check, for example, might mean that the vendor refuses to do
any further business with the PC in question; failure by more
than 5 points may even involve the vendor attacking the PC.
The Dark Obelisk
In the Mines, there are several false and true pieces of Dark
Obelisk. These are dark, horrid artifacts from times long
past, and discovering their true nature is—as of yet!—still
beyond the scope of this point in the Adventure Path.
True iterations of the titular crystals have the following
effects.
Obelisk Taint
Shards of the Obelisk, no matter how large, produce an
atmosphere of evil and chaos, from the effects of which few
are immune.
This takes the form of auras, which influence creatures based
on their proximity to the physical presence of the Obelisk.
Aura: Minor Obelisk Taint
Effect Lawful creatures within 30 ft. suffer a -1 penalty
on their attack rolls, skill checks, and damage rolls if used
against a creature with this aura. In addition, a creature
with this aura may Take 10 on skill checks used in opposition
to groups of creatures with at least one member who has the
Lawful descriptor.
The effects of this aura do not stack with those of Greater
Obelisk Taint, though a single creature may be under the
impact of both auras simultaneously.
Origin All creatures with the Chaotic descriptor, who are
within 50 ft. of an Obelisk, gain the benefit of this aura,
which lasts for 1 hour after this proximity. In the context of
this adventure, all Chaotic monsters have this aura.
Aura: Greater Obelisk Taint
Effect Lawful creatures within 30 ft. suffer a -3 penalty
on their attack rolls, skill checks, and damage rolls if used
against a creature with this aura. In addition, a creature
with this aura may Take 10 on skill checks used in opposition
to groups of creatures with at least one member who has the
Lawful descriptor.
The effects of this aura do not stack with those of Minor
Obelisk Taint, though a single creature may be under the
impact of both auras simultaneously.
Origin All creatures with the Chaotic descriptor, who are
within 20 ft. of an Obelisk, gain the benefit of this aura,
which lasts for 10 minutes after this proximity.
Variable Challenge
Dark Obelisk 2: The Mondarian Elective was designed
initially as an adventure for four to six PCs of between 4th
and 6th level. However, one of the things that has frustrated
many GMs is that adventures are almost universally designed
in this manner: for a specific level of challenge, or at most, a
very narrow range of PC levels (e.g., “4th to 6th level”).
There are many advantages to this approach, not least of
which being the guarantee that all challenges (monsters,
traps, and NPCs) are calibrated very specifically to that
17
Introduction
narrow zone of difficulty.
The drawback, of course, is the narrowness of that range.
GMs wishing to run a module designed for 10th-level PCs, for
example, are either flat out of luck, or have to do some fairly
intensive work to scale the content up or down to better
align with the PCs she is playing with.
The degree to which a particular GM, or even gaming group,
enjoys perusing and tweaking game statistics—“crunch”,
in common parlance—varies, of course. Some GMs love
crunch, and spend a majority of their prep time creating and
refining their challenges to ensure the crunch is accurate and
appropriately challenging. On the other end of the spectrum
are “by the seat of their pants” GMs, who ignore crunch
almost entirely, rarely referring to stat blocks lest it distract
from the focus of storytelling.
This adventure, and in a broader sense,
Infinium Game Studio, does not want to judge as to which
approach is “better” or “worse”. What matters is that you
have fun and enjoy yourselves!
However, we do want to make it as easy as possible to play
this adventure no matter what level your PCs happen to be.
Experience Points and Reward Nuggets
There are many ways of calculating, dispersing, and
accounting for experience points (XP) in a Pathfinder gaming
group. What follows is a method that I have used over the
decades, and it’s been a lot of fun. Although it may not be
for every gaming group—your mileage may vary—it’s an
interesting spin on traditional methods, and the approach
may work for you.
Whether this approach works for you or not, however, it’s
worth reading through, because all of the Quests in this
adventure denote XP awards using this method.
I Want Candy
In the author’s early days as a GM, I tossed out candies as
rewards to the players when their characters did a good job.
Candy could be distributed for defeating a kobold, picking
a lock, dodging an attack, convincing the castle guard to
look the other way, or any of the ordinary actions whose
consequence typically involve experience points.
However, I also gave out candy for good roleplaying,
convincing dialogue, outstanding (or horrid) emulation of
accents, meta-jokes about the circumstances of the game that
were truly hilarious, suggesting things to me as the GM or
other players that took the story in a new direction, or—and I
have to be honest, here—helping me as a GM.
My general rule was, if I forgot a rule, and you pointed it
out in a way that didn’t make you seem like a jerk, then
you got rewarded. This could be something as innocuous
as reminding me that your elf ranger’s longbow was firing
+1 arrows, or as significant as reminding me that a certain
piece of equipment granted a reroll to a critically-failed
outcome.
Generally speaking, candy rewards were given out in my
games for anything—literally, anything—that made the
gaming experience more fun. Doorbell rings, and the pizza’s
here, and your character is tied up in the cyclops’ cave, so
you know you won’t be doing anything for a few minutes,
and so you go and grab the grub, and tip the delivery guy—
that’s worth a candy. Tell a funny joke—that’s worth a candy.
Save the life of your comrade, only to drug him unconscious
and use him as a prop, in the manner of Weekend at
Bernie’s—okay, that’s a little ghoulish, but it’s in charcter,
and amazing, so, yeah, that’s three candies right there.
Candy as XP
Candy is awesome, though for one of my gaming group,
who was a diabetic, it was a controlled and mindful
awesomeness. But even the most free-wheeling player wants
their character to level up. I get it.
At the end of each gaming session, my players would “turn
in” their candy wrappers. Each wrapper represented
something gone right, a good deed done—and therefore
it was converted to XP. Generally speaking, no matter
what the PCs’ levels, no matter what the adventure, 10
candy wrappers meant you advanced to the next level. If
you fell short—let’s say, you only got 6—then it meant you
were closer for next gaming session (i.e., 4 needed in this
example).
As years went on, it became a bit less practical and/or
healthy to urge my friends to consume at least ten pieces of
candy every time we got together, and so the approach was
tweaked. Instead of candy wrappers, gold stars, or spare
dice in a particular color, or Warhammer 40,000 figurines.
The point was, you got a token, a “nugget” of reward, which
was later converted into XP.
Rules lawyers hate this method, and I respect that. But even
the most hardened min/maxer eventually recognizes that
this approach, despite its drawbacks, keeps play flowing
quite quickly, and keeps everyone focused on what I believe
should be the goal of any roleplaying game session.
Namely: to have fun!
Reward Stars: The Formalized Approach
Whether or not you appreciated the above anecdote, or the
approach it describes, it’s required reading, because now
we’ll get to how it applies to Dark Obelisk: Berinncorte.
As with everything else in this book, the GM is encouraged
to completely ignore or change this approach if you feel it
would make it work better for your gaming group.
The following represent opportunities to gain an experience
point reward in this adventure:
• Defeating monsters and NPCs.
• Avoiding traps, picking locks, or otherwise overcoming
obstacles.
• Succeeding in skill challenges or checks.
• Fulfilling other objects in pursuit of a Quest.
Monsters and NPCs in this adventure list the XP reward the
PCs should obtain for defeating them in combat. They also
list the number of “Reward Stars” players should receive for
success. This is denoted like this:
+2.
Think of a Reward Star as a sugar-free and abstracted
version of a piece of candy from the earlier anecdote: players
receive one or more most times that they achieve something
in the game.
Locks, traps, and skill checks are typically “quadded”; each
level of CR lists a suggested XP reward, but also a number of
18
Introduction
Reward Stars.
Quests only list Reward Stars. This is because Quests
should be fun, interesting, and above all, useful to the PCs,
but shouldn’t be game-breakingly powerful or ignorably
impotent. A simple delivery quest, for example: what should
that be worth? 500 XP? For a level one character, that can
be almost halfway to levelling up; for a level 19 character,
that makes for a completely worthless diversion. Using
Reward Stars solves this problem, by automatically scaling
the reward to be significant regardless of character level.
If you follow the approach I’ve used, then at the end of each
gaming session (or in between sessions, or at the start of
the next session, whatever works best for your schedule),
convert the Reward Stars to traditional Experience Points.
The GM is heavily encouraged to augment the rewards
documented with additional rewards, for perhaps-less-
tangible contributions: good jokes, helpful behavior, playing
fair and nice, being a good sport, paying for or even just
ordering dinner, that sort of thing.
Such “intangible rewards” should be general in nature: a
good, timely joke should be rewarded with a chunk of XP
that’s meaningful and helpful to the PC in question, whether
they’re level 1 or level 19.
Stay In Character… Or Else
In rare cases, or with certain gaming groups, the GM should
reserve the right to remove or revoke the Reward Stars a
particular player, or the group entire, has earned.
Such penalties should not be applied in a discouraging
manner, or against players who are genuinely trying, but
whose luck is simply poor, or for whom things just aren’t
working out. Indeed, successful roleplaying in the face of
dire circumstances should be rewarded more!
Reward Stars should only be revoked if the player
is detracting from play, distracting others, making
inappropriate jokes not appreciated by the rest of the group,
not paying their fair share… or just generally being a jerk.
Converting Reward Stars to XP
Each Reward Star represents different XP depending on
what your current level is.
If you’ve assigned Reward Stars to a particular PC, use the
character’s current level on the table below to convert to an
XP reward.
On some occasions, you may instead have granted Reward
Stars to the party as a whole. In this scenario, calculate the
Average Party Level (APL) as you normally would, and use
that on the table below to convert the reward to standard XP.
If a PC has more than the minimum sufficient Reward Stars
to advance in level, they may continue to advance! In such a
scenario, count Stars using the PC’s current level, until they
level up. Any remaining stars are converted to XP using the
character’s new level. In exceptionally rare circumstances—
or with exceptionally indulgent GMs!—this may involve a PC
levelling up multiple times between sessions, though such
power-levelling is generally discouraged.
Finally, in addition to different methods of determining
rewards, gaming groups tend to have different theories as to
how rapidly characters should level up. Slow, average, and
fast tracks are shown here, which scale to the corresponding
Character Advancement experience point totals in the
Pathfinder Core Rulebook.
For purposes of Reward Stars, the following standard has
been used:
• Slow advancement requires 15 Reward Stars to advance.
• Advancement with the Average progression demands 10
Reward Stars per level.
• Only 5 Reward Stars are needed to advance following the
Fast track.
Table 3: Converting Reward Stars to XP
Level, CR, or APL
Slow
Avg
Fast
1
200
200
260
2
300
300
400
3
433
400
540
4
600
600
800
5
800
800
1,000
6
1,200
1,200
1,600
7
1,600
1,600
2,200
8
2,533
2,400
3,200
9
3,000
3,000
4,200
10
5,000
5,000
6,800
11
6,333
6,500
8,000
12
9,667
9,500
13,000
13
12,667
13,000
17,000
14
19,333
19,000
26,000
15
26,333
25,500
35,000
16
36,667
41,000
50,000
17
53,333
50,000
70,000
18
76,667
75,000
100,000
19
100,000
105,000
140,000
20
n/a
n/a
n/a
“Quadded” Stat Blocks
Toward the goal of having an adventure that can be run
with PCs of various levels, all NPCs and monsters in this
adventure have four separate sets of statistics.
These represent iterations of the creature in four
distinct scales of challenge. These scales are referred to,
in ascending difficulty, as Low, Moderate, Advanced, and
Elite.
Low-level statistics are the default, and are intended
for parties of 1st to 4th level PCs. Typically, the Low CR for a
creature will be in the range of fractional, up to 4.
Moderate statistics present a bit more challenge, and are
meant for 5th to 8th level PCs. CRs can be in the range from
4-10.
Advanced creatures give even more of a fight,
representing CRs in the range of 10-15, and are meant for
adventurers of the same levels.
19
Introduction
Elite monsters and NPCs are the most evolved, and
present formidable difficulty in the 12-20 CR range. These
stat blocks are designed for PCs above 15th level.
To avoid confusion, elsewhere in the text outside of the
creature’s quadded stat block definition, the statistics
referred to are the Low, or default, block. For example, the
condensed, “vital stats” block that is shown in red where the
NPC or monster is introduced in the adventure uses the Low
values.
Quadded Challenge Blocks
Skill challenges and checks, traps, poisons, and obstacles
sometimes have quadded stat blocks as well.
Although nearly all NPCs and monsters have quadded stat
blocks, not all other game elements do. This is intentional.
It represents the reality that although monsters and people
might be of advanced difficulty, the city of Berinncorte
exists in a typical, average fantasy realm—DC 50 Mythic-
caliber locks simply doesn’t exist, let alone on every door in
town!
Below is an example of a door that has a quadded challenge
block. The icons represent the scale of increasing difficulty;
from top to bottom, they are Low, Moderate, Advanced, and
Elite.
Locked Secret Wooden Door
5” thick; Hardness 5; hp 60; Perception DC 16; Break
DC 20; Disable Device DC 18
5” thick; Hardness 5; hp 60; Perception DC 20; Break
DC 24; Disable Device DC 22
5” thick; Hardness 5; hp 60; Perception DC 22; Break
DC 26; Disable Device DC 24
5” thick; Hardness 5; hp 60; Perception DC 24; Break
DC 28; Disable Device DC 26
Incorporation
Some gaming groups are comfortable just sitting down
around a table and starting things off by the GM informing
everyone “all right, you’re in the Central Tavern on Main
Street of Middle Town. What do you want to do?”
However, many gaming groups desire a bit more context.
Particularly for play styles that emphasize storytelling, it
can help for players to have a bit of information about the
game world. What sort of law and order are kept, and by
whom? What good and evil forces roam the land? What is
the history of the region, and what wars or struggles have
occurred or whose influence lingers still? And above all,
what does the surrounding territory look like, and what are
our options in terms of travelling elsewhere?
To play Dark Obelisk: The Mondarian Elective, there are
a few options to choose from to introduce your players to
the larger world. Which option you select as a GM, and as
a roleplaying game group, will depend mainly on how you
want this adventure to tie in to the larger world and/or
campaign setting.
As a New Start or Standalone Adventure
This is the simplest option to using this adventure: simply
generate your party’s new characters and get going! Make
sure you have a good variety of characters, races, classes,
and so on represented.
Then, feel free to “drop” the party wherever it makes the
most sense to do so—e.g., the party simply walks into town.
Using With an Existing Campaign
The plot, NPCs, and other elements of this adventure do not
hinge on a dependence to a particular gaming world. As
such, it should be straightforward to use this adventure as
a one-off module in the context of a grander, established
campaign setting—either one “off the shelf”, or one of the
GM’s own creation.
In fact, Dark Obelisk 2: The Mondarian Elective does
not require you as a GM to have any larger gaming world
established, described, or chosen. You can just play it as-is.
If you choose to continue playing the other modules in the
Adventure Path, you can spool out additional details about
the gaming world as they become relevant; for any given
moment in time, your gaming group can focus simply on the
plot and action happening that moment, and leave the world-
building and grandiose backstory for a later time.
Where In the World...?
Mondaria City was designed to be somewhat typical in
nature and needs in terms of where it could be placed in a n
existing or new game world. It’s a mining town, of course,
so naturally it must be placed in a region with mountains
and rich in ore.
Realistically, it can “go anywhere”, so long as that context
isn’t too extreme—for example, it probably doesn’t make
much sense to have Mondaria atop a mountain surrounded
by a moat of lava!
Mondaria can be situated in any temperate climate. The
intended, explicit environs surrounding the town will be
elaborated upon in subsequent campaign material, but
suffice it to say that all of the following elements are nearby:
• Forest, very close by to the south and east.
• The river, that flows to the west of the city and up north
of the mountains.
• Mountains to the north.
As a Start to a New Campaign
You may wish to use this adventure to kick off a new
campaign… but don’t necessarily want to follow the
Adventure Path to which it leads. Or, you may have an
established campaign in mind
In such circumstances, feel free to ignore or amend any
references to geography beyond Mondaria found throughout
the adventure. You can “place” Mondaria anywhere you
like within an existing map, campaign setting, or geography
that makes sense. In doing so, remember that Mondaria,
while featuring some significant qualities, is not meant to
be a geographic, economic, or political hub, and is in fact
20
Introduction
intended to be somewhat remote relative to other towns and
villages.
You can also use Dark Obelisk 2: The Mondarian Elective
as a “transitional adventure” to change the setting, context,
or theme of an existing adventure campaign. This is a bit
trickier, since this module is meant for 4th- to 6th-level
characters.
However, experienced GMs can modify the difficulty of
challenges found herein to adapt the content to be a suitable
match for more powerful PCs. Used in this manner, you
can use the obelisks’ eruptions to disrupt existing cities in
your campaign world—if you’re up to a bit of tweaking and
advance preparation, you could even adapt the adventure so
that it takes place in an existing city of your choice!
Hooks and Links
If you’re looking for reasons that the party seeks out
Mondaria or begins their tale of adventuring there, here are
some ideas. Of course, as a GM, you are by no means bound
to selecting from among these… but it’s always useful to
have some inspiration or something to get started quickly.
Class-Based Hooks
These connections and motivations are based on the
presence of one or more characters in the party who have at
least one level in a particular class. As GM, you may judge
that only one of these is a sufficient motivator; alternately,
you can combine multiple class hooks to provide the entire
party a believable reason to travel to Mondaria.
Paladins
There is a calamity that may have befallen the mining town,
causing suffering and death for innocents. Paladins should
have no choice but to seek out the city and investigate.
Rogues
An abandoned city? Above a massive, rich mine? With little
law or order to speak of? Rogues would sign up by the dozen
for such an opportunity.
Fighters and Martial Characters
Mercenaries can always be tempted with a bit of coin...
either given outright, by The Stranger (p 780), or in the
form of promised loot.
Arcane & Divine Classes
Though it is a mining town, it is an exceptionally successful
one, and the Keeper of Records, Loremaster, and others
have a substantial font of recorded knowledge. There just
might be something in their archives to attract the interest
of these types of characters.
Monks and Druids
Druids are simple: The Druid Enclave, a powerful nexus of
the class to the northeast of Mondaria, can simply mandate
the involvement of practically any Druid.
Monks are a bit more challenging, but there is so much to
investigate, see, and slay, that it can match with the ulterior
motives of nearly any character.
General Hooks
These hooks are not linked directly to any particular race,
class, or other party element, and can be deployed as the
GM sees fit as best matches the play style and existing
motivations of the party.
Political / Racial Strife
Dwarves and Elves are in conflict over the power struggle
within the mining city: the Elven Administration rules things
from an official standpoint, and the worker-class Dwarven
Union is convinced there’s more opportunity for improved
conditions and shared profit.
Commissioned to Investigate
The Stranger is a well-paid, well-placed, and powerful ally;
she’s hardly the only person the Druid Enclave Council sent
into the wilderness to seek out helpers to investigate what
occured.
Former Attachment
For dwarves or elves, having a former attachment to or
involvement with the mining city of Mondaria is hardly
unthinkable. The GM and players are encouraged to craft
a convincing backstory that involves them, if nothing else
seems reasonable.
21
Introduction
The Campaign World
Overview
Aquilae, the campaign setting in which Berinncorte is
located, will be elaborated and described in detail in other
books by Infinium Game Studio. This is partly due to
limitations of length: a focused narrative on the campaign
world would itself take longer than the adventure itself!
Scope is a factor, as well—too much about the broader game
world may distract from the immediacy of the “day-to-day”
plot of this particular adventure.
However, the biggest reason for an abbreviated depiction
of the game world is that there is much, much more to this
realm than meets the eye… and the events of this adventure,
while seemingly isolated and bizarre, play a large role in the
revelation of these attributes.
In truth, the events of this adventure are so self-contained,
and limited to the mining town and the mines underneath
it, that for the purposes of playing it out, the larger context
hardly matters.
While this is primarily limited to things that directly affect
the narrative and activities in the adventure, there are
some aspects of Aquilae that you may want to bear in mind
as you guide the PCs through events—so you don’t have to
“backtrack” in subsequent components of this
Adventure
Path.
What You Need to Know
Here’s an executive summary of important aspects of the
realm that may affect how you portray the game world in the
context of this adventure:
• Gods are real, and many. (See Religion, below.)
• Nearly every sentient being pays
tribute to one
or more gods. (See Tribute, below). Typically this
is through tithing to the appropriate church, or
government.
•
Tribute can be done in the form of monetary wealth,
artwork or valuables, or a devotion of magical power. No
matter what the form, nearly all tribute actually does end
up being transported to the gods themselves!
• About six months ago, the Dark Obelisk was discovered
on Level 9 of the Mines, and it caused evil and chaos to
burst forth, upending everything in the Mines and the City
of Mondaria, and causing a massive amount of death and
suffering.
High Ability, Low Tech
Leafing through the Dramatis Personae section, you may
notice that the Ability Scores of most key NPCs are not what
might be considered “average”. This is by design.
There are many schools of thought as to the differences, if
any, between a player-character and a non-player-character,
or a commoner. Are the PCs superhero-caliber individuals,
each imbued with something special that drives their
capabilities above and beyond that of normal people? Or
instead, are the PCs just people, pretty much the same as
everyone around them—they just happened down a different
path than others, but one that others weren’t prevented from
taking by some innate quality or limitation.
It’s possible to have a great deal of fun with either
philosophy, or anywhere in between. This adventure, the
city of Mondaria, and the realm of Aquilae all operate under
the theory that people are people, and most
In addition to which, Mondaria sports a goodly number of
fairly talented individuals. Hence the stats.
If your gaming group rebels against this sort of approach,
you as a GM are of course welcome to “handicap” any or
all NPCs so that they are more in line with your players’
expectations of what is considered “normal”.
Religion
Gods play a major role in Aquilae. The pantheon is varied
and vast—dozens, perhaps hundreds, of supremely powerful
beings. It is exceptionally uncommon to find someone who
is not a devotee of at least one higher power—and there
are many who are advocates of multiple gods. The general
mindset of most sentient beings in Aquilae is an open
acknowledgment, an agreement that all gods exist. Devotion
to one or more gods in particular merely means that you
favor their perspective on things… and, with any luck and
enough tribute (see below), those gods return the favor by
aiding you from time to time when it is needed most.
One might think of Roman and Greek mythology as a good
comparison here: there are many gods, and while they are all
immortal and wield immense power, they all share certain
“human” weaknesses, such as a proclivity for playing tricks
and engaging with mortal affairs. Some gods are more
powerful than others, and the “society” of gods is a rich
and storied plot unto itself which most mere mortals rarely
glimpse.
Tribute
If you pray, you pay! Everyone, in every religion, gives
money and resources to their god. In almost all cases, this
is done through the church, though in remote situations,
tithing in this manner can be quite difficult. Even isolated
hermits typically worship at least one god.
Many devotees do not live near a temple of worship for their
deity. The pantheon is flexible, however: any worshipper, of
any god, can visit any church, and donate their tribute there.
Part of each church’s responsibility is to make sure all tribute
eventually gets sent to its appropriate god.
To be clear: in Aquilae, churches are kind of a form of tax
center. And all tribute does in fact end up being shipped off
to the gods themselves.
The mechanics of tribute, of how it gets processed and where
it goes, how it actually gets to the objects of worship, and the
nature of the gods themselves will all be discussed in greater
detail in subsequent campaign books.
22
Introduction
Factions
Dozens of factions, religious and secular, struggle for control
and influence in the greater world of Aquilae. Berinncorte
is a smaller village, somewhat remotely located, and
although it is proximate to natural resources, it is not a
crucial part of the greater territory.
About Faction Profiles
The factions discussed here are the ones with the greatest
influence in the city, and those with whom the residents are
aligned.
Each faction has quite a bit of information associated with it,
as follows:
Badge / Icon: Iconography can be important in factions. The
symbol of a faction might be used to inform members as to
the whereabouts of meeting locations, signal membership
to others, or simply as a form of medieval “advertising” to
spread knowledge of the faction’s presence.
Type: The general nature of the faction and its goals.
Alignments: Some factions enforce only certain alignments
in their membership; others tend to attract those of
a particular alignment. Many factions don’t care so
much about alignment, and welcome members from all
backgrounds and demeanors.
Motivations: The driving force of the faction itself, or the
common goal, behavior, or desires of its membership.
Day-to-Day Goals: What the group hopes to accomplish on
a day-to-day ongoing basis. Typically, this is a more humble
hope than Long-Term Goals.
Long-Term Goals: In addition to short-term goals, most
factions have an over-arching agenda they realize may take a
long time to bring to fruition.
Notable Philosophies: A phrase or mantra that best
summarizes the beliefs of members.
Influence: How much power the group and its members
wield, if pressed to do so. This can be political power,
military strength, magical prowess, etc.
Reputation: The general sentiment those outside the group
have of the group itself.
Leadership: The nature of the faction’s leader(s), how they
come to power, and under what circumstances leadership
can change.
Inner Circle: In addition to Leadership, some factions also
have an “inner circle” or group of Elders within their ranks.
Such elite members are often privy to secrets about the
faction and its motivation.
Size: Most factions have a fluctuating membership; the Size
noted here is typically a range.
Stability: Thousand-year guilds or start-up social clubs, this
indicates how likely the group is to still be around in a few
years.
Enemies: If the group has enmity with any other factions,
they are listed here. Sometimes, this is a general statement
as to what sorts of people or organizations would be
unwelcome in the midst of this faction.
Allies: Any formal alliances, or informal relationships,
between factions are noted here.
Resources: This section describes how many resources the
organization as a whole has at its immediate disposal—this
can be arcane knowledge, money, or other assets.
Description: A summarization of the nature of the faction
and its behavior. Anything noteworthy about the group that
doesn’t belong in another heading goes here.
Membership: Most groups won’t let just anyone into their
ranks—at least without getting to know them. Many groups
demand something else, too: money, in many cases, but in
certain factions, it may be necessary to embark upon a quest,
create an item, discover new knowledge, save the life of an
existing member, and so on.
Members: Description of the membership of the faction,
whether any races, classes, etc. are forbidden.
Common Traits: If members have anything in common—
either formally as part of their membership, or if many of
them just happen to frequently have something notable
about them—it is mentioned here.
Demeanor: The attitude of members, both in general (are
they paranoid? Devout? Irrational?), and in the context of
the faction itself (do they deny the group even exists? Are
they proud of their membership?).
Tribute & Dues: Factions are not religious, but the gods
and governments of Aquilae demand that even those who
choose a secular lifestyle contribute as they are able. Nearly
all factions collect at least a 1% tribute from each member
annually. In all but the most extreme cases, members are not
prevented from giving additional tribute to other religions or
groups as they wish.
Factions in Mondaria
Elven Administration
Icon / Badge: A mountain, superimposed by a leaf.
Type: Operations and administration.
Alignments: Lawful, almost exclusively.
Motivations: Keeping a mining operation profitable.
Day-to-Day Goals: Maintain order and ensure worker
prodictivity.
Long-Term Goals: Help the city and its inhabitants to thrive
by establishing relationships, trade, and investing back in
infrastructure. Profiting the Druid Enclave.
Notable Philosophies: Law and order are the most effective
means of running a city.
Influence: Extreme, within the city of Mondaria.
Reputation: Fair.
Age: Mature (~125 years).
Leadership: Autocracy (Mayor Faenadorn, p 693).
Size: Small (~30 members).
Stability: Highly Stable.
Enemies: None officially.
23
Introduction
Allies: The Druid Enclave.
Resources: High.
Description: In one entity, the Elven Administration
combines the office of Mayor of the City of Mondaria, and
the oversight of operations of the entire mining complex.
They report only to the Druid Enclave Council, which largely
cares only for continued profitability.
Membership: All members are either hired or appointed by
the Druid Enclave.
Members: Typically Lawful or Lawful Neutral citizens with a
knack for administration, or a special skill.
Common Traits: In addition to alignment, members of the
Administration are often better dressed, fed, and generally
taken care of than workers in the mines.
Demeanor: Effectiveness and efficiency, law and order are
the goals of most government employees.
Tribute & Dues: Employees are expected to Tribute 1% of
their wealth annually to the city. Citizens are also expected
to tribute, either directly to the city, or to one of its factions
or religions. As always, employees or citizens are welcome
to tribute additional wealth to Mondaria, though in practice
this hardly ever happens unless the citizen in question needs
something specific from the government. In theory, this
is not quite as quid-pro-quo as it might seem; typically the
extra tribute is paid to the city by way of thanks for extra
effort.
Dwarven Union
Icon / Badge: A chunk of ore, superimposed by a pickaxe.
Type: Worker’s union
Alignments: Chaotic and Neutral; typically not Lawful.
Motivations: Ensuring for the health of their workers, and
fostering a more profitable and safer environment for all.
Day-to-Day Goals: Ensure worker safety.
Long-Term Goals: Take over ownership of the Mines from
the Elven Administration. They realize this is a very far-
fetched goal.
Notable Philosophies: Workers are the fuel that generates
the warmth of profit.
Influence: Medium, within Mondaria; zero, outside it, which
largely accounts for their failure to produce much true
change.
Reputation: Good.
Age: Mature (~125 years).
Leadership: Democracy (Danalin Foeslash, p 687).
Size: Large (~400 members).
Stability: Stable.
Enemies: None officially.
Allies: None.
Resources: Low.
Description: The Dwarven Union was formed unofficially
several decades ago to combat unfair treatment and abuse
by the Elven Administration. Outright murder by the
Administration has ceased, but beatings, rapes, and injuries
in general have gone up, since the Union formed.
Membership: Every single worker in the Mines is
automatically a member.
Members: Every miner, nearly all dwarves no matter
their line of work, and some sympathizers outside those
endeavors.
Common Traits: Blue-collar, working-class folks, or those
with a family history of same.
Demeanor: They are careful to prevent their protests and
political views from impacting their productivity overmuch,
lest they be accused of being shiftless.
Tribute & Dues: Employees are expected to Tribute 1%
of their wealth annually to the city. As always, employees
or citizens are welcome to tribute additional wealth to
Mondaria, though in practice this hardly ever happens
unless the citizen in question needs something specific from
the government. In theory, this is not quite as quid-pro-quo
as it might seem; typically the extra tribute is paid to the city
by way of thanks for extra effort.
Other Factions
There are numerous other factions in Aquilae—traders,
guilds, bandits, thieves, assassins, governments, clergy, and
so forth. However, none of them holds formal sway within
the city limits of Mondaria.
This is hardly an anomaly: most settlements in the realm are
ruled from within by a small handful of factions, who among
them wield total power. Outsiders as individuals may be
welcome, but external influences are typically not.
Railcar Rules
In the Mines, nearly every level has some form of railway
system. Before the catastrophe, these were used to move ore
about, and even sometimes to move workers about.
In your use of this adventure, decide beforehand what, if any,
role the railways will serve in your gaming group. Here are
some suggestions:
• An atmospheric novelty: with this approach, the PCs
cannot use the railway, and it doesn’t matter therefore
where the railcars are.
• A means of facilitating safe travel between points along
the railway. If this approach is taken, then moving
between any two points on a map connected via a railway
will suspend Random Encounters rolls for the duration
of the trip. Place railcars at entry/exit points, for example
the elevators.
• A questionably-safe mechanism for transport. Randomize
a calamity every so often, or introduce a Random
Encounter to throw the sense of safety for a spin.
Elevator Rules
Every level of the Mines, and the surface level of Mondaria
City, has elevators. These function to transport creatures
from one level to the other.
24
Introduction
For simplicity’s sake, assume all elevators are in
working order. Some are covered in spiderwebs or other
impediments; rules for what is involved to restore them to
normal use are described in each case.
Assume that the controls to operate every elevator are freely
accessible.
It’s also possible to summon an elevator from another floor.
No matter the circumstances, moving from one level to
another takes approximately four minutes.
Crate Climbing
Throughout the Mines, there are many, many cases where
crates or other containers are stacked atop one another.
Large crates are typically 5’ to 10’ cubes; small crates are
usually 1’ to 5’ cubes.
Climbing them should use typical climbing rules. However,
if you’re looking to streamline things a bit, here is an
alternate approach:
Climbing Crates
DC 15 Climb (12 for small crates) to scramble up to the
top. Failure means falling to the ground (and 1d4 points of
bludgeoning damage if a large crate).
Debris & Difficult Terrain
The Mondarian Mines were a rich, vast operation, brought
low by creatures of chaos and evil, and the insanity of
its own population. Buildings, and in one case, an entire
underground city, have been destroyed.
Simply put, rubble abounds. There are entire mine levels
where the regions without debris are far outnumbered by
those with.
Count all squares on all maps that have any debris or rubble
on them as being difficult terrain.
It is suggested that for prolonged slogs through major areas
of rubble, the following rule be used:
Debris Treks
If a creature’s turn begins in rubble, and the creature’s
planned movement for the entire round indicates they will
remain in rubble, make a DC 14 Athletics check. Failure
means falling to the ground immediately and 1d4 points of
bludgeoning and piercing damage.
Looting & Alignment
It is possible to spend the entire adventure not looting from
the destroyed city and Mines. However, that would make
things incredibly difficult, and a bit boring, besides.
It should be made clear that the entire region has fallen
into chaos and evil, and that possessions and buildings in
the typical sense of those words no longer really hold much
weight.
In some rare cases, it’s clear that a certain, single building
is still under the ownership and control of a certain NPC;
in those cases, you can consider thievery from a moral
25
Introduction
perspective.
In all other cases, however, even Paladins should be given a
grand bit of leeway in how they go about ensuring they have
sufficient possessions to make it through the adventure alive.
Rumors and Tales
The following snippets of conversation, convoluted retelling,
misunderstanding, urban myth, hearsay, and outright lie
are usable as additional incentives for the PCs to uncover
mysteries about the town.
There are two ways to use these FlexTables:
First, if the PCs are actively searching for information, you
can make a
Skill Check and look up the result. If you
come to a result that has already been discovered by the PCs,
at the GM’s discretion, you may pick a result with a lower
DC and read that instead. The party may use
Knowledge
(Local) or Diplomacy; the DC listed applies equally to
either of these skills. Alternately, a PC may use Knowledge
(History), but with a -3 circumstance penalty (as knowledge
of general history will apply in only a limited basis to the
immediate vicinity of Mondaria).
Alternately, if a specific quest explicitly rewards the PCs
with a piece of lore, you may simply roll on the appropriate
Context and read the result. In such a circumstance, a Skill
Check is not required.
There are several different FlexTables to use here. One is
the default, which is a good starting point for general lore
and rumor. It will guide you to the more detailed FlexTables
that are more topic-based.
Each of the subsequent topic-based FlexTables may be used
directly, if the PCs are inquiring as to a specific topic. If the
party is gathering information pertaining explicitly to NPCs,
Factions, or Settings, roll directly on the relevant FlexTable.
Skill checks focused on a particular subject take a -2 penalty.
As the party will not yet have heard anything about the
Obelisk, it will be difficult to justify going explicitly to that
FlexTable.
Default Rumors and Lore
Use “FlexTable 2: Default Rumors, Tales, and Lore” on
page 25 as a starting point for general rumors and lore
discussed within the city of Mondaria.
•
Use Context A:
As a Skill Check against one of the skills as described
above.
•
Use Context B:
If the party is attempting to gather information from
a Key NPC. Any named NPC is a “key” NPC for these
purposes.
•
Use Context C:
If the party is gathering information from generic
townsfolk, or NPCs without specific names. For example,
Crazed Harbinger.
•
Use Context D:
If the party is blindly trying to obtain information in an
unstructured manner.
Plot Discovery Rumors and Lore
“FlexTable 3: Plot Discoveries” on page 26 contains
rumors and tales that reveal (mostly) truths about what has
occured, and how it came to pass.
•
Use Context A:
As a Skill Check against one of the skills as described
above.
•
Use Context B:
If the party is attempting to gather information from
a Key NPC. Any named NPC is a “key” NPC for these
purposes.
•
Use Context C:
If the party is gathering information from generic
townsfolk, or NPCs without specific names. For example,
Crazed Harbinger.
•
Use Context D:
If the party is blindly trying to obtain information in an
unstructured manner.
FlexTable 2: Default Rumors, Tales, and Lore
D%A
D%B
D%C
D%D
DC
Rumor Type
Reference
01-60
01-50
01-75
01-90
-
No Rumor
No information is obtained.
61-75
51-80
76-85
91-93
14
Plot Discovery
See “Plot Discoveries”, p 26
76-90
81-90
86-90
94-95
15
Obelisk Rumor
Obelisk Rumor
91-00
91-00
91-00
96-00
16
Realm Lore
See “Realm Rumors and Lore”, p 51
26
Mondaria City
FlexTable 3: Plot Discoveries
D%A
D%B
D%C
D%D
DC
Description
Veracity
01-10
01-05
01-08
01-30
-
No Rumor
No information is obtained.
11-14
06-09
09-13
31-32
18
The Elven Administration imposes harsh
punishments on those who fail to meet their needs.
True.
15-19
10-13
14-17
33-34
8
The Elven Administration is answerable only to
the Council of Elders in the Druid Enclave to the
northeast.
True.
20-23
14-18
18-22
35-36
16
Members of the Elven Administration are in fact
demons who sold their souls to gain powers over the
spirits of the living.
False. They may be mean on
occasion, but this is preposterous.
24-25
19-22
23-26
37-38
14
Dwarven Union leaders formed the faction to get
more money out of the Elves.
Partially True. Fair wages
were only one of the aims of the
faction when it was established;
safety was a far greater concern.
26-27
23-25
27-30
39-40
12
Were it not for the Dwarven Union, worker deaths
would be a hundred times what they are.
Partially True. While it’s
true that deaths have decreased
markedly, two orders of magnitude
is an exaggeration.
28-29
26-30
31-33
41
19
Eight months ago, there was a sealed message from
the Druid Enclave to the Elven Administration,
ordering them to press down and delve deeper into
the Mines.
True.
31-32
31-35
34-37
42
22
A copy of a letter to the Druid Enclave six months
ago confirmed the discovery of the Obelisk,
according to plan.
Partially True. A letter
confirming the discovery was
written and sent; however, even
the Council wasn’t entirely sure
what would be found down in the
depths.
33-34
36-40
38-41
43
20
On one of the mine levels is a secret chamber,
connected to all three major mine regions, which
contains a false Obelisk.
True.
35-36
41-42
42-44
44-45
16
Those who have glimpsed the Obelisk in person go
insane, and become its slaves.
Partially True. There is a
saving throw involved, and the PCs
are immune.
37-38
43-44
45-47
46
11
In the nether levels are miners who willingly
wander into pools of dreadslime, sacrificing
themselves for the will of the Obelisk.
True. They become Dreadslimed
Miners.
39-40
45-48
48-50
47
18
On the ninth level of the Mines is a massive, true
crystal of Dark Obelisk, the source of all chaos and
evil in the mines.
Partially True. “All chaos and
evil” is a bit of a stretch.
41-42
49-50
51-53
48
18
False Obelisks have been established in the Mines as
a means of hiding the true ones and to seed devotion
from the insane.
True.
43-44
51-52
54-56
49
20
There is more than one shard of true Obelisk in the
Mines.
True.
45-46
53-54
57-58
50
22
Deep in the mines is a platform which hides a
horrible monster and a great treasure behind an
enormous illusory wall.
True.
47-48
55-56
59-60
51
22
To defeat the true Obelisk, one must sacrifice
evenly.
True.
49-50
57-58
61-62
52
22
It is written that to suppress the power of the
Obleisk, true sacrifice requires a balance of forces.
True.
51-52
59-60
63-64
53
24
The Druid Enclave knew, or strongly suspected,
that a force of evil would be discovered when they
ordered the expansion of the Mines down several
levels.
True.
53
61
65
54
24
Sacrifices matter not the source, save for their
natures.
True.
27
Mondaria City
FlexTable 4: Obelisk-Based Rumors
D%A
D%B
D%C
D%D
DC
Description
Veracity
01-40
01-10
01-20
01-80
-
No Rumor
No information is
obtained.
41-53
11-27
21-35
81-84
18
In ancient times, rituals and desperate magicks were used to
keep at bay vile forces from underneath the very earth.
True.
54-66
28-40
36-50
85-88
20
On the other side of the world we know live countless hordes
of the fallen, the vile, the dread, and the horrid… all of whom
resent we “bright folk” who live in the light of the Sun, and
seek to destroy us for their pitiful plight in life.
True.
67-79
41-60
51-65
89-92
16
The entire Realm is but one enormous dream, had in the mind
of a sleeping giant who dwells on an island, floating amidst a
sea of acid, in a far-flung world we have never heard of.
False. Whoever
came up with this
was likely under
the influence of…
something, when
they had the idea.
80-90
61-80
66-85
93-96
19
Sprinkled in forgotten locations throughout the Realm are
artifacts, powerful magics which each contain a fragment of
a power that might be used to combat the greatest forces that
might threaten the world.
True.
91-00
81-00
86-00
97-00
20
In olden times, a warrior, priestess, or king was selected
from among a random assortment of applicants. The selected
person would become a champion of the living, given special
powers, and equipped with ancient relics, that they might
fight off encroaching evil that threatened all.
True.
Obelisk Rumors and Lore
Truly, truly rare, there are some very faint snippets of
information about the Obelisk and the forces it represents
that remain in the minds and hearts of those who have
studied strenuously. These are collected in “FlexTable 9:
Obelisk-Based Rumors”.
•
Use Context A:
As a Skill Check against one of the skills as described
above.
•
Use Context B:
If the party is attempting to gather information from
a Key NPC. Any named NPC, is a “key” NPC for these
purposes.
•
Use Context C:
If the party is gathering information from generic
townsfolk, or NPCs without specific names. For example,
Crazed Harbinger.
•
Use Context D:
If the party is blindly trying to obtain information in an
unstructured manner.
D%A
D%B
D%C
D%D
DC
Description
Veracity
54-70
62-70
66-72
55-70
14
In the wake of the Obelisk’s discovery, prostitution
is on the rise.
True.
71-85
71-85
73-83
71-85
13
Corruption and abuse are on the rise, in the wake of
the Obelisk’s discovery.
True.
86-90
86-90
84-90
86-90
14
Even before the Obelisk’s discovery, Taskmasters
were censured and disciplined for abuse and
murder.
True.
91-95
91-95
91-95
91-95
12
In the wake of the Obelisk’s discovery, miners went
crazy and slew each other with mining tools.
True.
96-00
96-00
96-00
96-00
16
The minds of most denizens of the City and Mines
are not their own any longer.
True.
28
Mondaria City
Realm Rumors and Lore
No city is an island, and Berinncorte is no exception. Some
folk speak of events and locales far beyond the city walls.
These may be found in “FlexTable 10: Realm-Based Rumors”.
These tales are hints of the world-building that has gone
into the Realm entire, and are mainly foreshadowing for
future publications in the mythos of Aquilae.
•
Use Context A:
As a Skill Check against one of the skills as described
above.
•
Use Context B:
If the party is attempting to gather information from
a Key NPC. Any named NPC is a “key” NPC for these
purposes.
•
Use Context C:
If the party is gathering information from generic
townsfolk, or NPCs without specific names. For example,
Crazed Harbinger.
•
Use Context D:
If the party is blindly trying to obtain information in an
unstructured manner.
FlexTable 5: Realm-Based Rumors
D%A
D%B
D%C
D%D
DC
Description
Veracity
01-40
01-10
01-20
01-80
-
No Rumor
No information is
obtained.
41-48
11-23
21-32
81-84
18
Far to the north of the Realm, there lies a mysterious
island, from which no one who has ventured has yet
returned alive.
True.
49-56
24-32
33-43
85-90
20
A conclave of gods—the vengeful and tricksters—has
created a playground of the damned, a miniature realm
where the sinful and horrid may be punished, and have a
chance to atone for, their dark deeds.
True.
57-64
33-45
44-56
91-92
18
Deep beneath the surface, far under the tallest mountains,
there dwell the remnants of ancient creatures who ruled
the Realm in times long past.
True.
65-72
46-53
57-66
93-94
18
The system of Tribute that we know, that which funds
government, and empowers the gods to hear our prayers
and take helpful action on our behalf, is broken and
corrupt, serving only an elite few at the expense of the
many.
True.
73-80
54-65
67-76
95-96
17
Despite the appearance of power in the hands of
government, rulers, and gods, the truth is that a small
handful of secret and ultra-powerful factions dictates their
whims to the massive preponderance of the population.
False. Mostly. Kind
of. Depending on
how you look at it…
81-89
66-80
77-85
97-98
15
Druids to the north of the Realm have begun digging deep
into the earth, in an attempt to mine the knowledge of
nature long dead. There is division amongst the druid
populace as to the wisdom of this approach to gaining
power; they say that which is dead should be let to rest, be
it sentient life or that of plants.
True. Also True is
the divisiveness of
the issue, as is the
justification for
wariness.
90-00
81-00
86-00
99-00
22
Far, far beneath the land we know and live upon, there
exists a sentient force not unlike a vampire, which
requires and feeds off of surface life to sustain itself. Of
the many vagrants, unfortunates, and hermits who go
missing every year, some portion are in fact stolen from
the surface by this vampiric force.
True.
29
Mondaria City
Mondaria City:
Ground Floor
30
Mondaria City
Map 1: Mondaria City Overview (MC-O)
One square equals 20 ft.
31
Mondaria City
Level Introduction: Mondaria City
Summary
The mining town of Mondaria formally falls under the
jurisdiction of the Druid Enclave, a secretive and largely
Elven compound to the northeast of the town itself.
In practice, however, Mondaria is run by the elven
administrators who are few in number, but nearly absolute
in their power over the largely Dwarvish and Gnomish
worker population.
In its current state, the city is a ghost town. This may be
literal depending on how Random Encounter tables are
rolled!
What is typically dozens, if not hundreds, of workers and
shoppers and visitors and tradespeople is now a small
handful of sentients and many more unsavories.
Monsters have largely taken over the region, though the
mentally afflicted and warped populace tends to disregard
the threat in preference for living in a constant state of
strained denial that anything has befallen the once thriving
mining town.
Entrances and Exits
Note that the following are typical, even secret, means of
entering and exiting the level as it was designed.
Other, magical means of navigating the level (for example,
teleportation spells or those that grant incorporeality) are
not discussed and are left to the GM to manage should they
be introduced.
Entry
The PCs will always enter this area via the road to the
southeast, which leads to the city of Berinncorte from the
Dark Obelisk 1 adventure.
Exits to Mines Level 1
Several locations have basement zones underneath,
accessible via staircase or trapdoor: Locations 1, 3, 4, 5,
7, 8, 9, 10, 11, 12, and 13.
Location 14 has a hole in the floor.
Exits to Mondaria City, Second Floor
Several buildings have second floors accessible via
staircase: Locations 7, 12, and 13.
There are four staircases that lead to the Watchspires,
near Locations 3, 17, and 22.
Overview
The PCs are likely to run into the Blacksmith, plying his trade
and willing to sell all manner of expected offerings.
They are equally likely, however, to run into a demon, or
other monster, even in shops or other buildings.
Monsters come from two sources: some have emerged
from the depths of the mines that lay underneath the town,
finding their way to the surface out of a sense of grim
malevolence and inevitability.
Others come from the surrounding forests and plains, drawn
by the growing sense of chaos and evil.
Atmosphere & Theme
No matter the source, the monsters are legitimately
dangerous. Paritcularly as the PCs have been led to believe
only that contact has been lost, and that this may turn out to
be more of an investigation than a battle, there should be an
element of alarm, of surprise, and of growing unease with
the situation throughout the party’s exploration of this level.
The tone here should be careful, intentional, and sure-
footed: the PCs should be ready and willing to hide, to evade,
or otherwise avoid threats.
Although the PCs—and the players!—may not fully
comprehend the enormity of what waits for them under the
crust of the mines, they should nevertheless realize that this
is but the beginning of their adventures here.
As a result, they should conserve their resources, or at
the very least, make certain to resupply before venturing
underneath the mountain.
Moreso than any other level, Mondaria City requires a
deft GM hand with pacing. It’s an enormous area, rich
with content and detail, and the PCs could easily spend a
half-dozen gaming sessions merely exploring everything.
It is neither necessary, nor recommended, to be a
“completionist” in this zone! Keep the party moving,
either via the careful introduction of formidable Random
Encounters, or through other means.
Default Random Encounters
Some Areas of Interest within this level will describe
a certain approach to Random Encounters, either by
overriding the timing (e.g., “every 30 minutes), and/or by
providing its own localized version of the random encounter
table below.
Absent such an override, roll on the following table of
Default Random Encounters for every 5 minutes the party
remains in this area.
Table 4: Mondaria City Default Random Encounters
D%
Event
Description
01-30
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
31-50
Trivial
Encounter
Roll once on
Monsters:
Surface, Trivial.
32
Mondaria City
D%
Event
Description
51-70
Light
Encounter
Roll once on
Monsters:
Surface, Light.
71-64
Average
Encounter
Roll once on
Monsters:
Surface, Average.
65-74
Advanced
Encounter
Roll once on
Monsters:
Surface, Advanced.
75-79
Elite
Encounter
Roll once on
Monsters:
Surface, Elite.
80-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
Table 5: Mondaria City Default NPC Encounters
D%
Event
Description
01-21
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
22
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
23
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
24-30
Common
NPC
A single Bleak Mute lurches within
view of the party.
D%
Event
Description
31-45
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
46
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
47
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
48
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
49
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
50
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
-
Common
NPC
A horrifying Tainted Taskmaster
walks about.
51-60
Named NPC
Ambling scholar Brocambe
Methurzz.
61
Named NPC
Beastmaster Gabharn.
62
Named NPC
Blacksmith Hamfast Burrbottom.
63
Named NPC
Feastmaster Frobwin Glamfork.
64
Named NPC
Herbalist Innelothe.
-
Named NPC
Illusionist entertainer Raekeldorr.
-
Named NPC
Keeper of Records Skandern
Lithutz.
-
Named NPC
Keepmaster Vanarelia Riccards.
-
Named NPC
Loremaster Dalnarok.
65-74
Named NPC
Mercenary dwarf Gordsturll.
75-84
Named NPC
Merenary tiefling Killarth.
-
Named NPC
Railmaster Arranz Trevain.
-
Named NPC
Tinkermaster Skandbard.
85
Named NPC
Warden Imeltrude Legande.
86
Named NPC
Brewmaster Glimdarffe Sudsglub.
-
Named NPC
Cartographer Estarel Finequill.
87
Named NPC
Chemist Incebb Gullip..
88
Named NPC
Chief engineer Didkeln
Clawhammer.
89
Named NPC
Coinmaster Lugatoo.
-
Named NPC
Dwarven union leader Danalin
Foeslash.
-
Named NPC
Elven administration leader
Maresmir.
90
Named NPC
Engineer Brimdog Firecleave.
91
Named NPC
Foreman Belerras.
92
Named NPC
Gangboss Dagbrag.
33
Mondaria City
D%
Event
Description
-
Named NPC
Lead designer Estarel Finequill.
93
Named NPC
Mayor Faenadorn.
-
Named NPC
Minemaster Thrennian Lo’quee.
-
Named NPC
A Mystic Seer.
-
Named NPC
Sage Natobbe.
94-95
Named NPC
Stablehand Friskbik.
96
Named NPC
Stablemaster Semtammi.
97-00
Named NPC
Tribute magister Elawelle.
Areas of Interest
MC-O-1: Blacksmith
Please refer to page 35 for more information about this
building.
MC-O-2: Central Area / Market
Page 37 commences detail on this area.
MC-O-3: Checkpoint Control
Details about this region can be found starting on page 40.
MC-O-4: Fishery
This building is described starting on page 43.
MC-O-5: Garrison
Please refer to page 47 for more details about this
building.
MC-O-6: Hunter’s Glen
Full description of this area may be found on page 50.
MC-O-7: Inn & Stables
Page 52 starts details on this building.
MC-O-8: Mess Hall
This building is detailed in full on page 56.
MC-O-9: Mill
Please go to page 59 for full details on this building.
MC-O-10: Residence Northeast
More information about this building is contained on page
64.
MC-O-11: Residence Northwest
Please turn to page 66 for more information about this
building.
MC-O-12: Residence Southeast
This structure is described in full starting on page 68.
MC-O-13: Residence Southwest
Please refer to page 70 for full details on this structure.
MC-O-14: Fishery Secret Grotto
This area is detailed starting on page 72.
MC-O-15: Storage
[...]
MC-O-16: Trading Post
Please turn to page 78 for full details on this region.
MC-O-17: Chaos Overview
This area is described in more detail starting on page 81.
MC-O-18: Chaos Secret
Please see page 84 for more details about this area.
MC-O-19: Chaos Foreman
Page 86 contains more description about this area.
MC-O-20: Chaos Supplies
This zone is detailed starting on page 88.
MC-O-21: Law Entrance
Please refer to page 91 for full details about this area.
MC-O-22: Law Foreman
This structure is explored starting on page 94.
MC-O-23: Love Overview
Please go to page 96 for more information about what to
find here.
MC-O-24: Love Secret
More detail about this area can be found starting on page
98.
MC-O-25: Love Foreman
Please turn to page 100 for more information.
MC-O-26: Outside the Gates
You may find more detail about this area starting on page
103.
MC-O-27: Past the Gates
Page 105 begins description of this zone.
MC-O-28: Law General
Please turn to page 107 for more information about this
area.
34
Mondaria City
Map 2: Blacksmith Ground Floor (MC-BS-GF)
One square equals 5 ft.
35
Mondaria City
MC-BS-GF: Blacksmith Ground Floor
Overview
This building once served the mundane metallurgical needs
of the surface citizenry, trading in metal and leather goods to
one and all.
Since the corruption of the mines and the desolation of
the city, business has of course waned, but the blacksmith
pretends as though everything is normal, in a slightly manic,
desperate manner.
Despite the growing edge of insanity, his skill has not
eroded, and he will continue to ply his trade; indeed, any
activity with a feel as though things are normal will bolster
his confidence and defeat the gnawing sanity that threatens
his wellbeing.
Theme & Purpose
As with most shops in town, the feel here should be
foreboding, dark, and desperate.
Strive to convey the unease, the insanity, and the desperation
the Blacksmith lives with, but don’t overdo it to the point
where needy PCs are too disquieted to do business if they
need to re-equip.
This is particularly critical for lower-level PCs, as this shop
is one of the most useful areas of relative solace.
Trading
All manner of mundane arms and armor may be purchased
here. Should the Blacksmith be in attendance (see below),
he will buy and sell freely.
Prices are erratic, however, as follows; roll on this table for
each item requested by the PCs.
Table 6: Blacksmith Price Adjustments
D%
Price Adjustment
Description
1-2
+50%
“Folk are desperate for
this, and I’ve but a few
remaining.”
3-4
+20%
“Quite useful, quite
needful, quite pricey, it is.”
5-6
None
-
7
-5%
“A bit less useful, this
item.”
8
-30%
“I’ve had this about for too
long; it’s taking up space.”
Random Encounters
Upon entering this area for the first time, first determine
if the Blacksmith is in residence (see below); if he is not,
immediately roll once on “Table 7: Mondaria City Default
NPC Encounters” on page 111 to determine if there is at
least one NPC hanging out here.
Otherwise, use the standard / default Random Encounter
rules for this level, at twice the standard interval of delay.
The GM is encouraged to reroll or ignore results if the party
is in desperate need of a rest or resupply.
Any results of “no encounter” or “NPC encounter” indicate
that, at least for one night’s worth of rest, this building
is momentarily safe for refuge, and may be used to sleep,
recover spells, etc. I.e., do not reroll on the
Random
Encounters table until a full night’s rest, in this scenario.
NPCs of Note
Of note, the Blacksmith X frequents this establishment. He
has a
30% chance of being here during all hours.
Default Doors
Unless otherwise indicated, all doors are encountered closed
and locked, and are of the following profile:
Access
Default
Door
Locks: Door, Reinforced; closed &
locked when encountered
Areas of Interest
MC-BS-GF-1: Entrance
Lit sconces are mounted to the wall on either side of a
reinforced double door. Small shuttered windows, and
plant urns, also flank the aperture.
This entrance is unlocked and open when the PCs happen
upon it.
Three octagonal tables, one ringed with chairs, and a
rectangular table, fill in a large open space. Given its
placement relative to the front counter, you assume this
was a reception area for prospective customers to wait
their turn to receive attention.
Any NPCs selected via the NPC Encounter tables will be here,
sitting at a table and staring into space, most likely.
36
Mondaria City
There is nothing else of interest in this area.
MC-BS-GF-3: Front Counter
Two large rectangular tables are set up here as a
separation between the waiting area and the rear
counter. Reinforced double doors lead to the northwest
and east of this area.
If the Blacksmith is in residence, he will be found here,
polishing some armor or weapon distractedly when the
PCs arrive. If greeted, he will refocus on the party and act
somewhat naturally so long as business is being conducted.
MC-BS-GF-4: Office / Store Room
A square table ringed with chairs sits in the western area
of this room. A staircase leads down to the basement
in the east. To the northeast is a privy hole, next to an
array of crates, chests, and urns.
For rules purposes, the storage containers consist of a crate,
an empty chest, and two locked chests.
Access
Contents
Crate
Container: Barrel
or Crate
Glasses, Metals, and
Woods; use Medium
size
Locked
Chests
(2x)
Locks: Chest,
Strongbox
Weapons: General; use
Context C
MC-BS-GF-5: Stairs to Basement
These lead to “Map 50: Blacksmith Basement (MC-BS-BM)”
on page 163.
MC-BS-GF-6: Store Room East
This room smells of dust and oil. Against the eastern
wall are two large crates: a small crate sits atop the
northern one, and two small chests are atop the southern
crate. Reinforced single doors lead to the north and
southeast.
Access
Contents
Crates
(3x)
Container: Barrel
or Crate
Glasses, Metals, and
Woods; use Medium
size
Locked
Chests
(2x)
Locks: Chest,
Strongbox
Weapons: General
MC-BS-GF-7: Blacksmith’s Quarters
This is clearly where the smith lays his head. Two potted
plants, desk, bed, small table, two stools, and an empty
washbasin ring a clothes cabinet.
Access
Contents
Clothes
Cabinet
no lock
• Clothing: General
• Weapons: Light; use Context C
Desk
no lock
Writing Supplies
MC-BS-GF-8: Workroom
A fiery, metal tang scents the air in this room, which
appears to be the main workstation of the smithy. In
the southeast corner is a dormant firepit sitting atop
a patch of slate to protect the floor from flaming
debris. Worktables littered with tools and ore sit in
the southwest and northwest corners. An open barrel
of silty water is against the east wall; to its north is a
second barrel of water, with an unsealed top. One large
crate, one small crate, and two locked treasure chests are
against the west wall.
Access
Contents
Large
Crates
Container: Barrel
or Crate
Glasses, Metals, and
Woods; use Medium
size
Small
Crate
Container: Barrel
or Crate
Glasses, Metals, and
Woods
Locked
Chests
Locks: Chest,
Strongbox
Weapons: General; use
Context C
37
Mondaria City
Map 3: Central Area / Market (MC-MKT)
One square equals 5 ft.
38
Mondaria City
MC-MKT: Central Area / Market
Overview
This was once a thriving marketplace. It’s nearly deserted
now, instead a graveyard of commerce, picked nearly clean
by scavengers and opportunists.
The occasional desperate denizen can be found here,
searching for something of value among the ruin.
Theme & Purpose
Much of Mondaria City is located in buildings, close
quarters; this is one of the few large open spaces. That it’s
so open, that it was so obviously once a place of community,
but now desolate—taken together, this should give the PCs a
great deal of unease to add to whatever impressions the city
has already given them.
Random Encounters
Upon entering the area, wait for a few minutes, then roll
on “Table 3: Mondaria City Default Random Encounters” on
page 31; in doing so, the GM is encouraged to reroll any
results of “no encounter”.
Other than that, use the standard / default Random
Encounter rules for this level, rolling twice as often as the
normal interval.
NPCs of Note
This was once a very thriving location, teeming with
characters.
It is now, however, largely ignored and avoided; monsters
have a clear line of sight to those venturing in this area.
Sunshades
Throughout this region are sunshades, large canvases meant
to offer some protection against the sun. This is meant as a
safety measure rather than an indulgence: for a population
who spends most of their time in the mines underground,
sunshine is truly blinding!
While resting underneath any sunshade, reroll any Random
Encounters that would offer one or more monsters.
Areas of Interest
MC-MKT-1: Signpost
Two arrows emerge from this post: to the northeast
is labeled “D Enclave”; to the southeast is marked
“Berinncorte”. The writing in each case is a stylish
chisel, as though wrought by a scribe more than a
carpenter.
MC-MKT-2: Firepit & East Sunshade
A tiny firepit sits to the east of the main marketplace. A
sunshade is just to its east; the ground underneath and
around it is well-worn, with beaten paths leading to the
north, east, and south.
MC-MKT-3: Northeast Sunshades
Two large canvases are stretched over stout wooden
poles embedded in the ground here. The ground
underneath the resulting shade is cool and soothing.
MC-MKT-4: North Sunshade
Just to the north of a row of colorful kiosks is a greyish,
weathered sunshade.
MC-MKT-5: North Kiosks
A row of multicolored canvas kiosks is arranged here.
Many are damaged; others look singed from some long-
gone fire. All are abandoned.
Each of these has some piddling remnant of commerce to
discover:
Access
Contents
Kiosk
(5x)
unprotected
General Supplies
MC-MKT-6: Firepit & Northwest
Sunshade
A grey, tattered sunshade sits here, to the north of a
firepit.
MC-MKT-7: Northwest Tent
A large yellow-and-blue canvas stretches over a set of
tables once used to display dozens of wares. The store
now seems unused and dusty despite the wind.
Access
Contents
Kiosk
unprotected
Alcohol: General
39
Mondaria City
MC-MKT-8: West Sunshade & Textiles
Tent
Nearly in the shade of the sunshade to its west is a red-
and-white tent that appears to have once sold fabric.
Access
Contents
Kiosk
unprotected
Textiles: General
MC-MKT-9: Southwest Sunshade
In between the kiosk to the north and a row of sunshades
to the south is a yellowed canopy offering protection
from the sunshine.
MC-MKT-10: South Sunshades
A row of four giant greyish-blue canvas marks a
boundary between the market area and the beginning of
the light forest to the south.
MC-MKT-11: Firepit & Southwest Kiosks
A small fire, recently lit, burns here.
These two kiosks are completely empty.
The fire, however, draws monsters: upon walking within 15’
of it, roll immediately on Monsters: Surface, Average using
Context C.
MC-MKT-12: South Kiosks
These two kiosks appear to have sustained some fire and
smashing damage.
These two tents once sold gemstones of middling rarity and
some degree of variety. Leftovers of their former wares lie
unrpotected amongst the rubble of the shops:
Access
Contents
Kiosk
(2x)
unprotected
Gems: Semi-Precious
MC-MKT-13: Southeast Kiosks
Two small stands sit here, nearly untouched in terms
of damage, but fully looted from the looks of it. Some
scraps of parchment and rice paper indicate these used
to sell writing supplies and the like.
There’s not much to be had here, but for those interested, it
may turn out to be valuable.
Access
Contents
Kiosk
(2x)
unprotected
Books: General AND Writing
Supplies
MC-MKT-14: Southeast Tent
A smell of burnt leather and animal flesh greets you
at the front of this nearly-destroyed tent, which has
suffered a great deal of smashing and burning damage.
Mundane and now-useless arrows blossom from the four
wooden posts that hold the canopy aloft.
This was once an armory, selling wares that competed
with the Blacksmith to the northeast. It was never very
successful, but its owners persisted, mainly to annoy the
smith himself.
Access
Contents
SE Tent
unprotected
Armor: General; roll twice
MC-MKT-15: Central Meeting Area
[...]
No NPCs will cross this region at all, preferring instead to
keep to the perimeter kiosks and make their way from a
vantage of relative cover.
Anyone found alone in this area is likely to attract the
attention of any beasts nearby; if the PCs ever find
themselves crossing more than three of these empty squares
in the middle of this area, roll on “FlexTable 47: Wandering
Monsters, Surface, Advanced FlexContent” on page 99.
MC-MKT-16: Southeast Road
This leads to the city of Berinncorte as described in Dark
Obelisk 1 and Berinncorte Basecamp. It is about a half-day’s
journey to the largely-destroyed city.
MC-MKT-17: Eastern Road
Taking this road will lead to the Druid Enclave, under whose
jurisdiction and nominal guidance the city of Mondaria and
its undermountain mining complex fall.
MC-MKT-18: Path to Mine Entrance
This leads to “Map 28: Outside the Gates (MC-OG)” on page
103.
MC-MKT-19: Path to Storage
This leads to the area described starting on page 75.
MC-MKT-20: Paths to Hunter’s Glen
Please refer to page 50 for more details on the wooded
area to the south.
40
Mondaria City
Map 4: Checkpoint Control Ground Floor (MC-CC-GF)
One square equals 5 ft.
41
Mondaria City
MC-CC-GF: Checkpoint Control Ground Floor
Overview
Before the discovery of the Obelisk in the mines underneath
the city, this building was the administrative center of the
surface village, acting as a security checkpoint for all visitors
going into the mines.
In today’s environment, it’s all but abandoned, and ignored in
terms of its original intended function... there are precious
few sane people who wish to descend these days!
Theme & Purpose
Abandoned administrative-ness should be portrayed as
horrific in its own right. Quills still in inkwells, paper
and parchment still spread out on tables in the act of mid-
processing, and other signs should imbue the area with a
sense of foreboding, a sense that something happened here.
If the PCs don’t take to the feeling, and/or the GM
is under pressure to convey the atmosphere easily,
you can simply tell the players outright that from all
appearances, something happened, in the last few weeks
or month at most, to take at least a dozen people away
from their normal activities here, and it happened very
suddenly and without making much of a mark on the
situation.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any results of an NPC encounter once. (That
is, if the rerolled result is also an NPC encounter, then yes,
that’s what happens.)
NPCs of Note
Prior to the Obelisk’s influence, this structure was filled
with NPCs. Today, however, any NPCs that do appear
here seem hollow-eyed, insane, stuck in the repetition of
their normal duties and seemingly in denial or impossible
ignorance that their circumstances have dramatically
changed.
Default Doors
Unless otherwise indicated, all doors are encountered closed
and locked, and are of the following profile:
Access
Default
Door
Locks: Door, Reinforced; closed & locked
when encountered
Areas of Interest
MC-CC-GF-1: South Entrance
Wall sconces can be found to either side of a set of half-
open reinforced double doors. A well-worn path leads
from the southeast; this must have been one of the main
entrances to the building.
These doors are unlocked and, as described, half-open, when
encountered. There is no key to them that the PCs may find.
MC-CC-GF-2: Southeast Entrance
This entrance is identical to the one to the southwest,
described above.
MC-CC-GF-3: Northeast Entrance
Although otherwise just like the other two sets of double
doors to the south, these doors are closed and locked when
encountered.
MC-CC-GF-4: Southwest Entrance
Use
Context C when determining the profile of these
doors, which are locked when first encountered.
MC-CC-GF-5: Main Reception Room
A quiet sits on this room like a fog. Benches line the
wall to the east. Double doors lead to the north and
northwest. Entrances are located to the east and south.
To the southwest is a waist-high table set with candles,
behind which is a little alcove before a thick velvet
curtain.
Whenever the PCs enter this room, there is a
50% chance
there will be
1d4 Miners sitting here, waiting insanely
for a place in line they will never realize. They stare into
space, rocking back and forth; spittle forms on their lips and
they may be heard to chant old dwarvish folk songs under
their breath in a distracted monotone.
They will not fight back if attacked and will die largely as
they are encountered in this state should the party take that
route.
MC-CC-GF-6: Administrative Alcove
Parchment and other writing supplies are stacked behind
the counter here.
42
Mondaria City
Access
Contents
Alcove
unprotected
Writing Supplies; roll 3 times
MC-CC-GF-7: Small Meeting Room
Bookshelves line the north and south walls of this
room, making the narrow space around the rectangular
wooden table in the center feel quite claustrophobic. An
enormous set of open books sit in the table’s center.
The books are visitor registers, written in fine elven script.
Even a cursory examination shows that there have been
no entries for the past three weeks.
MC-CC-GF-8: Banquet Room
This large, long room contains a huge table set for a
banquet. To the north is a double door behind a thick
curtain; a similar curtain hides a single door to the west.
A reinforced double door leads to the southwest.
Set it may be, but there is no food on the table. This scene
has been ready for a meal that hasn’t happened in a month.
The sideboards flanking the north door are unlocked, but
empty; they are meant to contain the wares on the table
when it is not in use.
MC-CC-GF-9: Administrative Quarters
A simple bed, desk, chair, and tiny wardrobe are lodged
in this room, which appears to butt right up against the
mountain wall along its north edge.
These quarters were intended for temporary and versatile
use for anyone pulling an all-nighter or to house visiting
nobles, who for whatever reason could not enter the mine
nor lodge at the Inn to the southeast.
The wardrobe is empty and bears no lock; the desk is also
unlocked, and contains simple writing supplies:
Access
Contents
Desk
unprotected
Writing Supplies
MC-CC-GF-10: Workhall
Tables are sprinkled throughout this room, each buried a
heap of books. Double doors lead to the southwest, east,
and north.
These books inventory various mundane aspects of the
mine’s operation.
Reading through any of them results in a vague
appreciation of the mine’s volume of output, which seems
to have increased markedly a few months ago, though the
reason is not indicated.
MC-CC-GF-11: Storage
Crates, barrels, and privites seem shoved in this
triangular room with little rhyme or reason.
Access
Contents
Crates
(3x)
Container: Barrel or
Crate
Glasses, Metals, and
Woods
Barrel
Container: Barrel or
Crate
Alcohol: General
Chests
(2x)
Locks: Chest, Simple
Coin Treasure: General
Sack
Piles
(3x)
unprotected
Simple Foodstuffs
MC-CC-GF-12: Stairs Down
These lead to the basement as described starting on page
167.
MC-CC-GF-13: Secret Watchspire Stairs
Only read the italicized text below if the secret is discovered.
A crevice in the mountain wall to the northwest allows
purchase; pulling on the crack, you discover the wall is
false—plaster atop a wooden door made to look like the
rock around it. A gloomy and narrow staircase, carved
out of the mountain, leads up.
This leads to the Western Watchspire as described on page
132. The secret door is locked; use the following profile:
Access
Secret
Staircase
Locks: Door, Secret
MC-CC-GF-14: Extended Reception Hall
Benches line the west and east walls of this long room.
Octagonal, chest-high tables are staggered in its center.
A small steel door leads to the north; to the northeast
and south are reinforced double doors.
The door to the north uses the following profile:
Access
Storage
Door
Locks: Door, Stronghold
MC-CC-GF-15: Northern Storage
This extremely cramped room is filled with barrels.
These all contain fresh, drinkable water, and are unsealed.
43
Mondaria City
Map 5: Fishery Ground Floor (MC-FH-GF)
One square equals 5 ft.
44
Mondaria City
MC-FH-GF: Fishery Ground Floor
Overview
This was once a Fishery, used for the purposes of harvesting,
storing, and distributing fish from the river to the west of
the city.
60% of the catch was used to feed the city and its miners;
20% was shipped back to the Druid Enclave; the rest was
exported for revenue.
Theme & Purpose
It’s an abandoned fish factory that’s been abandoned for a
month. Nausea and unease should go without saying.
In the context of the PCs’ investigation, it’s an opportunity
to gain a bit of insight into the operation of the city and its
mine, and to remember that there was a huge amount of life
to support and sustain in this operation.
Random Encounters
The scent of dead fish keeps NPCs away, and attracts
monsters.
Use the standard / default Random Encounter rules for this
level; however, re-roll any results of “NPC Encounter” or
“No Encounter” once.
NPCs of Note
Of note, the Blacksmith X frequents this establishment. He
has a
30% chance of being here during all hours.
Default Doors
Unless otherwise indicated, all doors are encountered closed
and locked, and are of the following profile:
Access
Default
Door
Locks: Door, Simple
Fish Stink
At the best of times, this building never smelt too favorable
to visitors. The PCs are now encountering a fish production
facility that has gone nearly a month without cleaning; the
scent is nigh overpowering for those not accustomed to it.
Upon entering this building for the first time, each PC must
make a
Constitution save at DC
14 /
16 /
18
/
20; any character with at any ranks in Profession
(Fisherman) gain a +2 competency bonus on this save for
each rank, to a maximum of +5.
Failure means that PC suffers from the condition Sickened
(-2 penalty on all attack rolls, weapon damage rolls, saving
throws, skill checks, and ability checks). This condition lasts
until they leave the Fishery, and thereafter for another full
2 hours.
A PC who has already taken this check (succeed or fail) must
still take it again each time they re-enter the building, but
having been exposed to the scent previously grants them a
+2 circumstance bonus on the roll.
Areas of Interest
MC-FH-GF-1: Quarters Entrance
A single door flanked by wall torches swings on its
creaky hinges.
This door is unlocked and freely swinging when encountered.
MC-FH-GF-2: Storage Entrance
Wall sconces are mounted to either side of a set of
reinforced double doors here.
Access
Storage
Entrance
Locks: Door, Reinforced
MC-FH-GF-3: East Production Entrance
These are identical to the double doors to the east and west.
Access
Production
Entrance
Locks: Door, Reinforced
MC-FH-GF-4: West Production Entrance
Access
Production
Entrance
Locks: Door, Reinforced
MC-FH-GF-5: Quarters Living Room
An expansive room, relatively free of fish aroma,
contains large relaxing spaces and plenty of tables.
Double doors lead to the northwest; single doors lead
45
Mondaria City
to the north and south. A staircase leads down to the
basement in the southwest.
Of note, the two sideboards to the northwest and east
contain a “relaxation stash”:
Access
Contents
Sideboard
(2x)
unprotected
Alcohol: General
The staircase leads to the western basement, whose
description begins on page 169.
MC-FH-GF-6: Fishmaster’s Quarters
A cozy wedge in the southeast of the building houses
functionally Spartan quarters for the fishmaster. Of
note, a wardrobe sits just to the east of the northwest
door. A layer of dust sits on nearly everything.
Note, the Fishmaster himself has been slain weeks ago. This
room hasn’t been used in that time.
Access
Contents
Wardrobe
unprotected
Clothing: General
MC-FH-GF-7: Simple Storage
A huge room houses all manner of container. It reeks
of dust, earth, and fish. Five large crates, five smaller
crates, and three wooden chests are stacked among other
sacks, urls, and baskets. To the southeast is a large
staircase leading down; double doors lead to the north,
east, and west.
Chaotically arranged, these various containers largely hold
mundane wares:
Access
Contents
Large
Crates (5x)
Container: Barrel or
Crate
Simple Foodstuffs
Small
Crates (5x)
Container: Barrel or
Crate
Rations & Prepared
Food
Chests (3x)
Locks: Chest, Simple
Fishing Supplies
MC-FH-GF-8: Stairs Down
The staircase leads to the western basement, whose
description begins on page 169.
MC-FH-GF-9: Production Floor
An expansive chamber here is open to the river to the
west. Flies buzz in hordes amidst fish in all stages of
butchery and in advanced stages of decomposition; the
stench is nearly unbearable. Benches and tables hold
buckets, knives, and fish guts. Workbenches line the
north wall. Along the north wall are two sets of double
doors; another set leads to the east, and a fourth set
leads to the south.
Treat the dozens of knives described as ordinary daggers,
should the PCs require a weapon ready to hand.
The door to the south has the following profile:
Access
Secure Storage
Door
Locks: Door, Reinforced
MC-FH-GF-10: Secure Storage
All manner of containers are arrayed in this room,
organized in as orderly a manner as could be expected
given the shape and size of the chamber involved. The
smell is more of dust and wet wood, and less of fish,
in this room, allowing a brief reprieve of the nostrils.
Double doors lead to the north; a small single door is set
to the southwest.
Access
Contents
Large
Crates (6x)
Container: Barrel or
Crate
Fishing Supplies;
Size Large
Small
Crates (3x)
Container: Barrel or
Crate
Simple Foodstuffs;
Size Medium
Chests (4x)
Locks: Chest,
Strongbox
Gems: Medium
Quality
Large
Barrels
(9x)
Container: Barrel or
Crate
Fish, packed in water
Small
Barrels
(11x)
Container: Barrel or
Crate
Alcohol: General
Access
Southwest
Door
Locks: Door, Reinforced
MC-FH-GF-11: South Production
Inactive firepits sit atop piles of protective slate. Barrels,
of grimy water and empty, line the coast to the west.
Three wooden piers lead out into the water of the river.
MC-FH-GF-12: North Pier
Firm wooden planks appear hold your weight as you
walk out into the water. Barrels dot the pier, which
terminates in a fishing stool and chair.
Access
Contents
Pier Barrels
(4x)
Container:
Barrel or Crate
Rations & Prepared
Food
MC-FH-GF-13: Center Pier
The middle pier is large, ending in a glob of wooden
planks that allows for a lot of simultaneous fishing.
Barrels, stools, and a chair are sprinkled here and there.
Access
Contents
Pier Barrels
(5x)
Container:
Barrel or Crate
Fishing Supplies
46
Mondaria City
MC-FH-GF-14: South Pier
A narrow pier extends to the southwest. There is but one
simple stool here, amidst two sealed barrels and three
empty ones.
Access
Contents
Pier Barrels
(4x)
Container: Barrel
or Crate
Alcohol: General
MC-FH-GF-15: Secret Storage Door
Only read the italicized text below if the secret is discovered.
Behind a huge stack of bags, the brick wall appears a bit
different in pattern. Exploring, you discover a false door:
wood amidst the brick, with a layer of plaster glue holding
bits of brick to the wood to disguise the secret.
Access
Storage
Secret
Locks: Door, Secret
MC-FH-GF-16: South River
The river flows downstream here at a panicked rate as
the banks narrow slightly.
Attempting to sneak into the building around the corner here
is possible, but prone to risk: those trying must succeed in
a
DC 15 Acrobatics check, or fall into the river. Once in
the river at this point, a Swim check at DC 14 is necessary to
gain purchase on the bank and get back onto dry land.
MC-FH-GF-17: North River
Here to the north of the Fishery, the river is calm and
flows gracefully... perfect for fishing!
Attempting to sneak into the building around the northern
corner here is relatively straightforward: a simple
DC
10 Acrobatics check will prevent an unplanned dunk in
the stream. Anyone falling into the river at this point
need merely pass a Swim check at DC 10; doing so allows
emergence onto the nearest pier.
47
Mondaria City
Map 6: Garrison Ground Floor (MC-GR-GF)
One square equals 5 ft.
48
Mondaria City
MC-GR-GF; Garrison Ground Floor
Overview
This was once the barracks, the centerpiece of a kind of
informal infantry police force that kept things in line in the
mines. That those entrusted to keep the peace were granted
the luxury of living on the surface caused no small amount of
frustration for the underprivledged whom they served.
Nevertheless, the Garrison here was a place of relative calm
and lawfulness.
Theme & Purpose
The epicenter of law has been abandoned—unless this
building is the very first stop in their investigation, this
simple fact will come as little surprise to the PCs.
It is, however, an opportunity to underscore the absence of
order and an overseeing presence to the events that the party
will discover.
Random Encounters
Use the standard / default Random Encounter rules for this
level, with the following exception: Reroll once any results
that would produce one or more monsters.
NPCs of Note
There is a
20% chance that any other NPC rolled as a
Random Encounter will instead be the
Warden.
Default Doors
Unless otherwise indicated, all doors are encountered closed
and locked, and are of the following profile:
Access
Default Door
Locks: Door, Reinforced
Areas of Interest
MC-GR-GF-1: Main Entrance
A set of steel double doors is flanked on either side by a
steel single door, sconces, and potted plants.
Access
Main Entrance
Locks: Door, Stronghold
MC-GR-GF-2: East Entrance
A set of steel double doors lies coldly here, set on either
side with an extinguished wall torch.
Access
Main Entrance
Locks: Door, Stronghold
MC-GR-GF-3: Dining Hall
A simple banquet table set for over a dozen places
occupies the center of this extremely Spartan room,
which can speak only of some rugs and plants aside
from this. Rotted and spoiled food sits in various stages
of the meal in almost every plate. Single doors lead to
the northwest, east, northeast, and far northeast; to
the north of the table is a huge staircase leading to the
basement.
MC-GR-GF-4: Officer’s Mess
This clean room has a food prep station to the north,
an eating table to the south, and single doors to the
northweast and northeast. The eating table has rotted
food set for a handful of people.
The door to the west has the following profile:
Access
Officer’s Door
Locks: Door, Stronghold
MC-GR-GF-5: Officer’s Quarters
A neatly-organized small chamber here houses all that is
needed for a comparatively luxurious overnight stay: a
wash basin, chair, desk, bed, and wardrobe—even some
windows!
Typically the Warden stays here, though in theory it is
reserved for the highest-ranking member of the force who
happens to be here for some shuteye.
Access
Contents
Officer’s
Wardrobe
Locks: Furniture,
Strong
Potions: Moderate
AND Weapons: Light
AND Gems: Low
The secret door to the north leads directly to the pantry of
the Mess Hall.
49
Mondaria City
Access
Main Entrance
Locks: Door, Secret
MC-GR-GF-6: Mess Hall
This leads to the Mess Hall on page 56.
MC-GR-GF-7: Stairs Down
These lead to the Garrison Basement, page 177.
MC-GR-GF-8: Barracks South
Five neatly-made beds face the north wall, each with its
own desk. Double doors open to the
The double doors to the east are as described unlocked and
open when encountered.
Access
Contents
Barracks
Desk (5x)
Locks: Furniture,
Simple
Weapons: Light AND
Clothing: General
MC-GR-GF-9: Barracks Center
This area is as described in Barracks South, above.
MC-GR-GF-10: Barracks North
Seven beds are arrayed here, interpsersed with five
desks. An octagonal table sits in the extra space formed
by the hypoteneuse of the room’s triangle.
The desks are as described above in Barracks South.
MC-GR-GF-11: Training Hall
The floorboards and rugs here are well-worn; you
suspect this may have been used as a sparring or training
area when the establishment was in regular use. Two
privies sit against the east wall. Three sets of double
doors are open to the west; reinforced double doors lead
to the north and south.
Access
Storage Door
North
Locks: Door, Stronghold
MC-GR-GF-12: Storage
A large crate sits among barrels of various sze and three
chests, one of which sits open and empty. The chamber
smells of mud and rust.
Access
Contents
Large Crate
Container: Barrel
or Crate
Rations & Prepared
Food: Size Large
North Chest
Locks: Chest,
Strongbox
Weapons: Martial 1H
AND
Weapons: Exotic
South Chest
Locks: Chest,
Strongbox AND
Traps: Generic
Weapons: Martial 2H
AND
Armor: Heavy
Access
Contents
Barrels
Container: Barrel
or Crate
Alcohol: General;
Size Medium
50
Mondaria City
Map 7: Hunter’s Glen (MC-HG)
One square equals 5 ft.
51
Mondaria City
MC-HG: Hunter’s Glen
Overview
An odd arboreal escape from the stone-and-metal chaos
of the mine itself, the Hunter’s Glen is one of the few
externally-clear influences of the Druid Enclave on the city
of Mondaria.
It was used as a more food-centric marketplace than the
more popular, but more broadly commercial area to its north.
Theme & Purpose
Though they may not believe it, this area is one of the very
few regions of peace in the city.
Sunshades
The three canvas sunshades here function as their northern
Market counterparts.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Ignore or re-roll any results that would produce a
monster, unless you are looking to get the party moving.
Areas of Interest
MC-HG-1: Paths North
These lead to the Market area to the north (page 37).
MC-HG-2: Food Sale Kiosk
Foodstuffs of all manner are available here. You don’t
see the purveyor, so you suspect you may be able to help
yourself to the wares, though much of it is spoiled.
Though there is much more to be found here, the following
table will identify how much remains edible.
Access
Contents
Kiosk
unprotected
Simple Rations & Prepared
Food, Size Medium
MC-HG-3: Sunshade East
A beautifully-crafted canvas of sail quality is stretched
here across wooden staves.
MC-HG-4: Ingredient Kiosk
This wooden table holds a variety of simple food building
blocks.
Access
Contents
Kiosk
unprotected
Simple Foodstuffs
MC-HG-5: Large Food Tent
A big tent in the center has a wide variety of smaller
tables showcasing wares now mostly spoiled.
Access
Contents
Tent
unprotected
Rations & Prepared Food, Size
Medium; AND
Simple Foodstuffs, Size Medium
MC-HG-6: Cow Tent
This appears to have shown cows and/or horses. It’s
difficult to tell, as there is one inert corpse of each here,
lying bloodless in the hay.
Nothing of value can be found here. A rare swarm of above-
ground stirges slew the beasts here.
MC-HG-7: Pavilion Tent
This tent smells of rancid horseflesh. Inside is a bloody
morass of useless leather strips.
This was originally used to showcase leather goods, but it
has been scattered with blood. Valuables have long since
been looted.
MC-HG-8: Fruit Cart
All the fruit here is spoiled and useless.
MC-HG-9: Vegetable Cart
As with the fruit to the south, the food here is inedible.
MC-HG-10: Hunter’s Tent
Blood can be found flecked here and there, and even a
few used arrows.
This was used to showcase recent hunting trophies... it’s
vacant now.
52
Mondaria City
Map 8: Inn & Stables Ground Floor (MC-IS-GF)
One square equals 5 ft.
53
Mondaria City
MC-IS-GF: Inn & Stables Ground Floor
Overview
This was once a major social epicenter of the surface town:
visitors and merchants alike had reason to treat here.
Theme & Purpose
Empty stables, a vacant inn, and the tavern entirely without
patrons: this should cause great unease, not least because
such facilities are typically one of the rare trustworthy
resupply stations and sources of local information in
adventures.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any monster results once.
Default Doors
Unless otherwise indicated, all doors are encountered closed
and locked, and are of the following profile:
Access
Default Door
Locks: Door, Simple
Areas of Interest
MC-IS-GF-1: North Stables Entrance
A set of open, reinforced double doors leads to a realm of
strong horse-scent. Bits of hay are clumped at the foot of
the door.
MC-IS-GF-2: Inn Entrance
Double doors open freely to the inn itself. Spent torches
are mounted to either side.
MC-IS-GF-3: Inn Rear Entrance
Large double doors open freely to the rear of the
establishment.
MC-IS-GF-4: Large Stable South Doors
Small double doors are closed and locked here.
Access
Large Stable South Doors
Locks: Door, Reinforced
MC-IS-GF-5: Inn Common Room
A warm, homey chamber comprises the eastern third of
the Inn. Four large tables ringed with chairs are all set
with various qualities of foodstuffs, all of which seem
to have spoiled weeks ago. Comfortable lounge chairs
sit against the eastern wall between wide, shuttered
windows. The bar forms an “L” shape against the
western wall; bits of light fare lie spoiled among empty
drink vessels. A prep table and four barrels form the
rear bar; to the southwest is a thick and grimy curtain
that hides a free-swinging double door to the west.
Though there is nothing of true value here aside from a few
pieces of cutlery that could count as simple daggers should
desperation arise, this scene should strike the PCs as both
disappointing and alarming: a city of hundreds, whose main
tavern is vacant.
MC-IS-GF-6: Back Bar
One barrel contains fresh water; the other three are unsealed
and filled with more potent contents.
Access
Barrels (3x)
Alcohol: General, Size Medium
MC-IS-GF-7: Kitchen
The smell of grease and burnt spoilage hangs over this
room like a funky cloud. Large stoves sit idle against the
south wall; a food prep station in the northwest contains
a variety of ruined food. Swinging double doors lead to
the north, east, and west; those to the north and east
have curtains.
MC-IS-GF-8: Dining Room
It’s cramped in here, but hearty: a large rectangular
table haphazardly ringed with stools and chairs occupies
the center; two sideboards sit against the east and west
walls. Potted plants are in the northeast and southwest
corners, and an empty pot sits in the northwest.
This was used as a more private dining option for those
willing to spend a little extra coin. There is some chance of
loot in the sideboards:
Access
Sideboards
(2x)
Coin Treasure: Moderate, Context D,
AND Potions; General, Context D
54
Mondaria City
MC-IS-GF-9: Secret Door
Only read the italicized text if the secret is discovered.
Behind the empty plant pot, the wood of the wall shifts a
bit when pressed; with a bit more testing, you manage to
slide the entire false panel south, revealing a waist-high
passage between rooms.
Access
Secret Door
Locks: Door, Secret
MC-IS-GF-10: Storage
A mess of supplies for both inn and stables, this chaotic
heap of inventory now reeks of both horse and rot. A
simple wooden door sits in the corner of the northwest
wall. A large crate, two small crates, an assortment of
sacks, a heap of barrels, and two locked chests comprise
the wares.
Access
Contents
Large Crate
Container: Barrel
or Crate
Rations & Prepared
Food: Size Large
Small Crates
(2x)
Container: Barrel
or Crate
General Supplies:
Size Medium
Chests (2x)
Locks: Chest,
Strongbox
Weapons: Light AND
Coin Treasure:
Moderate
Barrels (5x)
Container: Barrel
or Crate
Alcohol: General;
Size Medium
Sacks
unprotected
Simple Foodstuffs
Though easily opened, the door to the closet is trapped:
Access
Closet Door
Locks: Door, Simple AND Traps: Door
MC-IS-GF-11: Deliveries / Office
This odd room seems to be both an office (with a
combination desk and workbench in the southwest), a
place for deliveries, and the means by which customers
access their rooms.
Access
Contents
Desk
unprotected
Writing Supplies
MC-IS-GF-12: Staircase Up
This wide staircase leads to the Inn Second Floor, page
113.
MC-IS-GF-13: Closet
This tiny, dusty chamber underneath the staircase is
entirely empty, save for a trapdoor in the floor.
Access
Closet Trapdoor
Traps: Generic, Context D AND
Locks: Door, Weak
MC-IS-GF-14: Large Stable South
Whatever manner of beast was stored here, it nearly
destroyed the place: hoof, claw, and horn marks dot
every surface. The water barrels in the northwest seem
recently-added, as they bear no such marks.
MC-IS-GF-15: Stable Center
The hay-stren floorboards are well-worn, showing
decades of regular use for all manner of semi-
domesticaed creature.
MC-IS-GF-16: Narrow Stable South
A narrow, long stable contains only the bare necessities.
Its lock is perfunctory; the gate swings freely despite the
device.
MC-IS-GF-17: Narrow Stable Center
The lock here is bizarrely intricate, and inscribed in elven
characters that seem to make no sense. It was as though
someone crafted this hasp for those who thought elves
fancy, but the crafter themselves knew no actual script.
MC-IS-GF-18: Narrow Stables North
The northwesternmost two stables are narrow; each has
a window, a water barrel, and interior slatted windows.
Underneath the water barrel of the southern stable here is
some treasure debris that fell out of a saddlebag:
Access
Contents
Narrow
Stable South
unprotected
Coin Treasure: Moderate,
Context D
MC-IS-GF-19: Northeast Stable
Dark despite the window to the northeast, this stable is
well-kept and the hay orderly.
MC-IS-GF-20: Stable Lock
A large chamber with double doors to the east and west
acts as a kind of entry buffer between the outside and the
inside of the stables.
Underneath the urn in the southeast are some scattered
gemstones from a wealthy merchant who traveled through
here some months ago:
Access
Contents
Stable Lock
unprotected
Gems: Low
MC-IS-GF-21: Outside Storage
Crates, barres, and a single chest sit here, out in the
open, in the back of the building. You suspect there to
be little of value here, lest it constantly be in danger of
theft.
The hunch described is partly correct: there is little of value.
But there is loot worth exploring in the chest.
55
Mondaria City
Access
Contents
Large Crates
(2x)
Container: Barrel
or Crate
Rations & Prepared
Food: Size Large
Small Crate
Container: Barrel
or Crate
General Supplies:
Size Medium
Chest
Locks: Chest,
Strongbox AND
Traps: General
Potions: Moderate
(roll twice) AND
Coin Treasure:
Moderate
Barrels (13x)
Container: Barrel
or Crate
Alcohol: General;
Size Medium
56
Mondaria City
Map 9: Mess Hall Ground Floor (MC-MH-GF)
One square equals 5 ft.
57
Mondaria City
MC-MH-GF: Mess Hall Ground Floor
Overview
This was the social nexus of the city before the Obelisk was
discovered. Folk from all manner of purpose congregated
here under the commmon banner of consumption; the great
social equalizer of food and drink was at times the sole thing
standing in the way of class warfare and social chaos.
Theme & Purpose
This building should echo.
Literally, in the sense that it’s basically a single enormous
room, that now sits empty. But also metaphorically:
although the ghosts of those who once ate and drank and
sang here aren’t actually in attendance, one can easily
imagine this structure under normal use, and conjecture
darkly at the difference from the here and now.
Random Encounters
Upon first entering the building, roll immediately
1d4
times on the NPC Encounter table (p 32) to see if any
NPCs are here.
Otherwise, use the standard / default Random Encounter
rules for this level, except reroll any monster-related results
once.
NPCs of Note
Of note, the
Feastmaster is still often here. Whenever
the PCs enter this building, there is a
35% chance of the
Feastmaster being here.
Default Doors
Unless otherwise indicated, all doors are encountered closed
and locked, and are of the following profile:
Access
Default Door
Locks: Door, Simple
Areas of Interest
MC-MH-GF-1: South Entrance
Well-used double doors swing freely amidst potted plants
and wall sconces. A heavily beaten path leads here from
the south.
MC-MH-GF-2: West Entrance
Wooden double doors bear no key. Potted plants and
torches greet those who would enter.
MC-MH-GF-3: Plates and Cutlery
Two tables positioned near the doors offer a huge pile of
eating necessities: plates, knives, forks, and spoons.
The PCs may treat the knives as simple daggers if the need
presents itself.
MC-MH-GF-4: Main Chamber
Five huge common tables take up most of the space here;
two additional, even larger, tables are oriented vertically
to the northwest. Every surface is littered with rotted
foodstuffs, cutlery, and plates; many are broken.
The sense here should be that more than a hundred people
were eating a meal, when suddenly something happened to
steal their attention and make them abandon their meal.
Searching everything here for any useful loot or forgotten
personal items will take about an hour, but will yield some
small portion of interesting fare:
Access
Contents
Mess Hall
Floor
unprotected
Weapons, Light AND
Gems, Low
MC-MH-GF-5: Elite Tables
These two tables sit apart from the others. They’re
neither set nor seem to have been used at the time the
other diners abandoned their food.
These were reserved for the elite, the upper crust of the
mining society. To sit here uninvited was an arrestable
offense, usually.
MC-MH-GF-6: Private Dining
This musty room smells of dank ichor. The table is set,
but the food is spoiled.
MC-MH-GF-7: Drink Storage
A barrel of fresh water sits here, along with more sealed
barrels and a chest.
58
Mondaria City
Access
Contents
Chest
Locks: Chest, Simple
Gems: Low AND
Coin Treasure:
Moderate
Barrels
(5x)
Container: Barrel or
Crate AND
Traps: General,
Context D
Alcohol: General;
Size Medium
MC-MH-GF-8: Stairs Down
These lead to the Mess Hall Basement, page 180.
MC-MH-GF-9: Kitchen
Five large stoves form a perimeter around the north
and eastern walls. An unlit firepit sits tot he south,
atop a field of slate and next to a cauldron of water. In
the center of the room is a “U” shaped array of tables,
containing an assortment of food that appears to have
been prepared and then abandoned. A reinforced door
leads to the southeast.
The food is all spoiled.
Access
Pantry Door
Locks: Door, Reinforced
MC-MH-GF-10: Pantry
A completely unorganized heap of supplies has been
shoved in this cramped chamber that abuts the mountain
wall to the northeast. Crates, sacks, and two chests can
be found here.
Access
Contents
Large Crate
Container: Barrel
or Crate
Rations & Prepared
Food: Size Large
Small Crate
Container: Barrel
or Crate
Simple Foodstuffs:
Size Large
Chests (2x)
Locks: Chest,
Strongbox
Potions: Moderate
AND
Coin Treasure:
Moderate, Context D
Sacks (heap)
unprotected
General Supplies
MC-MH-GF-11: Garrison
This leads to the Garrison, as described starting page 47.
59
Mondaria City
Map 10: MIll Ground Floor (MC-ML-GF)
One square equals 5 ft.
60
Mondaria City
MC-ML-GF: Mill Ground Floor
Overview
“Mill” is a strong word for this establishment: it performed
all manner of food-processing duties, and typically did a lot
of grinding and sorting, but the building itself has neither
wheel or actual millstone, relying instead upon imports from
outside the city as the starting point for its work.
Theme & Purpose
It’s a close-quarters building with lots of furniture and
objects: should be interesting for a fight or two, if the PCs
are feeling up to it.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any NPC Encounters once. For any monster-
related encounters, place the monster(s) in rooms that the
PCs have not yet explored, and treat the introduction as
a surprise as the party enters the room with the monster
within.
Default Doors
Unless otherwise indicated, all doors are encountered closed
and locked, and are of the following profile:
Access
Default Door
Locks: Door, Reinforced
Areas of Interest
MC-ML-GF-1: Entrance
Reinforced double doors grant entry to this building. To
the left and right are wall sconces and potted plants;
windows can be seen in the wall to the west.
MC-ML-GF-2: Main Processing
An enormous worktable hulks in the middle of this
big chamber. Around the perimeter are all manner of
cupboards, baskets, barrels, tables, workbenches, barrels,
and urns. Double doors lead to the east and west; a
single door heads to the north.
The tools count as dozens of mundane daggers, should the
party be interested.
Access
Contents
Barrels (6x)
Container: Barrel
or Crate
Rations & Prepared
Food: Size Medium
MC-ML-GF-3: Doors West
Although these doors are unlocked and open when
encountered, they nevertheless contain a trap.
Access
Processing West Door
Traps: General
MC-ML-GF-4: Riverbank Processing
Workbenches, baskets, barrels, and tools lie strewn
everywhere in this claustrophobic and oddly-shaped
room that opens onto the river to the west.
The cleavers, hooks, and other tools count as a dozen
daggers.
Access
Contents
Barrels (3x)
Container: Barrel
or Crate
Simple Foodstuffs,
Size Medium
MC-ML-GF-5: South Pier
Thin wooden planks form a bridge of sorts into the river.
There appears to be nothing on the pier itself, which
leads to two mooring posts stuck in the water.
This is as described; there is nothing to be found here. If
more than two Medium-sized creatures step on the pier
simultaneously, it will break, tumbling all three into the
water and requiring a
DC 14 Swim check to escape to the
riverbank to the east.
MC-ML-GF-6: North Pier
This looks as though it was either once a much larger
pier, the majority of which fell into the river at one
point; or someone started to build a reasonably-sized
pier, and then simply stopped quite early in the process.
There is nothing of interest here.
MC-ML-GF-7: Storage Trap
Any PC walking in this space between the barrels to the
south and the crates to the north will trigger a trap:
61
Mondaria City
Access
Storage Trap
Traps: General
MC-ML-GF-8: Southeast Storage
A large, wedge-shaped room here holds three large
crates, three small crates, three chests, and a huge
assortment of barrels, many of which are open and
empty. A set of unlocked double doors leads to the north.
Access
Contents
Large Crates
(3x)
Container: Barrel
or Crate
Rations & Prepared
Food: Size Large
Small Crates
(3x)
Container: Barrel
or Crate
Simple Foodstuffs:
Size Large
Chests (3x)
Locks: Chest,
Strongbox
Potions: Moderate
AND
Coin Treasure:
Moderate, Context D
Barrels (11x)
Container: Barrel
or Crate
General Supplies,
Size Medium
MC-ML-GF-9: Northeast Storage
A stack of barrels sits in the southeast corner. Sacks
litter the ground to the west, in front of a large crate,
two chests and a cluster of empty barrels. To the north,
just south of a basement staircase, is a stack of two large
crates with sacks on top.
Access
Contents
Large Crates
(3x)
Container: Barrel
or Crate
Rations & Prepared
Food: Size Large
Barrels
Container: Barrel
or Crate
Simple Foodstuffs:
Size Medium
Chests (2x)
Locks: Chest,
Strongbox
Coin Treasure:
Moderate AND
Gems: Low
Sacks (heap)
unprotected
General Supplies,
Size Medium
MC-ML-GF-10: Staircase Down
This leads to the Mill Basement, page 186.
MC-ML-GF-11: Northwest Storage
A working desk and potted plant sit in the north corner;
aside from that, there is a cluster of sealed barrels and
one empty one.
Access
Contents
Barrels (5x)
Container: Barrel
or Crate
Alcohol: General
MC-ML-GF-12: Secret Grotto Door
Only read the italicized text if the secret is discovered.
A section of rock crumbles at your touch here. Scraping,
you notice all of the rock here is false painted plaster; you
pry around the edges, and find that the whole panel can
be moved aside and placed on the floor, revealing a dusky
passage to the northwest.
Access
Secret Grotto Door
Locks: Door, Secret
This leads to the Fishery Secret Grotto, page 72.
62
Mondaria City
Map 11: Residential Zone (MC-RZ)
One square equals 5 ft.
63
Mondaria City
Mondaria City Residential Zone
Overview
This is a tight little cluster of four houses that together
comprise what is laughably called the “residential district”.
These four houses are owned by the Druid Enclave, and
rented out to tenants at somewhat exorbitant rates—but
supply and demand being what it is, there’s not really much
the wealthy can do but to pay if they want an in-city, private
residence that’s above-ground.
Theme & Purpose
Something awful happened here. Depending on how the PCs
are moving about the town, one of these buildings may show
the first sign of blood and violence they encounter.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-RZ-1: Residence Northwest
Please refer to page 66 for full details.
MC-RZ-2: Residence Northeast
Page 64 begins description of this building.
MC-RZ-3: Residence Southeast
Full description of this building starts on page 68.
MC-RZ-1: Residence Southwest
Turn to page 70 for full details of this building.
64
Mondaria City
Map 12: Residence NE Ground Floor (MC-RNE-GF)
One square equals 5 ft.
65
Mondaria City
MC-RNE-GF: Residence Northeast Ground Floor
Overview
This tiny building is nevertheless sufficient for a well-to-
do single occupant. The particular occupant who held this
house was slain in fairly short order by crazed looters, but
the incident occured in the Market area so the house itself is
simply deserted... and, it must be noted, fairly well-picked
clean by a different set of looters.
Theme & Purpose
As with many other buildings in the city, the sense of
immediate, urgent, and sudden abandonment, without clear
purpose or cause, should cause some disquiet in the PCs.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any results of “NPC Encounter”, as no NPCs of
note would have reason to enter this house.
Areas of Interest
MC-RNE-GF-1: Entrance
This door is open, freely swinging, as you approach it.
The key has been lost to the ages, gone with the corpse of the
prior tenant.
MC-RNE-GF-2: Living Room
A simple, but cozy, living room is the first room in the
house. Three windows, two comfortable chairs, a rug,
a potted plant, a sideboard, and a fully-set table with
rotted food make up its contents. To the southeast is a
closed and locked simple wooden door.
Access
Interior Door
Locks: Door, Simple
Access
Contents
Sideboard
Locks: Furniture,
Simple
Alcohol: General,
Context C
MC-RNE-GF-3: Bedroom
This was the house’s bedroom. A dressing desk and
stool sit against the western wall, just south of the bed.
To the south is a wardrobe, next to a potted plant in
the southeast corner. To their north is a small circular
table ringed with chairs and stools. Further north is
a washbasin, privy, and in the northeast corner is a
trapdoor in the floor with brass ring and hinge.
Access
Contents
Wardrobe
Locks: Furniture,
Simple
Clothing: General AND
Coin Treasure: Moderate
Access
Bedroom Trapdoor
Locks: Door, Weak
The trapdoor leads to the Residence Northeast Basement,
starting on page 189.
66
Mondaria City
Map 13: Residence NW Ground Floor (MC-RNW-GF)
One square equals 5 ft.
67
Mondaria City
MC-RNW-GF: Residence Northwest Ground Floor
Overview
Very similar in structure and layout to the Northeast
Residence, this building also sports a basement trapdoor.
However, it also features a great deal of chaos, wreckage,
and blood.
Theme & Purpose
Scare the PCs, plain and simple. This is almost certainly the
party’s first direct encounter with murder and person-on-
person, insanity-inspired violence in their investigation of
the city.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any results of “NPC Encounter”, as even the
most feverishly insane sentient will avoid this area.
Areas of Interest
MC-RNW-GF-1: Entrance
Blood patches lead forebodingly up to the front door,
which is ajar as you approach. The blood appears to
have been spilled in the last week or so.
MC-RNW-GF-2: Living Room
Chaos: a pile of filthy rags and debris sits just inside
the front door, but the more noteworthy aspect of the
room is the three mangled and horribly cut-up corpses
scattered across a blood-soaked floor and rug. An elf
man, a dwarven woman, and a svelte human man all
lie here, dead some days from the looks (and smells) of
things. It doesn’t take any special skill to note that all
of the three have been attacked viciously and without
remorse; from the dozens of easily-mortal wounds, it
seems that each victim was struck repeatedly even after
succumbing to death. You almost don’t notice it with
the carnage, but there is a door open that leads to the
southeast.
All three bodies have been stripped of their possessions. The
faces are in such a state of disrepair and damage as to make
identification impossible aside from the race and sex.
MC-RNW-GF-3: Bedroom
A skeleton bloodied by victims more recently slain
mark the most noteworthy part of this room. Aside
from that, there is a ring of debris and spatters of blood
everywhere.
MC-RNW-GF-4: Trapdoor
In the northeast corner is a trapdoor in the floor. From
the placement of the debris stack, it almost seems as
though someone was trying to wall the house off from
what was underneath the trapdoor. Next to the hinge
lies a padlock, shattered under intense bludgeoning force
from the looks of it.
This is indeed what occured. The trapdoor is unlocked when
encountered.
This leads to the Residence Northwest Basement, starting
on page 191.
68
Mondaria City
Map 14: Residence SE Ground Floor (MC-RSE-GF)
One square equals 5 ft.
69
Mondaria City
MC-RSE-GF: Residence Southeast Ground Floor
Overview
This large and very nice residence is the most prestigious of
the four structures, and as a result of its high pricetag, can
go for months at a time without a proper tenant. If empty,
the elite of the mining power structure would simply sleep
here, throw parties here, as they wished.
When the Obelisk was discovered in the mines underneath,
this building was in between tenants. The scene facing the
PCs is one of opulent and slightly-unhinged debauchery,
initiatied as the influence of the Obelisk had just begun to
grow, and abandoned mere days afterwards.
Theme & Purpose
Allow for a place of rest and repose for the PCs, and show
that not all of these residences were actually used as, well,
residences.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any results that include a monster; this zone is
safe.
Areas of Interest
MC-RSE-GF-1: Entrance
A set of wooden double doors with stately brass knockers
comprises the entrance to this building. On either side
are sconces and potted plants.
Access
Entrance
Locks: Door, Reinforced
MC-RSE-GF-2: Main Room
A spacious, warm chamber takes up just about the
entire ground floor. Three tables, each laden with rich-
seeming, but now rotted, food, are staggered along the
middle of the room; two sideboards to the northeast
and east are littered with bottles of fine wine. To the
southwest is a simple wooden door; a staircase leads up
behind a wall to the south.
Access
Closet Door
Locks: Door, Simple AND
Traps: General
Access
Contents
Sideboards
(2x)
Locks: Furniture,
Simple
Alcohol: General
MC-RSE-GF-3: Staircase Up
This leads to Residence Southeast Second Floor, beginning
on page 116.
MC-RSE-GF-4: Closet & Trapdoor
This closet is musty and empty, save for a trapdoor in the
floor leading down. A shiny padlock encloses the hasp.
Access
Closet Trapdoor
Locks: Door, Reinforced
This leads to Residence Southeast Basement, commencing
on page 193.
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Mondaria City
Map 15: Residence SW Ground Floor (MC-RSW-GF)
One square equals 5 ft.
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Mondaria City
MC-RSW-GF: Residence Southwest Ground Floor
Overview
This building has occasionally been rented out to a single
tenant or family, but far more often, it’s been leased for
short spans of time as a guild hall or meeting chamber,
owing both to its size (and corresponding price!) and to the
unusual layout of its ground floor, which seems tailor-made
for a formal meeting and discussion.
Theme & Purpose
Although the Dwarven Miners Guild had used this hall just
prior to the Obelisk’s discovery for their quarterly meeting,
it was entirely unoccupied for the chaos that ensued. The
strong locks on the front door, and the fact that all duplicate
keys had been misplaced a year ago, meant that it has not
had any intruders, though looters did try at the windows for
a time before shambling off.
Bizarrely and through sheer happenstance, this building has
remained sealed throughout the catastrophe.
Random Encounters
The first time the PCs enter this building, it is a safe haven;
they may sleep unmolested. Do not roll on the
Random
Encounters table.
Once they leave and return, however, or if they leave the
front doors open while attempting to rest, resume rolling on
the table as normal.
Areas of Interest
MC-RSE-GF-1: Entrance
Wall sconces sit to either side of a double-door entrance.
Though not visibly reinforced by metal, the doors appear
to be incredibly well-wrought wood, of perhaps a rare
variety. The lock mechanism and handles of the door
appear to have suffered a great deal of battery and
scratches, but seem quite intact for all that.
Access
Entrance
Locks: Door, Stronghold
MC-RSE-GF-2: Main Hall
Two table sringed with chairs sit right inside the
entrance. To their west are two long tables, each nearly
the whole width of the building. Each table features a
row of chairs and stools, but facing only one direction:
west.
MC-RSE-GF-3: Guildmasters’ Table
At what is clearly the front of the room is a third table,
with comfortable-looking chairs all facing east. Behind
all of that is a single lounge chair of expensive leather,
flanked by neck-high potted plants. Simple wooden
doors lead to the southwest and northwest to either side
of the leader’s chair.
Access
Simple Wooden Doors
(2x)
Locks: Door, Weak
MC-RSE-GF-4: Stairs Up
This leads to Residence Southwest Second Floor, which is
described on page 118.
MC-RSE-GF-5: Trapdoor Closet
This appears to be a closet, though it’s bereft of anything
of note save for the locked trapdoor in the floor, which
presumably leads to the basement.
Access
Basement
Trapdoor
Locks: Door, Simple
This leads to the Residence Southwest Basement,
description commencing on page 195.
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Mondaria City
Map 16: Fishery Secret Grotto (MC-FH-SG)
One square equals 5 ft.
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Mondaria City
MC-FH-SG: Fishery Secret Grotto
Overview
A crevice in the mountain edge near the Mill leads to this
natural grotto, formed from water and condensation in the
softer areas of rock.
Theme & Purpose
Sadly, the interesting treasure here has already been
looted, so the only real thing of value (other than slaying
monsters!) is the pit leading down to the Mines. It’s an
interesting, though typically one-way, means of entering the
undermountain.
Random Encounters
Use the standard / default Random Encounter rules for
this level. However, reroll any results of “NPC Encounter”,
as any NPCs who are aware of this secret area are not sane
enough to seek it out.
Areas of Interest
MC-FH-SG-1: Secret Entrance
This door is described in more detail as part of “Map 4:
Checkpoint Control Ground Floor (MC-CC-GF)” on page
40.
MC-FH-SG-2: Webbed Caverns
Dusty webs are hung across this passage, which forks
north and west shortly after the entrance. Rocks and
rubble lie underfoot.
When the PCs take either fork in the path for the first time,
roll on the
Random Encounters table. Ignore any NPC
results, and place any monsters as coming from the opposite
path to the one that the party took.
MC-FH-SG-3: West Cave Path
Spiderwebs in this narrow crevice appear solid, more
viscous, and stronger than their counterparts to the east.
These webs are particularly sticky, and require a
DC 14
Strength check to move through. Alternately, they may be
destroyed with at least 8 points of damage from a Slashing
weapon (assume any attack hits automatically).
MC-FH-SG-4: North Cave Path
The passage narrows to a mere person-width, and is
beset by webs. Up ahead, you hear a slight rush of wind.
The wind mentioned comes from the hole in the floor (see
below).
MC-FH-SG-5: Western Cave
The passage opens to a triangular-shaped room which
opens onto the river in the west. Sacks lie on the ground
to the north of a large spiderweb to the south.
The sacks are empty, their contnets having long ago been
consumed.
MC-FH-SG-6: Guano
Feces, fresh from the smell, lie slathered over the cave
floor here. From the amount and composition, you’d
estimate several dozen smaller creatures had been here
in the last day or so.
A Bat Swarm roosts nearby, and takes refuge here on
occasion. When the party touches any guano square, a
Bat Swarm attacks from the northwest.
MC-FH-SG-7: North River Corner
Hidden inside the cauldron in this corner is a tiny stash of
loot sequestered here a few years ago by someone who found
themselves trapped in these caves.
Access
Contents
Cauldron
unprotected
Coin Treasure: Moderate
MC-FH-SG-8: River South
The river flows slowly here. With enough skill and
intent, you feel you could enter the water here, and get
out quickly downstream.
You can indeed do this: entering the water here is without
risk; exiting safely somewhere downstream requires a
successful
DC 13 Acrobatics check.
MC-FH-SG-9: Large Northern Cave
The tight squeeze broadens here to a much larger
chamber that extends in a cone shape to the north. The
sound of softly rushing wind is louder here, and seems to
be coming from the northwest.
Upon entering this chamber for the first time, roll on the
Random Encounters table; ignore NPC results, reduce
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Mondaria City
any multiple-monster results to a single iteration of that
monster, and place that creature in the northeast corner near
the web.
MC-FH-SG-10: Hole Down
Here, then, is the source of the wind sound. A hole in
the ground here leads deeper into the mines underneath.
From the composition, it seems as though a naturally-
occurring water erosion in the rock was chipped away at
by a pickaxe to break through.
This leads to “Map 74: Piers South (ML1-UGRP-S)” on page
222. It’s a 40’ drop from here to the Mines Level 1 floor
beneath; unprepared PCs will suffer damage as usual if they
simply jump.
MC-FH-SG-11: Casks
Behind a big floor-to-ceiling stalagmite column is a
clutch of opened and empty wooden barrels.
While there is no treasure to be found here, the manmade
items make it clear that at some point in the past few years,
this area was used intentionally by people.
MC-FH-SG-12: Raided Treasure Stash
Near a big spiderweb is a wooden chest—opened, and,
sadly, empty. The lock appears to have been smashed
open by a blunt instrument, maybe even just a rock.
Nearby is a small urn.
The urn is filled with drinkable booze.
Access
Contents
Booze
Urn
unprotected
Alcohol: General; halve
resulting quantity
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Mondaria City
Map 17: Storage Ground Floor (MC-ST-GF)
One square equals 5 ft.
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Mondaria City
MC-ST-GF: Storage Ground Floor
Overview
This area to the west of the Market was used as a trading
waystation, a place to store ore coming out of the mine and
goods coming into the mine in between transport to their
eventual destinations.
Ordinarily, before the Obelisk’s discovery, this area would
have been guarded around the clock by a half-dozen heavily-
armed, and well-paid, members of the mine’s security forces.
Theme & Purpose
Though much of the contents are somewhat mundane in
the eyes of adventurers, it’s clear that this is a location of
storage of valuables and commerce. That it’s abandoned, and
well picked-through, should put the party ill at ease.
Random Encounters
Use the standard / default Random Encounter rules for this
level; however, roll twice as often as usual.
Default Containers
Unless otherwise indicated, all crates and barrels are closed,
sealed, and are of the following profile:
Access
Default Container
Container: Barrel or Crate
Areas of Interest
MC-ST-GF-1: Southeast Barrels
One of the light-oak barrels in this area appears to have
ruptured, and is leaking wine.
Access
Contents
Southeast
Barrels (15x)
Container:
Barrel or Crate
Alcohol: General; Size
Medium
MC-ST-GF-2: South Barrels
These contain potable water.
MC-ST-GF-3: Crates South
This mazelike stack of crates contains a treasure chest
atop a small crate that itself is stacked on top of a large
crate.
Access
Contents
Large Crates
(2x)
Container:
Barrel or Crate
Simple Foodstuffs,
Size Large
Medium Crates
(5x)
Container:
Barrel or Crate
Rations & Prepared
Food, Size Medium
Access
Contents
Chest
Locks: Chest,
Simple
Armor: Medium
MC-ST-GF-4: Secret Trapdoor
In the middle of the storage area is a large crate, with a
chest and bottle of grog atop it. To the east of this is a
mass of grain sacks and four empty barrels.
Access
Contents
Large Crate
Container:
Barrel or Crate
Glasses, Metals, and
Woods, Size Large
Sacks (4x)
unprotected
Simple Foodstuffs
Chest
Locks: Chest,
Simple
Armor: Medium
The trapdoor in the center of it all is secret; only read the
following if it is discovered.
A wisp of wind teases some dirt aside, and you glimpse a
wooden board buried in the dust. Whisking with intent,
you reveal a wooden trapdoor, shallowly-buried with dirt
and grime.
Access
Secret Trapdoor
Locks: Door, Secret
The trapdoor leads to the Checkpoint / Storage Secret
Stash, page 203.
MC-ST-GF-5: Sack Pile
A huge pile of bags and sacks of all description lies here
in a chaotic array. The scent of stale and spoiled food
emanates from the stack.
Any given container has a
25% chance of being inedibly
spoiled:
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Mondaria City
Access
Contents
Sacks (8x)
unprotected
Simple Foodstuffs
MC-ST-GF-6: Crates Southeast
If the party snakes around the maze to find the cluster of
three chests in the west, roll on the
Random Encounters
table while they are looting; reroll results until you get one
involving at least one monster. Place the monster in the
northwest of the Market in the empty space marked by the
13.
Note that the chest atop the crate to the north of this region
is described separately below.
Access
Contents
Large Crates
(3x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, Size Large
Small Crates
(4x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, Size Medium
Crate-Top
Chest SW
Locks: Chest,
Simple
Gems: Semi-Precious
Alley Chests
(3x)
Locks: Chest,
Strongbox AND
Traps: General,
using Context D
Gems: Medium-
Quality
MC-ST-GF-7: Crates Northwest
Access
Contents
Large Crates
(6x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, Size Large
Small Crates
(2x)
Container:
Barrel or Crate
Gems: Low, using
Context D
Chest
Locks: Chest,
Simple
Coin Treasure:
Moderate
MC-ST-GF-8: Chest-Top Crate Center
Only read the italicized text below if the party opens this
chest successfully.
You open the chest. A moment later, you hear a low growl
to the east.
Roll immediately on the
Random Encounters table;
reroll any result that does not provide at least one monster.
The monster(s) that result enter from the Market to the east;
from their vantage point on top of the crate stack here, the
PCs can see their foe emerge.
Access
Contents
Crate-Top
Chest Center
Locks; Chest,
Strongbox AND
Traps: General
Potions: Moderate
AND
Gems: High-Quality
MC-ST-GF-9: Urn Arrangement
A set of six thigh-high brass urns stands here, arranged
in a near triangle. Two have been opened and are empty.
These urns contain an enormous supply of healing potion.
When the Obelisk was discovered, and chaos started to rule
the mines, sane minds prevailed for a brief time; alchemists
with any degree of skill were assembled, and asked to
prepare as much curative as they could. What they managed
to create now resides here.
It was in the process of being doled out to citizens when
monsters struck and slew nearly everyone assembled.
Access
Contents
Sealed Urns
(4x)
unprotected
potion of cure wounds (20
doses):
light
moderate
serious
critical
MC-ST-GF-10: Barrel Ranks
Three rows of large barrels are neatly arranged here.
Access
Contents
Barrels (14x)
Container:
Barrel or Crate
Alcohol: General,
Size Medium, Using
Context D
MC-ST-GF-11: Bench and Barrels
Access
Contents
Barrels (3x)
Container:
Barrel or Crate
Alcohol: General,
Size Medium, using
Context C
MC-ST-GF-12: Water Stash
These are sealed, and all contain fresh drinkable water.
This was intended as an emergency cache that was to be
transported down to the mines in the event of cave-ins and
other catastrophes.
MC-ST-GF-13: Market
This leads to “Map 3: Central Area / Market (MC-MKT)” on
page 37.
Subject to GM override, any monsters that result from
Random Encounters while the PCs are in this area will
likely enter from this edge of the map.
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Mondaria City
Map 18: Trading Post Ground Floor (MC-TP-GF)
One square equals 5 ft.
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Mondaria City
MC-TP-GF: Trading Post Ground Floor
Overview
Although the Market and the Blacksmith offer competing
niche wares, this Trading Post is the only one-stop shop for
all manner of equipment and merchandise.
Theme & Purpose
...Or, at least, it was, prior to the Obelisk’s influence.
Bizarrely, this establishment has been looted only slightly in
the chaos of the Obelisk’s introduction.
One might have thought that it would be a looter’s dream...
but most looters were actually insane, driven to violence
as an act unto itself, with no further thought as to self-
gratification by means of acquiring valuables.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as you would normally.
Default Doors
Unless otherwise indicated, all doors are encountered closed
and locked, and are of the following profile:
Access
Default Door
Locks: Door, Reinforced
Areas of Interest
MC-TP-GF-1: West Entrance
Steel double doors bar entrance to the building. On
either side is a wall sconce with unlit torch, and a potted
plant. A well-worn path through the grass leads from the
Market to the west.
Access
West Entrance
Locks: Door, Stronghold
MC-TP-GF-2: South Entrance
For some reason lost now with the weeks-dead owner of the
Trading Post, this door’s lock is not as strong as its neighbor
to the west.
Access
West Entrance
Locks: Door, Reinforced
MC-TP-GF-3: Reception
As you enter the building, there’s a multitude of scents:
leather, oil, wood, even perfume. It’s what one might
expect of a general store that has been sealed to the
public for some period of time.
MC-TP-GF-4: Potions Table
Bottles of all color and design lie here. A fine layer of
dust has settled onto the wares.
Access
Contents
Potion Table
unprotected
Potions: Moderate;
roll 2d6 times
MC-TP-GF-5: Alcohol Table
Access
Contents
Alochol
Table
unprotected
Alcohol: General; roll 2d8 times;
limit quantities to 2 lbs per roll
MC-TP-GF-6: Center Counter
A long table bisects the room from the south. Atop
it is an array of treasure; some appears to have been
displayed here intentionally, and the rest seems to have
been dumped here, possibly by someone attempting to
gather as much as possible and then forced to leave in a
hurry.
Access
Contents
Center
Counter
unprotected
Coin Treasure: Moderate (roll
twice) AND
Armor: Light AND Weapons:
Simple AND
Weapons: Martial 1H AND
Weapons: Exotic AND
Gems: Moderate
MC-TP-GF-7: Behind the Counter
There’s dust here, but also signs of a scuffle: parts of the
wooden floorboards have been churned up. Not from
a weapon; it’s almost as though a beast with hooves or
horned feet was here, and pivoted quickly and/or ran
away. To the east is a reinforced set of double doors that
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Mondaria City
stands ajar; you can glimpse a grey velvet curtain behind
it, leading into another room.
Several combats have taken place here. It’s a wonder the
tables are still intact at all!
MC-TP-GF-8: Books Table
Access
Contents
Books
Table
unprotected
Books: General (roll 3d4
times) AND
Writing Supplies, size Medium
MC-TP-GF-9: Rare Items Room
This room smells expensive—an odd thing to notice! This
sensation is likely a combination of exotic materials, fine
linens, and the slight perfume that seems to have been
applied to most of the random assortment of items on
the two tables. To the southeast is a curtain which leads
beyond; to the northeast is a reinforced door mostly
hidden by another curtain.
Items on the table to the south are set atop a pressure-
sensitive trap, which is triggered the first time anyone moves
or removes any of the items on it.
Access
Contents
North
Rare
Items
Table
unprotected
Potions: Moderate, using
Context C AND
Armor: Shields, using Context
C AND
Weapons: Ranged using
Context C
South
Rate
Items
Table
Traps:
General,
using
Context D
Weapons: Martial 2H, using
Context C AND
Weapons: Exotic, using
Context C AND
Armor: Heavy, using Context
C AND
Weapons: General, using
Context C
MC-TP-GF-10: Closet
This cramped room contains a workbench in the
southwest, which appears to have been used exclusively
to craft and repair jewelry from the look of the tiny and
precise tools. There’s a scattering of uncut gemstones
still atop it. To the northeast is a small crate, atop which
rests a locked chest. An assortment of sacks is in the
southeast.
Access
Contents
Jewelry
Workbench
unprotected
Gems: Low; halve
quantities rounding
down
Small Crate
Container:
Barrel or Crate
Writing Supplies,
Size Medium
Sacks
unprotected
Simple Foodstuffs
Only read the following italicized text if the PCs discover the
secret door to the southeast:
As you move about the closet, you nudge the sacks in the
southeast. Some of the rice spills out, and you notice
that some grains disappear under the wooden wall.
Checking more closely, you notice the wood in this corner
has been painted on to a reinforced door.
Access
Secret Closet
Door
Locks: Door, Secret, using Context B
MC-TP-GF-11: Stairs Up
This leads to “Map 41: Trading Post Second Floor (MC-TP-
SF)” on page 135.
MC-TP-GF-12: Secret Closet
Behind the secret closet door, you discover a second
closet, containing two small crates, one large crate, and
four chests, one of which is opened and empty. It smells
quite dusty in here, as though it has been at least a year
since anyone was in here. To the south is a set of stairs
leading down to the basement.
Access
Contents
Large
Crate
Container:
Barrel or Crate
Armor: Heavy, roll 1d4
times AND
Armor: Medium, roll 1d4
times AND
Armor: Light, roll 1d4
times AND
Weapons: Martial 2H, roll
1d4 times AND
Weapons: Martial Ranged,
roll 1d4 times
Small
Crates
(2x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, Size Medium,
using Context C
Chests
(3x)
Locks; Chest,
Strongbox AND
Traps: General
Potions: Moderate AND
Coin Treasure: Moderate
AND
Weapons: Light, using
Context C
MC-TP-GF-13: Stairs Down
These steps lead to “Map 65: Trading Post Basement (MC-TP-
BM)” on page 200.
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Map 19: Chaos Overview (MC-C)
One square equals 5 ft.
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Mondaria City
MC-C: Chaos Overview
Overview
In the northwest of the mountain’s surface floor is a large
cavern, mostly natural but augmented by tools and intent.
It’s in this region that the chaotic aspect of the work team set
up shop.
Theme & Purpose
This area contains one of three elevators that can be used to
safely access the Mines under the mountain... and to return
from them!
Owing to the nature of the chaotic component of the city, the
elevator itself is hidden, and was not typically used in the
day-to-day operations of Mondaria.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-C-1: To Mountain Center
This leads to “Map 29: Past the Gates (MC-PG)” on page
105.
Unless otherwise indicated in a given Area of Interest, and
subject to GM override, any monsters or NPCs resulting from
Random Encounter rolls will likely enter this area from
here.
MC-C-2: Rock Cluster
As you pass by this area, you think you may have seen
one of the rocks shift... but it could just have been a
falling pebble from above.
If the PCs pass by this area without following up on this
oddity, wait until they pass over the
Rubble Wall (see
below), then roll on the
Random Encounters table,
and reroll until you get a result that includes at least one
monster; place the monster(s) in this rockpile.
If the party checks this area out intentionally, they discover
nothing at all, but this prevents the introduction of the
monsters above.
MC-C-3: Destroyed Guardhouse
This square-shaped pile of rubble appears to have been
a guardhouse of some sort. More rubble lies beyond.
It’s difficult to tell what caused the damage; there are
signs of blunt weapons having smashed pieces of stone,
but there are also scorch marks and nicks from fire and
bladed weapons.
Should the PCs search the rubble, they will discover some
soldierly essentials, half-buried in the debris:
Access
Contents
Destroyed
Guardhouse
unprotected
Potions: Moderate, using
Context D AND
Armor: Medium, using
Context D AND
Weapons: Martial, using
Context D
MC-C-4: Rubble Wall
A line of destroyed stone stretches from north to south
here.
When the PCs are to the east of this wall, introduce random
monsters from the
Stone Group (see below).
Once the PCs have crossed to the west of this wall, new
creatures should emerge from
“To Mountain Center” to
the east.
MC-C-5: Watchspire Stairs
These lead to “Map 40: Western Watchspire (MC-WW-SF)”
on page 132.
MC-C-6: Stone Group
Three ovoid, bluish-grey boulders sit here, just beyond
the wall to the east.
MC-C-7: Chaos Supplies
Please refer to page 88 for more details about this
chamber.
MC-C-8: Chaos Foreman
Page 86 begins description on this building.
MC-C-9: Rockline
A haphazard line of rocks seems to mark the western
edge of this chamber. Whether they are naturally-
occuring or placed here intentionally is difficult to
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Mondaria City
determine.
MC-C-10: Rocknest
A
Rat Swarm lives here. It will emerge and attack the
party only if disturbed, or will do so from behind once the
party discovers and opens the secret door to the southeast.
MC-C-11: South Gatehouse Ruin
A building was once here, though it has been reduced
to rubble. It seems similar to the guardhouse you saw
to the northeast, but curiously, there’s nothing here—
nothing to guard seems to be present!
Among the ruin can be found some supplies left by the
soldiers who had been stationed here:
Access
Contents
South
Gatehouse
Ruin
unprotected
Potions: Moderate, using
Context D AND
Armor: Shields, using
Context D AND
Weapons: Ranged using
Context D
MC-C-12: Chaos Secret
This region is described in more detail starting on page
84.
Access
Chaos Secret Door
Locks: Door, Secret, using
Context C
Only read the italicized text below if the secret is discovered.
Your hunch that the gatehouse must have been protecting
something is justified: searching what seemed to be a flat
rock wall, you discover a lock mechanism in the center of
double doors made to look like rock.
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Mondaria City
Map 20: Chaos Secret (MC-CSCR)
One square equals 5 ft.
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Mondaria City
MC-CSCR: Chaos Secret
Overview
This chamber holds an elevator to the Mines. It was used
either as a backup to the Law elevator to the far east, or for
those wishing to sneak supplies down (or simply to transport
them without interference).
Theme & Purpose
It’s a nice escape route for PCs wishing to emerge quickly,
though it’s certainly not the most straightforward means of
entering the Mines.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Ignore any NPC results.
Areas of Interest
MC-CSCR-1: Secret Entrance
Please refer to “Map 19: Chaos Overview (MC-C)” on page
81 for the profile of this door.
MC-CSCR-2: Entry Passage
Though the cave expands here, the aperture narrows, as
there is a ruined building to the west.
Entering this area for the first time prompts two immediate
roll on the
Random Encounters table; reroll until you
get one NPC and one Monster encounter.
Monsters resulting from the roll should already be present
atop the
Elevator to the south; NPCs should be hidden in
the
Secret Switch Chamber.
MC-CSCR-3: Destroyed Guardhouse
This pile of rubble was once a guardhouse, or checkpoint,
for those traveling to and from the elevator to the south.
There is nothing of value in the rubble.
MC-CSCR-4: Blue Stone
Amidst the debris is a large bluish-black oval stone. It
seems somewhat out of place in comparison to the other
rocks here.
This stone is far from sinister: it was indeed moved here
from elsewhere, but mainly because the Chaos Foreman
supervising this area liked the color.
It serves no purpose aside from appealing to the cosmetic
preferences of a now-deceased leader.
MC-CSCR-5: Elevator
A giant elevator sits here, leading down into the mines
under the mountain. You do not see any means of
opening it and causing it to move, however.
This elevator is triggered via the switch to the northeast, in
the Secret Switch Chamber (see below).
MC-CSCR-6: Rubble Wall
Natural stone formations are interspered with what
appears to be destroyed boxes and debris, in a haphazard
line bisecting the room.
Searching all of this area will take some time, 15 minutes at
least, and will yield the following:
Access
Contents
Rubble Wall
unprotected
Coin Treasure: Moderate,
using Context D
To the east is a secret panel that leads to the Secret Switch
Chamber:
Access
Switch Chamber Door
Locks: Door, Secret, using
Context B
MC-CSCR-7: Secret Switch Chamber
Stale cobwebs and spiderwebs pepper the northern piece
of this small chamber. To the south, you see a pair of
torch sconces mounted into the raw rock wall; between
them is a forearm-sized lever.
Any NPCs placed here will be hungry and thirsty, hiding from
wandering monsters, and eager of the PCs’ assistance in
leaving.
Activating the switch mentioned will start the Elevator to
the west.
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Mondaria City
Map 21: Chaos Foreman (MC-CF)
One square equals 5 ft.
87
Mondaria City
MC-CF: Chaos Foreman
Overview
This was where the Foreman of the Chaos aspect of the
mines laid his head, and met with his team. He and his
staff are all deceased now, however; these chambers are
somewhat picked through and sometimes play host to
monsters wishing to get some peaceful slumber.
Theme & Purpose
Get a sense of the
Random Encounters
Use the standard / default Random Encounter rules for this
level. Any NPCs rolled will enter this building from the main
entrance, either happening by or having seen the party and
wanting to follow them.
Areas of Interest
MC-CF-1: Entrance
A huge set of steel double doors bars your way. Wall
torches to the east and west fail to make this silver-and-
stone facade any cheerier.
Access
Chaos Foreman
Entrance
Locks: Door, Stronghold, using
Context B
MC-CF-2: Meeting Hall
For a chaotically-leaning nexus, this room is well-
organized and neat: a banquet table set for a dozen
occupies the middle of the room; to the northeast is a
smaller octagonal table ringed with chairs. Benches
sit against the east wall, flanked by potted plants. To
the north and southwest are pairs of sideboards; a pair
of privies sits in bewteen the northern sideboards. A
single door masked by a thick grimy curtain leads to the
northwest.
Access
Contents
Sideboards
(4x)
Locks: Furniture,
Simple
Alcohol: General,
using Context D
Access
Chaos Foreman Quarters Door
Locks: Door,
Reinforced
MC-CF-3: Chaos Foreman’s Quarters
The furniture in ths chamber appears to have been
scattered drunkenly; you’re not sure if this is where
everything is intended to go, or if someone had a massive
fight in here, and things were just left where they ended
up. A small crate, two treasure chests, three wardrobes,
a writing desk, and two barrels form much of the
interesting furniture here; a set table ringed with chairs
is in the southeast, and a washbasin and privy may be
found to the northeast.
Access
Contents
Small Crate
Container:
Barrel or Crate
Rations & Prepared
Food, Size Medium
Wardrobes
(3x)
Locks:
Furniture,
Simple
Clothing: General AND
Armor: Heavy, using
Context D
Chests (2x)
Locks; Chest,
Strongbox AND
Traps: General
Potions: Moderate AND
Coin Treasure: Moderate
AND Weapons: Martial
1H
Barrels
(2x)
Container:
Barrel or Crate
Alcohol: General, Size
Medium
Writing
Desk
Locks:
Furniture,
Simple AND
Traps: General
Writing Supplies AND
Gems: Medium-Quality
In addition, when the Writing Desk is searched, roll on
the
Plot Discoveries table.
MC-CF-Secret Door
Only read the italicized text below if the PCs discover the
secret.
An odd place for a secret door: next to a privy. On the
other hand, it seems ideal, particularly for one of chaotic
bent. The stone here is false, and belies a simple wooden
panel that slides aside.
Access
Supplies Secret
Door
Locks: Door, Secret
This leads to “Map 22: Chaos Supplies (MC-CS)” on page
88.
88
Mondaria City
Map 22: Chaos Supplies (MC-CS)
One square equals 5 ft.
89
Mondaria City
MC-CS: Chaos Supplies
Overview
Supplies, largely mining-oriented, for a full one-third of the
mine’s occupants. In practice, with the enormous growth
of the mines to more than eight levels underneath, most
supplies needed on a day-to-day basis are already present in
the levels themselves.
This room now serves as a kind of overflow, emergency
reserve, and staging area for serving the needs of particular
levels down below.
Theme & Purpose
There are some items of interest here to adventurers, but the
main attraction is peace and quiet: so long as they light no
fires and keep quiet, the PCs may rest here as they wish.
Random Encounters
If the party lights no fire, casts no spell, keeps their
conversation to a whisper, and generally stays quiet, they
will be left alone here.
Otherwise, use the standard / default Random Encounter
rules for this level; do so immediately when the silence is
broken.
Areas of Interest
MC-CS-1: Entrance
Massive iron double doors bar entry into the chamber.
Barrels are placed outside wall torches.
Access
Chaos Supplies
Entrance
Locks: Door, Stronghold, using
Context D
The three barrels are unsealed, and contain potable water.
MC-CS-2: Supply Room
It smells deeply of leather, metal, and oil here;
underneath these is a mining-dust kind of grittiness to
the air. Stacks, heaps, and ranks of various supplies lie
everywhere in this triangular room whose hypoteneuse
is formed by the mountain wall. Of particular note is a
weapons cart just inside the entrance, and a large crate
in the southwest corner, atop which rests a locked chest.
Access
Contents
Large
Crate
Container:
Barrel or
Crate
Rations & Prepared Food, Size
Large
Access
Contents
Chest
Locks;
Chest,
Strongbox
AND
Traps:
General
Potions: Moderate, using
Context C AND
Coin Treasure: Moderate AND
Weapons: Martial 1H, using
Context C
Weapons
Cart
unprotected
Weapons: Martial 1H, roll 2d6
times, using Context D AND
Weapons: Martial 2H, roll 2d4
times, using Context D AND
Weapons: Simple, roll 3d6
times, using Context D AND
Weapons: Light, roll 2d4
times, using Context D
MC-CS-3: Barrels & Food
Stacks of barrels against the south wall are joined by
heaps of sacks to the east, and an array of upright casks
in the eastern corner.
Access
Contents
Stacked
Barrels
(11x)
Container:
Barrel or
Crate
Potable water
Sack Pile
unprotected
Simple Foodstuffs, size Large
Upright
Casks
(7x)
Container:
Barrel or
Crate
Alochol: General, size
Medium, using Context B
MC-CS-4: Food, Polearms, and Tables
Add rotten food to the cavalcade of aromas here
experienced. A polearm cart sits to the north of a food
table, laid out with an impressive array of now-spoiled
fare. To the east of that is a table filled with shields of
varying design. Rectangular tables ringed with chairs
occupy the middle of the chamber.
90
Mondaria City
Access
Contents
Polearm
Cart
unprotected
Weapons: Martial 2H, roll 3d8
times, using Context D
Shield
Cart
unprotected
Armor: Shields, roll 2d6
times, using Context D
MC-CS-5: Ore & Grain Carts
Two groups of handcarts are parked against the western
wall. To the north is a cluster of ore carts, laden heavily
with raw chunks of mining yield. Grain carts, with slight
spillage underneath, are to the south.
Access
Contents
Ore Cart
unprotected
Glasses, Metals, and Woods:
Size Large
Grain
Cart
unprotected
Simple Foodstuffs: Size Large
MC-CS-6: Weapons Tables
Four tables of weapons sit in the north region of the
supply room.
Access
Contents
South
Weapons
Table
unprotected
Weapons: General, roll 3d8
times
Middle
Weapons
Table
unprotected
Weapons: Martial 2H, roll 2d8
times
North
Weapons
Table
unprotected
Weapons: Ranged, roll 2d6
times AND
Weapons: Martial Ranged, roll
2d6 times
East
Weapons
Table
unprotected
Weapons: Light, roll 2d6 times
AND
Weapons: Simple, roll 2d6
times AND
Weapons: Exotic, roll 2d4 times
MC-CS-7: Northwest Corner Secret Door
In the northwest corner of the room is a large pile of
sacks and bags; to their south is a large crate and two
chests.
The secret door’s profile is described in Chaos Foreman,
p 86. It may be discovered, and used, from either side
equally.
Access
Contents
Large
Crate
Container:
Barrel or Crate
Glasses, Metals, and Woods,
size Large
Chests
(2x)
Locks: Chest,
Strongbox AND
Traps: General
Potions: Moderate, using
Context C, AND
Gems: Medium-Quality
Sack
Pile
unprotected
Rations & Prepared Food,
size Medium
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Mondaria City
Map 23: Law Entrance (MC-LE)
One square equals 5 ft.
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Mondaria City
MC-LE: Law Entrance
Overview
The eastern region of the mine’s entrance is the default and
main means of enter and egress, at least in the day-to-day
operations of the enterprise.
Run with efficiency and precision, this elevator is always
running, and does so well and quickly. Goods and personnel
were typically in nearly constant flux as the mines churned
out their yield.
In the wake of the Obelisk’s discovery, however, this area
suffered the first and main destruction of the chaos that
escaped.
Theme & Purpose
Unless they happen upon the secrets of the Chaos and/or
Love elevators to the west, or choose to enter via the hole in
the floor in the Grotto to the southwest, the Law elevator is
likely the way the party enters the mine.
As a result, the GM is encouraged to allow, if not smoothe,
navigation of this area, to ensure the party gets to where
they need to be.
Random Encounters
Use the standard / default Random Encounter rules for this
level, with the following modifications: Roll half as often as
you typically would, and reroll any results involving one or
more monsters once.
Areas of Interest
MC-LE-1: Entrance
Massive steel doors, 15’ high and 20’ wide, bar the way.
The thick, worn path underfoot that disappears under the
gate indicate a route of frequent use by heavy carts and
hordes of personnel.
Curiously, the gate appears to be unlocked; as you peer
more closely, you notice the doors are ajar a few inches.
Unlocked and ajar though it may be, these massive gates
still require a
Strength check at DC 20 to move open far
enough for the PCs to enter.
The note above regarding frequency and rerolls for Random
Encounters applies only once the party has passed this
entrance; PCs Taking 20 or otherwise consuming a lot of
time to force open this door may easily run afoul of monsters
to their west.
MC-LE-2: Inside the Gates
The smell of the mines hits your noses as you step
inside the gate. Gritty and productive, the scent of
ground stone, dirt, sweat, and grime is not unwelcome,
particularly to those accustomed to manual labor.
MC-LE-3: Ruined Guardpost Northwest
A small guardhouse once sat here. Fire and bludgoning
must have spelled its doom, given the telltale signs of
scorch and smash.
Looting this area will produce some useful remnants:
Access
Contents
Guardpost
Ruins
unprotected
Weapons: General, roll 1d4
times, AND
Armor: General, roll 1d4
times
MC-LE-4: Ruined Guardpost Southeast
The stone here seems to have melted, alongside shattered
pebbles that may once have served to form a circular
guardpost.
Digging through the wreckage produces some fruitful
results:
Access
Contents
Guardpost
Ruins
unprotected
Weapons: Martial 2H, roll 1d4
times, AND
Potions: Moderate, roll 1d4
times AND
Coin Treasure: Moderate
MC-LE-5: Guard Building
Between the two guardposts and the north mountain
rock, walls had formed a makeshift building. Nothing
remains of it, now; everything wooden is now ash, and
what was once rock is now gravel. Guano peppers the
area in a greasy, horrid mess.
There’s nothing of value to be found here, and spending more
than a few minutes in any square that has bat feces draws
the attention of a
Bat Swarm, which attacks the party.
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Mondaria City
MC-LE-6: Office Doors
Steel double doors lock you out of whatever room lies to
the south of this region. Wall sconces flank the entrance.
Access
Office Doors
Locks: Door, Reinforced
MC-LE-7: Office
This appears to have been an office, or perhaps a supply
requisition station. Two blank waiting tables ringed with
dented chairs sit to the west. A long table with a few
empty bags and unlit candles on it splits the east of the
room off from the main area; behind this table is a small
square table with some supplies on it. A set of locked
steel double doors leads further to the east.
Access
Contents
Supply Table Bags
unprotected
Rations & Prepared
Food
Access
Storeroom Doors
Locks: Door, Stronghold
MC-LE-8: Supply Room
Dust and mold greet your senses as you pull open the
doors. Small crates are just to your north; atop them are
a bag and a chest. The rest of the room is consumed with
barrels of various design.
Access
Contents
Small
Crates
(2x)
Container:
Barrel or Crate
Rations & Prepared Food,
size Medium
Chest
Locks: Chest,
Strongbox AND
Traps: General
Potions: Moderate, roll 1d4
times
Barrels
(12x)
Container:
Barrel or Crate
Rations & Prepared Food,
size Medium
MC-LE-9: Watchspire Stairs
This leads to “Map 35: Eastern Watchspire Overview (MC-
EW-SF-O)” on page 120.
MC-LE-10: Law Foreman
This leads to “Map 24: Law Foreman (MC-LWF)” on page
94.
MC-LE-11: Guano Line
Bat feces form a battlement behind the former rock wall
here, along the guardposts.
As with the guano to the southwest, spending more than a
minute in these squares means a
Bat Swarm will attack
the PCs.
94
Mondaria City
Map 24: Law Foreman (MC-LWF)
One square equals 5 ft.
95
Mondaria City
MC-LWF: Law Foreman
Overview
This was once the administrative center of the most
important, busy piece of the mine’s operation; a place where
the Law Foreman could hold court with leaders, rest his
head, and on occasion entertain.
It’s now abandoned, though oft used as a place to rest one’s
head.
Theme & Purpose
This is a relatively safe space for the PCs to rest, but more
than that, it may yield some important information about the
plot and story of the mines.
Random Encounters
For short stays here, use the standard / default Random
Encounter rules for this level, but ignore monster results.
If the party wishes to take a long (i.e., more than 1 hour)
rest here, there is an
80% chance that they will do so
unmolested; otherwise, use the standard Random Encounter
rules.
Areas of Interest
MC-LWF-1: Entrance
Massive metal double doors block your way, though the
sconces and flowerpots to either side of the doorway do
make the entrance seem a bit more accessible.
Access
Law Foreman Entrance
Locks: Door, Stronghold
MC-LWF-2: Entertaining Room
An open space with plenty of room, this seems to have
been used for entertaining or waiting. Three chairs
sit against the ragged line of the mountain wall to the
southeast. Two tables loosely ringed with chairs occupy
most of the middle. Two sideboards are against the
north wall; to their west is a set of double doors.
Access
Contents
Sideboard
(2x)
Locks: Furniture,
Simple
Potions: Moderate
Access
Dining Room Entrance
Locks: Door, Reinforced
MC-LWF-3: Dining Room
This spacious chamber has a banquet table in its center,
with no chairs at its heads. A stove sits right inside the
doors to the south; next to it is a cabinet. A sideboard is
against the north wall. To the northeast, a single door
leads eastward, obscured by a simple but clean curtain.
Access
Contents
Cabinet
unprotected
Simple Foodstuffs,
Size Medium
Sideboard
Locks: Furniture,
Simple
Potions: Moderate
Access
Foreman Quarters Door
Locks: Door, Stronghold
MC-LWF-4: Law Foreman’s Quarters
This clean room smells fresh despite not having been
used in a while. A cabinet is just inside the door; to its
south are two bookcases. Against the south rock wall is
a workbench; to its east is a firepit. A privy and wash
basin sit against the east wall, to the south of a square
table and a bed. Finally, dressing and writing desks sit
against the north wall.
Access
Contents
Cabinet
Locks: Furniture,
Simple
Clothing: General
Bookshelves
(2x)
unprotected
Books: General
Dressing
Desk
unprotected
Rations & Prepared
Food
Writing
Desk
Locks: Furniture,
Simple AND
Traps: General
Writing Supplies AND
Coin Treasure:
Moderate
In addition, when the Writing Desk is searched, roll on
the
Plot Discoveries table.
MC-LWF-5: Secret Door
Access
Secret Door
Locks: Door, Secret
96
Mondaria City
Map 25: Love Overview (MC-L)
One square equals 5 ft.
97
Mondaria City
MC-L: Love Overview
Overview
The north-central region of the mountain’s ground floor is
dedicated to the Love aspect of the mining enterprise. The
majority of its area is taken up by a huge meeting area and
fire circle (see below); there is an elevator which leads to the
mines themselves, but it is hidden behind a secret door.
Theme & Purpose
It’s one of the four means of getting into (and out of) the
mines from the surface. And it’s a good means of obtaining
information about the enterprise.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any monster results once.
Areas of Interest
MC-L-1: Love Foreman
This area is described in more detail on page 100.
MC-L-2: Love Main Area
A calm descends on you as you enter this enormous
chamber. Although there are some features within, it
seems a massive empty space, ready to be filled with
laughter, speech, and festivities.
When the party enters this area, reset the clock on Random
Encounters.
MC-L-3: Fire Circle
The many footprints in the dust here indicate frequent
jubilations in this area, around a gigantic bonfire that is
now simply charred wood. Benchlike rocks sit in clumps
around the fire; you see worn sections of these where
years of repeated sitters have carved a more benchlike
level with their rear ends.
While within 20’ of the fire, the party is relatively safe: roll
as normal on the
Random Encounters table, but ignore
any results that produce one or more monsters.
MC-L-4: Ruined Storage Shed
A stone storage shed once sat here, long ruined by
something that smashed the stone to pieces.
There is nothing to find in the rubble, which has been looted
clean.
MC-L-5: Northeast Rock Clump
Compared to the openness and feeling of residual
jubilation of the rest of the chamber, the clump of dark
stones to the northeast seems quite foreboding.
Searching here yields nothing but long-hardened monstous
feces.
However, if the party fails to check this area out, when they
pass through the Secret Doors to the southwest (see below),
roll on the
Random Encounters table; any monsters that
result come from this rock clump.
MC-L-6: Ruined Guard Post
This appears to have been a guard post. Fire has
dissolved much of the stone and masonry here; what
remains is a somewhat bizarre puddle of hardened liquid
rock.
Access
Contents
Guardpost Ruins
unprotected
Potions: Moderate
MC-L-7: Secret Door
Access
Secret Door
Locks: Door, Secret, using Context B
MC-L-8: Love Secret
Please refer to page 98 for more details about this area.
98
Mondaria City
Map 26: Love Secret (MC-LS)
One square equals 5 ft.
99
Mondaria City
MC-LS: Love Secret
Overview
This is the secret zone that leads to the elevator.
Theme & Purpose
Most likely, the party will explore here as a means of
entering the Mines.
Areas of Interest
MC-LS-1: Secret Door
The profile for the secret door can be found on page 96.
When the PCs pass this point, roll on the
Random
Encounters table; place anything that results atop the
Elevator (see below).
MC-LS-2: Love Secret Passage
As you walk through the aperture created by the secret
double door, things turn quiet. If the large fire-circle
chamber outside was calm and peaceful, this zone feels
deathly quiet.
Past this point, any Random Encounters rolled are
introduced from beyond the Secret Door to the northeast.
MC-LS-3: Ruined Guardhouse
Melted and smashed stone mark the former presence of a
guard post here.
Access
Contents
Guardhouse
Ruins
unprotected
Coin Treasure:
Moderate
MC-LS-4: Elevator
This leads to “Map 49: Mines Level 1, Overview (ML1-O)”
on page 158. It is operated via the switch to the north (see
below).
MC-LS-5: Wall Switch
In the rock face here is carved a stone border, designed
with lovely patterns of vines and hearts. In the center of
this stonework is a 2’-long wooden lever, banded in rose
copper.
Using this lever causes the Elevator to the south to descend.
There are four rounds between when the switch is used to
when the elevator descends to the point where it’s unsafe to
enter it.
100
Mondaria City
Map 27: Love Foreman (MC-LF)
One square equals 5 ft.
101
Mondaria City
MC-LF: Love Foreman
Overview
This is a curious structure: it is both the Love Foreman’s
offices and quarters, as well as the only means of passing
through to the Love region of the mine’s ground floor.
Theme & Purpose
For the party to explore the north-central region of the
ground floor of the mines further, they must pass through
this zone. There’s also a good opportunity to gain some
information on the mine, its operations, and the story of
what happened here.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-LF-1: Entrance
Massive steel doors are locked against your entry. Huge,
person-sized torches are mounted in sconces along the
wall.
Access
Love Foreman Entrance
Locks: Door, Reinforced
MC-LF-2: Guardpost
A tight rectangle is inscribed against the rock wall
to the east. Scant stone walls sit at its corners, but
the predominant part of the west and south parts are
security bars. To the room’s north is a steel door. A
chest sits in the southwest corner.
Access
Entrance
Locks: Door, Reinforced
Access
Contents
Guardpost
Chest
Locks: Chest,
Simple
Weapons: Martial 1H AND
Coin Treasure: Moderate
MC-LF-3: North Doors
These doors mirror the entrance to the south. In the
northeast corner of the chamber is a barrel of drinking
water and a firepit. Potted plants flank the outside of the
door.
Access
Love Foreman Entrance
Locks: Door, Reinforced
MC-LF-4: Love Foreman Interior
This area is a wide chamber which leads to the north.
Most of the eastern wall is simply mountain rock. The
east is a wall interspersed with a double door in the
middle and shuttered windows to its north and south. A
well-worn path leads from south to north. A barrel is
tucked away to the southeast.
Access
Contents
Barrel
Container Barrel or Crate
fresh water
Access
Love Apartments Entrance
Locks: Door, Reinforced
MC-LF-5: Foyer
A small, quiet chamber greets you upon entering the
doors. The rug underfoot is soft and well-cushioned.
Doors lead to the north and south. A small circular table
with three chairs occupies much of the room; a sideboard
is against the northwest wall.
Access
Contents
Sideboard
Locks: Furniture,
Simple
Potions: Moderate
Access
North Foyer Door
Locks: Door, Simple
South Foyer Door
Locks: Door, Simple
MC-LF-6: Meeting Room
This “L”-shaped room is comfortable, despite its
western edge being composed of raw rock. A well-set,
rectangular table is in the main space of the room, laden
with now-spoiled food. A sideboard sits against the
north wall at the junction of the L. Metal double doors
lead to the northwest.
102
Mondaria City
Access
Contents
Sideboard
unprotected
Rations & Prepared Food
Access
Love Quarters Door
Locks: Door, Reinforced
MC-LF-7: Love Foreman’s Quarters
The northwest section of these apartments appear to be
the quarters of the foreman. A wash basin, comfortable
chair, privy, and bed compose the western edge of the
room. To the north is a dressing desk and stool; south
of that is a chest and a cabinet atop which rests plates of
rotten food.
Access
Contents
Dressing
Desk
unprotected
Writing Supplies
Cabinet
unprotected
Clothing: General
Chest
Locks: Chest,
Simple AND
Traps: General
Gems: High-Quality
In addition, a scrap of paper can be found in this chest:
roll on the
Plot Discoveries table.
103
Mondaria City
Map 28: Outside the Gates (MC-OG)
One square equals 5 ft.
104
Mondaria City
MC-OG: Outside the Gates
Overview
This region defines the area preceding the main entrance to
the inside of the mountain.
Theme & Purpose
There are only two ways to enter the Mines that avoid this
area: first, the party could fall through the hole in the Grotto
to the west. Second, they could use the secret staircase in
Checkpoint Control to the west to scale up the Western
Watchspire, and from there, descend into the Chaos region
of the mines via staircase.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Roll twice as often as normal, and reroll any “No
Encounter” results.
Areas of Interest
MC-OG-1: Market
This leads to “Map 3: Central Area / Market (MC-MKT)” on
page 37.
MC-OG-2: Supply Carts
This is a sales kiosk, but creatively arranged out of two
carts and an improvised canopy made from a scrap of
sailcloth.
Access
Contents
Supply
Carts
unprotected
Rations & Prepared Food AND
Potions: Moderate, using Context
D AND
Weapons: Simple
MC-OG-3: Weapons Cart
This massive wheelbarrow’s wheel is broken. Its payload
is a wealth of dented, but serviceable-looking arms.
Access
Contents
Weapons
Cart
unprotected
Weapons: General, roll 1d6
times AND
Weapons: Martial 1H, roll 1d4
times AND
Weapons: Exotic
MC-OG-4: Fishing Cart
Improbably, this cart, closest to the entrance of a massive
mining complex, appears to have sold fishing supplies.
Access
Contents
Fishing
Cart
unprotected
Fishing Supplies, roll 2d4 times
MC-OG-5: Main Entrance
Twenty-foot-tall, gigantic double doors bar your
entrance. They are mainly wood, reinforced by plates
of metal and studs of iron. The metal is inscribed with
whorling and looping patterns in a strange combination
of elven and dwarven symbology. Though there are no
letters or words, and the iconography is all abstract,
it seems to be in the vein of working together for the
betterment of all.
These doors may be beyond easy skill of the party,
particularly at lower levels. Strive to present this as
expected: these are the main doors to a thriving and
profitable mining complex, after all; naturally, the lock
on the front door of such an enterprise is bound to be a
bit tricky! That said, unless they have discovered one of
the very few alternate paths in, the party will likely view
this as a path they must take in order to progress.
Access
Main
Entrance
Locks: Door, Stronghold, using Context C
MC-OG-6: Entrance Wall
Massive, ten-to-fifteen-foot-thick stone wall crosses the
path here, making enormously clear the transition from
Mondaria City to Mondaria Mines, and the bowels of the
mountain looming above you.
105
Mondaria City
Map 29: Past the Gates (MC-PG)
One square equals 5 ft.
106
Mondaria City
MC-PG: Past the Gates
Overview
Slightly beyond the gate is a somewhat quiet zone.
Theme & Purpose
Allow the party passage to areas beyond the main entrance.
Random Encounters
While in this area, the party is actually quite safe, so long as
they do not rest. Do not roll on the Random Encounter table
unless the PCs decide they want to try a long rest; if they do,
wait until whichever of them are going to sleep, are asleep,
and then roll on the Random Encounter table; randomize
whether any resulting encounters come from the north or
south.
NPCs of Note
There’s a
25% chance that the Tribute Magister will be
here, sitting on the Observation Bench (see below), as the
PCs enter this area.
Areas of Interest
MC-PG-1: Main Entrance
These doors are profiled on page 103.
MC-PG-2: Guard Hut West
A guard hut stands here, its thatch and wood oddly
out of place amidst all of the stone and metal of its
surroundings.
Access
Contents
Guard Hut
West
unprotected
Rations & Prepared Food AND
Weapons: Martial 1H
MC-PG-3: Guard Hut East
Access
Contents
Guard Hut
East
unprotected
Rations & Prepared Food AND
Armor: General
MC-PG-4: Observation Bench
North of the doors is a huge wooden bench, able to hold
probably ten people on a side. To its east and west are
huge unlit braziers.
This bench was usually used by scribes and other trackers to
denote people entering and leaving, and to record commerce
represented thereby. Because of this, it was an area oft
frequented by the Tribute Magister and his staff (see “NPCs
of Note”, above).
107
Mondaria City
Map 30: Law General (MC-LO)
One square equals 5 ft.
108
Mondaria City
MC-LO: Law General
Overview
The northeast corner of the area under the mountain is
devoted to Law, and is the primary entrance and exit of the
Mines.
Theme & Purpose
Allow passage into the Mines without reliance on the
discovery of secrets; also allow easy access to the Eastern
Watchspires.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll half as often, and reroll monster-related results
once.
Areas of Interest
MC-LO-1: Law Entrance
Please refer to “Map 23: Law Entrance (MC-LE)” on page
91 for more details about this area.
MC-LO-2: Law Foreman
“Map 24: Law Foreman (MC-LWF)” on page 94 contains
more detail.
MC-LO-3: Elevator
This leads to “Map 49: Mines Level 1, Overview (ML1-O)”
on page 158, and is operated via the Switch to the east (see
below).
MC-LO-4: Elevator Switch
Against the blank rock face here is a huge lever, bordered
simply by a metal bracket.
Flipping this lever causes the Elevator to the east (see
above) to descend. There are five rounds between using
the switch and the point at which one can safely get on the
Elevator.
MC-LO-5: Watchspire Stairs East
These lead to “Map 35: Eastern Watchspire Overview (MC-
EW-SF-O)” on page 120.
They are guarded by a monster: before approaching this
area, roll on the
Random Encounters table and reroll
until you get a monster result; place the monster(s) here, on
the stairs themselves.
MC-LO-6: Watchspire Stairs West
As the stairs to the west, these lead to “Map 35: Eastern
Watchspire Overview (MC-EW-SF-O)” on page 120.
MC-LO-7: Ruined Guard Tower
From the volume of stone about its base, this used to
be a 15’-high guard tower, overlooking the entire large
chamber here.
Access
Contents
Ruined
Guard Tower
unprotected
Coin Treasure: Moderate,
using Context D
MC-LO-8: Law General Area
This whole region appears to be a gigantic chamber,
largely person-made, with very little naturally occuring.
You feel as unsafe as you do elsewhere in the city, but
you do feel a bit of calm, of confidence, that even if you
are threatened, you will see it coming, and prevail.
MC-LO-9: Guardhouse Center
A crumble of rocks and masonry denotes a former
guardhouse.
There may be something living here: roll on the
Random
Encounters table; if the result is a single Medium-sized or
smaller creature, it nests here and attacks the party if they
come within 10’ of its home. Ignore all other results.
There is nothing of value in the debris.
MC-LO-10: Guardhouse East
The debris here, for another guard post, appears
scorched and melted.
Access
Contents
Guard House East
unprotected
Potions: Moderate
109
Mondaria City
Mondaria City:
Second Floor
110
Mondaria City
Map 31: Mondaria City Second Floor Overview (MC-SF-O)
One square equals 20 ft.
111
Mondaria City
Level Introduction: Mondaria City Second Floor
Summary
“Second floor” is literal in some structures, in that there was
a ground floor, and what is explored here is accessible via
staircase. To the north, however, the PCs may explore the
Watchspires that are used to oversee the city and mines.
Entrances and Exits
Note that the following are typical, even secret, means of
entering and exiting the level as it was designed.
Other, magical means of navigating the level (for example,
teleportation spells or those that grant incorporeality) are
not discussed and are left to the GM to manage should they
be introduced.
Entry & Exits
Buildings whose second floors are described in this
region are typically accessed via staircase within that
building. The Watchspires are accessed via staircases
carved into the mountain rock, and can be climbed from
either the ground floor of the mountains, or in one case
via secret staircase from Checkpoint Control (p 40).
Alternate Entrance
It should be noted that the Western Watchspire contains
one of only two means of entering the Mines without
going through the main entrance: if the party discovers
the secret staircase in Checkpoint Control, they may
ascend to the Western Watchspire, then descend to the
Chaos region of the mines’ ground floor.
Overview
The Watchspires are well-organized, and good vantage
points; they’re also great means of resupplying weapons and
equipment.
Atmosphere & Theme
The Watchspires should feel lofty, displaced from the chaos
and threat below, though there are some
Lonely, would be a good word for it... if the alternative
typically didn’t want to kill you!
Default Random Encounters
Some Areas of Interest within this level will describe
a certain approach to Random Encounters, either by
overriding the timing (e.g., “every 30 minutes), and/or by
providing its own localized version of the random encounter
table below.
Absent such an override, roll on the following table of
Default Random Encounters for every 5 minutes the party
remains in this area.
Table 7: Mondaria City Second Floor Default Random
Encounters
D%
Event
Description
01-40
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
41-49
Trivial
Encounter
Roll once on Monsters: Surface,
Trivial.
50-59
Light
Encounter
Roll once on Monsters: Surface,
Light.
60-64
Average
Encounter
Roll once on Monsters: Surface,
Average.
65-69
Advanced
Encounter
Roll once on Monsters: Surface,
Advanced.
70-74
Elite
Encounter
Roll once on Monsters: Surface,
Elite.
75-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
Table 8: Mondaria City Second Floor Default NPC
Encounters
D%
Event
Description
01-21
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
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Mondaria City
D%
Event
Description
22
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
23
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
24-30
Common
NPC
A single Bleak Mute lurches within
view of the party.
31-45
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
46
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
47
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
48
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
49
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
50
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
-
Common
NPC
A horrifying Tainted Taskmaster
walks about.
51-60
Named NPC
Ambling scholar Brocambe
Methurzz.
61
Named NPC
Beastmaster Gabharn.
62
Named NPC
Blacksmith Hamfast Burrbottom.
63
Named NPC
Feastmaster Frobwin Glamfork.
64
Named NPC
Herbalist Innelothe.
-
Named NPC
Illusionist entertainer Raekeldorr.
-
Named NPC
Keeper of Records Skandern
Lithutz.
-
Named NPC
Keepmaster Vanarelia Riccards.
-
Named NPC
Loremaster Dalnarok.
65-74
Named NPC
Mercenary dwarf Gordsturll.
75-84
Named NPC
Merenary tiefling Killarth.
-
Named NPC
Railmaster Arranz Trevain.
-
Named NPC
Tinkermaster Skandbard.
85
Named NPC
Warden Imeltrude Legande.
D%
Event
Description
86
Named NPC
Brewmaster Glimdarffe Sudsglub.
-
Named NPC
Cartographer Estarel Finequill..
87
Named NPC
Chemist Incebb Gullip..
88
Named NPC
Chief engineer Didkeln
Clawhammer.
89
Named NPC
Coinmaster Lugatoo.
-
Named NPC
Dwarven union leader Danalin
Foeslash.
-
Named NPC
Elven administration leader
Maresmir.
90
Named NPC
Engineer Brimdog Firecleave.
91
Named NPC
Foreman Belerras.
92
Named NPC
Gangboss Dagbrag.
-
Named NPC
Lead designer Estarel Finequill.
93
Named NPC
Mayor Faenadorn.
-
Named NPC
Minemaster Thrennian Lo’quee.
-
Named NPC
A Mystic Seer.
-
Named NPC
Sage Natobbe.
94-95
Named NPC
Stablehand Friskbik.
96
Named NPC
Stablemaster Semtammi.
97-00
Named NPC
Tribute magister Elawelle.
Areas of Interest
MC-SF-1: Inn & Stables Second Floor
Please refer to page 113 for more details.
MC-SF-2: Residence SE Second Floor
Page 116 contains more details on this area.
MC-SF-3: Residence SW Second Floor
Starting on page 118 contains more information.
MC-SF-4: Eastern Watchspire
Please turn to page 120 for more description.
MC-SF-5: Western Watchspire
This area is described in more detail beginning on page
132.
MC-SF-6: Trading Post Second Floor
Please refer to page 135 for more information.
113
Mondaria City
Map 32: Inn & Stables Second Floor (MC-IS-SF)
One square equals 5 ft.
114
Mondaria City
MC-IS-SF: Inn & Stables Second Floor
Overview
This is the second floor of the Inn & Stables... really, this
describes the Inn portion more completely.
Theme & Purpose
The PCs may find some solace here if they are lucky.
Default Doors
Unless otherwise indicated in its description, all doors in this
area have prfiles determined using the same approach:
Access
Default Door
Locks: Door, Weak
Random Encounters
Use the standard / default Random Encounter rules for
this level. Roll half as often as normal, and reroll monster
results once.
Areas of Interest
MC-IS-SF-1: Stairs Down
This leads to “Map 8: Inn & Stables Ground Floor (MC-IS-
GF)” on page 52.
The door to the east has neither lock nor trap.
MC-IS-SF-2: Hallway North
This hallway runs nearly the entire length of the
building. A row of windows dots the northern wall;
doors intersperse brick walls along the south.
MC-IS-SF-3: Innkeeper’s Quarters
This room is simple, but much is crammed within: a
wardrobe, a dressing desk, a wash basin, a privy, a small
table with chairs, a sitting lounge chair, and a double
bed.
This room was that of the innkeeper, long dead. For an
exorbitant fee, he would rent it out for a ngiht or two, and
himself sleep in the stables.
Access
Contents
Wardrobe
unprotected
Clothing: General
MC-IS-SF-4: Corner Stash
This corner is well-lit, and has a lounge chair and potted
plant nearby. It’s oddly tranquil.
Inside the potted plant is the following stash. To obtain it,
the party must either remove most of the soil, or smash the
pot.
Access
Contents
Potted
Plant Stash
unprotected
Coin Treasure: Moderate
MC-IS-SF-5: Meeting Room Entrance
Twin potted plants stand outside the hallway’s only
double door. A rug is to the north, centered in the
hallway.
Access
Meeting Room Entrance
Locks: Door, Simple
MC-IS-SF-6: Meeting Room
This is the largest room on the second floor of the Inn,
but it feels incredibly cramped, owing to the mass of
furniture that has been stuck into it. The center of the
room is a mass of chairs and stools, tucked chaotically
around a simple table. To the center of the east and
west walls is a sideboard. Comfortable chairs dot the
four corners of the chamber. In the southeast is a door,
covered by a curtain.
Access
Contents
Sideboard
(2x)
Locks: Furniture,
Strong
Coins: Moderate
In addition, the western sideboard contains a letter of
importance: roll on the
Plot Discoveries table.
Access
Meeting Room Southeast Door
Locks: Door, Simple
MC-IS-SF-7: Guest Room A
The following description applies to rooms A, B, and C.
This tiny room holds a bed, a small rug, and a cabinet.
115
Mondaria City
Access
Contents
Cabinet
Locks: Furniture,
Simple
Clothing: General
MC-IS-SF-8: Guest Room B
Access
Contents
Cabinet
Locks: Furniture,
Simple
Clothing: General AND
Coin Treasure: Moderate,
using Context D
MC-IS-SF-9: Guest Room C
Access
Contents
Cabinet
Locks: Furniture,
Simple
Rations & Prepared
Food
MC-IS-SF-10: Guest Room D
A somewhat larger room than its neighbors, this chamber
also holds a circular table ringed with small chairs, and a
second wardrobe.
Access
Contents
Cabinets
(2x)
Locks: Furniture,
Simple
Clothing: General
MC-IS-SF-11: Hallway East
Along the east edge of the building, another hallway
extends the width of the inn. It has but a single door
about halfway down on the western wall.
The door that joins this hallway with the northern one is
unlocked.
MC-IS-SF-12: Hallway South
This hallway has three doors in its northern wall; its
western end is a door as well.
MC-IS-SF-13: Guest Room E
In lieu of a wardrobe, this room has a writing desk.
Access
Contents
Writing
Desk
Locks: Furniture,
Simple
Writing Supplies
MC-IS-SF-14: Guest Room F
This room is similar to its neighbors, and has a storage
cabinet against its east wall.
Access
Contents
Cabinet
Locks:
Furniture,
Simple
Clothing: General AND
Potions: Moderate
MC-IS-SF-15: Guest Room G
Similar to other rooms, this one has a bed, a cabinet, a
small table, and a rug.
Access
Contents
Cabinet
Locks: Furniture,
Simple
Rations &
Prepared Food
MC-IS-SF-16: Guest Room H
A moldy loaf of bread is atop the cabinet in this room.
Access
Contents
Cabinet
Locks: Furniture,
Simple
Clothing: General AND
Weapons: Simple
116
Mondaria City
Map 33: Residence SE Second Floor (MC-RSE-SF)
One square equals 5 ft.
117
Mondaria City
MC-RSE-SF: Residence Southeast Second Floor
Overview
This is the second floor of the Southeast Residence.
Theme & Purpose
Explore the second level of the building. The PCs may
discover a clue along the way.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster-related results once.
Default Doors
Unless otherwise indicated in its description, all doors in this
area have prfiles determined using the same approach:
Access
Default Door
Locks: Door, Weak
Areas of Interest
MC-RSE-SF-1: Stairs Down
These lead to “Map 14: Residence SE Ground Floor (MC-
RSE-GF)” on page 68.
MC-RSE-SF-2: Hallway
The western quarter of the building is a single hallyway,
with three windows Four doors are all locked at equal
spacing in the eastern wall.
MC-RSE-SF-3: Southeast Room
The nicest of the rooms, this one is still narrow and
cramped. A bed, a privy, a writing desk, and a wardrobe
are all tucked in very tightly around a rudimentary chair.
Access
Contents
Writing
Desk
Locks: Furniture,
Simple
Writing Supplies
Wardrobe
unprotected
Clothing: General
MC-RSE-SF-4: South-Central Room
The narrowest of all four rooms, this bedroom barely has
any space to pass by its contents.
Access
Contents
Writing
Desk
Locks: Furniture,
Simple
Coin Treasure:
Moderate, using
Context D
Wardrobe
unprotected
Clothing: General
MC-RSE-SF-5: North Central Room
Like its neighbors, but breathing a bit wider, is a narrow
chamber containing the essentials of sleeping and
changing.
Access
Contents
Writing
Desk
Locks: Furniture,
Simple
Weapons: Simple, using
Context D
Wardrobe
unprotected
Clothing: General
In addition, a scrap of paper can be found in this chest:
roll on the
Plot Discoveries table.
MC-RSE-SF-6: North Room
Wide enough to get past the desk, and brighter by virtue
of the second window facing north, this chamber seems
somewhat homey by comparison to the others.
Access
Contents
Writing
Desk
unprotected
Writing Supplies
Wardrobe
Locks: Furniture,
Simple
Clothing: General AND
Coin Treasure:
Moderate, using
Context D
118
Mondaria City
Map 34: Residence SW Second Floor (MC-RSW-SF)
One square equals 5 ft.
119
Mondaria City
MC-RSW-SF: Residence Southwest Second Floor
Overview
This is the top floor of the building that typically is used for
guild hall meetings. Ordinarily, this space is used to store
leaders of the guild, or other visiting and valued guests.
Theme & Purpose
There’s much of interest to be found here, including several
possible clues to the story.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any monster encounters once. Place any NPCs
inside one of the bedrooms not yet visited; if all have been
visited, place new NPCs as coming up the staircase from
down below.
Default Doors
Unless otherwise indicated in its description, all doors in this
area have prfiles determined using the same approach:
Access
Default Door
Locks: Door, Weak
Areas of Interest
MC-RSW-SF-1: Stairs Down
These lead to “Map 15: Residence SW Ground Floor (MC-
RSW-GF)” on page 70.
MC-RSW-SF-2: Hallway
A narrow hallway sports three single doors, and on the
opposite end of the hall, a double door. Two decorative
and threadbare rugs dot the space.
MC-RSW-SF-3: West Bedroom
An L shaped chamber makes a cozy bedroom, complete
with a privy, cabinet, small table and chair and stool, and
a bed. In addition, two shuttered windows let in a good
deal of light.
Access
Contents
Wardrobe
Locks:
Furniture,
Simple
Clothing: General AND
Weapons: Simple, using
Context D AND
Coin Treasure: Moderate,
using Context B
MC-RSW-SF-4: Center-West Bedroom
This room stops just shy of feeling claustrophobic.
The bed, table, stools, privy, and large cabinet are all
arranged to maximize space.
Access
Contents
Wardrobe
unprotected
Clothing: General AND
Weapons: Simple, using
Context B
MC-RSW-SF-5: East-Center Bedroom
This chamber is identical to its neighbor, the West-
Center Bedroom (see above), except that the wardrobe
also contains a scrap of paper: roll on the
Plot
Discoveries table.
MC-RSW-SF-6: Eastern Bedroom
The largest of the four, this bedroom sports two separate
beds, and a larger table and chairs between them. A
single privy, two cabinets, two shuttered windows, and a
rug complete the ensemble in this roomy chamber.
Access
Contents
Wardrobes
(2x)
Locks: Furniture,
Simple AND
Traps: General
Clothing: General AND
Weapons: Simple
Each of the two cabinets contains a clue: roll on the
Plot Discoveries table when searching each one.
MC-RSW-SF-7: Potted Plant Corner
At the very end of the hallway, a potted plant partially
obscures the shuttered window facing northeast.
If the PCs intentionally search this pot, they will discover
some treasure:
Access
Contents
Plant Pot
unprotected
Gems: Low, using Context B
120
Mondaria City
Map 35: Eastern Watchspire Overview (MC-EW-SF-O)
One square equals 20 ft.
121
Mondaria City
MC-EW-SF-O: Eastern Watchspire Overview
Overview
The Watchspires are large, lofty fortified areas from which
one may keep an eye on all the goings-on of both Mondaria
City and the ground floor of the mountain.
Theme & Purpose
The PCs may loot this area to good effect, or, if chased by
something large and powerful, can escape here (see “Narrow
Staircases”, below).
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any results that call for one or more monsters
of size larger than Medium.
Narrow Staircases
Note that all four staircases used to access the Watchspires—
east and west—are narrow, and bounded on both sides by the
stone of the mountain.
As a result, barring magic or other creative means, no
creature larger than Medium size may navigate these
staircases.
Default Doors
Unless otherwise indicated in its description, all doors in this
area have prfiles determined using the same approach:
Access
Default Door
Locks: Door, Reinforced
Areas of Interest
MC-EW-SF-O-1: Eastern Watchspire,
West
Refer to page 122 for more details about this region.
MC-EW-SF-O-2: Eastern Watchspire,
Southwest
Please turn to page 125 for further details.
MC-EW-SF-O-3: Eastern Watchspire,
Southeast
Page 148 begins more information.
MC-EW-SF-O-4: Eastern Watchspire,
Northeast
Beginning on page 130, this area is described in detail.
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Mondaria City
Map 36: Eastern Watchspire, West (MC-EW-SF-W)
One square equals 5 ft.
123
Mondaria City
MC-EW-SF-W: Eastern Watchspire, West
Overview
This area was used for resupply and to access the
westernmost spire above.
Theme & Purpose
The western portion of the Western Watchspire contains
a large supply cache, though it is well protected. It’s also a
means of accessing many other areas in the spire.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster results involving one or more creatures
of larger than Medium size.
If the PCs are in the general Watchspire Floor, new
encounters may be placed in any enclosed area, preferably
one the party has not yet been to. If the party is in an
enclosed area, the encounter will be waiting for them when
they return to the Watchspire Floor area.
Areas of Interest
MC-EW-SF-W-1: Staircase North
This leads to “Map 25: Love Overview (MC-L)” on page
96.
Remember that creatures larger than Medium size cannot
pass these staircases.
MC-EW-SF-W-2: Watchspire Floor
Carved into the mountain stone is a large space of gravel
floor. To the south, and to the east, you see a handful of
towers reach up 30’ beyond. From there, you figure it
must be possible to keep an eye on both the city to the
south, and the mountain’s ground floor to the north.
It’s an enormous complex, clearly meant to be staffed
by dozens of soldiers at a time. The quiet and calm that
faces you instead makes for an eerie scene.
Benches, braziers, chairs, and workbenches are scattered
along the walls.
MC-EW-SF-W-3: Worktable
A worktable sits here, replete with hammers and
knives. It appears to have been used to rework leather
armor, and to repair slight problems with arrows and
woodwork.
Access
Contents
Worktable
unprotected
Weapons: Simple, AND
Weapons: Martial 1H, AND
Armor: Light
MC-EW-SF-W-4: Lit Brazier
Odd among the otherwise deserted area, this brazier
appears to be lit. You can see the ash of what must have
been a huge pile of wood or coal around the still-orange
embers.
The fire was lit days ago by a survivor, hoping to summon
help with the telltale smoke that the act yielded. This
approach worked, but not as intended: monsters came to
investigate, and to dine.
Her corpse is lost to the appetites of the creatures who slew
her.
MC-EW-SF-W-5: Supply Entrance
Thick metal doors bar your way here.
MC-EW-SF-W-6: Supply Desk
Beyond a small antechamber, a long waist-high table
separates a working area to the west. Empty barrels
form a backdrop to a chair, two potted plants that appear
long dead, and a writing desk. A metal door sits locked
to the southwest.
Access
Contents
Writing
Desk
Locks:
Furniture,
Strong
Writing Supplies AND
Coin Treasure: Moderate AND
Gems: Semi-Precious, using
Context D
Access
Supply Room
Door
Locks: Door, Reinforced AND
Traps: General, using Context C
MC-EW-SF-W-7: Supply Room
An enormous, overwhelming volume of crates and
barrels greets you here. They’re stacked four tall in
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Mondaria City
places; on the top, you can see an array of chests.
Access
Contents
Large
Barrels
(3x)
Container:
Barrel or Crate
Alcohol: General, Size
Medium
Sack Pile
unprotected
Simple Foodstuffs, Size
Medium
Large
Crates
(7x)
Container:
Barrel or Crate
General Supplies, Size
Large
Small
Crates
(4x)
Container:
Barrel or Crate
General Supplies, Size
Medium
Brown
Chests
(2x)
Locks: Chest,
Strongbox AND
Traps: General
Potions: Moderate AND
Weapons: General, using
Context C AND
Armor: General, using
Context C
Tan
Chests
(5x)
Locks: Chest,
Simple, using
Context C
Coin Treasure: Moderate
AND
Potions: Moderate
Small
Barrel
Container:
Barrel or Crate
Alcohol: General, using
Context C
MC-EW-SF-W-8: Tower Entrance
A reinforced door leads south.
MC-EW-SF-W-9: Tower General Room
This large chamber sports a few empty tables, one of
which is ringed with chairs. A large set of double doors
leads to the southeast.
Access
Tower Entrance
Locks: Door, Reinforced AND
Traps: General, using Context C
MC-EW-SF-W-10: Tower Stairs
Entering this chamber, you feel a rush of cold air from
the east. It only lasts for a second, though, so quickly
you’re not sure if you might have imagined it. A spiral
staircase is the centerpiece of this room; to the south is
an empty table with chairs; to the north is another empty
table, and an assortment of crates.
Access
Contents
Large
Crates
(2x)
Container:
Barrel or Crate
General Supplies, Size
Large
Small
Crates
(2x)
Container:
Barrel or Crate
Rations & Prepared Food,
Size Medium
The stairs lead up to “Map 43: Eastern Watchspire, West
(MC-EW-TF-W)” on page 142.
Access
Secret Tunnel
Locks: Door, Secret
Only read the italicized text below if the PCs discover the
secret tunnel to the east:
You follow the rush of wind, and discover that the rock
wall to the east of this room is actually soft in places; dirt
and grime peel away to reveal a tunnel.
MC-EW-SF-W-11: Secret Tunnel
You have to duck very low to avoid hitting your head on
the top of this tunnel, which seems naturally occuring
and is very damp. Rocks of all size are underfoot,
making it difficult to move at speed; spiderwebs hang at
waist height.
Upon entering this tunnel, roll immediately on the
Random Encounters table, ignoring results that involve an
NPC. If the party has not yet explored the other side of this
tunnel, place any monsters that result in the room to the
east. Otherwise, place them in the Watchspire Floor area to
the north.
MC-EW-SF-W-12: Dead Man’s Stash
A pile of clothing and battered weapons lies here. The
fabric is torn and decrepit; the leather is warped and
rotted. Whomever left this odd stash here did so long
ago.
Access
Contents
Dead
Man’s
Stash
unprotected
Clothing: General AND
Weapons: Light AND
Weapons: Ranged AND
Potions: Moderate, using
Context B
MC-EW-SF-W-13: Tunnel’s Other Side
This leads to “Map 37: Eastern Watchspire, Southwest
(MC-EW-SF-SW)” on page 125.
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Mondaria City
Map 37: Eastern Watchspire, Southwest (MC-EW-SF-SW)
One square equals 5 ft.
126
Mondaria City
MC-EW-SF-SW: Eastern Watchspire, Southwest
Overview
This room contains a staircase leading to another spire
tower.
Theme & Purpose
This room connects two secret tunnels, which can be useful
if the party is trying to avoid enemies to the north.
Random Encounters
Use the standard / default Random Encounter rules for this
area.
Areas of Interest
MC-EW-SF-SW-1: Tower Entrance
The cave narrows here to a point where only a steel-
banded door is visible.
MC-EW-SF-SW-2: Tower General Room
You suspect this area would typically be lit by a torch in
the sconce against the south wall. Chairs dot the walls,
and a table sits to the west. To the southeast is a set of
large double doors.
Access
Tower Entrance
Locks: Door, Reinforced AND
Traps: General, using Context B
Unlike the secret tunnel to the southwest, the PCs have no
real reason to suspect the secret passage to the east here:
Access
East Secret
Tunnel
Locks: Door, Secret, using Context D
MC-EW-SF-SW-3: Secret Tunnel East
You climb through the rubble and debris, winding your
way north.
If the PCs have already triggered a random encounter by
crawling through secret tunnels, nothing happens.
If they have not, however, as the PCs enter this tunnel, roll
on the
Random Encounters table until a monster result
is indicated, containing only Medium-sized or smaller
creatures. Place this encounter in the Watchspire Floor.
MC-EW-SF-SW-4: Tower Base
A wide room here contains only a few empty tables and
some crates.
Access
Contents
Large
Crates
(3x)
Container:
Barrel or Crate
General Supplies, Size
Large AND
Armor: Shields, roll 1d6
times
Small
Crate
Container:
Barrel or Crate
Rations & Prepared Food,
Size Medium
MC-EW-SF-SW-5: Staircase
This leads to “Map 44: Eastern Watchspire, Southwest
(MC-EW-TF-SW)” on page 145.
MC-EW-SF-SW-6: Secret Tunnel
The tunnel entrance on this side has the same profile type as
the one on the other side, described on page 122.
MC-EW-SF-SW-7: Splintered Chests
Among the rocks and webs, you see three piles of wooden
splinters. A glint of brass amongst them suggests these
were once wooden treasure chests.
Access
Contents
Splintered
Chest Debris
unprotected
Coin Treasure: Moderate,
using Context D
MC-EW-SF-SW-8: Secret Tunnel Exit
This leads to “Map 45: Eastern Watchspire, Southeast
(MC-EW-TF-SE)” on page 148.
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Mondaria City
Map 38: Eastern Watchspire, Southeast (MC-EW-SF-SE)
One square equals 5 ft.
128
Mondaria City
MC-EW-SF-SE: Eastern Watchspire, Southeast
Overview
Perhaps the most useful of the subareas in the Eastern
Watchpsire, the Southeast area contains a secret supply
cache, two secret tunnels, and access to the southeast tower.
Theme & Purpose
If the PCs spend time in only one region in the Eastern
Watchspire, this should be it. GMs in a hurry may simply
railroad the party here.
Random Encounters
Use the standard / default Random Encounter rules for this
region.
Areas of Interest
MC-EW-SF-SE-1: Northeast Stairs
These lead to “Map 24: Law Foreman (MC-LWF)” on page
94.
MC-EW-SF-SE-2: Watchspire Floor
While the party is anywhere else in this region, place any
new encounters here.
The double doors used to enter the Tower General Room
(see below) are standard for the region.
MC-EW-SF-SE-3: Secret Cache Entrance
Only read the italicized text below if the party discovers the
secret.
Call it a hunch, but part of the rock wall seems a bit odd
to you. Prying with your fingernails, you seize upon what
is actually a wooden plank, and with a little effort, you
shove it aside amidst a shower of soot and glued-on rocks.
Access
Secret Cache
Locks: Door, Secret, using Context C
MC-EW-SF-SE-4: Secret Cache
This tiny chamber smells of dust, grime, and oil. It
contains a pile of small sacks, three small barrels (one
empty), and two treasure chests.
Access
Contents
Sack Pile
unprotected
Coin Treasure: Moderate,
roll twice
Barrels
(2x)
Container:
Barrel or Crate
Rations & Prepared Food,
Size Medium
Chests
(2x)
Locks: Chest,
Strongbox AND
Traps: General,
using Context B
Potions: Moderate AND
Weapons: Exotic AND
Armor: Medium
all using Context C
MC-EW-SF-SE-5: Tower General Room
This antechamber has two plain octagonal tables,
and a double door to the southeast, flanked by empty
flowerpots.
MC-EW-SF-SE-6: Tower Stairs
This large room holds but two simple tables, some chairs,
and a spiral staircase that allows access to the tower
above.
The staircase leads to “Map 45: Eastern Watchspire,
Southeast (MC-EW-TF-SE)” on page 148.
MC-EW-SF-SE-7: Secret Tunnel
Southwest
This leads to “Map 37: Eastern Watchspire, Southwest
(MC-EW-SF-SW)” on page 125. The entrance on this side
has the same profile type as the entrance on the other side.
MC-EW-SF-SE-8: Secret Tunnel
Northeast
Only read the italicized text if the secret is discovered.
You kick a stray pebble into the wall here... but it
disappears. Curious, you investigate; it seems as though
the entire wall here is simply a layer of wet dirt and
grime. It gives way easily, yielding a passage to the
north.
Access
Secret Tunnel
Northeast
Locks: Door, Secret, using Context D
MC-EW-SF-SE-9: Main Tunnel
This tunnel is moist, and your footsteps plod through a
semiliquid layer of muck on the floor. Odd fungi sprout
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Mondaria City
here and there, the larger of which reach to your thighs.
The passage branches in a “T” with a cavern to the east.
Upon entering this area, roll on the
Random Encounters
table until you get a result that contains monsters of
Medium size or smaller. Place the encounter to the west, on
the Watchspire Floor.
MC-EW-SF-SE-10: Muck Chamber
This ovoid chamber contains a few-inch-thick layer of
mucky glop on its floor.
The muck on the floor is actually a
Grey Ooze, which
attacks the party when they step on it. There is no treasure
to be found underneath the monster.
MC-EW-SF-SE-11: Secret Tunnel North
This leads to “Map 39: Eastern Watchspire, Northeast
(MC-EW-SF-NE)” on page 130.
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Mondaria City
Map 39: Eastern Watchspire, Northeast (MC-EW-SF-NE)
One square equals 5 ft.
131
Mondaria City
MC-EW-SF-NE: Eastern Watchspire, Northeast
Overview
The northeast tower of the Eastern Watchspire is perhaps
the most important, as it’s the main visibility that the troops
of the Mine had to those approaching from the north and
northeast roads.
These days, of course, it’s abandoned for that purpose.
Theme & Purpose
This is likely the most remote area of Mondaria City. It’s
occupied by an NPC. There is also a large cache of supplies
to be found.
When the party enters this area, roll on the NPC Encounters
table. Place the result in the Tower Base room (see below).
Random Encounters
Use the standard / default Random Encounter rules for
this level. Reroll any monster results once, and ignore any
results that include any monsters larger than Medium size.
Areas of Interest
MC-EW-SF-NE-1: Tower Entrance
Reinforced double doors block your progress. Chairs sit
to either side.
Access
Tower Entrance
Locks: Door, Stronghold, using
Context B
MC-EW-SF-NE-2: Tower General Room
This is a large and empty room. A simple table lies to the
west of the doors, an unlit brazier to their east. Massive
double doors stand ajar to the east, and small but strong
metal doors lead north.
MC-EW-SF-NE-3: Requisition Room
This room has a wide table which separates the southern
waiting area from the northern administrative area. A
writing desk sits against the east wall, just to the south
of a locked metal door leading northeast.
Access
Supply Room
Entrance
Locks: Door, Stronghold AND
Traps: General, using Context B
Access
Contents
Writing
Desk
unprotected
Writing Supplies AND
Weapons: Light
MC-EW-SF-NE-4: Supply Room
You feel small and insignificant next to the giant heap
of supplies here. A huge swath of sacks consumes the
northern area. To the south, enormous crates sit; chests
on top of them and at their base.
Access
Contents
Sack
Pile
unprotected
Rations & Prepared Food,
size Large
Crates,
Large
(2x)
Container:
Barrel or Crate,
using Context C
General Supplies, size
Large, roll 1d4 times
Crate,
Small
Container:
Barrel or Crate
Armor, Medium, roll 1d4
times AND
Armor, Heavy, roll 1d4
times AND
Armor, Shields, roll 2d4
times
Chests
(6x)
Locks: Chest,
Simple AND
Traps: General,
using Context D
Coin Treasure: Moderate,
using Context D AND
Potions: Moderate, using
Context B
MC-EW-SF-NE-5: Tower Base
A long and narrow room contains a table, chairs, and a
staircase to the north.
MC-EW-SF-NE-6: Tower Staircase
These stairs lead up to the watchspire tower.
For more details, please refer to “Map 46: Eastern
Watchspire, Northeast (MC-EW-TF-NE)” on page 150.
MC-EW-SF-NE-7: Secret Passage South
This leads to “Map 38: Eastern Watchspire, Southeast
(MC-EW-SF-SE)” on page 127; this entrance has the same
profile type as that on the other side.
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Mondaria City
Map 40: Western Watchspire (MC-WW-SF)
One square equals 5 ft.
133
Mondaria City
MC-WW-SF: Western Watchspire
Overview
This region was dedicated to overseeing the eastern half
of Mondaria City, and the Chaos and Love sections of the
mining floor.
Theme & Purpose
This area, while perhaps not as resource-rich as the Eastern
Watchspire, may be enormously useful to the party, as it
contains one of the few means of entering the Mines without
going through the front doors.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Ignore any results that involve one or more creatures
larger than Medium size.
While the party is in rooms, place new encounters in the
Watchspire Floor; while they are on the Floor, place new
encounters in an unexplored room.
Remember that no creatures of size larger than Medium may
traverse the staircases to the north and southeast.
Areas of Interest
MC-WW-SF-1: North Staircase
This leads to “Map 19: Chaos Overview (MC-C)” on page
81.
MC-WW-SF-2: Secret Staircase
This leads to “Map 4: Checkpoint Control Ground Floor
(MC-CC-GF)” on page 40.
Note that the staircase is not secret from this side; there is
in fact no door or other obstruction from the northeast (and
there is even a rug denoting the aperture!).
MC-WW-SF-3: Watchspire Floor
Dust and gravel form the floor of the watchspire, which
has been carved into the mountain rock. Spires reach
up 30’ above the floor to the northeast and southwest.
Around the perimeter, benches, worktables, braziers, and
chairs are arranged haphazardly.
MC-WW-SF-4: Northeast Worktable
The workbench here next to a braizer and a bench
contains an array of weaponry. Some are in disrepair,
but others appear used but combat-worthy.
Access
Contents
Worktable
unprotected
Weapons: Martial 1H, roll 1d4
times AND
Weapons: Exotic, roll 1d4
times AND
Weapons: Simple, roll 1d6
times
MC-WW-SF-5: Tower General Room
A small room contains a few empty tables. A single metal
door leads to the northwest.
Access
Tower Stairs
Door
Locks: Door, Stronghold, using Context
B AND
Traps: General, using Context D
MC-WW-SF-6: Tower Stairs
A spiral staircase leads up to the watchtower above. An
empty circular table sits just inside the door.
This leads up to “Map 46: Eastern Watchspire, Northeast
(MC-EW-TF-NE)” on page 150.
MC-WW-SF-7: Supply Requisition
This waiting room has a bench against the northeast
wall, an octagonal table to the south, and a waist-high
table separating this chamber from the administrative
one to the northwest.
MC-WW-SF-8: Supply Admin
A writing desk and chair sit to the east of two empty
barrels here. A steel door leads to the south.
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Mondaria City
Access
Contents
Writing
Desk
unprotected
Writing Supplies
Access
Supply Room
Entrance
Locks: Door, Stronghold AND
Traps: General, using Context D
MC-WW-SF-9: Supply Room
This supply room is neat and orderly. Crates are arrayed
to the west, and a bank of empty tables is against the
east and south walls amidst two sealed barrels.
Access
Contents
Crates,
Large
(2x)
Container:
Barrel or Crate
Rations & Prepared Food,
size Large
Crates,
Medium
(2x)
Container:
Barrel or Crate
General Supplies, size
Medium, roll 1d4 times
Barrels
(2x)
Container:
Barrel or Crate
Alochol: General, size
Medium
MC-WW-SF-10: Center Brazier
The brazier here is unlit, but contains a large heap of
ashes.
Access
Contents
Brazier
Locks: Door, Secret
(Perception only)
Weapons: Martial
1H, using Context C
MC-WW-SF-11: Worktable West
This workbench appears to have been used to repair
damaged shields. Some finished work remains atop the
stack.
Access
Contents
Worktable
unprotected
Armor: Shields, roll 2d4
times, using Context B
MC-WW-SF-12: Worktable South
A fletcher must have frequented this worktable, which is
stacked with ranged weaponry.
Access
Contents
Worktable
unprotected
Weapons: Ranged, roll 1d4
times AND
Weapons: Martial Ranged
MC-WW-SF-13: Tower General Room
Double doors greet you to the south.
Access
Tower Entrance
Locks: Door, Simple AND
Traps: General
Stairs Entrance
Locks: Door, Reinforced
MC-WW-SF-14: Tower Stairs Southwest
A simple table and chairs sits next to a spiral staircase
leading to the watchtower above you.
Follow these to “Map 48: Western Watchspire, Southwest
(MC-WW-TF)” on page 155.
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Mondaria City
Map 41: Trading Post Second Floor (MC-TP-SF)
One square equals 5 ft.
136
Mondaria City
MC-TP-SF: Trading Post Second Floor
Overview
This is the second floor of the Trading Post. There’s an
enormous amount of wealth and supply to be found here...
but at a bit of a cost!
Theme & Purpose
Desperate, depleted, or underpowered PCs searching through
an abandoned town will almost certainly gravitate toward
the Trading Post, the second floor of which is almost certain
to contain idle wares.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any monster results once.
Areas of Interest
MC-TP-SF-1: Stairs Down
These lead to “Map 18: Trading Post Ground Floor (MC-TP-
GF)” on page 78.
MC-TP-SF-2: Attic
This floor is musty and smells of all manner of things...
much like the show room below, but layered with a bit of
dust. A door leads to the southeast.
Access
Bedchamber Door
Locks: Door, Reinforced
MC-TP-SF-3: Crate Storage
An array of crates forms the northwest corner of the
attic. Atop the crates is an assortment of chests. To the
east of the line of crates is an assortment of bags and
sacks.
Access
Contents
Crates,
Large
(5x)
Container:
Barrel or Crate
Rations & Prepared Food,
size Large
Crates,
Small
(4x)
Container:
Barrel or Crate
General Supplies, size
Medium
Chests
(6x)
Locks: Chest,
Strongbox
Gems: Semi-Precious AND
Coin Treasure: Moderate
AND
Potions: Moderate,
all using context B
Sack
Pile
unprotected
Simple Foodstuffs, Size
Large
MC-TP-SF-4: Barrels
In the southwest corner of the attic sits an assortment of
barrels.
Access
Contents
Barrels
(5x)
Container:
Barrel or Crate
Alcohol: General, size
Medium
MC-TP-SF-5: Table West
In the western area of the attic is a long table with
buckets and candles. In its middle is a chest.
Access
Contents
Chest
Locks: Chest,
Strongbox AND
Traps: General,
using Context D
Potions: Moderate, using
Context C AND
Weapons: Exotic, using
Context B
MC-TP-SF-6: Table Center
Just inside the attic entrance is a long table bearing
candles, a bucket, and a treasure chest.
Access
Contents
Chest
Locks: Chest, Strongbox,
using Context B AND
Traps: General, using
Context C
Gems: High-Quality,
using Context D
MC-TP-SF-7: Bedchamber
This appears to have been the owner’s bedchamber. A
cozy double bed sits against the south wall, in between
two large windows. Rugs abound. A writing desk and
chair sit just north of a bend in the chamber which
continues to the east for a bit before ending in a potted
plant corner. To the west wall are a privy, a washbasin
filled with moldy water, and two large cabinets.
137
Mondaria City
Access
Contents
Cabinets
(2x)
Locks:
Furniture,
Simple, using
Context D
Clothing: General, using
Context C, roll twice
Writing
Desk
Locks:
Furniture,
Simple
Writing Supplies AND
Coin Treasure: Moderate,
using Context B
MC-TP-SF-8: Plant Hallway End
Access
Secret Closet
Door
Locks: Door, Secret, using Context C AND
Traps: General, using Context C
MC-TP-SF-9: Secret Closet
This room runs the width of the building, and appears to
be the Trading Post owner’s secret stash of wealth. Dust
has settled in heavy clumps throughout the recesses of
the chamber, whose roof is set so low you have to stoop
to move through the area.
MC-TP-SF-10: Wealth Stash
Crates and chests join scattered coins, stacks of gems,
and a pile of adventuring gear.
Access
Contents
Crates,
Small
(3x)
Container:
Barrel or
Crate
General Supplies, size
Medium
Chests
(3x)
Locks: Chest,
Strongbox
AND
Traps:
General, using
Context C
Potions: Moderate, using
Context C AND
Gems: High-Quality, using
Context D AND
Weapons: Light, using
Context C
Scattered
Coins
unprotected
Coin Treasure: Moderate
Gem Piles
unprotected
Gems: Low, using Context
C AND
Gems: Semi-Precious AND
Gems: Medium-Quality,
using Context D
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Mondaria City
Mondaria City:
Third Floor
139
Mondaria City
Map 42: Mondaria City, Third Floor Overview (MC-TF-O)
One square equals 20 ft.
140
Mondaria City
Level Introduction: Mondaria City, Third Floor
Summary
High above the ground of the city rise six watchspire towers,
allowing the staff of the city to keep a view as to the goings-
on.
Entrances and Exits
Entry & Exit
The only entry to or egress from these watchspire towers
is spiral staircases that lead to “Map 31: Mondaria City
Second Floor Overview (MC-SF-O)” on page 110.
Overview
Each Watchspire Tower is a self-enclosed room, with
visibility in most cases all around.
Atmosphere & Theme
Wind rushes around these towers. It’s a lonely, slightly scary
position to be in, particularly above a largely deserted and
partially destroyed city. Forged by dwarven hands under
the design of elven engineers, these towers are far from
precarious... but with the air whistling about them, the PCs
may not intuit that stability.
Overlook
Read this section whenever the PCs attempt to look through
any of the barred windows in the towers:
It’s a bit unnverving, looking out through the windows:
simple bars do little to block the wind, or to prevent
vertigo. The height is dizzying, and although the
structure doesn’t seem to wobble, the wind whipping
about and through the windows shrieks concern in your
soul. These barred windows may be useful for shooting
arrows, but they’re frightening for those actually up
here!
Default Random Encounters
Unless otherwise indicated in an Area of Interest, roll on the
Default
Random Encounters table below for every 20
minutes the party remains in this area.
In all the watchspire towers, there is a
20% chance the
party may get a full night’s rest unmolested; roll at the start
of the rest.
Narrow and Spiral Staircases
Note that to get to any of these towers, a monster must
be of Medium size or smaller, and be able to climb spiral
staircases.
Ignore any Random Encounter results that call for a
monster which simply could not end up here!
Use your own judgment as to whether a particular
creature’s presence here is reasonable.
Table 9: Mondaria City Third Floor Default Random
Encounters
D%
Event
Description
01-44
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
45-49
Trivial
Encounter
Roll once on Monsters: Surface,
Trivial.
50-54
Light
Encounter
Roll once on Monsters: Surface,
Light.
55-64
Average
Encounter
Roll once on Monsters: Surface,
Average.
65-67
Advanced
Encounter
Roll once on Monsters: Surface,
Advanced.
68-69
Elite
Encounter
Roll once on Monsters: Surface,
Elite.
70-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
Table 10: Mondaria City Third Floor Default NPC
Encounters
D%
Event
Description
01-21
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
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Mondaria City
D%
Event
Description
22
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
23
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
24-30
Common
NPC
A single Bleak Mute lurches within
view of the party.
31-45
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
46
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
47
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
48
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
49
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
50
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
-
Common
NPC
A horrifying Tainted Taskmaster
walks about.
51-60
Named NPC
Ambling scholar Brocambe
Methurzz.
61
Named NPC
Beastmaster Gabharn.
62
Named NPC
Blacksmith Hamfast Burrbottom.
63
Named NPC
Feastmaster Frobwin Glamfork.
64
Named NPC
Herbalist Innelothe.
-
Named NPC
Illusionist entertainer Raekeldorr.
-
Named NPC
Keeper of Records Skandern
Lithutz.
-
Named NPC
Keepmaster Vanarelia Riccards.
-
Named NPC
Loremaster Dalnarok.
65-74
Named NPC
Mercenary dwarf Gordsturll.
75-84
Named NPC
Merenary tiefling Killarth.
-
Named NPC
Railmaster Arranz Trevain.
-
Named NPC
Tinkermaster Skandbard.
85
Named NPC
Warden Imeltrude Legande.
D%
Event
Description
86
Named NPC
Brewmaster Glimdarffe Sudsglub.
-
Named NPC
Cartographer Estarel Finequill..
87
Named NPC
Chemist Incebb Gullip..
88
Named NPC
Chief engineer Didkeln
Clawhammer.
89
Named NPC
Coinmaster Lugatoo.
-
Named NPC
Dwarven union leader Danalin
Foeslash.
-
Named NPC
Elven administration leader
Maresmir.
90
Named NPC
Engineer Brimdog Firecleave.
91
Named NPC
Foreman Belerras.
92
Named NPC
Gangboss Dagbrag.
-
Named NPC
Lead designer Estarel Finequill.
93
Named NPC
Mayor Faenadorn.
-
Named NPC
Minemaster Thrennian Lo’quee.
-
Named NPC
A Mystic Seer.
-
Named NPC
Sage Natobbe.
94-95
Named NPC
Stablehand Friskbik.
96
Named NPC
Stablemaster Semtammi.
97-00
Named NPC
Tribute magister Elawelle.
Areas of Interest
MC-TF-O-1: Eastern Watchspire, West
Please refer to “Map 43: Eastern Watchspire, West (MC-
EW-TF-W)” on page 142 for more information.
MC-TF-O-2: Eastern Watchspire,
Southwest
“Map 44: Eastern Watchspire, Southwest (MC-EW-TF-
SW)” on page 145 contains more details.
MC-TF-O-3: Eastern Watchspire,
Southeast
This area is described in “Map 45: Eastern Watchspire,
Southeast (MC-EW-TF-SE)” on page 148.
MC-TF-O-4: Eastern Watchspire,
Northeast
Please turn to “Map 46: Eastern Watchspire, Northeast
(MC-EW-TF-NE)” on page 150 for more details.
MC-TF-O-5: Western Watchspire,
Northeast
“Map 47: WEstern Watchspire, Northeast (MC-WW-NE-
TF)” on page 153 contains further detail.
MC-TF-O-6: Western Watchspire,
Southwest
Please refer to “Map 48: Western Watchspire, Southwest
(MC-WW-TF)” on page 155 for more information.
142
Mondaria City
Map 43: Eastern Watchspire, West (MC-EW-TF-W)
One square equals 5 ft.
143
Mondaria City
MC-EW-TF-W: Eastern Watchspire, West
Overview
This is the westernmost tower in the eastern watchspire. It
has a perfect view of the approach to the main entrance and
to the eastern half of the city below.
Theme & Purpose
As with most other towers, resupply and a bit of safety are
priorities here.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-EW-TF-W-1: Stairs Down
These lead to “Map 36: Eastern Watchspire, West (MC-EW-
SF-W)” on page 122.
MC-EW-TF-W-2: Longbench North
A long, narrow bench sits atop a wide rug. It holds
several bows, an array of polearms and other weapons,
and a chest.
Access
Contents
Longbench
unprotected
Weapons: Martial Ranged,
roll 2d4 times AND
Weapons: Ranged, roll 1d6
times AND
Weapons: Martial 2H, roll
1d6 times AND
Weapons: Martial 1H, roll
1d4 times
Chest
Locks:
Chest,
Strongbox
Potions: Moderate, using
Context B
MC-EW-TF-W-3: Longbench South
This bench holds a wide array of weaponry, and a locked
chest.
Access
Contents
Longbench
unprotected
Weapons: Martial Ranged,
roll 1d6 times AND
Weapons: Ranged, roll 1d4
times AND
Weapons: Martial 2H, roll
1d4 times AND
Weapons: Martial 1H, roll
1d6 times
Chest
Locks:
Chest,
Strongbox
Potions: Moderate, using
Context D
MC-EW-TF-W-4: South Chest Table
A table sits against the south wall; atop it is a jug of
soured ale, a candle, and a large treasure chest.
Access
Contents
Chest
Locks: Chest,
Strongbox AND
Traps: General, both
using Context C
Potions: Moderate AND
Weapons: Light AND
Coin Treasure:
Moderate,
all using Context C
MC-EW-TF-W-5: Northeast Corner
In this corner are two stools, posted at the barred
window. To the north is a circular table and an open
barrel of fresh water. A crate sits to the north.
Access
Contents
Crate
unprotected
General Supplies, size Medium
MC-EW-TF-W-6: Northwest Corner
Situated here is an array of chairs and stools, a circular
table set with rotted food, and a barrel of fresh water. To
the north is a crate.
Access
Contents
Crate
unprotected
Rations & Prepared Food, size
Medium
MC-EW-TF-W-7: West Edge
An octagonal table sits against the wall here, flanked by
arrays of chairs and smaller tables. Amidst the place
settings and spoiled food, there is a knife that looks
particularly well-crafted.
Access
Contents
West Edge
Table
unprotected
Weapons: Simple, reroll any
results that aren’t 1H
MC-EW-TF-W-8: Southwest Corner
A set of chairs and stools sit here along the array of
144
Mondaria City
barred windows. There is also an open barrel of water.
MC-EW-TF-W-9: Southeast Corner
Chairs and stools are scattered here, positioned so as to
overlook the city to the south and east.
MC-EW-TF-W-10: East Edge
To the south of the staircase is an array of sacks, and a
locked chest.
Access
Contents
Sacks
unprotected
Simple Foodstuffs, size
Medium
Chest
Locks:
Chest,
Strongbox
Coin Treasure: Moderate,
using Context B AND
Weapons: Martial 1H
MC-EW-TF-W-11: East Edge North
Just to the east of the staircase is a communal table
ringed with chairs. The table is well-weathered, the
wood chipped here and there with knife cuts and dagger
stabs.
MC-EW-TF-W-12: Overlook
Read the standard Overlook text if the party looks out any of
the barred windows.
145
Mondaria City
Map 44: Eastern Watchspire, Southwest (MC-EW-TF-SW)
One square equals 5 ft.
146
Mondaria City
MC-EW-TF-SW: Eastern Watchspire, Southwest
Overview
This tower is one of the largest such observation posts, with
responsibility for surveying the eastern entrance to the city
and the residential district.
Theme & Purpose
This is one of the best ways to resupply outside the Mines.
Time-pressed GMs might consider guiding lower-level,
or under-equipped, parties here initially, before they
venture into the Mines.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-EW-TF-SW-1: Stairs Down
These lead down to “Map 37: Eastern Watchspire,
Southwest (MC-EW-SF-SW)” on page 125.
MC-EW-TF-SW-2: Northwest Supplies
In this corner is a lonely stool and chair, and an array of
large barrels.
Access
Contents
Barrels,
Large (6x)
Container:
Barrel or Crate
Rations & Prepared
Food, size Medium
MC-EW-TF-SW-3: Southwest Supplies
The tower’s southwest corner is a rich field of supplies:
crates, chests, a pile of sacks, and an open barrel of fresh
water.
Access
Contents
Crate,
Large
Container:
Barrel or
Crate
General Supplies, size
Large
Crate,
Small
Container:
Barrel or
Crate
Rations & Prepared Food,
size Medium
Chests
(3x)
Locks: Chest,
Strongbox
AND
Traps:
General, using
Context C
Potions: Moderate AND
Coin Treasure: Moderate
Sack Pile
unprotected
Simple Foodstuffs
MC-EW-TF-SW-4: Dining Tables
To the east of the staircase is a barrel, open, showing
fresh water. Two rectangular tables ringed with chairs
have been placed to the east; places are set haphazardly,
and somefood here and there has long ago rotted.
MC-EW-TF-SW-5: Longtable
This table sits atop a huge rug amidst an open space in
the east of the tower. Atop it sits an impressive array of
weaponry, and a chest.
Access
Contents
Longtable
unprotected
Weapons: Martial
Ranged, roll 2d6 times
AND
Weapons: Ranged, roll
1d4 times AND
Weapons: Light, roll 1d6
times AND
Weapons: Martial 1H,
roll 1d6 times
Chest
Locks: Chest,
Strongbox AND
Traps: General
Potions: Moderate,
using Context C
MC-EW-TF-SW-6: Southeast Corner
A big table set with food and plates sits amidst an array
of chairs and stools here. Against the east wall of the
tower is a pair of crates, a pile of sacks, and three chests.
Access
Contents
Crate,
Large
Container: Barrel or
Crate
Rations & Prepared
Food, size Large
Crate,
Small
Container: Barrel or
Crate
General Supplies, size
Medium
Chests
(3x)
Locks: Chest,
Strongbox AND
Traps: General, using
Context D
Alcohol: General AND
Coin Treasure:
Moderate
MC-EW-TF-SW-7: Northeast Corner
A chair and a stool sit here next to an open barrel of
fresh water, and two large barrels.
147
Mondaria City
Access
Contents
Barrels
(2x)
Container:
Barrel or Crate
Alcohol: General, size
Medium
MC-EW-TF-SW-8: Northeast Crates
An array of three crates is stacked here, next to a window
with three stools.
Access
Contents
Crates
(3x)
Container:
Barrel or Crate
General Supplies, size
Medium
MC-EW-TF-SW-9: North Wall
A table sits against the north wall, with plenty of candles
and plates. To its west is a chair and stool in front of a
barred window.
MC-EW-TF-SW-10: Overlook
Read the standard Overlook text if the party takes a gander
out any of the windows.
148
Mondaria City
Map 45: Eastern Watchspire, Southeast (MC-EW-TF-SE)
One square equals 5 ft.
149
Mondaria City
MC-EW-TF-SE: Eastern Watchspire, Southeast
Overview
This is one of the most crowded towers. It has a decent
view of the mountain ground floor to the northwest, and
an acceptable view of the approach road to the east and
southeast. During normal operation, this was considered
one of the most boring towers to work in, and as such duty
here was generall assigned to low performers.
Theme & Purpose
Owing to the low station of those who worked here, supplies
tend to be of meaner stock than in other towers. However,
monsters and people alike tend to overlook it, lending safety
to the surroundings.
Random Encounters
Use the standard / default Random Encounter rules for this
level; however, there is a
40% chance that a long rest
will be safe.
Areas of Interest
MC-EW-TF-SE-1: Stairs Down
These lead to “Map 38: Eastern Watchspire, Southeast
(MC-EW-SF-SE)” on page 127.
MC-EW-TF-SE-2: East Edge
From here, you have a decent view of the roads
approaching Mondaria City to the east.
MC-EW-TF-SE-3: Northeast Supplies
This wall holds a crate, two chests, and a handful of bags.
To the southwest is an octagonal table, set for a meal of
spoiled food.
Access
Contents
Crate
Container:
Barrel or Crate
Rations & Prepared Food,
size Medium
Bags
unprotected
Simple Foodstuffs
Chests
(2x)
Locks: Chest,
Simple
Alcohol: General AND
Coin Treasure: Moderate,
both using Context D
MC-EW-TF-SE-4: North Wall
This aperture has a view of the ground floor of the
mountain.
If the party has not yet been inside the mountain, a brief
description of “Map 30: Law General (MC-LO)” on page
107 may be in order.
MC-EW-TF-SE-5: Dining Tables
These octagonal tables are stacked with food that has
gone bad weeks ago.
MC-EW-TF-SE-6: Sacks and Bottles
In a corner by a potted plant is an array of bags, sacks,
and empty bottles.
Access
Contents
Bags
unprotected
Rations & Prepared Food,
size Medium
In addition, in one of the bags is a slip of paper: In
addition, a scrap of paper can be found in this chest: roll
on the
Plot Discoveries table.
MC-EW-TF-SE-7: South Edge
Against the south wall is an array of tables, stools, and
chairs, all well-positioned for observing the city below to
the south.
MC-EW-TF-SE-8: Longtable
Atop an enormous and threadbare rug is a narrow, long
table holding a wide array of weaponry.
Access
Contents
Longtable
unprotected
Weapons: Martial Ranged, roll
3d4 times AND
Weapons: Ranged, roll 1d6
times AND
Weapons: Light, roll 1d4 times
AND
Weapons: Martial 1H, roll 1d4
times,
all using Context B
MC-EW-TF-SE-9: Overlook
Read the standard Overlook text if the party takes a gander
out any of the windows.
150
Mondaria City
Map 46: Eastern Watchspire, Northeast (MC-EW-TF-NE)
One square equals 5 ft.
151
Mondaria City
MC-EW-TF-NE: Eastern Watchspire, Northeast
Overview
The largest of the towers, this was perhaps the most
important during normal operations, as it was the only
means of scanning for visitors and threats to the northeast
and east.
Theme & Purpose
Befitting its impressive size and position, there’s a high
caliber of supply to be found here. However, that comes with
increased danger.
Random Encounters
Use the standard / default Random Encounter rules for this
level. There is no chance of a safe, long rest here, however.
Areas of Interest
MC-EW-TF-NE-1: Stairs Down
This leads to “Map 39: Eastern Watchspire, Northeast
(MC-EW-SF-NE)” on page 130.
MC-EW-TF-NE-2: Northeast Supplies
A rich array of supply containers can be found here: large
crates, chests, barrels, and sacks.
Access
Contents
Crate
(2x)
Container:
Barrel or
Crate
General Supplies, size Medium,
using Context C
Barrels
(5x)
Container:
Barrel or
Crate
Alcohol: General, using Context
C
Chests
(5x)
Locks: Chest,
Strongbox
Potions: Moderate, using
Context C AND
Gems: Semi-Precious, using
Context B
Sacks
unprotected
Rations & Prepared Food, size
Medium
MC-EW-TF-NE-3: Longbench North
A long table topped with bows and arrows sits atop a fine
rug here in a broad open space in the north of the tower.
Access
Contents
Longbench
unprotected
Weapons: Martial Ranged,
roll 2d6 times AND
Weapons: Ranged, roll 1d4
times AND
all using Context C
MC-EW-TF-NE-4: Northeast Corner
From here, you can see roads winding through the forests
to the northeast. All seems calm and still; you spy no
travelers on the road. Or wildlife, for that matter.
MC-EW-TF-NE-5: Northeast Edge
The barred windows here are broad and tall, making you
feel as though there’s little at all to prevent people or
objects from falling.
MC-EW-TF-NE-6: Dining Tables
Two tables, ringed with chairs, sit here to the south
of the staircase. They are set for a family-style meal,
though the food has long rotted.
MC-EW-TF-NE-7: Longbench South
A wide array of fine military hardware is on display here,
on a low bench atop a huge rug in the south of the tower.
Access
Contents
Longbench
unprotected
Weapons: Martial Ranged,
roll 2d4 times AND
Weapons: Ranged, roll 1d6
times AND
Weapons: Martial 1H, roll
1d6 times AND
Weapons: Simple, roll 1d4
times
all using Context C
MC-EW-TF-NE-8: Southwest Corner
From the tables, chairs, and stools in this corner, you
gain a nice view of the city to the south.
MC-EW-TF-NE-9: Southeast Corner
Well-padded, relaxing-looking chairs border this corner,
owing to the best view in the tower: the approach road to
the southeast, through which a majority of traffic must
have come to Mondaria.
MC-EW-TF-NE-10: East Edge
You see a broad variety of trees and forest to the east. A
main road makes its way north-to-south just outside the
152
Mondaria City
mountain.
MC-EW-TF-NE-11: West Edge
Although there are barred windows here, there’s little
to observe: you can see several watchspire towers to the
west, but little of thecity or the mountain ground floor.
You can just barely make out the main entrance of the
minus.
MC-EW-TF-NE-12: Southeast Edge
A table here is set with rotted food. In lieu of silverware,
an array of daggers is spread artfully.
Access
Contents
Southeast Table
unprotected
Daggers (6x)
MC-EW-TF-NE-13: Southwest Edge
The food at this table is somewhat fresher than those at
other tables. It looks barely a few days old.
This is the meal of a survivor who stole up here for supplies.
He is long dead now, the victim of roving monsters.
MC-EW-TF-NE-14: North Table
With a view to the ground floor of the mountain
entrances below, this cozy seat has a nicely-set table next
to it, with an array of high-quality foodstuffs that have
unfortunately long spoiled.
153
Mondaria City
Map 47: Western Watchspire, Northeast (MC-WW-NE-TF)
One square equals 5 ft.
154
Mondaria City
MC-WW-NE-TF: Western Watchspire, Northeast
Overview
This tower has a vital job: oversee the main entrance, and
approaches, of the Mines.
Theme & Purpose
Despite its importance, this tower possesses little in the
way of valuable resupply. The PCs can, however, gain an
impressive view of the surrounding area, from which to
better plan their activities.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-WW-NE-TF-1: Stairs Down
These lead to “Map 40: Western Watchspire (MC-WW-SF)”
on page 132.
MC-WW-NE-TF-2: North Edge
In this cozy corner is a chair, a stool, and a table set with
rotting food. You have a clear view from here of the
ground floor of the mountain.
MC-WW-NE-TF-3: East Edge
Two octagonal tables sit against the east wall here,
stacked with cutlery and plates and the occasional
spoiled feast.
MC-WW-NE-TF-4: Dining Table
Those stationed here must have congregated about this
table for their meals when duty did not press.
MC-WW-NE-TF-5: Weapons Bench North
To the south of the staircase is a small bench filled with
weapons.
Access
Contents
Weapons
Bench
unprotected
Weapons: Martial Ranged, roll
1d4 times AND
Weapons: Ranged AND
Weapons: Simple, roll 1d6
times
MC-WW-NE-TF-6: Weapons Bench South
Here sits a thigh-high bench with an array of weapons.
Access
Contents
Weapons
Bench
unprotected
Weapons: Martial Ranged AND
Weapons: Ranged, roll 1d6
times AND
Weapons: Simple, roll 1d4
times
MC-WW-NE-TF-7: Southeast Overlook
From this barred window, you can see much of the city
of Mondaria below you. In particular, you have a great
view of the approach to the main entrance.
MC-WW-NE-TF-8: East Overlook
Directly below you is the main entrance to the mines.
Massive doors and a huge wall block passage. There
seems to be neither person nor creature guarding the
door, however.
155
Mondaria City
Map 48: Western Watchspire, Southwest (MC-WW-TF)
One square equals 5 ft.
156
Mondaria City
MC-WW-TF: Western Watchspire, Southwest
Overview
This is an odd tower, with visibility only to the westernmost
areas of Mondaria City and little else. That said, it’s vitally
important, as it provides for a view of what’s going on with
the Mill and Fishery, as well as to observe potential threats
from the river.
Theme & Purpose
Aside from scoping out potential areas to search in greater
detail, there’s a bit of supply to be found here.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-WW-TF-1: Stairs Down
These lead down to “Map 40: Western Watchspire (MC-
WW-SF)” on page 132.
MC-WW-TF-2: West
An open barrel of fresh water sits against the west wall
here. A table ringed with chairs and stools sits to the
north.
MC-WW-TF-3: Food Prep and Supplies
Two crates, a chest, and a pile of sacks are positioned
against the north wall of the tower here. To the south,
a food-prep station lies against the south wall; all of the
food here has spoiled weeks ago.
Access
Contents
Crate
(2x)
Container: Barrel
or Crate
General Supplies, size
Medium
Sacks
unprotected
Rations & Prepared Food,
size Medium
Chest
Locks: Chest,
Strongbox AND
Traps: General,
using Context D
Potions: Moderate AND
Coin Treasure: Moderate,
using Context B
MC-WW-TF-4: Weapons Bench
Much of the center of the tower is consumed by an
enormous rug, atop which rests a long table laden with
weapons and armor. A chest sits on the western edge of
the table.
Access
Contents
Bench
unprotected
Weapons: Martial Ranged,
roll 1d6 times AND
Weapons: Ranged, roll 1d4
times AND
Weapons: Martial 2H AND
Armor: Shields
Chest
Locks: Chest,
Strongbox
Potions: Moderate, using
Context B, roll 1d4 times
MC-WW-TF-5: East
In the northeast corner of the tower sits an open barrel
of fresh water. To its west is a table with an assortment
of dining vessels. Chairs, stools, and tables are spaced
along the south and east edges, amongst barred windows.
MC-WW-TF-6: Overlook
Read the standard Overlook text if the PCs look out any of
the barred windows.
157
Mines L1
Mondaria Mines:
Level 1
158
Mines L1
Map 49: Mines Level 1, Overview (ML1-O)
One square equals 20 ft.
159
Mines L1
Level Introduction: Mines Level 1
Summary
Level 1 consists of more than a dozen basements and the first
level of an enormous mining complex. Threats abound, and
the party has plenty of chances to explore.
Entrances and Exits
Note that the following are typical, even secret, means of
entering and exiting the level as it was designed.
Other, magical means of navigating the level (for example,
teleportation spells or those that grant incorporeality) are
not discussed and are left to the GM to manage should they
be introduced.
Navigation to Mines Level 2
There are three Elevators descending to Level 2, near
locations 21, 20, and 19.
Location 13, the basement of the Southwest Residence,
has a pit in the floor that leads to Mines Level 2.
Navigation to Mondaria City
Locations 21, 20, and 19 have Elevators up as well.
Near Location 22 is a hole in the ceiling that leads to the
Fishery Grotto.
Many of the areas in this level are in fact basements
of buildings in Mondaria City; nearly all of them have
staircases or trapdoors that lead back up to the ground
floors of those buildings.
Overview
A major nexus of activity, this level is actually a hybrid
of two purposes: to the north, the Mine itself makes its
presence known. To the south and east, however, the
basement underpinnings of the city of Mondaria make for
almost an entire second city’s worth of content to explore.
Atmosphere & Theme
As this is the party’s first chance to experience the Mines,
it’s important to convey the sense of enormity. This is an
absolutely gigantic mine, each level of which is several times
the size of a small city and indeed, several times the size of
Mondaria City on the surface.
Mining Scaffolds
These appear in many areas of the Mines. Traversing
mining scaffolds requires a
Climb check at DC 10, plus
1d4, plus 1 for every Mine level you are on. For example,
scaffolds on Mines Level 2 require checks at DC 12+1d4.
Failure means falling, typically only 10-20’. The height of
the mine wall in each mining area will be mentioned in that
area’s description.
Separate checks are needed to ascend, and to return back
to the mine floor safely. Once a safe ascent is completed,
the PC in question may stay there without needing further
checks.
It is left to the GM’s discretion as to whether fighting,
casting spells, or ranged combat while in a scaffold might
require an additional check, but generally speaking, these
should be safe once climbed.
ML2-MNW-5: Water Troughs
Scattered near the perimeter of the mining zone is a
series of water troughs. Some are depleted, and those
that still contain liquid hold a murky, soot-and-silt-
stained ooze. You suspect these were used to sift through
mined rock for valuables.
Mining Water Troughs
Each Trough scattered throughout the Mines has a
20%
chance of containing a small amount of residual substance:
roll on the Glasses, Metals, and Woods table, and halve all
quantities produced.
The water in those with liquid still remaining is unsafe to
drink.
Default Random Encounters
Some Areas of Interest within this level will describe
a certain approach to Random Encounters, either by
overriding the timing (e.g., “every 30 minutes), and/or by
providing its own localized version of the random encounter
table below.
Absent such an override, roll on the following table of
Default Random Encounters for every 5 minutes the party
remains in this area.
Table 11: Mines Level 1 Default Random Encounters
D%
Event
Description
01-24
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
25-40
Trivial
Encounter
Roll once on Monsters: Surface,
Trivial.
41-59
Light
Encounter
Roll once on Monsters: Surface,
Light.
60-74
Average
Encounter
Roll once on Monsters: Surface,
Average.
75-74
Advanced
Encounter
Roll once on Monsters: Surface,
Advanced.
85-89
Elite
Encounter
Roll once on Monsters: Surface,
Elite.
90-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
160
Mines L1
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
Table 12: Mines Level 1 Default NPC Encounters
D%
Event
Description
01-05
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
06-10
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
11-14
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
15
Common
NPC
A single Bleak Mute lurches within
view of the party.
16
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
17-25
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
26-40
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
41-44
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
D%
Event
Description
45
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
46
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
47
Common
NPC
A horrifying Tainted Taskmaster
walks about.
48
Common
NPC
Celebrants dance and amble
toward the party:
1d4x
2d4x
2d6x
3d8x
49
Common
NPC
Firedancers lithely come toward
the party:
1d4x
2d4x
2d6x
3d8x
50
Common
NPC
A Firedancer party approaches
the PCs:
1x Campmaiden, 1d4x
Firedancers, 2d4x Celebrants
1x Hearthstud, 2d4x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d6x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d8x
Firedancers, 2d8x Celebrants
51
Common
NPC
A single Campmaiden or
Hearthstud approaches the party
with a twinkle in their eye. Use
the sex opposite the majority of
the PCs’ composition, or randomize
if there is a tie.
52
Named NPC
Ambling scholar Brocambe
Methurzz.
53
Named NPC
Beastmaster Gabharn.
54
Named NPC
Blacksmith Hamfast Burrbottom.
55
Named NPC
Feastmaster Frobwin Glamfork.
56
Named NPC
Herbalist Innelothe.
57
Named NPC
Illusionist entertainer Raekeldorr.
58
Named NPC
Keeper of Records Skandern
Lithutz.
59
Named NPC
Keepmaster Vanarelia Riccards.
60-64
Named NPC
Loremaster Dalnarok.
65-69
Named NPC
Mercenary dwarf Gordsturll.
70-74
Named NPC
Merenary tiefling Killarth.
75-80
Named NPC
Railmaster Arranz Trevain.
81
Named NPC
Tinkermaster Skandbard.
82
Named NPC
Warden Imeltrude Legande.
161
Mines L1
D%
Event
Description
83
Named NPC
Brewmaster Glimdarffe Sudsglub.
84
Named NPC
Cartographer Estarel Finequill..
85
Named NPC
Chemist Incebb Gullip..
86
Named NPC
Chief engineer Didkeln
Clawhammer.
87
Named NPC
Coinmaster Lugatoo.
88
Named NPC
Dwarven union leader Danalin
Foeslash.
89
Named NPC
Elven administration leader
Maresmir.
90
Named NPC
Engineer Brimdog Firecleave.
91
Named NPC
Foreman Belerras.
92
Named NPC
Gangboss Dagbrag.
93
Named NPC
Lead designer Estarel Finequill.
94
Named NPC
Mayor Faenadorn.
95
Named NPC
Minemaster Thrennian Lo’quee.
96
Named NPC
A Mystic Seer.
97
Named NPC
Sage Natobbe.
98
Named NPC
Stablehand Friskbik.
99
Named NPC
Stablemaster Semtammi.
00
Named NPC
Tribute magister Elawelle.
Areas of Interest: City Basements
ML1-O-1: Blacksmith Basement
Please see “Map 50: Blacksmith Basement (MC-BS-BM)”
on page 163 for more details.
ML1-O-2: Blacksmith/ Trading Post
Basement
This complex is discussed in “Map 51: Blacksmith / Trading
Post Basement (MC-BSTP-BM)” on page 165.
ML1-O-3: Checkpoint Control Basement
“Map 52: Checkpoint Control Basement (MC-CC-BM)” on
page 167 contains more information on this area.
ML1-O-4: Fishery Basement
This area is described in more detail in “Map 53: Fishery
Basement (MC-FH-BM)” on page 169.
ML1-O-5: Garrison Basement
Turn to “Map 56: Garrison Basement (MC-GR-BM)” on
page 177 for more details.
ML1-O-6: Garrison Secret Tunnel
Complex
These tunnels are defined in “Map 54: Garrison Secret
Tunnel Complex (MC-GR-ST)” on page 172.
ML1-O-7: Garrison / Mess Hall
Basement Overview
Please refer to “Map 55: Garrison / Mess Hall Basement
Overview (MC-GRMH-BMO)” on page 175 for more
details.
ML1-O-8: Inn & Stables Basement
“Map 58: Inn & Stables Basement (MC-IS-BM)” on page
183 has full details on this region.
ML1-O-9: Mess Hall Basement
Turn to “Map 57: Mess Hall Basement (MC-MH-BM)” on
page 180 for full details.
ML1-O-10: Mill Basement
Please turn to “Map 59: Mill Basement (MC-ML-BM)” on
page 186 for more information.
ML1-O-11: Residence Northeast
Basement
This region is described in “Map 60: Residence NE
Basement (MC-RNE-BM)” on page 189.
ML1-O-12: Residence Northwest
Basement
“Map 61: Residence NW Basement (MC-RNW-BM)” on page
191 contains a full description on this area.
ML1-O-13: Residence Southeast
Basement
Please refer to “Map 62: Residence SE Basement (MC-RSE-
BM)” on page 193 for more details.
ML1-O-14: Residence Southwest
Basement
This area is described in “Map 63: Residence SW Basement
(MC-RSW-BM)” on page 195.
ML1-O-15: Trading Post Basement
Please turn to “Map 65: Trading Post Basement (MC-TP-
BM)” on page 200 for more details.
ML1-O-16: Storage Basement
“Map 64: Storage Basement (MC-ST-BM)” on page 198
has more information.
ML1-O-17: Checkpoint / Storage Secret
Stash
Refer to “Map 66: Checkpoint / Storage Secret Stash (MC-
CCS-BM)” on page 203 for full details.
Areas of Interest: The Mines
ML1-O-18: Railmaster’s Cottage
Please turn to “Map 67: Railmaster’s Cottage (ML1-RLMC)”
on page 205 for further details.
162
Mines L1
ML1-O-19: Rail Switchhouse East
“Map 68: Rail Switchhouse East (ML1-RSE)” on page 208
contains a full description.
ML1-O-20: Rail Switchhouse North
This area is described in “Map 69: Rail Switchhouse North
(ML1-RSN)” on page 210.
ML1-O-21: Underground River Fishery
Please turn to page 215 for more information.
ML1-O-22: Underground River Piers
Overview
This area is described starting on page 213.
ML1-O-23: Central Storage Overview
Please refer to page 225 for more details.
ML1-O-24: Secret Mine Area North
This region is detailed commencing on page 233.
163
Mines L1
Map 50: Blacksmith Basement (MC-BS-BM)
One square equals 5 ft.
164
Mines L1
MC-BS-BM: Blacksmith Basement
Overview
This is the blacksmith’s basement, which functions as
storage as well as work area.
Theme & Purpose
Something horrible has happened here. The trail of blood
leading down the stairs culminates in a corpse near a firepit.
A secret passage to the south connects to another basement
if discovered.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-BS-BM-1: Stairs Up
These lead to “Map 2: Blacksmith Ground Floor (MC-BS-
GF)” on page 34.
MC-BS-BM-2: Basement
A trail of bloody footprints leads down the stairs. It
snakes around to the south and west. There’s a pervasive
smell of oil, metal, and leather, and of fire and soot,
down here. The footprints lead past a workbench.
Access
Contents
Workbench
unprotected
Weapons: Martial 1H AND
Weapons: Simple AND
Armor: Shields
MC-BS-BM-3: Firepit Corpse
A broken and lacerated body lies here, a few feet from
an idle firepit. The body has been dead a week or more.
From the garb, you guess it is the blacksmith.
His pockets have been picked clean.
MC-BS-BM-4: Debris & Storage
A few finished pieces sit atop a table. Behind the stairs
and to the north of a rockpile are heaps of fabric, raw
leather, and other debris.
There is nothing of value in the debris.
Access
Contents
Table
unprotected
Armor: Light, roll 1d4
times
MC-BS-BM-5: Finishing Stations
These two tables against the east wall of the basement
contain nearly-finished pieces.
Access
Contents
North
Table
unprotected
Weapons: Martial 1H, roll 1d4
times AND
Weapons: Light, roll 1d4 times
South
Table
unprotected
Armor: Light AND
Armor: Medium AND
Armor: Shields, roll 1d4 times
MC-BS-BM-6: Works in Progress and
Secret
To the southeast is a table with half-finished, but
combat-ready, weapons. Just to the west of this, between
two clumps of rocks, is a circular table with incomplete
polearms.
Access
Contents
West
Table
unprotected
Weapons: Light, roll 1d6 times
East
Table
unprotected
Weapons: Martial 2H, roll 1d4
times, using Context D
Only read the italicized text below if the secret door to the
south is discovered.
You notice the circular table has scratch marks on the
floor, indicating it’s been moved frequently. Curious, you
investigate to the south, and discover the rock here comes
away easily, revealing a passage.
Access
Secret Passage South
Locks: Door, Secret
This leads to “Map 51: Blacksmith / Trading Post Basement
(MC-BSTP-BM)” on page 165.
165
Mines L1
Map 51: Blacksmith / Trading Post Basement (MC-BSTP-BM)
One square equals 5 ft.
166
Mines L1
MC-BSTP-BM: Blacksmith / Trading Post Basement
Overview
This complex of rooms is linked via naturally-occuring
tunnel. Neither the Blacksmith, nor the owner of the
Trading Post, was familiar with the existence of the
connection.
Theme & Purpose
It’s worth noting how the two basements are connected in
case the party needs to evade pursuit or hide.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-BSTP-BM-1: Blacksmith Basement
More information can be found on page 163.
MC-BSTP-BM-2: Secret Tunnel
This passage smells heavily of earth and soot. You
wonder if it has ever been used before.
In truth, it has never been used before; while the party
is in this tiny passage, suspend all rolls on the Random
Encounter table.
This is of limited use, as the party cannot take a full rest
here!
MC-BSTP-BM-3: Trading Post Basement
This region is described in full starting on page 200.
167
Mines L1
Map 52: Checkpoint Control Basement (MC-CC-BM)
One square equals 5 ft.
168
Mines L1
MC-CC-BM: Checkpoint Control Basement
Overview
This is the basement of the main administrative building in
Mondaria City.
Theme & Purpose
Paper-pushers do not, as a rule, stash the greatest treasure
in their basements, and this area is no exception. It is,
however, rich in possibilities to discover information, and it
connects with the Secret Stash to the south.
Secrets & Lies
For every two books looted by the PCs in this basement,
they discover a scrap of paper that could be a clue to the
mystery: roll on the
Plot Discoveries table.
Areas of Interest
MC-CC-BM-1: Stairs Up
These lead to “Map 4: Checkpoint Control Ground Floor
(MC-CC-GF)” on page 40.
MC-CC-BM-2: Basement Floor
The basement smells of earth and paper, a rich if bizarre
comingling of scents. To the west of the staircase, a
wooden chest sits empty, with coins scattered about it.
To the east, an array of barrels sits: one is empty, and
one is open with fresh water inside.
Access
Contents
Empty
Chest
unprotected
Coin Treasure: Moderate,
using Context D, halve all
numeric results
Barrels
(4x)
Container:
Barrel or Crate
Alcohol: General, size
Medium, using Context B
MC-CC-BM-3: Tables and Barrels
Three tables, laden with books and candles, occupy the
center of the basement. To their west is an array of
stacked casks.
Access
Contents
Casks
(3x)
Container:
Barrel or Crate
Alcohol: General, size
Medium, using Context C
Tables
(3x)
unprotected
Books: General, using
Context C, roll 1d4 times
MC-CC-BM-4: Reading Tables
In the southwest corner of the basement, four
rectangular tables form an “L” shape that stops shy of
the basement wall. A circular table ringed with chairs
sits in the center of the “L” shape. All five tables have
books, parchment, and candles atop them.
Access
Contents
Reading
Tables
(5x)
unprotected
Writing Supplies, using Context
C AND
Books: General, using Context C
Access
Secret Passage Southwest
Locks: Door, Secret, using
Context B
MC-CC-BM-5: Secret Entrance
Only read the italicized text below if the PCs discover the
secret.
Behind piles of rocks and boulders, you spy a fallen rock
that seems to have revealed a passage. Prying more
stones away, you discover a small tunnel you can get
through if you hunch down low.
MC-CC-BM-6: Southeast Barrels
Along the southeast bend of the basement wall, two
empty small barrels and three stacked large barrels have
been placed.
Access
Contents
Barrels
(3x)
Container:
Barrel or Crate
Simple Foodstuffs, size
Medium
MC-CC-BM-7: Secret Tunnel
The passage winds around to the west, then faces south.
The floor is riddled with rocks and grime.
MC-CC-BM-8: Secret Stash
This connects to “Map 66: Checkpoint / Storage Secret
Stash (MC-CCS-BM)” on page 203.
169
Mines L1
Map 53: Fishery Basement (MC-FH-BM)
One square equals 5 ft.
170
Mines L1
MC-FH-BM: Fishery Basement
Overview
This is actually two basements, underneath the same
building. To the east is the underside of the more residential
aspect of the Fisher structure; the west basement consists of
a naturally-occuring cave used for longer-term storage and
production results.
Theme & Purpose
There’s the treasure in the northwest corner, of course,
but other than that, this is a good place to get some fairly
esoteric, though mundane, supplies.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-FH-BM-1: Stairs Up West
These lead to “Map 5: Fishery Ground Floor (MC-FH-GF)”
on page 43.
MC-FH-BM-2: Stairs Up East
These also lead to the ground floor on page 43.
MC-FH-BM-3: Crate Stack
The north third of the basement consists of an array of
crates. A treasure chest sits atop the largest of these.
Access
Contents
Crates,
Small
(6x)
Container: Barrel or
Crate
Fishing Supplies, size
Medium
Crate,
Large
Container: Barrel or
Crate
Supplies: General,
size Large
Chest
Locks: Chest, Simple
AND
Traps: General, using
Context B
Coin Treasure:
Moderate AND
Potions: Moderate,
both using Context B
MC-FH-BM-4: Tables
These mostly-blank tables appear to have been used
to pack or unpack containers. The stink of fish flesh
permeates the wood.
MC-FH-BM-5: Cauldron
In the south of the basement, a lone cauldron sits in a
corner.
Access
Contents
Cauldron
unprotected
Potions: Moderate
MC-FH-BM-6: Western Basement Floor
This basement is cool, ragged, and seems to be naturally-
occuring for the most part, expanded by people manually
in places. The earthen floor is cool and slightly damp,
but not mucky.
MC-FH-BM-7: Crates
Immediately to the west of the staircase is a trio of
crates, just north of a handful of bags.
Access
Contents
Crates,
Small
(3x)
Container: Barrel or
Crate
Fishing Supplies, size
Medium
Bags
unprotected
Simple Foodstuffs
MC-FH-BM-8: Barrels North
Four barrels sit here, next to a pile of empty sacks.
Three of the barrels are empty; one is open and half-full
of grimy water.
MC-FH-BM-9: Barrels West
Against the northwest corner, an array of barrels has
been pushed. Three are open and empty; the remainder
are sealed. To their southwest is a chest.
Access
Contents
Barrels
(6x)
Container: Barrel or
Crate
Rotted Fish (no value)
Chest
Locks: Chest, Simple
Weapons: Light, using
Context B
MC-FH-BM-10: Barrels Southeast
Nestled against a rockpile is a stack of barrels.
171
Mines L1
Access
Contents
Barrels
(6x)
Container: Barrel or
Crate
Rotted Fish (no value)
If the party does not investigate these crates, they may
contain a monster: When the party travels through the
passage to the north (see below), roll on the
Random
Encounters table; if a monster results of Small size or
smaller, it bursts forth from these barrels, though it waits
for the PCs to finish their exploration of the cave to the
northwest.
Ignore any Random Encounter results that could not fit in a
barrel.
MC-FH-BM-11: North Passage
Behind some rocks is a tight squeeze of a passage covered
in cobwebs.
Medium-sized creatures must squeeze through here,
meaning that two-handed weapons cannot be wielded by
whichever PC is moving at the time.
MC-FH-BM-12: Northwest Cave
This cave is particularly damp; the floor oozes a mostly-
solid muck. The smell is rich with earth, saltwater, and
fish.
MC-FH-BM-13: Fishmaster’s Stash
In a somewhat watertight plateau of gypsum is a locked
wooden chest, well-weathered and battered.
Access
Contents
Chest
Locks: Chest,
Simple AND
Traps: General,
using Context D
Coin Treasure: Moderate,
using Context B AND
Armor: Shields, using
Context C
172
Mines L1
Map 54: Garrison Secret Tunnel Complex (MC-GR-ST)
One square equals 5 ft.
173
Mines L1
MC-GR-ST: Garrison Secret Tunnel Complex
Overview
One of the very few means of entering the Mines not
using the Elevators, these tunnels lead from the Garrison
basement to the eastern portion of the Mines.
Theme & Purpose
There’s danger here, but a creative way of entering the
Mines.
A Chain of Secrets
Counting the entrance the PCs have already discovered if
they’re looking at this map, there are three additional secret
doors to discover to progress through the entirety of this
region.
Finding each should grant
1 Reward Star. Discovering
all four secrets that link the Garrison with the Mines should
benefit the party an additional
3 Reward Stars on top of
that.
Note that most of the secret passages have secret door
symbols on either side of the secret tunnels. Discovering one
side of the secret also reveals the other; a second Perception
check is not required to uncover the secret at the other
end of the secret tunnel. In addition, roll only once for the
profile of each secret; the difficulty is the same on either
side of a given tunnel.
Random Encounters
Use the standard / default Random Encounter rules for this
level; roll twice as often as normal. Reroll results of “No
Encounter”. Finally, ignore any “NPC Encounter” results, as
no citizens have yet discovered these tunnels.
Areas of Interest
MC-GR-ST-1: Garrison Basement
More detail on this area can be found in “Map 6: Garrison
Ground Floor (MC-GR-GF)” on page 47.
MC-GR-ST-2: Entrance Tunnel
A tight squeeze initially opens up a bit to a rock- and
web-encrusted passage leading northeast.
MC-GR-ST-3: Slime Patch
A slick patch of floor looks a lot like a slime or ooze, as
the passage curves to the west.
This is in fact a slimy puddle of water, not a semi-sentient
monster.
MC-GR-ST-4: Dead End
The cave terminates in a bit wider room with some
mushrooms and a rock pile in the north.
There is nothing to find here, but the abrupt and boring
dead-end will entice the party to keep exploring.
MC-GR-ST-5: Secret Tunnel South
Only read the italicized text if the secret is discovered.
In the northeast corner of the fork in the cavern, you feel
a weakness in the mixture of stone and muck. Chunks of
soil fall apart as you dig, and soon you’ve uncovered a
passage through which you can all fit if you hunch over.
Access
Secret Passage South
Locks: Door, Secret, using
Context D, Perception only
MC-GR-ST-6: Center Chamber
This chamber is pear-shaped, with the narrow end
pointed northeast. Fungus has sprouted on the ground
ahead of you; to the north is a patch of green slime.
Although both features mentioned are benign, entering this
room prompts an immediate roll on the
Random
Encounters table. Ignore NPC Encounters; also ignore any
result which calls for a creature of larger than Small size.
Place any encounter that results in the webbed portion of the
tunnel to the northeast.
MC-GR-ST-7: Southeast Fungi Room
A much larger chamber opens to the south. The floor is
almost entirely coated in mushrooms of various sizes and
shapes, a mixture of green and ochre. To the northeast is
a patch of greenish slime.
As the PCs approach this region,
randomize by rolling
a d100: on a 0-20, there is no threat here; on a 21-60, the
fungus contains a
Fungal Crawler; on a 61-90, the slime
patch is actually a
Grey Ooze; and on a 91-00, both the
Crawler and the Ooze are present.
174
Mines L1
MC-GR-ST-8: Northeast Passage
Cobwebs, rocks, muck, and mushrooms speckle the
surfaces in this long, narrow tunnel.
If the PCs have not yet faced any monsters in these tunnels,
roll on the
Random Encounters table as they pass
the squares marked with an “8”. Ignore NPC Encounters;
also ignore any result which calls for a creature of larger
than Small size. Place any encounter that results in the
webbed portion of the tunnel to the northwest; if the party
is moving from north-to-south along this tunnel, place the
threat in the square marked with a “7” instead.
MC-GR-ST-9: North Passage
The cave narrows to a heavily-webbed narrow space at
one point here. To the west of the pinch point is a patch
of greenish muck.
Surprisingly, there are no spiders to be found in these
tunnels (aside from those which may result from Random
Encounters). Medium-sized creatures require four rounds
to pass through this point, however.
The muck is simply that, and contains no threat.
MC-GR-ST-10: Green Mushroom Room
Two rectangular swathes of green fungus coat much of
this kidney-shaped chamber. Rocks pepper the spaces in
between.
The fungus contains no inherent risk.
Access
Secret Passage
North
Locks: Door, Secret, using Context D;
Perception only, reduce DCs by 2
MC-GR-ST-11: Secret Tunnel Northeast
Only read the italicized text below if the secret is discovered.
Along the southwest edge of the chamber is a face of
stone that seems slightly different than its neighbors.
Pushing, you tip the stone over, revealing a pasage to the
southwest.
MC-GR-ST-12: Northwest Pillar Room
In the center of this large room is a floor-to-ceiling
connected stalagmite. Surrounding it is a ring of
multicolored fungi, small caps speckled with larger, dog-
sized chunks as well.
Amidst the fungus is a
Violet Fungus.
MC-GR-ST-13: Secret Mines Passage
Only read the italicized text if the PCs discover the secret.
The dirt wall to the northwest falls away at your touch.
MC-GR-ST-14: Mines Entrance
This leads to “Map 49: Mines Level 1, Overview (ML1-O)”
on page 158.
Access
Mines Secret
Passage
Locks: Door, Secret, using Context B;
Perception only
175
Mines L1
Map 55: Garrison / Mess Hall Basement Overview (MC-GRMH-BMO)
One square equals 5 ft.
176
Mines L1
MC-GRMH-BMO: Garrison / Mess Hall Basement Overview
Overview
These two basements, and the secret tunnels that connect
them, are part of an interwoven complex of naturally-
occuring caverns that have been extended manually to form
a large supply cache.
Theme & Purpose
Supplies and treasure abound, but so does danger.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-GRMH-BMO-1: Garrison Basement
Please refer to page 177 for more information.
MC-GRMH-BMO-2: Mess Hall Basement
This region is described in more detail starting on page
180.
MC-GRMH-BMO-3: Mess Hall Secret
Stash
This area is also described beginning on page 180.
MC-GRMH-BMO-4: Garrison Secret
Tunnel Complex
Turn to page 172 for further information.
177
Mines L1
Map 56: Garrison Basement (MC-GR-BM)
One square equals 5 ft.
178
Mines L1
MC-GR-BM: Garrison Basement
Overview
Underneath the Garrison is a huge basement that runs the
width of the building above and then some. It was used for
storage, disaster preparedness, and occasionally for sparring.
Theme & Purpose
Secret passages connect this basement with its neighbor,
the Mess Hall Basement, and with the secret tunnels to the
northeast. The route to the northeast eventually leads to the
Mines themselves, making this one of the very few entrances
into the Mines without taking a traditional Elevator.
There’s also the possibility of discovering more information
about the city and what fate has befallen it.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-GR-BM-1: Stairs Up
These lead to “Map 6: Garrison Ground Floor (MC-GR-GF)”
on page 47.
MC-GR-BM-2: Basement Floor
The air here is less cool, and more humid, than you
would have imagined. A slight breeze seems to blow
from west to east, but it could be your imagination. This
basement is enormous—seeming more so for its lack of
inherent light.
MC-GR-BM-3: Weapons Prep East
A long table holds polearms, staves, and shields in a
messy abundance. To the east is an open treasure chest
with coins scattered about, as though whomever opened
it was hastily seeking something in particular.
Access
Contents
Table
unprotected
Weapons: Martial 2H, roll 2d6
times AND
Armor: Shields, roll 2d4 times
Chest
unprotected
Coin Treasure: Moderate, using
Context D, halve all quantities
MC-GR-BM-4: Monster Corpse
The bones of a large creature rest here. Whatever it was,
it was eight feet tall, had long claws, a tail and sharp
teeth, and it likely died several weeks ago.
MC-GR-BM-5: Secret Passage Northeast
This leads to “Map 54: Garrison Secret Tunnel Complex
(MC-GR-ST)” on page 172.
MC-GR-BM-6: Weapons Prep Center
An “L” shape is formed by neatly-organized tables
about the base of the staircase. Atop the tables is an
assortment of weaponry that appears to be in pristine
condition.
Access
Contents
Table
unprotected
Weapons: Martial 1H, roll 2d6
times AND
Weapons: Ranged, roll 2d4 times
MC-GR-BM-7: Weapons Prep West
A long table runs east-west here; swords of all manner
are organized crisply. To the south, a stack of barrels has
been pushed up against the packed-dirt wall. In between
these features, it looks as though someone has ripped
apart an unarmored young man and looted his body; the
blood trail from the encounter spatters across this entire
area.
The deceased was a tally-boy, charged with keeping
inventory for the Garrison; he was working here when the
monster whose corpse now lies to the east ransacked the
basement.
Access
Contents
Table
unprotected
Weapons: Martial 1H,
roll 3d6 times, reroll
results that are not
Swords
Barrels,
Large (4x)
Container:
Crate or Barrel
Simple Foodstuffs, size
Medium
Barrels,
Small (2x)
Container:
Crate or Barrel
Alcohol: General, size
Medium
MC-GR-BM-8: North Corpse
Next to a crate and an urn, a half-elven body lays, slain
some weeks ago. The blood trail from the assailant leads
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Mines L1
to the stairs to the east.
On the body is a scrap of paper: roll on the
Plot
Discoveries table.
Access
Contents
Crate
Container:
Crate or Barrel
Rations & Prepared Food,
size Medium
Barrels
(3x)
Container:
Crate or Barrel
Alcohol: General, size
Medium
MC-GR-BM-9: Table & Chest
A rectangular table sits in the middle of this space.
To the north is a treasure chest, empty but for coins
scattered about the floor surrounding it.
Access
Contents
Chest
unprotected
Coin Treasure: Moderate, using
Context D, halve all quantities
MC-GR-BM-10: Crate & Chest
In the southwest corner of the basement is a large crate,
atop which rests a pile of sacks and a locked treasure
chest.
Access
Contents
Crate,
Large
Container:
Crate or Barrel
Rations & Prepared Food, size
Large
Sacks
unprotected
Potions: Moderate
Chest
Locks: Chest,
Strongbox
Weapons: Light, using
Context C AND
Gems: Semi-Precious, using
Context B
MC-GR-BM-11: Smashed Crates
A crate has been smashed horribly here. Next to it is a
pile of five smaller crates, and another large crate.
Access
Contents
Crate,
Large
Container: Crate
or Barrel
Rations & Prepared
Food, size Large
Crates,
Small (5x)
Container: Crate
or Barrel
General Supplies
MC-GR-BM-12: Secret Passage West
Only read the italicized text below if the secret is uncovered.
Just behind the wall of barrels, and above a bed of loose
rock, you discover a pile of earth and stones that shifts
when you touch it. The debris crumbles, and you discover
a passage to the west.
Access
Secret Passage
West
Locks: Door, Secret, using Context B,
Perception only
MC-GR-BM-13: Wall of Barrels
A huge array of barrels is stacked loosely toward the
west wall of the basement, stopping just short of a
column of rocks and debris.
One open barrel contains fresh water.
Access
Contents
Barrels
(11x)
Container:
Crate or Barrel
Alcohol: General, size
Medium
180
Mines L1
Map 57: Mess Hall Basement (MC-MH-BM)
One square equals 5 ft.
181
Mines L1
MC-MH-BM: Mess Hall Basement
Overview
This is the basement of the huge Mess Hall upstairs. As
such, it contains a great deal of raw materiel and supplies for
feeding hundreds of citizens.
Theme & Purpose
Foodstuffs are typically boring loot for adventurers, but this
area contains enough rations to fuel dozens of expeditions.
There’s also the possibility of turning up some interesting
loot as well, particularly if the party discovers the secret
tunnel to the northeast.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any monster-related results once.
NPCs of Note
Night or day, there is a
20% chance that the Feastmaster
will be hanging out down here.
Areas of Interest
MC-MH-BM-1: Stairs Up
These lead to “Map 9: Mess Hall Ground Floor (MC-MH-
GF)” on page 56.
MC-MH-BM-2: Basement Floor
This space smells rich, but earthy, as though a naturally-
occuring cave had been hollowed out and expanded by
the citizenry of the city, and then filled with reserves
of raw foodstuffs and spices. Which, you suspect, is
precisely what you encounter here.
MC-MH-BM-3: Sackpile
A large mountain of sacks of all manner has been
assembled here.
Access
Contents
Sack Pile
unprotected
Simple Foodstuffs, size Large
MC-MH-BM-4: Barrels Northwest
Against the northwest edge of the basement is an array
of barrels, piled two high. Two are open; one of these is
empty, and the second contains a murky brown liquid. A
trio of casks sits to the north of the other barrels.
The brown liquid is simply fouled water.
Access
Contents
Barrels
(13x)
unprotected
Fresh water
Access
Contents
Casks
(3x)
Container: Crate
or Barrel
Alcohol: General, using
Context B, size Medium
MC-MH-BM-5: Looted Chest
In the southwest of the basement is a wooden treasure
chest whose lock appears to have been smashed. There
is nothing inside, but scattered about the floor nearby
you find an array of coins.
Access
Contents
Chest
unprotected
Coin Treasure: Moderate, using
Context D, halve all quantities
MC-MH-BM-6: Barrels Southwest
Ranks of barrels sit here, carefully arranged against the
southern cave wall. Two are opened; one is empty, and
the other appears to have clear water in it.
Access
Contents
Barrels
(17x)
unprotected
Alcohol: General, using
Context D, size Medium
MC-MH-BM-7: Secret Passage South
This leads to “Map 56: Garrison Basement (MC-GR-BM)”
on page 177.
Access
Secret Passage
South
Locks: Door, Secret, using Context B,
Perception only
MC-MH-BM-8: Cutlery Table
A long, narrow table occupies space here, stacked with
dozens of plates and arrayed with handfuls of cutlery. It
appears to have been a repair and sharpening station of
a sort.
182
Mines L1
Access
Contents
Cutlery Table
unprotected
Daggers (2d6x)
MC-MH-BM-9: Chests and Sacks North
A pile of large canvas sacks, enormous wooden crates,
and a scattering of treasure chests forms a “U” shape to
the north of the staircase.
Access
Contents
Sack Pile
unprotected
Simple Foodstuffs,
using Context C, roll
2d4 times
Large
Crates (7x)
Container: Crate
or Barrel
Rations & Prepared
Food, size Large, using
Context C
Chests (4x)
Locks: Chest,
Simple, using
Context B
General Supplies, using
Context C
MC-MH-BM-10: Large Chest
Nestled in the northeast, behind a head-high assortment
of crates, is a large wooden chest.
Access
Contents
Chest
Locks: Chest, Simple, AND
Traps: General, using
Context B
Potions: Moderate,
using Context B,
roll 2d4 times
MC-MH-BM-11: Secret Passage North
This passage is hidden behind cobwebs and rocks.
When the PCs touch the spiderwebs in this area—which is
required to investigate this secret—they trigger a roll on the
Random Encounters table. Ignore “NPC Encounter”
results, and reroll any results that involve one or more
monsters of larger tham Small size. Any monsters that then
result should be placed in the area marked by the “13” to the
east.
Only read the italicized text if the secret is discovered.
You scrape the moldy cobwebs from the earthen wall, and
discover chunks of rock and grime that fall away at your
touch. A tight passage is revealed to the east.
Access
Secret Passage
South
Locks: Door, Secret, using Context B,
Perception only
MC-MH-BM-12: Dead Woman’s Cave
The long-dead skeleton of an elven female lies here. Of
her belongings, there is no sign.
MC-MH-BM-13: Secret Cave East
The narrow passage opens into a circular chamber lined
with rocks. In the north is a pile of rotten clothing; to
the northeast is a chest.
Access
Contents
Chest
Locks: Chest,
Simple, AND
Traps: General
Coin Treasure: Moderate
AND
Weapons: Martial 1H
Clothing
Pile
unprotected
Clothing: General, roll
2d4 times
The secret passage to the south uses the following profile:
Access
Secret Passage
Southeast
Locks: Door, Secret, using Context C,
Perception only
MC-MH-BM-14: Southeast Secret Cache
The earthen walls form a triangular-shaped secret cache
here. You see a pile of debris and a locked wooden chest.
Access
Contents
Chest
Locks: Chest,
Simple, AND
Traps: General,
using Context C
Potions: Moderate, using
Context C AND
Gems: High-Quality, using
Context D, halve quantities
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Mines L1
Map 58: Inn & Stables Basement (MC-IS-BM)
One square equals 5 ft.
184
Mines L1
MC-IS-BM: Inn & Stables Basement
Overview
This is the basement to the Inn & Stables above. Much of its
long-term storage is mundane fare.
Theme & Purpose
There’s a secret cave to the southwest, but it’s terribly
disappointing in terms of treasure potential. The main
chamber underneath the Inn is heavily stocked with long-
term fare.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-IS-BM-1: Trapdoor Up
This leads to “Map 8: Inn & Stables Ground Floor (MC-IS-
GF)” on page 52.
MC-IS-BM-2: Barrels North
To the north of the trap door is an array of barrels
against the north wall. A trio of smaller casks sits to the
east of this. One barrel is open, and appears to contain
fresh water.
Access
Contents
Barrels (6x)
Container: Crate
or Barrel
Alcohol: General, size
Medium
Casks (3x)
Container: Crate
or Barrel
Alcohol: General, using
Context C
MC-IS-BM-3: Table and Casks
A rectangular table sits here. To its west, against the
earthen wall, is a quintet of casks. To the south is an
open wine cask. A firepit sits, weeks unused, to the
southeast of the area.
Access
Contents
Casks (5x)
Container: Crate
or Barrel
Alcohol: General, size
Medium, using Context B
Open Cask
unprotected
Alcohol: General, using
Context C
MC-IS-BM-4: Barrels & Secret
A trio of casks sits between a clump of fungus and some
knee-high rocks. To the south, against the wall of the
basement, is a trio of barrels in a line: two of these are
open and empty.
Access
Contents
Casks (3x)
Container: Crate
or Barrel
Alcohol: General, size
Medium
Barrel
Container: Crate
or Barrel
Fresh water
Access
Secret Passage
Southwest
Locks: Door, Secret, using Context D,
Perception only
MC-IS-BM-5: Organizing Tables & Barrel
Stack
In the center of the basement is a duo of tables,
atop which are scattered empty bottles of rum. Two
enormous piles of barrels are stored in the center; a
small upright cask sits to the west of these.
Access
Contents
Barrels
(13x)
Container: Crate or
Barrel
Alcohol: General, size
Medium, using Context D
Cask
Container: Crate or
Barrel
Alcohol: General, size
Medium, using Context C
MC-IS-BM-6: Chairs and Stools
In the southeast of the basement, an enormous
assortment of chairs and stools are chaotically scattered.
MC-IS-BM-7: Crates
An “L”-shape of crates is formed here. On top is a
scattering of chests, two smaller crates, and a cask.
Access
Contents
Crates,
Large (4x)
Container: Crate
or Barrel
Simple Foodstuffs, size
Medium, roll 1d4 times
185
Mines L1
Access
Contents
Crates,
Small (2x)
Container: Crate
or Barrel
Rations & Prepared
Food, size Medium
Chests (3x)
Locks: Chest,
Simple
Coin Treasure:
Moderate AND
Rations & Prepared
Food
Cask
Container: Crate
or Barrel
Alochol: General, using
Context C
MC-IS-BM-8: Spiderweb Entrance
As you enter the secret passage, a maze of spiderwebs
greets you.
These may seem threatening, but presage no related
monster. It does take
2d6 rounds to pass through his
area, however.
MC-IS-BM-9: Fungal Passage
A carpet of hand-sized fungal caps coats the floor of this
chamber, which appears to dead-end to the north.
When entering this chamber, roll on the
Random
Encounters table; ignore “NPC Encounters” results and
any results that involve one or more monsters larger than
Medium size.
Place any monster(s) that result in the basement in the area
marked with a “7”.
MC-IS-BM-10: Rock Chamber
A scattering of rocks marks this dead-end chamber to the
south.
There is, disappointingly, nothing else of interest to be found
here.
186
Mines L1
Map 59: Mill Basement (MC-ML-BM)
One square equals 5 ft.
187
Mines L1
MC-ML-BM: Mill Basement
Overview
This is ostensibly the basement of the Mill above. The
owners discovered a naturally-occuring cavern to the
southwest, and used it as a secret cache for long-term
storage.
Theme & Purpose
While there is some loot to be found in the main chamber,
the secret cache is the real reason to venture down here.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster-related results once.
Areas of Interest
MC-ML-BM-1: Stairs Up
This leads to “Map 10: MIll Ground Floor (MC-ML-GF)” on
page 59.
MC-ML-BM-2: Barrels North
As you step into the basement, you see a quarter of
barrels laid up against the north wall of the chamber.
Access
Contents
Barrels (4x)
Container: Crate or
Barrel
Alcohol: General
MC-ML-BM-3: Organizing Stations
Four tables are ringed with all manner of stools and
chairs. Their surfaces are littered with cleavers, buckets,
knives, and sieves. From these tools and the marks in
the wood, it’s apparent that this is where all manner of
foodstuff processing occured.
Access
Contents
Organizing Tables
unprotected
3d20 daggers
MC-ML-BM-4: Crates
Most of the eastern portion of the basement is taken up
by an arrangement of large crates. On top and about the
crates are scattered a smaller crate, bags, baskkets, three
treasure chests, and sacks.
Access
Contents
Crates,
Large (6x)
Container: Crate
or Barrel
General Supplies, size
Large
Crate,
Small
Container: Crate
or Barrel
Simple Foodstuffs, size
Medium
Access
Contents
Chests
(3x)
Locks: Chest,
Simple
Coin Treasure:
Moderate, using Context
D, halve quantities
Sack Piles
(3x
unprotected
Simple Foodstuffs
Baskets
(4x)
unprotected
Potions: Moderate, using
Context D
MC-ML-BM-5: Opened Chest
In the southeast of the room is an opened chest. Copper
pieces have been scattered about the floor nearby.
Access
Contents
Chest
unprotected
Coin Treasure: Moderate, using
Context D, cp only
MC-ML-BM-6: Crates South
A stack of three woodne crates sits against the south wall
of the basement. On the very top is a treasure chest.
Nearby is a smaller crate, atop which is a basket.
Access
Contents
Crates,
Large (3x)
Container: Crate
or Barrel
General Supplies, size
Large
Crate,
Small
Container: Crate
or Barrel
Simple Foodstuffs, size
Medium
Chest
Locks: Chest,
Simple AND
Traps: General
Armor: Light, using
Context B
Basket
unprotected
Fishing Supplies
MC-ML-BM-7: Cookfire
A firepit sits here in a natural alcove. Frying pans
aplenty sit idle in the ashes and rock. Nearby sits a
188
Mines L1
cauldron full of water, three buckets, and a basket.
The basket is empty.
MC-ML-BM-8: Secret Rockwall
Only read the italicized text below if the secret is uncovered.
Above the ample rocks at your feet is an array of rocks
that form the wall of the basement. You manage to prize
one of them off the wall with your fingers; further effort
reveals a passage to the southwest.
Access
Secret Passage
Southwest
Locks: Door, Secret, Perception only
MC-ML-BM-9: Rockpile
To the south of the stairs is a stove and a huge array of
canvas sacks filled with cooking supplies. Behind the
stairs, to their west, is an assortment of rocks of all sizes.
Access
Contents
Sacks
unprotected
Simple Foodstuffs, roll 2d6
times
Rockpile
unprotected
Gems: Low, using Context D,
halve quantities
MC-ML-BM-10: Secret Passage
Rocks are underfoot, and webs hang from the ceiling, in
this passage southwest.
MC-ML-BM-11: Secret Cache Chamber
This natural chamber is moist, and the air humid.
Through the rock and earth to the west you can hear
rushing water. The floor is earthen, but squishes
underfoot as though the waterline is just a few inches
below. Waterproof sailcloth bags sit to the west, and an
array of casks is piled to the north.
Access
Contents
Sacks
unprotected
Textiles: General, using
Context C, size Medium
Casks
(4x)
Container:
Crate or Barrel
Alcohol: General, using
Context C, size Medium
MC-ML-BM-12: Chest Cache
Almost buried beneath cobwebs and rocks sits a rotted
wooden treasure chest.
The wood is rotted, but the trap still functions.
Access
Contents
Chest
Traps: General,
using Context B
Writing Supplies AND
Clothing: General AND
Gems: Semi-Precious, using
Context B
189
Mines L1
Map 60: Residence NE Basement (MC-RNE-BM)
One square equals 5 ft.
190
Mines L1
MC-RNE-BM: Residence Northeast Basement
Overview
This is the basement of one of the four residences.
Theme & Purpose
There’s a surprisingly solid amount of treasure to be found.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster-related results once.
Areas of Interest
MC-RNE-BM-1: Trapdoor Up
This leads to “Map 12: Residence NE Ground Floor (MC-
RNE-GF)” on page 64.
MC-RNE-BM-2: Bag Stash
A large variety of sacks and bags is heaped here.
Access
Contents
Sacks
unprotected
Textiles: General, using Context C,
size Large AND
Clothing: General, using Context C,
size Medium
MC-RNE-BM-3: Crate and Chest
Behind the array of sacks is a large crate and a chest atop
it.
Access
Contents
Crate,
Large
Container:
Barrel or Crate
General Supplies, size Large
Chest
Locks: Chest,
Simple, using
Context B
Potions: Moderate, using
Context B
MC-RNE-BM-4: Barrels
A cluster of barrels sits here. One is open and empty;
another is open and seems to contain fresh water. Three
smaller others are sealed.
Access
Contents
Barrel
(3x)
Container:
Barrel or Crate
Alcohol: General, using
Context D, size Medium
Chest
Locks: Chest,
Simple, using
Context B
Potions: Moderate, using
Context B
Access
Secret Door
Locks: Door, Secret, Perception only,
using Context C
MC-RNE-BM-5: Secret Tunnel
You have to crouch low to navigate this tunnel, which
ends in a web-strewn aperture.
MC-RNE-BM-6: Guano
A spill of guano makes the whole western portion of the
room slick and the chamber smell offensive. The feces
themselves appears to have a thick crust, suggesting it is
from months ago or longer.
MC-RNE-BM-7: Treasure Cache
A pile of belongings sits here, amidst the cobwebs and
the guano. From the layer of dust and the decay of the
leather and fabric, it must have been sitting here for
years.
Access
Contents
Treasure
Pile
unprotected
General Supplies AND
Weapons: Martial 1H AND
Armor: Medium AND
Potions: Moderate AND
Coin Treasure: Moderate AND
Gems: Low, all using Context B
MC-RNE-BM-8: Crates
Access
Contents
Crates
(4x)
Container:
Barrel or Crate
General Supplies, size
Medium
191
Mines L1
Map 61: Residence NW Basement (MC-RNW-BM)
One square equals 5 ft.
192
Mines L1
MC-RNW-BM: Residence Northwest Basement
Overview
This is the basment of the ransacked, bloodied residence.
Monsters erupted through the passage to the southeast and
slew the entire family.
Theme & Purpose
It’s a grisly scene, but also the means of traveling south to
connect to a series of passages that will eventually allow
access to the Mines as an alternative to the main entrance.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Reroll any results of “NPC Encounter” or “No
Encounter”.
Place any monsters resulting from Random Encounters as
coming from the tunnel to the southeast.
Areas of Interest
MC-RNW-BM-1: Trapdoor Up
This leads to “Map 13: Residence NW Ground Floor (MC-
RNW-GF)” on page 66.
MC-RNW-BM-2: Grisly Scene
The basement makes for an horrific scene: a skeleton,
stripped of flesh but recently, presumably by the same
firey source that scorched the floor. Blood is flecked
all over the floor. A line of slouched, grim black
prints traces to the southeast. To the northwest is an
assortment of barrels.
Access
Contents
Barrels
(4x)
Container:
Barrel or Crate
Fresh water
MC-RNW-BM-3: Debris
Splintered wood indicates the former presence of tables
and chairs here. The earthen floor shows large chunks of
rock, as though something quite massive was rutting and
scraping against the floor here.
MC-RNW-BM-4: Storage
An array of crates and bags has been placed up against
the eastern wall. Two treasure chests have been forced
open and are empty; a third is still sealed.
Access
Contents
Crate,
Large
Container:
Barrel or Crate
General Supplies, size Large
Crate,
Small
Container:
Barrel or Crate
Simple Foodstuffs, size
Medium
Access
Contents
Chest
Locks: Chest,
Simple
Weapons: Simple AND
Armor: Light AND
Coin Treasure: Moderate, all
using Context D
Sacks
unprotected
Simple Foodstuffs
MC-RNW-BM-5: The Trail
The prints—you’re not sure if they’re foot- or something
else—lead to the southeast, into a passage that appears
to have been tunneled out of the earth beyond the
basement. To either side of this makeshift entrance to
the passage beyond, a pile of skulls and bones has been
left.
These are less symbolic and more accidental: they are the
bones of the other family member victims who were in the
house.
MC-RNW-BM-6: Tunnel
This leads to “Map 63: Residence SW Basement (MC-RSW-
BM)” on page 195.
193
Mines L1
Map 62: Residence SE Basement (MC-RSE-BM)
One square equals 5 ft.
194
Mines L1
MC-RSE-BM: Residence Southeast Basement
Overview
Basement storage for the residence in the southeast of town.
Theme & Purpose
There’s a solid amount of loot to be had here. It’s also one of
the very few truly safe places in Mondaria City.
Random Encounters
Do not roll for Random Encounters while the PCs are here.
Areas of Interest
MC-RSE-BM-1: Trapdoor Up
This leads to “Map 14: Residence SE Ground Floor (MC-
RSE-GF)” on page 68.
MC-RSE-BM-2: Table & Barrels
A stack of barrels is piled in the east of the room, next to
a pile of empty sacks. In the center of the chamber is a
table with plates, a cleaver, and candles.
Access
Contents
Barrel (4x)
Container: Barrel or Crate
Fresh Water
MC-RSE-BM-3: Crates North
In a little alcove to the north, two crates, some bags, and
a chest sit.
Access
Contents
Crate,
Large (2x)
Container:
Barrel or Crate
General Supplies, size
Medium
Bags
unprotected
Rations & Prepared Food
Chest
Locks: Chest,
Simple
Weapons: Light AND
Armor: Medium AND
Potions: Moderate, all
using Context B
MC-RSE-BM-4: Casks
In the west of the room is an assortment of three casks.
Access
Contents
Casks (3x)
Container:
Barrel or Crate
Alcohol: General, using
Context B, size Medium
MC-RSE-BM-5: Supplies
The southwest of the room is an assortment of supply
containers.
Access
Contents
Crate,
Small
Container:
Barrel or Crate
General Supplies, size
Medium
Sacks
unprotected
Rations & Prepared Food
Chest
Locks: Chest,
Simple
Gems: Low
Casks (2x)
Container:
Barrel or Crate
Alcohol: General, using
Context C
MC-RSE-BM-6: Empty Barrels Secret
A quartet of empty barrels has been shoved in the
southeast corner of the basement. Some rotted, empty
sacks sit nearby. North of here, a trio of open barrels
contain fresh water, red wine, and white wine.
Access
Secret Door
Locks: Door, Secret, Perception only,
using Context C
MC-RSE-BM-7: Secret Chamber
A dark, cobwebbed chamber greets you. In the gloom you
find a well-preserved, steel-reinforced treasure chest.
Access
Contents
Chest
Locks: Chest,
Strongbox AND
Traps: General, both
using Context B
Weapons: Martial 1H
AND
Weapons: Ranged AND
Armor: Heavy
195
Mines L1
Map 63: Residence SW Basement (MC-RSW-BM)
One square equals 5 ft.
196
Mines L1
MC-RSW-BM: Residence Southwest Basement
Overview
Ostensibly the basement storage of the southwest residence,
this region is really the tunnel that monsters have forged
through the loose earth of the basement.
Theme & Purpose
As the monster tunnel connects the two western residences
to the pit in the floor, it is one of the very few non-standard
approaches to entering the Mines... though not necessarily
the safest!
Random Encounters
Use the standard / default Random Encounter rules for
this level. Reroll any results of “NPC Encounter” or “No
Encounter” once.
Position any monsters that result as crawling up through the
hole in the ground to the west.
Areas of Interest
MC-RSW-BM-1: Trapdoor Up
The north half of this basement is covered in spiderwebs.
This leads to “Map 15: Residence SW Ground Floor (MC-
RSW-GF)” on page 70.
MC-RSW-BM-2: Barrel Stack
In the north of the cobwebbed basement sits a big stack
of barrels. Some are open and empty.
Access
Contents
Barrels
(8x)
Container:
Barrel or Crate
Fresh water
MC-RSW-BM-3: Storage
The southeast of the basement is a vast array of storage
containers.
Access
Contents
Crate,
Large (2x)
Container:
Barrel or Crate
General Supplies, size
Large
Crate,
Small (2x)
Container:
Barrel or Crate
Rations & Prepared
Food, size Medium
Chest
Locks: Chest,
Simple
Coin Treasure: Moderate
Barrels
(3x)
Container:
Barrel or Crate
Simple Foodstuffs, size
Medium
Canvas
Bags
unprotected
General Supplies, roll
1d4 times
MC-RSW-BM-4: Rockfall
A hole in the southern earthen basement wall leads to a
floor-to-ceiling jumble of boulders and rocks that blocks
passage.
Barring magical means, passage through here is impossible,
though it’s clear that there is something beyond.
MC-RSW-BM-5: Tunnel Junction
This four-way junction is covered in a filmy web. The
rocks make safe footing difficult; they lead to a huge
rockwall to the north.
MC-RSW-BM-6: Antechamber
This stomach-shaped room contains piles of rocks, fungi,
and a corpse crused by rocks.
This was used as a home-away-from-home, temporary nest
for monsters terrorizing the city above.
MC-RSW-BM-7: Entrance
The following description assumes the PCs are entering the
tunnel from the north; revise accordingly if needed.
You follow the tunnel to the south, and it curves around
a bit. A spiderweb blocks passage further, but it looks
normal apart from its size. You feel a cold breeze blow
intermittently from beyond.
MC-RSW-BM-8: Residence Tunnel
This leads to “Map 61: Residence NW Basement (MC-RNW-
BM)” on page 191.
MC-RSW-BM-9: Turnaround
A divot has been carved out of the walls here; the ground
is scratched thin to the rock beneath, and mushrooms
spout here and there. Strangely, as you enter, an unusual
silence descends upon you, though it seems a natural
197
Mines L1
effect due to the curvature of these tunnels.
Strangely, this area forms a natural dead zone of sound: so
long as the PCs stay huddled here, no Random Encounters
occur. Any Random Encounters that have been rolled and
placed, but which have not yet seen the party, do not pursue
or seek them out.
MC-RSW-BM-10: Dead Dwarf
A dead dwarf lies here, amidst a crush of blood.
Access
Contents
Dwarf
Corpse
unprotected
Weapons: Martial 2H AND
Armor: Heavy AND
Coin Treasure: Moderate, using
Context D
MC-RSW-BM-11: Guano Hole
The tunnel ends in a guano-soaked room with a gaping
hole in the ground to the north.
This leads to “Map 79: Mines Level 2 Overview (ML2-O)”
on page 237.
198
Mines L1
Map 64: Storage Basement (MC-ST-BM)
One square equals 5 ft.
199
Mines L1
MC-ST-BM: Storage Basement
Overview
Hidden beneath the storage and temporary trading area
to the west of the marketplace, more long-term storage
normally resides. However, this has been the setting for a
horrible, deadly conflict with chaotic monsters who sought
the surface in the wake of the Obelisk’s discovery.
Theme & Purpose
The PCs should go down here seeking resupply... only to
discover horror. A swift retreat is a reasonable reaction,
though it likely prevents discovery of the hidden passage to
the northwest that leads to actual treasure.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
MC-ST-BM-1: Trapdoor Up
As you descend the wooden ladder, you immediately
become ill at ease. Something went deeply awry in
this basement: you smell the rich iron of spilled blood,
layered with a more acidic, smoky scent that makes your
lungs itch. Shadows to the east hint at blood and debris.
This leads to “Map 17: Storage Ground Floor (MC-ST-GF)”
on page 75.
MC-ST-BM-2: Barrels & Barricade
A clutch of barrels to the north has been repurposed to
form one end of a makeshift barricade, consisting of
clothing, wood scraps, rocks, sacks, and other debris.
Two barrels are open, and contain water; two more are
open and empty.
Access
Contents
Barrels (4x)
Container: Barrel or
Crate
Alcohol: General
MC-ST-BM-3: Corpses & Chest
Two bodies lie here, slain by some malevolent force that
left spatters of blood around a now-opened chest. Coins
are scattered here and there, presumably as a result of
the chaos.
Access
Contents
Chest
unprotected
Coin Treasure: Moderate, using
Context D, halve all amounts
Dwarf
Corpse
unprotected
Weapons: Martial 1H AND
Armor: Shield AND
Armor: Heavy
Access
Contents
Elf
Corpse
unprotected
Weapons: Martial Ranged AND
Armor: Light AND
Weapons: Light
MC-ST-BM-4: Table & Skeleton
The barricade continues to the south, arcing around a
table. A skeleton lies disjointed on the floor.
MC-ST-BM-5: Debris
About a stalagmite are strewn all manner of smashed
wooden debris, perhaps from destroyed tables.
MC-ST-BM-6: Barrels
A formation of barrels is stored here.
Access
Contents
Barrels (8x)
Container: Barrel or Crate
Fresh water
MC-ST-BM-7: Secret Passage
This leads to “Map 66: Checkpoint / Storage Secret Stash
(MC-CCS-BM)” on page 203.
Access
Secret Door
Locks: Door, Secret, Perception only
MC-ST-BM-8: Mushroom Bloom
A scattering of fungi sprouts here.
MC-ST-BM-9: Trash Heap
An enormous and disgusting pile of trash and refuse
takes up nearly all of the northeast corner of the
basement.
200
Mines L1
Map 65: Trading Post Basement (MC-TP-BM)
One square equals 5 ft.
201
Mines L1
MC-TP-BM: Trading Post Basement
Overview
The basement to the Trading Post above, this area was used
to store overflow stock or extra items special-ordered for
particular buyers. Since the events following the Obelisk’s
discovery, it has become a looter’s paradise, but not without
the accompanying danger that this attention brings via
hungry monsters.
Theme & Purpose
Perhaps unsurprisingly, this is a great pace to resupply for
beleagured or under-equipped PCs.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal; reroll results of “No
Encounter” once.
Areas of Interest
MC-TP-BM-1: Staircase Up
This leads to “Map 18: Trading Post Ground Floor (MC-TP-
GF)” on page 78.
MC-TP-BM-2: Tables
These two tables are outfitted with an array of supplies.
Access
Contents
Tables
unprotected
Weapons: Ranged AND
Weapons: Simple AND
Weapons: Light AND
General Supplies
MC-TP-BM-3: Barrels & Shield Stack
Next to a trio of barrels sits a stack of shields of varying
type. Two of the barrels are sealed; the third is open and
appears to be filled with mulled wine.
Access
Contents
Barrels
(2x)
Container: Barrel
or Crate
Alcohol: General, using
Context B
Shields
unprotected
Armor: Shields, roll 2d4
times
MC-TP-BM-4: Barrel Cluster North
Tot he north of the basement is an assortment of barrels
in a roughly triangular formation. One of these is open,
and contains brackish, muddy water. To their west,
another clump of casks is stacked three high.
Access
Contents
Barrels
East (6x)
Container: Barrel
or Crate
Fresh water
Barrels
West (8x)
Container: Barrel
or Crate
Alcohol: General,
using Context D, size
Medium
MC-TP-BM-5: Crate Maze
You can’t tell whether the arrangement of these crates
was intentionally designed to create a maze of sorts, or if
it simply happened that way through sheer chaos. Either
way, there’s a lot of container to see: a wall of stacked
barrels, chin-high, bars entry to the center of the maze
from the west; chests and crates are stacked on top of
larger crates to form a spiral-shaped maze where entry
is possible only from the top. To the north, a floor-to-
ceiling spiderweb blocks entry to the main path into the
maze. Sack piles dot the perimeter.
The PCs are of course welcome to smash their way into the
center via other means, and from any direction.
Access
Contents
Barrels (7x)
Container:
Barrel or Crate
Alcohol: General, using
Context D
Crates,
Large (10x)
Container:
Barrel or Crate
General Supplies, size
Large
Sack Piles
(4x)
unprotected
Rations & Prepared Food
Stacked
Chests (3x)
Locks: Chest,
Simple, using
Context C
Potions: Moderate AND
Coin Treasure: Moderate
Treasure
Pile
unprotected
Weapons: Martial 1H
AND
Armor: Medium AND
Gems: Semi-Precious
202
Mines L1
Access
Contents
Treasure
Chest
Locks: Chest,
Strongbox AND
Traps: General
Weapons: Exotic AND
Armor: Light AND
Potions: Moderate AND
Gems: Medium-Quality,
all using Context C
MC-TP-BM-6: Copper Corner
Nestled in the southeast corner amidst cobwebs
and smashed wood is a pile of low-quality coins in
leather sacks. Some are dented, others are but slivers;
this seems to be the excess, lower-valued currency
accumulated over time via sales. A trail of coins leads
from the piles to the northwest.
Access
Contents
Coin
Corner
unprotected
Coin Treasure: Moderate, copper
pieces only, double quantities
MC-TP-BM-7: Crates Southeast
These crates have partially been smashed, dented, or
otherwise damaged in transit.
Access
Contents
Crates
(4x)
Container: Barrel or
Crate
Fishing Supplies AND
General Supplies
MC-TP-BM-8: Crates South
These smaller crates pepper the basement floor to the
south.
Access
Contents
Crates
(12x)
Container: Barrel or
Crate
Textiles: General, size
Medium
MC-TP-BM-9: Sacks
Three enormous sacks hulk against the southern wall. To
their north is a thigh-high wall formed of much smaller
bags.
Access
Contents
Sacks,
Huge (3x)
unprotected
Simple Foodstuffs, size
Large, using Context D,
double quantities
Sacks,
Small
(10x)
unprotected
Simple Foodstuffs, using
Context C
MC-TP-BM-10: Barrels Southwest
In the southwest of the basement is a wall of stacked
casks; an alley is formed to the south between this and
the earthen wall. At its terminus to the east, a clump of
spiderwebs blocks passage.
Access
Contents
Barrels
(17x)
Container:
Barrel or
Crate
Simple Foodstuffs, size
Medium, using Context B
MC-TP-BM-11: Water Barrels
A clump of water barrels occupies the northwest corner
of the basement. Most are open and empty; one is open
and half-filled with fresh water.
Access
Contents
Barrels
(3x)
Container:
Barrel or
Crate
Fresh water
MC-TP-BM-12: Secret Passage Northwest
Only read the italicized text if the secret is discovered.
Behind the barrels, there is a section of earthen wall that
seems to have been weakened over time by leaking barrels.
You pry at it, and the soil falls apart, revealing a passage
to the northwest.
This leads to “Map 66: Checkpoint / Storage Secret Stash
(MC-CCS-BM)” on page 203.
Access
Secret Door
Locks: Door, Secret, Perception only
203
Mines L1
Map 66: Checkpoint / Storage Secret Stash (MC-CCS-BM)
One square equals 5 ft.
204
Mines L1
MC-CCS-BM: Checkpoint / Storage Secret Stash
Overview
This natural cave has been extended to connect the
Checkpoint Basement and the Storage Basement. Though
the current operators of those areas have neglected to
discover its existence, the Secret Stash has been used over
the years as storage for long-term valuables or during raids
or other times of uncertainty.
Theme & Purpose
It’s a prime location to get some valuable loot, some of
the best in Mondaria City’s surface region. Due to its
undiscovered nature, it’s also one of the very rare truly safe
regions.
Random Encounters
Do not roll on the
Random Encounters table while the
PCs are in this area, or the connecting secret passages.
Areas of Interest
MC-CCS-BM-1: Secret Passage North
This connects to “Map 52: Checkpoint Control Basement
(MC-CC-BM)” on page 167.
MC-CCS-BM-2: Secret Passage South
This leads to (or from, depending on how the PCs are
traversing) “Map 64: Storage Basement (MC-ST-BM)” on
page 198.
MC-CCS-BM-3: Secret Stash
As you enter the chamber, you feel an aura of dank,
humid, murky air. The floor of the cave is earthen, and
soggy in patches. Rocks have tumbled from the walls in
places here and there. Spiderwebs coat about half the
surfaces.
MC-CCS-BM-4: Treasure Southeast
In the southeast of the chamber is a pile of treasure,
discarded long ago by peoples unknown and for purposes
similarly unknown. The leather has begun to rot, but is
otherwise serviceable.
Access
Contents
Treasure
Pile
unprotected
Weapons: Light, roll twice AND
Armor: Light AND
Weapons: Simple AND
Potions: Moderate AND
Coin Treasure: Moderate, all
using Context B
MC-CCS-BM-5: Treasure Southwest
Between two clumps of rocks is a pile of treasure, mostly
coins and gems. The wood of the open chest has rotted
in places.
Access
Contents
Treasure
Pile
unprotected
Coin Treasure: Moderate AND
Gems: Semi-Precious, using
Context B AND
Potions: Moderate, using
Context D
MC-CCS-BM-6: Double Stash
Among the thickest spiderwebs in the northwest corner
of the cave is a double stash of wealth: supplies in an
alcove to the north, and coin and gem treasure to the
west.
Access
Contents
Treasure
Pile
North
unprotected
Weapons: Martial 2H AND
Armor: Light AND
Armor: Shields, roll 1d4 times
AND
Potions: Moderate, using
Context B
Treasure
Pile
West
unprotected
Coin Treasure: Moderate,
using Context B, double
quantities AND
Gems: Low, double quantities
MC-CCS-BM-7: Rock Pillar
In roughly the center of the room is a floor-to-ceiling
stalagmite, forming a pillar and lending an odd solemnity
to the otherwise natural chamber.
205
Mines L1
Map 67: Railmaster’s Cottage (ML1-RLMC)
One square equals 5 ft.
206
Mines L1
ML1-RLMC: Railmaster’s Cottage
Overview
Here dwells the Railmaster, the leader of the operations of
the railways in many levels of the Mines.
Theme & Purpose
As with many other leaders of the operations of the
structure, talking with the Railmaster may lead to more
information about what happened here.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any monster-related encounters once.
NPCs of Note
Perhaps obviously, the
Railmaster is often to be found
here. When approaching the building, roll; there is a
60% chance of being here during any time of day.
Areas of Interest
ML1-RLMC-1: Southwest Entrance
A steel double door stands here. To the north is a lit wall
sconce.
This door is unlocked, but still closed, if the Railmaster is in
residence. The sconce is unlit if the Railmaster is absent.
Access
Southwest
Entrance
Locks: Door, Stronghold, using Context D
ML1-RLMC-2: Sitting Room
Chairs are scattered comfortably around this room,
which also holds a cabinet to the north and an octagonal
table to the southeast. Double doors lead to the east.
Access
Contents
Cabinet
Locks: Furniture,
Simple
General Supplies, using
Context B
ML1-RLMC-3: Informal Dining
This room bears a large octagonal table ringed with
chairs, atop a nice but threadbare rug. A stove lurks in
the northeast corner; a workbench littered with tools
occupies much of the northwest corner. A smaller dining
table is in the southwest. Double doors lead to the west
and north, and a reinforced door leads eastward.
Access
Dining Room
Door East
Locks: Door, Reinforced, using Context
B
ML1-RLMC-4: Railmaster’s Workshop
This workshop holds a huge array of tools and projects
in various stages of completion and chaos. Of particular
note is a small crate in the southeast corner, atop and
near which sit a cask and two treasure chests. A firepit
sits just south of the window to the north.
Access
Contents
Crate
Container: Barrel or
Crate
General Supplies, size
Medium
Cask
Container: Barrel or
Crate
Alcohol: General, using
Context C
Chests
(2x)
Lock: Chest, Simple,
using Context C
Coin Treasure: Moderate,
using Context B
ML1-RLMC-5: Railmaster’s Quarters
The northeast of the building is taken up by what must
be the Railmaster’s quarters. All the essentials are here:
bed, empty basin, privy, writing and dressing desks, and
chairs. Simple double doors are locked against the west.
Access
Contents
Writing
Desk
Locks: Furniture,
Simple, using Context B
Writing Supplies
Dressing
Desk
unprotected
Weapons: Simple,
using Context D
Access
Closet Doors
Locks: Door, Simple
ML1-RLMC-6: Closet
Two large cabinets hulk in the west of this chamber.
Piles of clothes lay scattered about on the floor.
207
Mines L1
Access
Contents
Cabinets
(2x)
Locks: Furniture,
Simple, using Context B
Clothing: General,
using Context C
Floor
Piles (2x)
unprotected
Clothing: General,
using Context D
ML1-RLMC-7: Formal Dining Room
A huge banquet table, set for a meal that never took
place, occupies the majority of this room. Four
sideboards are interspersed along the north and south
walls. A curtained door leads to the north.
Access
Contents
Sideboards
(4x)
Locks: Furniture,
Simple, using
Context B
Rations & Prepared
Food, using Context C
ML1-RLMC-8: East Entrance
Solid steel double doors bar your passage here.
These doors are always locked when first encountered.
Access
East
Entrance
Locks: Door, Stronghold, using Context D
ML1-RLMC-9: Railway View
Read the following whenever the PCs look out the windows
to the south.
The rail tracks seem a bit out of repair, but otherwise
solid and useable. Wooden ties have begun to rot in
places, and the rails show spots of rust.
208
Mines L1
Map 68: Rail Switchhouse East (ML1-RSE)
One square equals 5 ft.
209
Mines L1
ML1-RSE: Rail Switchhouse East
Overview
Switchhouses are used to control rail traffic. They’re also
good places for resupply, but mostly for mechanical and
mundane purposes.
Theme & Purpose
There’s very little to be found here, but for the potential of
relative safety.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Reroll monster-related encounters once. If the
PCs wish to take a long rest here, roll once on the Random
Encounter table, rerolling monsters per the above; if
no monster encounter is indicated, then they may rest
unobstructed.
NPCs of Note
There’s a
10% chance that the
Railmaster would be
found here.
Areas of Interest
ML1-RSE-1: Entrance
A reinforced door bars your entry. To either side are
unlit wall sconces with fresh torches inserted.
Access
Entrance
Locks: Door, Reinforced, using Context B
ML1-RSE-2: Sack Pile
Between two tightly-spaced tables laden with rotting
food is a pile of bags.
Access
Contents
Sack Pile
unprotected
General Supplies
ML1-RSE-3: Storage
The entire eastern half of the small shed is heaped with
supply containers. The assemblage gives off a musty,
mildewy scent.
Access
Contents
Crates
(2x)
Container: Barrel
or Crate
General Supplies, size
Medium
Casks
(3x)
Container: Barrel
or Crate
Alcohol: General, using
Context B
Chest
Lock: Chest,
Simple, using
Context B
Coin Treasure:
Moderate, using Context
D
Access
Contents
Sack
Piles (2x)
unprotected
Glasses, Metals, and
Woods, using Context D
ML1-RSE-4: Rail View
Read this to the PCs whenever they take a view out the
windows to the south.
The rail tracks seem a bit out of repair, but otherwise
solid and useable. Wooden ties have begun to rot in
places, and the rails show spots of rust.
ML1-RSE-5: Junction
Two sets of tracks merge here. There seems to be a
switching mechanism, but you don’t see any means of
changing the junction without manually touching the
contraption at the point of the merge.
210
Mines L1
Map 69: Rail Switchhouse North (ML1-RSN)
One square equals 5 ft.
211
Mines L1
ML1-RSN: Rail Switchhouse North
Overview
This shed controlled rail matters in the northern region of
the level. It also acted as a mundane resupply station for
the workers. Those stationed here during the chaos which
unfolded following the Obelisk’s discovery holed up inside,
atteempting to barricade themselves away from the evil. It
didn’t work, they were slain, and then some days later, their
bodies looted by common vandals.
Theme & Purpose
It’s an opportunity to build suspense and the sense that truly
grisly and horrible things have occured in the Mines.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster-related encounters once.
NPCs of Note
Whenever the PCs approach this building, there is a
15%
chance that the
Railmaster is inside.
Areas of Interest
ML1-RSN-1: Rubble Entrance
A huge pile of rocks partially obstructs the entrance here,
which is ajar and battered.
ML1-RSN-2: Barricade
Someone has constructed a makeshift barricade here
from all manner of extra materials. Wood, canvas;
practically anything that was lying around seems to have
been heaped here in an attempt to keep something out.
ML1-RSN-3: Corpses
Two corpses lie here in battered and bloody state: a half-
elf and an elf. They have been stripped of their valuables
and, from the dried flakiness of the blood about their
bodies, have been dead for a week or so.
ML1-RSN-4: Watch Area
This sliver of space at the south of the building seems to
have been used as a watch station of sorts. Jugs of ale
and mead have been scattered about. Locked steel doors
lead to the east and west just north of here.
Access
Storage Door (2x)
Locks: Door, Reinforced
ML1-RSN-5: Storage West
Sacks of all manner have fallen here. Amidst the piles is
a wooden chest.
Access
Contents
Sacks
unprotected
General Supplies, size Large
Chest
Traps: General,
using Context
D (unlocked)
Alcohol: General, using
Context C AND
Potions: Moderate, using
Context B
ML1-RSN-6: Storage Northwest
Crates, small sacks, and a few chests have been scattered
to the north of the storage room.
Access
Contents
Crates,
Small (2x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Medium
Crate,
Large
Container:
Barrel or Crate
Rations & Prepared Food,
size Large
Sacks
unprotected
Simple Foodstuffs, size
Medium
Chests
(2x)
Locks: Chest,
Simple, using
Context B
Armor: General, roll 1d4
times AND
Weapons: General, roll
1d4 times
ML1-RSN-7: Debris
Various wooden structures have been destroyed here.
Amidst the debris are a few bones.
ML1-RSN-8: Storage Northeast
A crate and a chest sit here, north of a handful of oily
sacks.
212
Mines L1
Access
Contents
Crates,
Small (2x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Medium
Crate,
Large
Container:
Barrel or Crate
Clothing: General, size
Large
Sacks
unprotected
Simple Foodstuffs, size
Medium
Chest
Locks: Chest,
Simple, using
Context D
Gems: Semi-Precious,
using Context D
ML1-RSN-9: Rail View
Read the following if the PCs take a look out any of the
windows of the structure.
The clean windows are of superior quality; it’s possible
to see a great deal of the mines outside through them. In
particular, it’s a perfect view of the rails, which makes
sense given the function of the structure.
213
Mines L1
Map 70: Underground River Piers Overview (ML1-UGRP-O)
One square equals 5 ft.
214
Mines L1
ML1-UGRP-O: Underground River Piers Overview
Overview
This was a major production area for the Mines, and one
of the rare areas where it was possible to produce useful
materiel that did not consist of rock, metal, or ore.
Theme & Purpose
It’s a useful area to plunder for resources, and to obtain a bit
of information.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML1-UGRP-O-1: Elevator Up
This leads to “Map 20: Chaos Secret (MC-CSCR)” on page
84.
ML1-UGRP-O-2: Elevator Down
This operates freely, and may be taken down to “Map 91:
Elevators West (ML2-ELW)” on page 268.
ML1-UGRP-O-3: Fishery
This building is explored in further detail in “Map 71:
Underground River Fishery (ML1-FSH)” on page 215.
ML1-UGRP-O-4: Piers North
Please refer to page 218 for more details.
ML1-UGRP-O-5: Piers Mid
Page 220 begins more details on this area.
ML1-UGRP-O-6: Piers South
Please refer to page 222 for furhter information.
ML1-UGRP-O-7: Railway Southeast
This sturdy railway was a major vector for production to
be distributed throughout the rest of this level, and thus
the rest of the mine. Though most of it is intact and in
great condition, a rubble pile obstructs the area almost at
its end.
ML1-UGRP-O-8: Railway North
Major patches of rubble bar the way on this major
expanse of railway that connects to the north of the mine
level.
ML1-UGRP-O-9: Fishery Basement
For reference, this is the Fishery Basement, described in
“Map 53: Fishery Basement (MC-FH-BM)” on page 169.
215
Mines L1
Map 71: Underground River Fishery (ML1-FSH)
One square equals 5 ft.
216
Mines L1
ML1-FSH: Underground River Fishery
Overview
This building conducted the operations of producing fish
products under the mountain. It was essential for generating
a great deal of foodstuffs that were required to support
the population of the Mines; to have imported all of the
necessary meals for the miners would have bankrupted the
management.
Theme & Purpose
Some clues may be discovered as to the nature of the Mines
and what happened here.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any NPC Encounter results.
Areas of Interest
ML1-FSH-1: Guano Entrance
What might have once been the southern entrance is
now an unrecognizable ruin. Guano lies spattered over
everything; the wall and doors are completely destroyed,
and in their place is a makeshift, thigh-high wall of
intentionally-piled debris and bags.
ML1-FSH-2: Southeast Rubble
The southeast corner of the building has been reduced to
rubble. Although precarious, it’s possible to enter and
exit the structure by climbing over the pieces of rock,
brick, and detritus.
ML1-FSH-3: Main Hall
This large room is made claustrophobic by the presence
of so much rubble. In the center is a body crushed by
falling rocks, its corpse picked clean of valuables and
flesh.
ML1-FSH-4: Barrel Stack
A pyramid of stacked barrels rests here, somehow intact
despite the chaos of the rest of this room.
Access
Contents
Barrels
(12x)
Container:
Barrel or Crate
Salted fish (treat as
Rations), 20x
ML1-FSH-5: Workbench Debris
A workbench sits against the north wall of this room,
nearly intact amidst the chaos. Rusty tools are scattered
across its surface; you see one fish-gutting knife that
is in uncharacteristically perfect condition. To the
northwest, a set of double doors stands ajara.
Access
Contents
Workbench
unprotected
Weapons: Light, one result,
using Context C
ML1-FSH-6: Dining Hall
Workers once congregated here over food and stories.
The room is in pristine condition. Double doors open to
the west, and a single door lies open to the east. Atop
the table in the center of the room is a scrap of paper.
If the PCs investigate the paper, roll on the
Plot
Discoveries table to determine its content.
ML1-FSH-7: Workspace
This cramped, narrow hall contains a row of battered
workstations, littered with blood and tools. Blood only
a few days old pools on the floor. It looks as though this
had once been the main work area for working fish, but
recently has been used to dismember, dissect, or torture
people.
Access
Contents
Workbench
unprotected
Weapons: Light, roll 3d6
times, all results are
mundane
ML1-FSH-8: Elevator Down
This operates freely, and may be taken down to “Map 91:
Elevators West (ML2-ELW)” on page 268.
ML1-FSH-9: Formal Hall
This may once have been the more formal dining
chambers. A corpse lies across the north entrance to the
building, dead but a few days only and fully equipped. A
dining table occupies the majority of the space here, set
for diners who never enjoyed their last meal, which sits
rotted on the plates. A sideboard sits against the south
217
Mines L1
wall.
Access
Contents
Corpse
unprotected
Armor: Light AND
Weapons: Martial 1H
AND
Armor: Shields AND
Potions: Moderate,
using Context D
Sideboard
Locks: Furniture,
Simple
Weapons: Simple
ML1-FSH-10: Northwest Rubble
Boulders—thrown or fallen, you cannot discern—have
destroyed the corner of the building here, allowing entry
or egress. To the southwest is a locked door that is in
surprisingly good shape given the destruction elsewhere.
Access
Quarters Door
Locks: Door, Reinforced
ML1-FSH-11: Fishmaster’s Quarters
These private quarters are in perfect condition,
untouched by the debris and chaos elsewhere in the
building. A writing desk, dressing desk, two small
cabinets, a bed, a chest, and a privy circle a rug in the
middle of the room. To the south and west are great
veiws of the undergroudn river area via huge windows
that extend nearly floor-to-ceiling.
Access
Contents
Writing
Desk
unprotected
Writing Supplies
Dressing
Desk
Locks: Furniture,
Simple
Coin Treasure:
Moderate
Cabinets
(2x)
unprotected
Clothing: General
Chest
Locks: Chest, Simple
AND
Traps: General, using
Context D
Gems: Semi-
Precious AND
Potions: Moderate
ML1-FSH-12: Stalagmite
An enormous stalagmite sits here in the corner formed
by the building to the southwest.
ML1-FSH-13: Barrels
Six barrels sit here in an informal cluster. Three are
open and empty.
Access
Contents
Barrels
(3x)
Container: Barrel or
Crate
Fresh water
ML1-FSH-14: Railway Terminus
The railway from the north comes to an abrupt end here
in a pile of huge boulders.
ML1-FSH-15: Barrels Northwest
Four barrels sit her, nearly dstroyed by the rubble to the
north but somehow untouched.
Access
Contents
Barrels
(3x)
Container: Barrel or
Crate
Alcohol: General,
using Context B
ML1-FSH-16: Railway North
This leads to the north and east of the Mines.
ML1-FSH-17: North Entrance
Coins lie scattered before the door of the main entrance,
which is ajar. Blood lies pooled under the corpse that
obstructs the doorway.
Access
Contents
Doorway
Coins
unprotected
Coin Treasure: Moderate,
using Context B
218
Mines L1
Map 72: Piers North (ML1-UGRP-N)
One square equals 5 ft.
219
Mines L1
ML1-UGRP-N: Piers North
Overview
This was the northern of the three piers that extended into
the underground river, used primarily for fishing purposes
and occasionally to acquire water for use elsewhere in the
Mines.
Theme & Purpose
An underground river is somewhat spooky in and of itself;
doubly so amidst an abandoned and creepy mine.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll NPC Encounter results once.
Areas of Interest
ML1-UGRP-N-1: Railway
Boulders and rubble partially obstruct progress on this
railway.
ML1-UGRP-N-2: Sacks and Barrels
Just on the bank of the river is a pile of sacks and a large
barrel. Everything stinks a bit of fish and the murky
dank of the river.
Access
Contents
Sacks
unprotected
Fishing Supplies,
size Medium
Barrel,
Large
Container: Barrel or
Crate
Fresh water
ML1-UGRP-N-3: Crates and Chests
North of the pier is set of crates and two treasure chests.
The chest to the east has been smashed open; coins are
scattered about.
Access
Contents
Crate,
Large
Container:
Barrel or Crate
General Supplies, size
Medium
Crate,
Small
Container:
Barrel or Crate
Fishing Supplies, size
Medium
Chest
Locks: Chest,
Simple
Rations & Prepared Food
AND
Potions: Moderate
Open
Chest
unprotected
Coin Treasure: Moderate,
using Context D, ignore
platinum and gold results
ML1-UGRP-N-4: Pier
The pier is a set of wooden planks, sturdy-seeming
enough, but hardly industrial-grade. At most, you figure
the wood could safely support up to two people at once.
Despite the intuition described, the entire party can safely
step afoot without incident, regardless of quantity or
composition.
ML1-UGRP-N-5: Pier End
The short L-shaped pier terminates in a drunken
assemblage of empty barrels, spilled ale bottles, and a
chair.
ML1-UGRP-N-6: Rail South
From the treads and marks underfoot, the rails here
appear heavily used to ferry fish produce southward.
ML1-UGRP-N-7: Fish Production Bench
This long table is littered with all manner of dulled,
rusty, and otherwise unsafe-looking weapons. Dried fish
gunk litters the holes and grooves in the surface of the
table. To the west is a trio of empty barrels that reek of
fish-stink, and a locked chest.
Access
Contents
Bench
unprotected
Daggers (3d6x)
Chest
Locks: Chest,
Simple
Fishing Supplies AND
Potions: Moderate
ML1-UGRP-N-8: Rock Debris
Upon searching this area, roll on the
Random
Encounters table; ignore any NPC Encounters results. Place
any monsters that result in the area marked “6” to the south.
ML1-UGRP-N-9: Boulders
This huge, head-high pile was caused either by flinging
or by cave-in; you can’t quite be certain which.
220
Mines L1
Map 73: Piers Mid (ML1-UGRP-M)
One square equals 5 ft.
221
Mines L1
ML1-UGRP-M: Piers Mid
Overview
This area was used for fishing, of course, and for production.
The cave-in to the southeast has left a great deal of rubble,
and the hole in the ceiling leading to the surface caves.
Theme & Purpose
This is where the PCs will land if they took the hole in the
floor entrance from the surface.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML1-UGRP-M-1: Pier
This sturdily-built pier has reinforced wooden planks.
The entrance is flanked by two sealed barrels.
Access
Contents
Barrel (2x)
Container: Barrel or Crate
Fresh water
ML1-UGRP-M-2: Pier End
The end of this pier is a trio of barrels and a small crate.
There is also a small circular table, two chairs, and two
chests: one is locked, and the other has been bashed
open; coins are scattered over the surface of the planks.
Access
Contents
Barrels
(3x)
Container:
Barrel or Crate
General Supplies
Crate,
Small
Container:
Barrel or Crate
Fishing Supplies, size
Medium
Locked
Chest
Locks: Chest,
Simple
Weapons: Martial 1H, using
Context D
Open
Chest
unprotected
Coin Treasure: Moderate,
using Context D, ignore
platinum and gold results
ML1-UGRP-M-3: Production Wharf
A long table sits here, clearly used for gutting and
cleaning fish caught from the pier to the west.
Access
Contents
Bench
unprotected
Daggers (4d4x)
ML1-UGRP-M-4: Guano Patch
A long stretch of guano covers the ground here, reaching
northeast and connecting with the ruined building there.
To the southwest is a trio of barrels; one is empty and
open; the other two remain sealed.
Access
Contents
Barrel
(2x)
Container: Barrel
or Crate
Rations & Prepared Food
ML1-UGRP-M-5: Rubble
A massive cave-in happened here; debris from the ceiling
litters the earth here.
ML1-UGRP-M-6: Ceiling Hole
Looking down on the rubble from on high is a hole in the
ceiling, formed from fallen debris. A quiet, yet steady
rush of cold, musty wind comes from the aperture, which
sits a full 30’ above where you stand.
This comes from, and conceivably leads to if the PCs find a
way of ascending 30’ vertically, “Map 16: Fishery Secret
Grotto (MC-FH-SG)” on page 72.
ML1-UGRP-M-7: Crates
Three crates sit here at the terminus of the railway. Atop
them is an assortment of items, and a locked chest.
Access
Contents
Crates,
Small
(3x)
Container:
Barrel or Crate
Fishing Supplies, size
Medium
Chest
Locks: Chest,
Simple
General Supplies AND
Coin Treasure: Moderate,
using Context B
ML1-UGRP-M-8: Rail Terminus
The railway dead-ends here in a head-high pile of
boulders. The arrangement appears intentional.
222
Mines L1
Map 74: Piers South (ML1-UGRP-S)
One square equals 5 ft.
223
Mines L1
ML1-UGRP-S: Piers South
Overview
The largest of the three subsections of piers in the western
area of the first level of the Mines,
Piers South also
contains the most in the way of storage.
Theme & Purpose
It’s a good place to stock up on supplies... and discover more
about the nature and history of the Mines.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML1-UGRP-S-1: Ceiling Hole
This leads to and from “Map 16: Fishery Secret Grotto (MC-
FH-SG)” on page 72.
ML1-UGRP-S-2: Rubble
A sizable pile of rubble sits here, fallen from the ceiling.
Things look stable now, but you shudder to think of
what calamity must have taken place to produce such a
dropping of elements from above.
ML1-UGRP-S-3: Guano Patch
A large patch of guano lies in the center of this region.
ML1-UGRP-S-4: Rubble Northeast
A mountain of debris sits here, well over 10’ tall.
Climbing to the top seems possible, but perhaps ill-
advised.
In addition to threatening a dangerous terrain incident,
there’s nothing to be gained or seen from this vantage point.
ML1-UGRP-S-5: Rubble Southeast
A head-high foothill of rubble cascades from the larger
pile to the north, leading all the way to the railtracks to
the south.
ML1-UGRP-S-6: Elf Corpse
Amidst the debris lies a dead elf, her gear armor stripped
from her but her weapons intact. From the crustiness of
the blood nearby, she’s been dead at least a week.
Access
Contents
Elf
Corpse
unprotected
Weapons, Martial Ranged AND
Weapons, Light
ML1-UGRP-S-7: Dwarf Corpse
Battered and bloody, this dead dwarf was slain in the last
few days at most. Only valuables have been looted; gear
remains untouched.
Access
Contents
Dwarf
Corpse
unprotected
Weapons, Martial 2H AND
Armor, Heavy AND
Weapons, Light
In addition, the dwarf carries an important scrap of
paper: roll on the
Plot Discoveries table.
ML1-UGRP-S-8: Railway Terminus
The railway simply ends here. You’re not sure whether
someone simply failed to finish building, or if a lazy
designer just had the track end with no discernable
warning.
ML1-UGRP-S-9: Storage
A large stack of crates, bags, and barrels sits here,
nestled against one stalagmite and to the north of a more
substantial floor-to-ceiling natural rock column.
Access
Contents
Crates,
Large
(5x)
Container:
Barrel or Crate
General Supplies
Crates,
Small
(3x)
Container:
Barrel or Crate
Fishing Supplies, size
Medium
Locked
Chest
Locks: Chest,
Simple
Armor: Shields AND
Potions: Moderate
Barrels
(9x)
Container:
Barrel or Crate
Alcohol: General, using
Context D
224
Mines L1
ML1-UGRP-S-10: Firepit
A firepit, unused for at least a few weeks, sits here on
the bank of the underground river. Scattered and empty
ale bottles have been tossed nearby. To the north is a
quarter of barrels; while three are empty, the fourth is
open and seems to contain fresh water.
ML1-UGRP-S-11: Rock Pillar
While there is nothing to see here, if the PCs venture out
onto the pier to the north before they investigate this area,
roll on the
Random Encounters table as they do. Ignore
any results of NPC Encounter, and place any monsters that
result from the roll here.
ML1-UGRP-S-12: Production Bench
All manner of bloody, visceral, fish-slaying implement
rests on this bench, with baskets scattered nearby.
Access
Contents
Bench
unprotected
Weapons, Light, using Context
D, roll 1d4 times
ML1-UGRP-S-13: Pier
A sturdy pier greets you. At its entrance is a sealed
barrel.
Access
Contents
Barrel
Container: Barrel or Crate
Fresh Water
ML1-UGRP-S-14: Pier End
A tthe tip of this pier is an assortment of barrels and
personal effects, a table, a chair, and a locked chest.
Access
Contents
Barrels
(5x)
Container:
Barrel or Crate
Fish (treat as Rations
& Prepared Food, size
Medium, using Context D)
Chest
Locks: Chest,
Simple
Fishing Supplies AND
Weapons: Ranged
225
Mines L1
Map 75: Central Storage Overview (ML1-CST-O)
One square equals 5 ft.
226
Mines L1
ML1-CST-O: Central Storage Overview
Overview
This area was used as centralized storage for the entire Mine
operation. Everything that took more than a day to reach the
surface from the Mines, or to be distributed into the Mines
from the surface, ended up here in transit.
Theme & Purpose
Although it’s a veritable hoard of potential treasure and
supplies, it’s also home to a great number of beasties.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Reroll any results of “NPC Encounter” or “No
Encounter” once.
Areas of Interest
ML1-CST-O-1: Explosives Shack
This building is described in more detail in “Map 76: Central
Storage: Explosives Shack (ML1-CST-EXS)” on page 227.
ML1-CST-O-2: Rock Pillar
A tall, but thin, needle of rock extends from the floor
nearly to the ceiling here. About its base are further rods
of seemingly naturally-occuring stalagmites in an arc.
Upon investigating this area, roll on the
Random
Encounters table, ingoring any NPC Encounter results;
place any monsters that result in the Stacks area to the west.
ML1-CST-O-3: Stacks
Please refer to “Map 77: Central Storage: Stacks (ML1-CST-
STK)” on page 230 for further details.
227
Mines L1
Map 76: Central Storage: Explosives Shack (ML1-CST-EXS)
One square equals 5 ft.
228
Mines L1
ML1-CST-EXS: Central Storage: Explosives Shack
Overview
This shed was used to store explosives, primarily for
demolition purposes, to excavate and explore distant areas
of the mine. Thankfully, the chaotic nature of circumstances
in the wake of the Obelisk’s discovery have not led to any
evildoer discovering the cache for destructive purposes.
Theme & Purpose
It’s a site of a major explosives cache which, if not defused,
has the potential to destroy the mines later in the adventure.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” results once.
Areas of Interest
ML1-CST-EXS-1: Entrance
A massive set of steel double doors is locked against you.
The lock mechanism appears to have been bludgeoned,
but it did not yield. Wall sconces with burned-down
torches flank the doors.
Access
Explosives Shack
Doors
Locks: Door, Stronghold, using
Context B
ML1-CST-EXS-2: Main Room
Tables, crates, and debris is littered around this room,
which appears to have been a common area for those
manning this post. A makeshift meal is set in the table
to the southwest, the food long spoiled. Two crates and a
chest are stacked against the north wall.
Access
Contents
Crates
(2x)
Container:
Barrel or Crate
General Supplies, using
Context C
Chest
Locks: Chest,
Strongbox
Coin Treasure: Moderate,
using Context B AND
Potions: Moderate
ML1-CST-EXS-3: Debris
There’s a small hole in the ceiling of the shack above
this area, perhaps head-sized. It seems that someone
has taken the debris from the roof, paired it with
miscellanous garbage and other spare supplies, and
started to form a makeshift barricade. There are two
odd things about this, if true: one, there is no sign of
who made the obstacle; and two, the barricade faces
northeast, which is inside the room, facing the reinforced
door that is partially hidden behind a grey curtain.
Access
East Door
Locks: Door, Reinforced
Access
Contents
Sacks
unprotected
Rations & Prepared Food
ML1-CST-EXS-4: East Storage
Barrels are stacked in the south crevice in this store
room. Two chests sit chaotically in the open: one is open
and empty; the other is closed and locked. A door is
locked against further passage to the north.
Access
North Door
Locks: Door, Reinforced, using Context C
Access
Contents
Chest
Locks: Chest,
Strongbox
Gems: Semi-Precious, using
Context D
Barrels
(5x)
Container:
Barrel or Crate
Fresh water
ML1-CST-EXS-5: Explosives Hall
A chest sits in the northeast corner. A chequered floor
extends narrowly to the west.
Access
Contents
Chest
Locks: Chest,
Strongbox AND
Traps: General, using
Context B
Armor: Heavy, using
Context C
ML1-CST-EXS-6: Explosives
Three barrels sit here. There is a smell of something
sulfurous that singes the nostrils.
229
Mines L1
Simple intuition may tell the PCs that they’re looking
at explosive powder, but in case the olfactory clue is
insufficient, any character may make a passive
Skill
check to conclude the nature of the barrels’ contents.
Appropriate skills include Profession: Soldier, Alchemy,
Nature, and so on. The GM is encouraged to have the PCs
surmise correctly, so that the Quest below can be initiated.
The barrels are quite heavy: it’s possible to roll them outside,
particularly if the secret door right nearby is discovered, but
it is not feasible to cart them about for the remainder of the
adventure.
The purpose of the explosives here is purely story-based;
however, clever PCs wishing to make use of the powder may
use the following profile.
Explosive Mining Powder
Value 50 gp; Weight 1 lb.; Materials gunpowder base;
Nature non-magical; Aura none; Slot usable; CL n/a
Depending on the nature of your campaign and its
technology level, you may treat this as simple gunpowder,
with all the benefits and uses that derive therefrom.
For lower-tech campaigns in which that substance has not
yet been discovered, or in which it’s not commonplace, treat
it as a mining, excavating tool only if possible.
Exposing the powder to any flame or spark will detonate
it instantly. It inflicts 2d10 damage, and has an explosive
range of 10’; any other doses of the powder that are within
this range also detonate. Additional pounds of powder
increase the damage by 2d10 points, and the range by 5’, per
pound.
Construction Requirements n/a
It should be noted, perhaps obviously, that any ignition of
the barrels, accidental or intentional, detonates all three
kegs and destroys the building as well as any PCs within it
instantly.
Access
Contents
Barrels
(3x)
Container: Barrel or
Crate, using Context C
Explosive powder
(50 lbs.)
Quest: Things Fall Apart
Summary: Defuse the demolition explosives in this shed,
or risk their misuse by others later in the adventure.
Rewards:
2 Reward Stars.
Locations: Central Storage: Explosives Shack (ML1-
CST-EXS).
Key NPCs: None.
Kickoff: The PCs discover the shed, and identify the
barrels in Location 6 as being explosive in nature.
Description:
It’s possible that the PCs never encounter this building, or
perhaps in exploring it they never discover the explosive
barrels in Location 6. If so, no Catalyst Impact is generated,
as the party has not made an intentional action.
If the party does discover the barrels, however, and
determine that they are filled with explosives, they have a
decision to make:
They may ignore the barrels, either failing to predict
that they may be used for ill purpose, or seeing that
possibility and shrugging it off.
Alternately, they may attempt to defuse the potential
bomb. This can be accomplished in a myriad of ways,
both magical and mundane. The easiest way, however,
and the cheapest, is to simply pour water into the
barrels. There’s even some water readily available
for this purpose in the room to the southeast. As for
alternate approaches, the GM is left to determine
whether a given attempt is successful, but is encouraged
to let honest efforts succeed here.
Things Fall Apart (Ignore): Chaos +2
Ignoring the potential destructive capabilities of the
explosives cache results in a Catalyst Impact of
Chaos
+2.
In order to trigger this effect, the party must discover the
explosives barrels, identify them as being destructive in
nature, and either fail to draw the conclusion that they might
be misused, or recognize that possibility and intentionally
ignore it. The effect triggers as soon as the party leaves the
building without having denatured the barrels.
Note that the party may trigger this impact by leaving, and
then return later, and trigger the Defuse impact below. The
two effects stack if triggered in this sequence.
Things Fall Apart (Defuse):
Law +2
Denaturing the explosive barrels at any point in the
adventure generates a Catalyst Impact:
Law +2.
This stacks with other Catalyst Impacts for this Quest.
ML1-CST-EXS-7: Secret Door
This door may be discovered from either side.
Access
Secret Explosives
Door
Locks: Door, Secret, using
Context C
230
Mines L1
Map 77: Central Storage: Stacks (ML1-CST-STK)
One square equals 5 ft.
231
Mines L1
ML1-CST-STK: Central Storage: Stacks
Overview
This is the central, main area of storage for the first level of
the Mines. Any supplies making their way down to other
levels, or production making its way back up to the surface,
will be stored here temporarily en route if its progress is not
expedited.
Theme & Purpose
A place of vast resupply, it’s also home to a great many
monsters, owing to its central location and myriad hiding
opportunities.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Roll twice as often as normal, and reroll “No
Encounter” results once.
Areas of Interest
ML1-CST-STK-1: Southeast Stack
A 15’-high wall of greyish-wood crates is stacked here.
Access
Contents
Crates,
Large
(3x)
Container: Barrel or
Crate, using Context
C
General Supplies, using
Context C, size Large
Crates,
Small
(6x)
Container: Barrel or
Crate
Fishing Supplies, size
Medium
ML1-CST-STK-2: East Entrance
An entryway of sorts is formed from a gap here in the
stacks.
ML1-CST-STK-3: Northeast Body
A dwarven corpse lies here, its limbs stretched in agony
and a trail of blood leading to the south.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Medium AND
Weapons: Martial 1H AND
Armor: Shields AND
Potions: Moderate, using Context
D
ML1-CST-STK-4: Crate Wall North
A 10’ tall mountain range of wooden crates is stacked
here. On top is a series of smaller crates, and a locked
chest.
Access
Contents
Crates,
Large (6x)
Container: Barrel or
Crate, using Context B
Textiles, using
Context D, size
Large
Crates,
Small (3x)
Container: Barrel or
Crate
Clothing: General,
using Context B
ML1-CST-STK-5: Rock Pillar
A pillar of grey rock extends nearly to the ceiling here.
It’s surrounded by clumps of fallen rocks.
ML1-CST-STK-6: Northwest Cratewall
A clump of crates sits here, forming a 10’ high ridge that
flows from north to south. On top are occasional smaller
crates.
Note that the profile below refers to the entire “ridgeline” of
crates forming the central portion here.
Access
Contents
Crates,
Large (11x)
Container: Barrel or
Crate, using Context B
Glasses, Metals,
and Woods, size
Large
Crates,
Small (6x)
Container: Barrel or
Crate
Rations &
Prepared Food,
size Medium
ML1-CST-STK-7: Tiny Crate Scattering
To the northwest of the main ridge of crates is a
scattering of small, chest-sized containers
Access
Contents
Crates,
Tiny (9x)
Container: Barrel or
Crate, using Context D
Books AND
Writing Supplies
232
Mines L1
ML1-CST-STK-8: Ruined Containers
A series of shipping crates, imported from the surface,
have been smashed open here; within was a variety of
foodstuffs, now long rotted. To the south is a scattering
of debris, perhaps the start of a makeshift barricade
against wandering monsters.
ML1-CST-STK-9: Central Corpse
A dwarven miner lays here, stripped of her belongings,
and some weeks dead from the look of it. A trail of blood
leads to the south, parallelling a line of rocks and fallen
stones.
The north-south line of the stones mentioned forms an
important divide: if the party is positioned to its west, place
any new random encounters as approaching from Location 2
to the east. Similarly, if the party is east of this line of rocks,
new encounters enter from Location 13 to the west.
ML1-CST-STK-10: Privy
This luxurious privy has a door on it. Less luxurious is
the trail of blood that leads to the north, terminating in a
dead miner.
ML1-CST-STK-11: Southwest Barricade
A barricade of sorts has been formed here from sacks,
bags, and debris. It forms a chest-high wall to fill the
gap between the crate stacks; as the crates to the south
are somewhat lower in height, sacks have been heaped
atop those boxes to keep the height of the impromptu
wall level. The bags themselves all appear to contain
grain and seed, but they have been eaten and defecated
on by rats for weeks. Indeed, as you approach, rats
scatter from every bag, except for those that attack you.
A single
Rat Swarm attacks the party here as they
approach within 20’.
ML1-CST-STK-12: Small Stack
A clump of smaller containers is piled here, forming
an outcropping of sorts from the main north/south
ridgeline.
Access
Contents
Crates,
Tiny (5x)
Container: Barrel or
Crate, using Context C
Alcohol: General,
using Context C
ML1-CST-STK-13: Western Approach
From this vantage, it almost seems as though there
is nothing untoward: the Stacks appear to be a large
formation of mostly wooden containers. The barricade to
the south of the main wall of crates, and the thin scent of
irony blood in the air, soon give lie to the facade quickly.
233
Mines L1
Map 78: Secret Mine Area North (ML1-SCTN)
One square equals 5 ft.
234
Mines L1
ML1-SCTN: Secret Mine Area North
Overview
This was once the northernmost area of this floor of the
Mines, but it was quickly abandoned once it became clear
that the naturally-occuring cave produced zero yield of
interest. The humidity and coolness lend themselves to
the attention of monsters, however; in order to remove the
risk, the entrance was sealed by demolitions a few years
ago. Although it has not been discovered in the wake of the
Obelisk’s unveiling, there are tiny tunnels that lead here
from the surface, and as such, this area has been used over
time by many monsters.
Theme & Purpose
This is an area of relative safety, though it cannot be used
as such for very long. It’s also a good place to do some
monster-hunting, if that’s what the party is looking for.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll half as often as normal, and reroll any monster-
related encounters once.
Areas of Interest
ML1-SCTN-1: Entrance
Only read the italicized text below if the secret is discovered.
The earth and stone falls away at your touch, easily in
places, and requiring brute force in others to expose a
very wide passage into an enormous, seemingly naturally-
occuring chamber. The air is quite cool, and yet humid
too. You hear a scuttling sound in the dark ahead.
Access
Secret Area Door
Locks: Door, Secret, using
Context B, Perception only
ML1-SCTN-2: Rockpile East
A hip-high pile of fallen boulders and debris sits just
inside the entrance.
Roll on the
Random Encounters table; keep rerolling
until it yields a result containing only monsters of size
Medium or smaller. Place the resulting beasts on the
rockpile and have them attack; unless the party has taken
extraordinary measures to excavate from a distance, the
monsters will have the benefit of surprise.
ML1-SCTN-3: Rockpile West
You hear the picking of tiny claws from within this
rockpile. Braced for danger, you relax when you see just
a few handfuls of mice emerge and skitter away into the
distance.
ML1-SCTN-4: Main Chamber
Cool, humid air flows about you. The icy dampness
makes you think of a rock, picked up, and exposing all
sorts of creepy-crawlies in the cooler earth underneath.
ML1-SCTN-5: Rock Pillar
Dominating the center of this room is a massive rock
pillar connecting the floor to the ceiling 30’ above you.
The pillar tapers to a base 50’ in circumference, with
smaller rockpiles scattered about.
ML1-SCTN-6: Cobweb Corner
The northeast corner of the chamber consists of a
smaller rock pillar than the one in the center, connected
to the walls via spiderwebs.
When the PCs explore this area, there is nothing to discover.
However, if they have not explored this corner by the time
they investigate Location 7 below, roll on the
Random
Encounters table and reroll until you get a monster
encounter; place that encounter as emerging from this
cobweb corner as the PCs check out Location 7.
ML1-SCTN-7: Darkrock Patch
To the north of the enormous rock pillar is a patch of
bluish-black rocks surrounding a massive boulder that
sticks out from the earthen floor. The air, and sounds,
are calm here, as though treading lightly and carefully
about this bizarre scene.
The rock itself is a very, very faint echo of the substance
that composes the Obelisk; aside from exuding an extremely
subtle
Chaotic aura, it poses no threat.
What does pose a threat, however, is the potential for
monsters emerging from Location 6 and/or Location 9.
Random encounters placed in these areas as a result of
failing to explore those areas stack, so it’s possible that the
party will be attacked from both sides while exploring the
235
Mines L1
Darkrock Patch here.
ML1-SCTN-8: Rockspill
The ceiling is lower here, dipping to 10’ as it approaches
the western cave walls. It seems quite volatile, too,
based on the scatterings of boulders, rocks, and mud on
the floor.
ML1-SCTN-9: Spider Pillar
In between the two 10’ high rock pillars is a massive
floor-to-ceiling spiderweb. Strangely, there is nothing
stuck in it; it is either so fresh that nothing has gotten
tangled up yet, or so old that it has been picked clean.
When the PCs explore this area, there is nothing to discover.
However, if they have not explored this corner by the time
they investigate Location 7 above, roll on the
Random
Encounters table and reroll until you get a monster
encounter; place that encounter as emerging from this
massive spiderweb as the PCs check out Location 7.
ML1-SCTN-10: West Crevice
The chamber narrows to a tiny crevice here, into which
one might put one’s arm but little more. In the faint
light, you think you see a glimmer reflected.
This crevice has been used as a secret stash over the years.
Access
Contents
Crevice
unprotected
Gems: Medium-Quality, using
Context B AND
Potions: Moderate, using Context
C
236
Mines L2
Mondaria Mines:
Level 2
237
Mines L2
Map 79: Mines Level 2 Overview (ML2-O)
One square equals 20 ft.
238
Mines L2
Level Introduction: Mines Level 2
Summary
Level 2 of the Mines has interesting and varied terrain. It’s
also the first occurence of active mining that the PCs will be
exposed to, mostly in the northwest and northeast corners
of the mines. The lake to the southwest is a particularly
interesting zone.
Entrances and Exits
Note that the following are typical, even secret, means of
entering and exiting the level as it was designed.
Other, magical means of navigating the level (for example,
teleportation spells or those that grant incorporeality) are
not discussed and are left to the GM to manage should they
be introduced.
Navigation to Mines Level 1
There are three Elevators ascending to Level 1, near
locations 4, 5, and 6.
Location 3 continues the tunnels underneath the
basement of the Southwest Residence.
Navigation to Mines Level 3
Locations 4, 5, and 6have Elevators that descend as well.
Location 3 continues the tunnels underneath the
basement of the Southwest Residence, which leads
down the spiraling pit.
Overview
The bulk of this level is an enormous, single chamber,
stretching hundreds of feet from the lake in the southwest
to the mining areas of the northern corners, with plenty
of storage and buildings in between and all connected via
railway.
To the southeast, in a separate zone, is the continuation of
the tunnel-pits that extend beneath the residential district of
the surface city.
Atmosphere & Theme
This, perhaps as much as any other level of the Mines,
should feel like an active production center. The mining
regions should feel very recently and abruptly abandoned;
the buildings and storage areas should feel recently in use.
Overall, a growing sense of foreboding should continue,
but ultimately, this should feel as though the influence of
the Obelisk has been limited to the dearth of denizens, not
affecting the physical structure of anything as of yet.
Default Random Encounters
Some Areas of Interest within this level will describe
a certain approach to Random Encounters, either by
overriding the timing (e.g., “every 30 minutes), and/or by
providing its own localized version of the random encounter
table below.
Absent such an override, roll on the following table of
Default Random Encounters for every 5 minutes the party
remains in this area.
Table 13: Mines Level 2 Default Random Encounters
D%
Event
Description
01-20
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
21-38
Trivial
Encounter
Roll once on Monsters: Surface,
Trivial.
39-55
Light
Encounter
Roll once on Monsters: Surface,
Light.
56-74
Average
Encounter
Roll once on Monsters: Surface,
Average.
75-84
Advanced
Encounter
Roll once on Monsters: Surface,
Advanced.
85-89
Elite
Encounter
Roll once on Monsters: Surface,
Elite.
90-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
Table 14: Mines Level 2 Default NPC Encounters
D%
Event
Description
01-05
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
239
Mines L2
D%
Event
Description
06-10
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
11-14
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
15
Common
NPC
A single Bleak Mute lurches within
view of the party.
16
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
17-25
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
26-40
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
41-44
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
45
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
46
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
47
Common
NPC
A horrifying Tainted Taskmaster
walks about.
48
Common
NPC
Celebrants dance and amble
toward the party:
1d4x
2d4x
2d6x
3d8x
49
Common
NPC
Firedancers lithely come toward
the party:
1d4x
2d4x
2d6x
3d8x
D%
Event
Description
50
Common
NPC
A Firedancer party approaches
the PCs:
1x Campmaiden, 1d4x
Firedancers, 2d4x Celebrants
1x Hearthstud, 2d4x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d6x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d8x
Firedancers, 2d8x Celebrants
51
Common
NPC
A single Campmaiden or
Hearthstud approaches the party
with a twinkle in their eye. Use
the sex opposite the majority of
the PCs’ composition, or randomize
if there is a tie.
52
Named NPC
Ambling scholar Brocambe
Methurzz.
53
Named NPC
Beastmaster Gabharn.
54
Named NPC
Blacksmith Hamfast Burrbottom.
55
Named NPC
Feastmaster Frobwin Glamfork.
56
Named NPC
Herbalist Innelothe.
57
Named NPC
Illusionist entertainer Raekeldorr.
58
Named NPC
Keeper of Records Skandern
Lithutz.
59
Named NPC
Keepmaster Vanarelia Riccards.
60-64
Named NPC
Loremaster Dalnarok.
65-69
Named NPC
Mercenary dwarf Gordsturll.
70-74
Named NPC
Merenary tiefling Killarth.
75-80
Named NPC
Railmaster Arranz Trevain.
81
Named NPC
Tinkermaster Skandbard.
82
Named NPC
Warden Imeltrude Legande.
83
Named NPC
Brewmaster Glimdarffe Sudsglub.
84
Named NPC
Cartographer Estarel Finequill..
85
Named NPC
Chemist Incebb Gullip..
86
Named NPC
Chief engineer Didkeln
Clawhammer.
87
Named NPC
Coinmaster Lugatoo.
88
Named NPC
Dwarven union leader Danalin
Foeslash.
89
Named NPC
Elven administration leader
Maresmir.
90
Named NPC
Engineer Brimdog Firecleave.
91
Named NPC
Foreman Belerras.
92
Named NPC
Gangboss Dagbrag.
93
Named NPC
Lead designer Estarel Finequill.
94
Named NPC
Mayor Faenadorn.
95
Named NPC
Minemaster Thrennian Lo’quee.
96
Named NPC
A Mystic Seer.
240
Mines L2
D%
Event
Description
97
Named NPC
Sage Natobbe.
98
Named NPC
Stablehand Friskbik.
99
Named NPC
Stablemaster Semtammi.
00
Named NPC
Tribute magister Elawelle.
Areas of Interest
ML2-O-1: Underground Lake
This area is described in more detail beginning on page
241.
ML2-O-2: Skimmer’s Cache
Please refer to page 250 for further details.
ML2-O-3: Invaded Residence Sub-
Basement
Page 252 commences further information.
ML2-O-4: Elevators North
This region is documented starting on page 255.
ML2-O-5: Elevators East
Please turn to page 265 for more details.
ML2-O-6: Elevators West
Page 268 begins full information.
ML2-O-7: Mining Area Northeast
This region is described starting on page 271.
ML2-O-8: Mining Area Northwest
Refer to page 274 for more details.
ML2-O-9: Gem Cache
This region is documented commencing on page 276.
ML2-O-10: Riverbank Processing
Page 279 starts full details on this area.
ML2-O-11: Railshed & Storage East
This area is described starting on page 286.
ML2-O-12: Railshed & Storage
Northwest
This structure and its surrounding area are documented
beginning on page 292.
241
Mines L2
Map 80: Underground Lake & Island Overview (ML2-ULI-O)
One square equals 5 ft.
242
Mines L2
ML2-ULI-O: Underground Lake & Island Overview
Overview
Originally used for fishing, this lake has been largely picked
clean of life. Its bridges and piers have fallen into disrepair,
and the wild flora and fauna of the damp cave has gradually
taken over the region. It remains a useful place to fish,
though the variety of produce and the threat increasingly
posed by the native monsters make it a less and less
attractive area for the miners to obtain food.
Theme & Purpose
This underground lake contains a variety of threats and
pleasures, risks and rewards. It is an anomaly in the
underground environment, however, and should be treated
as a very unique region.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any “NPC Encounter” results.
In addition, the lake itself is quite volatile: any PC entering
it at any point prompts an automatic roll on the
Random
Encounters table, ignoring non-monster encounters.
Critters that result from this roll should be placed at least
30’ away from the PC(s) who entered the water, preferably
approaching the party from an unexplored direction.
If there is no monster resulting from the above roll, or
if the party stays in the water after any such monster is
vanquished, roll again on the
Random Encounters table
as above for every full minute the party conducts aqueous
activities.
There is no limit to the number of encounters that the party
might summon in this manner, though the GM is encouraged
to limit the threat to a single active encounter at a time.
Areas of Interest
ML2-ULI-O-1: Northern Island
Turn to page 243 for further description.
ML2-ULI-O-2: Center Island
Page 245 contains more information.
ML2-ULI-O-3: Southern Island
Please refer to page 248 for more details.
243
Mines L2
Map 81: Underground Lake Northern Island (ML2-ULI-N)
One square equals 5 ft.
244
Mines L2
ML2-ULI-N: Underground Lake Northern Island
Overview
The northernmost of the three islands in the lake, it’s also
the least used, owing to the volatility of nature to be found
there.
Theme & Purpose
There is treasure to be had, but at what cost?
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any “No Encounter” results once.
Areas of Interest
ML2-ULI-N-1: Stone Bridge
A massive stone bridge spans the water from the main
cave floor.
ML2-ULI-N-2: Island North
The ground on this island is mucky and damp, as though
the surrounding waters flood on occasion. Fungus grows
all over in patches and groves. In the mud, you see
prints and tracks of all manner of beast.
ML2-ULI-N-3: Tiny Bay
Crops of large rock form tiny islands in this small bay
formed by a curve of the island. The water in this area
flows as though along a river, from north to south.
If any PC disrupts the water in this bay, either by wading
into it or even by throwing a stone (or missing with a
ranged weapon in combat elsewhere on the island!),
roll immediately on the
Random Encounters table,
ignoring any non-monster results, and placing any
monsters that result as emerging from the water in this
bay.
ML2-ULI-N-4: Fungal Grove
Purplish-crimson fungus covers most of the island’s
width at this central point. Clumps of it move and sway,
as though sensing your presence.
1d4
Yellow Musk Creepers emerge if any of the fungi
are touched or disrupted, and attack the party.
ML2-ULI-N-5: Rock Cove
A thin ledge of rock protrudes here, in contrast to the
mud of the rest of the island. It’s surrounded on the
edges by small ridges of various mushroom.
These are harmless, and pose no threat.
ML2-ULI-N-6: Southeast Pier
This wooden structure has long fallen into disrepair,
neglected and worn down by time and the elements. You
see claw marks and scratches pitting the surface here
and there. To the south are two barrels; one is open and
empty.
Access
Contents
Barrel
Container: Barrel or
Crate, using Context D
Alcohol: General,
using Context B
ML2-ULI-N-7: Pier Terminus
The long pier from the island has a 20’ gap in it, ending
in this small pierlet that is effectively its own little
island in the lake. On it is a duo of sealed barrels, and a
treasure chest.
Getting to this island is its own challenge: the water here is
10’ deep, and remember that entering or staying in the lake
at any point has a chance of introducing monsters.
Access
Contents
Barrels
Container: Barrel
or Crate, using
Context D
Glasses, Metals, and
Woods, size Medium,
using Context C
Chest
Traps: General,
using Context D
(chest is unlocked)
Gems: High-Quality, using
Context D, AND
Weapons: Martial 1H,
using Context C AND
Potions: Moderate, using
Context C
245
Mines L2
Map 82: Underground Lake Center Island (ML2-ULI-C)
One square equals 5 ft.
246
Mines L2
ML2-ULI-C: Underground Lake Center Island
Overview
The largest of the three islands, this is also the most active,
and is the only one still used for fishing.
Theme & Purpose
Loot and danger, in equal measure, meet the party here.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any non-monster results once.
Areas of Interest
ML2-ULI-C-1: North Stone Bridge
This massive carved-stone structure connects the
mine’s main floor to the large lake island. Despite
wear and tear of perhaps a hundred years, it remains
in remarkably good shape, owing to the dwarven
construction you intuit from the carved runes.
ML2-ULI-C-2: South Stone Bridge
This leads to “Map 83: Underground Lake Southern Island
(ML2-ULI-S)” on page 248.
ML2-ULI-C-3: Main Island
The largely earthen ground here is damp, and the air
humid, but it stops short of being muddy. Your feet leave
easily-visible tracks; among them you see those of other
creatures, big and small, recent and old.
ML2-ULI-C-4: Southeast Firepit
A firepit sits here at the base of the rock pillar. It has
been recently used, as in the last few days. You see some
footprints in the earth surrounding the rock circle.
A
Survival or similar skill check at DC 15 will reveal that
a mixed group of Dwarves and Elves made use of this fire a
few days ago.
ML2-ULI-C-5: Southern Fungal Clump
The southeast corner of the island is wetter and muddier
than the rest of the land. Fungus grows heavily here,
waist-high in areas. It feels quiet and calm here.
Although the description sounds scary, the fungus that grows
here actually produces a sound-dampening effect; do not
roll on the
Random Encounters table while the party is
exclusvely here.
ML2-ULI-C-6: North Firepit
A long-abandoned firepit sits on the north edge of the
island. Nearby is a ridge of fungus in purple, red, and
yellow hues.
Disturbing the fungus here will stain clothing and flesh
a dark shade of the appropriate color—a paste formed
of smashed spores. The delicate spores are completely
harmless, however.
ML2-ULI-C-7: Storage
The western edge of the island is a storage haven,
consisting of crates, bags, and one chest.
Access
Contents
Crates,
Large
(6x)
Container: Barrel
or Crate, using
Context D
Glasses, Metals, and
Woods, size Large, using
Context B
Crates,
Small
(9x)
Container: Barrel
or Crate, using
Context D
Fishing Supplies, size
Medium
Chest
Locks: Chest,
Simple
Armor: Medium AND
Weapons: Simple
ML2-ULI-C-8: Rock Pillar Fungus
Garden
The center of the island is dominated by a huge growth
of multicolored fungus, sprouting in and among a vortex
of rock clumps that surround a central rock pillar which
stretches to the ceiling 25’ above you.
Disturbing any of the fungus in this area—or setting foot
on any of the rocks—prompts an immediate roll on the
Random Encounters table, ignoring non-monster
results.
ML2-ULI-C-9: Pier Entrance
Abutting the entrance to the southwest pier are clumps
of empty barrels that smell of fish.
ML2-ULI-C-10: Pier
A long pier forms a kind of cross stretching into the
247
Mines L2
water to the southwest of the island. Barrels abound,
and there is a table and two chairs for sitting and fishing
should the need arise.
Access
Contents
Barrels,
Small
(4x)
Container: Barrel
or Crate, using
Context D
Rations & Prepared Food,
using Context D
Barrels,
Large
(3x)
Container: Barrel
or Crate, using
Context B
Fishing Supplies, size
Medium
248
Mines L2
Map 83: Underground Lake Southern Island (ML2-ULI-S)
One square equals 5 ft.
249
Mines L2
ML2-ULI-S: Underground Lake Southern Island
Overview
Historically used for short-term storage, or to resupply
fishing needs without venturing to the main Mines area, this
island is now quite old and forgotten.
Theme & Purpose
This island is the most difficult to get to, the most dangerous,
and also the most profitable from a loot perspective.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Roll twice as often as normal. Ignore any non-
monster results.
Place any encounters that result as approaching from the
northern island.
Areas of Interest
ML2-ULI-S-1: Stone Bridge
This leads to “Map 82: Underground Lake Center Island
(ML2-ULI-C)” on page 245.
ML2-ULI-S-2: Main Island
The ground here is a mix of grainy mud and occasional
stone. Tracks and claw marks are fainter here, as
though the island had seen much less recent use than its
northern neighbors.
ML2-ULI-S-3: Fungus Firepit
A firepit sits here, unused for years yet its skeleton is
unmistakable. About it grows a variety of fungus.
ML2-ULI-S-4: Storage & Treasure
A curving pile of barrels and crates has been placed
here. A chest sits in the midst of the array, and a pile of
belongings has been dumped next to a rock group.
Access
Contents
Crate,
Large
Container:
Barrel or Crate,
using Context D
Fishing Supplies, size
Large
Crates,
Small
(7x)
Container:
Barrel or Crate,
using Context B
General Supplies, size
Medium
Barrels
(9x)
Container:
Barrel or Crate
Rations & Prepared Food,
size Medium
Stacked
Barrels
(4x)
Container:
Barrel or Crate
Alcohol: General, size
Medium
Access
Contents
Chest
Locks: Chest,
Simple, using
Context D AND
Traps: General,
using Context B
Gems: Medium-Quality,
using Context B AND
Weapons: Martial Ranged
Treasure
Pile
unprotected
Armor: Light AND
Armor: Shields AND
Weapons, Martial 1H AND
Potions: Moderate AND
Coin Treasure: Moderate,
using Context D
Upon searching this area, roll on the
Random
Encounters table immediately; ignore non-monster
encounters.
250
Mines L2
Map 84: Skimmer’s Cache Secret South (ML2-SCS)
One square equals 5 ft.
251
Mines L2
ML2-SCS: Skimmer’s Cache Secret South
Overview
This chamber is a naturally-occuring cave extension that
has been sealed off from the main Mines area by scavengers
hoping to secret gems.
Theme & Purpose
It’s a great source of valuables, if the party can discover it.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Roll half as often as normal. Reroll “NPC
Encounter” results.
Come Into My Parlor...
Touching any of the spiderwebs here will prompt an
immediate roll on the
Random Encounters table. Ignore
any non-monster results, and introduce ensuing encounters
as approaching from the north, curious or enraged that the
secret has been discovered.
This effect only occurs the first time webs are disturbed;
thereafter, the party may explore in relative peace.
Areas of Interest
ML2-SCS-1: Entrance
Only read the italicized text if the secret is discovered.
The entire wall here seems a little fishy. Veins of rock
on the edges seem to disappear into a wall of a different
texture and composition. Pursuing a hunch, you poke at
the wall to the south here: Sure enough, the rock comes
apart with some wedging. It appears that someone has
stacked hundreds of rocks here, and smeared a muddy clay
around them as a kind of improvisational mortal to hold
the secret in place.
This leads back to the main mine area as described in “Map
79: Mines Level 2 Overview (ML2-O)” on page 237.
Access
Skimmer’s Cache
Secret Door
Locks: Door, Secret, using
Context C, Perception only
ML2-SCS-2: Crates
In the southwest corner of the chamber is a trio of secure
crates, and two locked treasure chests, surrounded by
spiderwebs.
Access
Contents
Secure
Crate
(3x)
Container:
Barrel or Crate,
using Context C
Armor: Medium AND
Weapons: Martial 2H
Access
Contents
Chests
(2x)
Locks: Chest,
Strongbox,
using Context B
Coin Treasure: Moderate,
using Context B AND
Gems: Semi-Precious,
using Context D
ML2-SCS-3: Empty Chest
Sitting amidst rockpiles and spiderwebs is a large
wooden chest. Its lock has been smashed to bits.
Although the chest itself is empty, there are small piles of
scattered gemstones on the ground nearby.
Access
Contents
Ground Near Chest
unprotected
Gems: Low, size
Medium
ML2-SCS-4: Southeast Spiderweb Cache
Underneath the shadow of an enormous spiderweb that
reaches from the cave walls to a floor-to-ceiling rock
pillar are two treasure chests.
Access
Contents
Chests
(2x)
Locks: Chest,
Simple, using
Context C
General Supplies AND
Gems: Low AND
Armor: General
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Mines L2
Map 85: Invaded Residence Sub-Basement (ML2-IRSB)
One square equals 5 ft.
253
Mines L2
ML2-IRSB: Invaded Residence Sub-Basement
Overview
Underneath the Residential District of the surface city
is a spiraling hive of lairs, tunnels, and pits. This marks
the transition from a few sub-basement levels to an actual
monstrous lair of sorts.
Theme & Purpose
This is one of the unorthodox means of entering the lower
Mine levels. Merely being here should impose a sense of
creepy-crawly dread in the party.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Roll twice as often as normal. Reroll any “NPC
Encounter” results.
Areas of Interest
ML2-IRSB-1: Hole in Ceiling
The hole is 20’ up from the floor, and leads to “Map 63:
Residence SW Basement (MC-RSW-BM)” on page 195.
ML2-IRSB-2: Slate Pile
A mountain of slate and shale have been heaped here. It
seems the perfect place for a large creature to stretch out
and relax.
Disturbing this pile in any way prompts a roll on the
Random Encounters table. Ignore any non-monster
results, and reroll on the appropriate sub-table until
you get a Swarm result. That swarm emerges from
underneath the pile.
ML2-IRSB-3: Northwest Rock Pillar
This massive stalagmite stretches 20’ up to the ceiling of
the chamber. Piles of fallen rock lie about its base.
ML2-IRSB-4: Debris Swath
Splintered and flattened rock chunks litter the entire
north edge of the massive chamber. It looks like some
have been thrown, others scuttled and dragged. Someone
or something has intentionally been accumulating the
debris.
Upon entering this area, if the PCs have not already
investigated Location 7 to the east, roll immediately on
the
Random Encounters table, and ignore any non-
monster results. Any encounter that ensues will emerge
from Location 7.
ML2-IRSB-5: Northeast Rock Pillar
Another floor-to-ceiling formation of rock sits here
among the rubble, this one brown, and with substantial
clumps of fallen boulders about its base.
ML2-IRSB-6: Guano Path
Much of the north and central regions of this chamber
are covered in monster feces, forming a slick and
disgusting surface. Although much of the guano is
months old, some is much fresher.
ML2-IRSB-7: Northeast Debris
Rocks, gravel, and even some pieces of wood lie here in a
mangled assortment.
ML2-IRSB-8: Fungal Patch
Ochre fungus litters the ground here in a wide swath. It
appears common in nature, and non-volatile.
ML2-IRSB-9: Southeast Rock Pillar
Sprouting from the ground is a thin brown rock pillar
that reaches nearly to the ceiling 25’ above you. Boulders
and toadstools lie about its base. From the south comes a
thin, cool howl of air.
ML2-IRSB-10: Corpses
An assortment of dead bodies is strewn here, not quite
piled, but definitely moved here intentionally. Their
belongings have largely been removed, and in many
places, their flesh consumed; it seems as though they
have been dead a week or more.
Access
Contents
Corpses
unprotected
Coin Treasure: Moderate, using
Context D, Copper and Silver
results only
ML2-IRSB-11: Bonepiles
On a ledge formed by the overhang of the ceiling 10’
above you is an assortment of piles of bones, each
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Mines L2
one belonging to a different creature. There are some
humanoid skeletons, as well as much more monstrous
ones. Some piles seem to have been thrown in a heap;
others are more carefully arranged. One Ettin skeleton
seems as though it might simply have rotted away over
the years to the bones that now lay here.
There is no treasure to be found among the long-dead bodies.
ML2-IRSB-12: Rounding the Corner
As you traverse the narrow ledge, there is a gust of wind
from the pit below.
Each Medium-sized PC must make a
Acrobatics check at
DC 10 to keep their footing. Failure means they risk falling
into the pit to the southwest; any other party member may
attempt to stay their fall, attempting their own Acrobatics
check at the same DC. Success means that nobody falls;
failure of this second attempt means that both PCs plummet.
ML2-IRSB-13: Calm Debris
From this vantage point, you sense a calmness of the
wind and spirit. You can see the entire chamber to the
north, across the gaping chasm. You feel oddly protected
by the head-high piles of stone and debris on either side
fo you.
The location and odd calm of this place means that no
Random Encounters will take place here so long as the
party does not draw attention to themselves. They may even
take a long rest if they do not light a fire.
ML2-IRSB-14: Pit
A yawning pit lies in the south-center of the lair. It
descends at least a hundred feet down from what you can
tell.
Falling down here is a very, very bad thing: it ends three
entire mine levels down, each of which is between 30’ and
50’ in depth. For practical purposes, most unprotected falls
into this pit spell certain doom for any but the most heroic
PC; the GM is left to determine the lethality of blunders or
combat effects that lead PCs to a fall here.
ML2-IRSB-15: Hole Down
A hole in the earth here leads down into the darkness.
The tunnel extends at least 30’ under you; though it
seems well-traveled, it is most certainly not man-made,
but rather excavated by some form of creature.
This leads to “Map 120: Circular Stair Pit (ML3-CSP)” on
page 349.
255
Mines L2
Map 86: Elevators North Overview (ML2-ELN-O)
One square equals 5 ft.
256
Mines L2
ML2-ELN-O: Elevators North Overview
Overview
This region is something of a stronghold, rare anywhere in
the Mines for its protective wall. Sadly, although the wall
stands, the doors to the west have been forced open, and
monsters still run rampant.
Theme & Purpose
The elevators allow access above and below this level of
the Mines. In addition, there is a great deal of looting and
investigatory opportunity in the Operations building, which
typically also contains a key NPC.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML2-ELN-O-1: Stronghold Doors
These massive, 20’ steel doors which appear to be the
only aperture in a similarly-tall and 8’ thick rock wall
seem able to repel any intrustion... which makes it all
the more unsettling to note that the doors have been
smashed open. The hinges are warped, and the doors
leaning on their frames; these won’t close again without
a major overhaul and weeks of effort by concentrated
teams.
ML2-ELN-O-2: Secret Entrance
Only read the italicized text below if the secret is revealed.
One portion of the stone wall here has a slightly different
rock pattern than the rest of the area. Prodding, you find
a stone that makes an audible “click” noise as you push it.
It swings outward to reveal a lock mechanism, and as you
examine more closely, you can see the outline of a 5’ tall
doorway in the surrounding rock.
Access
Secret Entrance
Locks: Door, Secret, using Context B
ML2-ELN-O-3: Operations
Please refer to page 257 for further details on this building.
ML2-ELN-O-4: Barrier
Page 263 begins more information on this area.
ML2-ELN-O-5: Elevator Down
This leads to “Map 121: Elevators North (ML3-EN)” on page
351.
ML2-ELN-O-6: Elevator Up
Take this to “Map 69: Rail Switchhouse North (ML1-RSN)”
on page 210.
ML2-ELN-O-7: Elevator Control
Please turn to page 261 for further details.
257
Mines L2
Map 87: Elevators North: Operations (ML2-ELN-LS)
One square equals 5 ft.
258
Mines L2
ML2-ELN-LS: Elevators North: Operations
Overview
This building is the administrative nexus of this level of the
Mines. It’s also been used to entertain, and as storage of
valuables given the protected position behind the walls.
Theme & Purpose
The PCs should intuit from the massive wall that this area
was a place of protection, and thus likely of valuables
as well. Although much of the best loot has been culled
by chaotic opportunists, this building is still rife with
investigatory and monetary benefit.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster-related results once.
Default Doors
Unless otherwise specified, all doors in the building are
closed, locked, and conform to the following profile:
Access
Default Door
Locks: Door, Reinforced
NPCs of Note
The Cartographer is often here. Each time the PCs approach
the building, he has a
60% chance of being here during
all hours.
Areas of Interest
ML2-ELN-LS-1: North Entrance
These reinforced double doors have been tampered with,
but the lock still holds.
ML2-ELN-LS-2: Main Hall
Thick red carpets cover much of the cold cobblestone
floors here. Double doors lead to the northeast, the
west, and to the south; single doors lead to the east and
southeast. Two open barrels of fresh water sit on either
side of the main entrance to the northwest.
ML2-ELN-LS-3: Storage
A bounty of containers has been pushed up against
every surface in this square room. Across the floor are
scattered coins, perhaps from a hasty looting retreat.
Access
Contents
Crate,
Large
(3x)
Container:
Barrel or Crate
General Supplies, size
Large
Access
Contents
Crates,
Small
(3x)
Container: Barel
or Crate
Rations & Prepared Food,
size Medium
Barrels
(4x)
Container: Barel
or Crate
Alcohol: General, size
Medium
Sack Pile
unprotected
Simple Foodstuffs, size
Medium
Chests
(4x)
Locks: Chest,
Simple
Armor: General AND
Weapons: General
Floor
Coin
Trail
unprotected
Coin Treasure: Moderate,
using context D, ignore
Platinum and Gold
ML2-ELN-LS-4: Northeast Guestroom
It’s a bit cramped in here, but mainly because so much
furniture has been inserted: a small table ringed with
chairs, a writing desk, a dressing desk, a privy, a wash
basin filled with moldy water, a dresser cabinet, a bed, a
potted plant, and a bedside table.
Access
Contents
Dressing
Desk
Locks: Furniture,
Simple
General Supplies
Writing
Desk
Locks: Furniture,
Simple, using Context D
Writing Supplies
Cabinet
unprotected
Clothing: General,
using Context B
ML2-ELN-LS-5: Southeast Guestroom
This room forms a slanted rectangle. Within are writing
and dressing desks, a privy, small and large clothing
cavinets, a potted plant, and a small table with a
comfortable chair.
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Mines L2
Access
Contents
Dressing
Desk
Locks: Furniture,
Simple, using
Context D
Alcohol: General, using
Context B
Writing
Desk
unprotected
Writing Supplies AND
Coin Treasure:
Moderate, using Context
D
Cabinet,
Small
unprotected
Clothing: General, using
Context B
Cabinet,
Large
Locks: Furniture,
Simple, using
Context C
Armor: Light AND
Clothing: General, using
Context C
ML2-ELN-LS-6: Dining Hall
A bit cramped, perhaps, but there’s enough room in
this well-lit chamber for a fully-set banquet table, two
sideboard cabinets, two food tables, two chairs, three
stools, and three potted plants.
Access
Contents
Sideboards
(2x)
Locks: Furniture,
Simple, using
Context B
Alcohol: General, using
Context C
Food
Tables (2x)
unprotected
Rations & Prepared
Food
ML2-ELN-LS-7: Secret Bedroom Door
Behind the potted plant to the southwest of the dining hall is
a secret door:
Access
Secret Bedroom Door
Locks: Door, Secret
ML2-ELN-LS-8: Southwest Guestroom
This narrow chamber conains a large table set with
rotted food, writing and dressing desks, a clothing
cabinet, a wash bashin, and a privy.
Access
Contents
Dressing
Desk
Locks: Furniture,
Simple, using
Context B
Alcohol: General, using
Context B AND
Potions: Moderate
Writing
Desk
Locks: Furniture,
Simple
Writing Supplies AND
Books: General, using
Context D
Cabinet
unprotected
Clothing: General
ML2-ELN-LS-9: Storage Entrance
A tall set of double doors bars entry to the southern
portion of the building.
ML2-ELN-LS-10: Southwest Entrance
Strong double doors are closed and locked here.
ML2-ELN-LS-11: Southeast Entrance
These doors are reinforced with iron and banded heavily;
the lock is of ornate design. A massive hole has been
torn in the wood, however, and the north door half has
been just about torn off its hinges. You can fit through
the gap made in the damage easily.
ML2-ELN-LS-12: Storage East
A wide avenue runs through the southern chamber,
which runs the width of the building. Against the north
wall are piled a large crate, a smaller crate, and various
sacks and bags. The southeast of the building contains
another large crate, two more smaller crates, and an
octagonal table and chair.
Access
Contents
North Large
Crate
Container:
Barrel or Crate
General Supplies, size
Large
North Small
Crate
Container:
Barrel or Crate
Rations & Prepared
Food, size Medium
North Sacks
unprotected
Simple Foodstuffs,
size Medium
South Large
Crate
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
South Small
Crates (2x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Medium
ML2-ELN-LS-13: Storage West
The southwest corner of the building is rife with
containers, and smells of constant use and minerals. To
the north is a small crate and an array of barrels; the
south holds a stack of barrels, two large crates, and two
locked treasure chests.
Access
Contents
North Small
Crate
Container:
Barrel or Crate
Textiles, size Medium
North Barrels
(7x)
Container:
Barrel or Crate
Fresh water
South Large
Crates (2x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
South Barrels
(6x)
Container:
Barrel or Crate
Alcohol: General, size
Medium
Chests (2x)
Locks: Chest,
Simple
Armor: General AND
Coin Treasure:
Moderate, using
Context B
ML2-ELN-LS-14: Storage South
A locked set of double doors leads to a hemisphere-
shaped chamber. Empty bottles litter the floor next to a
circular table ringed with chairs. A trio of chests rests
against the southwest corner, and two further chests are
in the south.
260
Mines L2
Access
Contents
Southwest
Chests (3x)
Locks: Chest,
Strongbox
Potions: Moderate AND
Coin Treasure: Moderate
South
Chests (2x)
Locks: Chest,
Strongbox AND
Traps: General,
using Context D
Weapons: Martial 1H
AND
Weapons: Martial
Ranged AND
Gems: Low
The secret door to the southeast can be discovered from
either side, and has the following profile:
Access
Secret Exit
Locks: Door, Secret
261
Mines L2
Map 88: Elevators North: Elevator Control (ML2-ELN-EC)
One square equals 5 ft.
262
Mines L2
ML2-ELN-EC: Elevators North: Elevator Control
Overview
Under normal operations, the elevators to the south
are controlled from this region. In the wake of wanton
destruction, however, the switches are malfunctioning, and
they must be operated manually.
Theme & Purpose
It’s an interesting area to explore, particularly for those
wishing to understand what happened once the gate to the
southwest was smashed open.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all non-monster encounters once.
Areas of Interest
ML2-ELN-EC-1: Ruined Wall
A ruined wall stretches the width of the cave here. It
varies from head-high in places to knee-high in others.
Much of the damage appears to have been smashing, but
there are occasional scorch and corrosive marks as well.
ML2-ELN-EC-2: Northwest Rubble
The northwest edge of the cave is littered with rubble.
Some is spillover from the ruins of the wall and tower to
the south, but other pieces consist of fallen stones from
the ceiling 15’ above.
Upon entering this area, roll on the
Random
Encounters table; ignore non-monster encounters and
place any critters that result Location 5 to the northeast.
If Location 5 has recently been explored by the party,
place the monsters in Location 4; if that, too, has been
cleared, then place the monsters as coming from the
south.
ML2-ELN-EC-3: North Rock Clumps
Clumps of greenish-grey rock dot the floor here, as the
ceiling narrows to a scant 8’ high. The air is cool and
dry, and the sounds of the surrounding cave grow quiet.
ML2-ELN-EC-4: Nest
This cozy area is nestled between the ruined wall to the
south, the earthen cave wall to the east, and an array of
chest-high debris to the north. You see sticks, stones,
and other material arranged in something of a nest about
the space, though there are no recent signs of activity
here.
The nest is long abandoned. However, it can be used to
avoid detection or escape monsters, as it’s large enough and
concealed enough to obstruct even a large group of PCs.
ML2-ELN-EC-5: Northeast Rock Pillar
A rock pillar stretches all the way to the ceiling, 10’
above you. A clump of boulders can be seen to the
northeast of the pillar.
ML2-ELN-EC-6: Ruined Buildin
This was once a guard building; it’s now a waist-high
pile of circular rubble. Something very large and angry
wreaked destruction upon the structure; though you
see no bodies or skeletons, you suspect it was trying to
annihilate those who had taken refuge here.
ML2-ELN-EC-7: Malfunctioning Switch
Here, then, are the control levers for the elevators a short
distance to the south. They appear massively damaged,
and can be moved with no resistance; you suspect that
whatever mechanism to which they had been attached is
no longer hooked up to these switches.
263
Mines L2
Map 89: Elevators North: Elevator Barrier (ML2-ELN-EB)
One square equals 5 ft.
264
Mines L2
ML2-ELN-EB: Elevators North: Elevator Barrier
Overview
The northern elevators were a bit of a stronghold, where
access was tightly controlled. This barrier had been a gated
aperture through which all incoming and outgoing goods
and personnel were gatekept; in the wake of the Obelisk’s
discovery and the ensuing destruction, it is but a runed
reminder of the lawfulness this region encompassed before.
Theme & Purpose
Coming or going via the elevators featured here, it’s likely
that the party will pass through this region on their journies
elsewhere in this level.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll non-monster encounters once.
Areas of Interest
ML2-ELN-EB-1: West Aperture
Rubble to the west, and a ruined wall to the east: you
envision this gap was originally for personnel and
guards to enter and exit through a smaller door than that
available in the main wall to the east.
ML2-ELN-EB-2: West Guard Post
This small building was burned to a crisp, its stone and
mortar evaporated so that only dried chunks of hardened
stone remain.
Access
Contents
Rubble
unprotected
Armor: Shields, using Context B
ML2-ELN-EB-3: East Guard Post
This used to be a guard post, controlling access to
the east. It’s now a knee-high pile of fused rock, icily
fractured from its original configuration.
Access
Contents
Rubble
unprotected
Coin Treasure: Moderate, using
Context D, halve quantities
ML2-ELN-EB-4: Guardwall
Nearly the whole width of the cave at this point is
dominated by a rubble wall. You surmise it may have
been as high as 15’ before it was destroeddestroyed,
though now it ranges from a few inches to 8’ of stone in
varying states of destruction.
ML2-ELN-EB-5: Eastern Debris
Much of the eastern guardpost’s stone has been tossed
here, either as part of the explosions or force that
destroyed them in the first place, or by those seeking to
excavate the debris.
Disturbing this area (e.g., via search) may attract the
attention of nearby critters; roll on the
Random
Encounters table and ignore non-monster results. Place
any encounter that ensues as approaching from Location
1 to the west.
ML2-ELN-EB-6: Front Rubble
This chest-tall pile of debris seems to have been
intentionally arranged, in an effort to scale the 8’
tall ruined wall at this point. You can scramble over
easily, but as there is no equivalent pile on the other
side, getting back the same way here would be more
challenging.
ML2-ELN-EB-7: Elevator Down
This leads to “Map 121: Elevators North (ML3-EN)” on page
351.
ML2-ELN-EB-8: Elevator Up
Take this to “Map 69: Rail Switchhouse North (ML1-RSN)”
on page 210.
265
Mines L2
Map 90: Elevators East (ML2-ELE)
One square equals 5 ft.
266
Mines L2
ML2-ELE: Elevators East
Overview
This eastern region allows access above and below to
the other levels of the Mines. It’s also a decently-sized
waystation of supplies going in and out of the complex.
Theme & Purpose
It’s deserted, abruptly so, like so much else of the Mines,
but its open nature and pivotal location make it a focus of
friendlies and hostiles.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal.
Areas of Interest
ML2-ELE-1: Elevator Down
This leads to “Map 123: Elevators East (ML3-EE)” on page
357.
ML2-ELE-2: Elevator Up
Take this operable elevator up to “Map 68: Rail
Switchhouse East (ML1-RSE)” on page 208.
ML2-ELE-3: Work Area
A long table sits here, entirely deserted and vacant.
Nicks and marks in its wood indicate that it saw a lot of
duty, likely as a staging area for packing and unpacking.
ML2-ELE-4: Firepit
Long unused, this ring of rocks contains some months-
old ashes from a companiable fire.
ML2-ELE-5: Rock Pillar
Boulders surround this rock pillar, which reaches 30’ up
to the ceiling of the mine at this point.
While in the central region of this map, introduce new
monster encounters from behind this pillar, to the southeast.
ML2-ELE-6: Secret Wall Entrance
This door, and what lies beyond it, are described in “Map 86:
Elevators North Overview (ML2-ELN-O)” on page 255.
ML2-ELE-7: Railway
Though it’s clear it’s seen heavy use over the years, this
region of the railway is in good repair and seems quite
usable.
ML2-ELE-8: Fungal Patch
Toadstools and mushroom caps range in size from
fingertip-sized to head-sized.
There is nothing volatile to be found here, however, upon
disturbing any of the fungus, roll on the
Random
Encounters table, ignoring non-monster results and
placing any encounters that ensue as approaching from
the northeast.
ML2-ELE-9: Crates Southwest
An orderly arrangement of five large crates sit here. The
wood appears pitted and dented, but the containers are
intact.
Access
Contents
Crates
(5x)
Container:
Barrel or Crate
General Supplies, size
Large, using Context B
ML2-ELE-10: Crates West
A cluster of five large crates has been placed here, to the
southwest of the down elevator.
Access
Contents
Crates
(5x)
Container:
Barrel or Crate
Clothing, size Large
ML2-ELE-11: Barrels Northwest
A cluster of barrels has been placed here in a rough
triangle. Four have been opened, and are empty; the
remaining five are sealed.
Access
Contents
Barrels
(5x)
Container:
Barrel or Crate
Fresh water
ML2-ELE-12: Barrels Northeast
An assortment of barrels have been stacked here, just to
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Mines L2
the north of the up elevator.
Access
Contents
Barrels
(9x)
Container:
Barrel or Crate
Alcohol: General, using
Context B
ML2-ELE-13: Crateline East
A large spine of crates has been stacked leading from the
southern portion of the up-heading elevator. The wood,
nails, and seals are all substantial and sturdy.
Access
Contents
Crates
(9x)
Container: Barrel or
Crate, using Context C
Glasses, Metals, and
Woods, size Large
ML2-ELE-14: Cask Stack
Just north of the firepit, and northwest of the rock pillar,
a neatly-stacked array of casks has been placed.
Access
Contents
Casks
(7x)
Container:
Barrel or Crate
Alcohol: General, using
Context C
268
Mines L2
Map 91: Elevators West (ML2-ELW)
One square equals 5 ft.
269
Mines L2
ML2-ELW: Elevators West
Overview
The chaotic zone of this level of the Mines is littered with
trash, feces, and debris. The elevators, however, are still
functioning perfectly.
Theme & Purpose
It’s a good means of access to other levels of the Mine, and a
solid option for those seeking to fight some monsters. Other
than that, there’s not much to find here!
Random Encounters
Use the standard / default Random Encounter rules for
this level. Roll twice as often as normal, and reroll “NPC
Encounter” results once.
Areas of Interest
ML2-ELW-1: Path North
This path leads to “Map 100: Railshed & Storage Northwest
(ML2-RSS-NW)” on page 292.
ML2-ELW-2: Rock Pillar
A small rock pillar stands here, reaching up 20’ toward
the ceiling 35’ above you.
ML2-ELW-3: Guano Patch
In a huge swath about the base of the rock pillar is a
sheet of inches-thick guano, secreted from who-knows-
how-many creatures over the past few years. The top
layer is fresh, but the crunch underfoot speaks of a
longer-term build-up. There’s a body lying horribly
mangled amongst the feces.
The PCs can walk slowly through here without difficulty;
moving quickly or stopping long enough to, say, loot
the body prompts a roll on the
Random Encounters
table, ignoring results of “NPC Encounter” and rerolling
“No Encounter” results once. Any monsters that result
from such a pursuit will approach from the north.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial Ranged AND
Potions: Moderate
ML2-ELW-4: Barricade
All manner of debris has been piled chest-high in this
large makeshift barricade, intended to apparently defend
against approaching threats from the north.
ML2-ELW-5: Sandbag Line
Just south of the huge barricade is a line of sandbags,
assembled hastily from the looks of it and reaching
to your thighs. Though it may have been intended as
a second line of defense against the north, from the
blood splatters, you suspect it was instead used to
guard against enemies from the south, suggesting that
whomever took a stand here had two fronts of threat to
deal with.
ML2-ELW-6: Fungal Growth
A large patch of fungus forms the western border of the
barricades.
ML2-ELW-7: Elevator Down
This leads to “Map 122: Elevators West (ML3-EW)” on page
354.
ML2-ELW-8: Elevators Up
Please refer to “Map 71: Underground River Fishery (ML1-
FSH)” on page 215 for futher details about the destination
here.
ML2-ELW-9: Table
A table and six chairs sits in between the two elevators.
There is nothing on it, and no telltales in its wood to
suggest what it may have been used for during normal
Mine operations.
This was actually a gambling table: those seated here would
wager on which elevator would move next. That anyone had
enough time or interest to bet on such a phenomenon speaks
much as to the work ethic of those in this region.
ML2-ELW-10: Guano Patch Southeast
Another patch of feces spreads here, interspersed with
toadstools growing from the fertilization.
ML2-ELW-11: Firepit
A long-unused firepit sits here, amudst a decomposing
270
Mines L2
corpse dead many months. A crate and an open and
empty treasure chest sit nearby.
Access
Contents
Crate
Container: Barrel or
Crate
General Supplies,
size Medium
ML2-ELW-12: Firepit Monster Corpse
A firepit, unused for months at least, sits on the southern
edge of this area, near a bunch of toadstools. To the
north is the rotting carcass of a monster; circling the
corpse is an assortment of sacks and bags.
Access
Contents
Sacks
unprotected
Simple Foodstuffs, size Large
ML2-ELW-13: Barrel Line
A rounded line of barrels parallels the railtracks here.
Two are open and empty; the remaining five are sealed.
Access
Contents
Barrels
(5x)
Container: Barrel or
Crate
Alcohol: General,
size Medium
ML2-ELW-14: Railway
The railway is battered, the rails nicked and scored,
and the rail bed has not been upkept at all. However, it
appears stable enough if taken at cautious speeds.
271
Mines L2
Map 92: Mining Area Northeast (ML2-MNE)
One square equals 5 ft.
272
Mines L2
ML2-MNE-Mining Area Northeast
Overview
This simple mining zone is anything but simple: overrun by
monsters, this region was host to a brutal massacre among
the fungus and chaos of its contents.
Theme & Purpose
If the PCs search thoroughly, they might find a clue as
to what life was like in the Mines prior to the Obelisk’s
discovery.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Areas of Interest
ML2-MNE-1: Railway
These tracks are unstable, warped, and generally
dangerous in appearance.
ML2-MNE-2: Rock Pillar
An enormous, 30’ tall rock pillar stretches up to the
ceiling and connects. About its broad base are cobwebs,
large boulder spills, and some occasional fungus.
ML2-MNE-3: Fungal Circle
Patches of mushrooms have formed a circle about a
group of rocks here.
ML2-MNE-4: Rock Terminus
At the end of the rails is a pile of boulders. It appears
as though the rails were simply built to stop here, either
from laziness or because the rails were unfinished.
ML2-MNE-5: Barrels
What may once have been an orderly stack of barrels is
now spilled all over the area. Some barrels are empty
and open; others are still sealed.
Access
Contents
Barrels,
Large (6x)
Container: Barrel
or Crate
Fresh water
Barrels,
Small (5x)
Container: Barrel
or Crate
Alcohol: General
ML2-MNE-6: Guano Cobwebs
South of a trio of huge spiderwebs is a patch of feces,
produced likely by monsters long gone.
ML2-MNE-7: Fungus Wall
From the north wall, circling around to the cave wall to
the southeast, is a huge swath of fungus in various sizes,
ranging from fingertip to head-sized. A large clump
somewhat in the middle reaches to your hips.
2d4 Fungal Crawlers emerge from the center area to
attack if any of the fungus is disturbed.
ML2-MNE-8: Dead Zone
Bodies lay strewn about here, the apparent final stand of
a dozen or more miners who were boxed into a corner by
approaching monsters... or other miners. It’s difficult to
tell, but most bodies have some sort of damage that you
don’t imagine would be possible via manmade weapons.
Blood indicates a fresh conflict; decomposing corposes
to the north speak of a fight long past. To the east is an
assortment of large crates.
Access
Contents
Crates,
Large
(6x)
Container: Barrel
or Crate
Glasses, Metals, and
Woods, size Large, using
Context B
Crate,
Small
Container: Barrel
or Crate
Textiles: General, size
Medium, using Context C
If the party searches the crates, they discover a letter
among the loot; roll on the
Plot Discoveries table.
ML2-MNE-9: Northeast Corpses
Among two hapazard crates, fungus, rocks, and
spiderwebs, is an assortment of long-dead rotting
corpses. It appears to be mainly dwarves, with a few
elves and half-elves in the mix. One body even seems to
be a half-orc.
273
Mines L2
Access
Contents
Crates,
Large (2x)
Container: Barrel
or Crate
General Supplies, size
Large
Bodies
(6x)
unprotected
Armor: General AND
Weapons: Simple
ML2-MNE-10: Cratewall
Small, chest-high boxes have been placed here in a rough
second line of defense between the sandbags to the
south and the fungus to the north. Debris of all manner
is mixed in with the sandbags to form a barricade.
From the chaos you spy to the northeast, it seems that
such defenses were not sufficient to ward off whatever
threatened the poor miners.
Access
Contents
Crates,
Small
(6x)
Container: Barrel
or Crate
Glasses, Metals, and
Woods, size medium,
using Context D
ML2-MNE-11: Barricade Center
A huge moud of supplies, broken furniture, crates, and
even dead monster corpses is piled head-high here.
There’s a break in the fungus to the northeast.
Traveling very carefully, the party can pass through here to
the northeast without disturbing the fungus.
ML2-MNE-12: Monster Corpse
The southeasternmost area of this region holds the thin
edge of the sandbag barricade; to the south is a pile of
bones and a decomposing monster corpse.
274
Mines L2
Map 93: Mining Area Northwest (ML2-MNW)
One square equals 5 ft.
275
Mines L2
ML2-MNW: Mining Area Northwest
Overview
Once a major bustling source of mining, this area is now
abandoned. Tools are scattered everywhere as though
recently discarded, though in truth it has been a month or
more in most cases.
Theme & Purpose
The area is picked-through in terms of loot and treasure, but
it does lead to a secret chamber to the northeast for those
persistent or observant enough to find it.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal, and reroll all results of
“No Encounter” once.
Areas of Interest
ML2-MNW-1: Railway
This part of the track is sturdy, well-repaired, and ready
for stable action.
ML2-MNW-2: Lumber Stack
A huge pile of raw tree lumber sits here, ready for
carving into whatever purpose is needed. The pile
consists of mostly 5’-diameter trunks, shaved of limbs
and roughly cylindrical in nature, piled 8’ high.
Disturbing this pile produces a Swarm that emerges
from the nooks and crannies; roll on the
Random
Encounters table and reroll until you get a Swarm-type
monster.
ML2-MNW-3: Firepit
At the end of the railway is a big firepit. It looks recently
used, but for a much smaller fire than it was constructed
to contain.
ML2-MNW-4: Mining Scaffolds
Around the western and northwestern perimeter of this
area are mining scaffolds. Constructed mainly out of
wood, with some metal here and there, these precarious
structures allow access to the full height of the rock wall
via climbing; although ladders are in place here and
there, in general it would take a nimble soul to make full
use of these.
These scaffolds are 20’ tall.
ML2-MNW-6: Netting
North of an abandoned firepit and amidst a huge variety
of scattered tools is a massive, thick net. From the
smudges here and there, you suspect it was used to wrap
up larger boulders of ore if a crate was unavailable.
ML2-MNW-8: Secret Chamber
Access
Secret Entrance
Locks: Door, Secret, Perception Only,
using Context D
276
Mines L2
Map 94: Gem Cache (ML2-GEM)
One square equals 5 ft.
277
Mines L2
ML2-GEM: Gem Cache
Overview
Once a secret cache of gems, this area was used as a hiding
area for miners who could not make their way out of the
mining zone to the west.
Theme & Purpose
The miners were slaughtered by monsters. Some bodies
were taken as food; others were consumed on the spot; the
remaining corpses persist here still, rotting in ignored chaos.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal.
Ignore any “NPC Encounter” results, and have all monster-
related encounters enter from the secret entrance to the
southwest.
Areas of Interest
ML2-GEM-1: Entrance
As you pry apart the rocks and dirt used to shore up this
entrance, your noses are assaulted by the smell of decay,
blood, fire, and soot. It rushes out of the chamber like
a wave, as though it has been pent up for months, and
eager to escape its confines.
ML2-GEM-2: Rock Barricade
Rocks have been piled waist-high here as a first defense.
It was not enough, though the monster corpse to the
south indicates that the fighting was not entirely one-
sided.
Picking through the debris yields some loot:
Access
Contents
Rock
Barricade
unprotected
Armor: General, roll 1d4
times AND
Weapons: Simple, roll 2d6
times
ML2-GEM-3: Sandbag Barricade
The second line of defense is a pile of hastily-made
sandbags, among a quartet of barrels, one of which
contains fresh water.
ML2-GEM-4: Gem Cache
A trail of coins scattered over the floor leads to an
assortment of crates and treasure chests.
Access
Contents
Crates,
Small (4x)
Container: Barrel or
Crate
Rations & Prepared
Food, size Medium
Access
Contents
Cave Floor
unprotected
Coin Treasure:
Moderate, using
Context D
Chests,
Large (6x)
Locks: Chest,
Strongbox, using
Context C
Gems: Semi-
Precious, size
Medium
Chests,
Small (3x)
Locks: Chest,
Strongbox AND
Traps: General, using
Context B
Gems: Medium-
Quality, size
Medium
ML2-GEM-5: Rock Debris Barricade
A third line of defense is an assemblage of boulders to
the west, and bounded to the east by an arc of waist-high
debris, scavenged from the main mining area to the west.
Access
Contents
Debris
Barricade
unprotected
Armor: Light, roll 1d6 times
AND
Weapons: Light, roll 2d4
times
ML2-GEM-6: Corpses and Rock Pillar
A 20’ rock pillar is surrounded by boulders to the south
and west, and to its east are four bodies in late stage of
decomposition.
Access
Contents
Corpses
(4x)
unprotected
Armor: Medium AND
Weapons: Ranged
ML2-GEM-7: Rockslide
A 15’ stalagmite stretches above a huge assortment of
boulders here.
278
Mines L2
Access
Contents
Boulder
Pile
unprotected
Potions: Moderate, using
Context B AND
Weapons: Martial 1H, roll 1d4
times
ML2-GEM-8: Treasure Pile
Hidden away behind a half-orc corpse, rocks, and
sandbags is a huge pile of treasure, surrounded by
scattered gemstones as though a sack had been ripped
open.
Access
Contents
Treasure
Pile
unprotected
Gems: Semi-Precious, size
Medium, using Context C AND
Gems: Medium-Quality, using
Context B AND
Weapons: Martial Ranged AND
Armor: Shields
Half-Orc
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 2H
Cave
Floor
unprotected
Gems: Low, size Large
279
Mines L2
Map 95: Riverbank Processing (ML2-RIV)
One square equals 5 ft.
280
Mines L2
ML2-RIV: Riverbank Processing
Overview
Once used for processing fish caught from the piers and
islands to the west, this area has increasingly been used
simply to process ore and sift through rock and silt that has
been mined from the northwest and northeast of this level,
supplied via the railways.
Theme & Purpose
There’s a fair amount of resupply available here.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML2-RIV-1: Riverbank North Pier
Please refer to page 281 for more details about this area.
ML2-RIV-2: Riverbank South Pier
Page 284 begins more information about this region.
281
Mines L2
Map 96: Riverbank North Pier (ML2-RIV-N)
One square equals 5 ft.
282
Mines L2
ML2-RIV-N: Riverbank North Pier
Overview
Occasionally used for fishing, the piers themselves are
opportunities for respite from the gruelling work of sifting,
sorting, and packing ore from the mines.
Theme & Purpose
A good amount of looting opportunity is here, as well as
some solid defensive options for parties being pursued by
overwhelming foes.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML2-RIV-N-1: North Firepit
A firepit sits on the bank of the lake. To its east are two
huge crates and a bloodied elf corpse. Northwest of this
is a stack of casks.
Access
Contents
Crates,
Large
(2x)
Container:
Barrel or
Crate, using
Context B
Glasses, Metals, and Woods,
size Large, using Context C
Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial Ranged AND
Weapons: Martial 1H
Casks
(5x)
Container:
Barrel or
Crate
Alcohol: General, using Context
C, size Medium
ML2-RIV-N-2: Pier Barricade
Someone was backed onto the pier by threat, and formed
a barricade at the entrance. A single sealed barrel sits at
the edge of the lake; three empty ones are to the south.
Access
Contents
Barrel
Container: Barrel or Crate,
using Context D
Fresh water
ML2-RIV-N-3: Crates and Firepit
This firepit has been used in the past few weeks. To its
east is a trio of large containers, atop one of which is a
chest. A pile of sacks sits to the southeast of these.
Access
Contents
Crates,
Large
(3x)
Container:
Barrel or
Crate
Glasses, Metals, and Woods, size
Large, using Context D
Access
Contents
Sacks
unprotected
Simple Foodstuffs, size Medium
Chest
Locks:
Chest,
Simple
Alcohol: General, using Context
C AND
Potions: Moderate, using
Context B
ML2-RIV-N-4: Dwarf Corpse
Near a production bench littered with tools is a bloodied
dwarf corpse. A blood trail leads north, and a small crate
sits to the south.
Access
Contents
Crate,
Small
Container:
Barrel or Crate
Fishing Supplies, size
Medium
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 1H AND
Armor: Shields
Casks (5x)
Container:
Barrel or Crate
Alcohol: General, using
Context C, size Medium
Production
Bench
unprotected
Weapons: Simple, roll 2d6
times
ML2-RIV-N-5: Pier
Sturdy and sure, this wooden pier is littered with empty
bottles.
ML2-RIV-N-6: Pier End
A barrel, a half-elf corpse, and a chest can be found here,
along with a circular table littered with candles and
tools.
Access
Contents
Barrel
Container:
Barrel or Crate
Fishing Supplies, size
Medium, using Context C
283
Mines L2
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Medium AND
Weapons: Martial Ranged
AND
Weapons: Martial 1H AND
Armor: Shields
Chest
Locks: Chest,
Strongbox AND
Traps:
General, using
Context D
Coin Treasure: Moderate
AND
Gems: Semi-Precious, using
context B AND
Potions: Moderate
Table
unprotected
Weapons: Simple, roll 1d4
times
ML2-RIV-N-7: Railway
Dented the tracks may be, and the occasional riser is
missing or rotted away, but the general structure of the
railway in this area seems sound.
284
Mines L2
Map 97: Riverbank South Pier (ML2-RIV-S)
One square equals 5 ft.
285
Mines L2
ML2-RIV-S: Riverbank South Pier
Overview
The southern pier sees no more fishing use than its northern
neighbor, but the area is still used for ore processing and
packaging.
Theme & Purpose
There’s information to be obtained here in addition to a bit
of loot.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML2-RIV-S-1: Pier
The boards creak and moan under your weight, but do
not flex noticeably; the structure seems safe enough.
ML2-RIV-S-2: Corpse Terminus
The north fork of the pier ends in a chair and barrel.
South of the octagonal table littered with tools are two
empty barrels, two sealed barrels, a chair, and a dwarven
corpse, dead some weeks from the look of things.
Access
Contents
Barrels
(3x)
Container:
Barrel or Crate
Fishing Supplies, size
Medium, using Context C
Dwarven
Corpse
unprotected
Armor: Light AND
Weapons: Ranged AND
Weapons: Light AND
Armor: Shields, using
Context C
Table
unprotected
Weapons: Simple, roll 1d4
times
In addition, a scrap of paper can be found on the dwarf’s
body: roll on the
Plot Discoveries table.
ML2-RIV-S-3: Rocks, Barrels, and Body
A dwarven body, riddled with slashes and pierced holes,
lies here, stripped of its belongings, amidst a series of
boulders. To their north is a trio of sealed barrels.
Access
Contents
Barrels
(3x)
Container:
Barrel or Crate
Rations & Prepared
Meals, size Medium, using
Context B
ML2-RIV-S-4: Stone Bridge
This leads to “Map 82: Underground Lake Center Island
(ML2-ULI-C)” on page 245.
ML2-RIV-S-5: Production Table South
An assortment of tools and lightly-rusted weapons is
scattered here on this table, scored heavily and darkened
with soot from use.
Access
Contents
Production
Table
unprotected
Weapons: Simple, roll
2d6 times
ML2-RIV-S-6: Railway
Damaged but usable, is the appearance of these tracks.
ML2-RIV-S-7: Production Tables North
These heavily-dented tables are rickety and seem about
to collapse. A single dagger sits atop each one.
286
Mines L2
Map 98: Railshed & Storage East (ML2-RSS-E)
One square equals 5 ft.
287
Mines L2
ML2-RSS-E: Railshed & Storage East
Overview
This building was once a railshed, used primarily for storage.
It is now the domain of the
Tribute Magister, who has
partnered with a
Wandering Prostitute to establish a
business much in demand in the wake of the Obelisk’s chaos.
Both can only be found in the building, as they have
developed (perhaps justly so!) an overwhelming fear of the
Mines themselves.
Theme & Purpose
Loot, social contact, and the opportunity to explore what
may have happened in the Mines: this is a valuable region to
explore.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML2-RSS-E-1: Railshed
Please refer to page 294 for more detail on this building.
ML2-RSS-E-2: Railway
Very sturdy, sound, and in good upkeep, these rails are.
ML2-RSS-E-3: Northwest Storage
Three clusters of barrels sit here, amidst an enormous
amount of trash formed roughly into piles. The cluster
to the northeast has six open barrels, of which four are
empty and two have fresh water; the remaining three
barrels in that cluster are sealed. In the center of the
area is a huge half-orc corpse, quite decomposed. To
the southwest are two more bodies, one in advanced
decay and the other, a dwarf, somewhat recent, with a
blood trail that leads to the entrance to the house to the
northeast.
Access
Contents
Barrels,
Small (5x)
Container:
Barrel or Crate
General Supplies, size
Medium
Barrels,
Large (10x)
Container:
Barrel or Crate
Alcohol: General, size
Medium, using Context
B
Barrels,
Large (3x)
Container:
Barrel or Crate
Fresh Water
Half-Orc
Corpse
unprotected
Armor: Heavy AND
Weapons: Exotic AND
Weapons: Martial 1H
AND
Armor: Shields, using
Context C
Access
Contents
Decomposed
Corpse
unprotected
Armor: Light AND
Weapons: Ranged AND
Weapons: Simple
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 2H
AND
Weapons: Light
ML2-RSS-E-4: Southwest Storage
There is a single half-elf corpse, killed within weeks,
amidst a blood trail that leads from the north to the
south of the building. To the southwest is an assortmen
tof small containers, smashed furniture, and a trio of
sacks.
Access
Contents
Crates,
Small (4x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Medium
Half-Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial
Ranged
Sacks (3x)
unprotected
Simple Foodstuffs
ML2-RSS-E-5: Tables and Barrels
To the southeast of the railshed, a duo of elven corpses
lies bloodied among a huge mess of barrels and two
tables ringed with chairs.
Access
Contents
Barrels (8x)
Container:
Barrel or Crate
Alcohol: General, using
Context B, size Medium
Elf Corpses
(2x)
unprotected
Armor: Light AND
Weapons: Martial 2H
288
Mines L2
ML2-RSS-E-6: Northeast Debris
In between the forks of the railway is a pile of waist-high
boulders. Southwest of that is a field of broken tables
and chairs.
ML2-RSS-E-7: Main Storage West
Five huge crates are piled here amidst a bunch of broken
furniture to the east. Smaller crates and one treasure
chest are piled on top, and a big assortment of bags and
sacks lies to the south.
Access
Contents
Crates,
Large (5x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crates,
Small (6x)
Container:
Barrel or Crate
General Supplies, size
Medium, using Context
B
Chest
Locks: Chest,
Simple
Potions: Moderate
Sack Pile
unprotected
Simple Foodstuffs, size
Large
289
Mines L2
Map 99: Railshed & Storage East: Shed Detail (ML2-RSS-E-S)
One square equals 5 ft.
290
Mines L2
ML2-RSS-E-S: Railshed & Storage East: Shed Detail
Overview
Once a means of keeping an eye on the railway, this building
has been turned into a gambling den and place of ill repute,
run by the openly corrupt Tribute Magister and staffed for
nefarious purpose by a Wandering Prostitute.
Theme & Purpose
Much information can be gleaned from the Magister, and
there are Quests to discover and resolve throughout the
building.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Reroll monster-related results once; place any
beasties that do arise as approaching from the west, outside
the building.
NPCs of Note
Of note, both the
Tribute Magister and the
Wandering Prostitute are nearly always here. Each has a
90% chance of being here during all hours.
Default Doors
Unless otherwise indicated, all doors in the building are
closed and locked, and derive from the following profile:
Access
Default Door
Locks: Door, Simple
Areas of Interest
ML2-RSS-E-S-1: Prostitute’s Entrance
Lit torches sit in sconces to either side of ornate wooden
double doors.
If the PCs approach and knock, the Wandering Prostitute
will open the door, greet them, and invite them inside, unless
they make it clear they are uninterested in her services.
Access
Prostitute’s
Entrance
Locks: Door, Reinforced, using
Context C
ML2-RSS-E-S-2: Prostitute’s Den
This room is well and romantically lit via dozens of
candles. A huge bed with ample down-filled pillows and
blankets is to the northeast; a wash basin filled with rose
petals and water is to its west. A small table with chairs
sits to the east, atop of which sits a platter of fresh fruit.
Potted and well-tended plants sit in each of the four
corners, and five enormous pillow-chairs sit in all areas.
Spiced incense assaults your nostrils, though you cannot
locate a burning substance to blame.
Note that it’s quite possible to set this room ablaze from
any number of activities that bump candles the wrong way,
including activities for which this room has been composed
intentionally.
The circular table to the west of the bed hides a secret
panel underneath, in the hollow of which the Wandering
Prostitute keeps her valuables.
Access
Contents
Secret
Table
Panel
Locks: Furniture,
Strong AND Traps:
General, using
Context C
Use Locks: Door,
Secret, Perception
only to discover
Potions: Moderate,
using Context C AND
Gems: High-Quality,
using Context B AND
Coin Treasure:
Moderate AND
Weapons: Light, using
Context C
Half-
Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial
Ranged
There are two secret doors to discover, allowing the
Prostitute discreet access to other areas of the building.
ML2-RSS-E-S-3: Secret Door to
Gambling Den
This door is used by the Prostitute to escape volatile clients,
or by the Magister to secret clients away to deal with his
colleague.
Access
Gambling Den Secret
Door
Locks: Door, Secret, using
Context B
ML2-RSS-E-S-4: Secret Door to
Magister’s Chamber
This is used for liaisons between the Magister himself and
the Prostitute. It operates both ways, so that either may call
291
Mines L2
upon the other.
Access
Magister’s Chamber
Secret Door
Locks: Door, Secret, using
Context C
ML2-RSS-E-S-5: South Entrance
Double doors banded with steel greet you amidst lit wall
sconces.
Access
South Entrance
Locks: Door, Reinforced
ML2-RSS-E-S-6: Gambling Den
Three tables are spaced evenly throughout this room,
ringed with chairs and set with fresh food. To the south
is a potted plant and a sideboard cabinet; to the east are
two large food cabinets, and two stoves in the northeast
corner. Sets of double doors lead out to the west, and to
another chamber northwards.
Access
Contents
Sideboard
Locks: Furniture,
Simple
Weapons: Simple, roll
1d4 times
Food
Cabinets
(2x)
unprotected
Simple Foodstuffs, size
Medium
Tables
(3x)
unprotected
Rations & Prepared
Meals, using Context C
ML2-RSS-E-S-7: Stoves
These stoves are hot, and ready to cook. It looks like a
meal is in some stage of assembly here.
Access
Contents
Stoves (2x)
unprotected
Simple Foodstuffs
ML2-RSS-E-S-8: Banquet Hall
A huge banquet table sits on an equally enormous rug
occupying much of this room. Comfortable chairs, potted
plants, three sideboards, and two storage cabinets ring
the perimeter. To the west is a set of reinforced double
doors leading outside; to the east is a simple single
wooden door.
Access
Contents
Sideboards
(2x)
Locks: Furniture,
Simple
Alcohol: General,
using Context C
Cabinets
(2x)
unprotected
Rations & Prepared
Meals, using Context C
ML2-RSS-E-S-9: Northwest Entrance
Ornate carvings feature heavily in this otherwise simple
wooden double door. To the north and south are lit
torches fitted in sconces against the brick.
ML2-RSS-E-S-10: Drawing Room
Used as an informal meal room as well as a place to
simply relax, this room has terrific views of the mine
via the nearly floor-to-ceiling windows that feature
on the north and eastern walls. Six bookshelves are
interspersed with potted plants and comfortable chairs
about the perimeter. Two tables are present as well, set
with delicious-looking food. A single door leads to the
west, and a very heavily-reinforced door to the south.
Access
Contents
Bookshelves
(6x)
unprotected
Books: General
Tables (2x)
unprotected
Rations & Prepared Meals,
using Context C
Access
Magister’s
Chamber Door
Locks: Door, Reinforced, using Context
C AND
Traps: General, using Context B
ML2-RSS-E-S-11: Magister’s Chambers
The smell of incense is strong here. Large quarters have
been afforded to the Tribute Magister, which include
three potted plants, an enormous down-filled bed, a
bookshelf, a dressing desk with chair, two comfortable
sitting chairs, a small table ringed with chairs, a privy,
and a wash basin filled with fresh water.
Underneath the bed, in the mattress itself and accessible
only from underneath (or by ripping the bed apart!), is a
secret cache of wealth.
Access
Contents
Bookshelf
unprotected
Books: General, using
Context C
Dressing
Desk
Locks: Furniture,
Simple
Writing Supplies, using
Context C
Under-
Bed Secret
Storage
unprotected
Use Locks:
Door, Secret,
Perception only
to spot
Coin Treasure:
Moderate, using Context
C AND
Gems: High-Quality AND
Gems: Medium-Quality,
using Context C
ML2-RSS-E-S-12: Railway
Secure, strong, and able, these tracks appear.
292
Mines L2
Map 100: Railshed & Storage Northwest (ML2-RSS-NW)
One square equals 5 ft.
293
Mines L2
ML2-RSS-NW: Railshed & Storage Northwest
Overview
A major nexus of transportation leading from the north and
eastern regions of this level of the Mines to the northwest
and south, this railshed also serves as a repository of
information and records.
Theme & Purpose
As a result of its ancillary purpose, the Railshed is rife with
valuable information.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
It’s possible to discover the
Keeper of Records in this
zone. Each time the PCs approach this area, there is a
40% likelihood of placing the Keeper in the Railshed.
Areas of Interest
ML2-RSS-NW-1: Path East
This leads to “Map 86: Elevators North Overview (ML2-
ELN-O)” on page 255.
ML2-RSS-NW-2: Path South
Take this path to “Map 91: Elevators West (ML2-ELW)” on
page 268.
ML2-RSS-NW-3: Railway Nexus
This solid junction joins rails from the east and north.
Heading north along railway or path leads to “Map 93:
Mining Area Northwest (ML2-MNW)” on page 274.
ML2-RSS-NW-4: Railshed
Please refer to page 294 for further details.
294
Mines L2
Map 101: Railshed & Storage Northwest: Shed Detail (ML2-RSS-NW-S)
One square equals 5 ft.
295
Mines L2
ML2-RSS-NW-S: Railshed & Storage Northwest: Shed Detail
Overview
This railshed doubles as an information repository.
Theme & Purpose
This may be the area holding the single largest opportunity
for gathering information in the entire Mines.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any monster-related encounters once.
Vital Information
Every single bookshelf in the building has a chance of
containing something of interest to researching PCs.
There is a a
5% chance, per bookshelf, that among
the books and scrolls is a a scrap of paper of interest: roll
on the
Plot Discoveries table.
Default Doors
Unless otherwise described, all doors in this building
conform to the following profile:
Access
Default Door
Locks: Door, Simple, using Context C
Areas of Interest
ML2-RSS-NW-S-1: East Entrance
Simple wooden double doors bar your way here. To
either side is an unlit wall sconce with decrepit torch.
ML2-RSS-NW-S-2: South Entrance
The wood on these double doors has worn down
considerably, but it’s still functional. And, it’s still locked
against your passage.
ML2-RSS-NW-S-3: Worktable
In the southwest corner of this reading room is a lab
table with all manner of gadgets, tubes, and piping.
Treat this as an alchemist’s lab.
ML2-RSS-NW-S-4: Reading Room
A long table occupies the center of this room; atop it are
scattered all manner of books large and small. To the
southeast is a square table similarly adorned. Double
doors are placed in the northeast and the south; to the
northwest is a single wooden door. The two sets of
northern doors are each partially obstructed by a thick
grey curtain.
Access
Contents
Center
Table
unprotected
Books: General, using
Context B, size Medium
Southeast
Table
unprotected
Books: General, size Medium
ML2-RSS-NW-S-5: Records Library
The favorable scent of leather, wood, paper, and dust
wafts toward you as you enter this serene chamber.
Row upon row of bookcase are arranged here. To the
southeast is a reading table heaped with books. Double
doors are situated to the east, south, and west; the latter
two sets have thick grey curtains dampening the sound.
To the north is a simple wooden door.
Access
Contents
Bookshelves
(29x)
unprotected
Each has only a
15%
chance of having something
interesting. If so:
Books: General, using
Context B
Reading
Table
unprotected
Books: General, size
Medium, using Context C
ML2-RSS-NW-S-6: Keeper’s Quarters
These private chambers are ringed with bookshelves. A
washbasin, two potted plants, bed, writing desk, dressing
table, privy, and a reading table complete the furniture.
Double doors lead eastward; to the south and west are
single doors. Finally, there is a small stove nestled into
the northeast corner.
These are the personal quarters of the Keeper of Records.
296
Mines L3
Access
Contents
Bookshelves
(5x)
unprotected
Books: General, using
Context B
Reading
Table
unprotected
Books: General, size
Medium, using Context C
Writing
Desk
unprotected
Writing Supplies, using
Context C AND
Roll on the
Plot
Discoveries table 1d4
times
Dressing
Desk
Traps:
General
Weapons: Light, using
Context C
ML2-RSS-NW-S-7: North Entrance
A simple, yet secure, single door leads into the building
at this point.
ML2-RSS-NW-S-8: West Entrance
This door has been colored similarly to the greyish-white
stone that composes most of the building; it’s almost
difficult to make out.
ML2-RSS-NW-S-9: Railway
Solid, stable, and secure, this railway junction appears to
be in tip-top order.
297
Mines L3
Mondaria Mines:
Level 3
298
Mines L3
Map 102: Mines Level 3 Overview (ML3-O)
One square equals 20 ft.
299
Mines L3
Level Introduction: Mines Level 3
Summary
The three zones of Chaos, Law, and Love have up until now
been largely accessible, one from the other. This is the first
level in which the three regions are segregated from one
another. This likely involves backtracking and navigating
from one path to the other for completionist parties.
The good news is that no matter which path the PCs take
down into this level, they may proceed further in a number
of different ways.
Entrances and Exits
Note that the following are typical, even secret, means of
entering and exiting the level as it was designed.
Other, magical means of navigating the level (for example,
teleportation spells or those that grant incorporeality) are
not discussed and are left to the GM to manage should they
be introduced.
Navigation to Mines Level 2
There are three Elevators ascending to Level 2, near
locations 11, 12, and 13.
Location 10 continues the tunnels underneath the
basement of the Southwest Residence.
Navigation to Mines Level 4
Locations 11, 12, and 13 have Elevators that descend as
well.
Location 1 has a hole in the floor that leads down.
Location 10 continues the tunnels underneath the
basement of the Southwest Residence, which leads
down the spiraling pit.
Overview
To the north is a completely isolated region dedicated to
Law.
Chaos’ influence persists in the West, and owing to that
region’s nature, there are two secret paths from the publicly-
visible elevators and mining area. To the south, a secret wall
leads to a monster lair, beneath which is a hole in the floor
leading down further into the Mines. To the east is a secret
passage which marries the west of Chaos to the east of Love.
Love’s dedicated region is to the east, where the
Loremaster’s domicile may be found.
Atmosphere & Theme
This is a region of isolation, dank, and dark mining. The
floors are more strewn with debris, the floors are darker and
more soot-strewn, and the ceilings less tall and grand: the
party should get the definite sense that they are descending
further and further underground beneath the enormous
mountain on the surface.
Default Random Encounters
Some Areas of Interest within this level will describe
a certain approach to Random Encounters, either by
overriding the timing (e.g., “every 30 minutes), and/or by
providing its own localized version of the random encounter
table below.
Absent such an override, roll on the following table of
Default Random Encounters for every 5 minutes the party
remains in this area.
Table 15: Mines Level 3 Default Random Encounters
D%
Event
Description
01-20
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
21-38
Trivial
Encounter
Roll once on Monsters: Surface,
Trivial.
39-55
Light
Encounter
Roll once on Monsters: Surface,
Light.
56-72
Average
Encounter
Roll once on Monsters: Surface,
Average.
72-84
Advanced
Encounter
Roll once on Monsters: Surface,
Advanced.
85-89
Elite
Encounter
Roll once on Monsters: Surface,
Elite.
90-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
300
Mines L3
Table 16: Mines Level 3 Default NPC Encounters
D%
Event
Description
01-05
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
06-10
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
11-14
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
15
Common
NPC
A single Bleak Mute lurches within
view of the party.
16
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
17-25
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
26-40
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
41-44
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
45
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
46
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
47
Common
NPC
A horrifying Tainted Taskmaster
walks about.
48
Common
NPC
Celebrants dance and amble
toward the party:
1d4x
2d4x
2d6x
3d8x
49
Common
NPC
Firedancers lithely come toward
the party:
1d4x
2d4x
2d6x
3d8x
D%
Event
Description
50
Common
NPC
A Firedancer party approaches
the PCs:
1x Campmaiden, 1d4x
Firedancers, 2d4x Celebrants
1x Hearthstud, 2d4x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d6x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d8x
Firedancers, 2d8x Celebrants
51
Common
NPC
A single Campmaiden or
Hearthstud approaches the party
with a twinkle in their eye. Use
the sex opposite the majority of
the PCs’ composition, or randomize
if there is a tie.
52
Named NPC
Ambling scholar Brocambe
Methurzz.
53
Named NPC
Beastmaster Gabharn.
54
Named NPC
Blacksmith Hamfast Burrbottom.
55
Named NPC
Feastmaster Frobwin Glamfork.
56
Named NPC
Herbalist Innelothe.
57-59
Named NPC
Illusionist entertainer Raekeldorr.
60
Named NPC
Keeper of Records Skandern
Lithutz.
61
Named NPC
Keepmaster Vanarelia Riccards.
62-69
Named NPC
Loremaster Dalnarok.
70-74
Named NPC
Mercenary dwarf Gordsturll.
75-79
Named NPC
Merenary tiefling Killarth.
80
Named NPC
Railmaster Arranz Trevain.
81
Named NPC
Tinkermaster Skandbard.
82
Named NPC
Warden Imeltrude Legande.
83
Named NPC
Brewmaster Glimdarffe Sudsglub.
84
Named NPC
Cartographer Estarel Finequill..
85
Named NPC
Chemist Incebb Gullip..
86
Named NPC
Chief engineer Didkeln
Clawhammer.
87
Named NPC
Coinmaster Lugatoo.
88
Named NPC
Dwarven union leader Danalin
Foeslash.
89
Named NPC
Elven administration leader
Maresmir.
90
Named NPC
Engineer Brimdog Firecleave.
91
Named NPC
Foreman Belerras.
92
Named NPC
Gangboss Dagbrag.
93
Named NPC
Lead designer Estarel Finequill.
94
Named NPC
Mayor Faenadorn.
95
Named NPC
Minemaster Thrennian Lo’quee.
96
Named NPC
A Mystic Seer.
301
Mines L3
D%
Event
Description
97
Named NPC
Sage Natobbe.
98
Named NPC
Stablehand Friskbik.
99
Named NPC
Stablemaster Semtammi.
00
Named NPC
Tribute magister Elawelle.
Areas of Interest
ML3-O-1: Pit Down
This leads to “Map 127: Pit Up/Down (ML4-PIT)” on page
369.
ML3-O-2: Secret Passage
Please refer to “Map 104: Secret Passage (ML3-SP)” on
page 304 for further details.
ML3-O-3: Mining West
This area is described in more detail in “Map 105: Mining
West Overview (ML3-MW-O)” on page 307.
ML3-O-4: Mining Love West
Turn to “Map 109: Mining Love West Overview (ML3-
MLW-O)” on page 318 for more details.
ML3-O-5: Mining Love East
For more details, please refer to “Map 111: Mining Love
East Overview (ML3-MLE-O)” on page 324.
ML3-O-6: Mining Law North
Please refer to “Map 113: Mining Law North Overview
(ML3-MLN)” on page 330.
ML3-O-7: Mining Law South
Description for this region can be found in “Map 115:
Mining Law South Overview (ML3-MLS-O)” on page 336.
ML3-O-8: Cave-In
Please turn to “Map 118: Cave-In (ML3-CIN)” on page 344
for more details.
ML3-O-9: Lair
Turn to “Map 119: Lair (ML3-LAR)” on page 346.
ML3-O-10: Circular Stair Pit
Please refer to “Map 120: Circular Stair Pit (ML3-CSP)” on
page 349.
ML3-O-11: Elevators North
Refer to “Map 121: Elevators North (ML3-EN)” on page
351.
ML3-O-12: Elevators West
Please turn to “Map 122: Elevators West (ML3-EW)” on
page 354.
ML3-O-13: Elevators East
These are described in more detail in “Map 123: Elevators
East (ML3-EE)” on page 357.
302
Mines L3
Map 103: Pit Down (ML3-PD)
One square equals 5 ft.
303
Mines L3
ML3-PD: Pit Down
Overview
This is a naturally-occuring gap in the floor of the lair,
through which enterprising PCs may traverse to the next
level down in the Mines.
Theme & Purpose
To get to this point, the PCs will have fought their way
through the Lair itself, and faced its denizens. They should
greet this opportunity with a fair amount of trepidation
given that!
In addition, the massive amount of debris littered here
makes it challenging to face foes in this environment.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll results of “No Encounter” or “NPC Encounter”
once.
Areas of Interest
ML3-PD-1: Pit Down
This leads down to “Map 127: Pit Up/Down (ML4-PIT)” on
page 369.
The pit is about 40’ down, so the PCs will need some means
of descending safely and/or slowly to avoid taking damage.
ML3-PD-2: Northeastern Approach
Foothills of spilled rock pile higher as you move toward
the southwest of the lair. Soon, boulders of grey, brown,
and in between are piled shoulder-high.
This is the most likely avenue by which the party will
approach the area.
ML3-PD-3: Rock Pillar
A stalagmite here reaches all the way to the top of the
ceiling 20’ above you. About its base is an assortment of
boulders and debris.
Hiding in this area grants a +6 circumstance bonus to all
Stealth checks.
ML3-PD-4: Southwest Debris Clearing
The boulder spill in this region is comparatively low:
rocks pile only to your knees at most.
If the PCs enter this area without having first checked
Location 3 above, roll immediately on the
Random
Encounters table, ignoring “No Encounter” results
and rerolling all “NPC Encounter” results. Place any
monsters that ensue as emerging from the rock piles in
Location 3.
ML3-PD-5: South Debris
About a rock pillar in the south of this area is an
assortment of rocks and boulders.
This is the safest approach: entering the area from the
southeast, and arcing up through this region, causes no
wandering monsters to spawn.
ML3-PD-6: Southeast Approach
This area is comparatively barren of rocks and debris.
To the northwest, a clump of spiderwebs clings to a rock
pillar.
So long as the party continues their progress to the Pit to the
northwest, do not roll on the
Random Encounters table
while in this area.
ML3-PD-7: Volatile Rocks
As you climb and scramble over these rocks, you hear a
scuttling and the clicking of claws on stone.
Upon entering this area, roll immediately on the
Random Encounters table; reroll until you get a result
consisting of monsters of size Small or smaller. Place
the critters as emerging from underneath the party from
within the hollows in the rocks they’re crawling over.
304
Mines L3
Map 104: Secret Passage (ML3-SP)
One square equals 5 ft.
305
Mines L3
ML3-SP: Secret Passage
Overview
This passage caved in from the west side; those on the
eastern side intentionally blocked off their side as well to
prevent intrusion from the west.
Theme & Purpose
The only indicator that this region contains a secret passage
is that it’s exceedingly rare for a corner in the Mines to not
contain something interesting on its own.
Functionally, this is the only means of accessing the western
and eastern regions in this map without going to another
Mine level and coming back via a different elevator.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML3-SP-1: Rock Pillar Northwest
An enormous, broad-based stalagmite stretches to the
ceiling 30’ above you. About its base is a thick cluster of
boulders and fungus.
ML3-SP-2: Rock Pillar Southwest
Smaller than its northern neighbor, this stalagmite
reaches only 20’ tall, short of the 30’ high ceiling. To the
north is a cluster of toadstools.
If this area is not searched prior to discovering the
secret in Location 3 to the east, upon entering the secret
passage, roll on the
Random Encounters table; reroll
until you get a result that contains monsters of only
Small size or smaller. Place the resulting encounter as
emerging from the fungus patch in this area.
ML3-SP-3: Secret Passage West
Only read the italicized text if the secret is discovered.
As you examine the wall here more closely, you discover
it’s actually just a cave-in: boulders and loose rocks fallen
from the ceiling. They’re easy to pry away; as you do so,
you reveal a huge passage leading east.
Access
Secret Passage
West
Locks: Door, Secret, Perception only
ML3-SP-4: Rock Pillar East
A narrow stalagmite stretches 20’ tall, well short of the
40’ tall cave ceiling at this point. About its base is a
cluster of fungus.
If this area is not searched prior to discovering the secret
in Location 5 to the west, upon entering the secret
passage, roll on the
Random Encounters table; reroll
until you get a result that contains monsters of only
Small size or smaller. Place the resulting encounter as
emerging from the fungus patch in this area.
ML3-SP-5: Secret Passage East
Only read the italicized text if the secret is discovered.
Climbing over the piles of boulders interspersed along
this wall, you pick at the earth and stone, seeking a
secret. Your effort is soon rewarded: the wall is actually
an intentionally-composed canvase of rock and soot,
packed together to resemble a naturally-occuring obstacle.
Prying the stuff away reveals a large passage leading
west.
Access
Secret Passage
West
Locks: Door, Secret, using Context
C, Perception only
ML3-SP-6: Corpse East
This poor dwarven lass has been decomposing for
quite some time, an apparent victim of falling rocks
from overhead. Nearby is a pile of treasure; coins are
scattered loosely about her.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Heavy, using Context C
AND
Weapons: Martial 2H AND
Weapons: Martial Ranged AND
Potions: Moderate, using Context
D
Cave
Floor
unprotected
Coin Treasure: Moderate, halve
quantities
306
Mines L3
ML3-SP-7: Corpse West
A skeleton marks the place where a dwarven miner
passed away long ago. Treasure is piled to his northeast,
and coins lay scattered about him.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Medium, using Context
B AND
Weapons: Martial 1H AND
Armor: Shields
Cave
Floor
unprotected
Coin Treasure: Moderate, using
Context D, halve quantities
307
Mines L3
Map 105: Mining West Overview (ML3-MW-O)
One square equals 5 ft.
308
Mines L3
ML3-MW-O: Mining West: Overview
Overview
This zone encompasses the entire western edge of the map,
and includes all three major mining regions in the Chaos
area of this level of the Mines.
Theme & Purpose
Loot, danger, and... well, that’s really about it: a mix of loot
and monsters.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all NPC Encounter results, and reroll results of
“No Encounter” once.
Areas of Interest
ML3-MW-O-1: Mining West: North
Please refer to page 309 for more details.
ML3-MW-O-2: Mining West: Center
Page 312 contains more information about this region.
ML3-MW-O-3: Mining West: South
Turn to page 315 for details about this zone.
309
Mines L3
Map 106: Mining West: North (ML3-MW-N)
One square equals 5 ft.
310
Mines L3
ML3-MW-N: Mining West: North
Overview
The least disturbed and disrupted of the three mining
regions in the west of this floor of the Mines.
Theme & Purpose
Everything here looks as though the miners simply walked
away from their work one day. Little is disturbed or
destroyed.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML3-MW-N-1: Railway
These rails are notched but sturdy.
ML3-MW-N-2: Northeast Mining
Scaffolds allow access to all 25’ of the rock wall to
the north. Fresh water barrels stand nearby—one
empty, another full. Piles of sacks are scattered here,
perhaps from disruption of a once-orderly pile. A large
washbasin sits to the west of a narrow rock pillar that
reaches 15’ up from the cave floor.
Access
Contents
Sack
Pile
unprotected
Simple Foodstuffs, size Large
ML3-MW-N-3: North Central Mining
A large scaffold reaches 30’ from floor to ceiling. A
water trough full of murky water sits nearby. To the
west is a trio of large sacks.
Access
Contents
Sacks
(3x)
unprotected
Glasses, Metals, and Woods, size
Medium, using Context D
ML3-MW-N-4: North Wood Store
A wheelbarrow sits near a water trough, both to the
north of a stack of wood. Scaffolding reaches 25’ from
the cave floor.
ML3-MW-N-5: Northwest Crevice
An array of precarious scaffolding reaches 15’ to the
ceiling of this corner of the mining area. A duet of heavy,
soot-stained bags sits nearby, as do two fresh water
barrels.
If this area is not explored prior to the party either
exploring Locations 6 and 7, or leaving the area, upon
the party entering those locations or trying to leave
this region, roll on the
Random Encounters table
and reroll until you get a monster encounter. Place the
resulting creatures as emerging from this crevice.
Access
Contents
Sacks
(2x)
unprotected
Rations & Prepared Foodstuffs,
size Medium, using Context D
ML3-MW-N-6: North-Northwest Mining
An array of rusty scaffolds abut each other in this area,
reaching 25’ to the ceiling. Water barrels, most of them
empty, spot the region, and three stacks of grimy bags
lay on the floor.
Access
Contents
Sacks
(3x)
unprotected
Weapons: Simple, roll 1d4 times
ML3-MW-N-7: Grain Store
Sacks of food are stored neatly here, at the foot of
scaffolds that reach 25’ upward.
Access
Contents
Sacks
(10x)
unprotected
Simple Foodstuffs, using Context
B
ML3-MW-N-8: Barrels & Netting
Just south of the curve of the railway is a long stretch of
heavy knotted netting, stained black and grey from long
use hauling chunks of ore. To either side of the net is an
array of barrels: one is full of fresh water, and three are
empty.
311
Mines L3
Access
Contents
Barrels
(9x)
Container:
Barrel or Crate
Glasses, Metals, and Woods,
size Medium, using Context B
ML3-MW-N-9: Hidden Treasure
Secreted in a hollow formed by a ring of chest-high
boulders is a locked treasure chest.
Access
Contents
Chest
Locks: Chest,
Strongbox
Weapons: Martial 1H AND
Armor: General, both using
Context C
ML3-MW-N-10: Ore Storage
Crates are strewn in a clump to the south of a 20’ tall
rock pillar. Atop one is a treasure chest. To the south of
these containers is a cask stand.
Access
Contents
Crates,
Large
(6x)
Container: Barrel
or Crate, using
Context C
Glasses, Metals, and
Woods, size Large, using
Context C
Crates,
Small
(3x)
Container: Barrel
or Crate, using
Context C
General Supplies, size
Medium
Chest
Locks: Chest,
Strongbox AND
Traps: General,
using Context D
Potions: Moderate, size
Medium AND
Coin Treasure: Moderate,
using Context B
Casks
(5x)
Container: Barrel
or Crate
Alcohol: General, using
Context B
ML3-MW-N-11: Southwest Mining
An array of sturdy-looking scaffolds stretches along this
length of 25’ high rock wall. Empty barrels and scattered
supplies are everywhere.
312
Mines L3
Map 107: Mining West: Center (ML3-MW-W)
One square equals 5 ft.
313
Mines L3
ML3-MW-W: Mining West: Center
Overview
This bizarre mining area suffered massive casualties in the
rush of monsters that followed the Obelisk’s discovery.
Mutant fungus has taken over the majority of the area, and
makeshift barricades did little to stay the creatures that
sought the miners’ blood.
Theme & Purpose
Those seeking experience points are well served by hanging
out in this area. Beyond that, however, there is rich loot to
be had if the PCs can weather the threats.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Reroll all results of “No Encounter” or “NPC
Encounter”.
Areas of Interest
ML3-MW-W-1: Railway
These tracks are dented here and there, but appear quite
serviceable.
ML3-MW-W-2: Blood Trail
A thin trail of days-old blood leads from the fungus-
encrusted rock pillar to the east, across the tracks, to the
mining area to the west.
ML3-MW-W-3: Dwarf Corpse North
A blood trail from the east ends in a days-old dwarven
corpse. This miner has been slashed to bits, her
equipment largely in place but her flesh partially
consumed in places.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 1H AND
Potions: Moderate
ML3-MW-W-4: Corpse Line
A line of weeks-old bodies have been arranged here
amidst a field of dried, caked blood.
Access
Contents
Dwarf
Corpses
(4x)
unprotected
Armor: Medium AND
Weapons: Martial 1H AND
Weapons: Light
ML3-MW-W-5: Sandbag Wall
An “L” shape of thigh-high sandbags has been formed
here, as a deterrent against assaults from the northeast.
From the blood splattered nearby, it seems unlikely that
such defenses were successful.
ML3-MW-W-6: Debris Barricade
A chest-tall mound of trash stands here as a means of
defense against attacks from the east.
Digging in the debris yields loot; however it also attracts
attention. When finding the below treasure, roll secretly
on the
Random Encounters table; randomize the
direction from which resulting encounters enter (north,
east, and south options).
Access
Contents
Debris
unprotected
Gems: Low, using Context D
ML3-MW-W-7: Massacre
Five bodies lay amidst an obvious scuffle, with weeks-
old crusted blood everywhere. The corpses are mangled,
slashed, and pierced, with chunks of flesh visibly
missing.
Access
Contents
Dwarf
Corpses
(4x)
unprotected
Armor: General AND
Weapons: General (roll twice)
ML3-MW-W-8: Mining Equipment
In contrast to the bloody areas to the north, this region is
comparatively peaceful. It looks as though miners simply
dropped their equipment and left the area. Here and
there, you see signs of a rapid scuffle, but neither blood
nor body lays about.
Treat the mining equipment as an array of two-handed
weapons, as follows:
314
Mines L3
Access
Contents
Equipment
unprotected
Weapons: Martial 2H, roll
2d6 times
ML3-MW-W-9: Fungus Patch
About the base of a 15’ tall rock pillar is a spray of
fungus. From the middle of the fungus leads a blood trail
heading to the west.
Disturbing this fungus prompts an eruption of monsters
from within: roll on the
Random Encounters table,
and reroll until you get a result consisting of monsters of
Small size or smaller. Do this only once, the first time
the PCs disturb the mushrooms.
ML3-MW-W-10: Fungus Explosion
The entire cave wall along this region has been consumed
by fungus of a yellowish-grey hue. Caps in sizes ranging
from hand-sized to 4’ across are sprayed on every
surface.
There is no truly safe means of traversing this area.
Disturbing any portion of this fungus prompts an
eruption of monsters from within: roll on the
Random Encounters table, and reroll until you get a
result consisting of monsters of Small size or smaller.
At any given moment, only one group of monsters can be
here as a result of this process; however, once the first
such group has been dispatched, after 2 minutes, any
additional disturbance will prompt a similar eruption of
monsters.
Hidden among the fungus, underneath the caps on the cave
floor, is some treasure:
Access
Contents
Mushroom
Cave Floor
unprotected
Coin Treasure: Moderate
315
Mines L3
Map 108: Mining West: South (ML3-MW-S)
One square equals 5 ft.
316
Mines L3
ML3-MW-S: Mining West: South
Overview
The southwestern corner of this level of the Mines contains
a variety of monsters and abandoned equipment.
Theme & Purpose
It’s almost essential for the PCs to pass through this area
on their way to the secret Lair to the south. In addition,
on its own merit, there is some fair amount of loot to be
discovered.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” results once.
Areas of Interest
ML3-MW-S-1: Railway
Sturdy rails and fresh wooden railties make this a
reliable-seeming stretch of rails.
ML3-MW-S-2: Mining Northwest
Two barrels of fresh water sit among 25’ tall scaffolds
and a variety of abandoned mining equipment.
ML3-MW-S-3: Mining Center-West
Two barrels of fresh water sit near a crevice of fallen
boulders. It appears that the miners were in the midst
of excavating the boulders to further the mining effort
westward when the catastrophe hit.
Hidden among the boulders is a tiny cache of secreted
belongings, only discoverable if the PCs intentionally search
the area:
Access
Contents
Boulder
Stash
unprotected
Coin Treasure: Moderate,
using Context B
ML3-MW-S-4: Mining Southwest
A pile of sacks and a huge variety of shovels and picks sit
to the north of this region. Rusty yet well-constructed
scaffolding is arranged along the 20’ tall cave walls to
the south and west.
Access
Contents
Sack Pile
unprotected
Rations & Prepared Food,
size Large
ML3-MW-S-5: Mining South
25’ high scaffolds allow access to the southern cave
wall here. Wheelbarrows, pickaxes, and other tools lay
abandoned in the soot and dirt.
Access
Contents
Abandoned
Tools
unprotected
Weapons: Simple, roll 2d4
times
ML3-MW-S-6: Mining Southeast
Wood piles and a long-unlit brazier form the
southeastern edge of the mining zone.
ML3-MW-S-7: Central Production
This area was rife with activity before the calamity: two
water barrels abut a cluster of boulders that falls just
shy of the rail tracks. A table ringed with chairs shows a
good amount of nicks and scars, and two cleavers sit in
the middle. A brazier, lit in the past few days, sits to the
north, just westward of a cluster of barrels, one of which
contains fresh water and a second of which is empty.
Piles of uncut lumber sit in various stages of carving and
whittling, ready for use in scaffolding or anything else.
Access
Contents
Barrels
(3x)
Container: Barrel
or Crate
Alcohol: General, using
Context B
Table
unprotected
Weapons: Simple (roll
twice)
ML3-MW-S-8: Southeast Storage
A trio of huge containers sits here. Atop one is a pile of
grain sacks; the other two each hold a treasure chest. To
the east is a brazier, lit in the past few days.
Access
Contents
Crates,
Large
(3x)
Container: Barrel
or Crate, using
Context C
Glasses, Metals, and
Woods, size Large, using
Context B
Sack
Pile
unprotected
Simple Foodstuffs, size
Medium
317
Mines L3
Access
Contents
Chests
(2x)
Locks: Chest,
Simple, using
Context D
Weapons: Light, roll 1d4
times
ML3-MW-S-9: Sackpile
An enormous pile of grain sacks has been placed here
in a haphazard manner. Some of these may have been
taken for use in sandbag defenses to the northwest. A
wood-chopping block sits to the south of the pile; to the
northeast is a long-unused brazier.
Access
Contents
Sack Pile
unprotected
Simple Foodstuffs, size Large
ML3-MW-S-10: Guano
In the southwestern shadow of a 20’ tall rock pillar, this
region is covered in a light film of monstrous feces. It’s
unclear precisely what monster or monsters produced
this mess, but it looks weeks old.
ML3-MW-S-11: Cave-In Secret
This leads to “Map 118: Cave-In (ML3-CIN)” on page 344.
318
Mines L3
Map 109: Mining Love West Overview (ML3-MLW-O)
One square equals 5 ft.
319
Mines L3
ML3-MLW-O: Mining Love West: Overview
Overview
A wide oval perimeter of abandoned mining equipment
surrounds ore storage and a large building now used for
entertainment.
Theme & Purpose
Owing to the relative isolation of this zone, it’s somewhat
safe, at least for short periods. The Illusionist
Entertainer’s residence is particularly safe.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster-related encounters once.
NPCs of Note
Given that it includes his residence, this region is almost
guaranteed to contain the
Illusionist Entertainer. He
has a
90% chance of being somewhere in this region.
Areas of Interest
ML3-MLW-O-1: Illusionist Entertainer’s
Hut
Please refer to page 321 for further details.
ML3-MLW-O-2: Railway
This long, looping oval of track has nearly-new tracks,
and long-rotted wooden ties; it seems as though it would
provide a smooth, though risky, ride.
ML3-MLW-O-3: Northeast Mining
25’ tall scaffolds form an “L” shaped perimeter to
this area, which includes a scattering of equipment,
spiderwebs, and three stacks of casks.
Access
Contents
North
Barrels (3x)
Container: Barrel
or Crate
Alcohol: General,
using Context B
Center
Barrels (3x)
Container: Barrel
or Crate
Fresh water
Southwest
Barrels (3x)
Container: Barrel
or Crate
Alcohol: General,
using Context D
ML3-MLW-O-4: North-Central Mining
Abandoned tools litter the cave floor here, south of a
complex stretch of 20’ tall rusty scaffolding. To the west
is a stand of barrels.
Access
Contents
Barrels (6x)
Container: Barrel
or Crate
Alcohol: General,
using Context D
Abandoned
Tools
unprotected
Weapons: Simple,
roll 2d6 times
ML3-MLW-O-5: Northwest Mining
Spiderwebs stretch from the 20’ tall, scaffolded cave
walls to the floor-to-ceiling rock pillar to the west. To
the north of the rock pillar is a barrel of fresh water.
Monsters enjoy abiding here: roll on the
Random
Encounters tableabcv until you get a monster result;
place that result here, as being dormant and asleep until
the PCs disturb it/them.
ML3-MLW-O-6: West-Northwest Mining
To the west of the rock pillar is a trio of sealed barrels.
Nearer the 20’ tall scaffolding against the western
cave wall is a duet of fresh water barrels. Abandoned
equipment lies strewn everywhere.
Access
Contents
Barrels (3x)
Container: Barrel
or Crate
Alcohol: General,
using Context B
Abandoned
Tools
unprotected
Weapons: Simple,
roll 2d4 times
ML3-MLW-O-7: Central Ore Storage
A massive, 35’ tall, floor-to-ceiling rock pillar sits here,
encircled by storage from the mining operations. A huge
cluster of bags is arranged to its northeast; large crages
sit to the northwest; another group of crates is south of
the pillar; and a stack of wood stands beyond that.
320
Mines L3
Access
Contents
Bag Pile
unprotected
Simple Foodstuffs,
size Large
Northwest
Crates (5x)
Container: Barrel
or Crate, using
Context C
Glasses, Metals, and
Woods, size Large,
using Context C
South
Crates (5x)
Container: Barrel
or Crate, using
Context C
Glasses, Metals, and
Woods, size Large,
using Context B
ML3-MLW-O-8: South Mining
20’ tall scaffolding simply stops here, as though nothing
of interest might be in the walls at this point. Five
barrels sit to the north of a muddy water trough; two are
empty.
Access
Contents
Barrels (3x)
Container: Barrel or Crate
Fresh water
ML3-MLW-O-9: Netting
To the southeast of the building is an array of stained
netting, used for hauling ore quickly over rough surfaces.
ML3-MLW-O-10: Elevator Down
This elevator leads to “Map 141: Elevators North Overview
(ML4-ENL-O)” on page 402.
321
Mines L3
Map 110: Mining Love West: Illusionist Entertainers’ Hut (ML3-MLW-ES)
One square equals 5 ft.
322
Mines L3
ML3-MLW-ES: Mining Love West: Illusionist Entertainer’s Hut
Overview
This building has been freshly-constructed over the past
few months as a residence for the Illusionist Entertainer.
Even—one might say especially—in an environment of chaos
and destruction, entertainment is essential to keep one’s
sanity.
Theme & Purpose
There may be no better place to safely meet a large number
of NPCs than this building.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal. Ignore all monster-
related encounters.
NPCs of Note
There is always a
90% chance that the
Illusionist
Entertainer will be in residence.
Popular Establishment
Prior to the PCs entering the building, roll
2d4 times
on the Random NPC Encounters table to determine which
NPCs are present here already.
Areas of Interest
ML3-MLW-ES-1: Entrance
A set of wooden double doors stands here, with lit
torches in wall sconces to either side and potted, well-
tended plants on the outside of those.
These doors are never locked.
ML3-MLW-ES-2: Spectators
This room has clearly been intended for entertainment.
Around the perimeter are all manner of cushions; potted
plants sit in every corner. A sideboard sits just to the
east of the doors to the north; a small table ringed with
chairs has been placed to the west of the doors. A single
wooden door leads to the east, obscured by a red velvet
curtain; a similar door-and-curtain arrangement leads to
the southeast.
Access
Contents
Sideboard
unprotected
Rations & Prepared Food,
using Context C
Access
Illusionist’s
Quarters Door
Locks: Door, Simple, using Context C
ML3-MLW-ES-3: Stage and Bar
The center portion of the room serves as both stage and
bar: a large “L” shape formed of tables, and ringed with
comfortable, cushioned chairs, describes a square-shaped
stage. To the south are two sideboards.
Access
Contents
Sideboards
(2x)
Locks: Furniture,
Simple
Weapons: Light
ML3-MLW-ES-4: Kitchen
This compact room is clearly the kitchen: a stove burns
to the northeast; beneath it is a food prep table that has
seen better days. Two chests have been shoved in the
northwest corner; to the southeast is an array of sacks.
Finally, a large food storage cabinet sits against the
southwest corner.
Access
Contents
Food Prep
Table
unprotected
Weapons: Simple, roll 1d4
times
Chests
(2x)
Locks: Chest,
Simple
Potions: Moderate, using
Context B
Sacks
(4x)
unprotected
Simple Foodstuffs, size
Medium
Food
Storage
Cabinet
Locks:
Furniture,
Simple
Rations & Prepared Food,
using Context C, size
Medium AND
Potions: Moderate, using
Context B
ML3-MLW-ES-5: Illusionist’s Quarters
These posh digs are surely the personal quarters of the
Entertainer master. Piles of clothes of all manner have
been tossed unceremoniously on the floor atop a plush
carpet. To the northeast is a large clothing cabinet; a
privy and washbasin sit to its south. Against the north
323
Mines L3
wall are three bookcases and a dressing desk. To the
west is a large bed with down comforter. Against the
south wall are two cabinets and a workbench, atop
which is arrayed all manner of scarves, pots, and other
paraphrenalia used in the act.
Access
Contents
Floor
unprotected
Clothing: General, using
Context C, size Large
Northeast
Cabinet
unprotected
Clothing: General, size
Medium
Bookshelves
(3x)
unprotected
Books: General, using
Context D
South
Cabinets
(2x)
Locks:
Furniture,
Simple
Clothing: General, using
Context C AND
Armor: Light, using Context
C AND
Weapons: Light
Dressing
Desk
Locks:
Furniture,
Simple
Coin Treasure: Medium,
using Context B AND
A letter is within: roll on
the
Plot Discoveries
table.
ML3-MLW-ES-6: South Door
To the southeast of the personal quarters is a simple
wooden door.
Access
Storage
Door
Locks: Door, Reinforced, using Context B
AND
Traps: General, using Context C
ML3-MLW-ES-7: Storage
This room smells musty, and somehow of incense as well.
Four chests are scattered against the southwest wall; two
small crates sit to the southeast. Bags have been placed
in the east.
Access
Contents
Chests
(4x)
Locks: Chest,
Simple,
using
Context C
Armor: General AND
Gems: Semi-Precious AND
20% chance of a letter
within: roll on the
Plot Discoveries table.
Crates
(2x)
Container:
Barrel or
Crate
Textiles: General, using
Context C, size Medium
Sacks
(2x)
unprotected
Potions: Moderate, using
Context B
ML3-MLW-ES-8: Railway North
Sturdy and ready, these tracks seem.
ML3-MLW-ES-9: Rock Pillar Southeast
This stalagmite reaches 20’ of the way toward the 35’
high ceiling.
ML3-MLW-ES-10: Rock Pillar West
35’ high, the ceiling is here: this narrow spire reaches all
the way to the top, though it seems quite precarious.
ML3-MLW-ES-11: Railway South
These tracks appear well-used and sturdy.
324
Mines L3
Map 111: Mining Love East Overview (ML3-MLE-O)
One square equals 5 ft.
325
Mines L3
ML3-MLE-O: Mining Love East Overview
Overview
This northwestern region is home to a great deal of mining,
plenty of monsters, and the Chemist’s House, a place of
solid threat and ample equipment.
Theme & Purpose
This region has a good deal of value for all manner of party:
monsters, information, and loot.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal, and reroll results of
“No Encounter” once.
NPCs of Note
The
Chemist is nearly always in the
Chemist’s
House; upon entering that area, there is a
90% chance
of this.
Areas of Interest
ML3-MLE-O-1: Chemist’s House
Please refer to page 327 for more details on this building.
ML3-MLE-O-2: Fungus Bloom
About the base of an absolutely enormous rock pillar
that reaches 40’ straight up to the ceiling above you, a
similarly impressive fungal bloom has taken root.
This fungus has a variety of effects. At the end of every 2
full rounds spent in any square with any fungus in it, roll on
the following table separately for each character who does
so:
Table 17: Fungal Bloom Effects
D%
Sample Effect
01-30
No effect.
31-50
You suddenly get desperately thirsty.
For 24 hours, you suffer from the Nauseated
condition.
51-60
Swallowing becomes an effort as your throat
tenses up. It feels as though you’ve eaten a huge
ladleful of honey or similarly viscous substance.
You recover 1 hp if you were not already at
full health; if you were, the effect creates a
sweet, favorable taste in your mouth, but has no
mechanical effect.
61-70
Bile surges from your innards; you throw up.
D%
Sample Effect
71-80
Nothing happens for a moment. Then, for a split
second, the entire world appears to be black and
white. You shake your head, and everything is
back to normal.
You’re not entirely sure you didn’t hallucinate
the effect.
81-90
You are absolutely certain that you have been
posioned by the fungal spores. Evil permeates
your skin, and seeps into your brain. You can
feel death calling for you in an eerie voice, both
hideous and tempting.
For 24 hours, you suffer from the Shaken
condition.
91-99
Your vision blurs. You see double of nearly
everthing that is more than 10’ away from you.
For
1d4 hours, you suffer from the Dazed
condition.
00
You have a violent urge to throw up. Just as you
are struggling to remain upright, however, the
sickness passes, and you feel much better.
All of your Ability Scores gain a +1 benefit for
24 hours.
ML3-MLE-O-3: Northwest Mining
Clusters of scaffolding reach 25’ up into the cave ceiling
in this area. Troughs of blackish, silt-ridden water sit
interspersed with barrels of fresh water.
ML3-MLE-O-4: Spiderweb Debris
A 20’ tall stalagmite is encircled by spiderwebs and
trash.
Disturbing any of these webs prompts attention: roll
on the
Random Encounters table, ignoring results
of “NPC Encounter”. Place any monsters that result as
326
Mines L3
coming from the spiderwebs to the south.
ML3-MLE-O-5: Spiderwebs East
Massive, overlapping spiderwebs are strung here across
the floor and between clumbs of rock and debris.
Disturbing any of these webs prompts attention: roll
on the
Random Encounters table, ignoring results
of “NPC Encounter”. Place any monsters that result as
coming from the spiderwebs to the south.
ML3-MLE-O-6: Spiderweb Center
Amidst a huge circle of spiderwebs is a central clearing
devoid of threads. In this area is a gruesome collection
of bones, bodies, and freshly-killed corpses in various
stages of decay. You spy a half-orc, three dwarves, and
two elves.
Access
Contents
Half-Orc
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 2H
Dwarf
Corpses
(3x)
unprotected
Armor: Medium AND
Weapons: Martial 1H AND
Armor: Shields
Elf
Corpses
(2x)
unprotected
Armor: Light AND
Weapons: Martial Ranged AND
Weapons: Light
ML3-MLE-O-7: Mining West-Northwest
Scaffolds reach 25’ to the ceiling in this region. A murky
trough and a fresh water barrel can be found here as
well.
ML3-MLE-O-8: Mining North-Northwest
A trio of empty barrels smells like rotted fish, though
there is nothing inside. Wood planks sit ready to be
shaped into anything needed. Two sealed barrels can be
found to the east of this region. Scaffolding reaches to
the 20’ high ceiling.
Access
Contents
Barrels (3x)
Container: Barrel or Crate
Fresh water
ML3-MLE-O-9: Mining West-Northwest
Spiderwebs, a barrel of fresh water, and a trough filled
with a vile blackish-grey substance are arranged about a
stalagmite. Several mining tools can be found scattered
on the ground. The 20’ tall cave wall can be accessed via
rickety scaffolding.
Access
Contents
Mining
Tools
unprotected
Weapons: Simple, roll 2d4
times
ML3-MLE-O-10: Mining East
The 20’ tall eastern cave wall here contains an
assortment of scaffolding, spiderwebs, and boulder piles.
Some rocks appear to have been pried from the mining
wall in the past few weeks.
When the PCs enter this area, roll on the
Random
Encounters table, ignoring results of “NPC Encounter”.
Place any monsters that result from this roll as
approaching from the railway tracks to the southwest,
from the “12” marking Location 12.
ML3-MLE-O-11: Mining Southeast
The 25’ tall cave wall in these parts can be accessed by a
number of scaffolds. Wheelbarrows, tools, and boulders
can be found scattered about.
Access
Contents
Mining
Tools
unprotected
Weapons: Simple, roll 1d4
times
ML3-MLE-O-12: Mining South
Waist-high piles of boulders dot the base of the 25’ tall
cave wall here. Rusty scaffolds have seen better days,
but seem up to the task of offering support. Fresh water
barrels are spaced evenly across the area.
ML3-MLE-O-13: Railway
These rails seem in great condition, though to the south a
large wheelbarrow has been placed across the tracks. To
the west of the arc is an assortment of crates.
If the party is traveling via railcar, they will have
to stop here to remove the wheelbarrow in order to
continue. When they disembark, roll on the
Random
Encounters table, ignoring results of “NPC Encounter”.
Place any monsters that result from this roll as
approaching from Location 5 to the west.
Access
Contents
Crates,
Large
(2x)
Container:
Barrel or
Crate
Glasses, Metals, and Woods,
size Large
Crates,
Small
(2x)
Container:
Barrel or
Crate
General Supplies, size Medium
327
Mines L3
Map 112: Mining Love East: Chemist’s House (ML3-MLE-C)
One square equals 5 ft.
328
Mines L3
ML3-MLE-C: Mining Love East Chemist’s House
Overview
This was, and remains, the residence of the Chemist, a
character of some bizarre quirks and curious focus whose
idiosyncracies have only gotten worse with the chaos
resulting from the Obelisk’s discovery.
Theme & Purpose
A bounty of loot and information is available here, if the PCs
wish to brave the danger.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster-related encounters once, and place
any that do ensue as approaching from outside this map, to
the east.
NPCs of Note
The
Chemist is nearly always here: there is a
90%
chance.
Areas of Interest
ML3-MLE-C-1: Massive Rock Pillar
This is described in “Map 111: Mining Love East Overview
(ML3-MLE-O)” on page 324.
ML3-MLE-C-2: Fungal Bloom
This is also described on page 324. In short, any PC
walking through the fungus is subject to random effects.
ML3-MLE-C-3: Railway
Sturdy and sure, these tracks appear ready for use.
ML3-MLE-C-4: Entryway Lab
A single, simple wooden door gives access to this room
from the outside. A long rectangular table occupies
the center of the room; it’s littered with all manner of
alchemy tools and ingredients. Potted plants of bizarre
hue lurk in three corners; the northwest contains a
chest surrounded by large, strange-smelling sacks. To
the north a single wooden door leads further into the
building.
Access
Contents
Lab
Table
unprotected
Weapons: Simple AND
Alchemy Lab
Chest
Locks: Chest, Simple
AND
Traps: General,
using Context D
Potions: Moderate,
size Medium
Sacks
(5x)
unprotected
Simple Foodstuffs
Access
South Entrance
Locks: Door, Reinforced
North Door
Locks: Door, Simple
ML3-MLE-C-5: Main Chamber
Bookshelves, potted plants, chairs, and a stove ring the
perimeter of this oddly-shaped room with a perfect view
of the rockspire and fungal bloom to the east. In the
center is a dining table set with chairs and fresh food. A
single wooden door leads to the northwest.
Access
Contents
Lab Table
unprotected
Alchemy Lab with additional
+1 circumstance bonus to
Alchemy checks AND
Potions: Moderate, using
Context B
Bookshelves
(3x)
unprotected
Books: General, using
Context B
Access
Chemist’s
Quarters Door
Locks: Door, Reinforced AND
Traps: General, using Context C
Secret Door
West
Locks: Door, Secret (Perception) /
Locks: Door, Reinforced (to open)
ML3-MLE-C-6: Observation
Nestled in the northeast corner of the main chamber is
an array of comfortable chairs facing out the windows
to the east, two bookshelves, and a variety of laboratory
equipment stacked with reagents and vessels.
329
Mines L3
Access
Contents
Lab Table
unprotected
Weapons: Simple, using
Context B AND
Potions: Moderate, using
Context B
Bookshelves
(2x)
unprotected
Books: General
ML3-MLE-C-7: Chemist’s Quarters
This “L” shaped room forms the personal quarters of
the Chemist. Two cabinets, a small table, dressing desk,
privy, washbasin, and a bed form the furniture; to the
southeast of the bed is a treasure chest.
Access
Contents
Cabinets
(2x)
unprotected
Clothing: General
Dressing
Desk
Locks: Furniture,
Simple
Writing Supplies AND
Weapons: Simple, using
Context C
Chest
Locks: Chest,
Strongbox AND
Traps: General,
using ContextB
Potions: Moderate,
using Context C, size
Medium AND
A half-burnt scrap of
paper can be found in
this chest: roll on the
Plot Discoveries
table.
ML3-MLE-C-8: Storage Entrance
A trail of days-old blood approaches these steel double
doors from the northwest. Coins are scattered about the
cave floor nearby. To the northeast is a trio of barrels,
two of which are open and empty; just outside the doors
is a single sealed barrel.
Access
Contents
Barrels
(2x)
Container: Barrel
or Crate
Alcohol: General, using
Context C
Cave
Floor
unprotected
Coin Treasure: General,
using Context B, halve
quantities
Access
Storage
Entrance
Locks: Door, Stronghold, using
Context C
ML3-MLE-C-9: Elf Corpse
A grisly scene meets your eyes: an elven body lies
crumped and bloody, dead not but a few days. Coins and
blood form a trail from the north, outside the main doors
to this chamber.
Access
Contents
Elf Corpse
unprotected
Armor: Light AND
Weapons: Martial 1H AND
Potions: Moderate, all
using Context C
Cobblestone
Floor
unprotected
Coin Treasure: General,
using Context C, halve
quantities
ML3-MLE-C-10: Storage
This shed contains a great deal of containers, all of which
seem particularly well-made and upkept. Two large
crates in the southwest, two small crates, two treasure
chests, five large barrels, three smaller casks, and a large
pile of sacks comprise the contents.
Access
Contents
Crates,
Large
(2x)
Container: Barrel
or Crate, using
Context C
Glasses, Metals, and
Woods, size Large,
using Context C
Crates,
Small
(2x)
Container: Barrel
or Crate, using
Context C
Potions: Moderate, size
Large
Chests
(2x)
Locks: Chest,
Strongbox
Gems: Medium Quality
Barrels,
Large
(5x)
Container: Barrel
or Crate, using
Context C
Alcohol: General, using
Context C
Casks,
Small
(3x)
Container: Barrel
or Crate, using
Context C
Alcohol: General, using
Context C; roll twice
and pick the more
expensive result
Sack Pile
unprotected
Simple Foodstuffs, size
Large
330
Mines L3
Map 113: Mining Law North Overview (ML3-MLN)
One square equals 5 ft.
331
Mines L3
ML3-MLN: Mining Law North Overview
Overview
This region is rife with mining, but of particular note,
contains the Loremaster’s Shack.
Theme & Purpose
Gather information, is the primary reason for being here.
There’s not much loot to be found.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
The
Loremaster is of course in the
Loremaster’s
Shack quite often (
90% chance).
Areas of Interest
ML3-MLN-1: Loremaster’s Shack
Find more information about this building on page 333.
ML3-MLN-2: Railway
Nicked and grooved and scarred from fire, these rails
nevertheless seem serviceable.
ML3-MLN-3: Woodpile
Near a set of boulders and a rock pillar is a pile of uncut
wooden logs.
Within the logs, only discovered if searched intentionally, is
a small cache from a paranoid (and now long dead) miner:
Access
Contents
Woodpile
unprotected
Coin Treasure: Moderate,
using Context D
ML3-MLN-4: Dwarf Corpse
Lying partly across the railway is a dwarven corpse, dead
a few weeks at least.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Medium AND
Weapons: Martial 2H
ML3-MLN-5: Dwarf Corpse Woodpile
South of a stack of lumber is another dwarven body,
this one dead at least a month from the state of
decomposition. It appears to have been hacked to death
viciously.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Medium AND
Weapons: Martial 2H
ML3-MLN-6: Drained Corpse
This body, lying amidst abandoned tools and broken
equipment, is so dessicated it’s tough to tell even the race
of the victim. You suspect half-elf, though. Scaffolding
nearby reaches 20’ tall.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial 2H
ML3-MLN-7: Mining Northeast
20’ tall scaffolding towers over an assortment of
abandoned and enormous pickaxes and other tools.
While the party is exploring in this corner, roll on the
Random Encounters table until you get a monster
result; place the critter(s) as waiting in Location 2 until
the PCs venture southward again.
Access
Contents
Abandoned
Tools
unprotected
Weapons: Martial 2H, roll
2d4 times, using Context D
ML3-MLN-8: Northeast Crevice
The mining walls and ceiling narrow to a scant 10’ tall;
scaffolding barely has to do anything here to reach the
ceiling. Spiderwebs and a barrel of fresh water flank a
pile of boulders.
The boulder pile hides some particularly interesting ore
that has gone unmoved as of yet; it is only discoverable if
intentionally searched.
332
Mines L3
Access
Contents
Boulder
Pile
unprotected
Glasses, Metals, and Woods,
using Context C, size Medium
ML3-MLN-9: Mining Northeast
20’ scaffolds reach to the ceiling here. Two barrels of
fresh water are at hand to quench thirst or to assist in
quenching fires. To the west is a dwarven corpse, dead
several weeks.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Light AND
Weapons: Martial 2H AND
Potions: Moderate, using
Context B
ML3-MLN-10: Mining East
A huge variety of sacks and bags has been piled here.
Netting has been left to the southwest; it seems to
have been used to haul ore. Spiderwebs coat the entire
eastern cave wall, against which scaffolding has been
erected to reach all the way to the 25’ ceiling. Mining
tools lay abandoned everywhere.
Access
Contents
Sack Pile
unprotected
Simple Foodstuffs, size Large
Cave
Floor
unprotected
Weapons: Simple, roll 2d6
times, using Context B
ML3-MLN-11: Mining Southeast
20’ high scaffolds stand against the web-encrusted cave
walls here. Fresh water barrels are spaced evenly. To
the west, the railway appears to parallel the curve of the
wall that has been mined.
333
Mines L3
Map 114: Mining Love North: Loremaster’s Shack (ML3-MLN-LM)
One square equals 5 ft.
334
Mines L3
ML3-MLN-LM: Mining Law North: Loremaster’s Shack
Overview
The Loremaster held quarters here, and is still here much of
the time.
Theme & Purpose
This is one of the best potential sources of information about
the Mines, their operation, and what truly happened here in
the entire complex.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll Monster Encounters once.
NPCs of Note
The
Loremaster is nearly always (
90% chance) here.
Areas of Interest
ML3-MLN-LM-1: Entrance
Two steel doors bar your entrance here. To either side
are lit torches hanging in wall sconces against the brick.
Potted plants, well-tended, have been placed outside
those on either side.
Access
Entrance
Locks: Door, Reinforced, using Context C
ML3-MLN-LM-2: Reception Hall
This well-furnished hall has chequered wood floors and
is dominated by a huge banquet table set with fresh
snacks. Flourishing potted plants are spaced at intervals
about the perimeter. A sideboard sits against the north
wall; chairs are spaced around the room. To the south, a
set of simple wooden doors allows entry further into the
house; a second set of doors leads eastward.
Access
Contents
Sideboard
unprotected
Rations & Prepared Food,
size Medium
Both sets of doors mentioned have no lock.
ML3-MLN-LM-3: Kitchen / Pantry
A stove sits against the western wall. About the edges
of the room are scattered a variety of foodstuffs and
containers, including several food-prep stations. A chest
sits to the north of the stove.
Access
Contents
Chest
Locks:
Chest,
Simple
Potions: Moderate, size
Medium
Food
Prep
Tables
(3x)
unprotected
Simple Foodstuffs, size
Medium
Cabinets
(2x)
unprotected
Rations & Prepared Food, size
Medium
Sack Pile
unprotected
Simple Foodstuffs, size Large
ML3-MLN-LM-4: Drawing Room
This cozy, triangular room is littered with comfortable-
looking chairs, most facing east and south outside
against the windows overlooking the railway. Sideboards
and bookshelves line the north and west walls. A door
leads to the northeast.
Access
Contents
Sideboards
(2x)
Locks:
Furniture,
Simple
A note can be found
here: roll on the
Plot Discoveries table.
Bookshelves
(4x)
unprotected
Each has a
40%
chance to contain a
scroll containing in-
formation from the
Plot Discoveries table.
Access
Loremaster’s
Quarters
Door
Locks: Door, Reinforced, using Context
C AND
Traps: General, using Context B
335
Mines L3
ML3-MLN-LM-5: Loremaster’s Quarters
A beautiful room has large windows facing the eastern
and southeastern cavern areas. The bed faces eastward,
to provide a better view upon first waking up. A dressing
desk, privy, washbasin, cabinet, writing desk, and several
comfortable chairs complete the arrangement. To the
northwest is a set of double doors leading westerward;
to the south of this, a single steel door also leads to the
west.
Access
Contents
Dressing
Desk
unprotected
Weapons: Simple, using
Context D
Cabinet
unprotected
Clothing: General, using
Context C
Writing
Desk
unprotected
Writing Supplies
Access
Closet
Doors
Traps: General, using Context B
(no lock)
Storage
Door
Locks: Door, Stronghold AND
Traps: General, using Context B
ML3-MLN-LM-6: Closet Library
What would normally be a closet for the bedroom is
instead a library and laboratory, perhaps fitting for a
Loremaster of a giant mining complex. Bookshelves form
a light maze of corridors, leading to a lab bench and a
reading nook.
Access
Contents
Bookshelves
(12x)
unprotected
Each has a
30%
chance to contain a scroll
containing information
from the
Plot
Discoveries table.
In addition, each has a
separate,
25% chance to
contain a useful book: Books,
General
Lab Bench
unprotected
Weapons: Simple AND
Potions: Moderate, using
Context C
ML3-MLN-LM-7: Storage Vault
This musty room smells of oil and ore. Three treasure
chests, a small crate, and piles of uncut gems lay
scattered here. Atop the crate is an open book.
Access
Contents
Crate, Small
Container:
Barrel or
Crate
Glasses, Metals, and
Woods, using Context C,
size Medium
Access
Contents
Chests (3x)
Locks:
Chest,
Strongbox
Potions: Moderate, using
Context C AND
Coin Treasure: Moderate,
using Context B
Gem Pile
unprotected
Gems: Low, size Medium,
using Context
ML3-MLN-LM-8: Railway
Study and curving, these rails look ready for safe use.
336
Mines L3
Map 115: Mining Law South Overview (ML3-MLS-O)
One square equals 5 ft.
337
Mines L3
ML3-MLS-O: Mining Law South Overview
Overview
A previously orderly area, this region has fallen into
disrepair of late in the wake of the Obelisk’s discovery. Of
note, it contains the Sage’s Shack.
Theme & Purpose
The Sage is one of the best sources of information in the
adventure. In addition, there is a fair amount of loot to be
had.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
Of note, the
Sage can oft be found in the
Sage’s
Shack
90% of the time.
Areas of Interest
ML3-MLS-O-1: Sage’s Shack
Please refer to page 339 for more details about this
building.
ML3-MLS-O-2: Woodpiles and Fungus
A set of two large woodpiles sits to the north of the
rail tracks. To the north and northwest of these is a
broad array of fungus. Two large containers are in the
southeast of this region.
Access
Contents
Crate, Large
(3x)
Container:
Barrel or
Crate
Glasses, Metals, and
Woods, using Context C,
size Medium
Chests (3x)
Locks:
Chest,
Strongbox
Potions: Moderate, using
Context C AND
Coin Treasure: Moderate,
using Context B
Gem Pile
unprotected
Gems: Low, size Medium,
using Context
ML3-MLS-O-3: Mining Southwest
A long-unused firepit lies among a variety of mining
equipment and abandoned tools. Scaffolding in this area
looks well-worn but usable, and reaches up to the top fo
the 25’ tall mining cave walls.
As the party enters this area, roll on the
Random
Encounters table and reroll until you get a monster
encounter. Place the resulting critter(s) as approaching
from Location 2.
ML3-MLS-O-4: Mining Southeast
Scaffolds here are rusty and reach 20’ tall. Troughs of
murky, disgusting water are spaced acorss the area. A
firepit sits here, long unfired. Raw logs sit in a stack,
ready to be shaped for further use.
ML3-MLS-O-5: Mining South-Southeast
A quarter of barrels marks the southern portion of this
area. Fresh water lies in a barrel. Scaffolds stretch 30’
tall. The curve of the mining wall mirrors the curve of
the railway.
Access
Contents
Barrels
(4x)
Container:
Barrel or Crate
Alcohol: General, Using
Context B
ML3-MLS-O-6: Mining East
The rusted and creaking scaffolds here reach 30’ high.
Four casks sit in a row, on their sides. There’s an
assortment of abandoned tools.
Access
Contents
Barrels (4x)
Container:
Barrel or Crate
Alcohol: General
Abandoned
Tools
unprotected
Weapons: Martial 2H,
roll 2d6 times
ML3-MLS-O-7: Mining Northeast
The mine wall, 25’ tall, narrows to a corner here among
piles of boulders and the occasional outcropping of
toadstools. A ridge of barrels sits to the west; one
contains fresh water, and two are empty.
338
Mines L3
Access
Contents
Barrels (4x)
Container:
Barrel or Crate
Alcohol: General, using
Context D
ML3-MLS-O-8: Fungus Railway &
Storage
A huge crop of mushrooms has taken root and grown
atop the rails and the railbeds here. To the west of the
rails, a line of heavy containers has been placed. An
unused firepit sits to the east of the rails and fungus.
Access
Contents
Crates,
Large
(6x)
Container: Barrel or
Crate, using Context
B
Glasses, Metals, and
Woods, size Large
As the party enters this area, roll on the
Random
Encounters table and reroll until you get a monster
encounter. Place the resulting critter(s) as approaching
from Location 7. Ignore this effect if the party has
already explored Location 7 before entering this area.
ML3-MLS-O-9: Funal Rock Pillar
A large stalagmite reaches 30’ to the ceiling in this area.
It’s surrounded by a huge variety of mushroom sizes. To
the northwest is a duo of wood chopping piles.
Disturbing the fungus in this area prompts a roll on the
Random Encounters table. Reroll monster-related results
once. Place any encounters that result as approaching from
the southwest, west of Location 2.
339
Mines L3
Map 116: Mining Law South: Sage’s Shack (ML3-MLS)
One square equals 5 ft.
340
Mines L3
ML3-MLS: Mining Law South: Sage’s Shack
Overview
This is the home and operations of the Sage. Typically, the
Sage is called for or summoned, and so there has not been a
great deal of cause for others to intrude into the domicile.
Theme & Purpose
It’s a great opportunity to loot and gain information, if the
Sage can be dealt with in a savory manner.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
Of note, the
Sage can oft be found in the
Sage’s
Shack
90% of the time.
Areas of Interest
ML3-MLS-1: Entrance
A simple-looking door bars your way here. A lit torch
rests in a wall sconce just to the north of the door itself.
Access
Entrance
Locks: Door, Simple, using Context C
ML3-MLS-2: Seance Library
This room has the feel of a library, with bookshelves
lining all but the west wall. However, the thick smell of
incense in the air, and the somewhat dark conditions,
make you think of a ceremony, a seance, or other kind of
scrying opporunity. A set of double doors leads north; to
the south, a single door bars entry.
Access
Contents
Bookshelves
(7x)
unprotected
20% chance of useful
book: Books: General
AND
15% chance of an infor-
mative note:
roll on
the
Plot Discoveries
table.
Access
Bedroom
Doors
Locks: Door, Simple, using Context C AND
Traps: General, using Context B
Kitchen
Door
Locks: Door, Weak
ML3-MLS-3: Kitchen
This room contains a stove in the east, and a variety of
food sacks in the west.
Access
Contents
Food Sacks
(6x)
unprotected
Simple Foodstuffs, size
Medium
ML3-MLS-4: Sage’s Chambers
A bookshelf sits just inside the door to the east; a bed to
the north of it. A privy is wedged just north of the bed,
immediately to the west of a large worktable littered
with notes and equipment. A dressing desk sits against
the southeast wall. Finally, a sideboard rests against the
northeast corner.
Access
Contents
Bookshelf
unprotected
Books: General, using
Context C
Dressing
Desk
Locks: Furniture,
Strong
Potions: Moderate AND
Gems: Semi-Precious
ML3-MLS-5: Secret Cache Door
Only read the italicized text if the secret is discovered.
Behind the sideboard, the brick of the north wall is
disfigured slightly. Prying with a blade, you discover a
crease. After some careful poking and prodding, you find
a lock hidden to match the brick facade.
Access
Secret
Cache Door
Locks: Door, Secret, using Context B,
Perception AND
Locks: Door, Stronghold, using Context D
(to open)
341
Mines L3
ML3-MLS-6: Secret Cache
This small room at the north of the building holds a
variety of containers: a pile of sacks in the southwest,
two treasure chests, and a small crate in the northeast.
A recently-used firepit and cauldron sit in the northwest
corner.
Access
Contents
Sack
Pile
unprotected
Rations & Prepared Food,
using Context C, size Medium
Chests
(2x)
Locks: Chest,
Strongbox
Weapons: General, using
Context C AND
Armor: General, using Context
C
Crate,
Small
Container:
Barrel or Crate
Glasses, Metals, and Woods,
size Medium, using Context C
ML3-MLS-7: Rock Pillar
To the southwest of the building is a floor-to-ceiling
stalagmite whose northern outcropping nearly touches
the southwest wall of the Sage’s Shack.
ML3-MLS-8: Railway
This section of the railway appears solid and well-
balanced, able to support a heavy load if necessary.
342
Mines L3
Map 117: Cave-In: Entire Chamber (ML3-CIN-C)
One square equals 5 ft.
343
Mines L3
ML3-CIN-C: Cave-In: Entire Chamber
Overview
This region is a large natural cavern, formed from water
erosion from the trickly that once fell from above via the
underground river in other Mine levels. The trickly has long
since been plugged, but the natural cave remains.
It was once connected to the main Mine area to the north,
but a massive cave-in severed the connection. Fearing that
the cave-in was a harbinger of further disasters due to
unsafe structure, Mondaria City decided not to excavate the
cave-in.
Theme & Purpose
Logistically, it’s one of the few unorthodox means of
descending to Mines Level 4. In addition, there is some
significant monster-related challenge to be found here.
Random Encounters
Use the standard / default
Random Encounter rules
for this level. Ignore “NPC Encounter” results, and reroll
results of “No Encounter” once.
Areas of Interest
ML3-CIN-C-1: Pit Down
Turn to page 302 for further details.
ML3-CIN-C-8: Cave-In
Page 344 holds more details about this region.
ML3-CIN-C-9: Lair
This creepy location is described starting on page 346.
344
Mines L3
Map 118: Cave-In (ML3-CIN)
One square equals 5 ft.
345
Mines L3
ML3-CIN: Cave-In
Overview
This is the actual area caved in via fallen rocks decades
ago. The occasional rogue miner will poke and prod here,
but ultimately, all fear further disasters more than they are
curious, and the region has gone largely untouched.
Theme & Purpose
This is the only real means of entering the Cave-In region to
the south, and what it invovles.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML3-CIN-1: Railway
The railbed is somewhat rotted, and the rails a bit
corroded, but you feel as though these rails can still
safely hold cars.
ML3-CIN-2: Cave-In Boulders
At the GM’s discretion, nearly every NPC—named or
otherwise—who inhabits this level of the Mines should
know about the cave-in and would tell the PCs if they
inquire about interesting features or happenings or a
related topic. Such knowledge would allow the party to
ignore the Perception check involved.
Access
Cave-In
Boulders
Locks: Door, Secret, using Context D,
Perception AND
Locks: Door, Stronghold, using Context B,
Strength-related only (to pass through)
ML3-CIN-3: Western Boulder Cluster
Amidst a huge pile of boulders and loose rocks is a nook
surrounded on most sides by spiderwebs. Boulders pile
up to the ceiling to the south; it is not possible to pass
through in that direction from here.
If the party does not investigate this area before moving
through the center passage, roll on the
Random
Encounters table, rerolling until you get a monster-
related encounter, and placing it here.
ML3-CIN-4: Eastern Boulder Cluster
Fallen rocks block passage south, but form a little alcove
in the easternmost region of the cave-in.
While the party is in this alcove, roll on the
Random
Encounters table, rerolling until you get a monster-
related encounter, and placing it as approaching from
Location 5.
ML3-CIN-5: Rock Pillar
A squat and thick stalagmite lurks in the south of the
cave-in. Spiderwebs blanket the sides.
346
Mines L3
Map 119: Lair (ML3-LAR)
One square equals 5 ft.
347
Mines L3
ML3-LAR: Lair
Overview
A spacious, natural cave in a mine rich in life and interesting
minerals... such a location would never remain vacant for
long.
Theme & Purpose
The first location that contains a true showdown-style, large-
environment, massively challenging monster battle, the Lair
also contains a fair amount of reward for those willing to
undertake the challenge.
Random Encounters
Until the Lair Monster(s) (see below) are defeated, suspend
Random Encounter rolls.
After that point, use the standard / default Random
Encounter rules for this level, but roll twice as often as
normal, and reroll all results that do not contain one or more
monsters.
Lair Monsters
As the PCs approach this area, roll on the
Monsters:
Mines, Advanced table, using Context C. Place the resulting
monster(s) in Location 10.
The GM is encouraged to be creative with how to
play this encounter. Walking boldly into what should
obviously be a lair should demand an appropriately
deadly reaction; sneaking up, spying from afar, gathering
information, or other more cautious approaches should
bear fruit. This fight, if fight indeed it is to be, should
likely be the centerpiece of the gaming session it takes
place in.
Areas of Interest
ML3-LAR-1: Bloody Approach
Slews of recently-spilled blood splotches mark the
approach to the lair from the northwest. A dwarven
skeleton lies to the north.
ML3-LAR-2: Northwest Approach
Patches of oddly-colored rock formations form a waist-
high barrier of sorts here. Five corpses in varying stages
of rot are scattered carelessly here among the boulders;
four are dwarves and one is a half-orc.
Access
Contents
Dwarven
Corpses
(4x)
unprotected
Armor: Heavy AND
Weapons: Martial 1H AND
Armor: Shields
Half-Orc
Corpse
unprotected
Armor: Medium AND
Weapons: Martial 2H, using
Context C
ML3-LAR-3: Corpse Pit
A slight depression in the cave floor here has been filled
to chest-height with skeletons, corpses, and freshly-slain
bodies not a week old. Many are dwarves; others are
half-orcs and humans. There are several large monsters
here as well. From the equipment and varying ages of
the bodies’ rot, you suspect this is what has befallen a
series of adventurers or miners who have found their
way into this chamber somehow and have attempted to
slay the denizens. The monster bodies are likely critters
who have wandered here, or those who sought to take
the lair over and failed.
Access
Contents
Dwarven
Corpses
(3x)
unprotected
Armor: Heavy AND
Weapons: Martial 1H AND
Armor: Shields
Half-Orc
Corpses
(2x)
unprotected
Armor: Medium AND
Weapons: Martial 2H, using
Context C
Human
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 2H
ML3-LAR-4: Barricade
An enormous amount of trash and debris has been piled
here in a semicircle facing to the northwest. Near as you
can tell, some adventurers came upon the lair when it
was unoccupied, and defended it against the return of its
occupant... unsuccessfully.
ML3-LAR-5: Bones
Bones and more bones abound here: bone piles,
skeletons, and skull piles. There is, however, a pile of
treasure to the southeast of this region.
348
Mines L3
Access
Contents
Treasure
Pile
unprotected
Potions: Moderate AND
Coin Treasure: Moderate AND
Weapons: Light
ML3-LAR-6: Treasure Hoard South
A huge variety of gems and coins from all manner of
lands in the Realm are scattered here, coating the floor
as though someone intentionally wanted as much of
it covered in shiny trinkets as possible. Corpses are
here and there, and there is a small pile of collected
belongings in the center of the area.
Access
Contents
Cave
Floor
unprotected
Coin Treasure: Moderate, size
Large AND
Gems: Low, size Large AND
Gems: Semi-Precious, size
Medium AND
Gems: Medium-Quality, using
Context D
Treasure
Pile
unprotected
Potions: Moderate, using
Context D, size Medium AND
Weapons: Simple AND
Armor: General
ML3-LAR-7: Treasure Hoard North
Amidst odd-looking rocks of all style and color, coins and
gems are scattered everywhere. Most appear dented
and dinged, but shiny nevertheless. A treasure pile of
collected belongings, some singed and some clawed but
functional, rests in the north of this region.
Access
Contents
Cave
Floor
unprotected
Coin Treasure: Moderate, size
Large AND
Gems: Low, size Medium AND
Gems: Semi-Precious, size
Medium, all using Context D
Treasure
Pile
unprotected
Potions: Moderate, AND
Weapons: General AND
Armor: General, all using
Context B
ML3-LAR-8: Treasure Pile Northwest
A large collection of adventuring gear has been piled
here at the base of the rock pillar that reaches 30’ to the
ceiling.
Access
Contents
Treasure
Pile
unprotected
General Supplies AND
Rations & Prepared Food AND
Clothing: General, roll 1d4
times AND
Armor: General, roll 1d4 times
AND
Weapons: General, roll 1d4
times
ML3-LAR-9: Barricade North
This line of debris and garbage reaches from the north
base of the rock pillar to the northern portion of the cave
wall in this region. An empty treasure chest sits here,
with a pile of clothing and coins scattered across the
floor.
Access
Contents
Cave
Floor
unprotected
Coin Treasure: Moderate, size
Medium, using Context B
Clothing
Pile
unprotected
Clothing: General, size Large,
using Context D
ML3-LAR-10: Lair Central
The vast expanse of earthen and stone cave floor here is
interrupted only by the occasional rock. It is otherwise
smoothed, with slight depressions here and there, as
though something large and vile had made its home here.
349
Mines L3
Map 120: Circular Stair Pit (ML3-CSP)
One square equals 5 ft.
350
Mines L3
ML3-CSP: Circular Stair Pit
Overview
This pit continues the descent of the tunnels underneath the
Residential District in the surface city.
Theme & Purpose
There should be a slightly rising temperature, more
humidity, and a greater sense that the PCs are descending
down, down, down, into the murky unknown. If the party
is entering the Mines for the first time via this route, they
should be scared of the unknown; PCs who have already
traversed the mines should still be wary and afraid, as
this pit clearly leads to a region thye have likely not yet
encountered.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Ignore all “NPC Encounter” results. All monsters
enter the area from the exit opposite where the PCs entered
from: that is, if the PCs are going down, then critters come
from
Location 5, and if the party is coming up, monsters
enter from
Location 1.
Areas of Interest
ML3-CSP-1: Crawlspace Up
This leads to “Map 85: Invaded Residence Sub-Basement
(ML2-IRSB)” on page 252.
ML3-CSP-2: Southern Path
A warm wind blows gently from the yawning pit to your
north. There’s plenty of room on this path, but it still
makes you uneasy.
Roll on the
Random Encounters table. If you get a
monster result, place the monster in Location 4, across
the chasm; the party can likely see the critter(s) from
across the pit.
ML3-CSP-3: Fungus Cluster
The eastern edge of the descending circular path is
infested with a variety of mushrooms.
There is no threat here.
ML3-CSP-4: Northern Path
The spiralling path takes a steeper descent here as it
approaches a crawlspace to your southwest.
ML3-CSP-5: Crawlspace Down
This leads to “Map 139: Circular Stair Pit (ML4-CSP)” on
page 397.
351
Mines L3
Map 121: Elevators North (ML3-EN)
One square equals 5 ft.
352
Mines L3
ML3-EN: Elevators North
Overview
The only means of entering or leaving the large northern
chunk of this level of the Mines, these elevators are rich
with plunder... and with threat.
Theme & Purpose
This will be the first thing the PCs encounter on their way
into this region, regardless of their means of entry. It should
be somewhat chaotic, yet welcoming.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML3-EN-1: Elevator Down
In order to use this elevator, the party must spend 10
minutes cleaning the thick layer of spiderwebs off of its
surface.
Once cleaned, it is functional, and leads to “Map 141:
Elevators North Overview (ML4-ENL-O)” on page 402.
ML3-EN-2: Elevator Up
This leads to “Map 86: Elevators North Overview (ML2-
ELN-O)” on page 255.
ML3-EN-3: Elevator Central Storage
Between the two elevator platforms, a wide array of
containers has been placed. Four large crates, atop
which rest three chests; four small crates; an array of
sacks and bags... and a variety of spiderwebs cling to
everything.
Access
Contents
Crates,
Large
(4x)
Container:
Barrel or Crate,
using Context C
Glasses, Metals, and
Woods, size Large
Crates,
Small
(4x)
Container:
Barrel or Crate,
using Context C
General Supplies, size
Large
Chests
(3x)
Locks: Chest,
Simple, using
Context C
Rations & Prepared Food,
using Context C AND
Weapons: Simple, using
Context B, roll 1d4 times
Sack Pile
unprotected
Simple Foodstuffs, size
Large
ML3-EN-4: Spider Trash
This array of debris and spiderwebbing appears to be the
result of enormous webs capturing trash that has been
flung about over a long period of time.
ML3-EN-5: Railway Webbing
This section of the tracks has been webbed over by thick
strands of aged spiderwebbing. It appears impassable in
its current state.
To clear these rails, the PCs must spend 5 minutes clearing
the spiderwebs.
ML3-EN-6: Rock Pillar
A 20’ tall stalagmite falls short of the 35’ tall ceiling
above. About its base is a huge array of spider webs,
some reaching 20’ tall. Amidst the boulders and webbing
four corpses, sucked dry and dead many weeks from the
looks of it.
Access
Contents
Dwarven
Corpses
(4x)
unprotected
Armor: General AND
Weapons: General, both
using Context B
ML3-EN-7: Storage West
The normal serenity of these web-coated crates and
sacks contrasts with the carnage about its base: two
bodies, slain amidst wide swathes of blood that date
their demise at days, not weeks. To the north is an array
of barrels, one of which is empty and a second of which
contains fresh water.
Access
Contents
Dwarven
Corpses
(2x)
unprotected
Armor: General AND
Weapons: General
Crates,
Large
(2x)
Container:
Barrel or Crate,
using Context C
Glasses, Metals, and
Woods, size Large
353
Mines L3
Access
Contents
Crates,
Small
(3x)
Container:
Barrel or Crate
Textiles: General
Sack Pile
unprotected
Rations & Prepared Food,
using Context D, size
Large
Barrels
(4x)
Container:
Barrel or Crate,
using Context B
Alcohol: General, using
Context D
ML3-EN-8: Campfire
A large campfire, used not a few days ago, is surrounded
by two halfling corpses and four bedrolls. To the
southwest is a stack of casks partially covered in
spiderwebs.
Access
Contents
Halfling
Corpses
(2x)
unprotected
Armor: Light AND
Weapons: Ranged
Bedrolls
(4x)
unprotected
General Supplies
Barrels
(5x)
Container:
Barrel or Crate
Fresh water
ML3-EN-9: Southeast Webbing
This array of spiderwebs appears to have been
successful: three dessicated corpses lay nearby,
presumedly victims of the spinners.
Access
Contents
Human
Corpses
(3x)
unprotected
Armor: Medium AND
Weapons: Light AND
Armor: Shields, all using
Context B
ML3-EN-10: Railway South
Sturdy and functional, this railway appears ready for use,
though spattered with blood here and there.
ML3-EN-11: Railway North
Dented and a bit rusty, these rails nevertheless look
ready to bear weight and speed.
354
Mines L3
Map 122: Elevators West (ML3-EW)
One square equals 5 ft.
355
Mines L3
ML3-EW: Elevators West
Overview
This is one of the means of entry and egress from this level
of the Mines... and it’s also one of the deadliest regions in
the Mines.
Theme & Purpose
Although by nature, the PCs will wish to loot everything
here, only the foolish or immensely prepared will be able to
weather the storm of assault from all directions.
Random Encounters
Instead of using Random Encounter rules, use the
“Perpetual Assault” rule below.
NPCs of Note
There is always a single
Crazed Harbinger here,
muttering insanely to herself and wandering among the
carnage.
Perpetual Assault
Thriving with chaos and the blood of those it has claimed,
this region is steeped in carnage and bad influence.
Every 5 minutes, roll on the
Random Encounters table,
rerolling all “NPC Encounter” results. Note that although
it’s therefore possible for a given roll to result in nothing
at all, the need to roll is not suspended simply by having a
monster in play: it’s possible to have multiple encounters in
play at once.
Randomize the direction from which the threat comes by
rolling a
D8:
D8
Entry Direction
1
North
2
Northeast
3
East
4
Southeast
5
South
6
Southwest
7
West
8
Northwest
Areas of Interest
ML3-EW-1: Elevator Up
This leads to “Map 91: Elevators West (ML2-ELW)” on page
268.
ML3-EW-2: Elevator Down
Take this to “Map 140: Elevators West (ML4-EWC)” on
page 399.
ML3-EW-3: Crate Stack Southeast
Crates of all size and construction have been tossed here,
erected into a makeshift barricade. Spiderwebs connect
most crates together; there are sacks about the base
of some boxes as well. Barrels sit haphazardly to the
southwest and southeast.
Access
Contents
Crates,
Large (9x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crates,
Small (6x)
Container:
Barrel or Crate,
using Context B
General Supplies, size
Medium
Sack Piles
(3x)
unprotected
Simple Foodstuffs, size
Medium
Barrels
(5x)
Container:
Barrel or Crate
Alcohol: General, using
Context D, size Medium
ML3-EW-4: Treasure East
A half-elven corpse lies, a week or two gone at most,
among a scattering of coins, blood, and weapons. Barrels
and boulders add to the confusion.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial Ranged AND
Weapons: Light
Cave
Floor
unprotected
Coin Treasure: General, using
Context D AND
Weapons: General, roll 1d6
times AND
Gems: Low, using Context D
Barrels
(4x)
Container:
Barrel or
Crate
Alcohol: General, using Context
D, size Medium
356
Mines L3
ML3-EW-5: Coin Carnage
A half-orc corpse, dead a few days at most, lies bloody
and gashed among a mess of bloody coins and gemstones.
Two open treasure chests to the east may explain the
chaotic spill. To the north is a large stack of treasure; to
the northeast is a makeshift barricade formed of barrels
and crates and sacks.
Access
Contents
Half-Orc
Corpse
unprotected
Armor: General AND
Weapons: Martial 2H
Cave
Floor
unprotected
Gems: Low, using Context D
AND
Coin Treasure: Moderate,
using Context D
Treasure
Stack
unprotected
Armor: General, roll 1d4 times
AND
Weapons: General, roll 1d4
times AND
Potions: Moderate, roll 1d4
times, all using Context D
Crates,
Large
(3x)
Container:
Barrel or
Crate
Glasses, Metals, and Woods,
size Large
Crate,
Small
Container:
Barrel or
Crate
General Supplies, size Medium
Barrels
(8x)
Container:
Barrel or
Crate
Alcohol: General, using
Context B
Sack Pile
unprotected
Simple Foodstuffs, size
Medium
ML3-EW-6: Railway North
The rails appear dented but usable; however, someone
has constructed a makeshift wall of trash and debris
here.
To use the rails, the PCs would have to spend 10 minutes
clearing junk off of the track here.
ML3-EW-7: Railway South
A massive, 8’ tall pile of sacks and bags has been piled
here atop the tracks.
It would take at least an hour to clear the tracks so that they
are usable.
Access
Contents
Sack Pile
unprotected
Simple Foodstuffs, size Large,
roll 2d6 times
ML3-EW-8: Crate Barricade Northwest
Crates, barrels, and sacks have been placed together
here in a very frenzied attempt to provide protection. A
dwarven corpse sits in a splash of blood to the south.
Access
Contents
Crates,
Large
(3x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crates,
Small
(2x)
Container:
Barrel or Crate
General Supplies, size
Medium
Barrels
(7x)
Container:
Barrel or Crate
Alcohol: General, using
Context D
Dwarven
Corpse
unprotected
Armor: General AND
Weapons: Martial 2H AND
Potions: Moderate, using
Context B
Sack
Piles (2x)
unprotected
Simple Foodstuffs, size
Large
ML3-EW-9: Barricade West
Crates and a huge vareity of sack have been placed here
to ward off assaults from the west.
Access
Contents
Crate,
Large
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crate,
Small
Container:
Barrel or Crate
General Supplies, size
Medium
Barrels
(3x)
Container:
Barrel or Crate
Alcohol: General, using
Context D
Sack Pile
unprotected
Simple Foodstuffs, size
Large, all quantities
doubled
ML3-EW-10: Barricade Southwest
The improvised western barricade ends here, with a gap
filled oddly by a pile of firewood and a stack of treasure.
Access
Contents
Crate,
Large
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crate,
Small
Container:
Barrel or Crate
General Supplies, size
Medium
Barrels
(3x)
Container:
Barrel or Crate
Alcohol: General, using
Context D
Sack Pile
unprotected
Simple Foodstuffs, size
Large
Cave
Floor
unprotected
Coin Treasure: Moderate
AND
Gems: Low, both using
Context D
Treasure
Stack
unprotected
Weapons: General AND
Armor: General, roll 1d4
times AND
Potions: Moderate, roll 1d4
times, all using Context B
357
Mines L3
Map 123: Elevators East (ML3-EE)
One square equals 5 ft.
358
Mines L3
ML3-EE: Elevators East
Overview
Orderly and proper, the Law-aligned region of this level of
the Mines has a fitting entry point and organization for its
central storage.
Theme & Purpose
A decent means of acquiring loot, this zone is by no means
safe.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML3-EE-1: Elevator Up
This leads to “Map 90: Elevators East (ML2-ELE)” on page
265.
ML3-EE-2: Elevator Down
The party may take this to “Map 145: Elevators East (ML4-
EEL)” on page 411.
ML3-EE-3: Railway
Sturdy and sure, these rails have seen, and yet are ready
for, a lot of action.
ML3-EE-4: Storage Northeast
Crates and barrels in orderly stacks and rows can be
found here among the boulders of the cave floor.
Access
Contents
Crates,
Large
(2x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Large
Barrels
(7x)
Container:
Barrel or Crate
Alcohol: General, using
Context B
Small
Barrels
(3x)
Container:
Barrel or Crate
Fresh water
ML3-EE-5: Storage Northwest
An octagonal table sits here, ringed with chairs and
empty on top, overlooking both the elevators and the
railway. To the north is a triangle formation of barrels
and two large containers.
Access
Contents
Crates,
Large
(2x)
Container:
Barrel or Crate
General Supplies, size
Large
Large
Barrels
(6x)
Container:
Barrel or Crate
Fresh water
ML3-EE-6: Sacks Southwest
You’ve never seen such neat and orderly stacking of
sacks, even in a sandbag wall.
Access
Contents
Sack Pile
unprotected
Simple Foodstuffs, size
Large, double quantities
ML3-EE-7: Crates South
Seven crates lurk to the south of the elevators.
Access
Contents
Crates,
Large
(7x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
ML3-EE-8: Tables South
Directly to the south of the elevators is a rectangular
table, ringed with chairs and set with a long-rotted meal
for three. To its east is a long table which carries a small
arsenal of weaponry.
Access
Contents
Long
Table
unprotected
Weapons: General, roll 3d6
times
359
Mines L4
ML3-EE-9: Storage East
A large cluster of large and small crates sits just to the
southeast of the railway curve here. On top and neary
are four treasure chests.
Access
Contents
Crates,
Large
(3x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crates,
Small
(7x)
Container:
Barrel or Crate
Textiles: General, size
Medium, using Context B
Chests
(4x)
Locks: Chest,
Simple
Coin Treasure: Moderate,
using Context D, halve
quantities
360
Mines L4
Mondaria Mines:
Level 4
361
Mines L4
Map 124: Mines Level 4 Overview (ML4-O)
One square equals 20 ft.
362
Mines L4
Level Introduction: Mines Level 4
Summary
Perhaps the most distinctive and unique of the Mine levels,
Level 4 consists almost entirely of an underground city.
Entrances and Exits
Note that the following are typical, even secret, means of
entering and exiting the level as it was designed.
Other, magical means of navigating the level (for example,
teleportation spells or those that grant incorporeality) are
not discussed and are left to the GM to manage should they
be introduced.
Navigation to Mines Level 3
There are three Elevators ascending to Level 3, near
locations 10, 11, and 12.
Location 9 leads back up to the tunnels underneath the
basement of the Southwest Residence.
Location 1 leads back up to the Lair found in the
previous Mine level.
Navigation to Mines Level 5
Locations 10, 11, and 12 have Elevators that descend as
well.
Location 1 has a hole in the floor that leads down.
Location 9 continues the tunnels underneath the
basement of the Southwest Residence, which leads
down the spiraling pit.
Overview
The Underground City is ruined, destroyed and brought low
by all manner of monster.
To the southwest is a large region containing a massive Lair,
the true home of the monster(s) that made temporary home
above.
To the southeast is a continuation of the spiraling descent
underneath the Residential District on the surface;
however, it hides a secret area to its northwest.
Atmosphere & Theme
The Underground City was once a nexus of social activity
and commerce in the depths of the Mine. Dwarf and Elf saw
conflict, true, but it was one of the few places where one and
the other could rub shoulders without much of a secondary
reason to do so.
In the wake of the Obelisk’s chaos, however, the ruined city
is now a macabre reminder of the degree to which the entire
Mine complex has fallen asunder.
Default Random Encounters
Some Areas of Interest within this level will describe
a certain approach to Random Encounters, either by
overriding the timing (e.g., “every 30 minutes), and/or by
providing its own localized version of the random encounter
table below.
Absent such an override, roll on the following table of
Default Random Encounters for every 5 minutes the party
remains in this area.
Table 18: Mines Level 4Default Random Encounters
D%
Event
Description
01-20
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
21-34
Trivial
Encounter
Roll once on Monsters: Surface,
Trivial.
35-49
Light
Encounter
Roll once on Monsters: Surface,
Light.
50-64
Average
Encounter
Roll once on Monsters: Surface,
Average.
65-81
Advanced
Encounter
Roll once on Monsters: Surface,
Advanced.
82-89
Elite
Encounter
Roll once on Monsters: Surface,
Elite.
90-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
363
Mines L4
Table 19: Mines Level 4 Default NPC Encounters
D%
Event
Description
01-05
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
06-10
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
11-14
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
15
Common
NPC
A single Bleak Mute lurches within
view of the party.
16-17
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
17-19
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
20-21
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
22-23
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
24
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
25
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
26
Common
NPC
A horrifying Tainted Taskmaster
walks about.
-
Common
NPC
Celebrants dance and amble
toward the party:
1d4x
2d4x
2d6x
3d8x
-
Common
NPC
Firedancers lithely come toward
the party:
1d4x
2d4x
2d6x
3d8x
D%
Event
Description
-
Common
NPC
A Firedancer party approaches
the PCs:
1x Campmaiden, 1d4x
Firedancers, 2d4x Celebrants
1x Hearthstud, 2d4x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d6x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d8x
Firedancers, 2d8x Celebrants
-
Common
NPC
A single Campmaiden or
Hearthstud approaches the party
with a twinkle in their eye. Use
the sex opposite the majority of
the PCs’ composition, or randomize
if there is a tie.
27
Named NPC
Ambling scholar Brocambe
Methurzz.
28
Named NPC
Beastmaster Gabharn.
29
Named NPC
Blacksmith Hamfast Burrbottom.
30
Named NPC
Feastmaster Frobwin Glamfork.
31
Named NPC
Herbalist Innelothe.
32
Named NPC
Illusionist entertainer Raekeldorr.
33
Named NPC
Keeper of Records Skandern
Lithutz.
34
Named NPC
Keepmaster Vanarelia Riccards.
35
Named NPC
Loremaster Dalnarok.
36-37
Named NPC
Mercenary dwarf Gordsturll.
37-38
Named NPC
Merenary tiefling Killarth.
39
Named NPC
Railmaster Arranz Trevain.
40
Named NPC
Tinkermaster Skandbard.
41
Named NPC
Warden Imeltrude Legande.
42-50
Named NPC
Brewmaster Glimdarffe Sudsglub.
51
Named NPC
Cartographer Estarel Finequill..
52
Named NPC
Chemist Incebb Gullip..
53-60
Named NPC
Chief engineer Didkeln
Clawhammer.
61-65
Named NPC
Coinmaster Lugatoo.
66-70
Named NPC
Dwarven union leader Danalin
Foeslash.
71-75
Named NPC
Elven administration leader
Maresmir.
76
Named NPC
Engineer Brimdog Firecleave.
77-82
Named NPC
Foreman Belerras.
83-89
Named NPC
Gangboss Dagbrag.
90
Named NPC
Lead designer Estarel Finequill.
91
Named NPC
Mayor Faenadorn.
92
Named NPC
Minemaster Thrennian Lo’quee.
93
Named NPC
A Mystic Seer.
364
Mines L4
D%
Event
Description
94
Named NPC
Sage Natobbe.
95
Named NPC
Stablehand Friskbik.
96
Named NPC
Stablemaster Semtammi.
97-00
Named NPC
Tribute magister Elawelle.
Areas of Interest
ML4-O-1: Pit Up/Down
Please turn to page 369 for further details.
ML4-O-2: Ledge
Page 371 holds more information.
ML4-O-3: Treasure Hoard
Please go to page 373 for a complete description.
ML4-O-4: Rock Wall Boulders
This range of fallen boulders that shook free during the
Obelisk’s awakening forms a “spine” of destruction,
bisecting the city laterally.
Other than forming a difficult terrain obstacle that one needs
to scale, there is no location-specific information about this
terrain feature.
ML4-O-5: Mess Hall
This destroyed building is described starting on page 376.
ML4-O-6: Ruined Temple
This massive complex is explored beginning on page 379.
ML4-O-7: Elder Tower Husk
This once-magnificent building and its surrounding area is
described on page 392.
ML4-O-8: Nest
Turn to page 395 for further details.
ML4-O-9: Circular Stair Pit
Page 397 holds more information.
ML4-O-10: Elevators West
Please refer to page 399 for further details.
ML4-O-11: Elevators North
Turn to page 402 for further details.
ML4-O-12: Elevators East
Page 411 commences a full description.
ML4-O-13: Dreadslimed Miner Barracks
This macabre structure is described starting with page 414.
ML4-O-14: Dwarven Union Leader
Formerly a place of political power, this ruined building can
be found described starting on page 414.
ML4-O-15: Elven Administration Leader
These buildings are somewhat intact, but inside are rotted
and trashed; find more description on page 424.
ML4-O-16: Administration Building
A neutral location of leadership for many aspects of the
Mines, this building is described starting on page 427.
365
Mines L4
Map 125: Ruined City Overview (ML4-RCO)
One square equals 20 ft.
366
Mines L4
ML4-RCO: Ruined City Overview
Overview
It’s a busy, complex place to keep track of, but all the more
important for being so.
Theme & Purpose
A pervading sense of loss, of destruction, and of wonder
at what this place must have once looked like, months ago
before the Obelisk unleashed its chaos and forces.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-RCO-4: Rock Wall Boulders
This range of fallen boulders that shook free during the
Obelisk’s awakening forms a “spine” of destruction,
bisecting the city laterally.
Other than forming a difficult terrain obstacle that one needs
to scale, there is no location-specific information about this
terrain feature.
ML4-RCO-5: Mess Hall
This destroyed building is described starting on page 376.
ML4-RCO-6: Ruined Temple
This massive complex is explored beginning on page 379.
ML4-RCO-7: Elder Tower Husk
This once-magnificent building and its surrounding area is
described on page 392.
ML4-RCO-10: Elevators West
Please refer to page 399 for further details.
ML4-RCO-11: Elevators North
Turn to page 402 for further details.
ML4-RCO-12: Elevators East
Page 411 commences a full description.
ML4-RCO-13: Dreadslimed Miner
Barracks
This macabre structure is described starting with page 414.
ML4-RCO-14: Dwarven Union Leader
Formerly a place of political power, this ruined building can
be found described starting on page 414.
ML4-RCO-15: Elven Administration
Leader
These buildings are somewhat intact, but inside are rotted
and trashed; find more description on page 424.
ML4-RCO-16: Administration Building
A neutral location of leadership for many aspects of the
Mines, this building is described starting on page 427.
367
Mines L4
Map 126: Pit Ledge Overview (ML4-PIT-O)
One square equals 5 ft.
368
Mines L4
ML4-PIT-O: Pit Ledge Overview
Overview
A lair above, a lair below... this ledge area also contains a
lair, and treasure too. It’s easy to miss, however, if you’re
simply falling down the hole from above; one must scale
intentionally to the landing in Location 1 below in order to
disembark, so to speak.
Theme & Purpose
Dark, dank, and smelling of monster: this is a natural cavern
filled with danger and reward.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all results of “NPC Encounter”.
Areas of Interest
ML4-O-1: Pit Up/Down
Please turn to page 369 for further details.
ML4-O-2: Ledge
Page 371 holds more information.
ML4-O-3: Treasure Hoard
Please go to page 373 for a complete description.
369
Mines L4
Map 127: Pit Up/Down (ML4-PIT)
One square equals 5 ft.
370
Mines L4
ML4-PIT: Pit Up/Down
Overview
This is the entry to, and exit from, the Pit Ledge area.
Theme & Purpose
Rocks cast shadows, hinting at the unknown... careful with
your step in these parts!
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any results of “NPC Encounter”.
Areas of Interest
ML4-PIT-1: Pit Up and Down
PCs who are simply falling will miss this level entirely, as the
pit goes straight up and down for three levels (one above,
this one, and one below).
Those who are scaling via rope, or descending via a
controlled method such as flying, may stop here as they
wish.
Up, this leads to “Map 103: Pit Down (ML3-PD)” on page
302.
Down, this descends on to “Map 164: Ceiling Hole (ML5-
HOL)” on page 463.
ML4-PIT-2: Boulder Crescent
A spill of boulders from the cave ceiling 20’ above you
forms a crescent with you at the “mouth”, facing east.
The analogy makes you a bit wary.
ML4-PIT-3: Southwest Webbing
The rock pillar here reaches all the way, thinly, to the
ceiling.
ML4-PIT-4: Northeast Webbing
Another rock pillar; this one reaches 15’ to the ceiling
with a massive spiderweb connecting it to the northern
cavewall.
ML4-PIT-5: Path East
Something or someone has worn a path eastward.
This leads to “Map 128: Ledge (ML4-LED)” on page 371.
If the party heads eastward without investigating
Locations 3 and 4, roll on the
Random Encounters
table for each of these unvisited locations. Reroll
each until it results in a monster encounter; place the
resulting critter(s) in the location for which you rolled.
This means that if the PCs investigated neither location,
they will have two monster encounters approaching from
behind!
371
Mines L4
Map 128: Ledge (ML4-LED)
One square equals 5 ft.
372
Mines L4
ML4-LED: Ledge
Overview
A naturally-occuring, large alcove off of the path to the
south, this region is a good hiding home for all manner of
lesser creatures seeking the unwanted discards of their
master’s feasting.
Theme & Purpose
Ideally, the PCs venture into this region, slay the monsters
found, and pat themselves on the back for a job well done,
ignoring the true danger in the cavern below them.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any “NPC Encounter” results.
Areas of Interest
ML4-LED-1: Southwest Approach
Small boulders and rocks litter the ground irregularly all
about the earthen cave floor here. A path has been worn
from the south, arcing around in a semicircle back down
to the south to your east. You hear a scuttling in the dark
distance ahead.
As the PCs approach from here, roll on the
Monsters:
Mines, Light table, placing the result in Location 3.
Then, roll on the
Monsters: Mines, Average table,
and put the ensuing creature(s) in Location 4.
ML4-LED-2: Rock Pillar South
An enormous stalagmite reaches 25’ to the ceiling above
you here. About its base is a realm of darkened boulders
and rockspill.
ML4-LED-3: Rock Pillar Northwest
This rock pillar reaches up thinly, topping off 5’ shy of
the 20’ cave ceiling.
ML4-LED-4: Webbed Rock Pillar
Cobwebs and spiderwebs blanket the eastern side of this
stalagmite, which reaches 10’ up toward the ceiling.
ML4-LED-5: Southeast Approach
The worn path in the cave floor leads to the south, and
eastward, from this area.
If the PCs somehow enter the Ledge region from this side
instead of from Location 1, perform the same “setting up the
monsters” activity as you would have done in Location 1 as
the party approaches from here.
373
Mines L4
Map 129: Treasure Hoard (ML4-TRH)
One square equals 5 ft.
374
Mines L4
ML4-TRH: Treasure Hoard
Overview
Between the lair-like areas on the mine levels above and
below this ledge, the most threatening denizens of this zone
have mainly left this alternate cozy resting place alone.
Theme & Purpose
This should look and feel like the abandoned hoard and lair
of a monster long slain. The party may very well feel as
though they have vanquished a major encounter, even though
the true challenge lies in wait beneath them!
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any “NPC Encounter” results.
Areas of Interest
ML4-TRH-1: Approach
It’s calm, and quiet, here. You detect no scuttling, no
beat of wings: nothing stirs, here. There’s a trickle
of water, somewhere, elsewhere in the caverns, but it
sounds far away, as though miles from here. The air is
warm, but not humid; it’s quite comfortable.
ML4-TRH-2: Treasure West
The earthen cave floor is littered with a sparse coating
of coins, taken from all regions and geographies of the
Realm. Three treasure chests sit against the base of a
huge rock pillar which reaches 25’ to the ceiling. A few
pieces of pottery and a bundle of clothing complete the
hoard.
Access
Contents
Cave
Floor
unprotected
Coin Treasure: Moderate,
using Context D
Chests
(3x)
Locks: Chest,
Simple
Potions: Moderate AND
Weapons: General, using
Context D
Clothing
Pile
unprotected
Clothing: General, using
Context C AND
Armor: Light
ML4-TRH-3: Treasure Southwest
A big pile of loot sits here, unprotected and amidst only
a scattering of gems and coins. A second, smaller pile
of treasure sits ot the northeast, in roughly the center of
this huge chamber.
Access
Contents
Cave Floor
unprotected
Coin Treasure: Moderate,
using Context D, halve
quantities AND
Gems: Low, using Context D
Treasure
Pile
Southwest
unprotected
Potions: Moderate, roll 2d4
times AND
Weapons: General, roll 1d4
times AND
Armor: General, roll 1d4
times
Treasure
Pile
Northeast
unprotected
Clothing: General, using
Context C AND
Armor: Light AND
Weapons: Ranged
ML4-TRH-4: Treasure Southeast
An open chest and several bags sit amongst a scattering
of uncut and nicked gemstones.
Access
Contents
Cave
Floor
unprotected
Coin Treasure: Moderate AND
Gems: Low, both using Context B
ML4-TRH-5: Treasure West
A small pile of treasure sits south of two treasure chests,
at the base of a stalagmite that reaches nearly to the
ceiling 25’ above you.
Access
Contents
Cave
Floor
unprotected
Textiles: General, using
Context C AND
Weapons: General AND
Armor: Shields, using
Context C
375
Mines L4
Access
Contents
Chests
(2x)
Locks: Chest,
Simple AND
Traps: General,
using Context
D
Potions: Moderate AND
Gems: Medium-Quality,
using Context D AND
Weapons: General, using
Context C
ML4-TRH-6: Treasure Northeast
A massive pile of coins and gems sits to the east of a huge
boulder pile and the rock pillar. An open treasure chest
sits to the northwest; coins and gems from it have spilled
everywhere about the floor here.
Access
Contents
Cave
Floor
unprotected
Coin Treasure: Moderate,
using Context D, halve
quantities AND
Gems: Low, using Context B
Treasure
Pile
unprotected
Coin Treasure: Moderate,
size Large AND
Gems: Semi-Precious, both
using Context B
376
Mines L4
Map 130: Mess Hall (ML4-MSH)
One square equals 5 ft.
377
Mines L4
ML4-MSH: Mess Hall
Overview
This was used as a dining hall for all manner of miners,
though in truth it was most frequented by the rank-and-file
dwarven crew.
Theme & Purpose
Once a place of camraderie, this this ruined establishment is
a thorough reminder of how much the city has fallen.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
There’s a
60% Brewmaster may be found here.
Areas of Interest
ML4-MSH-1: Entrance
Masonry from a fallen arch indicates that this western
wall used to be an entrance.
ML4-MSH-2: Barricade
A makeshift barricade has been assembled here from
all manner of food sack, debris, and trash. From the
carnage you see to the east inside, however, these
defenses appeared to be insufficient.
Searching the food bags yields some unspoiled wares:
Access
Contents
Food Bags
unprotected
Simple Foodstuffs, size Large
ML4-MSH-3: Mess Hall West
Once a dining area for all manner of staff, this large
room’s furniture has been destroyed. Bodies, dwarven,
litter the slave floor, as does their blood.
Access
Contents
Dwarven
Corpses (3x)
unprotected
Armor: Light AND
Weapons: Simple
ML4-MSH-4: Kitchen West
Smokestacks reach up from this destroyed hut. Bodies,
dead months, have been stacked here, perhaps to stall
the impact of decay. Their belongings have been stripped
from them, presumably to aid others still alive and
defending.
ML4-MSH-5: Pantry West
The scent of food still lingers here, despite the presence
of a pile of monster skulls on the floor. Perhaps the
defenders took tropies and kept them here as a prize?
ML4-MSH-6: Kitchen East
A second kitchen area also holds bodies. One of these is
fresher in rot than the others, and yet has possessions.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial Ranged AND
Weapons: Light
ML4-MSH-7: Pantry East
A second pantry contains a great deal of rubble and
debris. You see a small chest in the northwest, and the
glint of coin buried amidst the trash.
Access
Contents
Cave
Floor
unprotected
Coin Treasure: Moderate,
using Context D, halve
quantities
Chest
Locks: Chest,
Simple, using
Context C
Potions: Moderate, using
Context B AND
Writing Supplies
ML4-MSH-8: Mess Hall East
Smashed furniture and debris litters the floor here. In
the northeast are a few sacks; just south of the pantry is
a gnomish corpse.
Access
Contents
Sacks (2x)
unprotected
Simple Foodstuffs
378
Mines L4
Access
Contents
Gnome
Corpse
unprotected
Clothing: General AND
Weapons: Simple, both
using Context D
ML4-MSH-9: Officer’s Mess
Although smashed like everything else, the furniture
here appears to have been a bit higher-quality than its
western neighbors. A dead elf lies on the floor next to a
scattering of coins, a pile of treasure, a chest, and three
barrels, two of which are empty.
Access
Contents
Cave
Floor
unprotected
Coin Treasure: Moderate AND
Gems: Low AND
Weapons: Light AND
Armor: Light
Barrel
Container:
Barrel or
Crate
Alcohol: General, using Context
C
Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial 1H, both
using Context C AND
The body contains a letter:
roll on the
Plot Discover-
ies table.
ML4-MSH-10: Debris Corner
You hear the scuttling of rats from somewhere
underneath the trash and fallen wall in this corner, but
you see nothing.
ML4-MSH-11: Alley
This alley between the two ruined buildings is largely
clear of rocks, but has been webbed over by giant spiders
in the past months.
379
Mines L4
Map 131: Ruined Temple Overview (ML4-RNT-O)
One square equals 5 ft.
380
Mines L4
ML4-RNT-O: Ruined Temple Overview
Overview
The center of the Underground City was a massive,
polytheistic temple reserved for all who wished to worship.
Few of the rank-and-file possessed true belief; in practice,
this was a ceremonial central location in which to collect
Tribute.
Theme & Purpose
It’s important to remember that the PCs may explore the
Underground City in a nearly endless variety of paths. As
a result, they may get to the Temple via any of its outskirt
regions.
The first time they enter this area, they should feel a sense
of serene calm, of peace... but with a cliched undercurrent of
being too quiet. The absence of sound should be a warning,
not a prompt to relax.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal.
NPCs of Note
Given that the
Temple was a place of collecting Tribute,
the
Tribute Magister is often times (
40%) seen
here.
Areas of Interest
ML4-RNT-O-1: Ruined Temple Northeast
Please turn to page 381 for further details.
ML4-RNT-O-2: Ruined Temple Southeast
This quadrant is described starting on page 383.
ML4-RNT-O-3: Ruined Temple
Southwest
Page 385 commences details of this area.
ML4-RNT-O-4: Ruined Temple
Northwest
Refer to page 387 for more information.
ML4-RNT-O-5: Center Temple
Please refer to page 389 for more details.
381
Mines L4
Map 132: Ruined Temple Northeast (ML4-RNT-NE)
One square equals 5 ft.
382
Mines L4
ML4-RNT-NE: Ruined Temple Northeast
Overview
Most of the outer areas surrounding the Temple center are
ceremonial entrances or paths to connect the Temple proper
to other areas.
Theme & Purpose
Depending on how the PCs choose to explore the
Underground City, this may be their entry point, or their
final area of exploration.
The first time they enter this area, they should feel a sense
of serene calm, of peace... but with a cliched undercurrent of
being too quiet. The absence of sound should be a warning,
not a prompt to relax.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal.
NPCs of Note
Given that the
Temple was a place of collecting Tribute,
the
Tribute Magister is often times (
40%) seen
here.
Areas of Interest
ML4-RNT-NE-1: Fallen Entrance Arch
This fallen rock archway led north. A well-worn path
can be found beneath the rock and debris that leads
southward.
ML4-RNT-NE-2: Sackpile
Sacks are spewed everywhere in this region. It looks as
though a large stack of foodsacks was toppled amidst a
great deal of fighting. To the south are two small crates.
Access
Contents
Sacks
unprotected
Simple Foodstuffs, size
Large
Crates,
Small (2x)
Container: Barrel
or Crate
General Supplies, size
Medium
ML4-RNT-NE-3: Debris North
This alcove contains a huge spiderweb overhanging a
large mound of trash and destroyed wall. A single large
crate rests against the north wall.
Access
Contents
Crates,
Large (2x)
Container: Barrel
or Crate
Textiles, General, using
Context C, size Large
ML4-RNT-NE-4: Northeast Corner
A massive monster corpse rests here amidst the stones
and fallen walls.
Access
Contents
Monster Corpse
unprotected
Gems: Semi-Precious
ML4-RNT-NE-5: Rock Pillar Bodies
A narrow stalagmite reaches 20’ high here, well short of
the 35’ high ceiling above you. Two bodies rest amidst a
trail of blood that leads southeast.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: General AND
Weapons: General AND
Potions: Moderate
Elf
Corpse
unprotected
Armor: Light, using Context C
AND
Weapons: Light
383
Mines L4
Map 133: Ruined Temple Southeast (ML4-RNT-SE)
One square equals 5 ft.
384
Mines L4
ML4-RNT-SE: Ruined Temple Southeast
Overview
Most of the outer areas surrounding the Temple center are
ceremonial entrances or paths to connect the Temple proper
to other areas.
Theme & Purpose
Depending on how the PCs choose to explore the
Underground City, this may be their entry point, or their
final area of exploration.
The first time they enter this area, they should feel a sense
of serene calm, of peace... but with a cliched undercurrent of
being too quiet. The absence of sound should be a warning,
not a prompt to relax.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal.
NPCs of Note
Given that the
Temple was a place of collecting Tribute,
the
Tribute Magister is often times (
40%) seen
here.
Areas of Interest
ML4-RNT-SE-1: Fallen Tower
This tower reaches 20’ tall; however, much of its height
is destroyed. Among the rubble inside you find a
treasure chest and some odd bits of ceremonial pottery.
Access
Contents
Chest
Locks: Chest,
Strongbox
Writing Supplies AND
Gems: Semi-Precious,
using Context C
ML4-RNT-SE-2: Fallen Entry Arch
The thick fringe of well-masoned stones, and the well-
worn path that leads southeast, indicates that this
archway used to be a major point of entry to the Temple
area.
ML4-RNT-SE-3: Debris Pile
Amidst a huge mound of destroyed wall and lumber,
you find some ceremonial urns and pottery, as well as a
weeks-dead elven noble.
Access
Contents
Urns
unprotected
Coin Treasure: Moderate, using
Context D, halve quantities
Access
Contents
Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial 1H AND
Weapons: Martial Ranged AND
Potions: Moderate, all using
Context C
ML4-RNT-SE-4: Corpses
Three half-elf corpses lay here amidst a trail of blood
that leads south and then northeast. To the north, next
to ceremonial pottery, is a duet of crates.
Access
Contents
Half-Elf
Corpses
unprotected
Armor: General AND
Weapons: Light AND
Armor: Shields
Crate,
Large
Container:
Barrel or
Crate
Rations & Prepared Food, size
Large
Crate,
Small
Container:
Barrel or
Crate
Clothing: General, using
Context C, size Medium
385
Mines L4
Map 134: Ruined Temple Southwest (ML4-RNT-SW)
One square equals 5 ft.
386
Mines L4
ML4-RNT-SW: Ruined Temple Southwest
Overview
Most of the outer areas surrounding the Temple center are
ceremonial entrances or paths to connect the Temple proper
to other areas.
Theme & Purpose
Depending on how the PCs choose to explore the
Underground City, this may be their entry point, or their
final area of exploration.
The first time they enter this area, they should feel a sense
of serene calm, of peace... but with a cliched undercurrent of
being too quiet. The absence of sound should be a warning,
not a prompt to relax.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal.
NPCs of Note
Given that the
Temple was a place of collecting Tribute,
the
Tribute Magister is often times (
40%) seen
here.
Areas of Interest
ML4-RNT-SW-1: Destroyed Tower
At the southern foot of an utterly destroyed tower is a
trio of corpses and small crate.
Access
Contents
Elf
Corpse
(3x)
unprotected
Armor: Medium AND
Weapons: Martial 2H
Crate,
Small
Container:
Barrel or
Crate
Rations & Prepared Food, using
Context C, size Large
ML4-RNT-SW-2: Webbed Debris
Much of the structure of the tower to the northeast
seems to have fallen here during its destruction. Most of
it has been webbed over by giant spiders.
Searching the rubble will take a bit of time; automatically
roll on the
Random Encounter table and ignore
“NPC Encounter” results.
Access
Contents
Debris
unprotected
Gems: Low, using Context D,
halve quantities
ML4-RNT-SW-3: Huge Web Corner
This corner consists of a huge pile of fallen masonry,
covered entirely by a massive spiderweb. To the east is a
trio of barrels and a corpse.
Searching the rubble will take a bit of time; automatically
roll on the
Random Encounter table and ignore
“NPC Encounter” results.
Access
Contents
Debris
unprotected
Weapons: Simple, using Context
D
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 2H
ML4-RNT-SW-4: Fallen Barrels
Six large barrels appear to have toppled from a
previously well-organized arrangement; to the south,
two empty barrels remain. Amidst shattered pottery is a
human body, not but a few days perished.
Access
Contents
Human
Corpse
unprotected
Armor: Medium AND
Weapons: Ranged
Barrels
(6x)
Container: Barrel
or Crate
Alcohol: General, using
Context B, size Large
ML4-RNT-SW-5: Rock Pillar
This big stalagmite nearly reaches the ceiling 30’ above
you. At its base is a big assortment of trash, a skeleton,
and an elven corpse several weeks dead.
Access
Contents
Elf
Corpse
unprotected
Armor: General AND
Weapons: General, both using
Context C
387
Mines L4
Map 135: Ruined Temple Northwest (ML4-RNT-NW)
One square equals 5 ft.
388
Mines L4
ML4-RNT-NW: Ruined Temple Northwest
Overview
Most of the outer areas surrounding the Temple center are
ceremonial entrances or paths to connect the Temple proper
to other areas.
Theme & Purpose
Depending on how the PCs choose to explore the
Underground City, this may be their entry point, or their
final area of exploration.
The first time they enter this area, they should feel a sense
of serene calm, of peace... but with a cliched undercurrent of
being too quiet. The absence of sound should be a warning,
not a prompt to relax.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal.
NPCs of Note
Given that the
Temple was a place of collecting Tribute,
the
Tribute Magister is often times (
40%) seen
here.
Areas of Interest
ML4-RNT-NW-1: Battle Massacre
The middle of this region appears to have been the site of
a major conflict. A large monster corpse dominates the
scene; amidst it is an array of bodies several weeks dead.
Access
Contents
Halfing
Corpse
unprotected
Armor: Light AND
Weapons: Light AND
Armor: Shields
Dwarf
Corpses
(2x)
unprotected
Armor: Heavy AND
Weapons: Martial 1H AND
Armor: Shields
Elf
Corpse
unprotected
Armor: Medium AND
Weapons: Martial Ranged
ML4-RNT-NW-2: Pottery
Ceremonial pottery seems to have been stashed here;
perhaps the battle to the west was to guard it, as the
urns are untouched amidst the otherwise rampant
destruction.
Access
Contents
Urns
(4x)
unprotected
Gems: Semi-Precious, using
Context B
ML4-RNT-NW-3: Fall Entry Arch
These beautiful, carved stones indicate a major point of
entry for the outskirts of the ruined temple.
389
Mines L4
Map 136: Ruined Temple: Center Temple (ML4-RNT-C)
One square equals 5 ft.
390
Mines L4
ML4-RNT-C: Ruined Temple Center
Overview
Most of the outer areas surrounding the Temple center are
ceremonial entrances or paths to connect the Temple proper
to other areas.
Theme & Purpose
Depending on how the PCs choose to explore the
Underground City, this may be their entry point, or their
final area of exploration.
The first time they enter this area, they should feel a sense
of serene calm, of peace... but with a cliched undercurrent of
being too quiet. The absence of sound should be a warning,
not a prompt to relax.
Random Encounters
Do not roll for Random Encounters while the PCs are in the
temple center. Instead, use the Defend the Temple Quest
below.
NPCs of Note
Given that the
Temple was a place of collecting Tribute,
the
Tribute Magister is often times (
40%) seen
here.
Areas of Interest
ML4-RNT-C-1: Entryway
Destroyed timbers, singed masonry, and blood partially
obstruct the western entrance to the temple center.
Heaps of skulls, a mixture of races and monsters and
sizes, are piled about the path. Skeletons, bits of bone,
and a recently-slain elf warrior lying in a pool of days-
old blood complete the macabre visage.
Access
Contents
Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial Ranged AND
Weapons: Martial 2H AND
Potions: Moderate, all using
Context C
ML4-RNT-C-2: Destroyed Tower
This was once a tall tower, now laid low by what looks
like a mixture of fire and acid.
ML4-RNT-C-3: Southeast Carnage
Another elf warrior lays here, not but a few days slain.
More skeletons of older-dead elves lay nearby, along with
piles of monster skulls.
Access
Contents
Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial Ranged AND
Weapons: Martial 2H, all using
Context C
ML4-RNT-C-4: Webbed Debris
This corner contains a pile of fallen masonry, webbed
over from giant spiders months ago. You see glass vials
and sealed tubes laying among the trash.
Access
Contents
Debris
unprotected
Potions: Moderate, using
Context C, size Large
ML4-RNT-C-5: Bonepile
An elven warrior lies slain to the east of a large pile
of bones. They appear to mostly be from destroyed
monsters.
Access
Contents
Elf
Corpse
unprotected
Armor: Medium AND
Weapons: Martial 2H AND
Potions: Moderate, all using
Context C
ML4-RNT-C-6: Center Temple
This highly ceremonial stone dais has been largely
untouched by the destruction that afflicts all other
aspects of this region. As you set foot on the hallowed
steps, the scuttle of claws from the west disturbs the
serenity.
Quest Defend the Temple
Summary: Survive escalating waves of monster attack.
391
Mines L4
Rewards:
3 Reward Stars.
Locations: Ruined Temple Center.
Key NPCs: None.
Kickoff: One or more PCs steps in the temple center.
Description:
A few rounds after the PCs enter the temple center proper,
roll on the
Monsters: Mines, Average FlexContent
table. Place the result as approaching from the west.
Five rounds after that, roll on the
Monsters: Mines,
Advanced FlexContent table, with similar placement.
Finally, five rounds following the second wave, roll on the
Monsters: Mines, Elite FlexContent table, with the same
placement.
In between waves of assault, the PCs should be encouraged
to scavenge supplies from the three corners of the temple,
each of which contains useful supplies.
Surviving all three waves of attack grants all party
members
3 Reward Stars.
Defend the Temple (Survive):
Law +3
Merely by surviving the attacks produces a Catalyst Impact
of
Law +3.
392
Mines L4
Map 137: Elder Tower Husk (ML4-ETH)
One square equals 5 ft.
393
Mines L4
ML4-ETH: Elder Tower Husk
Overview
The Elder Tower was once the loftiest spire in the
Underground City. The area surrounding it was used for
many purposes, but was primarily a social center.
Theme & Purpose
The sense of loss, of destruction, and of ruins should persist
here; that such a huge building has been razed should
resonate with most characters.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-ETH-1: Pathways
Rubble lies strewn everywhere. Much of it is masonry
and wood; occasionally you see shattered glass from
windows as well. Debris and fallen buildings make the
well-worn social paths carved into the earthen cave floor
pointless.
ML4-ETH-2: Northeast Tower
Most of the walls of this circular tower have been
reduced to rubble. Within, someone has stashed a fair
amount of treasure.
Access
Contents
Treasure
Pile
unprotected
Coin Treasure: Moderate AND
Gems: Semi-Precious AND
Weapons: General, all using
Context B
ML4-ETH-3: Desecrated Shrine
This shrine has been desecrated; feces from all ilk of
creature have been smeared and dropped upon it. Carven
reliefs of the deity it served have been smashed, dulled,
or filed off, so that it’s impossible to even tell which god
was worshipped here.
This shrine suffers from a Desecration Aura:
Desecration Aura
Non-Evil creatures within 10’ of a desecrated shrine in the
Mines must pass a
Constitution check at the following
DCs, or suffer the Frightened effect (-2 penalty on all attack
rolls, saving throws, skill checks, and ability checks) for an
hour.
Leaving the affected area does not remove the effect of a
failed save, and creatures must make a new check each
time they approach the affected area, regardless of previous
successes or failures.
DC 12
DC 15
DC 18
DC 22
Hidden beneath a piece of stone that moves freely once
examined is a stash of wealth:
Access
Contents
Shrine
Stash
unprotected
Gems: Medium-Quality, using
Context B
ML4-ETH-4: Southeast Passage
This well-worn path arcs from southwest to northeast.
Occasional fallen boulders and rockspill dots the ground.
ML4-ETH-5: Fallen Archway
Ornate stones have crumbled and been smashed here,
marking what must have been a previously beautiful
crossing point between the western and eastern regions
around this wall.
ML4-ETH-6: Northern Commons
This expansive area appears to have been a place of
frequent usage by the population of the city. The ridge
of fallen boulders arcs around to the north, and to the
southwest is an absolutely massive, floor-to-ceiling rock
pillar that stretches high to the 35’ tall cavetop above.
Upon entering this area for the first time, roll on the
Random Encounter table and ignore “NPC Encounter”
results. Any monsters that ensue should be placed as
approaching from Location 9 to the southwest. This
effect applies regardless of whether Locations 9 and/or
10 have already been explored by the party.
394
Mines L4
ML4-ETH-7: Northwest Repository
This building is so damaged and overgrown with moss
and algae that you can’t tell its original purpose before
the ruination. It might have been a place of communal
storage, or it may have been a shop. Regardless, the
debris strewn everywhere occupies much of the space
inside; there is a small stash of supplies just inside the
northern entry point.
Access
Contents
Treasure
Pile
unprotected
Weapons: Light AND
Armor: Light AND
Armor: Shields AND
Gems: Low, using Context D
ML4-ETH-8: Ruined Tower
This tower must have been quite tall, to have generated
so much debris in the surrounding area. Inside is a pile
of coins and clothing.
Access
Contents
Treasure
Pile
unprotected
Coin Treasure: Moderate,
using Context B AND
Clothing: General, using
Context B
ML4-ETH-9: Southwest Commons
Several boulders have fallen from the ceiling during some
seismic disruption; they speckle the landscape across this
vast region. To the north is the spine of fallen rock; to
the south is a mostly-intact but heavily-damaged wall.
Upon entering this area for the first time, roll on the
Random Encounter table and ignore “NPC Encounter”
results. Any monsters that ensue should be placed as
approaching from Location 6 to the northeast. This
effect applies regardless of whether Locations 6 and/or
10 have already been explored by the party.
ML4-ETH-10: Elder Tower
To the east of this area is the fallen Elder Tower: it must
have risen nearly to the top of the cave ceiling, such is
the girth of its base. Inside is a treasure chest, alone
atop the patterned slate floor.
Access
Contents
Chest
Locks: Chest,
Strongbox AND
Traps: General, using
Context C
Potions: Moderate AND
Weapons: Exotic, both
using Context C
395
Mines L4
Map 138: Nest (ML4-NST)
One square equals 5 ft.
396
Mines L4
ML4-NST: Nest
Overview
This hidden area is a naturally-made offshoot of the pitlike
spiral to the east. Over the years, it’s been home to all
manner of cave-dwelling critter.
Theme & Purpose
Although this nest is home to quite a challenging array of
critters, the reward (other than experience!) is likely to
disappoint treasure-seeking PCs.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal, and reroll any results
of “NPC Encounter”.
Lair
As the party enters this area, roll on the
Monsters:
Mines, Advanced FlexContent table to determine the
monster(s) to which this nest is home currently. Place
the ensuing beasties in Location 4.
Next, roll twice on the
Monsters: Mines, Average
FlexContent table; place the results in Locations 2 and
3.
Areas of Interest
ML4-NST-1: Entry
You make your way past the dirt-clogged entry wall.
Inside is a vast chamber, cool and clammy and smelling
of moist earth, like the underside of a newly-exposed
rock. You hear scuttling and clacking from the north and
west.
ML4-NST-2: Southwest Alcove
This cozy corner is littered with animal detritus. To the
southeast is a 20’ tall rock pillar that connects floor to
ceiling; spiderwebs connect it to the cave wall to the
south and boulders are piled about its base.
ML4-NST-3: Northwest Alcove
In the shadow of a floor-to-ceiling stalagmite that
reaches 20’ above you is a natural alcove that appears to
be home to some manner of beast.
ML4-NST-4: Northeast Lair
Rocks of all manner and size dot the earthen floor here.
Despite the presence of the creature(s) identified at the start
of exploring this region, there is no treasure to be found
here.
397
Mines L4
Map 139: Circular Stair Pit (ML4-CSP)
One square equals 5 ft.
398
Mines L4
ML4-CSP: Circular Stair Pit
Overview
[...]
Theme & Purpose
[...]
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-CSP-1: Crawlspace Up
This leads to “Map 120: Circular Stair Pit (ML3-CSP)” on
page 349.
ML4-CSP-2: Secret Wall
Only read the italicized text below if the secret is discovered.
Some of the mushrooms against the wall here appear
trodden upon; unusual with such a wide path to the south.
Pressing and prodding, you discover the earthen wall to
be loosely-packed clumps of dung and dirt, easily removed
even if it is a bit disgusting to do so. You swiftly reveal a
wide passage to the west.
Access
Secret Wall
Locks: Door, Secret, using Context B,
Perception only
ML4-CSP-3: Southwest Path
The air that blows up from the pit to your north is
warm, more humid than it has been until this point. You
hear faint noises from below, which could be whispers,
screams, the scrape of claws and feet across rock, or
maybe it’s just the sound of water rushing along.
ML4-CSP-4: Southeast Path
If the party has reached this point without a random
encounter, trigger one now: roll on the
Random
Encounter table and ignore “NPC Encounter” results.
Place any resulting monsters as approaching from
Location 5 to the north.
ML4-CSP-5: Crawlspace Down
This heads down to “Map 164: Ceiling Hole (ML5-HOL)” on
page 463.
399
Mines L4
Map 140: Elevators West (ML4-EWC)
One square equals 5 ft.
400
Mines L4
ML4-EWC: Elevators West
Overview
The southwest corner of the Underground City holds one of
the three entry/exit points of the complex, as well as a great
deal of treasure potential.
Theme & Purpose
Some areas of the City are so damaged, their original
purpose is unclear: this entire region is such a location.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-EWC-1: Elevator Down
This leads to “Map 160: Elevators West (ML5-EWC)” on
page 452.
ML4-EWC-2: Elevator Up
Take this to head to “Map 122: Elevators West (ML3-EW)”
on page 354.
ML4-EWC-3: Elevator Storage
Between the two elevator mechanisms is a line of crates;
a sack pile lays to the north and on top of a southern
crate is a treasure chest.
Access
Contents
Crates,
Large
(2x)
Container: Barrel or
Crate
General Supplies, size
Large
Crates,
Small
(3x)
Container: Barrel or
Crate
Glasses, Metals, and
Woods, size Medium
Sack
Pile
unprotected
Rations & Prepared
Food, size Medium
Chest
Locks: Chest, Simple
Armor: Heavy
ML4-EWC-4: Northeast Passage
A well-worn path leads to the northeast.
ML4-EWC-5: Southeast Passage
A corpse lies, not but a few days slain, in a wide spatter
of blood that leads westward.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Light AND
Weapons: Simple
ML4-EWC-6: Ruined Tower
This tower was expansive in size. Inside, on the
cobblestone floor, is a dead half-elf, surrounded by blood,
coins, and treasure.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Light AND
Weapons: Ranged
Sacks
(2x)
unprotected
Simple Foodstuffs,
size Medium
Chest
Locks: Chest,
Strongbox, using
Context B
Rations & Prepared
Food AND
Potions: Moderate
ML4-EWC-7: Blood Trail
A thick blood trail, a week or so old, leads north-to-south
in this area, culminating in a half-orc body to the south.
Two sealed barrels have been placed against the mostly-
intact wall to the south.
Access
Contents
Half-Orc
Corpse
unprotected
Armor: Medium AND
Weapons: Martial 2H AND
Weapons: Light
Barrels
(2x)
Container:
Barrel or Crate
Alcohol: General
ML4-EWC-8: Northwest Entry Arch
A well-wrought archway of stone has toppled here.
Nearby, a dead gnome lies in a pool of days-old blood.
Two casks sit against the wall to the northeast.
Access
Contents
Gnome
Corpse
unprotected
Weapons: Simple
401
Mines L4
Access
Contents
Casks (2x)
Container: Barrel
or Crate, using
Context C
Alcohol: General, using
Context C
ML4-EWC-9: Cold Cellar
Though the top of this hutch has crumbled, partially
obstructing what was the entrance to the east, you can
make your way past the rubble, down steps about 8’ to a
naturally cool place carved into the earthen floor. Inside
is a dead human, a chest, a small treasure pile, a stack of
bags, and two casks.
Access
Contents
Human
Corpse
unprotected
Weapons: Light AND
Weapons: Ranged
Chest
Locks: Chest, Simple
AND
Traps: General, both
using Context D
Potions: Moderate,
using Context C AND
Gems: Low
Casks
(2x)
Container: Barrel or
Crate, using Context B
Fresh water
Sack
Pile
unprotected
Rations & Prepared
Food
ML4-EWC-10: Southwest Alley
There is a wide space between the southwest wall that
seems to box in this region, and the cave wall that
encloses the entire underground city. Rocks and boulders
are scattered here and there from falls.
Roll twice as often for Random Encounters here as you
would otherwise.
ML4-EWC-11: Northern Tower
Debris from this tower has fallen to the west, forming a
massive, head-high pile. There are no ground-level entry
points to the tower here; you can climb up and across the
ruin however and drop in from above. Inside is a large
pile of gemstones.
Access
Contents
Gemstone
Pile
unprotected
Gems: Low AND
Gems: Semi-Precious, using
Context B
402
Mines L4
Map 141: Elevators North Overview (ML4-ENL-O)
One square equals 5 ft.
403
Mines L4
ML4-ENL-O: Elevators North Overview
Overview
This is the region surrounding the Law-affiliated elevators
leading up and down from this level of the Mines.
Theme & Purpose
A major form of entry and egress for this level, the ruins in
this area also comprise a great deal of loot and adventure
opportunity.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-ENL-O-1: Elevators North - East
Please turn to page 404 for further details.
ML4-ENL-O-2: Elevators North -
Northwest
Page 407 begins more detail on this area.
ML4-ENL-O-3: Elevators North -
Southwest
Refer to page 409 for a complete description.
404
Mines L4
Map 142: Elevators North: East (ML4-ENL-E)
One square equals 5 ft.
405
Mines L4
ML4-ENL-E: Elevators North: East
Overview
This is the region surrounding the northern up elevator.
Theme & Purpose
Thickly populated by indicators of past glory, this zone is rife
with collapsed buildings and loot.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-ENL-E-1: Northeast Passage
Rubble and fallen debris lines this broad passage.
ML4-ENL-E-2: Fallen Archway East
Ornate, rune-carved stones have fallen from this former
archway leading south.
ML4-ENL-E-3: Fallen Archway West
Ornate, rune-carved stones have fallen from this former
archway leading south.
This archway fell still containing an unsprung trap set up by
the defenders: roll on the
Traps: General FlexContent
table to determine the effect.
ML4-ENL-E-4: Barricade
A final, desperate stand was taken here by defenders
holding position against an attack from the north. Sacks
of sand, smashed furniture, and other debris forms a
pathetic waist-high fence that stretches long across the
space here. From the elven body lying near the bags, it
seems unsuccessful.
Access
Contents
Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial Ranged AND
Weapons: Simple
ML4-ENL-E-5: Elevator Up
This leads to “Map 121: Elevators North (ML3-EN)” on page
351.
ML4-ENL-E-6: Northeast Tower
Rubble though its perimeter may be, its interior has
suffered little damage. On the cobblestones is a dead
dwarf, a chest, and smashed furniture, all awash in
week-old blood.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Light AND
Armor: Shields
Chest
Locks: Chest,
Strongbox, using
Context D
Potions: Moderate, using
Context C AND
Gems: Low
ML4-ENL-E-7: Eastern Alley
Rubble and debris are strewn across the path here.
ML4-ENL-E-8: Southeast Ruined Tower
This compact tower has been razed to the earth; very
little of its walls remain and you can simply step over
any part that does. Inside is an open and empty chest,
and a stash of treasure.
Access
Contents
Treasure
Stash
unprotected
Armor: General AND
Clothing: General, using
Context C AND
Coin Treasure: Moderate,
using Context D
ML4-ENL-E-9: Southeast Casks
A quartet of casks is stacked here. To their northeast is a
bloodied half-elf corpse.
Access
Contents
Half-
Elf
Corpse
unprotected
Armor: Light AND
Weapons: Simple
Casks
(4x)
Container: Barrel
or Crate
Alcohol: General, using
Context B
406
Mines L4
ML4-ENL-E-10: Southeast Rubble
A mountain of rubble is piled waist-high at the foot of an
array of walls. To the west is a spiderweb connecting the
debris to fallen boulders.
ML4-ENL-E-11: Alcove of the Dead
Nestled bewteen the head-high wall remnant to the north
and a chest-high ridge of boulders to the south is this
macabre alcove. The shadows of spiderwebs fall upon
a dead tiefling and an array of carefully collected and
stacked bonepiles.
Access
Contents
Tiefling
Corpse
unprotected
Armor: Medium AND
Weapons: Exotic AND
Weapons: Martial Ranged
ML4-ENL-E-12: Southwest Tower
Massive spiderwebs tower 15’ above the remnants of a
guard tower. At its base is a broken table and a battered
but still locked treasure chest.
Access
Contents
Chest
Locks: Chest,
Simple AND
Traps: General
Potions: Moderate AND
Coin Treasure: Moderate
ML4-ENL-E-13: Crates
The fruit of the mines smells strongly from within these
crates.
Access
Contents
Crates,
Large
(4x)
Container: Barrel
or Crate, using
Context C
Glasses, Metals, and
Woods, size Large, using
Context C
Crate,
Small
Container: Barrel
or Crate
General Supplies, size
Medium
ML4-ENL-E-14: Battle Bloodsplash
Two dwarven miners lie here, hacked apart by some
long-departed foe. Their clothing is in tatters, but their
equipment remains.
Access
Contents
Dwarf
Corpses
(2x)
unprotected
Gems: Low, halve quantities
AND
Weapons: Martial 2H
407
Mines L4
Map 143: Elevators North: Northwest (ML4-ENL-NW)
One square equals 5 ft.
408
Mines L4
ML4-ENL-NW: Elevators North: Northwest
Overview
Consisting almost entirely of rubble, this is one of the most
heavily-damaged areas in the entire Underground City.
Theme & Purpose
There is ample opportunity for looting, if one is brave
enough to face the threats.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Roll twice as often as normal, and reroll results of
“NPC Encounter” or “No Encounter” once.
Areas of Interest
ML4-ENL-NW-1: Elevator Down
This leads to “Map 156: Elevators North Overview (ML5-
ENL-O)” on page 442.
ML4-ENL-NW-2: Barrels
Three barrels sit empty near a pile of rubble. They smell
of rotted flesh, but you see nothing inside.
ML4-ENL-NW-3: Ruined Storage
This appears to have been a dry, above-ground cellar; the
ground is paved over and cool. In the midst of the rubble
you find a pile of clothing, some small sacks, and a chest.
Access
Contents
Clothing
Pile
unprotected
Clothing: General, size
Medium, using Context B
Sacks
unprotected
Simple Foodstuffs
Chest
Locks: Chest,
Simple
Coin Treasure: Moderate,
using Context B
ML4-ENL-NW-4: North Rubble
Spiderwebs cling to rubble from fallen towers and walls
here. To the south, a pile of debris escalates up 10’ to
peek over the remnants of the wall to the southeast.
ML4-ENL-NW-5: Northwest Rubble
It must have been a mighty tower indeed to the south,
for so much debris to have been generated from its
destruction. This pile surrounds the tower itself on all
western sides.
When exploring this area, there is nothing of true
interest to find; however, roll on the
Random
Encounters table and ignore any “NPC Encounter”
results. Place monsters that result as approaching from
the northeast, regardless of the manner in which the
party has been exploring.
ML4-ENL-NW-6: Ruined Tower
You can see the remains of a carved-stone spiral staircase
inside this large tower. It’s serene and calm within,
despite the presence of two half-elf corpses lying in
week-old blood. A chest and a few boulders complete the
scene.
Access
Contents
Half-Elf
Corpses
(2x)
unprotected
Armor: Light AND
Weapons: Simple AND
Armor: Shields
Chest
Locks: Chest,
Simple
Potions: Moderate
ML4-ENL-NW-7: Storage South
A fallen arch to the north indicates one of the former
entrances to the fallen tower. In this area, there is a
large crate, a small crate, a quarter of stacked casks, an
assortment of sacks, and to the northeast, close to the
elevator, a battered dwarf body not a few days dead.
Access
Contents
Crate,
Large
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crate,
Small
Container:
Barrel or Crate
Rations & Prepared Food,
size Medium
Casks
(4x)
Container:
Barrel or Crate
Alcohol: General, using
Context D
Dwarf
Corpse
unprotected
Armor: General AND
Weapons: General
ML4-ENL-NW-8: Southwest Debris
A cascade of trash, fallen timbers, and ruined masonry
form an enormous 12’ tall pile here.
There is nothing of interest to be found here.
409
Mines L4
Map 144: Elevators North: Southwest (ML4-ENL-SW)
One square equals 5 ft.
410
Mines L4
ML4-ENL-SW: Elevators North: Southwest
Overview
The most debris-laden and bleak of the locations surrounding
the norhtern elevators, this region is relatively safe, owing to
its abandoned and uninteresting nature.
Theme & Purpose
This is one of the exceedingly rare places of solace and rest
in this floor of the Mines.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Note that while hunkering down in Location 5, Random
Encounters are suspended entirely, allowing the party to
take a full rest if they so wish.
Areas of Interest
ML4-ENL-SW-1: Ruined Tower
This tower is half-destroyed; its remanant reaches 12’
tall. Within, however, is nothing but a mass of fallen
debris and huge spiderwebs.
ML4-ENL-SW-2: Path North
This region is dotted with rocks and pebbles, but seems
otherwise calm.
ML4-ENL-SW-3: Treasure Stash
In the shadow of an “L” shaped wall segment is a dead
dwarven miner. Though her body is weeks decayed, you
can tell the cause of death: acid, which ate away nearly
half her body. Nearby is an assortment of bones in neat
piles, and a large stash of loot.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: General
Treasure
Stash
unprotected
Gems: Semi-Precious AND
Coin Treasure: Moderate,
using Context D AND
Potions: Moderate
ML4-ENL-SW-4: Boulder Spine
This spine of boulders is 8’ tall in this region—passable,
but only by a sturdy climb.
ML4-ENL-SW-5: Safe Depression
This depression in the earth is bordered on all sides by
safe, 8’ tall wall remnants or boulders. So long as you
don’t have a problem sharing it with the weeks-dead elf
corpse and six barrels, you feel as though you can rest
safely here without fear of discovery.
Access
Contents
Elf
Corpse
unprotected
Armor: General AND
Weapons: Simple
Barrels
(6x)
Container:
Barrel or
Crateq
Fresh water
ML4-ENL-SW-6: Debris Stack
Fallen walls have formed an enormous, 15’ tall triangle of
rubble here.
ML4-ENL-SW-7: Boulder Ridge
The boulders in this area are only hip-height, but
massive.
Careful searching reveals a glint amidst the stone:
Access
Contents
Boulders
unprotected
Potions: Moderate, using
Context C
ML4-ENL-SW-8: Destroyed Tower
Spiderwebs are all that remains of the contents of this
ruined tower, which appears to have been destroyed by a
combination of bludgeoning and fire.
411
Mines L4
Map 145: Elevators East (ML4-EEL)
One square equals 5 ft.
412
Mines L4
ML4-EEL: Elevators East
Overview
This region contains the largest concentration of storage and
mundane loot that is available on this level of the Mines.
Theme & Purpose
As one of the means of entry to and egress from this floor
of the Mines, and as a major area of storage, this region is
likely to be something the PCs run across in their journey.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-EEL-1: Eastern Alley
The eastern outskirts of the underground city form a
cold, bleak, narrow path to navigate.
Upon entering this alley from either direction, roll on
the
Random Encounter table and ignore “NPC
Encounter” results. Any monsters that result should be
placed as entering from the opposite end of the alley.
ML4-EEL-2: Northeast Entry Arch
Fallen rune-carved stones form the remnants of a
previously-ornate entry point for the courtyard to the
west.
ML4-EEL-3: Northeast Carnage
Two elven corpses lay in a spattered blood trail that leads
south to the barricade. Trash and debris lies scattered
and heaped against every wall and wall remnant. To the
northeast is a shattered guardpost that has been nearly
razed to the ground.
Access
Contents
Elf Corpses
(2x)
unprotected
Armor: Light AND
Weapons: Martial 1H
Guard Post
unprotected
Gems: Low, using Context
D, halve quantities
ML4-EEL-4: Northeast Barricade
Sacks, bags, trash, battered furniture, and bedding have
been piled shoulder-high here in an unsuccessful attempt
to block intruders. A dwarven corpse lies amidst a trail
of blood that leads southward across the courtyard.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Ranged AND
Weapons: Simple
ML4-EEL-5: Ruined Tower East
This demolished tower has elements of what was once
a circular staircase still in place, though the steps reach
only 10’ high. Amidst the rubble and spiderwebs is a
chest and an assortment of spilled coins.
Access
Contents
Chest
Locks: Chest,
Simple
Potions: Moderate
Cobblestone
Floor
unprotected
Coins: Moderate,
using Context D, halve
quantities
ML4-EEL-6: Smashed Guardpost East
A guardpost once stood here; it has now been reduced to
little more than a burnt wooden shell.
The post is empty within, though the PCs are welcome to
waste time searching.
ML4-EEL-7: Courtyard Southeast
The southern and eastern walls here are mostly intact.
Against the south wall is a head-high stack of barrels.
The southeast corner contains a spiderwebbed stack of
bags; to their north, a column of wooden crates lines the
inside of the wall. The trail of blood leading from the
north and west intersects a human corpse in the east of
this region.
Access
Contents
Barrels (9x)
Container:
Barrel or Crate
Fresh water
Sack Pile
unprotected
Simple Foodstuffs, size
Large
Crates,
Large (5x)
Container:
Barrel or Crate
General Supplies, size
Large
413
Mines L4
Access
Contents
Human
Corpse
unprotected
Armor: Light AND
Weapons: Ranged
ML4-EEL-8: Elevator Up
This leads to “Map 123: Elevators East (ML3-EE)” on page
357.
ML4-EEL-9: Elevator Down
The PCs may take this to “Map 161: Elevators East (ML5-
EEL)” on page 455.
ML4-EEL-10: Dead Elf Treasure
An elven warrior has been slain here, amidst a splash of
coins.
Access
Contents
Elf
Corpse
unprotected
Armor: Medium AND
Weapons: Martial Ranged, using
Context C
Cave
Floor
unprotected
Coins: Moderate, using Context D,
halve quantities
ML4-EEL-11: Rock Pillar
A stalagmite here reaches 20’ into the air, a bit short of
the 30’ ceiling in this area. About its western base is a
small gap between spire and wall, in which can be found
a spill of coins.
Access
Contents
Cave
Floor
unprotected
Coin Treasure: Moderate, using
Context B
ML4-EEL-12: Ruined Guardpost West
This guardpost has been destroyed, except for the
northwest wall, which adjoins the nearby tower. This
wall is mostly intact, and it holds a control switches,
presumably for the elevators.
The switches here can be used to remotely activate either
elevator.
ML4-EEL-13: Gnome Corpse & Barrels
Thick spiderwebs lay like a macabre tarpaulin over
two clusters of barrels. To the south is some smashed
furniture and a dead gnome who appears to have been
nearly decapitated from a bladed attack.
Access
Contents
Barrels
(9x)
Container:
Barrel or Crate,
using Context D
Alcohol: General, using
Context D
Gnome
Corpse
unprotected
Armor: Heavy AND
Weapons: Ranged AND
Weapons: Light
ML4-EEL-14: North Courtyard
Seven large containers have been stacked here, at the
foot of a chimneyed wall segment. To the west of these,
a trail of spilled coins and gemstones encircles a large
pile of loot; a trail of blood and coin leads north to a
ruined tower.
Access
Contents
Crates,
Large
(7x)
Container:
Barrel or
Crate
Glasses, Metals, and Woods,
size Large
Treasure
Pile
unprotected
Gems: Low AND
Coin Treasure: Moderate AND
Weapons: General AND
Armor: General
Cave
Floor
unprotected
Gems: Low, using Context D,
halve quantities AND
Coin Treasure: Moderate, using
Context D, halve quantities
414
Mines L4
Map 146: Dreadslimed Miner Barracks (ML4-DMB)
One square equals 5 ft.
415
Mines L4
ML4-DMB: Dreadslimed Miner Barracks
Overview
Once the barracks and social nexus for nearly all dwarven
miners, this building is now a ruined husk, refuge for all
sorts of semi-sentient miners and wandering monsters.
Theme & Purpose
It should be made clear that this was once a barracks, laid
quite low and dismal by the catastrophe and chaos that has
taken place. That said, rubble hides a great many supplies
and treasure for those willing to brave the Dreadslimed
Miner population (see below).
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” or “No Encounter” results
once.
NPCs of Note
Perhaps unsurprisingly, this complex almost always has
Dreadslimed Miners about. Each time the PCs enter this
region, there is a
90% chance of there being
3d6
Dreadslimed Miners wandering about in a semi-mindless
clump.
Areas of Interest
ML4-DMB-1: Fallen Eastern Entrance
This entrance to the barracks consisted of a set of
elaborately-carved stones, which now lie on the ground
to the east.
ML4-DMB-2: Ruined Western Entrance
Runes have been passionately carved on these stones,
which sadly have fallen and been smashed from a
formerly-ornate entryway.
ML4-DMB-3: Northwest Tower
The walls of this tower are largely intact, except for
rubble-strewn holes to the south and northwest. Inside
is a duo of barrels, an urn, and a pile of coins and gems.
Access
Contents
Barrels
(2x)
Container:
Barrel or Crate
Alcohol: General, using
Context C
Treasure
Stash
unprotected
Coin Treasure: Moderate
AND
Gems: Low
ML4-DMB-4: Northeast Tower
All of the walls are intact in this tower. The entrance
to the south has been filled with sandbags and smashed
furniture in an attempt to defend against intrusion.
Inside is a dead dwarf, a treasure chest, and a pile of
loot.
Access
Contents
Dwarf
Corpse
unprotected
Armor: General AND
Weapons: Simple
Treasure
Stash
unprotected
Coin Treasure: Moderate AND
Gems: Semi-Precious AND
Potions: Moderate
ML4-DMB-5: Leader Chamber
This building is mossed over, but underneath the growth
you can tell it was lovingly and ornately carved with
dwarven runes aplenty. It must have been something
related to leadership of the miner population. Inside is
a sad assortment of algae, demolished furniture, and a
small stash of treasure.
Access
Contents
Treasure
Pile
unprotected
Armor: General AND
Weapons: Exotic AND
Armor: Shields, all using
Context C
ML4-DMB-6: Destroyed Chapel
Shattered stone pillars indicate this was once a
multicultural, multi-god place of worship for the
dwarven miner population.
Enough remains of the miners’ minds that they alert
to threats to this structure. If any PCs step into this
area, any Dreadslimed Miners in the complex will seek
them out and attack immediately. If no Dreadslimed
Miners have been defined in the complex, spawn
3d6
Dreadslimed Miners as approaching Location 2.
416
Mines L4
ML4-DMB-7: Southwest Tower
This tower has rubble-strewn breaches to the east, west,
and north. Within can be found a trio of small casks, a
locked chest, and a pile of loot.
Access
Contents
Barrels
(3x)
Container:
Barrel or Crate
Alcohol: General, using
Context C
Chest
Locks: Chest,
Simple AND
Traps: General
Weapons: Exotic, using
Context C
Treasure
Pile
unprotected
Coin Treasure: Moderate
AND
Gems: Semi-Precious
ML4-DMB-8: Southeast Tower
The walls to this tower are undestroyed, but damaged.
Rubble forms a waist-high obstacle to entering via the
doorless entryway to the west. Inside the tower is an
assortment of sacks, a treasure chest, a chair, and a
barrel. Outside, to the west, is a dead dwarf and two
large crates.
Access
Contents
Sacks
unprotected
Rations & Prepared Food,
size Medium
Chest
Locks: Chest,
Strongbox
Potions: Moderate, size
Medium, using Context C
Barrel
Container:
Barrel or Crate
Coin Treasure: Moderate
AND
Gems: Semi-Precious
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 2H
Crates,
Large
(2x)
Container:
Barrel or Crate
Glasses, Metals, and Woods,
size Large
ML4-DMB-9: Corpse Courtyard
The western courtyard contains a fair amount of bodies.
Corpses are strewn throughout the entire courtyard, but
all have been stripped of their belongings: down to their
tunics or underclothes. All bodies have been slain many
months based on their state of decomposition.
417
Mines L4
Map 147: Dwarven Union Leader Overview (ML4-DUL-O)
One square equals 5 ft.
418
Mines L4
ML4-DUL-O: Dwarven Union Leader Overview
Overview
Once the centerpiece of the workers’ influence, this is now a
sad and bloody testament to how much destruction has been
wrought upon the city.
Theme & Purpose
Surprisingly, this area contains one of the rare safe spots in
the Mines: the southeast corner (Location 6) may be used
for resting without incident.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “No Encounter” results once.
NPCs of Note
The
Dwarven Union Leader is nearly always here. Each
time the party approaches this zone, roll; there is a
85%
chance.
Additionally, this area always has
Dreadslimed Miners
patrolling, searching, and just standing there, staring into
what was once their sane, sentient past. Each time the PCs
enter this region, there will be
2d8 Dreadslimed Miners
wandering about in a single group.
Areas of Interest
ML4-DUL-O-1: Dwarven Union Leader:
West
Turn to page 422 for further details about this half of the
complex.
ML4-DUL-O-2: Dwarven Union Leader:
East
This half of the building is described commencing on page
420.
ML4-DUL-O-3: North Alley
A massive cluster of smashed furniture and seed-filled
sacks has been piled head-high against the wall to the
south. This must have been an attempt by those within
barricade themselves inside the complex against assault.
ML4-DUL-O-4: Northeast Alley
These spiderwebs are enormous, and coat the entirety of
the passage for 20’.
Cleansing the area of these webs will take at least 5
minutes; regardless of how the timing aligns with the
Random Encounters timer in general, when the party
begins cleaning, roll on the
Random Encounter
table, rerolling “No Encounter” and “NPC Encounter”
results. Place ensuing monsters as approaching from
the end of the alley opposite that which the party has
entered from.
ML4-DUL-O-5: Northeast “T”
Two alleys converge here, forming a “T” intersection.
Spiderwebs connect most walls to each other, but at
sufficient height and with sufficiently low volume that
you can pass among them without difficulty.
ML4-DUL-O-6: Southeast Corner
This is the southeasternmost point of the Underground
City; it feels lonely and desolate in comparison to even
the ruined buildings in the destroyed metropolis itself.
There are no claw marks or footprints in the earthen
cave floor that you can make out.
Perhaps unintuitively, this corner is completely safe: while
the party is here, suspend all Random Encounter rules; the
party may take a long rest without worry of interruption.
ML4-DUL-O-7: Southeast Alley
Spiderwebs cling to the walls in this region, stretching
20’ above you, nearly all the way to the 30’ ceilings.
ML4-DUL-O-8: South Alley
Spiderwebs here are light, but plentiful; it’s hard to
navigate without touching at least a few.
Regardless of which direction the PCs are coming from,
when they pass these squares, roll on the
Random
Encounter table, ignoring “NPC Encounter” indicators.
Place any resulting monsters as approaching from
Location 10 in the west.
ML4-DUL-O-9: Southwest Alley
Spiderwebs here are light in number and volume... but
they appear to be pink. Disbelieving your eyes, you look
closer: the webs appear to have been sprayed with a
419
Mines L4
shower of blood in the past week or so, rendering their
translucent milkiness a reddish hue.
Other than being quite ominous and ghastly, there is nothing
of interest to these webs.
ML4-DUL-O-10: Southwest Corner
To the south of a large, trash-ridden tower base is the
entrance to a long, dark, and narrow alley leading east.
The tower is easily accessible from any direction, as the
walls have been razed down to hip height.
Access
Contents
Tower
Debris
unprotected
Weapons: Simple, roll 1d4
times
ML4-DUL-O-11: Northeast Alley
A wide alley here separates the complexes to the south
and north. It’s a relatively open expanse of earthen cave
floor, dotted by the occasional rock, and with a trail of
splashed blood leading east.
ML4-DUL-O-12: East Approach
It’s almost calm, this wide and open terrain approaching
the building to the east. There’s little in the way of
debris or ichor, and the rock pillar in the center of the
area reaches thinly all the way to the 35’ ceilings above
you.
420
Mines L4
Map 148: Dwarven Union Leader: East (ML4-DUL-E)
One square equals 5 ft.
421
Mines L4
ML4-DUL-E: Dwarven Union Leader East
Overview
The eastern half of the Dwarven Union Leader complex, this
was primarily used for ceremonies and storage.
Theme & Purpose
Loot is somewhat plentiful, but less so than danger.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-DUL-E-1: Formal Dining Hall
Perhaps a bit compact to be called a “hall”, this
rectangular building holds a similarly-shaped table
within. Chairs and stools are placed haphazardly about
it; cutlery and plates have been tossed, dropped, or
smashed everywhere on the floor. The table is set with
rotted food, weeks past being edible.
ML4-DUL-E-2: Ceremonial Platform
From the runes and design, you conclude that this
pillared platform appears to have served no gods, and
indeed was somewhat bare in its appearance before
it was wrecked. Based on its placement in this large,
open courtyard, you conclude it was likely used for
ceremonies, speeches, and the like. It’s tethered to the
northern wall—largely intact, and reaching 20’ tall—by
an absolutely massive spiderweb.
ML4-DUL-E-3: Southwest Passage
This passage reaches around the dining hall to the north.
It’s covered by spiderwebs and half-filled with trash and
debris; the smell is awful.
ML4-DUL-E-4: South Guard Tower
The walls here are somewhat preserved, and between
5’ and 15’ tall still. Within are a pair of urns, a smashed
table, and an open and empty treasure chest.
ML4-DUL-E-5: Southeast Storage
This corner appears to have been used for storage.
Three large crates, a small crate, one treasure chest, an
orderly stack of barrels, and a spilled pile of casks are all
arranged around a pile of fallen masonry in the corner.
Access
Contents
Crates,
Large
(3x)
Container:
Barrel or
Crate, using
Context C
Glasses, Metals, and Woods,
using Context C, size Large
Access
Contents
Crate,
Small
Container:
Barrel or Crate
Textiles, using Context C,
size Medium
Chest
Locks: Chest,
Strongbox
Coin Treasure: Moderate,
using Context C
Barrels
(12x)
Container:
Barrel or Crate
Alcohol: General, using
Context C
ML4-DUL-E-6: Northeast Tower
A tall tower has been brought low: the walls are
shambles, and masonry and splintered wood fills most
floor surfaces. Inside, nearly hidden amongst the rubble,
is a single treasure chest.
Access
Contents
Chest
Locks: Chest,
Strongbox AND
Traps: General
Potions: Moderate AND
Weapons: Exotic, both
using Context C
422
Mines L4
Map 149: Dwarven Union Leader: West (ML4-DUL-W)
One square equals 5 ft.
423
Mines L4
ML4-DUL-W: Dwarven Union Leader West
Overview
This is the western half of the miners’ union complex.
Storage of communal tools and supplies is one function of
this area; a place to congregate socially was its main use.
Of course, in the wake of the Obelisk’s discovery, this, like
so much of the Underground City, was a defensive solace
where brave miners fought to the last.
Theme & Purpose
S bit of loot, and a great deal of atmosphere, can be found
here.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-DUL-W-1: North Tower
This was more of a silo than a tower: a huge and squat
cylinder of stone, it measured but 20’ tall with no
windows on the top area. Most walls are intact, still;
those on the outside measure 15’ tall and interior walls
are but 5’. Inside is a duo of crates, smashed furniture, a
treasure chest, a pile of sacks, and three barrels, two of
which are empty and one of which holds fresh water.
Access
Contents
Crates,
Small
(2x)
Container:
Barrel or Crate
Rations & Prepared Food,
size Medium
Chest
Locks: Chest,
Strongbox
Weapons: Martial 1H AND
Armor: Shields, both using
Context C
Sack Pile
unprotected
Simple Foodstuffs, size
Large
ML4-DUL-W-2: East Courtyard
Blood trails lead to the northeas, west, and southwest
from this area. Well-worn paths connect these directions
in similar manner.
ML4-DUL-W-3: West Courtyard
Three empty barrels sit at the foot of a triangle of
rubbage. A fourth, still sealed, barrel sits nearby. The
blood trail from the eastern courtyard ends here in a
dwarven corpse.
Access
Contents
Barrel
Container:
Barrel or Crate
Fresh water
Access
Contents
Dwarf
Corpse
unprotected
Weapons: Martial 1H AND
Armor: Shields AND
Armor: Heavy
ML4-DUL-W-4: West Tower
This tower is nearly intact; only its eastern walls have
been razed, providing easy access. Within, however, is a
morass of debris: trash, splintered wood, fallen masonry;
it’s hard to tell what this was supposed to be other than
a compost heap or maybe just the results of cleaning
up debris from elsewhere in the complex. A few canvas
sacks are among the rubbage.
Access
Contents
Sacks
unprotected
Rations & Prepared Food, size
Medium, using Context D
ML4-DUL-W-5: South Debris
A dwarven body, dead a few weeks from the smell of it,
lies here at the end of a trail of blood, to the west of a
mountain of refuse at the foot of a mostly-destroyed wall
segment.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Medium AND
Weapons: Martial 2H AND
Weapons: Ranged
ML4-DUL-W-6: Southeast Passage
This passage connects the western and eastern
courtyards. Within is a macabre scene: a pile of five
mostly-decomposed dwarven bodies, and a row of casks.
Access
Contents
Casks
(6x)
Container:
Barrel or Crate
Alcohol: General, using
Context B, size Medium
424
Mines L4
Map 150: Elven Administration Leader (ML4-EAL)
One square equals 5 ft.
425
Mines L4
ML4-EAL: Elven Administration Leader
Overview
A major nexus of control and administration for the entire
Mines, this set of buildings is nearly a small city unto itself.
Theme & Purpose
This is a great place to meet surviving NPCs of interest, and
to scavenge some useful information.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster-related results once.
Flow of Information
Each time the party searches the corpse of an elf or half-
elf in this region, there is a
20% chance the body has
a letter or note on it that contains valuable information:
roll on the
Plot Discoveries table.
NPCs of Note
Three NPCs have a habit of frequenting this area:
The
Elven Administration Leader, of course, is here
90% of the time.
The
Foreman is also here much (
65%) of the time.
Finally, the
Gangboss is often (
90%) here.
Areas of Interest
ML4-EAL-1: Northeast Entrance Arch
This ornate, elven-runed masonry indicates a major point
of entry through the outer wall in this area.
ML4-EAL-2: North Courtyard
Three elven bodies lie here, dead many months by the
look of it.
Access
Contents
Elf
Corpse
(3x)
unprotected
Armor: Medium AND
Weapons: Martial 2H AND
Weapons: Martial Ranged
ML4-EAL-3: Northeast Ruin
Just south of the entrance is a rectangular building that’s
nearly vacant inside but for a small stash of equipment
and a weeks-dead elf.
Access
Contents
Treasure
Chest
Locks: Chest,
Strongbox, using
Context C
Weapons: Martial 1H,
roll 1d4 times
Elf
Corpse
unprotected
Armor: General AND
Weapons: General
ML4-EAL-4: Northeast Webs
The alley that extends to the east of this building has
been blanketed by spiderwebs. It’s difficult to pass
without clearing them out.
ML4-EAL-5: Northwest Residence
The innards of this mostly-intact structure have been
cleared out, leaving a small chest, an elf corpse, and a
pile of grain sacks that has been mounted shin-high at
the door.
Access
Contents
Treasure
Chest
Locks: Chest,
Strongbox, using
Context B
Armor: General AND
Coin Treasure:
Moderate
Grain
Sack Pile
unprotected
Simple Foodstuffs, size
Medium
ML4-EAL-6: Central West Building
This small structure has a well-to-do flagstone floor, and
two elven corpse.
Access
Contents
Elf
Corpse
(2x)
unprotected
Armor: General AND
Weapons: General, both using
Context C
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Mines L4
ML4-EAL-7: South Building
This large building was once a nexus of administration.
It’s now been cleared out inside, and contains only a
large pile of treasure and two half-elven warriors.
Access
Contents
Treasure
Pile
unprotected
Coin Treasure:
Moderate AND
Potions: Moderate
Half-Elf
Corpses
(2x)
unprotected
Armor: Light AND
Weapons: Light AND
Armor: Shields
ML4-EAL-8: Southwest Building
A makeshift barricade partially obstructs the entrance to
this Spartan interior, consisting of two elf bodies and a
small pile of equipment.
Access
Contents
Elf Corpse
(2x)
unprotected
Armor: Light AND
Weapons: Simple
Treasure
Pile
unprotected
Coin Treasure: Moderate,
using Context D
ML4-EAL-9: Southwest Tower
This solid-looking tower has been partially demolished.
Inside the spiderweb-strewn interior is a pile of loot.
Access
Contents
Treasure
Pile
unprotected
Gems: Low AND
Potions: Moderate
ML4-EAL-10: Southeast Tower
All of the walls are still intact to a height of 10’ in this
damaged tower. Inside is a half-elf corpse, and a pile of
gems in an open treasure chest.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Light AND
Weapons: Ranged
Gem Pile
unprotected
Gems: Low
ML4-EAL-11: South Courtyard
Elven runes decorate these fallen stone blocks, indicating
a former entry arch to the south. In the courtyard itself
are two elf guards.
Access
Contents
Elf
Corpses
(2x)
unprotected
Armor: Medium AND
Weapons: Martial Ranged AND
Weapons: Light
ML4-EAL-12: East Tower
Webs coat most surfaces in this half-destroyed guard
tower. It’s possible to climb over the 5’ tall pile of rubble
at the entrance and discover a pile of clothing and a half-
elf body within.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Light AND
Weapons: Simple
Clothing
Pile
unprotected
Clothing: General AND
Textiles: General
ML4-EAL-13: Center Courtyard
As the party crosses through this point, roll on the
Random Encounter table and ignore “NPC Encounter”
results. Any ensuing monsters are to be placed at
Location 1 to the northeast and approach the party.
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Mines L4
Map 151: Administration Building Overview (ML4-ADB-O)
One square equals 5 ft.
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Mines L4
ML4-ADB-O: Administration Building Overview
Overview
This northeastern region used to be the main center
of operations and administration for the entire mining
operation.
Theme & Purpose
This area is completely destroyed, with rubble everywhere.
Combat in this zone will be particularly challenging in
terms of movement. For those wishing to brave the danger,
however, there is ample possibility of reward, in terms of
loot, experience, and information.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
Four NPCs have a habit of frequenting this area:
The
Chief Engineer is here
50% of the time.
The
Coinmaster is also here sometimes (
30%).
Sometimes (
30%) the
Blacksmith can be found here.
Finally, there’s a
50% chance that the
Warden is
here.
Administrative Duties
Each time the party searches a corpse in this region,
there is a
10% chance the body has a letter or note
on it that contains valuable information: roll on the
Plot Discoveries table.
Areas of Interest
ML4-ADB-O-1: Admin North
Please turn to page 429 for more information.
ML4-ADB-O-2: Admin South
Page 432 begins more details.
ML4-ADB-O-3: Admin East
Refer to page 434 for additional information.
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Mines L4
Map 152: Administration Building North (ML4-ADB-N)
One square equals 5 ft.
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Mines L4
ML4-ADB-N: Administration Building North
Overview
A complex jumble of debris and chaos, there’s no telling what
the PCs might encounter here.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-ADB-N-1: Northeast Entry Gate
This gate has been destroyed, its pillars ruptured and
stones fallen. A barricade of debris has been erected
hastily to the south.
ML4-ADB-N-2: Eastern Storage
Beneath a canopy of huge spiderwebs lie three dwarven
corpses. To their north is a trio of barrels, two large
crates, and a treasure chest.
Access
Contents
Dwarf
Corpses
(3x)
unprotected
Armor: General AND
Weapons: General
Barrels
(3x)
Container: Barrel
or Crate, using
Context D
Fresh water
Crates,
Large (2x)
Container: Barrel
or Crate
General Supplies, size
Large
Treasure
Chest
Locks: Chest,
Simple
Coin Treasure:
Moderate, using
Context B
ML4-ADB-N-3: Center Courtyard
Three dwarven bodies lie bloodied and bludgeoned, not a
few days dead, in this area. There’s a mountain of fallen
masonry to the north.
Access
Contents
Dwarf
Corpses (3x)
unprotected
Armor: Heavy AND
Weapons: Martial 1H
ML4-ADB-N-4: Center Storage Building
This narrow rectangle of 8’ leveled debris appears to
have been used for storage. A half-orc whose arms have
been ripped off and taken elsewhere (or presumably
eaten) guards an assortment of crates, a treasure chest,
and two empty barrels.
Access
Contents
Half-Orc
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 2H
Access
Contents
Crates,
Large (2x)
Container: Barrel
or Crate
General Supplies, size
Large
Crates,
Small (3x)
Container: Barrel
or Crate
Textiles: General, size
Medium
Treasure
Chest
Locks: Chest,
Strongbox
Coin Treasure:
Moderate AND
Gems: Semi-Precious
ML4-ADB-N-5: Southwest Tower
This guard tower has been leveled to about 10’ tall.
Inside is an assortment of debris, webbing, a human body
slain a few weeks ago, and a treasure chest.
Access
Contents
Human
Corpse
unprotected
Armor: Medium AND
Weapons: Martial
Ranged
Treasure
Chest
Traps: General
(unlocked)
Potions: Moderate
ML4-ADB-N-6: Southeast Tower
All walls in this tower have been leveled to about 8-15’
tall by a scorching and smashing force. It’s accessible
from the south by climbing over the debris there. Inside
are five barrels and a dead halfling.
Access
Contents
Barrels (5x)
Container: Barrel
or Crate
Fresh water
Halfling Corpse
unprotected
Weapons: Simple
ML4-ADB-N-7: Northwest Alley
A trail of viscous blood ends in the body of a decapitated
gnome. From the small, sharp stones nearby, it
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Mines L4
seems that someone hacked the head off with blunt
instruments.
Access
Contents
Gnome Corpse
unprotected
Weapons: Light
ML4-ADB-N-8: Northwest Pantry
This appears to have been used as general storage for the
administration. Inside are a horde of spiderwebs and a
single, locked treasure chest.
Access
Contents
Treasure
Chest
Locks: Chest,
Simple AND
Traps: General
Potions: Moderate AND
Fishing Supplies
ML4-ADB-N-9: North Debris
North of the administration complex is a wide alley; in
this region of it, there is a huge pile of debris.
ML4-ADB-N-10: North Alley
A huge pile of head-high debris adjoins the northern side
of this wall, which is mostly intact.
ML4-ADB-N-11: Spiderweb Alley
Between the intact western wall of the complex and
the storage building is a nest of spiderwebs that makes
passage difficult.
Clearing this area takes about 5 minutes; regardless of
the state of the Random Encounter timer, roll on the
Random Encounter table and ignore “NPC Encounter”
results, placing any monsters that ensue as approaching
from Location 1.
ML4-ADB-N-12: South Courtyard
A trail of blood connects the building to the north to the
passage to the northeast. The connection point is the
body of an elven noble.
Access
Contents
Elf
Corpse
unprotected
Clothing: General, using Context
C AND
Weapons: Exotic
ML4-ADB-N-13: Garbage Pile
Debris is piled high here; much of it in the surrounding
areas is masonry and splintered wood, but here it is
mixed with feces and discarded, rotting food.
Access
Contents
Garbage
Pile
unprotected
Weapons: Martial 1H, using
Context C
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Mines L4
Map 153: Administration Building South (ML4-ADB-S)
One square equals 5 ft.
433
Mines L4
ML4-ADB-S: Administration Building South
Overview
Cluttered with rocks and debris, this is one of the most
difficult to navigate locations in the Mines.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-ADB-S-1: Northeast Spider Alley
Spiderwebs blanket the entrance to this alley.
ML4-ADB-S-2: Blood Trail
A thin trail of days-old, crusted blood leads south from
this area.
ML4-ADB-S-3: Human Body
This human was slashed to bits by something bladed or
clawed.
Access
Contents
Human
Corpse
unprotected
Armor: Light AND
Weapons: Simple
ML4-ADB-S-4: Barrel Chaos
Amidst a huge pile of boulders and fallen rocks is an
assortment of barrels.
Access
Contents
Barrels
(10x)
unprotected
Alcohol: General, using Context
B
ML4-ADB-S-5: Spiderweb Cache
Nestled underneath a canopy of giant spiderwebs is a
small cache of useful items you never would have seen
without intentionally searching.
Access
Contents
Cache
unprotected
Weapons: Martial 1H AND
Armor: Shields
ML4-ADB-S-6: Southwest Debris
A head-high triangle of fallen masonry is wedged in
between two mostly-intact walls at this point.
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Mines L4
Map 154: Administration Building East (ML4-ADB-E)
One square equals 5 ft.
435
Mines L4
ML4-ADB-E: Administration Building East
Overview
While this region may appear to be little more than
a glorified alley, it’s one of the richer regions in the
Underground City.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML4-ADB-E-1: South Spiderwebs
Spiderwebs blanket the entire width of this area.
During the time it takes to clear through the webs, roll
on the
Random Encounter table and ignore “NPC
Encounter” results. Any monsters that result, place
them as approaching from Location 4 to the north.
ML4-ADB-E-2: Alley
This stretch of empty alley seems quite out of place
compared to the deep debris elsewhere in the area.
ML4-ADB-E-3: Ruined Circular Tower
The walls of this circular guard tower have all but been
destroyed, measuring a scant 5-8’ tall. Inside is a half-elf
corpse, tons of sacks, and a treasure chest.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Light AND
Weapons: Simple
Sacks
unprotected
Rations & Prepared
Food
Treasure
Chest
Locks: Chest,
Simple
Potions: Moderate
ML4-ADB-E-4: Northeast Rubble
The fallen masonry and splintered wood in this area is
quite high, reaching head-tall in places.
ML4-ADB-E-5: North Debris
Debris here scattered loosely when stepped upon. You
think you can manage safely.
ML4-ADB-E-6: Sack Cache
Nestled amongst a great deal of rubble is an assortment
of bags and sacks.
Access
Contents
Sacks
unprotected
Simple Foodstuffs AND
Coin Treasure: Moderate, using
Context D
ML4-ADB-E-7: North Square Tower
Accessible easily from the west, and from the east only
by climbing in and dropping down from the head-high
rubble to the east, is a webbed-over tower than contains
only a dead gnome and a treasure chest.
Access
Contents
Gnome
Corpse
unprotected
Clothing: General AND
Weapons: Simple
Treasure
Chest
(unlocked)
Rations & Prepared
Food
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Mines L4
437
Mines L5
Mondaria Mines:
Level 5
438
Mines L5
Map 155: Mines Level 5 Overview (ML5-O)
One square equals 20 ft.
439
Mines L5
Level Introduction: Mines Level 5
Summary
Level 5 is deeply segregated in a manner unlike the prior
levels. There is no way, mundane or secret, to traverse
among the three mining areas of Law, Chaos, and Love. The
entire southern region consists of the culmination of the
massive tunnel complex that has been leading down all the
way from the Residential District on the surface.
Entrances and Exits
Note that the following are typical, even secret, means of
entering and exiting the level as it was designed.
Other, magical means of navigating the level (for example,
teleportation spells or those that grant incorporeality) are
not discussed and are left to the GM to manage should they
be introduced.
Navigation to Mines Level 4
There are three Elevators ascending to Level 4, near
locations 1, 3, and 2.
Location 4 has a hole in the ceiling that leads back up
to the tunnel spiral that has been descending from the
basements of the Residential District.
Location 6 leads back up to the Pit Up/Down found in
the previous Mine level.
Navigation to Mines Level 6
Locations 1, 2, and 3 have Elevators that descend as well.
Overview
This level of the Mines is difficult to cover completely.
Unless the party has a surplus of time and/or resources, it’s
likely they will only traverse one of the four major segments
of the caverns on their way deeper into the mountain.
Atmosphere & Theme
It’s more humid, more hazy, and tangibly more chaotic and
evil, the further the party descends. Level 5 marks the
turning point of it feeling less like the cool underside of an
exposed rock, and more like a sauna approaching a level of
unwanted warmth.
Default Random Encounters
Some Areas of Interest within this level will describe
a certain approach to Random Encounters, either by
overriding the timing (e.g., “every 30 minutes), and/or by
providing its own localized version of the random encounter
table below.
Absent such an override, roll on the following table of
Default Random Encounters for every 5 minutes the party
remains in this area.
Table 20: Mines Level 5 Default Random Encounters
D%
Event
Description
01-20
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
21-34
Trivial
Encounter
Roll once on Monsters: Surface,
Trivial.
35-49
Light
Encounter
Roll once on Monsters: Surface,
Light.
50-64
Average
Encounter
Roll once on Monsters: Surface,
Average.
65-81
Advanced
Encounter
Roll once on Monsters: Surface,
Advanced.
82-89
Elite
Encounter
Roll once on Monsters: Surface,
Elite.
90-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
Table 21: Mines Level 5 Default NPC Encounters
D%
Event
Description
01-05
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
06-10
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
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Mines L5
D%
Event
Description
11-14
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
15
Common
NPC
A single Bleak Mute lurches within
view of the party.
16-17
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
17-19
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
20-21
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
22-23
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
24
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
25
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
26
Common
NPC
A horrifying Tainted Taskmaster
walks about.
-
Common
NPC
Celebrants dance and amble
toward the party:
1d4x
2d4x
2d6x
3d8x
-
Common
NPC
Firedancers lithely come toward
the party:
1d4x
2d4x
2d6x
3d8x
-
Common
NPC
A Firedancer party approaches
the PCs:
1x Campmaiden, 1d4x
Firedancers, 2d4x Celebrants
1x Hearthstud, 2d4x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d6x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d8x
Firedancers, 2d8x Celebrants
D%
Event
Description
-
Common
NPC
A single Campmaiden or
Hearthstud approaches the party
with a twinkle in their eye. Use
the sex opposite the majority of
the PCs’ composition, or randomize
if there is a tie.
27
Named NPC
Ambling scholar Brocambe
Methurzz.
28
Named NPC
Beastmaster Gabharn.
29
Named NPC
Blacksmith Hamfast Burrbottom.
30
Named NPC
Feastmaster Frobwin Glamfork.
31
Named NPC
Herbalist Innelothe.
32
Named NPC
Illusionist entertainer Raekeldorr.
33
Named NPC
Keeper of Records Skandern
Lithutz.
34
Named NPC
Keepmaster Vanarelia Riccards.
35
Named NPC
Loremaster Dalnarok.
36-37
Named NPC
Mercenary dwarf Gordsturll.
37-38
Named NPC
Merenary tiefling Killarth.
39
Named NPC
Railmaster Arranz Trevain.
40
Named NPC
Tinkermaster Skandbard.
41
Named NPC
Warden Imeltrude Legande.
42-50
Named NPC
Brewmaster Glimdarffe Sudsglub.
51
Named NPC
Cartographer Estarel Finequill..
52
Named NPC
Chemist Incebb Gullip..
53-60
Named NPC
Chief engineer Didkeln
Clawhammer.
61-65
Named NPC
Coinmaster Lugatoo.
66-70
Named NPC
Dwarven union leader Danalin
Foeslash.
71-75
Named NPC
Elven administration leader
Maresmir.
76
Named NPC
Engineer Brimdog Firecleave.
77-82
Named NPC
Foreman Belerras.
83-89
Named NPC
Gangboss Dagbrag.
90
Named NPC
Lead designer Estarel Finequill.
91
Named NPC
Mayor Faenadorn.
92
Named NPC
Minemaster Thrennian Lo’quee.
93
Named NPC
A Mystic Seer.
94
Named NPC
Sage Natobbe.
95
Named NPC
Stablehand Friskbik.
96
Named NPC
Stablemaster Semtammi.
97-00
Named NPC
Tribute magister Elawelle.
Areas of Interest
ML5-O-1: Elevators North
Please refer to page 442 for further details.
ML5-O-2: Elevators West
Page 452 commences a full description of this area.
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Mines L5
ML5-O-3: Elevators East
Turn to page 455 for further details.
ML5-O-4: Jail Cell
Refer to page 457 for additional description.
ML5-O-5: Lair
Please refer to page 460 for a full depiction.
ML5-O-6: Ceiling Hole
This region is described in detail starting with page 463.
ML5-O-7: Mining Southwest
Page 465 describes this area in detail.
ML5-O-8: Mining Northwest
Please turn to page 468 for a complete description.
ML5-O-9: Mining North-Northwest
Turn to page 470 commences full details.
ML5-O-10: Mining North-Northeast
A complete description is laid out starting on page 472.
ML5-O-11: Mining Northeast
Please refer to page 475 for full details.
ML5-O-12: Mining Southeast
Page 478 begins a full description.
ML5-O-13: Admin Building
This structure is described in full starting with page 481.
ML5-O-14: Treasure Hoard
Please turn to page 484 for complete details.
ML5-O-15: Lair Guardians
This region is depicted in detail on page 486.
ML5-O-16: Lair Approach
Turn to page 488 for full details.
ML5-O-17: Mayor’s House
Page 490 has a full description of this building.
442
Mines L5
Map 156: Elevators North Overview (ML5-ENL-O)
One square equals 5 ft.
443
Mines L5
ML5-ENL-O: Elevators North Overview
Overview
Overgrown a bit with fungus, this region remains usable
according to its original design: a residence and workspace
for the Lead Designer, and a storage nexus for the Law-
oriented aspect of this floor of the Mines.
Theme & Purpose
In addition to housing one the Elevators—which are the only
way in and out of this northwestern chamber of Mines Level
5—this area also holds the Designer’s House, a building rich
in information and loot potential.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
Of note, the
Lead Designer is usually in the
Designer’s House. There’s a
90% chance of this each
time the party approaches this area.
Areas of Interest
ML5-ENL-O-1: Designer’s House North
Please refer to page 445 for more details.
ML5-ENL-O-2: Designer’s House Middle
Page 448 commences a detailed description.
ML5-ENL-O-3: Designer’s House South
Turn to page 450 for a complete descripton of this building.
ML5-ENL-O-4: Elevator Up
This leads to “Map 141: Elevators North Overview (ML4-
ENL-O)” on page 402.
ML5-ENL-O-5: Elevator Down
This elevator has been nearly entirely obscured by a
massive overgrowth of fungus. Although the mushrooms
themselves appear benign, it’s clear the elevator itself
will not function until the mess is cleared up.
Clearing the elevator for use takes about 10 minutes;
in the midst of this process, roll on the
Random
Encounter table and ignore “NPC Encounter” results,
placing ensuing beasts as approching from Location 12
to the northwest.
This elevator leads down to “Map 178: Elevator North Up
(ML6-ENU)” on page 500.
ML5-ENL-O-6: Fungus Nest
A huge clump of head-sized mushroom caps infests this
region to the south of the down-leading elevator.
Touching the mushrooms in this area—specifically, any
mushrooms that are not strictly part of the cleanup effort to
unveil the Elevator Down to the north—spawns a
Yellow
Musk Creeper which attacks the party.
ML5-ENL-O-7: Designer’s Entrance
There is just enough room here to walk to the entrance to
the massive building without touching any fungus.
The door and entrance are described in greater detail in
“Map 157: Elevators North: Designer’s House North (ML5-
ENL-DSN)” on page 445.
ML5-ENL-O-8: South Secret Door
This door is described as part of “Map 159: Elevators North:
Designer’s House South (ML5-ENL-DSS)” on page 450.
ML5-ENL-O-9: South Fungal Patch
Massive, out-of-control blooms of fungus have taken over
the tracks in this area.
Scraping the mushrooms off the track so as to enable travel
takes about 8 minutes, during which time the party should
be quite tense, but no additional effects occur. Note that
depending on the status of the Random Encounters timer,
you may still need to make a roll on the
Random
Encounter table as normal.
ML5-ENL-O-10: Railway Tracks
The tracks are sturdy and sure, and the railbed is
secure—these tracks would be fit for purpose if it wasn’t
for all of the fungal infestation around!
ML5-ENL-O-11: Rockspire
35’ straight up, this stalagmite reaches, all the way to
the ceiling above you. About its base is a cluster of fallen
rock and giant, head-sized mushroom caps.
444
Mines L5
ML5-ENL-O-12: Discarded Tools
A firepit, wheelbarrow, and woodpiles sit to the west of a
20’ tall stalagmite in this area. Mining and woodworking
tools lie abandoned everywhere, as though they were
tossed down by workers who fled or were otherwise
compelled to leave the area.
Access
Contents
Abandoned
Tools
unprotected
Weapons: Simple, roll 2d4
times, using Context D
ML5-ENL-O-13: Sack Disarray
An enormous volume of sacks has toppled here, spilling
to the south and west.
Access
Contents
Sack
Piles
unprotected
Rations & Prepared Food, size
Large, double quantities
ML5-ENL-O-14: Storage
A large grid of crates is stored here, nestled in the curve
of the railway. To the south are two treasure chests.
Access
Contents
Crates,
Large (8x)
Container: Barrel
or Crate
Glasses, Metals, and
Woods, size Large
Crates,
Small (6x)
Container: Barrel
or Crate
General Supplies,
size Medium
Chests (2x)
Locks: Chest,
Strongbox, using
Context B
Glasses, Metals,
and Woods, using
Context C
445
Mines L5
Map 157: Elevators North: Designer’s House North (ML5-ENL-DSN)
One square equals 5 ft.
446
Mines L5
ML5-ENL-DSN: Elevators North: Designer’s House North
Overview
The entryway, and main functional area, of the Lead
Designer’s residence.
Theme & Purpose
This is perhaps the most high-class, high-quality, and elitely-
decorated establishment remaining in the Mines. It’s a rich
source of information, both in terms of facts and history as
well as for the possibility of interacting with NPCs.
Default Doors
Unless otherwise specified, all doors are locked when first
encountered and derive from the following profile:
Access
Default Door
Locks: Door, Simple, using Context C
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster-related results once.
NPCs of Note
Of note, the
Lead Designer is usually in the
Designer’s House. There’s a
90% chance of this each
time the party approaches this area.
Areas of Interest
ML5-ENL-DSN-1: Entrance
Empty flowerpots flank steel-reinforced doors. To either
side of the doors is a wall sconce containing a lit torch.
Access
House Entrance
Locks: Door, Reinforced
ML5-ENL-DSN-2: Foyer
This quiet chamber houses a handful of comfortable
chairs and a sideboard. Simple wooden double doors
which lack a lock lead north.
Access
Contents
Sideboard
unprotected
Rations & Prepared Food,
using Context C
ML5-ENL-DSN-3: Dining Hall
This long, expansive chamber houses a banquet table
atop a massive and expensive-looking rug. To either
side of the banquet table is a smaller table, unset and
ringed with chairs. Comfortable sitting chairs are spaced
evenly thorughout. Against the east wall is a sideboard.
To the northwest, southeast, and southwest are double
doors partially hidden by purple curtains; the set to the
northwest is steel-reinforced; the southern sets bear no
lock.
Access
Contents
Sideboard
Locks:
Furniture,
Simple
Rations & Prepared Food,
using Context C AND
Potions: Moderate
ML5-ENL-DSN-4: Designer’s Chambers
This appears to be the personal chambers of the owner
of this building. A big double bed, a lab table, bookcases,
sideboards, plenty of tables and chairs with fresh food
set upon them, sitting chairs, a privy, a washbasin,
freshly-maintained potted plants, and a clothes cabinet
are all in exceptional order and upkeep.
Access
Contents
Bookshelves
unprotected
Each has a
20% chance
of containing a book in
Books: General AND
Each has a
25% chance
of prompting a roll on the
Plot Discoveries table
Sideboards
(2x)
Locks:
Furniture,
Strong
Writing Supplies, using
Context C AND
Potions: Moderate
Clothes
Cabinet
Locks:
Furniture,
Simple
Clothing: General, using
Context C, size Medium
ML5-ENL-DSN-5: Secret Door
Only read the italicized text below if the secret is discovered.
Though the description is written assuming the party is
approaching from the west, the door is accessible from
either side.
447
Mines L5
Against the western wall, obscured behind the potted
plant, is a niche in the wood that seems suspicious.
Prodding, you discover a lock mechanism, and trace the
outline of a door leading westward.
Access
Secret
Door
Locks: Door, Secret (Perception only, to
discover) AND
Locks: Door, Reinforced (to open)
ML5-ENL-DSN-6: Guestroom A
This westernmost guest room has well-crafted, high-
quality furniture: a potted plant, a washbasin, a clothing
cabinet, writing and dressing desks, a bed, and a stool.
Access
Contents
Cabinet
Locks: Furniture,
Simple
Clothing: General
Writing
Desk
unprotected
Writing Supplies
Dressing
Desk
Locks: Furniture,
Simple
Textiles: General
ML5-ENL-DSN-7: Guestroom B
This guestroom is nearly identical to its neighbors, but is
narrower.
Access
Contents
Cabinet
unprotected
Clothing: General,
using Context B
Writing
Desk
unprotected
Writing Supplies,
using Context C
Dressing
Desk
Locks: Furniture,
Simple
Weapons: Simple
ML5-ENL-DSN-8: Guestroom C
A bit wider than its western counterparts, this guestroom
also features a table in the southeast corner.
Access
Contents
Cabinet
Locks: Furniture,
Simple
Clothing: General,
using Context C
Writing
Desk
Locks: Furniture,
Simple
Writing Supplies,
using Context C AND
Weapons: Light
Dressing
Desk
unprotected
Gems: Low
ML5-ENL-DSN-9: Guestroom D
The largest of the four guestrooms, this one has pretty
much the same contents as its neighbors, but contains a
bit more space.
Access
Contents
Cabinet
Locks: Furniture,
Simple
Clothing: General,
using Context C
Writing
Desk
Locks: Furniture,
Simple
Writing Supplies,
using Context C AND
Gems: Low
Dressing
Desk
unprotected
Armor: Light, using
Context C
ML5-ENL-DSN-10: Guestroom Hallway
This “L”-shaped hallway connects the guestrooms to the
kitchen in the southeast.
ML5-ENL-DSN-11: Kitchen
A small stove sits against the east wall; sacks of food are
on the west side. To the north and south are unlocked,
simple wooden double doors; those to the north are
hidden by curtains.
Access
Contents
Food
Sacks
unprotected
Simple Foodstuffs, size
Medium
ML5-ENL-DSN-12: Sitting Room
A large, rectangular room similar in size to the banquet
hall is home to a number of sitting chairs, potted plants,
and four sideboards. Simple, unlocked wooden double
doors lead to the northeast and northwest; to the south
is a massive set of steel doors.
Access
Contents
Sideboards
(4x)
Locks: Furniture,
Simple
Rations & Prepared
Food, using Context C
Access
Library Door
Locks: Door, Stronghold
448
Mines L5
Map 158: Elevators North: Designer’s House Middle (ML5-ENL-DSM)
One square equals 5 ft.
449
Mines L5
ML5-ENL-DSM: Elevators North: Designer’s House Middle
Overview
This is the Library section of the building complex.
Theme & Purpose
Most definitely, this zone is of particular interest to those
seeking valuable information.
Default Doors
Unless otherwise specified, all doors are locked when first
encountered and derive from the following profile:
Access
Default Door
Locks: Door, Stronghold
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all monster-related results.
Quiet, Please
The above Random Encounter rules mean that this zone is a
safe place to rest for any amount of time.
Repository of Knowledge
Each of the dozens of bookcases in this library has the same
chance of bearing loot when searched:
Access
Contents
Library
Bookshelf
unprotected
Each has a
10% chance of
containing a book in Books:
General AND
Each has a
15% chance
of prompting a roll on the
Plot Discoveries table
NPCs of Note
Of note, the
Lead Designer is usually in the
Designer’s House. There’s a
90% chance of this each
time the party approaches this area.
Areas of Interest
ML5-ENL-DSM-1: North Hall
A quiet, vast chamber smells strongly of dust, wood, and
paper. It’s a library, no question: the interior structure
is formed by bookshelf upon bookshelf, forming three
long columns of navigation that stretch the entire length
of the room. The parquet floor is softened by enormous,
exceptionally-crafted rugs with thick pile.
ML5-ENL-DSM-2: Reading Table
In the exact center of the chamber is a simple wooden
table ringed with well-worn chairs. To the east is a
fireplace; to the west, a large, floor-to-ceiling window
looking out into the Mine floor, flanked by comfortable
chairs and potted plants.
ML5-ENL-DSM-3: South Hall
Your footsteps echo as you traverse the south hall.
ML5-ENL-DSM-4: Northwest Stacks
The hallway formed of bookshelves ends in a thin purple
rug.
ML5-ENL-DSM-5: Northeast Stacks
The northeast corner of bookshelves ends abruptly in a
blank stone wall to the north.
ML5-ENL-DSM-6: Southwest Stacks
This corner leads to the south portion of the main, center
corridor via a small gap in the bookshelf stacks.
ML5-ENL-DSM-7: Southeast Stacks
This corridor of shelves forms an “L” shape, connecting
back to the center alley.
Upon reaching this corner, roll on the
Random
Encounter table and ignore monster-related results. Place
any NPCs that ensue as approaching from Location 1 in the
north.
ML5-ENL-DSM-8: South Library Door
These massive, steel doors bar your entry further to the
south.
450
Mines L5
Map 159: Elevators North: Designer’s House South (ML5-ENL-DSS)
One square equals 5 ft.
451
Mines L5
ML5-ENL-DSS: Elevators North: Designer’s House South
Overview
A slanted continuation of the Library to the north, containing
wares of slightly less interest and value.
Theme & Purpose
Still a rich source of information potential, it also connects
to the storage in the south.
Default Doors
Unless otherwise specified, all doors are locked when first
encountered and derive from the following profile:
Access
Default Door
Locks: Door, Stronghold
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all monster-related results.
Quiet, Please
The above Random Encounter rules mean that this zone is a
safe place to rest for any amount of time.
Repository of Knowledge
Each of the dozens of bookcases in this library has the same
chance of bearing loot when searched:
Access
Contents
Library
Bookshelf
unprotected
Each has a
5% chance of
containing a book in Books:
General AND
Each has a
10% chance
of prompting a roll on the
Plot Discoveries table
Areas of Interest
ML5-ENL-DSS-1: Entrance
To either side of the north door is a table and a few
chairs or stools, and a potted plant. The tables are
empty, with deep indentations from long use as reading
tables.
ML5-ENL-DSS-2: West Hall
The bookshelves here are groaning under the weight of
their charges; some look prone to collapse.
ML5-ENL-DSS-3: East Hall
This hall contains a great many shelves; the wood in a
few cases appears to be rotted.
ML5-ENL-DSS-4: Storage
This large pantry smells even mustier and dustier than
the library chambers to the north. Odds and ends litter
every surface.
Access
Contents
Crate,
Large
Container: Barrel
or Crate
Glasses, Metals, and
Woods, size Large,
using Context C
Treasure
Chests
(2x)
Locks: Chest,
Strongbox AND
Traps: General
Potions: Moderate AND
Writing Supplies,
using Context C
Reading
Tables
(3x)
unprotected
Each has a
30%
chance of containing a
book in Books: General
AND
Each has a
25%
chance of prompting a
roll on the
Plot
Discoveries table
Barrel,
Sealed
Container: Barrel
or Crate
Alcohol: General, using
Context C
Barrels,
Open
unprotected
Alcohol: General, using
Context C
Access
Storage Door
Locks: Door, Secret (to identify) AND
Locks: Door, Stronghold (to open)
ML5-ENL-DSS-5: South Door
To the west of the massive locked door leading south is
another reading table; a smaller, circular table sits near a
potted plant to the east.
452
Mines L5
Map 160: Elevators West (ML5-EWC)
One square equals 5 ft.
453
Mines L5
ML5-EWC: Elevators West
Overview
These elevators lead to the domain of Chaos within the
Mines. Their current condition reflects this nature!
Theme & Purpose
This is the only way into and out of the western chamber
of Mines Level 5. It’s not rich in loot, but certainly is in
danger.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all results of “NPC Encounter” once.
Diamonds in the Rough
Each of the debris piles in Locations 3, 4, and 5 require a
good deal of time to search, and may or may not be worth it.
Searching any one of these piles of debris will take a bit
of time; automatically roll on the
Random Encounter
table and ignore “NPC Encounter” results. Any creatures
that result will approach from Location 6 to the west.
Areas of Interest
ML5-EWC-1: Elevator Up
It appears that someone erected a makeshift barricade
about the south, east, and west edges of this elevator
shaft. Hip-high stacks of sandbags have been piled high,
and to each of the four corners is a toppled pillar. To the
west is a former guardpost, burnt to a crisp; rubble from
various sources has been piled all about.
The elevator leads to “Map 140: Elevators West (ML4-
EWC)” on page 399.
Whenever the PCs set foot on this elevator—including
if they first descend to this level via it—roll on the
Monsters: Mines, Light FlexContent table; place the
results as approaching from the north. Repeat three
additional times for encounters approaching from the
east, south, and west, respectively. All four batches of
beast enter play simultaneously.
ML5-EWC-2: Elevators Down
An repellant mixture of guano and blood litters the
elevator here. It appears to remain functional, but
unpleasant. A half-orc corpse has been slain to the
north.
This leads down to “Map 181: Elevators Southwest (ML6-
ESW)” on page 507.
Access
Contents
Half-Orc
Corpse
unprotected
Weapons: Exotic, using
Context B
ML5-EWC-3: Northeast Debris
An enormous volume of debris and trash has been
gathered and shoved up against the cave walls in this
expansive corner. To the southwest of the debris, the
looping swirl of a blood trail connects with a half-elven
body that was torn apart a few weeks ago.
Access
Contents
Debris Pile
unprotected
Gems: Low, using Context D
Half-Elf
Corpse
unprotected
Weapons: Martial Ranged
AND
Weapons: Light
ML5-EWC-4: South Debris
This pile of destroyed and removed masonry piles head-
high in places.
Access
Contents
Debris Pile
unprotected
Weapons: Simple, roll 1d4
times
ML5-EWC-5: Southeast Debris
In addition to an absolutely staggering pile of garbage
and splintered wood here, there is a cluster of two large
crates and a treasure chest to the north, and a somewhat
substiantial pile of treasure to the southwest, with coins
littered everywhere amid two dwarven corpses.
Access
Contents
Crate,
Large
(2x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large, using
Context D
Chest
Locks: Chest,
Simple
Weapons: Martial Ranged
454
Mines L5
Access
Contents
Dwarf
Corpses
(2x)
unprotected
Armor: Heavy AND
Weapons: Martial 2H AND
Weapons: Ranged
Cave
Floor
unprotected
Coin Treasure: Moderate,
using Context D
ML5-EWC-6: Dirt Swath
From the base of a 25’ tall stalagmite that reaches all the
way to the ceiling, a spread of dirt and mud ponds about
in clumps to the southeast.
ML5-EWC-7: Southwest Debris
The scent of garbage, rot, and filth fills your nostrils as
you step near this area. To the east is a pile of sacks, and
an elf body that appears to have been mauled by acid a
month or so ago.
Access
Contents
Sacks
unprotected
Simple Foodstuffs, size
Medium
Elf Corpse
unprotected
Weapons: Martial Ranged
AND
Potions: Moderate
ML5-EWC-8: North Barren Patch
This region appears to have been burnt horribly. The
cave floor is melted in places; boulders are scorched, and
the whole place reeks of soot and cinders. Clusters of
singed, empty barrels stand just shy of the curve of the
railway in the northeast.
ML5-EWC-9: Railway
These rails are sturdy, but the rail ties have seen better
days. It would be safe to travel here, only if the going
was slow. To the northeast of the tracks, a stack of intact
casks has been arranged.
Access
Contents
Casks
(5x)
Container:
Barrel or Crate
Alcohol: General, using
Context B
455
Mines L5
Map 161: Elevators East (ML5-EEL)
One square equals 5 ft.
456
Mines L5
ML5-EEL: Elevators East
Overview
These Elevators are the only way in or out of the northeast,
Law-oriented region of Mines Level 5.
Theme & Purpose
There’s a fair amount of loot potential here
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” results once.
Areas of Interest
ML5-EEL-1: Railway
There’s a fairly major breach in the rails here, just north
of the elevators. A railcar could never jump the gap;
it would have to go back all the way around until it’s
repaired.
ML5-EEL-2: Elevator Down
Spatters of blood leave a trail heading from south to
northwest of this elevator; in the middle of the trail is
a dwarven miner who has been hacked to pieces a few
weeks ago from the condition of rot.
The elevator itself leads down to “Map 182: Elevators East
(ML6-EEL)” on page 509.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 2H, both
using Context D
ML5-EEL-3: Elevator Up
The PCs likely took this from “Map 145: Elevators East
(ML4-EEL)” on page 411.
ML5-EEL-4: Western Storage
A well-ordered assortment of crates has been stashed
here, to the south of a firepit. Amidst it all, a piel of
coins and gems has been placed atop a splatter of blood.
Access
Contents
Crates,
Large (7x)
Container:
Barrel or
Crate, using
Context C
Glasses, Metals, and
Woods, size Large
Crates,
Small (6x)
Container:
Barrel or Crate
Rations & Prepared Food,
size Medium
Sack Piles
(3x)
unprotected
Simple Foodstuffs, size
Medium
Access
Contents
Barrels (3x)
Container:
Barrel or Crate
Alcohol: General, using
Context B
Treasure
Pile
unprotected
Coin Treasure: Moderate,
using Context B AND
Gems: Low
Crate Top
unprotected
Books: General, using
Context D
ML5-EEL-5: North Tables
In the north is a trio of tables; atop each one is a treasure
chest. The easternmost one has been forced open with
not much skill, and is empty. In between the center and
east tables is a trio of empty barrels that reek of whisky.
Access
Contents
Chests
(2x)
Locks: Chest,
Strongbox, using
Context B
Weapons: Martial 1H AND
Potions: Moderate, both
using Context D
ML5-EEL-6: Southeast Storage
Two clusters of four crates each have been arranged
here. To their south is a long table with two baskets and
an empty cask that smells of mead.
Access
Contents
Crates, Small
Northeast (4x)
Container:
Barrel or
Crate
General Supplies, size
Medium
Crates, Small
Southwest (4x)
Container:
Barrel or
Crate
Rations & Prepared
Food, size Medium
ML5-EEL-7: Table
A simple table, ringed with chairs, has knife marks all
atop it, and a trail of blood leads north.
457
Mines L5
Map 162: Jail Cell (ML5-JLC)
One square equals 5 ft.
458
Mines L5
ML5-JLC: Jail Cell
Overview
The spiraling tunnels leading down from the Residential
District all the way on the surface of Mondaria City
culminates in this simple jail cell, used to store prisoners to
be used as meals for the denizens of the caves to the east and
north.
Theme & Purpose
PCs who have made their way down to this level from the
surface are in for a surprise, though by this point they should
have no illusions as to the nature of the tunnels they have
been chasing.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Symbiotic Gaoler
There’s a somewhat symbiotic relationship that has been
formed here, though neither party is quite aware of that
relationship, or indeed even of the other party!
The formidable creature(s) that make their lair to the east
ensures a steady supply of captives to be stored in this jail.
Lesser creatures dwell in the jail itself, in Location 9.
These lesser creatures serve as an escape deterrent; anyone
attempting to leave this chamber is attacked immediately.
So long as no escape is attempted, these creatures will not
attack anybody wandering about in the chamber.
The lesser beasts will occasionally eat a prisoner, but only to
satsify their need.
As the PCs enter this area for the first time, roll on the
Monsters: Mines, Average FlexContent table, and place
the results in Location 9. This creature(s) will only
attack the party if the PCs attack it, or if the party makes
any attempt to leave the chamber (via either Location 2
or 1).
Areas of Interest
ML5-JLC-1: Entryway
You scuttle along the narrow, cramped passage on all
fours, bumping your head occasionally in the murky
dark. Spiderwebs, mud, and filth soon coat your
extremities, and you wonder at the wisdom of traveling
through this area in the first place.
It’s unpleasant, but there is no danger in traversing this
zone.
ML5-JLC-2: Ceiling Hole
This hole leads up to “Map 120: Circular Stair Pit (ML3-
CSP)” on page 349.
ML5-JLC-3: Entrance
This chamber reeks of feces, rot, and sweaty horror.
It’s bleak, moist, and just unpleasant to be in; despite
the large size of the room, you feel penned in,
claustrophobic, and as though escape is impossible.
ML5-JLC-4: South Fungal Patch
In the bleak moisture of the chamber, a huge assortment
of mushrooms has blossomed.
ML5-JLC-5: Northeast Fungus
This entire curved corner has been overtaken by fungus.
Some caps are hand-sized; others are as large as one’s
torso.
ML5-JLC-6: Guano North
This entire region is slick with guano. From the
appearance, the floor is actually a thick crust of the stuff,
formed from the excretions of dozens of various species.
ML5-JLC-7: Slimebank North
On the bank of the small ugly pond is a filmy ooze of
brownish oil.
This is a
Grey Ooze, which will attack the party if
approached to within 10’.
ML5-JLC-8: Slimebank South
A greasy puddle of translucent ichor lies here on the edge
of the pond.
This is a
Slime Mold, which will attack the party if
approached to within 10’.
459
Mines L5
ML5-JLC-9: Gaoler’s Island
Against the far west of the chamber is an island of
sorts in the pond. It’s covered in boulders and thick
spiderwebs.
ML5-JLC-10: Ichor Pond
This shallow pond appears to barely delve 4’ under
the cave floor. It’s filled with a disgusting mixture of
feces, oil, liquified soot, and other, more toxic residues,
perhaps from the ore in the mines. It smells of burnt oil
and musty turnips.
Although absolutely disgusting, there is no physical danger
posed by the pond.
460
Mines L5
Map 163: Lair (ML5-LAR)
One square equals 5 ft.
461
Mines L5
ML5-LAR: Lair
Overview
This is the lair of the beast(s) that inhabit this deep level of
natural caves above.
Theme & Purpose
The main purpose is to terrify the PCs and pose a truly
formidable challenge to them. A secondary goal here would
be to reward the party with significant treasure.
Random Encounters
Until the creature(s) identified in the “Denizens of the
Deep” rule (see below) are defeated, there are no Random
Encounters to be found here.
An hour after the Denizens of the Deep are defeated, resume
random encounters here: use the standard / default Random
Encounter rules for this level. Reroll all “NPC Encounter”
results.
Denizens of the Deep
As the PCs approach this area, roll on the
Monsters:
Mines, Elite FlexContent table. Place the resulting beast(s)
as slumbering in Location 5.
Perhaps moreso than in any other location in the entire
adventure, your skill here as a GM is critical. This lair
is meant to pose a significant, but not insurmountable,
challenge to the party. On the plus side, they may have
come from the spiral stair tunnels directly above this
lair; in that scenario, they are likely quite well-rested
and well-equipped, as they have bypassed four entire
layers of the Mines and are somewhat fresh from the
surface, so to speak. If they came from the north, via the
Lair Approach, they are much more likely to be depleted,
wounded, and in need of repreieve. Use your judgment
as a GM as to what level of challenge is appropriate here;
the goal is not to set up a Total Party Kill (TPK).
It’s also worth remembering—for yourself, as well as the
players!—that this entire region is completely optional;
wounded and weak players should size things up upon
seeing the Denizens and flee or backtrack as necessary
to avoid destruction.
Areas of Interest
ML5-LAR-1: Approach
A grim calm settles over the cavern as you head
southward. Rocks and boulders grow in size; the cave
floor darkens and deepens in hue.
ML5-LAR-2: Guano East
The northeast of this chamber is coated in slick
feces from a number of cave creatures. Skeletons of
humanoids and monsters alike dot the cave floor about a
floor-to-ceiling rock pillar 25’ in height.
ML5-LAR-3: Guano West
Excrement coats the cave floor in the northwest of the
lair. Monster corpses rest among the feces, making for
quite the aroma of putrescent decay.
ML5-LAR-4: Corpses East
Corpses of a multitude of humanoid races lie here, tossed
to the floor. Possessions seem to have been stripped and
thrown in a heap in the center.
Access
Contents
Treasure
Pile
unprotected
Armor: General (roll 2d6
times) AND
Weapons: General (roll 2d4
times) AND
Coin Treasure: Moderate,
using Context B AND
Gems: Semi-Precious
ML5-LAR-5: Mudrock
This huge rock is unusual in texture and shape. It seems
to have been molded over time through erosion.
ML5-LAR-6: Sludgepond
To the south of the lair is a pond of viscous, dirty sludge.
It’s not a source of fresh water; it might be another
reservoir of excrement. About the north shore of this 6’
deep lake, skulls of all manner have been piled.
ML5-LAR-7: Treasure Southeast
A large hoard of possessions, and a vast assortment of
bodies in all stages of rot, lay here.
462
Mines L5
Access
Contents
Treasure
Pile
unprotected
Armor: General (roll 2d6
times) AND
Weapons: General (roll 2d4
times) AND
Clothing: General (roll 1d8
times) AND
Coin Treasure: Moderate AND
Gems: Low AND
Potions: Moderate
ML5-LAR-8: Skeletons South
The bodies in this region are older, dead longer, and
in greater stages of decay; many are merely skeletons.
Amidst them is a spill of gems and coins surrounding
another cloud of possessions stripped from the hapless
intruders.
Access
Contents
Treasure
Pile
unprotected
Armor: General (roll 1d4
times) AND
Weapons: General (roll 1d6
times) AND
General Supplies, size Large
ML5-LAR-9: Skeletons Southwest
These are the oldest, most decomposed corpses in the
lair; nearly all are dessicated skeletons. There is no
treasure to speak of, unless one places value on dozens of
bodies from years past.
ML5-LAR-10: Secret Passage
Only read the italicized text below if the secret is discovered.
Amidst the rotted corpses and horribly mangled skeletons
in the southwest of the lair is an earthen wall with pieces
of bone embedded in it. Poking around, you discover
the earth comes away easily, revealing a low, moist,
crawlspace-like passage to the west.
Access
Jail Secret
Locks: Door, Secret (Perception only)
463
Mines L5
Map 164: Ceiling Hole (ML5-HOL)
One square equals 5 ft.
464
Mines L5
ML5-HOL: Ceiling Hole
Overview
Coming from Mines Level 3, this is another, alternate means
of accessing the Lair region to the east. This is the primary
way the Lair’s denizen(s) enter and exit the complex.
Theme & Purpose
PCs who skipped the “smaller lair” on Mines Level 4
above on their way down to this level may be primed for a
significant fight, and they are correct. If instead the party
investigated the lair on Level 4, they may consider the
challenge over when coming to this area.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Areas of Interest
ML5-HOL-1: Ceiling Crevice
This crack in the ceiling of the cavern is 25’ from the
floor. It’s surrounded by a myriad of rubble, fallen from
the cave top. It seems that this hole in the ceiling was
caused by some sort of seismic activity.
This leads back up to “Map 127: Pit Up/Down (ML4-PIT)”
on page 369.
ML5-HOL-2: Southeast Rubble
A ridge of shoulder-high rubble forms a natural alcove
to the southeast of this region. There’s nothing of real
interest to be found within, however.
If the party searches this area, roll on the
Random
Encounter table and ignore “NPC Encounter” results.
Any monsters that ensue should be placed as approaching
from Location 5 to the northeast.
ML5-HOL-3: Southwest Rubble
This region of the cave is narrower and taller than its
neighbors; from here, you can see easily to the west end
of the chamber.
As the party enters this area, roll on the
Random
Encounter table, and reroll until you get a monster-
related result. Place the ensuing critters in Location 5,
however, the party can see them from this vantage point,
and has the option of waiting for a few minutes (during
which normal Random Encounter rules are suspended);
if they do, the monster(s) introduced will wander away,
never to be heard from against.
ML5-HOL-4: North Rubble
To the east of a 20’ tall floor-to-ceiling rockspire is a
cluster of boulders fallen from the ceiling.
ML5-HOL-5: East Path
A wide, well-worn path leads eastward. There appear
to be all manner of marks in confusing scuffles in the
earthen cave floor.
465
Mines L5
Map 165: Mining Southwest (ML5-MSW)
One square equals 5 ft.
466
Mines L5
ML5-MSW: Mining Southwest
Overview
One of the major areas of focused mining on this level, this
expansive region was one of the most productive in the
Mines.
Theme & Purpose
This is a busy place, filled with interesting loot and the
evidence of former events.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” results once.
Areas of Interest
ML5-MSW-1: Eastern Approach
20’ high scaffolding reaches most areas of the southern
cave wall here. Barrels of fresh water are spaced evenly.
Piles of wood sit here, ready to be shaped. A dwarven
miner has been slain here just south of the rail tracks.
Access
Contents
Dwarf Corpse
unprotected
Weapons: Simple
ML5-MSW-2: Woodpiles
Four large woodpiles hold uncut, shaved timbers.
ML5-MSW-3: North Mining
Tools lie abandoned haphazardly in this zeon, which also
contains two dwarven miner corpses to the north and
west, dead at least a few weeks from the look of them.
Wheelbarrows, throughs of murky water, and rusty
scaffolding reaching 20’ tall complete the arrangement.
Access
Contents
Dwarven
Corpses (2x)
unprotected
Armor: Light AND
Weapons: Light
Abandoned
Tools
unprotected
Weapons: Simple, roll
1d4 times
ML5-MSW-4: Northwest Mining
These scaffolds reach 20’ tall to the ceiling of the
western cave wall. Fresh water sits in barrels spaced
evenly throughout the region.
Access
Contents
Abandoned
Tools
unprotected
Weapons: Simple, roll
1d4 times
ML5-MSW-5: West Mining
Two dwarves were slain here, apparently from blunt
trauma to their skulls, which are both caved in. Their
belonging, and those of several other miners whose
bodies are absent, lie scattered nearby.
Access
Contents
Dwarven
Corpses (2x)
unprotected
Armor: Medium AND
Weapons: Simple
Abandoned
Tools
unprotected
Weapons: Simple, roll
1d6 times
ML5-MSW-6: Southwest Mining
Scaffolding reaches 25’ tall, to the ceiling of the curved
cave wall in this area. On the floor is scattered a small
fortune in coins, which have apparently been spilled
from a large, and open, treasure chest. A dead elf sits
here, apparently hacked to pieces by a multitude of
pickaxes, which lay nearby, bloodied.
Access
Contents
Elf Corpse
unprotected
Armor: Light AND
Weapons: Martial Ranged
AND
Weapons: Martial 1H, all
using Context C
Abandoned
Tools
unprotected
Weapons: Simple, roll 2d4
times
Coin
Treasure
unprotected
Coin Treasure: Moderate,
double quantities
ML5-MSW-7: Southeast Mining
Scaffolds reach 20’ tall in this area, which contains a
plethora of wheelbarrows and two fresh water barrels.
467
Mines L5
ML5-MSW-8: Animal Pen
This is what appears to be a pen formed of wooden
stakes hammered into the earthen cave floor. A trail of
blood leads into the pen, which contains a half-elf who
has been stabbed and lacerated to death at least a few
weeks ago.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Medium AND
Weapons: Light
ML5-MSW-9: Barricade
An enormous quantity of grain sacks and sandbags has
been piled onto the tracks here. It would take hours, if
not a day or more, to remove everything so as to make
the railway passable again. The bags couldn’t have
formed a defensive barricade, as the chest-high mound
doesn’t seem to face any direction; the only possible
motivation for this structure must have been to stop the
railway from being used.
ML5-MSW-10: Abandoned Tools
Amidst a rope tarpaulin, a washing bin, and several
clusters of rock is an assortment of mining tools.
Access
Contents
Mining Tools
unprotected
Weapons: Simple, roll
2d6 times
ML5-MSW-11: Railway
The rails themselves are sturdy and sure, and the railbed
seems well-kept... but the obstacle to the west seems to
prevent normal use of this railway.
468
Mines L5
Map 166: Mining Northwest (ML5-MNW)
One square equals 5 ft.
469
Mines L5
ML5-MNW-Mining Northwest
Overview
Although set up for it, this area was used very lightly for
actual mining, as the cave walls were quickly deemed to hold
much less in the way of interest than other regions on this
level.
Theme & Purpose
Unfit for purpose as a mining zone, this area was
transitioned to storage soon after its establishment.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” results once.
Areas of Interest
ML5-MNW-1: Rockspire
A 30’ tall pillar of rock, encircled by spiderwebs, reaches
all the way to the ceiling here. To the east is a rope
tarpaulin for dragging ore.
ML5-MNW-2: North Mining
These 25’ tall scaffolds are pristine, and seem to have
seen little actual use. The wheelbarrow and water
troughs nearby are similarly clean.
ML5-MNW-3: Northwest Mining
20’ tall scaffolds show very little rust or wear in this
area. Spiderwebs of varying size and thickness of
strand blanket many of the structures. To the east, an
assortment of mining tools lie abandoned.
Access
Contents
Mining Tools
unprotected
Weapons: Simple, roll
2d4 times
ML5-MNW-4: Mining Southwest
These shiny metal scaffolds stand 20’ tall. Two water
barrels and a water trough are spaced around here. To
the northwest is another fresh water barrel, a murky-
water trough, and a sealed barrel.
Access
Contents
Barrel
Container: Barrel
or Crate
Alcohol: General, using
Context B
ML5-MNW-5: Mining South
This corner of the cavern is hunched over, with a 15’
ceiling at most. Spiderwebs blanket the southern
corners.
ML5-MNW-6: Central Storage
Roughly in the middle of this region is an assortment
of containers: crates in varying sizes, and atop one a
treasure chest; a trio of casks; and a neatly-arranged line
of four barrels.
Access
Contents
Crates,
Large
(3x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crates,
Small
(4x)
Container:
Barrel or Crate
General Supplies, size
Medium
Chest
Locks: Chest,
Simple, using
Context D
Coin Treasure: Moderate,
using Context D, halve
quantities
Casks
(3x)
Container:
Barrel or Crate
Alcohol: General, using
Context C
Barrels
(4x)
Container:
Barrel or Crate
Fresh water
ML5-MNW-7: Railway
These tracks are smooth and appear nearly unused.
ML5-MNW-8: East Mining
20’ tall scaffolds reach the ceiling, but little actual
digging appears to have been done here by the
abandoned mining tools on the floor.
Access
Contents
Mining Tools
unprotected
Weapons: Simple, roll
1d6 times
470
Mines L5
Map 167: Mining North-Northwest (ML5-MNNW)
One square equals 5 ft.
471
Mines L5
ML5-MNNW: Mining North-Northwest
Overview
Used a bit for mining, but also for storage, this area suffered
a huge amount of fighting and corruption when the Obelisk
was discovered.
Theme & Purpose
There’s some solid opportunity for loot to be had, here.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” results once.
Areas of Interest
ML5-MNNW-1: West Railway
These rails are sturdy and sound... but the obstacle to the
northwest appears to render that quality moot!
ML5-MNNW-2: Rockspire
This thick stalagmite reaches all the way to the ceiling,
30’ above you. About its base is a muddy, moist zone of
dirt and soot, covered in places by fallen boulders.
ML5-MNNW-3: Sandbag Obstacle
A huge quantity of sandbags has been tossed here to
form a head-high mound of barricade. As it has no real
direction to speak of, it must have been placed here to
hinder use of the railway in either direction. It would
take hours, at least, to remove sufficient bags to enable
progress on these rails.
ML5-MNNW-4: Mining Northwest
20’ tall scaffolds enable access to the entire mining wall
in this area. Where fresh water would normally sit, all
of the evenly-spaced barrels are empty. Water troughs
are filled, but the water within them is brackish, soot-
stained, and smells foul.
ML5-MNNW-5: Mining North
A small pile of coins and gems sits in an open chest
to the south of this 20’ cave wall. Further south, an
assortment of storage containers has been haphazardly
strewn, leading all the way nearly to the rockspire to the
southeast.
Access
Contents
Coin
Treasure
unprotected
Coin Treasure: Moderate,
using Context B AND
Gems: Low
Access
Contents
Crates,
Large
(2x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crates,
Small
(7x)
Container:
Barrel or Crate,
using Context B
Rations & Prepared
Foods, using Context D,
size Medium
ML5-MNNW-6: Mining Northeast
The cave wall mining surface is 25’ tall in this area; the
rusty scaffolds easily reach to the entire length. More
scattered small boxes are here, to the north and south of
the railway.
Access
Contents
Crates,
Small
(3x)
Container:
Barrel or Crate,
using Context B
Textiles: General, using
Context D, size Medium
ML5-MNNW-7: East Railway
These rails are smooth and sure... but you see some scuff
marks here and there, as though someone speeding along
had noticed the barricade to the west, and applied the
brakes swiftly in an effort to halt rapidly.
472
Mines L5
Map 168: Mining North-Northeast (ML5-MNNE)
One square equals 5 ft.
473
Mines L5
ML5-MNNE: Mining North-Northeast
Overview
Perhaps the area of richest ore on this level of the Mines,
this zone was also used for storage.
Theme & Purpose
There’s plenty of treasure and supplies to be found... but
also, owing to the region’s importance and prominence, a
great deal of carnage to find as well.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” results once.
Areas of Interest
ML5-MNNE-1: Railway
Blood greases the tracks nearly the entire circumference
of this region. The fluid is a week or so old, crusted and
mostly dried. You’re not sure if corpses leaking blood
were being transported here, or if several miners were
slain as they stood on the tracks or tried to escape along
them... it’s unclear precisely what occured. What is
clear is that a massacre of some sort took place here, to
account for the sheer volume and surface area covered by
the substance.
ML5-MNNE-2: Western Storage
A triangle of barrels sits near two small crates, a treasure
chest, a wheelbarrow, a pile of debris, and an orderly
stack of casks.
Access
Contents
Crates,
Small
(5x)
Container:
Barrel or Crate
Fishing Supplies, size
Medium
Barrels
(5x)
Container:
Barrel or Crate
Alcohol: General, using
Context D
Barrels
(7x)
Container:
Barrel or Crate
Fresh water
Chest
Locks: Chest,
Simple, using
Context C
Potions: Moderate, using
Context B
ML5-MNNE-3: Mining Northwest
The sturdy and well-kept scaffolds in this area reach
all the way to the 25’ ceilings. Debris and trash are
scattered everywhere. To the southwest is a dead
dwarven miner.
Access
Contents
Dwarf Corpse
unprotected
Weapons: Martial 2H
ML5-MNNE-4: Mining North
25’ tall scaffolds allow access to the entire cave wall
surface. A dead dwarf lies amidst her own blood, with
tools scattered nearby.
Access
Contents
Dwarf Corpse
unprotected
Armor: Medium AND
Weapons: Martial 1H
ML5-MNNE-5: Barrel Scatter
Barrels are scattered here, across the tracks. To the
northwest, amidst the trail of blood, is a half-orc warrior,
slain by pickaxes and hammers from the look of it. East
of the barrels, on the other side of the railway tracks, is a
second half-orc, slain in similar manner.
Access
Contents
Half-Orc
Corpses
(2x)
unprotected
Armor: Heavy AND
Weapons: Martial 1H AND
Armor: Shields
Barrels
(6x)
Container:
Barrel or Crate
Alcohol: General, using
Context B
ML5-MNNE-6: Central Storage
Against the eastern face of a big stalagmite is an
assortmet of storage containers. A pile of trash sits to
the south of these.
Access
Contents
Crates,
Large
(4x)
Container:
Barrel or Crate,
using Context B
Glasses, Metals, and
Woods, size Large, using
Context B
Crates,
Small
(6x)
Container:
Barrel or Crate
Clothing: General, size
Large
474
Mines L5
ML5-MNNE-7: Storage Southeast
An array of chests sit upon a series of pallets here. Coins
are scattered all about, likely spilled from the giant and
open treasure chest south of the pallets. A huge mound
of trash sits to the east, near a big stalagmite.
Access
Contents
Chests
(4x)
Locks: Chest,
Strongbox,
using Context B
Coin Treasure:
Moderate, using Context
C, halve quantities
Cave Floor
unprotected
Coin Treasure: Moderate
ML5-MNNE-8: Mining East
25’ tall scaffolds grant access to the walls for mining.
Trash, debris, boulders, and splintered wood all lie
scattered across the area. Two dwarf bodies have been
sliced to pieces a week or two ago.
Access
Contents
Dwarf
Corpses
(2x)
unprotected
Weapons: Ranged AND
Weapons: Simple
475
Mines L5
Map 169: Mining Northeast (ML5-MNE)
One square equals 5 ft.
476
Mines L5
ML5-MNE: Mining Northeast
Overview
This zone was used commonly from mining; it also holds
a good deal of the fruits of that labor, pending transport
elsewhere.
Theme & Purpose
This should feel like a formerly busy area, and the sheer
quantity of corpses should make it feel empty, desolate, and
too big, in a way.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Common Bodies
Unless otherwise specified in the description for that
area, the corpses in this region have had their possessions
stripped from them.
Areas of Interest
ML5-MNE-1: Mining Northeast
Two dwarven bodies lay bloodied and slain in this region.
Scaffolding reaches 20’ to the cave wall ceiling.
Access
Contents
Dwarf Corpses
(2x)
unprotected
Weapons: Martial 2H
ML5-MNE-2: Mining East
The ceiling is about 25’ tall in this region; rusty scaffolds
enable full access. To the west of a niche heavily
encrusted with rockspill and spiderwebs is a dwarven
body. To the west is a trio of small crates and one large
one.
An intentional search of the boulder niche yields some
results:
Access
Contents
Boulder
Niche
unprotected
Gems: Semi-Precious,
halve quantities
Crate,
Large
Container:
Barrel or Crate
Rations & Prepared
Food, size Large
Crates,
Small (3x)
Container:
Barrel or Crate
Textiles: General, size
Medium
ML5-MNE-3: Northwest Storage
An orderly array of boxes has been webbed over and
bundled with copious amounts of trash.
Access
Contents
Crates,
Large (5x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
ML5-MNE-4: Central Carnage
There are bodies strewn everywhere, not but a week
slain in a variety of nasty-looking ways. Dwarf, half-elf,
and half-orc alike were victims of whatever occured. To
the north is a trio of small crates; to the northeast, a
triangle of barrels, three of which are empty.
Access
Contents
Crates,
Small (3x)
Container:
Barrel or Crate
General Supplies, size
Medium
Barrels
(3x)
Container:
Barrel or Crate
Alcohol: General, using
Context B
ML5-MNE-5: Garbage Pillar
This stalagmite stretches 30’ to the ceiling, and has been
buttressed by a hip-high volume of foul-smelling trash.
To the east, across the tracks, is a trio of small crates.
Access
Contents
Crates,
Small (3x)
Container:
Barrel or Crate
Clothing: General, size
Medium
ML5-MNE-6: South Storage
Crates and barrels are organized in an orderly fashion; to
the south is an array of containers not so well laid out.
Access
Contents
Barrels
(7x)
Container:
Barrel or Crate
Fresh water
Crates,
Large (7x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
477
Mines L5
Access
Contents
Crates,
Small (3x)
Container:
Barrel or Crate
Fishing Supplies, size
Medium
ML5-MNE-7: Mining Southeast
A long, narrow crevice stretches to the east here, strewn
with boulders and covered in spiderwebs. Three dwarf
miner bodies have bene hacked apart here. To the
northwest is a small crate.
Access
Contents
Boulder Niche
unprotected
Glasses, Metals, and
Woods, using Context
C
Crate, Small
Container:
Barrel or Crate
Rations & Prepared
Food, size Medium
Dwarf Corpses
(3x)
unprotected
Weapons: Light
ML5-MNE-8: Rockspire Southwest
The 30’ ceiling is scraped by this enormous stalagmite,
about the base of which isare piled mounds of boulders.
478
Mines L5
Map 170: Mining Southeast (ML5-MSE)
One square equals 5 ft.
479
Mines L5
ML5-MSE: Mining Southeast
Overview
Heavy mining occured here; it was also quite a busy zone for
storage and transport.
Theme & Purpose
Massive carnage occured here; Location 2 contains one
of the greatest concentrations of corpses in the entire
adventure. There’s also a good deal of loot to be found,
particularly in Location 7.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” results once.
Areas of Interest
ML5-MSE-1: North Approach
A trail of blood leads south; a dead dwarven miner lies in
a thickened pool of it.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Light AND
Weapons: Light
ML5-MSE-2: Railway Massacre
Atop and around the tracks here is massive carnage. A
dozen corpses, all dead about two week’s time, lie in a
crusty, thickened pool of blood. To the west is a large
crate and an assortment of four barrels.
Access
Contents
Corpses
unprotected
Weapons: Simple (roll
3d8 times)
Barrels
(4x)
Container:
Barrel or Crate
Alcohol: General, using
Context D
ML5-MSE-3: Mining Northeast
Rusty, dented scaffolds reach 20’ to the ceiling. A dead
dwarf sits in a muddy pool of blood at the foot of one
such structure.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Ranged
ML5-MSE-4: Storage
A dead half-elf lies amidst a few scattered tools, to the
south of a stack of crates and a treasure chest.
Access
Contents
Half-Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial
Ranged AND
Weapons: Exotic
Crates,
Large (3x)
Container: Barrel or
Crate
Glasses, Metals, and
Woods, size Large
Chest
Locks: Chest,
Strongbox, using
Context B AND
Traps: General, using
Context D
Potions: Moderate,
using Context C
ML5-MSE-5: Mining Southeast
A slain half-orc enforcer, fully armed and armored still,
lies at the base of 15’ tall scaffolds. To the west is a duo
of crates and a chest.
Access
Contents
Half-Orc
Corpse
unprotected
Armor: Heavy AND
Weapons: Exotic AND
Weapons: Light AND
Armor: Shields
Crates,
Small (2x)
Container:
Barrel or Crate
General Supplies
Chest
Locks: Chest,
Simple
Coin Treasure: Moderate,
using Context D
ML5-MSE-6: South Coinspill
To the south of the curve of the railway at this spot,
a trail of spilled coins leads southward. Two dwarf
bodies lie in a muddy depression; they appear to have
been sliced and bled to death, presumably while held, or
perhaps while they were already unconscious.
480
Mines L5
Access
Contents
Cave Floor
unprotected
Coin Treasure: Moderate
Dwarf
Corpses (2x)
unprotected
Weapons: Simple (roll
twice)
ML5-MSE-7: Treasure Niche
To the south of a moist zone of dirt, in a depression in
the cave floor, a treasure pile has been stashed. Neary,
an open and empty chest sits to the north, and a locked
chest to the east.
As the party enters this region, secretly roll on the
Random Encounter table, and repeat until you get a
monster result. Ensuing critters are to be placed in
Location 8 to the northwest.
Access
Contents
Cave Floor
unprotected
Coin Treasure: Moderate
Treasure
Pile
unprotected
Potions: Moderate AND
Gems: Semi-Precious AND
Weapons: Martial Ranged
Chest
Locks:
Chest,
Strongbox
Armor: Heavy AND
Armor: Shields AND
Weapons: Exotic, all using
Context C
ML5-MSE-8: Railway
Sturdy rails and rotted ties are what you see in this area.
The occasional boulder has fallen on the track, and would
have to be moved if this were to be used by a railcar.
481
Mines L5
Map 171: Admin Building (ML5-AB)
One square equals 5 ft.
482
Mines L5
ML5-AB: Admin Building
Overview
One of, if not the main, administrative focal points of the
entire complex, the Admin Building is also home to many
visting elites and internal staff looking for a well-to-do place
to stay.
Theme & Purpose
The poshness, cleanliness, and lack of chaos of this
structure should be almost shocking to any party who has
been through the prior Mine levels. It’s also an excellent
opportunity for information and loot.
Administrative Nexus
Each bookshelf has
20% chance of prompting a roll
on the
Plot Discoveries table.
Random Encounters
Do not roll for Random Encounters unless the party is in the
Courtyard (Location 13).
NPCs of Note
There’s a good (
60%) chance of spotting the
Keepmaster here.
Default Doors
Unless otherwise described, all doors in this building are
locked and closed when first encountered, and derive from
the following profile:
Access
Default Door
Locks: Door, Reinforced, using Context B
Areas of Interest
ML5-AB-1: Entrance
A set of double doors with ornate elvish carvings bars
your entrance here. To either side are lit torches in wall
sconces.
Access
Entrance
Locks: Door, Reinforced, using Context C
ML5-AB-2: Reception
This square room has comfortable chairs and potted
plants.
ML5-AB-3: Entry
South of a large table is a waist-high doorway bearing no
lock. To the south and west are locked doors.
ML5-AB-4: Southesat Hallway
Doors sprinkle the passage to the east and west. The
simple double doors to the west are unlocked.
ML5-AB-5: North Hallway
Two doors are spaced evenly against the north wall. At
the very end to the west is another door.
ML5-AB-6: Guestroom A
This room has a large meeting table, set with half-rotted
food. To the southwest is a bookcase; a potted plant sits
in the northwest corner. There is a sideboard against
the north wall, in between expansive floor-to-ceiling
windows; in the northeast corner is a writing desk and
stool. South of that is a clothing cabinet, atop which sits
a chest; in the southeast corner is a bed and a dressing
desk with chair.
Access
Contents
Bookshelf
unprotected
15% chance to roll on
Books: General
Sideboard
Locks: Furniture,
Simple
Weapons: Simple AND
Alcohol: General, using
Context C
Dressing
Desk
unprotected
Textiles: General
Clothes
Cabinet
unprotected
Clothing: General
Writing
Desk
Locks: Furniture,
Simple
Writing Supplies AND
Gems: Low, halve
quantities
Chest
Locks: Chest,
Strongbox, using
Context B
Potions: Moderate
ML5-AB-7: Guestroom B
Please refer to Guestroom A’s description, as this room is
nearly identical in terms of furniture content and layout.
483
Mines L5
Access
Contents
Bookshelf
unprotected
15% chance to roll on
Books: General
Sideboard
unprotected
Alcohol: General, using
Context C
Dressing
Desk
unprotected
Textiles: General, using
Context C
Clothes
Cabinet
Locks: Furniture,
Simple
Clothing: General, using
Context C
Writing
Desk
Locks: Furniture,
Simple
Writing Supplies, using
Context C
Chest
Locks: Chest,
Strongbox
Weapons: Exotic
ML5-AB-8: Keepmaster’s Quarters
This ornate room must be the Keepmaster’s. The
furniture is much thes ame as the other rooms, but is of
a higher quality, and has carved elven runes over much
of their surface. The corner placement gives a lot of
visibility out of the four huge windows.
Access
Contents
Bookshelf
unprotected
35% chance to roll
on Books: General
Sideboard
Locks: Furniture,
Simple
Alcohol: General, using
Context C, roll twice
Dressing
Desk
Locks: Furniture,
Simple
Textiles: General, using
Context C
Clothes
Cabinet
Locks: Furniture,
Simple
Clothing: General, using
Context C, roll twice
Writing
Desk
Locks: Furniture,
Simple
Writing Supplies, using
Context C AND
Gems: Medium-Quality,
halve quantities
Chest
Locks: Chest,
Strongbox AND
Traps: General,
using Context C
Weapons: Exotic AND
Gems: High-Quality,
halve quantities AND
Potions: Moderate, all
using Context C
ML5-AB-9: Guestroom C
This compact guestroom is still roomy enough to house
a bookshelf, sideboard, writing and dressing desks and
stool, small clothing cabinet, bed, and even a small
circular conference table ringed with chairs.
Access
Contents
Bookshelf
unprotected
10% chance to roll on
Books: General
Sideboard
unprotected
Alcohol: General
Dressing
Desk
unprotected
Textiles: General
Clothes
Cabinet
Locks: Furniture,
Simple
Clothing: General, using
Context C
Access
Contents
Writing
Desk
Locks: Furniture,
Simple
Writing Supplies
ML5-AB-10: Guestroom D
Please refer to the descripton of Guestroom C, as the layout
is nearly identical.
Access
Contents
Bookshelf
unprotected
10% chance to roll on
Books: General
Sideboard
unprotected
Alcohol: General, using
Context B
Dressing
Desk
Locks: Furniture,
Simple
Textiles: General, using
Context C
Clothes
Cabinet
Locks: Furniture,
Simple
Clothing: General, roll
twice
Writing
Desk
Locks: Furniture,
Simple
Writing Supplies AND
Weapons: Simple
ML5-AB-11: West Hallway
The simple wooden double doors to the east bear no lock.
Two reinforced doors lead to the west; in the southeast,
there is a steel door.
ML5-AB-12: Storage
This long, narrow chamber has murky windows that look
out into the courtyard to the north. You can barely see
out of them. All manner of storage container is to be
found here; there’s even an assortment of privies to the
northwest.
Access
Contents
Sack Piles
(2x)
unprotected
Simple Foodstuffs, size
Large
Barrels
(3x)
Container:
Barrel or Crate
Alcohol: General, using
Context C
Crates,
Small
(4x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, using Context C,
size Medium
Chests
(2x)
Lock: Chest,
Strongbox
Coin Treasure: Moderate
AND
Gems: Semi-Precious
ML5-AB-13: Courtyard
This area has no roof and is open to the ceiling 30’ above.
There’s not much to look at, but still, it’s a nice effect.
Potted plant urns are placed in all four corners; the
southeast urn is empty.
ML5-AB-14: Fountain
In the center of the courtyard is an ornate fountain.
It’s not functional, and the water is brackish and soot-
stained, but it’s one of the very few decorations you’ve
seen in the complex.
484
Mines L5
Map 172: Treasure Hoard (ML5-TH)
One square equals 5 ft.
485
Mines L5
ML5-TH: Treasure Hoard
Overview
This alcove is where all of the “trash” collected by the Lair’s
denizens is tossed when they are done with the meat.
Theme & Purpose
Perhaps obviously, this is one of the greatest stashes of loot
on the level.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Areas of Interest
ML5-TH-1: Southwest Web
Massive spiderwebs blanket the rocks in this region.
ML5-TH-2: Trash Wall
Rubbage of all manner has been piled here, waist-high
overall and head-high in places. Torn clothing, shredded
light armor; it’s all useless to beast and person alike.
ML5-TH-3: Skeletons
Dessicated corpses of long-deceased adventurers and
intruding monsters alike have been thrown here to rot.
ML5-TH-4: Treasure Pile
A shining, sparkling beacon among the dirt and grime: a
huge pile of belongings and treasure has been piled here
in the corner.
When searching this area for loot, roll on the
Random Encounter table, rerolling any “NPC
Encounter” results. Any monsters that ensue are to be
placed in Location 1 to the west.
Access
Contents
Treasure
Pile
unprotected
Armor: General, size Large AND
Weapons: General, size Large
AND
Coin Treasure: Moderate, all
using Context B
Clothing
Pile
unprotected
Clothing: General, using
Context C, size Large AND
Textiles: General, using
Context C, size Medium
Cave
Floor
unprotected
Gems: Low AND
Gems: Semi-Precious, using
Context D
ML5-TH-5: Rock Alcove
In the shade of this enormous boulder, you feel calm and
serene.
The party may rest here for any length of time undisturbed;
suspend the Random Encounter rules if all PCs are hidden
behind this rock.
486
Mines L5
Map 173: Lair Guardians (ML5-LRG)
One square equals 5 ft.
487
Mines L5
ML5-LRG: Lair Guardians
Overview
This expansive chamber is the domain of a few symbiotic
threats who have come to form the major line of defense for
the lair’s true denizens.
Theme & Purpose
Depending on the party’s composition and abilities, this area
may prove a more challenging encounter than the true Lair
to the south!
Use your best judgment, here. Weakened parties whom
you wish to see succeed might face only one or two rolls
in “The Lair Guardians”, below, instead of all four.
Similarly, for powerful parties who are mopping up the
critters in this area, you might choose to introduce them
prematurely to the Lair Denizen(s) to the south, who
wander north to join the fray!
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
The Lair Guardians
As the PCs approach this area, roll on the
Monsters:
Mines, Advanced FlexContent table and place the
results at Location 6.
Next, roll twice on the
Monsters: Mines, Average
FlexContent table, and deploy the results at Locations 4
and 7.
Finally, roll on the
Random Encounter table and
ignore “NPC Encounter” results; add any ensuing
monsters at Location 9.
Note that while these creatures remain a threat, you may
still roll for Random Encounters as normal!
Areas of Interest
ML5-LRG-1: Western Approach
You see a vast cavern open up in front of you. The
ceilings are 40’ tall, and you even catch a glimpse of a big
underground lake.
ML5-LRG-2: Southweset Rock Pillar
This enormous, fat stalagmite reaches all the way to
the ceiling. It’s buttressed by boulders and enormous
spiderwebs about the base.
ML5-LRG-3: Northwest Skeleton Gap
A big monster skeleton lies discarded a few yards off
from the northwest shore of the lake.
ML5-LRG-4: Spiderweb Alcove
This region is entirely infested with massive spiderwebs
of thick strand. It’s difficult to even see through them to
the area behind the rock pillar to the west.
ML5-LRG-5: Mucklake
This large pool of disgusting liquid seems to be a mixture
of mud, water seepage, ichor, blood, and other, less
savory bodily fluids from a number of different species
and monsters. It’s barely 6’ deep in its center, little more
than a filled-in depression in the cave floor.
ML5-LRG-6: South Shore Bones
Feet from the south shore of the lake is an assortment
of skeletons, monster corpses, and bone piles in various
forms of decay.
ML5-LRG-7: Webbed Stalagmite
This stalagmite stops a few yards shy of the 35’ tall
ceiling above it. About its base, it’s lashed to the eastern
cave wall with dozens of spiderwebs; the strands are
wrist-thick in places.
ML5-LRG-8: South Rock Pillar
This stalagmite only reaches 20’ tall, well short of the 30’
ceiling. About its base are rocks and small webs.
ML5-LRG-9: Southeast Path
A thick, deep swathe of dirty muck makes progress in
this direction challenging and unpleasant, but possible.
488
Mines L5
Map 174: Lair Approach (ML5-LRA)
One square equals 5 ft.
489
Mines L5
ML5-LRA: Lair Approach
Overview
This zone connects the entryway to the west with the
Treasure Hoard and the Lair Guardians regions to the east.
Theme & Purpose
Either as an approach, or as an escape, it’s generally
necessary to traverse this area as part of experiencing the
Lair.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Lesser Nuisances
As the PCs approach this area, roll
1d4 times on
the
Monsters: Mines, Trivial FlexContent table
and place the results at Location 7, and if applicable,
Locations 6, 3, and 8.
Note that while these threats are in play, you may still roll as
normal for Random Encounters.
Areas of Interest
ML5-LRA-1: Western Approach
The wide path through the huge cavern leads west here.
ML5-LRA-2: Southwest Webs
Huge strands of spiderwebbing connect the rock pillar
and boulders of the north with the cave wall to the south.
ML5-LRA-3: Mudpatch
A zone of inches-deep mud stretches here between the
rock pillars of the south. Boulders peek out of the mud
here and there.
ML5-LRA-4: Northwest Webbing
A myriad of thin-stranded webbing connects the rocks in
this area to the northern cave wall at shin level.
ML5-LRA-5: Rock Pillar Webbing
A massive stalagmite stretches all the way to the top of
the 30’ high ceiling here; about its base is a formidable
buttress of thick-stranded spiderwebs and rockfall.
ML5-LRA-6: North Webbing
There’s nothing back here: not even bones or dessicated
corpses. Odd, for such a protected and webbed region;
perhaps any victims of creatures in this area were taken
elsewhere?
ML5-LRA-7: Northeast Webbing
Huge quantities of spiderwebs blanket the rocks and
walls in this area.
ML5-LRA-8: Webbed Boulders
The rockfall and boulders in this area barely reach your
thighs, but they’ve been webbed over extensively in the
past few months.
ML5-LRA-9: Southeast Path
This leads to ”Map 172: Treasure Hoard (ML5-TH)” on page
484.
490
Mines L5
Map 175: Mayor’s House (ML5-MAY)
One square equals 5 ft.
491
Mines L5
ML5-MAY: Mayor’s House
Overview
The city, and the Mines, need a single point of leadership,
and although many are the factions that vie for power within
the mountain, there is but one official Mayor.
Theme & Purpose
As the Mayor is really more of a political figurehead and
connection back to the
Druid Enclave than a day-to-day
leader of operations in the Mines, the Mayor’s House is rich
with information, but only a little in the way of loot.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
Both the
Mayor (
60%) and the
Mining
Taskmaster (
55%) have a likelihood of being in
residence here.
Default Doors
Unless otherwise described, all doors in this building are
locked and closed when first encountered, and derive from
the following profile:
Access
Default Door
Locks: Door, Reinforced, using Context B
Areas of Interest
ML5-MAY-1: Entrance
Iron double doors are locked against your entry. To
either side, a lit torch blazes from a wall sconce in the
stone facade.
Access
Default Door
Locks: Door, Reinforced, using Context C
ML5-MAY-2: Banquet Hall
It seems a bit odd to have a dining hall be the very
first room in a residence, but from the scuff marks on
the rug and floor, you get the impression that this is a
multipurpose room, and that the banquet table occupying
the center of things is moved about as needed so as to
open the space up for parties, receptions, and the like.
To the north and south are sideboards; the southern wall
also holds two bookcases and a food-preparation table.
To the west, a set of reinforced wooden double doors is
closed and locked.
Access
Contents
Sideboards
(2x)
Locks:
Furniture,
Simple
Alcohol: General, using
Context C AND
Weapons: Simple
Bookshelves
(2x)
unprotected
60% chance to roll on
Books: General, using
Context C
Food Prep
Table
unprotected
Rations & Prepared Food
AND
Simple Foodstuffs, both
using Context C
ML5-MAY-3: North Hallway
A narrow hallway leads north-to-south in the center of
the building. Double doors open to the northeast and
southeast; to the northwest, a single reinforced door is
locked. A single door also leads southward from thsi
area.
ML5-MAY-4: Mayor’s Quarters
This large and vaguely “L” shaped room contains high-
quality, yet simple, furniture. Two potted plants, a
privy, a washbasin, dressing and writing desks, a trio
of comfortable sitting chairs which face the expansive
windows, two clothing cabinets, a small yet luxurious
bed, and a circular table ringed with chairs and set
with fresh food all make for a comfortable and relaxing
environment.
Access
Mayor’s Quarters
Door
Locks: Door, Reinforced, using
Context C
492
Mines L5
Access
Contents
Circular
Table
unprotected
Rations & Prepared Food AND
Simple Foodstuffs, both using
Context C
Clothes
Cabinets
(2x)
Locks:
Furniture,
Strong
Clothing: General AND
Armor: Light AND
Weapons: Martial 1H, all
using Context C
Dressing
Desk
unprotected
Textiles: General, using
Context C
Writing
Desk
Locks:
Furniture,
Simple
Writing Supplies AND
Gems: Low, halve quantities
ML5-MAY-5: South Hallway
A long, winding hallway abuts the southern cave wall.
Two sets of double doors and a single door are locked
in the northern wall to the west. To the east, one set of
double doors and a single door bar entry to other rooms.
On either side is a window, a potted plant, and a sitting
chair.
ML5-MAY-6: Storage
This stone-floored room is cool and dusty, and smells
of all manner of supplies, oil, and ore. Crates of arious
sizes, treasure chests, sacks, and barrels are tucked
against the three walls.
Access
Contents
Crate,
Large
Container:
Barrel or Crate
Rations & Prepared Food,
size Large, using Context C
Crates,
Small
(2x)
Container:
Barrel or Crate
General Supplies, size
Medium, using Context C
Chests
(2x)
Locks: Chest,
Strongbox
Potions: Moderate, using
Context C
Sack Piles
(3x)
unprotected
Simple Foodstuffs, using
Context C, size Medium
Barrels
(2x)
Container:
Barrel or Crate
Fresh water
Casks
(3x)
Container:
Barrel or Crate
Alcohol: General, using
Context C, size Medium
ML5-MAY-7: Guestroom A
This rectangular room is well-appointed and furnished,
and holds a dressing desk, two clothing cabinets, a sitting
chair, a bed with soft feather mattress, washbasin and
privy, potted plant, and a small circular table ringed with
chairs.
Access
Contents
Clothing
Cabinets (2x)
Locks: Furniture,
Simple
Clothing: General
Dressing Desk
Locks: Furniture,
Simple
Gems: Low, using
Context D
ML5-MAY-8: Guestroom B
This corner guestroom as several expansive windows
with views to the mines to the north and west. Inside
the room is a dressing desk and stool, washbasin and
privy, two plant urns (one of which contains a plant),
and a small table with chairs.
Access
Contents
Clothing
Cabinet
Locks: Furniture,
Simple, using
Context B
Clothing: General
AND
Armor: Light
Dressing Desk
unprotected
Writing Supplies
ML5-MAY-9: Meeting Room West
This chamber is sparsely furnished with two potted
plants in the western corners, sideboards against the
north and eastern walls, a large rectangular table ringed
with chairs in the center, and two chairs. Double doors
lead westward to the hallway; a single door leads tot he
southern hallway.
Access
Contents
Sideboards
(2x)
Locks: Furniture,
Simple, using
Context C
Alcohol: General, using
Context C AND
Weapons: Simple
ML5-MAY-10: Meeting Room East
This meeting room bears an octagonal table with six
chairs atop an elaborate rug. To the north and west
are sideboards; comfortable sitting chairs are in the
northeast and southwest corners. Empty plant urns
sit in the other two corners. Double doors open to the
south.
Access
Contents
Sideboards
(2x)
unprotected
Alcohol: General, using
Context B
ML5-MAY-11: Railway
The rails and railbed in this area are well-maintained and
shiny. Given all of the windows in the Mayor’s House,
you suspect that much attention and care was given to
maintaining the tracks just outside!
493
Mines L5
Map 176: Lair Overview (ML5-LR-O)
One square equals 5 ft.
494
Mines L5
ML5-LR-O: Lair Overview
Overview
The various subregions of the Lair that comprises the entire
southern zone of Mines Level 5 have been described in detail
elsewhere; this depiction is for reference and scale.
Areas of Interest
ML5-LR-O-4: Jail Cell
Please turn to page 457 for further details.
ML5-LR-O-5: Lair
A complete description can be found beginning on page
460.
ML5-LR-O-6: Ceiling Hole
Turn to page 463 for a full depiction.
ML5-LR-O-14: Treasure Hoard
Refer to page 484 for a more thorough representation.
ML5-LR-O-15: Lair Guardians
Page 486 begins a full description of this area.
ML5-LR-O-16: Lair Approach
Starting on page 488 is a complete commentary on this
region.
495
Mines L6
Mondaria Mines:
Level 6
496
Mines L6
Map 177: Mines Level 6 Overview (ML6-O)
One square equals 20 ft.
497
Mines L6
Level Introduction: Mines Level 6
Summary
The PCs are closer than ever to the Obelisk, whose influence
begins to be felt at this point.
Just prior to the catastrophe, this level and deeper were the
ones primarily being used for digging and extraction. Thus
the regions dedicated to mining are bit less abandoned, a bit
more extensive, than those of shallower levels.
Entrances and Exits
Note that the following are typical, even secret, means of
entering and exiting the level as it was designed.
Other, magical means of navigating the level (for example,
teleportation spells or those that grant incorporeality) are
not discussed and are left to the GM to manage should they
be introduced.
Navigation to Mines Level 5
There are three Elevators ascending to Level 5, near
locations 1, 4, and 5.
Navigation to Mines Level 7
Locations 2, 4, and 5 have Elevators that descend.
Overview
These realms are beyond what might naturally occur in the
caverns: three massive mining chambers have been carved
into the underbody of the mountain deeps, dedicated to and
ruled by the forces of Law, Chaos, and Love.
Elevators are the only means into and out of this level, and
deeper; gone are the spiraling pits and crumbled ceilings
from shallower levels.
Secrets abound: all three regions are connected via secret
passages, if the party is diligent enough to find them.
Of particular note, there are two Dark Obelisks to be
found in this level: one is a false Obelisk (at Location 11),
constructed to quell the masses and encite violence in a
general manner. The other is a true shard of Dark Obelisk,
worshipped and tapped in secret in Location 6.
Atmosphere & Theme
The air is thicker, more humid and warmer than in previous
levels. There’s almost a haze, a soot-stained fog, to the
caverns in this level, as though the raw heat and tainted evil
of something deeper within the mountain has started to seep
into these regions...
...which is precisely the case.
Default Random Encounters
Some Areas of Interest within this level will describe
a certain approach to Random Encounters, either by
overriding the timing (e.g., “every 30 minutes), and/or by
providing its own localized version of the random encounter
table below.
Absent such an override, roll on the following table of
Default Random Encounters for every 5 minutes the party
remains in this area.
Table 22: Mines Level 6 Default Random Encounters
D%
Event
Description
01-05
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
06-15
Trivial
Encounter
Roll once on Monsters: Mines,
Trivial.
16-25
Light
Encounter
Roll once on Monsters: Mines,
Light.
26-59
Average
Encounter
Roll once on Monsters: Mines,
Average.
60-79
Advanced
Encounter
Roll once on Monsters: Mines,
Advanced.
80-89
Elite
Encounter
Roll once on Monsters: Mines,
Elite.
90-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
Table 23: Mines Level 6 Default NPC Encounters
D%
Event
Description
01-05
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
498
Mines L6
D%
Event
Description
06-10
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
11-16
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
17
Common
NPC
A single Bleak Mute lurches within
view of the party.
18-19
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
20-21
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
22-24
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
25-26
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
27
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
28
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
29
Common
NPC
A horrifying Tainted Taskmaster
walks about.
30-39
Common
NPC
Celebrants dance and amble
toward the party:
1d4x
2d4x
2d6x
3d8x
40-49
Common
NPC
Firedancers lithely come toward
the party:
1d4x
2d4x
2d6x
3d8x
D%
Event
Description
50-59
Common
NPC
A Firedancer party approaches
the PCs:
1x Campmaiden, 1d4x
Firedancers, 2d4x Celebrants
1x Hearthstud, 2d4x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d6x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d8x
Firedancers, 2d8x Celebrants
60-63
Common
NPC
A single Campmaiden or
Hearthstud approaches the party
with a twinkle in their eye. Use
the sex opposite the majority of
the PCs’ composition, or randomize
if there is a tie.
64
Named NPC
Ambling scholar Brocambe
Methurzz.
65
Named NPC
Beastmaster Gabharn.
66
Named NPC
Blacksmith Hamfast Burrbottom.
67
Named NPC
Feastmaster Frobwin Glamfork.
68
Named NPC
Herbalist Innelothe.
69
Named NPC
Illusionist entertainer Raekeldorr.
70
Named NPC
Keeper of Records Skandern
Lithutz.
71
Named NPC
Keepmaster Vanarelia Riccards.
72
Named NPC
Loremaster Dalnarok.
73
Named NPC
Mercenary dwarf Gordsturll.
74
Named NPC
Merenary tiefling Killarth.
75
Named NPC
Railmaster Arranz Trevain.
76
Named NPC
Tinkermaster Skandbard.
77
Named NPC
Warden Imeltrude Legande.
78
Named NPC
Brewmaster Glimdarffe Sudsglub.
79
Named NPC
Cartographer Estarel Finequill..
80
Named NPC
Chemist Incebb Gullip..
81
Named NPC
Chief engineer Didkeln
Clawhammer.
82
Named NPC
Coinmaster Lugatoo.
83
Named NPC
Dwarven union leader Danalin
Foeslash.
84
Named NPC
Elven administration leader
Maresmir.
85
Named NPC
Engineer Brimdog Firecleave.
86
Named NPC
Foreman Belerras.
87
Named NPC
Gangboss Dagbrag.
88
Named NPC
Lead designer Estarel Finequill.
89
Named NPC
Mayor Faenadorn.
90
Named NPC
Minemaster Thrennian Lo’quee.
91-96
Named NPC
A Mystic Seer.
499
Mines L6
D%
Event
Description
97
Named NPC
Sage Natobbe.
98
Named NPC
Stablehand Friskbik.
99
Named NPC
Stablemaster Semtammi.
00
Named NPC
Tribute magister Elawelle.
Areas of Interest
ML6-O-1: Elevator North Up
Please refer to page 500 for further details.
ML6-O-2: Elevator North Down
Turn to page 503 for a complete description.
ML6-O-3: Pit Trap Secret Passage
Page 505 holds full details.
ML6-O-4: Elevators Southwest
Refer to page 507 for a complete description.
ML6-O-5: Elevators East
Starting on page 509, this region is described in full.
ML6-O-6: True Obelisk Shard Secret
This region is fully described beginning on page 512.
ML6-O-7: Secret Passage South
Please turn to page 515 for full details.
ML6-O-8: Admin Building
Page 517 commences details about this structure.
ML6-O-9: Firedancer Camp
This complex is described starting on page 525.
ML6-O-10: Seer Tents
Refer to page 536 for details.
ML6-O-11: False Obelisk
This region is depicted in greater detail starting with page
548.
ML6-O-12: Mining North
Page 552 commences a description on this region.
ML6-O-13: Rockpile
Please refer to page 558 for more information.
ML6-O-14: Mining East
Turn to page 560 for full details.
ML6-O-15: Mining South
This area is described starting on page 569.
ML6-O-16: Sludgelake
Refer to page 578 for more information.
500
Mines L6
Map 178: Elevator North Up (ML6-ENU)
One square equals 5 ft.
501
Mines L5
ML6-ENU: Elevator North Up
Overview
This is the first instance in the Mines where the up, and
down, elevators in a particular region have been split apart.
This region contains only the Up elevator.
Theme & Purpose
This is a very useful zone: in addition to being one of the
three ways the party will enter this level to begin with,
there’s plenty of loot to be found, as well as a secret to the
southeast that leads very rapidly to the true Obelisk Shard.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-ENU-1: Elevator Up
A trail of blood leads to the southeast.
This leads to “Map 156: Elevators North Overview (ML5-
ENL-O)” on page 442.
ML6-ENU-2: Elevator Storage
The region surrounding the elevator contains a number
of orderly boxes and a big pile of sacks. There is also a
locked treasure chest.
Access
Contents
Crates,
Large (7x)
Container: Barrel
or Crate
Glasses, Metals, and
Woods, size Large
Crates,
Small (6x)
Container: Barrel
or Crate
General Supplies, size
Medium
Sack Pile
unprotected
Simple Foodstuffs, size
Large
Chest
Locks: Chest,
Simple AND
Traps: General
Potions: General, size
Medium
ML6-ENU-3: Blood Barrels
Spatters of dried and crusty blood sit underneath elven
corpses here; a trail of blood connects the two bodies.
Two orderly stacks of barrels can be found here; four
barrels appear to have spilled from their stack. From
the northeastern body, a trail of spilled coins leads
northwest.
Access
Contents
Elf Corpses
(2x)
unprotected
Armor: Light AND
Weapons: Martial Ranged
AND
Weapons: Light
Access
Contents
Barrels
Northeast
(7x)
Container:
Barrel or
Crate
Fresh water
Barrels
West (7x)
Container:
Barrel or
Crate
Alcohol: General, using
Context D, size Medium
Barrels
Southwest
(4x)
Container:
Barrel or
Crate
Alcohol: General, size
Medium
ML6-ENU-4: Rock Pillar Treasure
A massive stalagmite reaches all the way up to the 30’
high ceiling here. At its base are spills of boulders. To
the west, lying among a trail of gems and coins, is a
small stash of personal belongings.
Access
Contents
Treasure
Pile
unprotected
Armor: General AND
Weapons: General AND
Potions: Moderate
Cave
Floor
unprotected
Coin Treasure: Moderate AND
Gems: Low
ML6-ENU-5: Murky Lake
This tiny lake, barely 3’ deep at its center, appears to be
little more than sludge and cave drippings from moisture
accumulated in the ceilings and fallen to the ground,
pooled in a natural depression in the earthen cave floor.
The hazy, greenish-black translucency of the liquid
makes you feel quite apprehensive about drinking it, but
it doesn’t seem to be volatile so long as it’s not ingested.
ML6-ENU-6: Barrel Stack
To the east of the railway here is an orderly arrangement
of barrels, two of which are empty and reek of booze. To
502
Mines L5
the south is a bloodless corpse, long slain from the look
of it.
Access
Contents
Barrels
(8x)
Container: Barrel
or Crate
Alcohol: General, using
Context D, size Medium
Half-Elf
Corpse
unprotected
Weapons: Simple
ML6-ENU-7: Railway
Smooth rails and well-kept ties and beds describe this
region of the railway.
ML6-ENU-8: Southeast Obelisk Secret
Only read the italicized text below if the secret is discovered.
The trail of blood that led from the elevators culminates
in a dead dwarf. Curious that a miner would go so far
out of her way.
The smooth surface of the cave wall to the southeast has
a few scratches in it. At first, you dismissed them as
perhaps resulting from whatever conflict produced the
dead body nearby, but as you examine it, you see the
scratches actually describe the outline of a door.
Access
Obelisk Secret
Door
Locks: Door, Secret (Perception
only)
Access
Contents
Dwarf Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 1H
503
Mines L6
Map 179: Elevator North Down (ML6-END)
One square equals 5 ft.
504
Mines L6
ML6-END: Elevator North Down
Overview
This is the descending elevator component in the northern,
Law-focused region. This area also contains a secret passage
south which connects to the Chaos-infused mining area.
Theme & Purpose
As the influence of the Obelisk grows the deeper one
traverses, chaos has taken hold here, leading to a quite
hapazard and dangerous landscape.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-END-1: Elevator Down
This leads down to “Map 215: Elevator Up, Law (ML7-
EUL)” on page 585.
ML6-END-2: Guano Corner
Feces from various cave-dwelling species is piled here,
inches thick in parts and going back months from the
consistency of things. The cave ceiling is only 20’ tall
here, with no room to roost, so you wonder at what
might have produced all of this guano.
ML6-END-3: Northeast Approach
Splintered bones litter the cave floor along this path,
culminating in a monster corpse to the southwest.
ML6-END-4: Fungal Explosion
An enormous growth of mushrooms coats the landscape
in this region. The rail tracks are likely unusable until
the fungus is cleared off.
Clearing the fungus takes time; automatically roll on
the
Random Encounter table and ignore “NPC
Encounter” results. Place any ensuing monsters as
approaching from the north.
ML6-END-5: Trash Barricade
An extensive mound of debris and refuse has been piled
here, shoulder-high in places, and extending over the
track. It appears that whomever forged this barricade
was defending from onslaught form the northeast.
ML6-END-6: Carnage
Blood and scorch marks scour the cave floor and walls
here. Nine bodies have been sliced apart, burnt, or
otherwise savaged.
Access
Contents
Corpses
(9x)
unprotected
Armor: General AND
Weapons: Ranged AND
Weapons: Light
ML6-END-7: Secret Doors
Only read the italicized text below if the secret is discoverd.
Amongst the soot stain of the scorched cave wall here to
the south, you detect a bit of textural variation. Picking
at the residue with your knife, you discover the outline of
a massive set of double doors; the lock mechanism appears
quite challenging.
Access
Secret
Doors
Locks: Door, Secret (Perception only to
discover) AND
Locks: Door, Strongold (to open)
505
Mines L6
Map 180: Pit Trap Secret Passage (ML6-PTS)
One square equals 5 ft.
506
Mines L6
ML6-PTS: Pit Trap Secret Passage
Overview
This secret passage connects the Law-oriented zone to the
north with the Chaos region to the south.
Theme & Purpose
This is a good, time-saving means of navigating the complete
Mine level. It also contains one of the more annoying traps
in the adventure.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Areas of Interest
ML6-PTS-1: Door North
This leads from “Map 179: Elevator North Down (ML6-
END)” on page 503.
ML6-PTS-2: Door South
This door is not hidden for PCs approaching from the north.
From either direction, it must be unlocked or forced open,
however.
Access
Secret
Doors
Locks: Door, Secret (Perception only to
discover, if coming from the south) AND
Locks: Door, Strongold (to open)
ML6-PTS-3: North Approach
A big, barren, nearly empty cubic chamber greets you. A
few skeletons and boulders are scattered on the outskirts
of the room.
ML6-PTS-4: Pit Trap
This trap is triggered when three or more PCs traverse any
of the squares the trap covers. When it triggers, all PCs
touching a pit trap square are affected.
Pit Trap
Type Mechanical; Trigger Touch; Reset Manual
Perception DC 20; Disable Device DC 24
Effect fall; 2d6 bludgeoning
Perception DC 22; Disable Device DC 26
Effect fall; 3d6 bludgeoning
Perception DC 24; Disable Device DC 28
Effect fall; 3d8 bludgeoning
Perception DC 26; Disable Device DC 30
Effect fall; 3d10 bludgeoning
ML6-PTS-5: South Approach
Read the same text as for ML6-PTS-3: North Approach,
above, if the party is coming via the south door.
507
Mines L6
Map 181: Elevators Southwest (ML6-ESW)
One square equals 5 ft.
508
Mines L6
ML6-ESW: Elevators Southwest
Overview
These elevators are the primary means of entering, and
leaving, the southwest, Chaos-aligned zone of Mines Level
6.
Theme & Purpose
This is a busy, congested area of great carnage. There’s
unfortunately quite little in the way of loot, but a lot in the
way of challenge, to be found here.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-ESW-1: Elevator Down
This elevator is covered in boulders and a series of
recently-slain corpses; two have been burnt so badly
they’re little more than charred skeletons. Blood is
spattered everywhere. You’re not sure if the mechanism
will function if the bodies aren’t moved to the side.
This elevator leads down to “Map 217: Elevator Up, Chaos
(ML7-ELC)” on page 590.
Clearing the bodies from the elevator attracts attention:
roll on the
Random Encounter table and ignore
“NPC Encounter” results. Place ensuing monsters as
approaching from Location 7 to the southwest.
Access
Contents
Corpses (4x)
unprotected
Armor: General AND
Weapons: Ranged
ML6-ESW-2: Elevator Up
This leads up to “Map 160: Elevators West (ML5-EWC)” on
page 452.
ML6-ESW-3: Railway Rockslide
Massive boulders are piled on the tracks here; you’re not
certain whether they’ve fallen from the ceiling 35’ above
you, or if they were moved here intentionally. In either
case, traversing the rails at this point is impossible.
Two half-elf corpses have been smashed almost
unrecognizably on top of the boulders.
Access
Contents
Half-Elf
Corpses (2x)
unprotected
Armor: Light AND
Weapons: Martial 2H
ML6-ESW-4: Northwest Barrel
Barricade
A series of barrels has been moved here, erected as a
makeshift barricade to defend against enemies from the
northwest. Most are empty.
Access
Contents
Barrels,
Large (7x)
Container: Barrel
or Crate
Fresh water
Barrels,
Small (4x)
Container: Barrel
or Crate
Alcohol: General, using
Context B, size Medium
ML6-ESW-5: Northeast Approach
Splintered wood from pallets and furniture is located
to the east here. Towards the elevator, surrounding it
in a semicircle, is a mishmash of destroyed furniture,
sandbags, trash, and other debris, arranged in a
makeshift barricade, defending against the northeast.
From the corpses and blood covering the down elevator,
you judge the effort unsuccessful.
ML6-ESW-6: Barricade South
Sandbags, boulders, and splintered wood form a thigh-
high obstacle here. A monster corpse speaks of a battle
months ago.
ML6-ESW-7: Boulderfall
Tumbled from the ceiling amidst some substantial
seismic activity is a morass of boulders and rocks which
make any form of railway use here impossible.
509
Mines L6
Map 182: Elevators East (ML6-EEL)
One square equals 5 ft.
510
Mines L6
ML6-EEL: Elevators East
Overview
These are the only unhidden means of entering, or escaping
from, the eastern, Love-aligned region of this level of the
Mines.
Theme & Purpose
This was also used for some light storage. More recently, in
the wake of the Obelisk’s chaos, it has been home to giant
spiders.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” results once.
Clearing the Webs
Several locations here mention the need to clear webs.
Regardless of the location or condition, clearing webs
here takes 5-10 minutes; amidst this activity, roll on
the
Random Encounter table and ignore “NPC
Encounter” results. Place any ensuing monsters as
approaching from Location 9 to the northeast.
Areas of Interest
ML6-EEL-1: Elevator Up
This leads up to “Map 161: Elevators East (ML5-EEL)” on
page 455.
ML6-EEL-2: Elevator Down
Thick strands of webbing coat the corners of this
elevator, which must be removed prior to successful
descent. A dessicated corpse with possessions intact lays
atop the elevator, as though asleep.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Light AND
Weapons: Simple
ML6-EEL-3: Railway Webbing
This stretch of railway has been webbed over by giant
spiders. In their webs, three dead dwarven miners have
been tied up. Although their possessions are intact, it
will take a few minutes at least to clear the webbing
enough to loot their bodies.
Access
Contents
Dwarf
Corpses (3x)
unprotected
Armor: Light AND
Weapons: Light
ML6-EEL-4: Storage East
This assortment of crates has been heavily webbed over
by thick strands. To the north, mostly free of webbing, is
a treasure chest.
Access
Contents
Crates,
Large (5x)
Container:
Barrel or Crate
Glasses, Metals, AND
Woods, size Large
Crates,
Small (2x)
Container:
Barrel or Crate
Rations & Prepared Food,
size Medium
Chest
Locks: Chest,
Simple
Coin Treasure: Moderate,
using Context D, halve
quantities
ML6-EEL-5: Southeast Boulders
This region contains a huge pile of boulders, two tables,
and a treasure chest. All but the chest are webbed over
with thin and viscous strands.
Access
Contents
Chest
Locks: Chest, Simple
Gems: Low
ML6-EEL-6: Elevator Crates
Between the two elevators is a short row of large
storage containers; they appear battered and worn but
still intact. They’re lashed to the western cave wall by
thick strands of spiderwebbing, in which two dessicated
corpses have been hung.
Access
Contents
Crates,
Large (3x)
Container:
Barrel or Crate
Glasses, Metals, AND
Woods, size Large
Dwarf
Corpses
(2x)
unprotected
Armor: General AND
Weapons: General
ML6-EEL-7: Northwest Storage
Two trios of small crates have been arranged here; each
511
Mines L6
cluster is webbed over with thick strands that connect
the boxes to nearby boulders. The western cave wall
here contains more thick webbing, in which a dwarven
corpse can be found hanging.
Note that each cluster of crates must be uncovered, as must
the corpse, in order to loot (see “Clearing the Webs”, above).
Access
Contents
Crates,
Small (5x)
Container:
Barrel or Crate
General Supplies, size
Medium
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 1H AND
Armor: Shields
ML6-EEL-8: Northwest Obelisk Secret
Only read the italicized text below if the secret is discovered.
The webbing in this area adheres oddly to a region of
western cave wall. Investigating, you see that it has been
stretched back and forth, likely as the result of the wall
moving. Poking around further, you discover a huge secret
door with a complicated lock mechanism.
Access
Obelisk
Secret Door
Locks: Door, Secret (Perception to
discover) AND
Locks: Door, Stronghold, using Context B
(to open)
ML6-EEL-9: Rockspire
Just to the east of the railway at this point is a rockspire
that stretches thinkly all the way to the 35’ tall ceiling.
Its trunk is connected to the boulder pile to the west via
thick webbing that also lays across the railway tracks;
to traverse the rails in either direction would require
clearing the webs off.
512
Mines L6
Map 183: True Obelisk Shard Secret (ML6-TOS)
One square equals 5 ft.
513
Mines L6
ML6-TOS: True Obelisk Shard Secret
Overview
This secret chamber contains a chunk of actual Obelisk
shard ore. The influence here is palpable (see Obelisk Taint,
below).
Theme & Purpose
This should be a foreboding, horrid zone, particularly for
Lawfully-aligned characters. In particular, it’s a huge
roleplaying opportunity for Clerics whose deity is Law-
based, and especially for Paladins.
Random Encounters
Use the standard / default Random Encounter rules for this
level, except reroll all “NPC Encounter” results, and reroll
monster encounters once.
Obelisk Taint
Those within 50’ of the True Obelisk Shard (Location 9) are
prone to
Minor Obelisk Taint. (p 16).
Within 10’, creatures are subject to
Major Obelisk Taint.
Areas of Interest
ML6-TOS-1: North Entrance
This leads to “Map 178: Elevator North Up (ML6-ENU)”
on page 500. Note that all three secret entrances to this
region are clearly visible and passable without unlocking
from the inside.
ML6-TOS-2: East Entrance
This leads to “Map 182: Elevators East (ML6-EEL)” on page
509.
ML6-TOS-3: South Entrance
This leads to the southwest region as depicted in the
overview map on page 496.
ML6-TOS-4: Dreadslime Pools
A bubbling, gurgling patch of acidic-looking goo sits
here. As you watch, it seems to move, undulating within
itself as though a self-contained ocean; the peaks of the
fingernail-sized wavelets seem to reach, to bubble up
at their apex, in an attempt to yearnfully gain purchase
on the nearest organic matter. It looks like nothing so
much as a glob of purplish, gooey slime, stuck amidst the
process of coming to life.
Thankfully, dreadslime is not an actual ooze-based monster;
it has no intelligence, and more importantly, no mobility.
That said, however, it can still pose a significant obstacle,
particularly if its danger is overlooked.
Treat dreadslime patches as a trap, with the following
profile. Stepping into, or across, any square containing a
dreadslime patch will automatically cause damage unless
an Acrobatics check is passed. A PC may attempt the
Acrobatics check first, and thereafter the Dexterity check if
that is failed.
Dreadslime Patch
Type Organic; Trigger Touch; Reset Automatic
Perception DC 12 / automatic; Disable Device n/a
Effect 2d8 acid (Dexterity DC 20 halves; Acrobatics DC 22
negates)
Detecting a dreadslime patch is automatic under full light.
Under darkened conditions, dreadslime grows darker, and is
more challenging to detect. If encountered outside during
full daylight hours, assume the PCs see the dreadslime;
indoors, or at dusk or night, the Perception check above
applies.
Within the context of this adventure, there is no solvent or
other useful means of getting rid of a patch of dreadslime;
it is merely an obstacle that must either be suffered, or
preferably, avoided.
ML6-TOS-5: Dreadslime Vat
This pool of purplish slime is huge compared to the
others. Scuff marks against the cave floor suggest that
people might have stepped up and into the vat.
Treat this as another patch of Dreadslime (see above),
except that it is larger. And, presumably, of vile purpose.
ML6-TOS-6: Worship Bench
In the center of the chamber is a long, simple wooden
bench. Well-worn grooves in the wood indicate frequent
use, even though the bench itself appears to have been
crafted somewhat recently.
ML6-TOS-7: Cave Floor
Read this as the party approaches the chamber to the west,
514
Mines L6
no matter how they entered this region.
The entire Mine complex is underneath a mountain, but
this chamber has a deep, inescapable feeling of within.
Dark, humid, foggy, and vile: this chamber is difficult to
walk through. The very air seems viscous, as though a
malevolent ooze had been liquefied and now floats about
you with grim intent. The cave floor is dark with soot
and black rock and dirt. In patches here and there, a
hardened crust of lava appears to have spilled forth from
underneath.
ML6-TOS-8: Lava Crust
The darker, blacker crusts of hardened lava that
permeate this chamber here turn to a tangibly warm
and somewhat iridescent reddish glow. It’s not lava, not
quite, and not magma; you’re not sure if this is strictly a
natural phenomenon. As you approach the chunk of rock
to the west, you feel a growing sense of dread, and the
influence of chaos and evil.
ML6-TOS-9: Dark Obelisk Shard
A wagon-sized, ovoid, and 15’ tall chunk of purplish-black
crystal sits here, surrounded by the iridescent magma
you noted on your approach. A fine purplish mist seems
to exude from the surface of the rock, only visible out
of the corner of your eye: when you try to focus on it
directly, it vanishes. Your heart beats stronger and faster
as you approach; your veins tense and you feel a pressure
all about your head as a phantom, nameless pain seeps
into your consciousness.
515
Mines L6
Map 184: Secret Passage South (ML6-SPS)
One square equals 5 ft.
516
Mines L6
ML6-SPS: Secret Passage South
Overview
This naturally-occuring crevice connects the southwest,
Chaos-aligned region of this level of the Mines to the
eastern, Law-aligned zone.
Theme & Purpose
This may be one of the more improbable-to-discover secrets
in the Mines, simply because short of explicitly seeking a
connection point between these two major areas, there’s
little reason to be exploring here.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Ignore all “NPC Encounter” results, and reroll “No
Encounter” results once.
Areas of Interest
ML6-SPS-1: Western Approach
In the shadows of a cavespire that stretches all the way
to the 25’ tall, stalactite-enrusted ceiling is a depressed
area of mud and grit.
Access
Secret Cavern
Locks: Door, Secret (Perception only)
ML6-SPS-2: Western Cavern
Only read the italicized text below if the PCs are entering
from the west.
The cave wall falls away at your touch, revealing a cavern
leading eastward. It’s not very tall, requiring larger
creatures to stoop; it’s also clear that it’s not been used in
some years. Boulders, soot, and grime cake the floor, and
the walls and ceiling are murky earth.
ML6-SPS-3: Spiderweb Lattice
A thick lattice of brittle spiderwebs blocks this area.
Within, you think you see a bit of a glint.
It takes 5 minutes to clear this area of webbing sufficiently
to proceed through the passage. The glint is unfortunately
merely the reflection of whatever light the party brings with
them reflected off of moisture on the webbing.
ML6-SPS-4: Eastern Cavern
Read the italicized text from Western Cavern, above, and
add the following only if the party is entering the passage
from the east:
Immediately before you, your way is blocked by
spiderwebs.
ML6-SPS-5: Eastern Approach
This corner of the railway sits in a depressed region of
muddy filth and grime.
517
Mines L6
Map 185: Admin Building Overview (ML6-ADM-O)
One square equals 5 ft.
518
Mines L6
ML6-ADM-O: Admin Building Overview
Overview
This is one of the major focal points of administration and
management for the entire Mines complex.
Theme & Purpose
As a result of its function, it remains an important location
for investigating information and for connecting with
prominent NPCs.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
Several major NPCs can often be found here. Roll for each
NPC separately, each time the party approaches this region.
• Beastmaster (
30% of the time)
• Minemaster (
60% of the time)
• Stablemaster (
40% of the time)
• Stablehand (
65% of the time)
• Tinkermaster (
30% of the time)
• Trademaster (
40% of the time)
Take care when “populating” this building using the
above probabilities. Although this structure was, and
remains, a prominent location for significant characters,
making it too “busy” with alive characters may detract
from the overall feel and atmosphere of an abandoned,
demolished, and chaotic evil mine.
Areas of Interest
ML6-ADM-O-1: Admin Building North
Please refer to page 519 for further details.
ML6-ADM-O-2: Admin Building South
Page 522 commences full details of this region.
ML6-ADM-O-3: Stonebridge North
Over a river of slimy goop, this massive stone structure
allows easy passage. The bridge seems ancient, and
impossible to destroy.
ML6-ADM-O-4: Stonebridge South
This stone bridge spans the trail of slime flowing slowly
and darkly from north to south. It’s carved, simply,
using a mixture of elven and dwarven symbols. It’s quite
possible to walk over it, though the majority of space on
its surface is dedicated to the railway which traverses the
river at this point.
519
Mines L6
Map 186: Admin Building North (ML6-ADM-N)
One square equals 5 ft.
520
Mines L6
ML6-ADM-N: Admin Building North
Overview
The northern component of the Administration Building is
dedicated to residences and a banquet hall.
Theme & Purpose
There’s good information to be found here, and likely several
NPCs to interact with.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Default Doors
Unless otherwise indicated, all doors in this building derive
from the following profile:
Access
Default Door
Locks: Door, Reinforced, using Context B
Areas of Interest
ML6-ADM-N-1: Foyer
A set of solid-looking reinforced doors stands before
you. To either side is a wall sconce containing a lit torch,
casting wiry shadows here and there in the cavelight.
A trail of bloody prints leads within.
Inside is an entry foyer, nicely appointed with
comfortable chairs, a small table, and a well-maintained
potted plant. The blood trail spatters over an otherwise
expensive-looking rug, and leads both southeast and
northwest out of the room, past unlocked, simple, double
doors.
Access
Entry Doors
Locks: Door, Reinforced
ML6-ADM-N-2: North Hallway
This long corridor features a blood-spattered rug and a
large north-facing window. The trail of thick, viscous
blood leads east and west along the hall. Simple,
unlocked wooden double doors lead east and west.
ML6-ADM-N-3: West Hallway
This north-south hallway contains two reinforced doors
along the western wall, two reinforced doors along the
eastern wall, and a set of simple wooden double doors
along the northeast wall. There is also as set of double
doors leading northeast to the hallway there; to the
south, a reinforced door is locked.
The trail of blood that leads from the north snakes into
the door to the southwest.
ML6-ADM-N-4: Northwest Quarters
This beautiful room contains simple but well-made
furniture: a circular table ringed with chairs and set with
a fresh and simple meal, a soft feather bed, dressing desk
with comfortable chair, clothes cabinet, writing desk,
potted plant, and wash basin.
Exploring this room, there is a
35% chance
information will be uncovered; roll on the
Plot
Discoveries table if so.
Access
Contents
Dressing
Desk
Locks: Furniture,
Simple
Textiles: General AND
Gems: Low, halve
quantities
Writing
Desk
unprotected
Writing Supplies,
using Context B
Clothes
Cabinet
Locks: Furniture,
Simple, using
Context D
Clothing: General
ML6-ADM-N-5: Southwest Quarters
This is a beautiful room. Or, at least, it would be, were it
not for the elf corpse, killed in the last few days, whose
body lays between two ornate rugs besmirched from the
bloodspray. From the trail of blood leading out of the
room and along the north and west hallways, you suspect
this hapless man was slain elsewhere and dragged here,
presumably by his assailants. His belongings have been
stripped from him, leaving him in only a rich tunic.
The room itself is nicely furnished, with a feather bed,
table and chairs with a week-spoiled meal, clothes
cabinet, wash basin filled with algae-encrusted water,
writing and dressing desks, and a potted plant.
521
Mines L6
Access
Contents
Dressing
Desk
unprotected
Weapons: Simple
Writing
Desk
unprotected
Writing Supplies
Clothes
Cabinet
Locks: Furniture,
Simple
Clothing: General
ML6-ADM-N-6: Dining Room
This room is barren and blank, save for the dining table
set for sixteen and two small, poorly-tended plants.
Double doors lead west; to the southeast is a small
wooden door that bears no lock.
ML6-ADM-N-7: Kitchen
This narrow, cramped chamber is clearly the kitchen,
meant to serve the dining room to the north. A food prep
table sits in the southwest corner; to its north is a stove.
Simple, lockless wooden doors lead north and south.
ML6-ADM-N-8: North-Center Guestroom
This small interior guestroom holds a variety of simple,
functional furniture: a bed,an empty washbasin, dressing
and writing desks, a small table, several chairs and
stools, and a clothing cabinet.
Exploring this room, there is a
30% chance
information will be uncovered; roll on the
Plot
Discoveries table if so.
Access
Contents
Dressing
Desk
unprotected
Textiles: General,
using Context D
Writing
Desk
unprotected
Writing Supplies,
using Context B
Clothes
Cabinet
Locks: Furniture,
Simple, using Context D
Clothing: General
ML6-ADM-N-9: South-Center Guestroom
A narrow room, this holds two tables, each with a variety
of simple yet fresh foodstuffs; writing and dressing
desks, and a bed.
Access
Contents
Dressing
Desk
Locks: Furniture,
Simple
Textiles: General, using
Context C
Writing
Desk
unprotected
Writing Supplies
Clothes
Cabinet
Locks: Furniture,
Simple
Clothing: General AND
Armor: Light
ML6-ADM-N-10: Eastern Hallway
A thin trail of blood stains the entire length of this
hallway. To the north, it heads underneath the wooden
double doors; to the south, it snakes under a single
reinforced door.
ML6-ADM-N-11: Pantry
Containers of all sorts occupy this small alcove, which
smells richly of foodstuffs.
Access
Contents
Crate,
Small
Container:
Barrel or Crate
Rations & Prepared Food,
using Context C, size Medium
Barrel,
Small
Container:
Barrel or Crate
Alcohol: General, using
Context C, size Medium
Sacks
unprotected
Simple Foodstuffs, using
Context C, size Medium
Chest
Locks; Chest,
Simple, using
Context D
Simple Foodstuffs, using
Context C, size Medium AND
Alcohol: General, using
Context C
ML6-ADM-N-12: Western Privy
This area is cooler than the building proper to the north.
Alone amidst the stone walls and slate floor is a single
privy.
ML6-ADM-N-13: Eastern Privy
Only read the italicized text belwo if the party searches the
privy.
To the east of a nicely-maintained potted plant is a single
privy. A trail of blood leads from the hallway door to the
east and ends here.
Digging in the foul, hardened muck of the privy, you find
a severed forearm and hand. On the ring finger is a ring
bearing a very beautiful gemstone.
Access
Contents
Privy
unprotected
Gems: High-Quality, single
quantitiy only
522
Mines L6
Map 187: Admin Building South (ML6-ADM-S)
One square equals 5 ft.
523
Mines L6
ML6-ADM-S: Admin Building South
Overview
The southern portion of the Administration Building contains
a railway throughpass as well as a great deal of storage.
Theme & Purpose
Loot and possible information are likely outcomes of
exploring in this region.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-ADM-S-1: Railway Passthrough
This unusual area features a piece of the minecar railway
which passes through the center of the building via the
gaps in the eastern and western wall. Two half-elven
corpses, slain within a week, lie on the tracks, which
are spattered with blood. To the southwest of this area,
three barrels sit in the corner; one is open and empty.
The trail of blood from the tracks leads south, through
the doors that are locked.
Access
Contents
Half-Elf
Corpses (2x)
unprotected
Armor: Light AND
Weapons: Martial 1H,
both using Context C
Barrels (2x)
Container:
Barrel or Crate
Fresh water
ML6-ADM-S-2: Storage Entryway
Reinforced double doors bar your entry here. Once
inside, you find a spacious room with two barrels, two
crates, a chest, a pile of sacks... and an elf corpse, slain
not a few days ago. To the west is a steel door; to the
east, a set of reinforced double doors.
Access
Storage Entrance
Locks: Door, Reinforced
West Door
Locks: Door, Stronghold
East Doors
Locks: Door, Reinforced, using
Context C
Access
Contents
Crate, Large
Container:
Barrel or Crate
General Supplies, size
Large
Crate, Small
Container:
Barrel or Crate
Rations & Prepared
Food, size Medium,
using Context C
Access
Contents
Barrels (2x)
Container:
Barrel or Crate
Alcohol: General, using
Context C, size Medium
Chest
Locks: Chest,
Strongbox
Weapons: Exotic AND
Potions: Moderate, both
using Context C
Sack Pile
unprotected
Simple Foodstuffs, size
Large
ML6-ADM-S-3: Secure Storage
A trail of spilled coins culminates in a pile of treasure
amidst some sacks. In the southeast is a stack of crates,
atop one of which is a chest.
Access
Contents
Treasure
Pile
unprotected
Weapons: General AND
Armor: General AND
Clothing: General AND
Coin Treasure: Moderate
Crate,
Large
Container:
Barrel or Crate
Textiles: General, using
Context C, size Large
Crate,
Small
Container:
Barrel or Crate
Glasses Metals, and
Woods, using Context C,
size Medium
Chest
Locks: Chest,
Strongbox AND
Traps: General
Gems: Medium-Quality
Sack Pile
unprotected
Simple Foodstuffs, size
Medium
ML6-ADM-S-4: Eastern Storage
This expansive chamber smells of dust and soot. Against
the north and south walls are substantial containers,
leaving a narrow path through in roughly the middle.
524
Mines L6
Access
Contents
Barrels
(7x)
Container:
Barrel or Crate
Alcohol: General, size
Medium
Crates,
Large
(3x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crates,
Small
(4x)
Container:
Barrel or Crate
Simple Foodstuffs, size
Medium, using Context C
ML6-ADM-S-5: Eastern Treasure Stash
In the far eastern alcove of the storage area is a stash of
treasure amidst piles of sacks and a spill of coins.
Access
Contents
Treasure
Pile
unprotected
Weapons: General, roll 1d4
times AND
Armor: General, roll 1d4
times AND
Potions: Moderate AND
Coin Treasure: Moderate
Sack Pile
unprotected
Simple Foodstuffs, size
Medium
525
Mines L6
Map 188: Firedancer Camp Overview (ML6-FDC-O)
One square equals 5 ft.
526
Mines L6
ML6-FDC-O: Firedancer Camp Overview
Overview
This is, by a wide margin, the most vibrant and thriving
region in the Mines. This may be because the Firedancer
community had already been ruled by Chaos by its very
nature, far before the Obelisk was uncovered.
Theme & Purpose
The Camp is a place to refresh, to resupply, to interact...
it’s not an escape from the evils of the Mines, to be sure;
monsters attacking in this region might lead to quite the
entertaining and complex-to-orchestrate conflicts.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster encounters once.
NPCs of Note
Several major NPCs can often be found here. Roll for each
NPC separately, each time the party approaches this region.
• Feastmaster (
30% of the time)
• Firedancers (
80% of the time, 2d6x)
• Firedancer Campmaiden (
60% of the time, 1d4x)
• Firedancer Hearthstud (
50% of the time)
• Firedancer Celebrant (
40% of the time)
• Herbalist (
45% of the time)
Unlike other areas, this region is supposed to feel
populated, alive, and vibrant, as one would expect given
the context. So it’s okay if there are many different NPCs
populating this area.
Areas of Interest
ML6-FDC-O-1: Camp Northeast
Please refer to page 527 for more details.
ML6-FDC-O-2: Camp Southeast
Page 530 holds more information.
ML6-FDC-O-3: Camp Southwest
This area is fully detailed starting on page 532.
ML6-FDC-O-4: Camp Northwest
Turn to page 534 for full information.
527
Mines L6
Map 189: Firedancer Camp Northeast (ML6-FDC-NE)
One square equals 5 ft.
528
Mines L6
ML6-FDC-NE: Firedancer Camp Northeast
Overview
Common to all regions of the Firedancer Camp, the
northeast quardrant is a melange of residences, campfires,
and shops.
Theme & Purpose
Like much of the area, this zone is a good place to resupply,
interact, and take a bit of possible refuge from monsters.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-FDC-NE-1: Food Shop
A Firedancer manages this kiosk, which offers a variety
of rations. They’re spruced up, arranged prettily, and
the shopkeep tries to put on airs, but your trained
adventuring eye can tell a generic ration when it sees
one.
This store has all manner of rations available for purchase.
ML6-FDC-NE-2: Bonfire
This enormous fire is lit to a slow burn; its light spreads
across the entire camp, casting dancing shadows that
echo the spirits of the denizens within.
ML6-FDC-NE-3: Clothing Shop
Two Firedancers keep shop here, vending textiles of all
manner. Some appear stained, as though hastily cleaned
from a less-than-savory origin, but as far as you can tell,
it’s all quite high-quality.
This store has all manner of textiles ready for sale.
ML6-FDC-NE-4: Firedancer Residence
This appears to be a somewhat makeshift, though also
somewhat long-term, residence for a member of the
Camp. The furniture within is rudimentary: a bed, two
stools, a chair, a writing desk and dressing desk, and a
small clothing cabinet.
Access
Contents
Writing
Desk
unprotected
Writing Supplies, using
Context D
Dressing
Desk
Locks: Furniture,
Simple
Gems: Low
Clothes
Cabinet
unprotected
Clothing: General
ML6-FDC-NE-5: Campfire Northeast
This homey campfire is down to embers as you approach,
with ad-hoc campsites scattered about it as though a
half-dozen transients just dumped their gear and went
on their way.
Note that these all belong to someone—at the GM’s
discretion, they may belong to someone who is partaking
of a
Campmaiden’s or
Hearthstud’s services at the
moment, or someone who has taken off adventuring and has
perished and will not be returning to see if anyone has stolen
their possessions.
Access
Contents
Campsite
Equipment (4x)
unprotected
Armor: General AND
Weapons: Light
ML6-FDC-NE-6: Campmaiden’s Tent
This cozy chamber contains warm, soft, candlelit and
favorable light. Cushions abound, transforming the
earthen cave floor into the boudoir of pleasures this is
clearly meant to be.
There is a
20% chance that a Campmaiden and/or a
Hearthstud is in the act of conducting business with at least
one client when the PCs happen upon this tent.
Under the bed is a secret compartment containing
possessions.
Access
Secret
Compartment
Locks: Door, Secret, Perception only to
find
Access
Contents
Secret
Compartment
Locks: Furniture,
Strong AND Traps:
General, both
using Context B
Weapons: Simple
AND
Gems: Medium-
Quality
529
Mines L6
ML6-FDC-NE-7: Food Kiosk
This area smells wonderful, though it could simply be
that it’s been a while since you had prepared food that
wasn’t spoiled or weeks-rotten.
Use the below to determine what is for sale here. Remember
to adjust the prices due to the rules described earlier in the
book.
Access
Contents
Food
Kiosk
Sale
Rations & Prepared Food AND
Simple Foodstuffs, both size
Medium
ML6-FDC-NE-8: Supply Wagon
This large wheelbarrow contains a variety of general-use
supplies.
Access
Contents
Supply
Wagon
unprotected
General Supplies, size Medium
530
Mines L6
Map 190: Firedancer Camp Southeast (ML6-FDC-SE)
One square equals 5 ft.
531
Mines L6
ML6-FDC-SE: Firedancer Camp Southeast
Overview
Common to all regions of the Firedancer Camp, the
southeast quardrant is a melange of residences, campfires,
and shops.
Theme & Purpose
Like much of the area, this zone is a good place to resupply,
interact, and take a bit of possible refuge from monsters.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-FDC-SE-1: Firedancer Residence
A spartan and clean assemblage of functional furniture
within an open tent, this appears to be quarters for one
of the Firedancers. Within is a bed, a small table with
chairs, a dressing desk, stool, and clothing cabinet.
Access
Contents
Dressing
Desk
unprotected
Writing Supplies, using
Context D
Clothes
Cabinet
unprotected
Clothing: General, using
Context B
ML6-FDC-SE-2: Utility Fire & Ore Cart
This fire appears to be used primarily for utility, nor
warmth or camraderie. Irons have been placed within,
and it seems that people cook here as well as the need
presents. Nearby is a wheelbarrow laden with the fruit
of the mining effort.
Access
Contents
Ore Cart
unprotected
Glasses, Metals, and
Woods, size Medium
ML6-FDC-SE-3: Shelter Hut Northeast
This small hut bears no furniture, and in any event
would be insufficient for rest. It’s enclosed with a thin,
but opaque, curtain; it seems as though this hut’s sole
purpose is to hide within. It could also be used as a very
temporary shelter; there is space on the ground to lay
one’s bedroll and supplies if need be.
ML6-FDC-SE-4: Rockspire
This broad stalagmite reaches up 25’, nearly to the 30’
ceiling above you. At its base is a pile of splintered wood
and some boulders.
ML6-FDC-SE-5: Shelter Hut South
This appears to be a simple hut; someone’s bedroll and
rucksack have been left here.
Access
Contents
Campsite
unprotected
Weapons: Simple AND
Coin Treasure: Moderate,
using Context D, halve
quantities
ML6-FDC-SE-6: Shelter Hut West
A simple, tiny hut enclosed by a thin opaque brown
curtain, it appears to have been used recently from the
look of the ground.
ML6-FDC-SE-7: Fishing Kiosk
A pleasant, yet desperate-seeming, Firedancer holds
shop here.
This hut sells, and buys, all manner of fishing supplies.
532
Mines L6
Map 191: Firedancer Camp Southwest (ML6-FDC-SW)
One square equals 5 ft.
533
Mines L6
ML6-FDC-SW: Firedancer Camp Southwest
Overview
Common to all regions of the Firedancer Camp, the
southwest quardrant is a melange of residences, campfires,
and shops.
Theme & Purpose
Like much of the area, this zone is a good place to resupply,
interact, and take a bit of possible refuge from monsters.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-FDC-SW-1: Campfire
This large campfire burns brightly but low, as though
its tenders wish to create warmth and light, but not to
atttract undue attention.
ML6-FDC-SW-2: Leadership Tent
This colorful tent has seen some wear and tear; the hues
are faded and bland in some areas, vibrant in others, as
though painted over from time to time to keep the colors
fresh. Within is a pair of thronelike chairs, draped in the
colors of the dancers; ringed about the dual hemispheres
of the tent to the north and south are chairs and stools.
There is always a Celebrant and
2d4 Firedancers here.
In addition, there is a good (
60%) chance of there being
a Campmaiden and a fair (
40%) chance of a Hearthstud
being in attendance.
ML6-FDC-SW-3: Food Vendor
A venerable firedancer woman tends this shop, which has
barrels and boxes filled with foodstuffs.
This vendor sells and buys any manner of Simple Foodstuffs
or Rations.
ML6-FDC-SW-4: Campsite Southwest
This campfire has belongings piled around it; the owners
are not to be seen.
Access
Contents
Campsite
Equipment
(4x)
unprotected
General Supplies AND
Armor: Light AND
Fishing Supplies
ML6-FDC-SW-5: Shelter Hut South
This tiny hut has barely enough space to lay a bedroll—
which you know, because there is an unoccupied bedroll
lying here.
ML6-FDC-SW-6: Shelter Hut West
This hut has space sufficient for two bedrolls. It’s empty
at the moment, however.
ML6-FDC-SW-7: Shelter Hut North
This hut is perched just on the outskirts of the ring of
well-used earth surrounding the campfire to the west.
Its ground is warm; you see a small pile of belongings
tucked in a corner.
Access
Contents
Belongings
unprotected
Fishing Supplies AND
Clothing: General
ML6-FDC-SW-8: Campfire North
This campfire has only boulders surrounding it. To the
south is a utility cart laden with rusty mining tools.
Access
Contents
Utility Cart
unprotected
Weapons: Simple, roll
1d6 times
ML6-FDC-SW-9: Campmaiden Tent West
This candlelit tent is simple as can be: it holds only a
bed. It’s not currently in use, but you can guess as to the
intended function.
534
Mines L6
Map 192: Firedancer Camp Northwest (ML6-FDC-NW)
One square equals 5 ft.
535
Mines L6
ML6-FDC-NW: Firedancer Camp Northwest
Overview
Common to all regions of the Firedancer Camp, the
northwest quardrant is a melange of residences, campfires,
and shops.
Theme & Purpose
Like much of the area, this zone is a good place to resupply,
interact, and take a bit of possible refuge from monsters.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-FDC-NW-1: Clothing Tent
Two Firedancers, who appear to be twins, own this shop.
Flamboyant as the owners and much of their wares may be,
this shop vends and purchases all manner of clothing.
ML6-FDC-NW-2: Campmaiden’s Tent
This intimate tent contains a huge bed, cushions, and an
enormous quantity of candles.
ML6-FDC-NW-3: Campsite
Piles of belongings have been tossed here; some have a
thick layer of dust from many weeks’ passage.
Access
Contents
Campsite
Equipment
(4x)
unprotected
Rations & Prepared Food
AND
Weapons: Simple
ML6-FDC-NW-4: Pleasure Tent
This tent contains a small table, four cushions, and a
large comfortable bed, with candles everywhere.
As the PCs come across this tent, a Campmaiden is in the
process of providing services to a Firedancer. If pressed,
she will explain this as “practice” for true customers, a way
to pass the time until a paying client arrives.
ML6-FDC-NW-5: Textiles Kiosk
Bolts of warm, bright tones are laden in this kiosk,
staffed by a sprightly young Firedancer.
All manner of textiles are available for purchase or sale
here.
536
Mines L6
Map 193: Seer Tents Overview (ML6-SRT-O)
One square equals 5 ft.
537
Mines L6
ML6-SRT-O: Seer Tents Overview
Overview
This is a mysterious zone, refuge to all manner of scholar.
Some were present from the origins of the Mines, taken on
staff to provide needful intelligence on the depths under
the mountain. Others came more recently, leading up to
the discovery of the Obelisk, when it became clear that
something of significance was about to be discovered. A few
came even more recently than that, since the catastrophe,
as part of adventuring groups, or in the hopes of finding
fortune or notoriety.
Theme & Purpose
This is a great place to gather information, despite the
danger.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll monster encounters once.
NPCs of Note
Several NPCs can often be found here. Roll for each NPC
separately, each time the party approaches this region.
• Mystic Seer (
80% of the time)
• Ambling Scholar (
70% of the time)
Areas of Interest
ML6-SRT-O-1: Western Seance Tent
This tent is described on page 538.
ML6-SRT-O-2: Mystic Seer’s Tent
Please turn to page 540 for further information.
ML6-SRT-O-3: Eastern Seance Tent
Page 542 contains more details.
ML6-SRT-O-4: Secret Door
This is described starting on page 505.
ML6-SRT-O-5: Dining Tent
Refer to page 544 for additional information.
ML6-SRT-O-6: Thought Hut
This structure is defined beginning with page 546.
ML6-SRT-O-7: Campfire & Hut South
The campfire here seems flickering, waning, as though
it single-handedly is fighting back the darkness to the
south. To its east is a small hut, ringed by an opaque and
greasy curtain, empty within.
ML6-SRT-O-8: Campfire & Hut North
This campfire is vibrant and alive, throwing a bold
orange-yellow light to the entire surroundings. To its
west is a small hut containing only a few mundane and
empty bedrolls.
ML6-SRT-O-9: Elevator Up
This leads to “Map 156: Elevators North Overview (ML5-
ENL-O)” on page 442.
538
Mines L6
Map 194: Seer Tents: Western Seance Tent (ML6-SRT-WST)
One square equals 5 ft.
539
Mines L6
ML6-SRT-WST: Seer Tents: Western Seance Tent
Overview
This tent contains a Mystic Seer, who will give a seance for
a fee. Note that such ceremonies are simply for show, and
provide no actual insight or magical visions.
Theme & Purpose
Seances and similar ceremonies of dubious quality and
pointless intent have arisen in this area, as a means
of generating income from guillible adventurers and
interlopers.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
A
Mystic Seer is nearly always (
85%) here.
Areas of Interest
ML6-SRT-WST-1: Entrance
A boulder sits to the south side of this velvet-curtained
aperture, which is also flanked to either side by a cluster
of lit candles stuck into the cave floor dirt.
ML6-SRT-WST-2: Interior
Candles light this room; the balance between light and
shadow andacross distance give the impression that the
tent simply fades into infinity, in that the light gives
out to blackness just before the tent walls. The center
of the room is a simple wooden table wringed ringed
with chairs. To the northwest is a comfortable bed;
benches sit to either side of the entrance. Cushions are
positioned to the outside fo the benches. To the south is
a small clothes cabinet, a writing and a dressing desk. To
the southwest is a wash basin, a privy, and a work table.
Access
Contents
Writing Desk
unprotected
Writing Supplies,
using Context C
Dressing Desk
unprotected
Weapons: Simple
Clothing Cabinet
unprotected
Clothing: General
ML6-SRT-WST-3:Work Table
Scattered across this unkempt table are all manner of
notes, scribblings, and writing supplies, and parchment.
Most of them you can’t make any sense of; they appear to
be the scrawlings of someone trying to make it seem as
though their writings are mystical or important.
Access
Contents
Work
Table
unprotected
Among the fake mystical
writings is a note of true import:
roll on the
Plot Discoveries
table.
540
Mines L6
Map 195: Seer Tents: Mystic Seer’s Tent (ML6-SRT-MST)
One square equals 5 ft.
541
Mines L6
ML6-SRT-MST: Seer Tents: Mystic Seer’s Tent
Overview
This tent contains a Mystic Seer, who will give a seance for
a fee. Note that such ceremonies are simply for show, and
provide no actual insight or magical visions.
Theme & Purpose
Seances and similar ceremonies of dubious quality and
pointless intent have arisen in this area, as a means
of generating income from guillible adventurers and
interlopers.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
A
Mystic Seer is nearly always (
95%) here.
Areas of Interest
ML6-SRT-MST-1: Entrance
A richly-detailed, thick velvet curtain denotes access to
this complex of tents.
ML6-SRT-MST-2: Entryway
This foyer of sorts is marked by two octagonal tables,
each ringed with candles. Embroidered cushions are
placed to the interior of these.
ML6-SRT-MST-3: Waiting Chamber
Almost an extension of the foyer is this simple chamber,
vacant but for two benches against the northwest wall.
Simple, opaque curtains lead to the northeast and
southwest.
ML6-SRT-MST-4: Ceremony Room
This is clearly a room for ceremony: cushions are placed
around the perimeter, but the center is dominated by
a rectangular table coated with candles and ringed by
simple chairs. A knife sits at the head of the table.
ML6-SRT-MST-5: Personal Chambers
These are the simple, spartan personal chambers of the
Seer: a writing and dressing desk with simple stool, a
clothes cabinet, wash basin, privy, and bed.
Access
Contents
Writing
Desk
Locks: Furniture,
Simple AND
Traps: General,
using Context B
Writing Supplies,
using Context C AND
Gems: Semi-Precious
Dressing
Desk
unprotected
Textiles: General AND
Roll on the
Plot
Discoveries table
Clothing
Cabinet
Locks: Furniture,
Simple
Clothing: General,
using Context C AND
Armor: Light AND
Weapons: Simple
542
Mines L6
Map 196: Seer Tents: Eastern Seance Tent (ML6-SRT-EST)
One square equals 5 ft.
543
Mines L6
ML6-SRT-EST: Seer Tents: Eastern Seance Tent
Overview
This tent contains a Mystic Seer, who will give a seance for
a fee. Note that such ceremonies are simply for show, and
provide no actual insight or magical visions.
Theme & Purpose
Seances and similar ceremonies of dubious quality and
pointless intent have arisen in this area, as a means
of generating income from guillible adventurers and
interlopers.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
A
Mystic Seer is very often (
70%) here.
Areas of Interest
ML6-SRT-EST-1: Entrance
Clumps of candles spill wax on bare earthen floor to
either side of a blue velvet curtain stained in brown.
ML6-SRT-EST-2: Interior
This room is far too cramped for all that is within: a
circular table with one too many chairs; writing desk
with no sitting device nearby; clothing cabinet; dressing
desk with no means of sitting down; privy overdue
for emptying; wash basin encrusted with algae; two
cushions; and an uncomfortable-looking bed..
Access
Contents
Writing
Desk
unprotected
Writing Supplies
Dressing
Desk
Locks: Furniture,
Simple
Coin Treasure:
Moderate, using Context
D, halve quantities
Clothing
Cabinet
unprotected
Clothing: General
ML6-SRT-EST-3: Privy
Only read the following italicized text if the privy is
intentionally searched.
Within the foul-smelling privy is a well-sealed waterproof
oilcloth sack. Inside is a scroll tube and some gemstones.
Access
Contents
Privy
Sack
unprotected
Gems: Medium-Quality, single
quantities AND
Roll on the
Plot Discoveries
table
544
Mines L6
Map 197: Seer Tents: Dining Tent (ML6-SRT-DNT)
One square equals 5 ft.
545
Mines L6
ML6-SRT-DNT: Seer Tents: Dining Tent
Overview
This is where those who dwell in the Seer Tents district
dine, much of the time.
Theme & Purpose
There’s little to be found here, truly.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
NPCs of Note
At all times, there are
2d4 Mystic Seers here.
Areas of Interest
ML6-SRT-DNT-1: Approach
Brazers flank a simple, but large, velvet curtain.
ML6-SRT-DNT-2: Brazisers
You smell the dining tent far before you can see it: smoke
gurgles out of the single lit brazier to the east of the tent
entrance. Counterintuitively to the purpose of a dining
tent, it emits a horrid scent that makes you want to
convulse. You suspect this is to throw monsters off the
scent of the quite-edible food eaten within.
ML6-SRT-DNT-3: Tent Interior
A long banquet table is set simply for all who wish to
eat here. Food—simple fare, but dubious quality—sits
on small octagonal tables t the southeast and southwest.
Two empty sideboards sit to the opposing corners.
546
Mines L6
Map 198: Seer Tents: Thought Hut (ML6-SRT-THH)
One square equals 5 ft.
547
Mines L6
ML6-SRT-THH: Seer Tents: Thought Hut
Overview
This is a place where Seers can come and be at peace with
their thoughts.
Theme & Purpose
This is a very simple structure, in truth; in practice, the
Seers increasingly come here to be away from other Seers,
not to practice any form of true meditation.
Random Encounters
Use the standard / default Random Encounter rules for this
level; however, ignore all monster-related results.
This is a safe space, but the party is not free to execute
a long rest here; NPCs will come along eventually and
ask them to leave, in respect of the Seers’ wishes for this
structure’s use.
Areas of Interest
ML6-SRT-THH-1: Tent Exterior
This simple, low hut is ringed with clumps of candles,
stuck in the earth fo the cave floor.
ML6-SRT-THH-2: Braziers
A quarter of braziers ring the tent, spaced at intervals.
One is lit, and emits a simple yet pleasing and dull
aroma.
ML6-SRT-THH-3: Tent Interior
Cushions line every wall; there are three exits. The floor
is lined with a soft straw, and there is a form of generic
prayer mat in the center; you suspect this was just a
normal rug until it was requisitioned for this purpose.
548
Mines L6
Map 199: False Obelisk Overview (ML6-FDO-O)
One square equals 5 ft.
549
Mines L6
ML6-FDO-O: False Obelisk Overview
Overview
This appears to be “the” Dark Obelisk of so much renown
and catastrophe. It appears to be worshipped as such by
those who have lost their minds to the Obelisk’s influence,
and many of those ilk frequent this location to pay it
homage.
Theme & Purpose
This is in fact just a rock, painted with darkened and dyed
blood to look like the Dark Obelisk. Semi-sentient pawns of
the Obelisk’s will set this up as a distraction, a protection
of the true Obelisk against those who would seek its
destruction.
It’s important to note that no aura of Obelisk Taint applies
in this region, as the stone is false.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all NPC results.
NPCs of Note
At any given time, there are
3d6 Tainted Miners
shambling about this area, typically in a single clump.
Areas of Interest
ML6-FDO-O-1: Firedancer’s Camp
Please refer to page 525 for more information about this
region.
ML6-FDO-O-2: Elevators Southwest
Please turn to page 507 for additional details.
ML6-FDO-O-3: Seer Tents
Page 536 commences more information about this region.
550
Mines L6
Map 200: False Obelisk Closeup (ML6-FDO-CU)
One square equals 5 ft.
551
Mines L6
ML6-FDO-CU: False Obelisk Closeup
Overview
The region surrounding the false Obelisk is a religious
presence for those drawn to madness and chaos in the wake
of the true Obelisk’s revealing and the catastrophe which
followed.
Theme & Purpose
Dread, pure and simple, unless or until the PCs determine
that this is not a true Obelisk and is merely a facade.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all NPC encounters.
Areas of Interest
ML6-FDO-CU-1: The False Obelisk
This 15’ tall chunk of carved rock is deep purple, nearly
crimson, in hue, and 20’ in diameter at its thickest. The
cave floor underneath appears to be hardened magma,
or at the very least, something harder than the mere dirt
that serves as the floor for the majority of this level.
ML6-FDO-CU-2: Lectern
Two skulls sit atop sharpened stakes to the west of this
pulpit, which looks out to the east over the stone altar
and pews.
ML6-FDO-CU-3: Pews
A semicircle of hard wooden benches forms an outer
perimeter of the worship space, just at the edge of
the hardened magma floor near the Obelisk. Bloodied
corpses, their faces frozen in ecstatic and imbeclic grins,
litter the cave floor between the pews and the object of
their adoration. The trail of blood that leads from the
top of the altar to these bodies suggests they were not
unwilling sacrifices to an evil devotion.
Access
Contents
Corpses
(4x)
unprotected
Armor: General AND
Clothing: General, both using
Context B
ML6-FDO-CU-4: Outer Braziers
Steel braziers are scattered throughout the area, most
emitting a pale purple smoke that burns your nostrils
when you get too close. These outer ones sit beneath a
particularly tall point in the cave ceiling, 35’, and serve
as a means of summoning the faithful to prayer. Three
corpses have been slain here.
Access
Contents
Corpses
(3x)
unprotected
Armor: General AND
Clothing: General AND
Weapons: Martial 2H
ML6-FDO-CU-5: Boulders
At the base of a rock pillar reaching all the way to the
ceiling 35’ above is a massive, head-high pile of rocks.
An enormous brazier sits unlit to the southeast, near a
slain dwarven warrior.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Martial 2H
ML6-FDO-CU-6: Bonepit
To the south of the rock pillar is a depressing in the
magma and earth cave floor that has been filled,
horrifyingly, with skeletons and bones. Possessions have
been stripped, and in many cases the flesh appears to
have been charred or burnt away. Dozens of bodies lie
here in final repose, presumably sacrificed to the Obelisk
by its insane devotees.
552
Mines L6
Map 201: Mining North Overview (ML6-MNO-O)
One square equals 5 ft.
553
Mines L6
ML6-MNO-O: Mining North Overview
Overview
The northernmost component of this level of the Mines,
this region was avidly used for active mining up until a few
weeks ago.
Theme & Purpose
Resupply is possible here, but only via braving challenges.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-MNO-O-1: West Region
Discover this area by turning to page 554.
ML6-MNO-O-2: East Region
Please turn to page 556 for further details about this area.
554
Mines L6
Map 202: Mining North: West (ML6-MNO-W)
One square equals 5 ft.
555
Mines L6
ML6-MNO-W: Mining North: West
Overview
This is the northwest corner of the Love-oriented zone
of this level of the Mines contains a plethora of mining
equipment, and the scene of a grisly end for some miners.
Theme & Purpose
This is one of the more stark and obvious depictions of what
has happened in th ewake of the Obelisk’s unveiling. The
atmosphere should be bleak and overwhelming.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-MNO-W-1: Final Stand
A group of miners crafted a makeshift barricade, 10’ tall
in places, out of empty storage containers, sacks, and
spare scaffolding. Blood, dirt, and muck litter the floor
in the alcove beyond, as do three dwarven miners who
succumbed to the monsters who were able to vault their
obstacles. In their midst, oddly untouched amidst the
slaughter, is a pile of collected belongings.
Access
Contents
Dwarf
Corpses
(2x)
unprotected
Armor: Heavy AND
Weapons: Ranged AND
Weapons: Martial 1H AND
Armor: Shields
Treasure
Pile
unprotected
Coin Treasure: Moderate, AND
Gems: Low AND
Potions: Moderate AND
Clothing: General
ML6-MNO-W-2: Railway
Near a bend in the tracks is a cluster of barrels. To the
west is a duo of crates.
Access
Contents
Barrels
(5x)
Container:
Barrel or Crate
Alcohol: General, using
Context B, size Medium
Crates,
Large (2x)
Container:
Barrel or Crate
General Supplies, size
Large
ML6-MNO-W-3: Animal Pen
In the midst of a stash of general mining supplies is an
empty animal pen. To the south is a trio of large crates.
Access
Contents
Crates,
Large (3x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large, using
Context C
ML6-MNO-W-4: Crate Row
To the south of the railway at this point is a loosely-
organized row of small containers.
Access
Contents
Crates,
Small (7x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large, using
Context C
ML6-MNO-W-5: Scaffolding
Rusty, dented and battered scaffolding reaches 20’ to the
top fo the cave wall along this ridge.
556
Mines L6
Map 203: Mining North: East (ML6-MNO-E)
One square equals 5 ft.
557
Mines L6
ML6-MNO-E: Mining North: East
Overview
The northeastern zone of this mining area has been
dedicated to ore extraction up until all of its workers were
slain, went insane, or became devotees of the Obelisk, up to
a few weeks ago.
Theme & Purpose
Dreary, webbed, and abandoned, this area should give the
PCs a creepy feel.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-MNO-E-1: Webbed Railway
To the north of the railway at this point is an
arrangement of large containers; to the south, sets of
barrels. The two stacks are connected by thick ropes of
spiderwebs that cover the tracks as well, maing railcar
traversal impossible until they are cleared off.
Clearing the webbing takes 5-15 minutes... during this
time, automatically roll on the
Random Encounter
table and ignore “NPC Encounter” results. Place any
ensuing monsters in Location 5.
Access
Contents
Crates,
Large (4x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Barrels
(12x)
Container:
Barrel or Crate
Alcohol: General, size
Medium, using Context B
ML6-MNO-E-2: Northwest Webbing
Scaffolding along the north cave wall reaches 25’ to
the ceiling. Fresh water barrels and wheelbarrows are
spaced along its length.
ML6-MNO-E-3: Rockspire Storage
About the base of a 25’ tall rockspire are many different
containers.
Access
Contents
Crates,
Small (8x)
Container:
Barrel or Crate
General Supplies, size
Medium
Barrels
(6x)
Container:
Barrel or Crate
Fresh water
ML6-MNO-E-4: Northeast Webbing
A crevicelike alcove in the northeast here is completely
covered over in spiderwebs. All you see within are
boulders, but the webbing is so opaque you can’t be sure.
Clearing the webbing takes 5-15 minutes... during this
time, automatically roll on the
Random Encounter
table and ignore “NPC Encounter” results. Place any
ensuing monsters as approaching from Location 1 to the
west.
At the conclusion of this searching, there truly is nothing to
see other than boulders and webs.
ML6-MNO-E-5: Webbed Railway
The rails at this position are webbed over, though not
extensively.
Though it takes about 5 minutes to clear the webbing, no
monsters approach during this time; suspend rolling for
Random Encounters until the work is complete.
558
Mines L6
Map 204: Rockpile (ML6-RKP)
One square equals 5 ft.
559
Mines L6
ML6-RKP: Rockpile
Overview
In the middle of the Love-oriented region of this level of the
Mines is a giant pile of boulders and fungus.
Theme & Purpose
This is an unusual place to find treasure, but for those who
brave the challenge, there is plenty to be had.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-RKP-1: Northwest Rockspire
This stalagmite reaches 25’ up to the 35’ tall ceiling.
About its base are clustered several different species of
fungus, with some caps reaching the size of your head.
ML6-RKP-2: Fungal Carpet
The earthen floor in this area is sodden and depressed,
as though collecting the moisture from the entire area.
Whatever the phenomenon, it seems tailor-made for
fungus, which blankets the region in a thick carpet,
reaching waist high in some areas.
When walking through the fungus in this area, roll for
Random Encounters twice as frequently as you normally
would.
ML6-RKP-3: Railway
The rails are sturdy, and the ties solid wood. To the
northwest, you see an enormous pile of boulders, covered
with mushrooms. The rocks reach 15’ tall in the center.
ML6-RKP-4: Boulder Top
At the apex of the mound of rocks is a gruesome scene:
four elf bodies, slain weeks ago, along with a pile of
treasure. Some coins and gems from the pile have spilled
onto the boulders.
Access
Contents
Elf
Corpses
(4x)
unprotected
Armor: General AND
Weapons: Martial Ranged AND
Weapons: Martial 1H AND
Armor: Shields, all using
Context C
Treasure
Pile
unprotected
Coin Treasure: Moderate AND
Gems: Medium-Quality, both
using Context C
As soon as the PCs start looting, roll on the
Monsters: Mines, Advanced FlexContent table. The
ensuing beast(s) are to be placed approaching from
the far southwest corner of the map. The PCs have
the advantage of height in this scenario, so it might be
interesting as to what they do.
560
Mines L6
Map 205: Mining East Overview (ML6-MNE-O)
One square equals 5 ft.
561
Mines L6
ML6-MNE-O: Mining East Overview
Overview
The entire eastern wall of the Law-oriented section of these
Mines is open to ore salvage.
Theme & Purpose
Although much of the area is simply abandoned mining
equipment, there is a great deal of prior drama to discover,
as well as some quite decent looting.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-MNE-O-1: North Mining
Please turn to page 562 for further details..
ML6-MNE-O-2: Center Mining
Page 564 contains more information on this region.
ML6-MNE-O-3: South Mining
Refer to page 567 begins more details about this zone.
562
Mines L6
Map 206: Mining East: North (ML6-MNE-N)
One square equals 5 ft.
563
Mines L6
ML6-MNE-N: Mining East: North
Overview
This area was host to a slaughter; several miners lie dead in
the northeast of this region.
Theme & Purpose
There is also a fair amount of ore and supply storage here.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll NPC Encounters once.
Areas of Interest
ML6-MNE-N-1: Storage
To the southwest of the curve of the railway is a cluster
of storage containers. A thin and month-old blood
trail leads south to a dwarven body amidst a cluster of
discarded tools.
Access
Contents
Crates,
Large (3x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Large
Crates,
Small (3x)
Container:
Barrel or Crate
General Supplies, size
Medium
Dwarf
Corpse
unprotected
Weapons: Light
Mining
Tools
unprotected
Weapons: Simple, roll 1d4
times
ML6-MNE-N-2: Barrels & Tools
Mining tools of all sorts have been tossed here by
workers abandoning their jobs. In addition, next to a
water trough and wheelbarrow, is a stack of casks.
Access
Contents
Mining
Tools
unprotected
Weapons: Simple, roll 1d6
times
Casks (4x)
Container:
Barrel or Crate
Alcohol: General, using
Context B, size Medium
ML6-MNE-N-3: Carnage
The northeast region of this area of the mines is
depressed, about a foot lower than the area to the west.
Dirt and muck have settled here. Atop it is a trail of
blood that forms a circle around the casks to the west;
amidst the circle are two dwarven miners, dead some
weeks from the look of it.
Access
Contents
Dwarf
Bodies
unprotected
Armor: Light AND
Weapons: Simple
ML6-MNE-N-4: Southeast Barrels
The scaffolding all along the wall reaches 25’ tall, up to
the ceiling of the cave’s minable ore. Water barrels are
spaced evenly among the metal ladders. A trio of barrels
has been placed to the south of the line of wheelbarrows.
Access
Contents
Barrels
(3x)
Container:
Barrel or Crate
Fresh water
564
Mines L6
Map 207: Mining East: Center (ML6-MNE-C)
One square equals 5 ft.
565
Mines L6
ML6-MNE-C: Mining East: Center
Overview
This mining wall connects to the west to the sludge lake
through a small mountain of stalagmites and boulder piles.
Theme & Purpose
This area should be cold, morbid, and terrifying, with
carcasses and skeletons everywhere... and plenty of
monsters.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll NPC Encounters and “No Encounter” results
once. Roll twice as often as you td.ypically wou
Areas of Interest
ML6-MNE-C-1: Rock Bridge North
This bridge appears to have been well-hewn from a
single chunk of boulder, and carved simply in common
Dwarven runes.
ML6-MNE-C-2: Rock Bridge South
A simple, half-hearted, and untalened mixture of elven
and dwarven runes adorns this rock bridge.
ML6-MNE-C-3: Sludge River
A river of what looks to be disgusting, chunky gruel flows
very slowly south. You’re not sure what it is, but you are
certain you don’t want to find out.
Please refer to “Map 213: Sludgelake (ML6-SGL)” on page
578 for more information on the effects of the sludge.
ML6-MNE-C-4: Corpsepile
Nestled among the stalagmites and boulders of the
mountain range here is a pile of skeletons, half-
dessicated bodies, and monster skulls. There looks to be
little treasure to be found here; there is the odd coin but
it is dented and barely worth a copper.
ML6-MNE-C-5: North Boulder Mountain
It’s not really a mountain range, but it sure feels that
way: stalagmites formed from eons of cave drippings mix
with 10’ high piles of boulders to give the impression of
a mountain range writ small. Adding to the atmosphere
is an electic and intermittent mix of bodies, shattered
and clumped on the rocks and spires. All have been dead
months at least, and years in many cases. In all cases,
their possessions appear to have been stripped or looted.
When entering the “mountain range”, roll immediately
on the
Random Encounter table and reroll “NPC
Encounter” results. Any monsters that ensue should be
placed approaching from Location 1 to the west.
ML6-MNE-C-6: Railway
The railway in this area is dented, pitted, and the ties
rotted. It looks serviceable, but only just barely.
ML6-MNE-C-7: Wheelbarrow Bodies
The dwarven corpse here has been hacked to death,
perhaps by pickaxes. It seems that she was stacked in
the nearby wheelbarrow, and tipped over to spill onto the
cave floor, in the
Access
Contents
Dwarf
Corpse
unprotected
Armor: Light AND
Weapons: Simple
ML6-MNE-C-8: Dead Miner
Another dead miner lies here, to the south of a trio of
sealed barrels. A rack of stacked barrels has been placed
to the west nearby.
Access
Contents
Barrels,
Small (3x)
Container:
Barrel or Crate
Alcohol: General, using
Context B, size Medium
Barrels,
Large (7x)
Container:
Barrel or Crate
Fresh water
Dwarf
Corpse
unprotected
Weapons: Ranged AND
Weapons: Simple
ML6-MNE-C-9: Southeast Carnage
Two dwarf miners have been slashed to ribbons along the
25’ tall ridge of the mine in this area.
566
Mines L6
Access
Contents
Dwarf
Corpses (2x)
unprotected
Armor: Light AND
Weapons: Simple
ML6-MNE-C-10: South Rock Mountain
The rocks in this region are thick and large, reaching 12’
tall in places. Stalagmites reach 10-20’ tall. Skeletons of
long-deceased monsters and adventurers litter the area.
As the PCs traverse this area, roll immediately on the
Random Encounter table and reroll “NPC Encounter”
results. Any monsters that ensue should be placed
approaching from Location 1 to the west.
ML6-MNE-C-11: Center Rock Mountain
As the PCs pass over this area, roll immediately on the
Random Encounter table and reroll “NPC Encounter”
results. The party disturbs the slumber of the ensuing
beast(s); any monsters that ensue should be placed as
arising from Location 4 to the west.
567
Mines L6
Map 208: Mining East: South (ML6-MNE-S)
One square equals 5 ft.
568
Mines L6
ML6-MNE-S: Mining East: South
Overview
Much of this area appears to be a recently-functional mine...
it’s not until the PCs get to the southeast corner that it turns
macabre.
Theme & Purpose
The treasure in the southeast corner is one of the richest
in the area, providing that the party can defend themselves
once there.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll “NPC Encounter” results once.
Areas of Interest
ML6-MNE-S-1: Stonebridge North
This rugged and broad stone bridge was crafted years
ago, and judging from the runes inscribed, by dwarves.
ML6-MNE-S-2: Stonebridge South
Spanning the river of sludge here is a well-crafted stone
bridge.
ML6-MNE-S-3: Northeast Mining
Wheelbarrows, water troughs, and 25’ tall scaffolding
populates this area.
ML6-MNE-S-4: Rockspire Boulders
A broad stalagmite stretches all the way to the 25’
ceilings. To its east is a huge pile of boulders; the
the south, a blood trail leads from the railway to the
barricades in the southeastern corner.
ML6-MNE-S-5: Crate Barricade
Empty containers of all sort have been piled and stacked
here in an effort to prevent assault from the north and
west. From the blood everywhere, it seems to have been
an unsuccessful defense; four dwarf bodies lie slain
some weeks past. To the northwest of the crates is an
arrangement of casks.
Access
Contents
Dwarf
Corpses
(4x)
unprotected
Armor: Medium AND
Weapons: Martial 2H AND
Weapons: Ranged
Casks
(6x)
Container:
Barrel or Crate
Alcohol: General, using
Context B, size Medium
ML6-MNE-S-6: Treasure Stash
Tucked away behind rusty scaffolding is a treasure pile,
presumably the last possessions of value among those
slain to the north and west.
Access
Contents
Treasure
Pile
unprotected
Potions: Moderate AND
Coin Treasure: General AND
Gems: Low
ML6-MNE-S-7: Railway
The rails here are dented and dinged, but in good
working order. To the west of this area is a quarter of
sealed barrels.
Access
Contents
Barrels
(4x)
Container:
Barrel or Crate
Fresh water
569
Mines L6
Map 209: Mining South Overview (ML6-MNS-O)
One square equals 5 ft.
570
Mines L6
ML6-MNS-O: Mining South Overview
Overview
This mining zone encompasses the entire south and western
walls of the Chaos-aligned area of this level of the Mines. It
was actively used to excavate ore until a month or so ago.
Theme & Purpose
There’s a lot of death, a lot of treasure, and a lot of
spiderwebs and accompanying beasties to be found in this
area.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML6-MNS-O-1: Northwest Mining
Please refer to page 571 for further information.
ML6-MNS-O-2: Southwest Mining
Page 574 begins full details.
ML6-MNS-O-3: Southeast Mining
Turn to page 576 for additional description.
571
Mines L6
Map 210: Mining South: Northwest (ML6-MNS-NW)
One square equals 5 ft.
572
Mines L6
ML6-MNS-NW: Mining South: Northwest
Overview
The northwest mining region here is littered with corpses
and treasure, owing mostly to its proximity to the False
Obelisk to the northeast.
Theme & Purpose
The presence of the False Obelisk may not imbue the region
with a formal Aura as such, but its presence is manifest in
other ways: the absence of sentient and sane people; the
prevalence of monsters, and a littering of corpses along the
mining cave wall.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results. Roll twice as
often as you would typically do.
Areas of Interest
ML6-MNS-NW-1: North Mining
A few tattered and rusty scaffolds reach 20’ to the ceiling
in this area. Week-old blood is scattered around the
corpse of a dwarven miner, who looks hacked to death by
mining tools.
Access
Contents
Dwarf
Corpse
unprotected
Weapons: Simple
ML6-MNS-NW-2: North-Northwest
Mining
Mining tools have been abandoned here and there along
the cave wall in this area. One dwarf miner has been
slain with a pickaxe that is still embedded in his torso.
Against the mining cave wall are two stacks of bags.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Light AND
Weapons: Light, both using
Context D
Sack
Piles (2x)
unprotected
Simple Foodstuffs, size
Medium
Mining
Tools
unprotected
Weapons: Simple, roll 1d4
times
ML6-MNS-NW-3: West Mining
Wheelbarrows, fresh water barrels, and 25’ tall scaffolds
litter this area.
Access
Contents
Mining
Tools
unprotected
Weapons: Simple, roll 2d4
times
ML6-MNS-NW-4: Southwest Mining
Four dwarf miners are scattered here among abandoned
tools and small, cloying ponds of their own blood and
viscera. In the alcove to the west are piled mounds of
sacks; it looks as though there was a concerted effort to
amass the supplies needed to erect a barricade, but the
miners involved did not have time enough to do so before
the assault.
Access
Contents
Dwarf
Corpses
(4x)
unprotected
Armor: General AND
Weapons: General, both using
Context D
Sack
Piles (2x)
unprotected
Glasses, Metals, and Woods,
size Large
ML6-MNS-NW-5: Storage Treasure Maze
Spiderwebbed crates form a small maze of sorts, an
alley really ending in a treasure pile and four half-elven
bodies.
Access
Contents
Half-Elf
Corpses
(4x)
unprotected
Armor: Light AND
Weapons: Martial Ranged AND
Weapons: Martial 1H, all using
Context C
Crates,
Large
(5x)
Container:
Barrel or
Crate
Glasses, Metals, and Woods,
size Large
Crates,
Small
(5x)
Container:
Barrel or
Crate
General Supplies, size Medium
573
Mines L6
Access
Contents
Treasure
Pile
unprotected
Coin Treasure: Moderate AND
Gems: Low AND
Gems: Semi-Precious, using
Context B
ML6-MNS-NW-6: False Obelisk
Please refer to 550 for further details about this region.
574
Mines L6
Map 211: Mining South: Southwest (ML6-MNS-SW)
One square equals 5 ft.
575
Mines L6
ML6-MNS-SW: Mining South: Southwest
Overview
Very close to the railway, and of rich ore potential, this zone
is one of the newest in the Mines.
Theme & Purpose
The niche in the southwest, and its treasure, is by far the
most interesting aspect of this region.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Areas of Interest
ML6-MNS-SW-1: Railway
An elven corpse lies slain and slumped near the tracks;
blood spatters the rails and ties. Nearby, boulders fallen
from a rockspire have dented some abandoned mining
equipment.
Access
Contents
Elf
Corpse
unprotected
Armor: Light AND
Weapons: Martial 1H, both
using Context C
Mining
Tools
unprotected
Weapons: Simple, roll 1d4
times
ML6-MNS-SW-2: Southwest Alcove
Rockfall and a partial collapse of the ceiling here has
obstructed the expansion of the mining to the southwest,
which forms a big alcove. Spiderwebs adorn most
surfaces, and two dwarven miners lie amidst a chaotic
mixture of blood, coin, and boulder. Scaffolds in the
alcove reach barely 10-15’ tall as the alcove is quite a bit
smaller than the cave to the north.
Access
Contents
Dwarf
Corpses
(2x)
unprotected
Weapons: Light
Treasure
Pile
unprotected
Coin Treasure: Moderate AND
Potions: Moderate AND
Textiles: General, using
Context C
ML6-MNS-SW-3: Southeast Mining
25’ scaffolds covered in rust and dusty webs decorate the
south cave wall.
ML6-MNS-SW-4: Barrels & Tools
A stack of casks rests here, neat and orderly. Scattered
everywhere in this region is an assortment of smaller
casks, as well. Mining tools have been abandoned on the
ground.
Access
Contents
Barrels,
Large (8x)
Container:
Barrel or Crate
Fresh water
Casks (5x)
Container:
Barrel or Crate
Alcohol: General, using
Context B, size Medium
576
Mines L6
Map 212: Mining South: Southeast (ML6-MNS-SE)
One square equals 5 ft.
577
Mines L6
ML6-MNS-SE: Mining South: Southeast
Overview
The southeast edge of the mining in this zone seems fairly
typical, except for the slain miners littering the cave floor
and the huge cluster of spiderwebs.
Theme & Purpose
Despite the carnage and challenge, there’s comparatively
little loot to be found here, save for the southeast corner,
where danger is also greatest.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Reroll all “No Encounter” and “NPC Encounter”
results.
Areas of Interest
ML6-MNS-SE-1: Southwest Alcove
Two dead dwarves lie here at the foot of 25’ tall
scaffolds. To the northeast, near the railway, are two
small crates.
Access
Contents
Dwarf
Corpses (2x)
unprotected
Armor: Light AND
Weapons: Simple
Crates,
Small (2x)
Container:
Barrel or Crate
Clothing: General, using
Context D, size Medium
ML6-MNS-SE-2: South Alcove
One dead miner is slumped between an open barrel of
fresh water and an empty water trough.
Access
Contents
Dwarf
Corpse
unprotected
Weapons: Light
ML6-MNS-SE-3: Webbed Rockspires
Two huge stalagmites sit on either side of the railway in
this corner. Between them are strung a huge assortment
of thickly-stranded webbing, preventing all movement
between the spires.
SClearing the webs to enable railcar travel requires 10
minutes, during which you must roll on the
Random
Encounter table and ignore “NPC Encounter” results.
Ensuing monsters will approach from the western edge
of the map.
ML6-MNS-SE-4: Treasure Stash
In this rounded alcove forming the corner of the mining
zone, three dwarves have been slain by crushing rocks.
A small pile of treasure has been placed in the southern
corner. To the northwest of the pile is a trio of casks.
Access
Contents
Dwarf
Corpses (3x)
unprotected
Armor: Heavy AND
Weapons: Martial 2H
Casks (3x)
Container:
Barrel or Crate
Alcohol: General, using
Context C, size Medium
578
Mines L6
Map 213: Sludgelake (ML6-SGL)
One square equals 5 ft.
579
Mines L6
ML6-SGL: Sludgelake
Overview
This large natural lake consists of all manner of disgusting
runoff, bile, feces, and other excreted or exuded substance
from creatures and monsters, alive and dead.
Theme & Purpose
There is a bit of treasure on the bank, but taken as a whole,
this region is almost certain to be a disappointing trap for
“completionist” PCs wishing to ensure they miss absolutely
no corner of the Mines.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Ignore all “NPC Encounter” results.
Undersludge
This lake, and the river that flows from it to the south,
consists of a viscous, foul liquid called undersludge.
Treat undersludge as a trap, with the following profile.
Stepping into, or across, any square containing undersludge
will automatically cause an effect unless an Acrobatics check
is passed. A PC may attempt the Acrobatics check first, and
thereafter the Constitution check if that is failed.
Undersludge
Type Organic; Trigger Touch; Reset Automatic
Perception automatic; Disable Device n/a
Effect Nauseated (Constitution DC 16 downgrades to
Sickened; Acrobatics DC 18 negates)
Detecting undersludge is automatic, as it often takes the
form of rivers or ponds. To have an effect, at least a square
foot of one’s body must be covered with the substance;
stepping into a river or lake qualifies.
Roll once to resolve the effect; that effect sustains until
the undersludge is removed. Typically, simply washing
the affected area with water is sufficient to eliminate the
contamination.
Areas of Interest
ML6-SGL-1: Stonebridge South
This stone bridge allows safe access from east to west
banks across the undersludge river. On the west bank is
an assemblage of bones.
ML6-SGL-2: East Bank Boulder
Mountains
Please refer to “Map 207: Mining East: Center (ML6-
MNE-C)” on page 564 for more information.
ML6-SGL-3: Fungal Bank
The southwest bank of the lake consists of a horde of
mushrooms of purple and ochre hue.
ML6-SGL-4: Northwest Fungus
Between the two rockspires here is a morass of boulders,
fungus, and skeletons.
If the murhsrooms here are disturbed, roll on the
Random Encounter table and ignore “NPC Encounter”
results. Monsters that ensue should approach from
Location 2 to the southeast.
ML6-SGL-5: North Bank Treasure Cache
Nestled among a partial ring of boulders fallen from the
enormous rockspire that stretches 30’ to the cave ceiling
is a skeleton and a pile of belongings.
Access
Contents
Skeleton
unprotected
Armor: Medium
Treasure
Pile
unprotected
Clothing: General AND
Textiles: General AND
Gems: Semi-Precious
ML6-SGL-6: Northeast Bank
Fungus encrusts this entire region about the bank of the
lake at the foot of a narrow 20’ tall rockspire. Skeletons
and monster carcasses litter the boulder-strewn region to
the north.
ML6-SGL-7: Sludgelake
This enormous, natural lake of putrid, viscous resin
is opaque, but you suspect it’s close to 15’ deep in the
middle. From the ceiling drips a ceaseless but slow refill
of the fluid, which appears to be a mixture of viscera,
mud, and other, less savory substance.
580
Mines L7
Mondaria Mines:
Levels 7 & 8
581
Mines L7
Map 214: Mines Level 7 Overview (ML7-O)
One square equals 20 ft.
582
Mines L7
Level Introduction: Mines Level 7 & 8
Summary
These levels return to the surface dynamic of having a single,
large space in which all three regions of Chaos, Law, and
Love can coexist. That such design has been made possible
largely by the Obelisk’s influence is somewhat surprising,
but in evil, all things may be united.
This level consists of a single enormous cave space, a huge
secret northern zone, three staircases which descend further
into the abyss, and a southern secret region that hides what
may be the adventure’s single most lethal foe.
Entrances and Exits
Note that the following are typical, even secret, means of
entering and exiting the level as it was designed.
Other, magical means of navigating the level (for example,
teleportation spells or those that grant incorporeality) are
not discussed and are left to the GM to manage should they
be introduced.
Navigation to Mines Level 6
There are three Elevators ascending to Level 6, near
locations 1, 2, and 3.
Navigation to Mines Level 8
Locations 9, 10, and 11 each feature elevators or
staircases that descend.
Overview
The PCs will descend via one of the three elevators; each
location surrounding these lifts is an interesting little scene
unto itself. Once freed of the immediate challenge, they may
explore, or simply move south to descend into the murky
depths.
“Level 8” is less a true level of the Mines, more a
penultimate stage of depth leading to the final zone.
Atmosphere & Theme
The air is tangibly hot, and smells a bit of sulfur and soot.
Visibility is impaired, despite the party’s best efforts.
Chronic headaches for Lawful characters should now be
quite severe. For Paladins, consider adding occasional
conditions of blurred vision to the mix.
Default Random Encounters
Some Areas of Interest within this level will describe
a certain approach to Random Encounters, either by
overriding the timing (e.g., “every 30 minutes), and/or by
providing its own localized version of the random encounter
table below.
Absent such an override, roll on the following table of
Default Random Encounters for every 5 minutes the party
remains in this area.
Table 24: Mines Level 7 Default Random Encounters
D%
Event
Description
01-05
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
06-10
Trivial
Encounter
Roll once on Monsters: Mines,
Trivial.
11-20
Light
Encounter
Roll once on Monsters: Mines,
Light.
21-40
Average
Encounter
Roll once on Monsters: Mines,
Average.
41-75
Advanced
Encounter
Roll once on Monsters: Mines,
Advanced.
76-89
Elite
Encounter
Roll once on Monsters: Mines,
Elite.
90-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
Table 25: Mines Level 7 Default NPC Encounters
D%
Event
Description
01-05
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
06-15
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
583
Mines L7
D%
Event
Description
16-29
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
30-34
Common
NPC
A single Bleak Mute lurches within
view of the party.
35-39
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
40-49
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
50-64
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
65
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
66
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
67
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
60-68
Common
NPC
A horrifying Tainted Taskmaster
walks about.
-
Common
NPC
Celebrants dance and amble
toward the party:
1d4x
2d4x
2d6x
3d8x
-
Common
NPC
Firedancers lithely come toward
the party:
1d4x
2d4x
2d6x
3d8x
-
Common
NPC
A Firedancer party approaches
the PCs:
1x Campmaiden, 1d4x
Firedancers, 2d4x Celebrants
1x Hearthstud, 2d4x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d6x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d8x
Firedancers, 2d8x Celebrants
D%
Event
Description
-
Common
NPC
A single Campmaiden or
Hearthstud approaches the party
with a twinkle in their eye. Use
the sex opposite the majority of
the PCs’ composition, or randomize
if there is a tie.
69
Named NPC
Ambling scholar Brocambe
Methurzz.
70
Named NPC
Beastmaster Gabharn.
71
Named NPC
Blacksmith Hamfast Burrbottom.
72
Named NPC
Feastmaster Frobwin Glamfork.
73
Named NPC
Herbalist Innelothe.
74
Named NPC
Illusionist entertainer Raekeldorr.
75
Named NPC
Keeper of Records Skandern
Lithutz.
76
Named NPC
Keepmaster Vanarelia Riccards.
77
Named NPC
Loremaster Dalnarok.
78
Named NPC
Mercenary dwarf Gordsturll.
79
Named NPC
Merenary tiefling Killarth.
80
Named NPC
Railmaster Arranz Trevain.
81
Named NPC
Tinkermaster Skandbard.
82
Named NPC
Warden Imeltrude Legande.
83
Named NPC
Brewmaster Glimdarffe Sudsglub.
84
Named NPC
Cartographer Estarel Finequill.
85
Named NPC
Chemist Incebb Gullip.
86
Named NPC
Chief engineer Didkeln
Clawhammer.
87
Named NPC
Coinmaster Lugatoo.
88
Named NPC
Dwarven union leader Danalin
Foeslash.
89
Named NPC
Elven administration leader
Maresmir.
90
Named NPC
Engineer Brimdog Firecleave.
91
Named NPC
Foreman Belerras.
92
Named NPC
Gangboss Dagbrag.
93
Named NPC
Lead designer Estarel Finequill.
94
Named NPC
Mayor Faenadorn.
95
Named NPC
Minemaster Thrennian Lo’quee.
96
Named NPC
A Mystic Seer.
97
Named NPC
Sage Natobbe.
98
Named NPC
Stablehand Friskbik.
99
Named NPC
Stablemaster Semtammi.
00
Named NPC
Tribute magister Elawelle.
Areas of Interest
ML7-O-1: Elevator Up (Law)
Please refer to page 585 for more information.
ML7-O-2: Elevator Up (Love)
Page 587 commences a full description.
584
Mines L7
ML7-O-3: Elevator Up (Chaos)
Find a full depiction of this region beginning on page 590.
ML7-O-4: Railtracks
A single, massive loop of railway connects all important
regions in this mine level.
ML7-O-5: Secret Passage North
Refer to page 592 for full details.
ML7-O-6: Obelisk Shard Mining
Page 594 begins full information of this zone.
ML7-O-7: Dais
This imposing structure is described starting with page
602.
ML7-O-8: Wyrmlair
Formidable challenge awaits those who detect this secret, as
described starting on page 605.
ML7-O-9: Staircase West
This leads down to “Map 230: Staircase West (ML8-SCW)”
on page 620.
ML7-O-10: Staircase Center
Please refer to “Map 229: Mines Level 8 Overview
(ML8-O)” on page 618 for further information.
ML7-O-11: Staircase East
“Map 231: Staircase East (ML8-SCE)” on page 622 holds
complete information.
585
Mines L7
Map 215: Elevator Up, Law (ML7-EUL)
One square equals 5 ft.
586
Mines L7
ML7-EUL: Elevator Up, Law
Overview
The easternmost of the three elevators that lead to this level,
this region has some grisly discoveries and a large amount of
storage to discover.
Theme & Purpose
The region immediately around the elevator is neat and
orderly. The animal pen... less so.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML7-EUL-1: Railway
These tracks look pristine, as though rarely—if ever—
used.
ML7-EUL-2: Elevator Up
This leads to “Map 182: Elevators East (ML6-EEL)” on page
509.
ML7-EUL-3: Storage
A massive array of crates and barrels sits here, neatly
stacked and coordinated. To the north is a pile of
treasure amidst a spill of coins.
Access
Contents
Crates,
Large (3x)
Container:
Barrel or Crate,
using Context C
Glasses, Metals, and
Woods, size Large,
using Context C
Crates,
Small (6x)
Container:
Barrel or Crate
General Supplies, size
Medium
Barrels
(6x)
Container:
Barrel or Crate
Alcohol: General, size
Medium
Treasure
Pile
unprotected
Coin Treasure:
Moderate AND
Gems: Semi-Precious
ML7-EUL-4: Animal Pen
A series of wooden fenceposts forms a wall through the
muddy cave floor at this point. To the east of center
in this wall is an animal pen, filled with dwarf corpses
hacked to pieces so badly it’s difficult to detemrine how
many bodies there are. Weeks-old blood abounds, but no
possessions to speak of.
ML7-EUL-5: Boulders and Webs
Between two wide-based rockspires that reach nearly to
the 30’ tall ceilings is a mass of boulders of all size and
shape, forming a pile 8’ tall in places. Strewn across this
makeshift mound is a mess of spiderwebs.
ML7-EUL-6: Dead Elves
Two dead elves lay at the base of the rock heap, drained
of blood and with sunken eyes. Their bodies retain all
their worldly goods.
Access
Contents
Elf Corpses
(2x)
unprotected
Armor: Medium AND
Weapons: Martial Ranged
AND
Weapons: Martial 1H
587
Mines L7
Map 216: Elevator Up, Love (ML7-EUV)
One square equals 5 ft.
588
Mines L7
ML7-EUV: Elevator Up, Love
Overview
The northwestern of the three elevators that control access
into and out of this level of the Mines, this region has
become infested with fungus and debris.
Theme & Purpose
This may be the most dangerous of the three elevators, but
the corresponding reward is equivalent to the challenge.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Ignore “NPC Encounter” results, and reroll “No
Encounter” results.
Areas of Interest
ML7-EUV-1: Elevator Up
This leads to “Map 179: Elevator North Down (ML6-END)”
on page 503.
ML7-EUV-2: Storage
A massive collection of containers sits here, somewhat
organized. A sackpile has been heaped to the southeast.
Access
Contents
Crates,
Large (7x)
Container:
Barrel or Crate,
using Context C
Glasses, Metals, and
Woods, size Large,
using Context C
Crates,
Small (67)
Container:
Barrel or Crate
Clothing: General, size
Medium
Sack Pile
unprotected
Rations & Prepared
Food, size Large
ML7-EUV-3: Elf Treasure
Two elves were slain here by fire and acid, probably a
few weeks past. A small pile of treasure sits beteween
them, amidst a spill of coins.
Access
Contents
Elf Corpses
(2x)
unprotected
Armor: Light AND
Weapons: Martial 1H
Treasure
Pile
unprotected
Coin Treasure: Moderate
AND
Potions: Moderate
ML7-EUV-4: Boulder Spill
Massive boulders have fallen from the cave ceiling here,
completely and irrevocably blocking the railway at this
point. To the northeast an enormous spiderweb joins
the boulders to a similarly-sized clump at the base of a
rockspire.
ML7-EUV-5: Dwarf Water
This dead dwarf now lies near a clump of enormous fungi
and three open barrels of fresh water.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Ranged
ML7-EUV-6: Railway Slime North
Two dead half-elves lie on the tracks in this area. To the
southwest are two open barrels of fresh water. To the
northwest is a patch of translucent, purplish-black slime.
The slime here is just simply residue, but the PCs will be
forgiven for reacting cautiously.
ML7-EUV-7: Railway Slime Northwest
Viscous slime coats the tracks and railbed at this point.
To the south is a dwarven corpse, next to a dessicated
skeleton and a cluster of spiderwebs at the base of n
enormous rockspire.
Access
Contents
Dwarf
Corpse
unprotected
Armor: Heavy AND
Weapons: Simple AND
Weapons: Ranged
The slime is a
gray ooze, which attacks the PCs if they
approach within 20’ of it.
ML7-EUV-8: Spiderweb Rockspire
The south slope of this massive, 30’ tall rockspire is
coated in enormous strands of spiderwebbing. Five
dessicated corpses surround the webs; one week-dead elf
is caught still in its midst.
Touching the webs in this region will trigger attention:
roll on the
Random Encounter table and ignore
589
Mines L7
“NPC Encounter” results. Ensuing monsters approach
from Location 5 to the southeast.
Access
Contents
Elf
Corpse
unprotected
Armor: Light AND
Weapons: Ranged AND
Potions: Moderate
ML7-EUV-9: Barrel Spill
A stack of barrels has toppled here to the southwest of
the fungus clustered earound the elevator.
Access
Contents
Barrels
(9x)
Container:
Barrel or Crate
Alcohol: General, using
Context B, size Medium
ML7-EUV-10: Fungus
Purple, knee-high fungus encrusts the cave floor in this
area. The caps are head-sized in places, and particularly
large clumps of mushroom come up to your shoulder. As
you move about, thick spores cling to your clothing and
body. They seem harmless, but it’s very easy to see who
has and who has not walked through here.
The fungus itself poses no real threat; however, any PC who
wades through at least two squares of this purple fungus is
marked for cave-dwelling beasts who recognize it.
For an hour after walking in this area, monsters who attack
any PC who travels here receive a +1 circumstance bonus on
their attack rolls.
590
Mines L7
Map 217: Elevator Up, Chaos (ML7-ELC)
One square equals 5 ft.
591
Mines L7
ML7-ELC: Elevator Up, CHaos
Overview
The southernmost of the three elevators descending into this
floor, this one sports the area of must obvious carnage.
Theme & Purpose
The scene here is grim and grisly, but almost bloodless; this
conflict happened nearly at the beginning of the Obelisk’s
discovery.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any “NPC Encounter” results.
Areas of Interest
ML7-ELC-1: Elevator Up
Four elf bodies lie slain here. Surrounding the elevator
is a chest-high ridge of grain sacks; beyond that is a
second barricade of empty crates, barrels, and destroyed
furniture.
The elevator itself leads back up to “Map 181: Elevators
Southwest (ML6-ESW)” on page 507.
Access
Contents
Elf Corpses
(4x)
unprotected
Armor: Light AND
Weapons: Martial Ranged
AND
Weapons: Martial 1H
If the PCs descend here from Level 6, roll immediately
on the
Random Encounter table and reroll until
you get a monster result. Place the ensuing beasts as
approaching from the maps’ western edge.
ML7-ELC-2: Rockspire South
This narrow stalagmite reaches 20’ up toward the 30’
cave ceiling. About its base is a cluster of webbing and
boulders. To the northeast, barrels and debris make
passage by rail here impossible until it’s cleared off.
Clearing the area requires 5-10 minutes, during which
you must roll on the
Random Encounter table,
ignoring “NPC Encounter” results. Any monsters that
ensue should approach from the map’s north edge.
ML7-ELC-3: Northwest Guano
Feces riddle the cave floor here, to the east of a narrow,
15’ tall stalagmite surrounded by boulders and webbing.
ML7-ELC-4: Northeast Rockspire
A slim spire of rock reaches precariously all the way up
to the 30’ cave ceiling here. Spiderwebs and a few rocks
dot its base.
ML7-ELC-5: Dirt Carnage
This wide expanse of packed dirt reflects a major
struggle, months ago: long-dead bodies stripped of their
belongings, smashed furniture, thrown rocks and objects.
592
Mines L7
Map 218: Secret Passage North (ML7-SPN)
One square equals 5 ft.
593
Mines L7
ML7-SPN: Secret Passage North
Overview
To the extreme north of the expansive cave chamber is a
secret passage that leads to the level’s true purpose: mining
for chunks of Obelisk Shard.
Theme & Purpose
Short of exploring every single aspect of the permieter, or
having a strong and lucky hunch, the only realistic means
of detecting this secret is to look on the map and see where
unusual worn paths seem to lead from the railway, seemingly
into the wall.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Ignore all “NPC Encounter” results.
Areas of Interest
ML7-SPN-1: Railway
A worn path seems to lead north from the railway at this
point. The tracks appear well-used and the ties have
been replaced recently.
ML7-SPN-2: Secret Passage Entrance
Only read the italicized text below if the secret is discovered.
It doesn’t take you long to notice the outline of a doorway
here. Hitting it with a stick, you soon dislodge enough
earth to fit your way through a broad tunnel that leads to
the north.
Access
Secret Passage
Entrance
Locks: Door, Secret (Perception
Only)
ML7-SPN-3: Passage
For a secret passage, the ceiling here is quite tall—8’.
It’s broad, too, and the floor well-trod; someone must
have traversed this path quite frequently for it to be so...
normal-seeming.
ML7-SPN-4: Dirt Path
A packed dirt path leads north, into an enormous
chamber beyond.
594
Mines L7
Map 219: Obelisk Shard Mining Overview (ML7-OSM-O)
One square equals 5 ft.
595
Mines L7
ML7-OSM-O: Obelisk Shard Mining Overview
Overview
This enormous chamber has been used to hunt for Obelisk
Shards, small crystalline chunks of Dark Obelisk that are
used in all manner of item.
Theme & Purpose
It’s important to note that it is beyond the scope of this
adventure to deal with Shards themselves; all such crystals
retrieved from the mining walls of this region have been
used, shipped elsewhere, or ground up and ingested as a
narcotic.
Haze of Evil
The dust generated by months of mining has resulted in
a purplish, filmy haze throughout the area. Mechanically
speaking, it has the same effect as a
Minor Obelisk Taint
(p 49) which affects everyone in
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any “NPC Encounter” results.
Areas of Interest
ML7-OSM-O-1: Shard Mining West
Please refer to page 596 for further details.
ML7-OSM-O-2: Shard Mining Center
Page 598 begins more information.
ML7-OSM-O-3: Shard Mining East
Turn to page 600 for additional description.
596
Mines L7
Map 220: Obelisk Shard Mining West (ML7-OSM-W)
One square equals 5 ft.
597
Mines L7
ML7-OSM-W: Obelisk Shard Mining West
Overview
A rich area filled with storage and danger, this western edge
of the hidden shard-mining zone is a good place to get some
experience.
Theme & Purpose
Dreadslime and storage abound; like the rest of this secret
mining chamber, it’s filled with a purplish haze that affects
all within.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Areas of Interest
ML7-OSM-W-1: Dreadslime Rockspire
An enormous rockspire reaches all the way to the
ceiling, 25’ above you. About its base is an assortment of
boulders and dreadslime patches. Braziers are lit with
purplish haze.
Please refer to the rules for dreadslime (p 513).
ML7-OSM-W-2: Containers
Crates are stacked neatly here, to the south of a curving
well-trod path that leads northwest.
Access
Contents
Crates,
Small (7x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Medium,
using Context C
Crates,
Large (3x)
Container:
Barrel or Crate,
using Context C
Glasses, Metals, and
Woods, size Large,
using Context C
ML7-OSM-W-3: Barrels and Dreadslime
A large dreadslime pool sits at the base of a huge grey
rockspire that scrapes the 25’ tall ceiling. Boulders, a lit
brazier with purple smoke, and five steel-lined barrels
sit nearby; two of the barrels are open and appear to
contain dreadslime.
Access
Contents
Barrels
(3x)
Container: Barrel or Crate,
using Context C
Dreadslime
ML7-OSM-W-4: Barrel Storage
Behind the northwest curve of the rockspire, and beyond
a pool of dreadslime, is a cluster of steel-lined barrels.
Two of these are open and appear to be half-filled with
dreadslime.
Access
Contents
Barrels
(7x)
Container: Barrel or Crate,
using Context C
Dreadslime
ML7-OSM-W-5: Mining West
Scaffolding reaches 25’ to the ceiling along this wall,
which seems to have been mined as recently as a week
ago. Soot and debris litters the floor.
ML7-OSM-W-6: Mining Nort
Abandoned tools have been scattered along the floor.
Access
Contents
Mining
Tools
unprotected
Weapons: Simple, roll 2d4
times
ML7-OSM-W-7: Northeast Mining
A patch of dreadslime, two barrels, and a lit brazier sit
at the foor of the massive rockspire, and southwest of a
wheelbarrow and water trough.
Access
Contents
Barrels
(2x)
Container: Barrel or Crate,
using Context C
Dreadslime
598
Mines L7
Map 221: Obelisk Shard Mining Center (ML7-OSM-C)
One square equals 5 ft.
599
Mines L7
ML7-OSM-C: Obelisk Shard Mining Center
Overview
A rich area filled with storage and danger, this western edge
of the hidden shard-mining zone is a good place to get some
experience.
Theme & Purpose
Dreadslime and storage abound; like the rest of this secret
mining chamber, it’s filled with a purplish haze that affects
all within.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Areas of Interest
ML7-OSM-C-1: Central Path
Leading north from the secret entrance is a well-trod,
tight path through the mud and muck of the depressed
cave floor. The road is flanked by lit braziers, lit with
a slow burn and sending hazy purple smoke into the
cavern. A trail of blood follows the path, leading north
and then curving northeast.
ML7-OSM-C-2: Dreadslime Pool
To the east of the path is an enormous pool of gurgling,
foul slime of purplish-black hue.
ML7-OSM-C-3: Storage
A cache of containers is neatly organized to the south of a
pile of treasure and amidst a spill of coins. To the south
of this arrangement is a stack of barrels.
Access
Contents
Crates,
Large (2x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Medium,
using Context C
Crates,
Small (5x)
Container:
Barrel or Crate
Rations & Prepared
Food, size Medium,
using Context D
Treasure
Pile
unprotected
Coin Treasure: Moderate
AND
Gems: Low
Chest
Locks: Chest,
Strongbox,
using Context B
Potions: Moderate AND
Gems: Medium-Quality
Barrels
(6x)
Container:
Barrel or Crate
Alcohol: General, size
Medium
ML7-OSM-C-4: Animal Pen
The trail of blood from the south leads inside this animal
pen, which now contains two slain elves.
Access
Contents
Elf Corpses (2x)
unprotected
Armor: Light
ML7-OSM-C-5: Rockspire
Surrounding an enormous stalagmite is an arrangement
of rusty, 25’ tall scaffolding, barrels filled with
dreadslime, pools of dreadslime, and a few fresh water
barrels.
ML7-OSM-C-6: Crates
A large arrangement of containers has been organized
here.
Access
Contents
Crate,
Large
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Medium,
using Context C
Crates,
Small
(10x)
Container:
Barrel or Crate
General Supplies, size
Medium, using Context D
600
Mines L7
Map 222: Obelisk Shard Mining East (ML7-OSM-E)
One square equals 5 ft.
601
Mines L7
ML7-OSM-E: Obelisk Shard Mining East
Overview
A rich area filled with storage and danger, this western edge
of the hidden shard-mining zone is a good place to get some
experience.
Theme & Purpose
Dreadslime and storage abound; like the rest of this secret
mining chamber, it’s filled with a purplish haze that affects
all within.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Areas of Interest
ML7-OSM-E-1: Dreadslime Pool
About the perimeter of a dreadslime pool is an array of
dreadslime-filled barrels, and four sealed casks.
Access
Contents
Barrels (4x)
Container: Barrel or Crate
Dreadslime
ML7-OSM-E-2: Storage
A haphazard array of containers has been stashed here
amidst boulders and mud.
Access
Contents
Crates,
Large (3x)
Container:
Barrel or Crate
Glasses, Metals, and
Woods, size Medium,
using Context C
Crates,
Small (4x)
Container:
Barrel or Crate
General Supplies, size
Medium, using Context D
Sack Piles
(7x)
unprotected
Simple Foodstuffs, size
Medium
ML7-OSM-E-3: Coin Treasure
Spilled from the nearby wheelbarrow is an assortment of
coins and treasure.
Access
Contents
Treasure
Pile
unprotected
Coin Treasure: Moderate AND
Potions: Moderate
ML7-OSM-E-4: Dreadslime Scaffolds
25’ tall, rusty and tenuous scaffolding abounds in this
corner. It seems more than a bit unsafe to have a pool of
dreadslime so close to the metal structures.
602
Mines L7
Map 223: Dais (ML7-DAS)
One square equals 5 ft.
603
Mines L7
ML7-DAS: Dais
Overview
This is the centerpiece of the southern lair, and the only
public-facing, obviously-visible aspect of it. Most of the
time, the lair’s occupant hides behind the illusory wall.
Theme & Purpose
If the Wyrm is present, the PCs should be terrified
immediately. Make clear the size, horrificness, and sheer
aura of terror surrounding the beast, and that from its
vantage point on the Dais, it can see all within the main
cavern of this level.
Even if the beast is absent, however, it should be plain that
this large, sparse, and well-maintained area is intended for
some foul purpose.
Random Encounters
Use the standard / default Random Encounter rules for
this level. Ignore all “NPC Encounter” results. Of note, if
the Dreadwyrm is present, no other monster in the Mines
will threaten it at all; the great Wyrm’s power here is
unquestioned.
Creature Comfort
The
Dreadwyrm rests on the
Dais about
15% of
the time.
Areas of Interest
ML7-DAS-1: Ruined Tower
A guardpost, hastily erected to oversee the levels below,
has been destroyed, nearly razed to the ground and
coated in soot.
ML7-DAS-2: West Entrance
Massive, 20’ tall double steel doors bar entry here.
From the north, the door is hardly visible; there is a
depression in the stone surface that angles down from
above, into which a talon might well fit. There is a
locking mechanism within that the depression appears to
operate.
Access
West
Entrance
Locks: Door, Secret (Perception only, from
the north) AND
Locks: Door, Stronghold
ML7-DAS-3: South Cache
A third door, in between the other two, opens into a
cube-shaped stone alcove, not 20’ tall.
Access
South
Cache
Door
Locks: Door, Secret (Perception only, from the
north) AND
Locks: Door, Stronghold, both using Context C
ML7-DAS-4: Dais
An enormous expanse of flat, blank stone stretches
before you here. There seems to be no easy way onto the
surface: neither ladder nor door connects in any way,
and there is no bridge or apparent mechanism to reveal
or generate one.
There is no obvious mundane means of getting to this
location. Magic, or some particularly ingenious and
convincing skill use and dice-rolling, is necessary to get here.
Low-level characters often lack access to fly spells,
dimension door effects, and similar resources; it may
be simply impossible for them to reach this point and
explore the southern zone. That may well be for the
best, however: even at the lowest difficulty band, the
Dreadwyrm is a formidable challenge far beyond lowest-
level parties!
ML7-DAS-5: Braziers
Around the perimeter of the dais are spaced four
enormous, unlit braziers. Two more are spaced evenly
across the space in the back of the dais.
ML7-DAS-6: Treasure Cache
Hordes of coins and gemstones are piled about. Every
surface of the cubelike room is polished and pristine; the
torchlight bounces around to further enhance the visual
effect of so much treasure.
604
Mines L7
Access
Contents
Treasure
Cache
unprotected
Coin Treasure: Moderate, size
Large, using Context C AND
Gems: Medium-Quality, using
Context C AND
Gems: Low, size Large
ML7-DAS-7: East Entrance
This is identical to the West Entrance, ML7-DAS-2, above.
Perhaps obviously, the secret here must be discovered, and
the lock opened, separately.
ML7-DAS-8: Corpsepile
Whatever lives here has a huge appetite, and stores the
discarded corpses here. More than a dozen creatures of
varying size and nature have been tossed here; none of
them is more than a few days slain, and all possessions
have been stripped.
ML7-DAS-9: Debris Pile
Fallen rocks, splintered timbers, and other debris is piled
here, indicating what this area might once have been
before it became a lair.
605
Mines L7
Map 224: Wyrmlair Overview (ML7-WML-O)
One square equals 5 ft.
606
Mines L7
ML7-WML-O: Wrymlair Overview
Overview
The wyrmlair was once a naturally-occuring “shelf” on
the southern side of the yawning chasm to the north. As it
provides visibility to both Level 7 as well as Levels 8 and 9
beneath it, the Mines constructed a series of guard towers
along the length of the shelf for supervision.
Following the events of the Obelisk’s discovery, a
Dreadwyrm was released into the mining complex. It
switfly took advantage of this area, and in coordination with
the influece of the Obelisk, ordered enslaved and tainted
miners to construct the Dais as a means of showing off.
Theme & Purpose
Some of the best treasure in the adventure can be found
here, but it’s possible the PCs will ignore the region entirely
if they do not discover the secret.
A Phantom Shelf
The entire map shown in the Wyrmlair Overview, with the
exception of the Dais (p 602), is hidden behind an illusory
wall. It has no substance, so it’s possible to discover the
illusion by throwing a rock or shooting an arrow, and noting
that the projectile disappears when it crosses the threshold
of where the shelf is.
Until the illusion is dispelled, it appears as a wholly normal
cave wall.
The illusion is one-way; those facing north from the shelf
itself see as normal.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Areas of Interest
ML7-WML-O-Lair West
Please refer to page 605 for further details.
ML7-WML-O-Lair East
Page 607 for additional description.
607
Mines L7
Map 225: Wyrmlair West (ML7-WML-W)
One square equals 5 ft.
608
Mines L7
ML7-WML-W: Wyrmlair West
Overview
The western wing of the lair is relatively unused; the
Dreadwyrm prefers the eastern region to this.
Theme & Purpose
Ruins of old guard towers can be see, but there’s little
treasure to be located; anything the Wyrm sees glint, goes in
its vault.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any “NPC Encounter” results.
Areas of Interest
ML7-WML-W-1: Webbed Debris
Spiderwebs join neighboring piles of rubble. A fallen
pillar hints at what might once have stood here.
ML7-WML-W-2: Tower Rubble
This rubble appears to have formed the upper portions
of a huge tower. Now, it’s just debris that seems to have
formed the nest of a great many beasts.
ML7-WML-W-3: Tower West
This tower once stood 20’ tall; it’s now a charred and
hacked-apart circle of stone and cobbles that barely
stands out from the cave floor.
ML7-WML-W-4: Tower East
The stone here has been burnt horribly by some
malevolent force; there’s little left recognizable from
what this tower must have once been. Rubble from the
upper portion sits about the base. Spiderwebs link the
tower’s debris to the cave wall to the south.
ML7-WML-W-5: Open Space West
The dirt and stone here are sparsely spaced... it makes
you a bit nervous to move in an area where you have no
cover!
Navigating this open space is sure to draw attention: roll
on the
Random Encounter table and ignore “NPC
Encounter” results. If a monster encounter results,
have it approach from off the map edge to the east. If
no encounter results, the PCs have instead drawn the
attention of the Dreadwyrm itself!
ML7-WML-W-6: Open Space East
Unless the partty explicitly traverses this region with an
eye toward stealth—for example, by navigating by way of
the debris to the north—treat it as Open Space West, ML7-
WML-W-5, above.
609
Mines L7
Map 226: Wyrmlair East (ML7-WML-E)
One square equals 5 ft.
610
Mines L7
ML7-WML-E: Wyrmlair East
Overview
This is the preferred resting place for the Dreadwyrm.
Theme & Purpose
The PCs should knowingly sense that this is the lair of an
adversary far greater than any they have faced thus far. It
has a different look, different feel, and is wide-open and
inaccessible, hidden behind what must be an intentional,
illusory wall... their sense of dread should be high.
Let Sleeping Beasts Lie
If the
Dreadwyrm was not on the
Dais as the PCs
approached the lair, there is a
60% chance it is here;
place it at Location 8.
If the Dreadwyrm is determined to be in neither location,
the PCs are in luck: for the duration of their time in this
zone, the beast does not return.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any “NPC Encounter” results.
Areas of Interest
ML7-WML-E-1: Ruined Tower West
Debris from this ruined tower cascades in a line from
southeast to northwest, connecting with the stone
structure and dais.
ML7-WML-E-2: Corpses
Fresh skeletons litter the gap between towers here, the
flesh picked or singed from their bones.
ML7-WML-E-3: Rubble Pile
A 10’ tall pyramid of refuse sits here. Much is from the
tower to the southeast, but there’s a lot of bone and feces
in the pile as well.
ML7-WML-E-4: Ruined Tower Center
This tower was once very tall; at least that’s you intuit
from all the debris scattered about.
ML7-WML-E-5: Rubble Line
A line of rubble stretches from the eastern tower, as
though it toppled and was then destroyed.
ML7-WML-E-6: Ruined Tower East
This tower is singed to a crisp, with very little left in the
actual tower base.
ML7-WML-E-7: Webbing
Far against the easternmost edge of the lair is a
gathering of spiderwebs that join the ruins of the tower
to the cave wall.
ML7-WML-E-8: Open Space
Ignore the following scenario if the Dreadwyrm is
determined to be here already.
You’re not comfortable moving along this wide open
space with no cover, but you see no alternative if you’re
to continue eastward and explore.
Navigating this open space is sure to draw attention: roll
on the
Random Encounter table and ignore “NPC
Encounter” results. If a monster encounter results,
have it approach from off the map edge to the east. If
no encounter results, the PCs have instead drawn the
attention of the Dreadwyrm itself!
611
Mines L7
Map 227: Staircase West (ML7-SCW)
One square equals 5 ft.
612
Mines L7
ML7-SCW: Staircase West
Overview
One of three staircases that descend into the lower levels,
this is the only one of the three that remains a staircase for
the duration of its descent.
Theme & Purpose
It’s dark and hot in the lower levels... the PCs feel this
palpably as they descend.
Falling
There are no railings or safety devices to protect you from
fallig off the sides here... those who fall will suffer a great
deal of damage unless they have means to avoid the impact.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML7-SCW-1: Ruined Guardpost
What was once a guardpost is now a ruin. There’s little
to discover inside; it appears to have been picked clean
by scavengers.
ML7-SCW-2: Archway
Ornate stones indicate that there was once a nicely-
designed archway here, at the entrance to the bridge that
leads south.
ML7-SCW-3: Bridge
This wooden bridge sways with your weight, but seems
solid enough; it’s certainly broad and thick enough to
support the entire party.
ML7-SCW-4: Pedestal
A plain, flat block of stone serves as the anchor point for
the bridge.
ML7-SCW-5: Staircase Down
This leads to “Map 231: Staircase West (ML8-SCW)” on
page 620.
ML7-SCW-6: Pit
It’s a yawning chasm beneath you. Between the height
and the haze, you can’t be sure, but it looks at least 80’
straight down from here.
613
Mines L7
Map 228: Staircase Center (ML7-SCC)
One square equals 5 ft.
614
Mines L7
ML7-SCC: Staircase Center
Overview
One of three staircases that descend into the lower levels,
this is the only one of the three that remains a staircase for
the duration of its descent.
Theme & Purpose
It’s dark and hot in the lower levels... the PCs feel this
palpably as they descend.
Falling
There are no railings or safety devices to protect you from
fallig off the sides here... those who fall will suffer a great
deal of damage unless they have means to avoid the impact.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML7-SCC-1: Ruined Guardpost
What was once a guardpost is now a ruin. There’s little
to discover inside; it appears to have been picked clean
by scavengers.
ML7-SCC-2: Archway
Ornate stones indicate that there was once a nicely-
designed archway here, at the entrance to the bridge that
leads south.
ML7-SCC-3: Bridge
This wooden bridge sways with your weight, but seems
solid enough; it’s certainly broad and thick enough to
support the entire party.
ML7-SCC-4: Pedestal
A plain, flat block of stone serves as the anchor point for
the bridge.
ML7-SCC-5: Elevator
This leads to “Map 233: Mines Level 9 Overview (ML9-O)”
on page 625.
615
Mines L7
Map 229: Staircase East (ML7-SCE)
One square equals 5 ft.
616
Mines L7
ML7-SCE: Staircase East
Overview
One of three staircases that descend into the lower levels,
this is the only one of the three that remains a staircase for
the duration of its descent.
Theme & Purpose
It’s dark and hot in the lower levels... the PCs feel this
palpably as they descend.
Falling
There are no railings or safety devices to protect you from
fallig off the sides here... those who fall will suffer a great
deal of damage unless they have means to avoid the impact.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML7-SCE-1: Ruined Guardpost
What was once a guardpost is now a ruin. There’s little
to discover inside; it appears to have been picked clean
by scavengers.
ML7-SCE-2: Archway
Ornate stones indicate that there was once a nicely-
designed archway here, at the entrance to the bridge that
leads south.
ML7-SCE-3: Bridge
This wooden bridge sways with your weight, but seems
solid enough; it’s certainly broad and thick enough to
support the entire party.
ML7-SCE-4: Pedestal
A plain, flat block of stone serves as the anchor point for
the bridge.
This is the most popular means of traversing the last few
levels. When the party walks onto this platform, roll on
the
Monsters: Mines, Advanced FlexContent table,
placing the results as approaching from Location 2 to
the north. Any monsters spawned via this scenario will
not be able to operate the Elevator in Location 7 (see
below), so fleeing is entirely feasible.
ML7-SCE-5: Bridge
This bridge is a bit narrower than the other one to the
northeast, and at least as sturdy in feel.
ML7-SCW-6: Western Pedestal
This is a slightly narrower, smaller version of the large
pedestal to the east. An elevator leads down from the
western edge of the pedestal.
ML7-SCW-7: Elevator Down
This leads to “Map 233: Mines Level 9 Overview (ML9-O)”
on page 625.
617
Mines L8
Mondaria Mines:
Level 8
618
Mines L8
Map 230: Mines Level 8 Overview (ML8-O)
One square equals 20 ft.
619
Mines L8
ML8-O: Mines Level 8 Overview
Overview
This “level” of the mines is simply interstitial to the descent
to the final level 9.
Theme & Purpose
A PC doesn’t have to have acrophobia to suffer some fear
making this descent.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML8-O-1: Staircase West
Please refer to page 620 for further details.
ML8-O-2: Staircase East
Page 622 contains more information about this region.
ML8-O-3: Elevator
There is no ability to get off the elevator at this point; these
map location simply indicate the location of the elevator and
pedestal.
620
Mines L8
Map 231: Staircase West (ML8-SCW)
One square equals 5 ft.
621
Mines L8
ML8-SCW: Staircase West
Overview
This staircase leads down, south, and west from the level
above.
Theme & Purpose
The party will begin to see the ninth level from their vantage
point here.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML8-SCW-1: Pedestal
This stone surface is featureless and seems to serve
mainly as an anchor for the bridge to the north above
you.
ML8-SCW-2: Staircase
This long staircase leads 40’ down from the pedestal
above.
ML8-SCW-3: Oblong Pedestal
This enormous stone slab is ringed with unlit braziers.
You smell a darkly perfumed scent, residue from their
prior use.
ML8-SCW-4: Flanking Braziers
As you pass between these braziers, they burst into a
purple flame.
The flame causes no damage, but likely surprise the PCs at
this point.
ML8-SCW-5: Staircase Down
This long, wide stair continues the descent.
ML8-SCW-6: Pit
Only 50-70’ remain between you and the lower level of
the Mines.
622
Mines L8
Map 232: Staircase East (ML8-SCE)
One square equals 5 ft.
623
Mines L8
ML8-SCE: Staircase East
Overview
This staircase leads down, south, and west from the level
above.
Theme & Purpose
The party will begin to see the ninth level from their vantage
point here.
Random Encounters
Use the standard / default Random Encounter rules for this
level.
Areas of Interest
ML8-SCE-1: Bridge
This leads up and north back to Level 7.
ML8-SCE-2: Pedestal
This stone surface is featureless and seems to serve
mainly as an anchor for the bridge to the north above
you.
ML8-SCE-3: Braziers
The entrance to the westward bridge
ML8-SCE-4: Flanking Braziers
As you pass between these braziers, they burst into a
purple flame.
The flame causes no damage, but likely surprise the PCs at
this point.
ML8-SCE-5: Staircase Down
This long, wide stair continues the descent.
ML8-SCE-6: Pit
Only 50-70’ remain between you and the lower level of
the Mines.
ML8-SCE-7: Elevator
This leads down to “Map 233: Mines Level 9 Overview
(ML9-O)” on page 625.
624
Mines L9
Mondaria Mines:
Level 9
625
Mines L9
Map 233: Mines Level 9 Overview (ML9-O)
One square equals 5 ft.
626
Mines L9
Level Introduction: Mines Level 9
Summary
This is the lowest, darkest, and deepest part of the Mines,
and contains the one, the true, Dark Obelisk.
Entrances and Exits
Note that the following are typical, even secret, means of
entering and exiting the level as it was designed.
Other, magical means of navigating the level (for example,
teleportation spells or those that grant incorporeality) are
not discussed and are left to the GM to manage should they
be introduced.
Navigation to Mines Level 8
There are three Elevators ascending to Level 8, north of
Locations 1 and 3.
Overview
The structure of the level is fairly straightforward: a single,
hourglass-shaped chamber, fluted at the top and bottom,
with secrets to the east and west.
Atmosphere & Theme
Visibililty is quite difficult and limited; there’s a purple and
red haze hanging over everything down here. It’s tangibly
hot, not merely warm;
Lawful characters have a throbbing, actively painful
headache, and an inclination to run away.
It’s up to the GM as to whether the proximity to the
Obelisk has a mechanical in-game effect.
Default Random Encounters
Some Areas of Interest within this level will describe
a certain approach to Random Encounters, either by
overriding the timing (e.g., “every 30 minutes), and/or by
providing its own localized version of the random encounter
table below.
Absent such an override, roll on the following table of
Default Random Encounters for every 5 minutes the party
remains in this area.
Table 26: Mines Level 9 Default Random Encounters
D%
Event
Description
01-05
No
Encounter
Nothing interesting or specific
occurs to deter the party from
their overall objectives and
exploration.
06-10
Trivial
Encounter
Roll once on Monsters: Surface,
Trivial.
D%
Event
Description
11-15
Light
Encounter
Roll once on Monsters: Surface,
Light.
16-25
Average
Encounter
Roll once on Monsters: Surface,
Average.
26-64
Advanced
Encounter
Roll once on Monsters: Surface,
Advanced.
65-89
Elite
Encounter
Roll once on Monsters: Surface,
Elite.
90-00
NPC
Encounter
Roll once on the Default NPC
Encounter Table below.
Default NPC Encounters
Some Areas of Interest within this level will describe a
certain approach to NPC Encounters, providing its own
localized version of the table below.
Absent such an override, when in this level, when directed to
roll for a random NPC, roll on the following table.
Note that if a certain circumstance mandates the
presence of an NPC, you may ignore and reroll results of
“No Encounter” on the table below.
The GM is, as in all other aspects of the adventure, to
use her common sense regarding use of this table. You
should feel free to ignore or reroll results with which you
don’t agree, or simply choose a result yourself to keep
with the atmosphere of the adventure as experienced by
your gaming group.
Note, also, that any entry in the list below that has a
blank (“-”) next to it for roll results means that that NPC
is never normally encountered in this level.
Table 27: Mines Level 9 Default NPC Encounters
D%
Event
Description
01-05
No
Encounter
Despite an initial feeling, the party
does not encounter any NPCs at
this time.
06-15
Common
NPC
Addicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
16-29
Common
NPC
Afflicted Miners shamble toward
the party:
1d4x
2d4x
2d6x
3d8x
30-34
Common
NPC
A single Bleak Mute lurches within
view of the party.
627
Mines L9
D%
Event
Description
35-39
Common
NPC
One Crazed Harbinger stumbles
about within view of the party.
40-49
Common
NPC
Tainted Miners walk creepily
toward the party:
2d4x
2d6x
2d8x
2d12x
50-64
Common
NPC
Miners approach the party
suspiciously:
2d6x
2d8x
2d10x
2d12+4x
65
Common
NPC
One Mining Taskmaster walks
purposefully toward the party.
66
Common
NPC
A terrified Munitions Wench is
visible, huddled in her rags.
67
Common
NPC
You see a Supply Maid in tattered
clothes, though you’re not sure she
sees you.
60-68
Common
NPC
A horrifying Tainted Taskmaster
walks about.
-
Common
NPC
Celebrants dance and amble
toward the party:
1d4x
2d4x
2d6x
3d8x
-
Common
NPC
Firedancers lithely come toward
the party:
1d4x
2d4x
2d6x
3d8x
-
Common
NPC
A Firedancer party approaches
the PCs:
1x Campmaiden, 1d4x
Firedancers, 2d4x Celebrants
1x Hearthstud, 2d4x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d6x
Firedancers, 2d6x Celebrants
1x Campmaiden, 1x
Hearthstud, 2d8x
Firedancers, 2d8x Celebrants
-
Common
NPC
A single Campmaiden or
Hearthstud approaches the party
with a twinkle in their eye. Use
the sex opposite the majority of
the PCs’ composition, or randomize
if there is a tie.
69
Named NPC
Ambling scholar Brocambe
Methurzz.
D%
Event
Description
70
Named NPC
Beastmaster Gabharn.
71
Named NPC
Blacksmith Hamfast Burrbottom.
72
Named NPC
Feastmaster Frobwin Glamfork.
73
Named NPC
Herbalist Innelothe.
74
Named NPC
Illusionist entertainer Raekeldorr.
75
Named NPC
Keeper of Records Skandern
Lithutz.
76
Named NPC
Keepmaster Vanarelia Riccards.
77
Named NPC
Loremaster Dalnarok.
78
Named NPC
Mercenary dwarf Gordsturll.
79
Named NPC
Merenary tiefling Killarth.
80
Named NPC
Railmaster Arranz Trevain.
81
Named NPC
Tinkermaster Skandbard.
82
Named NPC
Warden Imeltrude Legande.
83
Named NPC
Brewmaster Glimdarffe Sudsglub.
84
Named NPC
Cartographer Estarel Finequill..
85
Named NPC
Chemist Incebb Gullip.
86
Named NPC
Chief engineer Didkeln
Clawhammer.
87
Named NPC
Coinmaster Lugatoo.
88
Named NPC
Dwarven union leader Danalin
Foeslash.
89
Named NPC
Elven administration leader
Maresmir.
90
Named NPC
Engineer Brimdog Firecleave.
91
Named NPC
Foreman Belerras.
92
Named NPC
Gangboss Dagbrag.
93
Named NPC
Lead designer Estarel Finequill.
94
Named NPC
Mayor Faenadorn.
95
Named NPC
Minemaster Thrennian Lo’quee.
96
Named NPC
A Mystic Seer.
97
Named NPC
Sage Natobbe.
98
Named NPC
Stablehand Friskbik.
99
Named NPC
Stablemaster Semtammi.
00
Named NPC
Tribute magister Elawelle.
Areas of Interest
ML9-O-1: Dreadslime Pits West
Please refer to page 629 for more information.
ML9-O-2: Dreadslime Pits Secret
Turn to page 632 for additional details.
ML9-O-3: Dreadslime Pits East
Page 634 holds a full description.
ML9-O-4: Gathering
Please see page 637 for a complete depiction.
628
Mines L9
ML9-O-5: Secret Southeast
Refer to page 639 for a full description.
ML9-O-6: Secret Northeast
Complete information starts at page 641.
ML9-O-7: Secret West
Please turn to page 643 for a full description.
ML9-O-8: The Dark Obelisk
Turn to page 646 for a complete walkthrough.
629
Mines L9
Map 234: Dreadslime Pits West (ML9-DPW)
One square equals 5 ft.
630
Mines L9
ML9-DPW: Dreadslime Pits West
Overview
The Dreadslime Pits are regions of abhorrent muck that
are raked through tirelessly by slaves of the Obelisk in the
hopes that it will turn up more chunks of Obelisk Shard... or
something even worse.
Theme & Purpose
There’s little reason for the PCs to venture here from a story
perspective, but it is an atmosphere of strong presence and
dread, and rife with opportunity for reward and challenge.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Dreadslime Pit
Treat the entire semi-liquid lake here as dreadslime (p
513).
The lake is only 8’ deep at its lowest point, but that’s more
than enough to be lethal quickly for hapless PCs who fall into
the substance.
Whenever a random encounter calls for a monster while
in this region, make a check: there is a
20% chance
that instead of the encounter that the table indicates, a
Dreadslime Ooze emerges from the lake and attacks the PCs.
Areas of Interest
ML9-DPW-1: Staircase Up
This leads to “Map 231: Staircase West (ML8-SCW)” on
page 620.
ML9-DPW-2: Braziers
Spaced evenly across the north bank of the dreadslime
lake are three huge braziers, each lit with a putrescent
substance whose aroma burns your nostrils and makes
you lightheaded.
ML9-DPW-3: Northeast Stone Bridge
This bridge appears to be little more than an oblong
boulder that has been placed across the lake to enable
access to the easternmost magma island.
ML9-DPW-4: Northwest Stone Bridge
This bridge is coated in soot and grime, as though it had
fallen into the slime lake and then been recovered and
replaced.
ML9-DPW-5: Western Magma Island
These islands appear to be mostly-hardened rafts of
magma. In places, the interior of the island seems to
be warmer, closer to the semiliquid ultra-hot substance
from which they were formed.
When walking onto this island, unless the party is
already engaged in combat with one or more creatures,
roll on the
Random Encounter table and ignore
“NPC Encounter” results. Place any ensuing beasts
as entering from the northeast edge of the map, near
Location 2.
ML9-DPW-6: Center Magma Island
These islands appear to be mostly-hardened rafts of
magma. In places, the interior of the island seems to
be warmer, closer to the semiliquid ultra-hot substance
from which they were formed. Debris seems to have
been captured in the crust of the island as it hardened.
Searching the debris reveals some possessions that were
trapped as the recent cooling occured.
Access
Contents
Magma Debris
unprotected
Weapons: Martial 1H
ML9-DPW-7: Eastern Magma Island
These islands appear to be mostly-hardened rafts of
magma. In places, the interior of the island seems to
be warmer, closer to the semiliquid ultra-hot substance
from which they were formed. To the southwest, a
massive chunk of boulder has been roughly chiseled into
a makeshift bridge leading to the southern shore of the
slime lake.
When walking onto this island, unless the party is
already engaged in combat with one or more creatures,
roll on the
Random Encounter table and ignore
“NPC Encounter” results. Place any ensuing beasts
as entering from the northeast edge of the map, near
Location 2.
631
Mines L9
ML9-DPW-8: Southwest Stone Bridge
This long, broad chunk of stone has been shaped into
a rectangle and placed across the lake, leading to the
southwest shore.
ML9-DPW-9: Southern Shore
The southern bank of the slime lake appears to be an
even more solidified, ancient version of the substance
that composes the islands in the lake.
ML9-DPW-10: Secret Passage East
Only read the italicized text below if the secret is discovered.
The cave wall in this area is hardened magma mixed
with a sooty form of earth, with chunks of stone poking
through here and there. Prodding with your weapons, the
stone comes away; continuing your exploration reveals a
passage through the cave wall to the east.
Access
Secret Passage
Locks: Door, Secret (Perception only)
This leads to “Map 235: Dreadslime Pits Secret (ML9-
DPS)” on page 632.
632
Mines L9
Map 235: Dreadslime Pits Secret (ML9-DPS)
One square equals 5 ft.
633
Mines L9
ML9-DPS: Dreadslime Pits Secret
Overview
Sandwiched betwen the two dreadslime pits is a secret
chamber.
Theme & Purpose
Long forgotten, this cave is rife with death and treasure from
explorers years before.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Areas of Interest
ML9-DPS-1: Western Passage
This leads to “Map 234: Dreadslime Pits West (ML9-DPW)”
on page 629.
ML9-DPS-2: North Chamber
The scent of acrid, smoky air, with overtones of oil
and resin, like a tar pit, fill your nostrils. Skeletons of
humanoids and abominations litter the ground, as do the
occasional gemstone and boulder. Narrow, soot-staned
passages lead east and west; to the south, the chamber
opens up considerably.
Access
Contents
Cave Floor
unprotected
Gems: Medium-Quality
ML9-DPS-3: Eastern Passage
This leads to “Map 236: Dreadslime Pits East (ML9-DPE)”
on page 634.
ML9-DPS-4: South Chamber
A large cavern opens up once you are past the neck of
the alcove to the north. Mementos of death long past
are scattered across the floor: coins, gems, and dozens of
skeletons and assorted bits of bone.
The following represents all of the coins and gems on the
floor in this region.
Access
Contents
Cave Floor
unprotected
Gems: Semi-Precious AND
Coin Treasure: Moderate
ML9-DPS-5: Southwest Treasure
Just northeast of an ancient, dusty spiderweb is a pile of
belongings.
Access
Contents
Treasure
Pile
unprotected
Armor: Medium AND
Weapons: Martial 2H AND
Potions: Moderate AND
Coin Treasure: Moderate
ML9-DPS-6: South Stash
A tiny stash of equipment has been placed on the floor
just east of a massive creature skeleton.
Access
Contents
Treasure
Pile
unprotected
Weapons: Exotic AND
Potions: Moderate, both
using Context C
ML9-DPS-7: Eastern Treasure
A huge, thigh-high pile of skeletons and bone sits in
the east of this chamber. To its southwest is a pile of
possessions.
Access
Contents
Treasure
Pile
unprotected
Gems: High-Quality AND
Weapons: Martial Ranged
634
Mines L9
Map 236: Dreadslime Pits East (ML9-DPE)
One square equals 5 ft.
635
Mines L9
ML9-DPE: Dreadslime Pits East
Overview
The Dreadslime Pits are regions of abhorrent muck that
are raked through tirelessly by slaves of the Obelisk in the
hopes that it will turn up more chunks of Obelisk Shard... or
something even worse.
Theme & Purpose
There’s a great deal of challenge here, but also a considerable
amount of treasure. It’s also one of the only two entrances to
the loot-rich secret to the west.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results.
Dreadslime Pit
Treat the entire semi-liquid lake here as dreadslime (p
513).
The lake is only 12’ deep at its lowest point, but that’s more
than enough to be lethal quickly for hapless PCs who fall into
the substance.
Whenever a random encounter calls for a monster while
in this region, make a check: there is a
30% chance
that instead of the encounter that the table indicates, a
Dreadslime Ooze emerges from the lake and attacks the PCs.
Areas of Interest
ML9-DPE-1: Elevator Up
This leads back up to “Map 232: Staircase East (ML8-SCE)”
on page 622.
ML9-DPE-2: North Bank
This long stretch of mostly-stone cave floor is heavily
worn. Something has been dragging large, heavy objects
or creatures out of the dreadslime lake to the south and
has been trudging northwest with them, repeatedly.
ML9-DPE-3: Boulders
The northeast bank of the lake features absolutely
massive boulders that reach 20’ tall.
Beasties love to hide behind and within these rocks;
when the PCs venture within 50’ of these boulders, roll
on the
Random Encounter table and ignore “NPC
Encounter” results. Any ensuing monsters will emerge
from the large rockpile just east of the marker for
Location 3.
ML9-DPE-4: Braziers
Four braziers are spaced along the north shore of the
dreadslime lake. Each is lit with a slow burn; whatever
substance is within makes your eyes, ears, and nose
twich as though acid had been splashed in your face.
There is no mechanical impact of the braziers’ smoke, except
that it is foul.
ML9-DPE-5: Dreadslime Lake
Gugling, foul, opaque liquid fills this enormous
underground reservoir. At times it seems like acid;
other times, it seems as though something is about to
rise up out of its flat surface, like a sentient ooze. There
are patches of lake where no movement occurs, and the
liquid seems calm and placid.
ML9-DPE-6: Western Magma Island
This small patch of hardened magma seems solid enough
to stand upon. On the southwest of the ovoid there
is a patch of warmer, more pliant cooled lava; in the
northeast there is a pile of skulls.
Underneath the skull pile is a cache of gems:
Access
Contents
Skull Pile
Cache
unprotected
Gems: High-Quality, using
Context B
ML9-DPE-7: Western Stone Bridge
You’re not sure if this “bridge” is anything more than a
slightly-harder version of the solid magma of the island
it leads to. It seems sturdy enough, though.
ML9-DPE-8: Center Stone Bridge
The long surface of this oblong stone has been etched
with strange symbols... they appear to be mundane, but
odd in nature.
These runes have no mechanical impact other than to
possibly unsettle the PCs.
636
Mines L9
ML9-DPE-9: Large Island West
This region of the huge magma island has a large ovoid
section that is tangibly warm and appears somewhat
maleable in structure. To the south is a pile of skulls.
Disturbing the skull pile produces a loud sound when
one of the skulls strikes a half-buried rock; roll on the
Random Encounter table and ignore “NPC Encounter”
results. Any ensuing monsters will approach from
Location 4 to the northwest.
ML9-DPE-10: Large Island Center
An enormous, chest-high pile of bones and time-
dessicated carcasses occupies the center of this enormous
island.
Searching through this pile takes about 5 minutes,
and attracts some attention; roll on the
Random
Encounter table and ignore “NPC Encounter” results.
Any ensuing monsters will approach from Location 3 to
the north.
Access
Contents
Skeleton
Pile
unprotected
Armor: General, roll 1d4 times
AND
Weapons: General, roll 1d4
times AND
Coin Treasure: Moderate, using
Context C
ML9-DPE-11: Large Island East
The interior of this island contains a cresent semicircle
of semiliquid magma: cool enough to not be liquid, but
threatening in its potential. There is a gap in the west
of this magma that leads to the cool center, in which
there is a huge pile of treasure surrounded by a dozen
skeletons.
Access
Contents
Treasure
Pile
unprotected
Armor: General, roll 2d6 times
AND
Weapons: General, roll 2d6
times AND
Coin Treasure: Moderate AND
Gems: Semi-Precious AND
Potions: Moderate
ML9-DPE-12: Northeast Stone Bridge
This long chunk of stone has a small ribbon of cracks
toward the north shore. It seems stable enough and
leads to the enormous island in the midst of the lake.
This bridge, alone among the various bridges in this
level, will fall when one or more PCs is halfway across
it. As the lake is 8’ deep at this point, it submerges only
enough to coat the legs of those atop it when it falls, but
that is sufficient to cause damage and mayhem.
ML9-DPE-13: East Shore
This wide track of stone and hardened soot features
boulders and rocks scattered everywhere. In the middle,
there is an 8’ tall pile of boulders.
If this area is unsearched when the PCs venture onto
the center island, roll on the
Random Encounter
table and ignore “NPC Encounter” results. Any ensuing
monsters will emerge from behind the boulder pile just
south of the marker for Location 13.
ML9-DPE-14: Southwest Shore
The somewhat narrow shore in this area features a
large bump to the north which connects to the two lake
islands.
ML9-DPE-15: Secret Passage
Only read the italicized text below if the secret is discovered.
The cave wall in this area is hardened magma mixed
with a sooty form of earth, with chunks of stone poking
through here and there. Prodding with your weapons, the
stone comes away; continuing your exploration reveals a
passage through the cave wall to the east.
Access
Secret Passage
Locks: Door, Secret (Perception only)
This leads to “Map 235: Dreadslime Pits Secret (ML9-
DPS)” on page 632.
637
Mines L9
Map 237: Gathering (ML9-GTH)
One square equals 5 ft.
638
Mines L9
ML9-GTH: Gathering
Overview
This is a choke point and social nexus between the working
regions to the south and the areas of pure chaos to the north,
nearer the Obelisk.
Theme & Purpose
The nature and purpose of this area should not escape the
PCs: it is a zone of ritual sacrifice to, and indoctrination in
the ways of, the Obelisk.
Those already enslaved bring forth still-sentient, still-sane
victims gathered from the upper levels of the Mines, either
to be slain or to fall victim to the dark influence.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll any “NPC Encounter” results.
Areas of Interest
ML9-GTH-1: Southern Path
This well-worn path in the cave floor leads south to the
elevators and staircases.
ML9-GTH-2: Brazier Approach
Two unlit braziers flank the path at this point. Within,
you see a viscous crimson residue, as though blood itself
had been burnt here, either on its own or as a component
in whatever foul mixture was used.
ML9-GTH-3: Entry
The path broadens at this point, expanding eastward
around a clump of boulders. You find it difficult to see
more than 50’ ahead of you, such is the filmy, humid
haze of the depths.
ML9-GTH-4: Pews
Three rows of roughly-carved wooden benches are
organized neatly in this wide area. There is room for
over a hundred to sit, or kneel.
ML9-GTH-5: Fountain
This appears to be a fountain in the hardened lava of
the cave floor, though natural it is not: its water does
not seem resupplied or circulated by any source, and the
filmy, greasy residue on the water’s surface indicates foul
reuse from drinker to drinker.
Drinking from this fountain forces a DC 18
Constitution
check; failure means the imbiber suffers the Nauseated
condition for two hours.
ML9-GTH-6: Sacrifice Prep West
A simple wooden table sits here, east of a wooden stake
with a skull atop it, and south of a huge brazier pumping
forth crimson smoke. On the table itself are cord of rope,
neatly arranged. A trail of blood leads east, and then
merges with that of the table to the east, leading north
from that point.
ML9-GTH-7: Sacrifice Prep East
This table echoes its western twin, both in form and
in the blood trail which leads from it. Atop this one,
however, is a series of daggers.
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Mines L9
Map 238: Secret Southeast (ML9-SSE)
One square equals 5 ft.
640
Mines L9
ML9-SSE: Secret Southeast
Overview
One of three huge secret chambers in this deepest level of
the Mines, this is home to massive quantities of dangerous
fungi.
Theme & Purpose
This is a naturally occuring fissure in the rock; the ceiling
dips as low as 15’ and arches as high as 35’ with no apparent
pattern, owing to the unusual seismic activities that have
plagued this zone as a result of the influence of the Obelisk.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results. Roll twice as
frequently as you otherwise would.
Areas of Interest
ML9-SSE-1: Southeast Secret Passage
Only read the italicized text below if the secret is discovered.
Note that due to its location, there’s precious little chance
of the PCs discovering this secret short of foreknowledge
or a dangerously thorough search of the perimeter of this
enormous chamber.
The cave wall here in the northeast appears a bit darker
than the rest of the surface. You discover that the rock
and earth falls apart at your touch; someone has packed a
north-leading passage here full to mask it.
Grant the party a +2 competency bonus on
Perception
checks made to discover the secret here if they have already
uncovered more than one secret wall in this level of the
Mines.
Access
Secret Passage
Locks: Door, Secret (Perception Only)
ML9-SSE-2: Slime
Skeletons and piles of bone litter the earthen cave floor
in this region. Between two stalagmites are two large
patches of purplish-black slime.
The purple patches in this area are
Dreadslime Oozes,
which attack the party if they approach within 30’.
ML9-SSE-3: Fungus Field
The wide expanse of this enormous cave is filled with
fungus: mostly on the floor, but in places where the
ceiling dips to its low height of 15’, you see purplish
blooms there as well. You see the occasional purple glint
as light reveals a floating spore.
Although it must be quite terrifying to consider the
possibilities, these mushrooms are quite innocuous.
ML9-SSE-4: Skeleton Line
A rank of nearly a half-dozen skeletons has been laid
here in a north-south line, demarking a gap between the
fungal fields to the east and west.
ML9-SSE-5: Monster Skeleton Slime
Amidst a comparatively busy region of rockspires,
skeletons, and monster carcasses, a broad patch of
purplish resin gurgles on the cave floor.
This
Dreadslime Ooze only moves to attack if the PCs
venture within 20’ of it—as such, it’s easily avoided if they
navigate to the south around this area.
ML9-SSE-6: Fungus Northwest
[...]
Although the fungus itself is nonlethal like its cousins to
the east, walking through this area attracts attention. As
any PC touches the caps here, roll on the
Random
Encounter table and ignore “NPC Encounter” results.
Place any ensuing monsters as approaching from
Location 1 to the southeast.
ML9-SSE-7: Secret Northwest
Read the same text as in Location 1 if the secret is
discovered.
Grant the party a +2 competency bonus on
Perception
checks made to discover the secret here if they have already
uncovered more than one secret wall in this level of the
Mines.
Access
Secret Passage
Locks: Door, Secret (Perception Only)
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Mines L9
Map 239: Secret Northeast (ML9-SNE)
One square equals 5 ft.
642
Mines L9
ML9-SNE: Secret Northeast
Overview
One of three huge secret chambers in this deepest level of
the Mines, this is home to massive quantities of dangerous
fungi.
Theme & Purpose
This is a naturally occuring fissure in the rock; the ceiling
dips as low as 15’ and arches as high as 35’ with no apparent
pattern, owing to the unusual seismic activities that have
plagued this zone as a result of the influence of the Obelisk.
Of particular note, before the revelation of the Obelisk itself,
the southeast corner (Location 4) of this region was used as
a sacrificial zone to the forces of Chaos and Evil alike.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results. Roll twice as
frequently as you otherwise would.
Areas of Interest
ML9-SNE-1: Southwest Secret
This leads to “Map 238: Secret Southeast (ML9-SSE)” on
page 639.
ML9-SNE-2: Chamber Center
You find yourself in a titanically-sized natural cavern.
The ceiling ranges from 20’ tall to over 35’; you
cannot see beyond that due to the filmy, reddish haze
that permeates the air here. It’s even warmer, more
humid, than the main chamber outside; the warmth
feels unnatural, chaotic, and unstable. Stalagmites
and rockspires pepper the landscape. The cave floor is
mostly a sooty combination of black, moist earth and
the occasional rock; ribbons of hardened magma form
a bizarre network of pathways across the expanse. A
dozen skeletons, a mixture of races, are scattered across
the floor amidst a series of long-unlit braziers whose
placement seems to fit no pattern.
ML9-SNE-3: Twin Rockspires
These stalagmites reach all the way up 30’ to the cavern
ceiling here. At their base is a floor of plain stone,
noticably cooler to the touch than the rest of the surfaces
here.
Even in an area dominated by Chaos, one may find solace:
this natural formation bizarrely refutes evil. The PCs may
rest here undisturbed for any amount of time, though if they
are in the midst of combat, there is no effect to be found
here—e.g., monsters will not stop attacking them simply
because they come here!
ML9-SNE-4: Sacrificial Area
Skeletons of several dozen rest here, haphazardly tossed
about. There is a 15’ tall pile of boulders in between two
sharpened stakes, each bearing a monster skull; to the
south of this scene is a patch of warm magma bubbling
just under a thin crust of semihard stone.
Even just entering this region calls to the chaos: roll
on the
Random Encounter table and reroll until
you get a monster result; place the ensuing beast(s) as
approaching from Location 6 to the north. Note that this
may reveal the secret passage there, if the PCs have not
already discovered it.
ML9-SNE-5: Calm L
A series of three stalagmites, and the flat, cool stone
which connects them, forms a kind of “L” shape in the
northeast of the chamber.
Unlike the similar region to the west (Location 3), there is
no unusual solace to be found here.
ML9-SNE-6: North Secret Passage
Only read the italicized text below if the secret is discovered.
Note that due to its location, there’s precious little chance
of the PCs discovering this secret short of foreknowledge
or a dangerously thorough search of the perimeter of this
enormous chamber.
The cave wall here appears a bit darker than the rest of the
surface. You discover that the rock and earth falls apart
at your touch; someone has packed a passage here full to
mask it.
Grant the party a +2 competency bonus on
Perception
checks made to discover the secret here if they have already
uncovered more than one secret wall in this level of the
Mines.
Access
Secret Passage
Locks: Door, Secret (Perception Only)
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Map 240: Secret West (ML9-SW)
One square equals 5 ft.
644
Mines L9
ML9-SW: Secret West
Overview
One of three huge secret chambers in this deepest level of
the Mines, this is home to massive quantities of dangerous
fungi.
Theme & Purpose
This is a naturally occuring fissure in the rock; the ceiling
dips as low as 15’ and arches as high as 35’ with no apparent
pattern, owing to the unusual seismic activities that have
plagued this zone as a result of the influence of the Obelisk.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results. Roll twice as
frequently as you otherwise would.
Interacting With the True Obelisk
This area features a largish chunk of true Dark Obelisk.
Consider that the following rules apply to interacting with it.
Approaching within 10’ of the Obelisk prompts a
reaction: roll on the
Monsters: Mines, Advanced
FlexContent table and deploy the results as approaching
with Location 1 to the northeast.
In addition, striking the Obelisk, targeting it with spells,
or otherwise interfering with it prompts a more dramatic
reaction: roll on the
Monsters: Mines, Elite
FlexContent table, using Context D, and deploy the
results as approaching with Location 1 to the northeast.
Note that as this is a shard of true Obelisk, creatures in this
region are prone to aura impacts, as follows.
Those within 50’ of the Obelisk Shard are prone to
Minor Obelisk Taint. (p 16).
Within 10’, creatures are subject to
Major Obelisk Taint.
Frustratingly, it is beyond the scope of this adventure
and setting to defeat, destroy, or otherwise even truly
affect the Obelisk pieces discovered in the Mines. While
it may be counterintuitive to many players, the PCs
themselves should rapidly come to the conclusion that
these stones are beyond their ability to comprehend, let
alone demolish, and that flight with knowledge is the
only true course of action available to them.
Depending on the mindset of your gaming group, this
may or may not be an acceptable outcome. Keep this
in mind when running the adventure so as to stave off
disappointment; there are a great many other benefits to
be found in surviving the Mines and City, and the bleak
reality that they must acknowledge is that there are some
foes, and many forces, whose defeat requires much in
the way of preparation, and that are simply beyond their
abilities... regardless of the extent of those abilities.
Areas of Interest
ML9-SW-1: Secret Passage Northeast
Only read the italicized text below if the secret is discovered.
Note that due to its location, there’s precious little chance
of the PCs discovering this secret short of foreknowledge
or a dangerously thorough search of the perimeter of this
enormous chamber.
The cave wall here appears a bit darker than the rest of the
surface. You discover that the rock and earth falls apart
at your touch; someone has packed a passage here full to
mask it.
Grant the party a +2 competency bonus on
Perception
checks made to discover the secret here if they have already
uncovered more than one secret wall in this level of the
Mines.
Access
Secret Passage
Locks: Door, Secret (Perception Only)
ML9-SW-2: Ritual Approach
A thin path of trodden dirt weaves through the packed
earth and stone of the cave floor here. To the north and
south, the pathway is flanked by boulders, rockspires,
and orderly braziers weaving a thick purple smoke
swirling among the stalactites above you.
ML9-SW-3: Dreadslime Fountain
This appears to be a wide stone pool of dreadslime,
gurgling and bubbling evilly. You can’t quite fathom the
depth, as the vile substance becomes opaque after less
than a foot of volume, but based on the width and the
thickness of the stone you suspect you could submerge an
entire person within.
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Mines L9
ML9-SW-4: Obelisk Shard Approach
A dirt path leads south from the fountain, treading over
hardened magma and curving west.
ML9-SW-5: Obelisk Shard
A 10’ wide, 5’ high chunk of a blackish, translucent
crystal pulses with a purple energy not unlike a
malevolent heartbeat. About its base, and stretching
for up to 50’, the hardened magma of the cave floor is
softened, lit from beneath with a reddish glow as though
just waiting to open up to expose the more liquid lava
underneath. Blood spatters the ground to the east of
the crystal; the entire area is ringed with small braziers
whose smoke and flame seems to sway and flutter with
the heartbeat of the crystal’s innards.
ML9-SW-6: Blood Prints West
To the east of the Obelisk, and south of the fountain, is
a scattered pattern of blood prints. You can make out
footprints of various size and species, including hoof
prints and those of other types of creature.
ML9-SW-7: Blood Prints East
Bloody footprints of varying size and stature feature
here; there seems to be no pattern to their arrangement.
ML9-SW-8: Southeast Corner
There is nothing of particular interest in this corner.
However, if the party has not explored this area by the
time they cross into the hardened magma of Location
4, roll on the
Random Encounter table and ignore
“NPC Encounter” results; place any creatures that ensue
here in Location 8.
Note that this effect is not mutually exclusive to other effects
in other locations in this area, so proceeding to Location 4
without checking other areas first may result in multiple
encounters attacking!
ML9-SW-9: Northwest Corner
There is nothing of particular interest in this corner.
However, if the party has not explored this area when
they cross into the hardened magma of Location 4, roll
on the
Random Encounter table and ignore “NPC
Encounter” results; place any creatures that ensue here
in Location 9.
Note that this effect is not mutually exclusive to other effects
in other locations in this area, so proceeding to Location 4
without checking other areas first may result in multiple
encounters attacking!
ML9-SW-10: Southwest Corner
There is nothing of particular interest in this corner.
However, if the party has not explored this area when
they complete their activities in this map and start to
exit via Location 1, roll on the
Random Encounter
table and ignore “NPC Encounter” results; place any
creatures that ensue here in Location 9.
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Mines L9
Map 241: The Dark Obelisk (ML9-DO)
One square equals 5 ft.
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Mines L9
ML9-DO: The Dark Obelisk
Overview
The source of all the chaos and evil and insanity seeping
violently into the entire nine-level Mine complex and three-
level City above it, this enormous Dark Obelisk controls all
that happens within its domain.
Theme & Purpose
The PCs have sought long for the true nature of the Mines
and the calamity that befell it.
Here, then, is the bitter culmination of their quest: the
discovery that there is indeed a master behind events, but
alarmingly, that no cessation of woe can be found through
their actions, be they ever heroic.
Random Encounters
Use the standard / default Random Encounter rules for this
level. Reroll all “NPC Encounter” results, and roll twice as
often as you otherwise would.
Quest: Nullify the Obelisk
Summary: Through intuition, research, and grisly
sacrifice, the PCs may be able to stave off the influence of
the Obliesk.
Rewards:
10 Reward Stars and safe escape from the
Mines.
Locations: The Dark Obelisk (ML9-DO).
Key NPCs: None.
Kickoff: The PCs discover the Dark Obelisk to the north
of the final mine level.
Description:
Three pools of dreadslime represent the forces of Love
(south), Chaos (west), and Law (east). Each pool is broad
and deep enough, and holds sufficient slime, to slay a
Medium-sized or smaller creature in a handful of rounds of
full-body exposure.
To suppress the influence of the Obelisk, energy must be
released in sufficient quantity and of a nature to bring
balance to the forces holding sway in this chamber. To seal
the balance, then, a conflicted entity must be sacrificed in
the central, circular pool, which represents balance.
Strictly put, then: the PCs must sacrifice an equivalent
number of common NPCs to the three outer square pools,
then sacrifice an NPC with opposed alignment to the center
pool.
Although some experimentation or inuition may produce
the needed effect, in reality, the only way that the PCs will
truly know what they are doing in this scenario is through
gathering sufficient information via the
Plot Discoveries
table throughout their adventure into the Mines and through
the surface City.
Successfully fulfilling the requirements for “Balancing”
(see below) zeroes out the Catalyst Tracker altogether,
and removes the Aura effects of Obelisk Taint in the
entire Mine. It also grants the party
10 Reward
Stars, and suspends the Random Encounter rules for the
duration of the adventure.
Nullify the Obelisk (Sacrifices)
Denaturing the explosive barrels at any point in the
adventure generates a Catalyst Impact, which varies
depending on the alignment of the character sacrificed and
the pool to which they are given.
A Lawful creature sacrificed to the Law pool (east)
generates a Catalyst Impact of
+3 Law. Such a creature
sacrificed to either the Chaos or the Love pools instead
creates an impact of +1 Chaos and +1 Love.
Similarly, a Chaotic creature sacrificed to the Chaos pool
(west) generates a Catalyst Impact of
+3 Chaos. Such
a creature sacrificed to either the Law or the Love pools
instead creates an impact of +1 Law and +1 Love.
Finally, and perhaps predictably, a Neutral creature (i.e.,
a creature with at least one Neutral component to their
Alignment) sacrificed to the Love pool (south) generates a
Catalyst Impact of
+3 Love. Such a creature sacrificed
to either the Law or the Chaos pools instead creates an
impact of +1 Law and +1 Chaos.
All of these effects stack with repeated iterations of
themselves, and with other Catalyst Impacts for this Quest.
Nullify the Obelisk (Balancing)
Successfully completing the ritual sacrifices required to
generate balance has an enormous impact on the forces at
work in the vicinity.
Sacrificing a creature with an opposed alignment—that
is, Chaotic Good or Lawful Evil—or one with true neutral
alignment, will result in a fulfillment of the conditions to
bring about true balance to the surroundings.
Sacrificing an opposed-alignment or true-neutral creature
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Mines L9
to the Balance Pool (center), AFTER an equal number of
qualifying creatures have been sacrificed to the other three
square pools (Love, Chaos, and Law), will automatically
zero out the Catalyst Tracker for all three values of Love,
Law, and Chaos.
However, sacrificing any other creature to the center pool, or
sacrificing a “qualifying” creature to the center pool before
an equal number of other creatures has been sacrificed to the
three component pools, causes an explosion of dreadslime:
Dreadslime Explosion
Type Organic; Trigger Special (sacrifice); Reset Automatic
Perception n/a; Disable Device n/a
Effect 4d12 acid (Dexterity DC 22 halves; Acrobatics DC 25
negates)
Areas of Interest
ML9-DO-1: Southern Approach
The path here is steeped in blood, not but a day old. The
bloody path leads from the sacrificial preparation tables
to the south, up to three square pools of dreadslime to
the east, west, and south of a huge circular pool of the
vile substance.
Braziers filled with putrid incense and something even
worse shed a bitter scent a darkly purple light about the
cavern. Shadows jump at you from every stalagmite,
from every crevice.
ML9-DO-2: South Pool (Love)
Only read the italicized text below if the party contains a
dwarf and/or an elf.
A large, square pool of dreadslime sits here, to the south
of the fountain. The trail of bloody prints leads from
the south to the precipice here, and further within:
more prints emerge from the other side and lead to the
fountain.
The stone border of the pool has elven and dwarven runes
about it. Many of them are pure gibberish, and poorly
carved as well, almost as though the mason involved were
an inept and insane shadow of their former self. Those
that are decipherable, however, repeatedly use the word
for “love” or synonyms therefor.
ML9-DO-3: West Pool (Chaos)
Only read the italicized text below if the party contains a
dwarf and/or an elf.
To the west of the dreadslime fountain is a square pool of
the stuff, from which trails of bloody prints lead south,
east, and north into the raw-magma floor.
The stone border of the pool has elven and dwarven runes
about it. Many of them are pure gibberish, and poorly
carved as well, almost as though the mason involved were
an inept and insane shadow of their former self. Those
that are decipherable, however, repeatedly use the word
for “chaos” or synonyms therefor.
ML9-DO-4: East Pool (Law)
Only read the italicized text below if the party contains a
dwarf and/or an elf.
East of the central circular pool is a square pool. Orderly
bloody footprints lead to the south, west, and north to
the Obelisk’s magma dais.
The stone border of the pool has elven and dwarven runes
about it. Many of them are pure gibberish, and poorly
carved as well, almost as though the mason involved were
an inept and insane shadow of their former self. Those
that are decipherable, however, repeatedly use the word
for “law” or synonyms therefor.
ML9-DO-5: Center Pool (Balance)
Only read the italicized text below if the party contains a
dwarf and/or an elf.
In the center of the three other square pool is a larger,
circular one, seeming almost a fountain or a well.
The stone border of the pool has elven and dwarven runes
about it. Many of them are pure gibberish, and poorly
carved as well, almost as though the mason involved were
an inept and insane shadow of their former self. Those
that are decipherable, however, repeatedly use the word
for “balance” or synonyms therefor.
ML9-DO-6: Skull Stakes
Three sharpened stakes have been stuck in the hardened-
magma cave floor here. Atop each is a skull.
There’s hardly any chance the party will detect this, but each
of these is the skull of a creature of alignment matching the
pools’ orientation to the south: the west stake’s creature was
chaotic, the east stake’s creature was lawful, and the south
stake’s creature was neutral.
ML9-DO-7: The Dark Obelisk
A massive presence black and purple crystal at least 60’
in diameter and 30’ tall hulks here in the north of the
final level of the Mines.
You find it difficult to see the Obelisk itself, as it is
ringed with a purplish mist, as though a deep and evil fog
had settled over the area at the true heart of calamity.
It pulses with a purple energy not unlike a malevolent
heartbeat. About its base, and stretching for up to 100’,
the hardened magma of the cave floor is softened, lit
from beneath with a reddish glow as though just waiting
to open up to expose the more liquid lava underneath.
The entire area is ringed with small braziers whose
smoke and flame seems to sway and flutter with the
heartbeat of the crystal’s innards.
ML9-DO-8: Dreadslime Vat Northwest
A massive, gurgling pit of vile purple ooze lurks beneath
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Mines L9
a crusty ring of blackened, hardened magma. It seems
more a small lake than a pool. From underneath the
flowing, oozing surface of the liquid, you see pseudopods,
arms, and other appendages try to emerge, only to slink
back underneath.
This vat, and the one to the east, produces creatures in a vile
mockery of resurrection of the hundreds of beings that have
been sacrificed to the Obelisk here since its discovery.
Every 10 rounds, this vat produces a
Dreadslimed
Miner; however, the spawning process has a tendency to
suppress the natural insane, mindless killing instinct of the
created being.
Miners spawned from these vats do not attack the PCs unless
the PCs attack them; instead, they will wander around
aimlessly. They can be guided, and will willingly follow the
PCs if they are led by gentle force, up to and including being
sacrificed into the pools to the south of the Obelisk—after
all, being sacrificed is their most recent memory, and in
some ways, their only surviving experience.
Randomize the alighment of each spawned creature by
rolling a
D12:
D12
Alignment
1
Lawful Good
2
Lawful Neutral
3
Lawful Evil
4
Neutral Good
5
True Neutral
6
Neutral Evil
7
Chaotic Good
8
Chaotic Neutral
9
Chaotic Evil
10
Spawn an additional Miner; reroll for this one’s
Alignment (this effect stacks)
11
Spawn a Dreadslime Golem instead
12
Spawn a Dreadslime Ooze instead
ML9-DO-9: Dreadslime Vat Northeast
Use the same rules as for Dreadslime Vat Northwest
(Location 8, above).
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NPCs
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NPCs
Dramatis Personae
652
NPCs
Crunch and Fluff
“Crunch” is a term commonly used to refer to the dozens of
statistics that describe a creature from the standpoint of raw
game mechanics. Although there is a great deal of flexibility
in these stat blocks being used to convey flavor, demeanor,
behavior, and personality, such “softer” yet still important
game elements are often referred to as “fluff”.
Each GM and player has their own relationship to these
game elements, and preferences as to their balance in
gameplay. Some groups live by crunch, and largely ignore
fluff; adventures tend to be little more than an organized
dungeon crawl, and min/maxing your PC’s character
options and equipment is commonplace. Other groups
focus solely on storytelling, and use game mechanics only
when it’s necessary to introduce a bit of randomness to the
proceedings.
You can have a great deal of fun at either end of the
spectrum, or anywhere in between! To support the various
approaches to describing monsters and characters, this
adventure takes the approach of providing a great deal of
crunch, and a great deal of fluff.
Some may consider this overkill, and it’s likely that some
gaming groups will ignore a portion of what follows to focus
on what matters most to their style of play. That’s exactly
as it is intended to be used: hopefully it has everything you
need, so you can use it however you like!
Quadded Stat Blocks and Default
Language
A creature’s fluff uses language assuming that you are
playing the
Low level of difficulty version of that
creature. For example, the Low level of an NPC might
wield a run-of-the-mill rapier, and the Elite version might
instead use a +3 corrosive burst rapier; the descriptions that
accompany that NPC would refer merely to her rapier as the
default equipment. Similarly, any illustrations drawn will
typically use imagery associated with Low-challenge gear
and items.
Header
The header is simply the name of the monster. NPCs have
a name, and also parenthetically their position, job title,
profession, or how they are best known.
Beneath this header is the subheading, which shows the
Challenge Rating of the creature, and the Experience
Points to be awarded if they are defeated. Note that in the
context of quadded stat blocks, the CR/XP values shown
here are taken from the
Low difficulty version of the
creature.
It’s worth noting that not every monster and NPC is meant
to be defeated in combat… in fact, the GM is encouraged
to award XP only for combat that is consistent with the
alignment and characters of the PCs, or if they are forced
into combat by circumstances beyond their control. A Lawful
Good Paladin, for example, should not reap XP for conducting
a baseless murder spree of first-level townsfolk.
Combat Tactics
This section describes how the creature behaves prior to,
and once in, combat. Some monsters are alarmingly simple
in this regard: “will fight the PCs on sight, and will fight
to the death” is about as straightforward as you can get,
here. More nuanced NPCs may have a general statement as
to tactics, such as “will focus on melee opponents first, and
then move on to ranged enemies”. Complex enemies may
have a round-by-round description of their approach, listing
the spells or techniques they choose to employ at each step
of the battle.
Of course, as with most things, the GM is welcome to ignore
this section entirely and play the creature as they wish.
Description
All NPCs have some description here, conveying a general
sense of the character. Monsters might have a physical
description, or a walk-through of how they emerge to face
the party when discovered.
Appearance
This section refers to the physical appearance of the
creature. This is particularly important for NPCs who do not
have illustrations.
Factions
Nearly all NPCs belong, at least casually, to one or
more factions. Which factions, and the extent of their
membership and involvement, are mentioned in this section.
Attitude Tracker
This section is meant to help track the NPC’s current
Attitude toward the party. Pathfinder uses the five
classifications of Hostile, Unfriendly, Indifferent, Friendly,
and Helpful; this adventure introduces a bit more detail into
the equation.
As with other elements of this adventure, the GM is
encouraged to use this approach to tracking NPC Attitude
only if it is desired; of course the GM may use alternate
approaches, house rules, or other rule systems to manage
how NPCs view the party.
An example of an Attitude Tracker is shown below. The GM
is encouraged to use pencil to mark the current and changing
Attitude of each NPC as the game progresses.
653
NPCs
Note that some quests, conversation topics, plot activities,
and actions rely on a given NPC having a certain Attitude
toward the party, so it can be helpful to have some way
of managing the many different characters the PCs might
encounter in their journey through Berinncorte.
Using the Attitude Tracker
Attitude is measured on a 29-point scale: 1 is the worst
possible feeling an NPC can have toward the party, and 29 is
the most favorable. This is referred to as an NPC’s Attitude
Value.
The five Attitude classifications defined in the Pathfinder
Roleplaying Game correspond to roughly 6-point “blocks”
of these values. Specifically, Attitude Values between 1-6
represent a Hostile character, values between 7-12 mean the
NPC is Unfriendly, Indifferent characters have Attitude
Values between 19 and 24, and any value of 25 or above
means the character is Helpful toward the party. This is the
NPC’s Attitude overall.
Each NPC has a “Starting Attitude”, and the for example,
“14 (Indifferent)”. When the adventure begins, and with
no other considerations or complicating factors, this is the
NPC’s initial perspective on the party.
Attitude Modifiers
Beneath “Starting Attitude” can be one or more Attitude
Modifiers. Each describes a scenario, and the effect it has
on that NPC’s Attitude Value.
Attitude Modifiers can be pre-existing, unchangeable
things, such as “Party Contains at Least One Elf”. These
Modifiers should be taken into consideration as soon as the
party see the NPC, or even during pre-game setup by the GM.
Some are action-based: for example, “Party Engages in
Conversation: +2”; in that scenario, the moment the party
approaches the NPC and greets her, that NPC’s Attitude
increases by 2 points. Action-based Attitude Modifiers
only have an effect once; in the example above, if the party
approaches the NPC the next day and speaks with her, there
is no further effect to her Attitude.
An NPC may have repeatable action-based Attitude
Modifiers; these may take effect multiple times, and are
usually phrased to make this obvious. For example: “Each
Time the Party Slays a Giant Rat on the Property: +1”.
Others have maximum effect caps. In the example “Making
a Purchase (+1 per 50 gp spent, max 5)”, the NPC in question
will grow more fond of the party the more they buy… but
this caps out at +5 for 250 gp spent. The party is of course
welcome to spend more money than that, but it will have no
further effect in terms of the NPC’s Attitude.
Attitude Modifiers that cause an NPC’s Attitude to shift to
the range for a different classification take immediate effect
as it applies to Diplomacy rolls and the like. For example,
if an NPC’s Attitude Value is 18 (Indifferent), and speaking
with her grants +1, this would bump her up from Indifferent
to Friendly. So, starting a chat with her means the ensuing
conversation would take place with her being Friendly.
Modifiers that would take an NPC’s Attitude Value above
29, or below 1, have no effect.
Quadded Stat Blocks
Below factions is the list of quadded stat blocks. Note that
unless otherwise specified, bonuses and penalties from all
sources should be included already in the figures provided.
For example, the Attacks section should reflect ability
score modifiers, skill and feat modifiers, special ability /
special quality modifiers, and modifiers derived from the
enhancement bonuses of the weapon itself.
The exception to this is effects coming from magical
weapons: for example, a corrosive light crossbow might
show as dealing 1d8 damage. This value does not, however,
include the corrosive effect, which normally causes the
weapon to deal an additional 1d6 points of acid damage
when the effect is activated.
Also of note is the Prepared Spells section. For NPCs with
class levels of a spellcasting class that must prepare spells in
advance, this section reflects a suggested pool of spells that
have been memorized or that are otherwise ready to cast.
The GM is of course encouraged to modify the list as she
desires to fit the circumstances of gameplay; for example,
if the party starts attacking townsfolk willy-nilly, then
spellcasters in town might be more likely to ready defensive
and combat spells.
Finally, the Treasure section in the stat blocks lists the
equipment normally carried or used by the creature. Gold,
jewels, and non-combat items that do not have an impact on
game mechanics and crunch are not listed here.
Special Abilities
All special abilities, auras, special qualities, and other
remarkable effects that apply to the creature are described
here, in alphabetical order.
Note that this section lists a complete set of possible special
abilities that apply to the creature taken from its
Elite
stat block. Individual stat blocks above this section will list
out which special abilities / SQs apply to the creature in its
various forms of CR.
With this, and the Feats section afterward, there is
considerable duplication—many NPCs have Low-Light
Vision, for example. This is by design, and speaks to a
common complaint among GMs: bestiaries and NPC listings
are great for getting the vital details, but it’s often hard to
remember just exactly what the Power Attack feat means.
The intent with the Infinium Game Studios approach to
NPC and monster definitions is to make it as easy as possible
to play a given creature, without having to refer to multiple
other rulebooks. GMs dancing among tomes, trying to
cross-reference dozens of characteristics to figure out what
the creature does next is unsatisfying, wasteful of time, and
takes everyone in the game out of immersion—“hold on, let
me remind myself what an Alchemist’s Explosive Bombs are
like” doesn’t exactly keep players on the edge of their seats!
Feats
All feats taken by the creature in its class level progression
are listed here, in alphabetical order. As with the Special
Abilities section, the list here is a superset of everything
that applies to the Elite version of the creature; specific feats
taken at lower-challenge iterations are listed in the Feats
654
NPCs
section of the quadded stat block.
Known Spells
Creatures of some spellcasting classes may only know a
certain number of spells at a time. For those classes, and
only those classes, this section exists, and lists all of the
spells from which the creature might draw. This is a useful
section for GMs wishing to make changes to the Prepared
Spells section.
For classes who could theoretically memorize every single
spell in the world, this section is omitted.
Treasure
If the creature carries wealth, jewels, or valuables beyond
their equipment listed earlier, such booty is described here.
Creatures whose only possessions are arms and armor might
not have this section at all.
Habits and Logistics
NPCs tend to have habits, particularly those with jobs. The
Habits and Logistics section indicates where the NPC can
be found, when; typically there will be a Daytime and a
Nighttime listing here at minimum. Characters may more
complex schedules as well, breaking down their day into
hour-by-hour chunks of time.
This is useful fluff for GMs wishing to introduce an NPC in a
manner that fits with the character’s habits.
Background
Family history, dark deeds, secret agendas—it can all be
found in the Background section of an NPC. Such backstory
might never be used at all, but sometimes, simply having
it in mind may help guide the GM as to the interaction and
behavior of an NPC when questioned by the PCs.
In the Obelisk Attack
Not everyone makes it. All NPCs have this section, which
indicates what happens to the character during the Obelisk
Eruption. In the context of this adventure, this is critically
important, as it’s the core focus of the “main plot” of the
story being told.
Conversation
Some NPCs have a lot to say; others, not so much.
Experienced GMs can create their own conversation trees
off the cuff in the midst of gameplay, but others may wish a
more explicit, prepared approach. Noteworthy conversation
topics and responses are described here.
In certain cases, the PCs may be able to get more information
if they are skilled at steering the dialogue in a certain
direction, or if they simply provide a bribe. If having
sufficient skill or offering payment would reveal more than
normal, or if the PCs can apply pressure to get to the heart of
the matter, skill challenges are listed here as well, along with
the response that success at such a challenge will elicit.
Often, such “additional’ dialogue will follow from pressing
the conversation on a topic that has been listed earlier.
Detail and Statistics Reference
655
NPCs
Table 28: Default Attitude Modifiers for All NPCs
Type
Trigger
Effect
Notes
Racial
Party contains at least one Dwarf AND
at least one Elf or Half-Elf
+2
No additional effect for 2 or more of either type
Racial
Party contains at least one Dwarf
+1
No additional effect for 2 or more Dwarves
Racial
Party contains at least one Elf
+1
No additional effect for 2 or more Elves
Environment
Party mentions the Obelisk
-4
Note that this requires PC foreknowledge of the Obelisk’s
presence; the players cannot intuit based on the title of the
adventure!
Environment
Party asks about the catastrophe
-3
Mentioning any sort of calamity or disastrous event qualifies
Environment
Party questions the NPC’s sanity
-4
Use your judgment as to what qualifies; “how have you stayed
sane” would count
Environment
Party asks where all the survivors have
gone
-2
Any question along the lines of population or workers qualifies
Environment
PCs ask about corpses or dead miners
-3
Multiple questions bout different instances of dead bodies will
stack this effect
Environment
PCs ask about the conflict between
Miners and Administration
-2
“Dwarves vs. Elves” will also qualify in the context of the Mine
operations
Environment
PCs ask about specific other NPCs
-1
This recalls the prior, sane state of the City and Mines
Environment
PCs ask about lower (>5th) levels of the
Mines and what is down there
-2
Even if the NPC in question has never been down that low,
merely conceiving of those levels causes suffering
Environment
PCs ask about any of the real or False
Obelisks
-3
This stacks with “mentioning the Obelisk” above. For this
effect to trigger, the PCs must have actually discovered one or
more of the Obelisks (true or false)
Action
PCs attack without provocation
-15
Does not stack with other attack-based modifiers
Action
PCs attack with provocation
-10
Does not stack with other attack-based modifiers
Conversation
PCs threaten violence
-5
-
Action
NPC witnesses the PCs commit a crime
-5
Assumes the crime does not involve the NPC; stacks with other
modifiers that involve crimes against the NPC; does not stack
with other “witnesses crime” modifiers
Action
NPC witnesses the PCs commit murder
-10
Assumes the crime does not involve the NPC; stacks with other
modifiers that involve crimes against the NPC; does not stack
with other “witnesses crime” modifiers
Action
NPC witnesses the PCs commit murder
in self-defense
-5
Assumes the crime does not involve the NPC; stacks with other
modifiers that involve crimes against the NPC; does not stack
with other “witnesses crime” modifiers
Action
NPC witnesses the PCs defend a
bystander or innocent against violence
+10
Does not stack with other “witness” modifiers
Action
PCs defend this NPC against violence
+15
Does not stack with other “witness” modifiers
Conversation
PCs attempt a bribe (for information,
for action)
-1
GM’s discretion as to whether the bribe produces results
(positive or negative!)
Conversation
PCs share Rumors / Lore
+1
Per each Rumor shared; maximum +4
Action
PCs heal or “boon” NPC
+5
Per healing spell/potion/skill check or beneficial spell or effect;
maximum +15
Action
PCs refuse to help when asked
-3
Per request; no maximum
Action
PCs agree to help when asked
+4
Per request; maximum +12
Action
NPC joins party for any length of time
+5
Does not stack with subsequent iterations of itself (maximum
effect +5 no matter how many times NPC joins party)
Conversation
PCs fail at an Intimidate check
-2
Per failed check; no maximum
Conversation
PCs fail at a non-Intimidate social skills
challenge
-1
Per failed check; no maximum
656
NPCs
Table 29: Dramatis Personae Summary
Name
Page
Profession
Align
Class
Race
Sex
Arranz Trevain
Railmaster
LN
Rogue / Witch
Gnome
M
Belerras
Foreman
LE
Fighter / Rogue
Elf
M
Bethela Mudward
Trademaster
LN
Fighter / Rogue
Human
F
Brimdog Firecleave
Engineer
LN
Expert
Dwarf
M
Brocambe Methurzz
Ambling Scholar
LG
Wizard / Bard
Gnome
F
Dagbrag
Gangboss
NE
Barbarian
Half-Orc
M
Dalnarok
Loremaster
NG
Sorcerer / Oracle
Dwarf
M
Danalin Foeslash
Dwarven Union Leader
CG
Barbarian
Dwarf
M
Didkeln Clawhammer
Chief Engineer
LN
Expert
Dwarf
F
Dralbrodin Strongquil
Cartographer
LN
Expert
Elf
F
Elawelle
Tribute Magister
LG
Ranger / Bard
Half-Elf
F
Estarel Finequill
Lead Designer
TN
Rogue
Dwarf
M
Faenadorn
Mayor
LN
Fighter / Aristocrat
Elf
M
Friskbik
Stablehand
CN
Rogue / Bard
Halfling
M
Frobwin Glamfork
Feastmaster
CG
Commoner / Rogue
Halfling
M
Gabharn
Beastmaster
NG
Barbarian / Ranger
Human
M
Glimdarffe Sudsglub
Brewmaster
CN
Commoner
Half-Orc
F
Gordsturll
Mercenary Dwarf
LE
Gunslinger / Fighter
Dwarf
M
Hamfast Burrbottom
Blacksmith
LN
Fighter / Druid
Halfling
M
Imeltrude Legande
Warden
CE
Antipaladin
Human
F
Incnebb Gullip
Chemist
CE
Alchemist
Gnome
F
Innelothe
Herbalist
NG
Druid
Half-Elf
F
Killarth
Mercenary Tiefling
CN
Fighter / Ranger
Tiefling
F
Lugatoo
Coinmaster
LG
Expert
Tiefling
F
Maresmir
Elven Administration Leader
LE
Ranger
Elf
F
Natobbe
Sage
NE
Witch / Oracle
Gnome
F
Raekeldorr
Illusionist Entertainer
CE
Wizard / Bard
Half-Elf
M
Semtammi
Stablemaster
TN
Rogue / Barbarian
Half-Orc
F
Skandbard
Tinkermaster
LG
Gunslinger / Rogue
Gnome
F
Skandern Lithutz
Keeper of Records
LE
Rogue / Wizard
Gnome
M
Thrennian Lo’quee
Minemaster
NE
Fighter / Gunslinger
Elf
F
Vanarelia Riccars
Keepmaster
LG
Paladin
Half-Elf
F
Wyrida
The Stranger
LN
Ranger / Druid
Half-Elf
F
657
NPCs
Arranz Trevain (Railmaster)
Description
A dirty and greasy gnome, small of stature even for
his kind, he nevertheless possesses a kind of easy,
affable wisdom: one gets the feeling that in another
world, Arranz may have been one’s grandfather...
even if that means a different species.
Appearance
A thick black beard rings his chin; once it joins to
his upper jowls, the hair gains a shock of grey. His
eyes are large, but sunken; lines heavily crease every
aspect of his visage.
Factions
He’s loosely associated with the Dwarves, but in
truth, he would say he serves naught but the Mines
themselves.
Combat Tactics
Arranz will avoid conflict wherever possible.
He’s seen too much, and been affected too
deeply, to seek battle. If pressed, or challenged
to boldly, however, he will fight back with a
vengeance; once combat is truly engaged, he
will fight to the death.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Rogue 1
Rogue 6
Rogue 10
Rogue 14
Size / Aln
Medium LN Gnome
Medium LN Gnome
Medium LN Gnome
Medium LN Gnome
HP
9
26
68
112
Armor
Class
14
15
17
18
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 7 (-2)
DEX 17 (+5)
CON 12 (+1)
INT 15 (+4)
WIS 9 (-1)
CHA 15 (+2)
STR 7 (-2)
DEX 19 (+7)
CON 12 (+1)
INT 15 (+5)
WIS 9 (-1)
CHA 15 (+2)
STR 7 (-2)
DEX 20 (+9)
CON 15 (+2)
INT 15 (+6)
WIS 9 (-1)
CHA 15 (+2)
STR 7 (-2)
DEX 20 (+10)
CON 17 (+3)
INT 15 (+7)
WIS 9 (-1)
CHA 15 (+2)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11;
Darkvision 60 ft.
Passive Perception +15;
Darkvision 60 ft.
Passive Perception +17;
Darkvision 60 ft.
Passive Perception +19;
Darkvision 60 ft.
Languages Common, Gnomish
LN; Medium Humanoid (Gnome)
658
NPCs
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it w ere bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Gnome Cunning You have advantage on all Intelligence, Wisdom, and
Charisma saving throws against magic.
Languages You can speak, read, and write Common and Gnomish. The
Gnomish language, which uses the Dwarvish script, is renowned for its
technical treatises and its catalogs of knowledge about the natural world.
Blindsense Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet of you.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until
they approach perfection. Whenever you make an ability check that lets
you add your proficiency bonus, you can treat a d20 roll of 9 or lower as
a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Low
Moderate
Advanced
Elite
Attacks
Melee Dagger (Small)
+5 (1d4+3 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +5
(1d4+3); 60 ft.’: +5
(1d4+3)
Melee Sickle (Small)
+0 (1d4-2 )
Ranged Crossbow,
Light (Small) ) --> 80
ft.’: +5 (1d8+3); 320
ft.’: +5 (1d8+3)
Melee Sickle (Small) +1
(1d4-2 )
Melee Dagger (Small)
+7 (1d4+4 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +7
(1d4+4); 60 ft.’: +7
(1d4+4)
Ranged Crossbow,
Light (Small/Weapon
+1) ) --> 80 ft.’: +8
(1d8+5); 320 ft.’: +8
(1d8+5)
Melee Sickle (Small)
+2 (1d4-2 )
Melee Dagger (Small)
+9 (1d4+5 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +9
(1d4+5); 60 ft.’: +9
(1d4+5)
Ranged Crossbow,
Light (Small/Weapon
+2) ) --> 80 ft.’: +11
(1d8+7); 320 ft.’: +11
(1d8+7)
Melee Sickle (Small) +3
(1d4-2 )
Melee Dagger (Small)
+10 (1d4+5 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +10
(1d4+5); 60 ft.’: +10
(1d4+5)
Ranged Crossbow,
Light (Small/Weapon
+3) ) --> 80 ft.’: +13
(1d8+8); 320 ft.’: +13
(1d8+8)
Special
-
-
-
-
Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light
Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling,
Spear, Unarmed Strike
Special
Qualities
Darkvision, Gnome
Cunning, Languages,
Expertise, Sneak Attack,
Thieves’ Cant
Darkvision, Gnome
Cunning, Languages,
Ability Score
Improvement, Cunning
Action, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack, Thief,
Thieves’ Cant, Uncanny
Dodge
Darkvision, Gnome
Cunning, Languages,
Ability Score
Improvement, Cunning
Action, Evasion,
Expertise, Fast Hands,
Roguish Archetype,
Second-Story Work,
Sneak Attack, Supreme
Sneak, Thief, Thieves’
Cant, Uncanny Dodge
Darkvision, Gnome
Cunning, Languages,
Ability Score
Improvement, Blindsense,
Cunning Action, Evasion,
Expertise, Fast Hands,
Reliable Talent, Roguish
Archetype, Second-Story
Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge, Use Magic Device
Spell-
casting
-
-
-
-
Equipment
Dagger; Sickle; Padded
Armor; Light Crossbow;
Crossbow Bolts (10x)
Dagger; Sickle; Leather
Armor; +1 Light
Crossbow; Crossbow
Bolts (10x)
Dagger; Sickle; Studded
Leather Armor; +2 Light
Crossbow; Crossbow
Bolts (10x)
Dagger; Sickle; +1
Studded Leather Armor;
+3 Light Crossbow;
Crossbow Bolts (10x)
659
NPCs
Second-Story Work When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to 5.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 7d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so do
rogues who prefer to think of themselves as professional treasure seekers,
explorers, delvers, and investigators. In addition to improving your agility
and stealth, you learn skills useful for delving into ancient ruins, reading
unfamiliar languages, and using magic items you normally couldn’t
employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages in
seemingly normal conversation. Only another creature that knows thieves’
cant understands such messages. It takes four times longer to convey
such a message than it does to speak the same idea plainly. In addition,
you understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory of
a thieves’ guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items.
Conversation
What do you think of Mondaria City?
“It’s a sad town, up above. Truly better, down here.”
What do you think of the Mines?
“A marvel, in more ways than one. From the rails to the
elevators, it’s a majestic machine of productivity down
here.”
How have you survived after the catastrophe?
“What catastrophe? The rails and elevators work much
as they always have.”
What did you do, before the calamity?
“Why, what I do now—supervise and maintain the rails.
Though in truth, it’s more and more difficult to find
workers willing to help.”
What do you know of the Obelisk?
“The what?”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“People mention that as though it’s a thing. I’ve never
bothered to notice it, myself.”
660
NPCs
Belerras (Foreman)
Description
A solemn, silent Elf, this Foreman hates Dwarves
with a blinding passion. Thankfully for his
superiors in the mine, his lust for power and control
and order far exceeds his racial hatred, so on a day-
to-day basis, he typically is able to put aside his ire
and focus on squeezing efficiency out of those he
abhors.
Appearance
He wears spiked studded leather armor, and uses a
shortbow, longsword, and daggers.
Factions
He is firmly and solely a member of the Elven
Administration.
Combat Tactics
Against any group that contains one or more
Dwarves, Belerras will target those characters
exclusively, attacking with little regard to his
own safety or strategy.
CR 3; XP 700
Low
Moderate
Advanced
Elite
Challenge CR 3
XP 700
CR 7
XP 2,900
CR 11
XP 7,200
CR 15
XP 13,000
Class / HD Fighter 3
Fighter 7
Fighter 11
Fighter 15
Size / Aln
Medium LE Elf
Medium LE Elf
Medium LE Elf
Medium LE Elf
HP
23
44
73
94
Armor
Class
15
17
19
21
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
LE; Medium Humanoid (Elf)
661
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 15 (+4)
DEX 13 (+1)
CON 9 (+1)
INT 8 (-1)
WIS 13 (+1)
CHA 14 (+2)
STR 17 (+6)
DEX 13 (+1)
CON 11 (+3)
INT 8 (-1)
WIS 13 (+1)
CHA 14 (+2)
STR 19 (+8)
DEX 13 (+1)
CON 11 (+4)
INT 8 (-1)
WIS 13 (+1)
CHA 14 (+2)
STR 19 (+8)
DEX 17 (+3)
CON 11 (+5)
INT 8 (-1)
WIS 13 (+1)
CHA 14 (+2)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +13;
Darkvision 60 ft.
Passive Perception +14;
Darkvision 60 ft.;
Disadvantage on Stealth
Passive Perception +15;
Darkvision 60 ft.;
Disadvantage on Stealth
Passive Perception +16;
Darkvision 60 ft.;
Disadvantage on Stealth
Languages Common, Elvish
Attacks
Melee Battleaxe +4
(1d8+4 )
Melee Handaxe +4
(1d6+4 )
Ranged Handaxe
(Thrown) 20 ft.’: +4
(1d6+2); 60 ft.’: +4
(1d6+2)
Melee +1 Battleaxe
+7/+7 (1d8+6 )
Melee Handaxe +6/+6
(1d6+5 )
Ranged Handaxe
(Thrown) 20 ft.’: +6/+6
(1d6+3); 60 ft.’: +6/+6
(1d6+3)
Melee +2 Battleaxe
+10/+10/+10
(1d8+8)
Melee Handaxe
+8/+8/+8 (1d6+6 )
Ranged Handaxe
(Thrown) 20 ft.’:
+8/+8/+8 (1d6+4); 60
ft.’: +8/+8/+8 (1d6+4)
Melee +3 Battleaxe
+12/+12/+12 (1d8+9)
Melee Handaxe
+9/+9/+9 (1d6+6 )
Ranged Handaxe
(Thrown) 20 ft.’:
+9/+9/+9 (1d6+4); 60
ft.’: +9/+9/+9 (1d6+4)
Special
-
-
-
-
Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger,
Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light
Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier,
Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Action Surge,
Champion, Fighting Style,
Improved Critical, Martial
Archetype, Second Wind,
Dueling
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Action
Surge, Champion, Extra
Attack, Fighting Style,
Improved Critical, Martial
Archetype, Remarkable
Athlete, Second Wind,
Dueling
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Action
Surge, Additional
Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable,
Martial Archetype,
Remarkable Athlete,
Second Wind, Defense,
Dueling ,
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Action
Surge, Additional Fighting
Style, Champion, Extra
Attack, Fighting Style,
Improved Critical,
Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Superior Critical, Defense,
Dueling ,
Spell-
casting
-
-
-
-
Equipment
Battleaxe; Studded
Leather Armor; Shield;
Handaxe
+1 Battleaxe; Scale Mail;
Shield; Handaxe
+2 Battleaxe; Chain Mail;
Shield; Handaxe
+3 Battleaxe; +2 Chain
Mail; Shield; Handaxe
662
NPCs
Special Abilities
Darkvision Accustomed to twilit forests and the night sky, you have
superior vision in dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Keen Senses You have proficiency in the Perception skill.
Languages You can speak, read, and write Common and Elvish. Elvish is
fluid, with subtle intonations and intricate grammar. Elven literature is rich
and varied, and their songs and poems are famous among other races.
Many bards learn their language so they can add Elvish ballads to their
repertoires.
Trance Elves don’t need to sleep. Instead, they meditate deeply,
remaining semiconscious, for 4 hours a day. (The Common word for such
meditation is “trance.”) While meditating, you can dream after a fashion;
such dreams are actually mental exercises that have become Dexterityive
through years of practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only once
on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you can’t use this
feature again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +4.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Superior Critical Starting at 15th level, your weapon attacks score a critical
hit on a roll of 18-20.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
Conversation
What do you think of Mondaria City?
“Should be exclusively elves. I wonder that management
allows the filthy buggers above the surface.”
What do you think of the Mines?
“Cesspool. A necessary evil, this concentration of
dwarves.”
How have you survived after the catastrophe?
“Wits, guile, and a natural aversion to those who were
already sick and deranged before the disaster.”
What did you do, before the calamity?
“Managed those who would otherwise shirk the work that
sustains them and gives them purpose.”
What do you know of the Obelisk?
“I’ve heard things here and there. It’s supposed to take
over the minds of the weak, though in truth I’m not sure
how one would notice, in most cases around here.”
Have you been to the Mine’s lower levels?
“I have. It gets darker, hotter, more dangerous. As one
would expect.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Certainly. Many elves, myself included, notice
certain things about the workers, and vice versa. This
noticing leads to the natural conclusion—jealousy and
shiftlessness among the workers, and frustration and
head-shaking among their superiors.”
663
NPCs
Bethela Mudward (Trademaster)
Description
Beautifully adorned with rich, silk robes, this
mistress of all things trade governs all external
commerce, and therefore has ultimate say on every
good and product that flows into or out of the mine
and city complex.
Under her robes she wears studded leather armor—
no fool she—and wields a cutlass, dagger, and light
wooden shield.
Appearance
She has an eyepatch over one eye, though it’s
for affect—both eyes work perfectly well, but the
patched one is a different color, a cosmetic effect
she’s quite sensitive too from childhood insults.
Factions
Unaligned, she would claim, though in truth she
serves two masters: black-market operations by
the worker dwarves, and more above-the-board
transactions with the elven administration.
Combat Tactics
Bethela is neither coward nor fool, so she
will avoid conflict wherever it seems to her
disadvantage. She has means and knowledge
to trade, so most of the time, she can either talk
or trade her way out of a dangerous situation.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Rogue 1
Rogue 6
Rogue 10
Rogue 14
Size / Aln
Medium LN Human
Medium LN Human
Medium LN Human
Medium LN Human
HP
8
32
52
76
Armor
Class
15
17
19
20
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
LN; Medium Humanoid (Human)
664
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 16 (+3)
DEX 16 (+5)
CON 11 (+0)
INT 16 (+5)
WIS 11 (+0)
CHA 12 (+1)
STR 16 (+3)
DEX 18 (+7)
CON 11 (+0)
INT 16 (+6)
WIS 11 (+0)
CHA 12 (+1)
STR 18 (+4)
DEX 20 (+9)
CON 11 (+0)
INT 16 (+7)
WIS 11 (+0)
CHA 12 (+1)
STR 20 (+5)
DEX 20 (+10)
CON 11 (+0)
INT 16 (+8)
WIS 11 (+0)
CHA 12 (+1)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +10
Passive Perception +10
Passive Perception +10
Passive Perception +10
Languages Common, Elvish
Attacks
Melee Longsword +5
(1d8+3 )
Ranged Shortbow -->
30 ft.’: -5 (1d6+3);
120 ft.’: -5 (1d6+3)
Melee Dagger +5
(1d4+3 )
Ranged Dagger
(Thrown) 20 ft.’: +5
(1d4+3); 60 ft.’: +5
(1d4+3)
Ranged Shortbow -->
30 ft.’: -3 (1d6+4);
120 ft.’: -3 (1d6+4)
Melee +1 Longsword
+7 (1d8+4 )
Melee Dagger +7
(1d4+4 )
Ranged Dagger
(Thrown) 20 ft.’: +7
(1d4+4); 60 ft.’: +7
(1d4+4)
Ranged Shortbow -->
30 ft.’: -1 (1d6+5);
120 ft.’: -1 (1d6+5)
Melee +2 Longsword
(Weapon +2) +10
(1d8+6 )
Melee Dagger +9
(1d4+5 )
Ranged Dagger
(Thrown) 20 ft.’: +9
(1d4+5); 60 ft.’: +9
(1d4+5)
Ranged Shortbow--> 30
ft.’: +0 (1d6+5); 120
ft.’: +0 (1d6+5)
Melee +3 Longsword
+13 (1d8+8 )
Melee Dagger +10
(1d4+5 )
Ranged Dagger
(Thrown) 20 ft.’: +10
(1d4+5); 60 ft.’: +10
(1d4+5)
Special
-
-
-
-
Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light
Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling,
Spear, Unarmed Strike
Special
Qualities
Languages, Expertise,
Sneak Attack, Thieves’
Cant
Languages, Ability Score
Improvement, Cunning
Action, Expertise, Fast
Hands, Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant,
Uncanny Dodge
Languages, Ability Score
Improvement, Cunning
Action, Evasion, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge
Languages, Ability Score
Improvement, Blindsense,
Cunning Action, Evasion,
Expertise, Fast Hands,
Reliable Talent, Roguish
Archetype, Second-Story
Work, Sneak Attack, Supreme
Sneak, Thief, Thieves’ Cant,
Uncanny Dodge, Use Magic
Device
Spell-
casting
-
-
-
-
Equipment
Longsword; Shortbow;
Arrows (20x); Studded
Leather Armor; Dagger
+1 Longsword; Shortbow;
Arrows (20x); +1 Studded
Leather Armor; Dagger
+2 Longsword;
Shortbow; Arrows (20x);
+2 Studded Leather
Armor; Dagger
+3 Longsword; Shortbow;
Arrows (20x); +3 Studded
Leather Armor; Dagger
665
NPCs
Special Abilities
Languages You can speak, read, and write Common and one extra
language of your choice. Humans typically learn the languages of other
peoples they deal with, including obscure dialects. They are fond of
sprinkling their speech with words borrowed from other tongues: Orc
curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Blindsense Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet of you.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check that lets you
add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to 5.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 7d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so do
rogues who prefer to think of themselves as professional treasure seekers,
explorers, delvers, and investigators. In addition to improving your agility
and stealth, you learn skills useful for delving into ancient ruins, reading
unfamiliar languages, and using magic items you normally couldn’t
employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages in
seemingly normal conversation. Only another creature that knows thieves’
cant understands such messages. It takes four times longer to convey
such a message than it does to speak the same idea plainly. In addition,
you understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory of
a thieves’ guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items. n.
Conversation
What do you think of Mondaria City?
“Lovely place, is it not? Trade is phenomenal, even for
those adverse to grime and grit.”
What do you think of the Mines?
“Amazing, that so few can produce so much, in so short
a time. They seem driven to the brink of madness by a
desire to produce. Or to avoid the whip. Which amount
to the same thing, really.”
How have you survived after the catastrophe?
“I’m a survivor. I’ve been surviving long before this
particular phenomenon, and Gods willing, will survive
through many dozens more. There is always a place for
life where one has means and talent.”
What did you do, before the calamity?
“Largely what I continue to do, though of course the legit
operations of the mine have ceased.”
What do you know of the Obelisk?
“I’ve but heard its name. In whispers, from those whose
minds seem already lost. Whether those minds had
been lost to this ‘obelisk’, or simply to the strains of the
disaster, I could not say.”
Have you been to the Mine’s lower levels?
“No. And have no plans to, thank you very much.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“There’s strife of some nature in every profitable
environment I’ve ever seen. What you describe is simply
how it manifests here. Power and production are ever
at odds, when profit is not shared... and I’m hardly of a
mind to share.”
666
NPCs
Brimdog Firecleave (Engineer)
Description
In their secret heart, most people think that they are
the stars of their own story. While this is often true,
Engineers in the mines take this to an excessive
level. After all, without engineers, everything would
collapse and kill everyone, and the mine wouldn’t
produce anything and therefore wouldn’t be
profitable.
The way Engineers see it, every single day, they
personally save dozens or even hundreds of lives,
simply by being in the mines to advise. After all,
without structural supports, stone sampling, survey
work, and related feats of engineering genius, the
mine is little more than a bunch of dirty dwarves
digging at things until they perhaps stumble upon
something valuable!
Appearance
Engineers try to dress as impressively as they
feel; most will spend every earned copper on silk
embroidery and ornately-embellished leather armor
that is more beautiful than functional.
Engineers typically have ruddy complexion, a
rotund physique, and a snobbish facial composition;
most use piercings of the nose, ears, and eyebrow
to dangle additional symbols of their wealth and
success.
Factions
Engineers work for the Administration, but their
hearts are with the workers.the worker dwarves, and
more above-the-board transactions with the elven
administration.
Combat Tactics
To a dwarf, all engineers view combat as an
utter waste of resources and certainly a last
resort; in armed conflict, they recognize the
need occasionally but believe (rightly so!)
that others, more crude than they, are best
equipped to do the actual fighting.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Rogue 1
Rogue 6
Rogue 10
Rogue 14
Size / Aln
Medium LN Dwarf
Medium LN Dwarf
Medium LN Dwarf
Medium LN Dwarf
HP
9
42
63
83
Armor
Class
13
15
18
19
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
LN; Medium Humanoid (Dwarf)
667
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 6 (-2)
DEX 14 (+4)
CON 12 (+1)
INT 15 (+4)
WIS 12 (+1)
CHA 9 (-1)
STR 6 (-2)
DEX 16 (+6)
CON 12 (+1)
INT 15 (+5)
WIS 12 (+1)
CHA 9 (-1)
STR 6 (-2)
DEX 20 (+9)
CON 12 (+1)
INT 15 (+6)
WIS 12 (+1)
CHA 9 (-1)
STR 6 (-2)
DEX 20 (+10)
CON 12 (+1)
INT 17 (+8)
WIS 12 (+1)
CHA 9 (-1)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11;
Darkvision 60’
Passive Perception +11;
Darkvision 60’
Passive Perception +11;
Darkvision 60’
Passive Perception +11;
Darkvision 60’
Languages Common, Dwarvish
Attacks
Melee Battleaxe +0
(1d8-2 )
Melee Handaxe +4
(1d6+2 )
Ranged Handaxe
(Thrown) 20 ft.’: +4
(1d6+2); 60 ft.’: +4
(1d6+2)
Melee Handaxe +6
(1d6+3 )
Ranged Handaxe
(Thrown) 20 ft.’: +6
(1d6+3); 60 ft.’: +6
(1d6+3)
Melee +1 Battleaxe +2
(1d8-1 )
Melee Handaxe +9
(1d6+5 )
Ranged Handaxe
(Thrown) 20 ft.’: +9
(1d6+5); 60 ft.’: +9
(1d6+5)
Melee +2 Battleaxe +4
(1d8)
Melee Handaxe +10
(1d6+5 )
Ranged Handaxe
(Thrown) 20 ft.’: +10
(1d6+5); 60 ft.’: +10
(1d6+5)
Melee +3 Battleaxe +6
(1d8+1 )
Special
-
-
-
-
Proficiencies Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe,
Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword,
Sickle, Sling, Spear, Unarmed Strike, Warhammer
Special
Qualities
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Expertise, Sneak
Attack, Thieves’ Cant
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Ability Score
Improvement, Cunning
Action, Expertise, Fast
Hands, Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant,
Uncanny Dodge
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Ability Score
Improvement, Cunning
Action, Evasion, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Ability Score
Improvement, Blindsense,
Cunning Action, Evasion,
Expertise, Fast Hands,
Reliable Talent, Roguish
Archetype, Second-Story
Work, Sneak Attack, Supreme
Sneak, Thief, Thieves’ Cant,
Uncanny Dodge, Use Magic
Device
Spell-
casting
-
-
-
-
Equipment
Battleaxe; Handaxe;
Leather Armor
+1 Battleaxe; Handaxe;
Studded Leather Armor
+2 Battleaxe; Handaxe;
+1 Studded Leather
Armor
+3 Battleaxe; Handaxe; +2
Studded Leather Armor
668
NPCs
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
speak.
Mason’s Tools Proficient with Artisan Mason’s Tools.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Blindsense Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet of you.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check that lets you
add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to 5.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 7d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so do
rogues who prefer to think of themselves as professional treasure seekers,
explorers, delvers, and investigators. In addition to improving your agility
and stealth, you learn skills useful for delving into ancient ruins, reading
unfamiliar languages, and using magic items you normally couldn’t
employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages
in seemingly normal conversation. Only another creature that knows
thieves’ cant understands such messages. It takes four times longer
to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to
convey short, simple messages, such as whether an area is dangerous or
the territory of a thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe house for thieves
on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items. n.
Conversation
What do you think of Mondaria City?
“A marvel, yes? Such a town, supporting such a
mountain.”
What do you think of the Mines?
“Marvels abound. At least from an engineer’s
perspective. It’s grimy and gritty and gross, but there’s
awesome chance to build things you’d never see on the
surface.”
How have you survived after the catastrophe?
“Building never goes out of style. And much was
damaged, in the chaos. There’ll always be folk who want
things fixed, no matter the circumstances.”
What did you do, before the calamity?
“Kept everything working. And made it better than it
was before.”
What do you know of the Obelisk?
“Naught, I’m afraid.”
Have you been to the Mine’s lower levels?
“I’ve been most everywhere in the mines, but the last few
levels are so new, and the press to delve deep so strong,
that nobody has much cared whether things worked
down there or not.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Ah. It’s a shame, really. Seems we should all be united
to try and make this work. It’s a huge waste of energy,
bickering over who is what and who does what. Just do
what you’re good at, and the rest will work itself out.”
669
NPCs
Brocambe Methurzz (Ambling Scholar)
Description
She’s middle-aged, though her intelligence and
wrinkles about the eyes add presence and weight to
her years.
Appearance
Most people remember this gnomish wizard for
the massive clusters of freckles surrounding each
ear, which extend down her neck in an animalistic
manner that seems to echo a leopard. She
dresses in severe, plain, and undecorated tunics,
with overstarched cloaks that seem to form an
immobile mantle about her shoulders. Her hair
is strawberry-blonde, tied back in a ponytail. She
wears spectacles, though they’re little more than
thumbnail-sized ovals of glass surrounded by an
inelegantly-thick and brutishly-fashioned iron
wrapping, with bamboo sticks that poke back on top
of her ears.
Factions
None. She serves the truth, she would say.
Combat Tactics
Simple: avoid it at all costs.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Wizard 1
Wizard 6
Wizard 10
Wizard 14
Size / Aln
Small LG Gnome
Small LG Gnome
Small LG Gnome
Small LG Gnome
HP
7
31
45
65
Armor
Class
14
14
14
15
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 9 (-1)
DEX 13 (+1)
CON 12 (+1)
INT 15 (+4)
WIS 8 (+1)
CHA 17 (+3)
STR 9 (-1)
DEX 13 (+1)
CON 12 (+1)
INT 17 (+6)
WIS 8 (+2)
CHA 17 (+3)
STR 9 (-1)
DEX 13 (+1)
CON 12 (+1)
INT 19 (+8)
WIS 8 (+3)
CHA 17 (+3)
STR 9 (-1)
DEX 14 (+2)
CON 12 (+1)
INT 20 (+10)
WIS 8 (+4)
CHA 17 (+3)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +9;
Darkvision 60’
Passive Perception +9;
Darkvision 60’
Passive Perception +9;
Darkvision 60’
Passive Perception +9;
Darkvision 60’
Languages Common, Gnomish
LG; Small Humanoid (Gnome)
670
NPCs
Low
Moderate
Advanced
Elite
Attacks
Melee Dagger (Small)
+3 (1d4+1 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +3
(1d4+1); 60 ft.’: +3
(1d4+1)
Melee Quarterstaff
(Small) +1 (1d6-1 ) /
(1d8)
Ranged Sling (Small) )
--> 30 ft.’: +3 (1d4+1);
120 ft.’: +3 (1d4+1)
Melee Dagger (Small)
+4 (1d4+1 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +4
(1d4+1); 60 ft.’: +4
(1d4+1)
Melee +1 Quarterstaff
(Small) +3 (1d6 ) /
(1d8)
Ranged Sling (Small) )
--> 30 ft.’: +4 (1d4+1);
120 ft.’: +4 (1d4+1)
Melee Dagger (Small)
+5 (1d4+1 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +5
(1d4+1); 60 ft.’: +5
(1d4+1)
Melee +2 Quarterstaff
(Small) +5 (1d6+1 ) /
(1d8)
Ranged Sling (Small)
) --> 30 ft.’: +5
(1d4+1); 120 ft.’: +5
(1d4+1)
Melee Dagger (Small)
+7 (1d4+2 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +7
(1d4+2); 60 ft.’: +7
(1d4+2)
Melee +3 Quarterstaff
(Small) +7 (1d6+2)
(1d8)
Ranged Sling (Small) )
--> 30 ft.’: +7 (1d4+2);
120 ft.’: +7 (1d4+2)
Special
-
-
-
-
Proficiencies
Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
Special
Qualities
Spellcaster Spell Slots,
Ability Score Increase,
Darkvision, Gnome
Cunning, Languages,
Arcane Recovery, Cantrips,
Preparing and Casting
Spells, Ritual Casting,
Spellcasting
Spellcaster Spell Slots,
Ability Score Increase,
Darkvision, Gnome Cunning,
Languages, Ability Score
Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Evocation Savant,
Potent Cantrip, Preparing
and Casting Spells, Ritual
Casting, School of Evocation,
Sculpt Spells, Spellcasting
Spellcaster Spell Slots,
Ability Score Increase,
Darkvision, Gnome
Cunning, Languages, Ability
Score Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Empowered
Evocation, Evocation
Savant, Potent Cantrip,
Preparing and Casting
Spells, Ritual Casting,
School of Evocation, Sculpt
Spells, Spellcasting
Spellcaster Spell Slots,
Ability Score Increase,
Darkvision, Gnome Cunning,
Languages, Ability Score
Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Empowered
Evocation, Evocation Savant,
Overchannel, Potent Cantrip,
Preparing and Casting Spells,
Ritual Casting, School of
Evocation, Sculpt Spells,
Spellcasting
Spell-
casting
Save DC 12; Spell Atk +4
Cantrips (at will):
light; minor illusion;
prestidigitation
1st: charm person; fog
cloud
Save DC 14; Spell Atk +6
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
3rd: blink; fireball; fly
2nd: arcane lock; blur;
invisibility
1st: charm person; detect
magic; disguise self; fog
cloud
Save DC 16; Spell Atk +8
Cantrips (at will):
dancing lights; light;
message; minor illusion;
prestidigitation
5th: arcane hand; hold
monster
4th: arcane eye; confusion;
fire shield
3rd: blink; fireball; fly
2nd: arcane lock; blur;
invisibility
1st: charm person; detect
magic; disguise self; fog
cloud
Save DC 18; Spell Atk +10
Cantrips (at will): dancing
lights; light; message; minor
illusion; prestidigitation
7th: teleport
6th: globe of invulnerability
5th: arcane hand; hold
monster
4th: arcane eye; confusion;
fire shield
3rd: blink; fireball; fly
2nd: arcane lock; blur;
invisibility
1st: charm person; detect
magic; disguise self; fog
cloud
Equipment
Dagger; Quarterstaff;
Sling; Sling Bullets (20x)
Dagger; +1 Quarterstaff;
Sling; Sling Bullets (20x)
Dagger; +2 Quarterstaff;
Sling; Sling Bullets (20x)
Dagger; +3 Quarterstaff;
Sling; Sling Bullets (20x)
671
NPCs
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it w ere bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Gnome Cunning You have advantage on all Intelligence, Wisdom, and
Charisma saving throws against magic.
Languages You can speak, read, and write Common and Gnomish. The
Gnomish language, which uses the Dwarvish script, is renowned for its
technical treatises and its catalogs of knowledge about the natural world.
Arcane Recovery You have learned to regain some of your magical energy
by studying your spellbook. Once per day when you finish a short rest,
you can choose expended spell slots to recover. The spell slots can have
a combined level that is equal to or less than 7, and none of the slots can
be 6th level or higher. For example, if you’re a 4th-level wizard, you can
recover up to two levels worth of spell slots. You can recover either a 2nd-
level spell slot or two 1st-level spell slots.
Arcane Tradition When you reach 2nd level, you choose an arcane
tradition, shaping your practice of magic through one of eight schools:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion,
Necromancy, or Transmutation. The school of Evocation is detailed at the
end of the class description; see the Player’s Handbook for information
on the other schools. Your choice grants you features at 2nd level and
again at 6th, 10th, and 14th level.
Empowered Evocation Beginning at 10th level, you can add +5 to the
damage roll of any wizard evocation spell you cast. The damage bonus
applies to one damage roll of a spell, not multiple rolls.
Evocation Savant Beginning when you select this school at 2nd level,
the gold and time you must spend to copy an evocation spell into your
spellbook is halved.
Overchannel Starting at 14th level, you can increase the power of your
simpler spells. When you cast a wizard spell of 5th level or lower that
deals damage, you can deal maximum damage with that spell. The first
time you do so, you suffer no adverse effect. If you use this feature again
before you finish a long rest, you take 2d12 necrotic damage for each
level of the spell, immediately after you cast it. Each time you use this
feature again before finishing a long rest, the necrotic damage per spell
level increases by 1d12. This damage ignores resistance and immunity.
The feature doesn’t benefit cantrips.
Potent Cantrip Starting at 6th level, your damaging cantrips affect even
creatures that avoid the brunt of the effect. When a creature succeeds on
a saving throw against your cantrip, the creature takes half the cantrip’s
damage (if any) but suffers no additional effect from the cantrip.
Ritual Casting You can cast a wizard spell as a ritual if that spell has the
ritual tag and you have the spell in your spellbook. You don’t need to have
the spell prepared.
School of Evocation You focus your study on magic that creates powerful
elemental effects such as bitter cold, searing flame, rolling thunder,
crackling lightning, and burning acid. Some evokers find employment in
military forces, serving as artillery to blast enemy armies from afar. Others
use their spectacular power to protect the weak, while some seek their
own gain as bandits, adventurers, or aspiring tyrants.
Sculpt Spells Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you cast an
evocation spell that affects other creatures that you can see, you can
choose a number of them equal to 1 + the spell’s level. The chosen
creatures automatically succeed on their saving throws against the spell,
and they take no damage if they would normally take half damage on a
successful save.
Conversation
What do you think of Mondaria City?
“There’s a steady influx of interesting folk in the City
itself. Many come from afar to trade, to invest, or simply
to view the spectacle.”
What do you think of the Mines?
“Filthy but necessary. I try to avoid them as much as
possible.”
How have you survived after the catastrophe?
“Moving about, and keeping at it. You may think there
is little cause for scholars in this environment, but many
are thirsty for reason in the catastrophe.”
What did you do, before the calamity?
“Advised and offered counsel to all manner of denizens.”
What do you know of the Obelisk?
“I have heard of it.” (
Roll on the
Plot Discoveries
table.)
Have you been to the Mine’s lower levels?
“I have, though I wish never to speak of it again.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“It’s pathetic, and avoidable, but hardly surprising.”
672
NPCs
Dagbrag (Gangboss)
Description
While Mining Taskmasters are many, Gangbosses
are far fewer, and for good reason: mine leadership
worries that if there were too many Gangbosses,
the half-orcs might uprise and mutiny, taking over
the mine. Gangbosses nominally supervise the
activities of Taskmasters, engaging as glorified
bouncers or bruisers when their services are
requested explicitly.
In practice, Gangbosses feel themselves beyond the
law of any in the mines, and frequently abuse this
imagined power by making demands of all manner
from not only the Miners but of the Taskmasters
they theoretically serve. Originally intended as
a skilled police force for use in dire conflicts,
Gangbosses have developed into a combination of
black marketeers, robbers, thugs, and abuse.
Appearance
These half-orcs all resemble orcs more than men,
and bear several facial, neck, and shoulder scars.
Their faces are set in a scowl or cruel grimace, and
their curly black hair is usually tied back in a bun
with a crude loop of hardened and dried sinew from
a recent feast.
Factions
Dagbrag serves the Elven Administration, but
truly, his own bloodlust.
Combat Tactics
Dagbrag is ruthless once he engages combat...
which he will do with very little provocation.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 2
XP 450
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Barbarian 2
Barbarian 6
Barbarian 10
Barbarian 14
Size / Aln
Medium LE Half-Orc
Medium LE Half-Orc
Medium LE Half-Orc
Medium LE Half-Orc
HP
23
39
68
100
Armor
Class
14
16
17
18
Speed
Walk 30’
Walk 40’
Walk 40’
Walk 40’
NE; Medium Humanoid (Half-Orc)
673
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 18 (+6)
DEX 12 (+1)
CON 11 (+2)
INT 9 (-1)
WIS 8 (-1)
CHA 12 (+1)
STR 20 (+8)
DEX 12 (+1)
CON 11 (+3)
INT 9 (-1)
WIS 8 (-1)
CHA 12 (+1)
STR 20 (+9)
DEX 12 (+1)
CON 13 (+4)
INT 9 (-1)
WIS 8 (-1)
CHA 12 (+1)
STR 20 (+10)
DEX 12 (+1)
CON 15 (+7)
INT 9 (-1)
WIS 8 (-1)
CHA 12 (+1)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +9;
Darkvision 60’
Passive Perception +9;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +9;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +9;
Darkvision 60’
Disadvantage on Stealth
Languages Common, Orc
Attacks
Melee Greatclub +6
(1d8+6)
Melee Dagger +6
(1d4+4 )
Ranged Dagger
(Thrown) 20 ft.’: +6
(1d4+4); 60 ft.’: +6
(1d4+4)
Melee +1 Greatclub +9
(1d8+9)
Melee Dagger +8/+8
(1d4+5)
Ranged Dagger
(Thrown) 20 ft.’: +8/+8
(1d4+5); 60 ft.’: +8/+8
(1d4+5)
Melee +2 Greatclub
+11 (1d8+11)
Melee Dagger +9/+9
(1d4+5 )
Ranged Dagger
(Thrown) 20 ft.’:
+9/+9 (1d4+5); 60
ft.’: +9/+9 (1d4+5)
Melee +3 Greatclub
+13 (1d8+13)
Melee Dagger +10/+10
(1d4+5 )
Ranged Dagger
(Thrown) 20 ft.’:
+10/+10 (1d4+5); 60
ft.’: +10/+10 (1d4+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Languages,
Menacing, Relentless
Endurance, Savage Attacks,
Danger Sense, Rage,
Reckless Attack, Unarmored
Defense
Darkvision, Languages,
Menacing, Relentless
Endurance, Savage Attacks,
Ability Score Improvement,
Danger Sense, Extra Attack,
Fast Movement, Frenzy,
Mindless Rage, Path of the
Berserker, Primal Path, Rage,
Reckless Attack, Unarmored
Defense
Darkvision, Languages,
Menacing, Relentless
Endurance, Savage Attacks,
Ability Score Improvement,
Brutal Critical, Danger
Sense, Extra Attack, Fast
Movement, Feral Instinct,
Frenzy, Intimidating
Presence, Path of the
Berserker, Primal Path,
Rage, Reckless Attack,
Unarmored Defense
Darkvision, Languages,
Menacing, Relentless
Endurance, Savage Attacks,
Ability Score Improvement,
Brutal Critical, Danger Sense,
Extra Attack, Fast Movement,
Feral Instinct, Frenzy, Path
of the Berserker, Primal
Path, Rage, Reckless Attack,
Relentless Rage, Retaliation,
Unarmored Defense
Spell-
casting
-
-
-
-
Equipment
Greatclub; Chain Shirt;
Dagger
+1 Greatclub; Half Plate;
Dagger
+2 Greatclub; +1 Half
Plate; Dagger
+3 Greatclub; +2 Half
Plate; Dagger
674
NPCs
Special Abilities
Darkvision Thanks to your orc blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Languages You can speak, read, and write Common and Orc. Orc is a
harsh, grating language with hard consonants. It has no script of its own
but is written in the Dwarvish script.
Menacing You gain proficiency in the Intimidation skill.
Relentless Endurance When you are reduced to 0 hit points but not killed
outright, you can drop to 1 hit point instead. You can’t use this feature
again until you finish a long rest.
Savage Attacks When you score a critical hit with a melee weapon attack,
you can roll one of the weapon’s damage dice one additional time and add
it to the extra damage of the critical hit.
Brutal Critical Beginning at 9th level, you can roll 2 additional weapon
damage die when determining the extra damage for a critical hit with a
melee attack.
Danger Sense At 2nd level, you gain an uncanny sense of when things
nearby aren’t as they should be, giving you an edge when you dodge away
from danger. You have advantage on Dexterity saving throws against
effects that you can see, such as traps and spells. To gain this benefit, you
can’t be blinded, deafened, or incapacitated.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Fast Movement Starting at 5th level, your speed increases by 10 feet
while you aren’t wearing heavy armor.
Feral Instinct By 7th level, your instincts are so honed that you have
advantage on initiative rolls. Additionally, if you are surprised at the
beginning of combat and aren’t incapacitated, you can act normally on
your first turn, but only if you enter your rage before doing anything else
on that turn.
Frenzy Starting when you choose this path at 3rd level, you can go into
a frenzy when you rage. If you do so, for the duration of your rage you
can make a single melee weapon attack as a bonus action on each of
your turns after this one. When your rage ends, you suffer one level of
exhaustion (as described in appendix A).
Path of the Berserker For some barbarians, rage is a means to an end--that
end being violence. The Path of the Berserker is a path of untrammeled
fury, slick with blood. As you enter the berserker’s rage, you thrill in the
chaos of battle, heedless of your own health or well-being.
Primal Path At 3rd level, you choose a path that shapes the nature of your
rage. Choose the Path of the Berserker or the Path of the Totem Warrior,
both detailed at the end of the class description. Your choice grants you
features at 3rd level and again at 6th, 10th, and 14th levels.
Rage In battle, you fight with primal ferocity. On your turn, you can enter
a rage as a bonus action. While raging, you gain the following benefits if
you aren’t wearing heavy armor: You have advantage on Strength checks
and Strength saving throws. When you make a melee weapon attack
using Strength, you gain a bonus to the damage roll equal to 3. You have
resistance to bludgeoning, piercing, and slashing damage. If you are able
to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious
or if your turn ends and you haven’t attacked a hostile creature since your
last turn or taken damage since then. You can also end your rage on your
turn as a bonus action. Once you have raged the number of times equal to
5, you must finish a long rest before you can rage again.
Reckless Attack Starting at 2nd level, you can throw aside all concern for
defense to attack with fierce desperation. When you make your first attack
on your turn, you can decide to attack recklessly. Doing so gives you
advantage on melee weapon attack rolls using Strength during this turn,
but attack rolls against you have advantage until your next turn.
Relentless Rage Starting at 11th level, your rage can keep you fighting
despite grievous wounds. If you drop to 0 hit points while you’re raging
and don’t die outright, you can make a DC 10 Constitution saving throw.
If you succeed, you drop to 1 hit point instead. Each time you use this
feature after the first, the DC increases by 5. When you finish a short or
long rest, the DC resets to 10.
Retaliation Starting at 14th level, when you take damage from a creature
that is within 5 feet of you. you can use your reaction to make a melee
weapon attack against that creature.
Unarmored Defense While you are not wearing any armor, your Armor
Class equals 10 + your Dexterity modifier + your Constitution modifier.
You can use a shield and still gain this benefit. n.
Conversation
What do you think of Mondaria City?
“It’s fine.”
What do you think of the Mines?
“Great. Gritty and severe.”
How have you survived after the catastrophe?
“I’ll be surviving many more. I am the catastrophe, if you
cross me.”
What did you do, before the calamity?
“Tried to keep order.”
What do you know of the Obelisk?
“Naught. Doesn’t matter.”
Have you been to the Mine’s lower levels?
“No, though they’re lawless and bizarre.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Dwarves are lazy. Until you bash ‘em.”
675
NPCs
Dalnarok (Loremaster)
Description
Sorcerer, administrator, thespian, adventurer, and
mercenary—this Loremaster has done it all, in
his youth, but his favorite calling has ever been
storytelling. He keeps the histories of the city of
Mondaria, and far past his remit, of realms beyond:
there are few anywhere of his station with similar
depth and breadth of knowledge. He has kind, grey
eyes, encased in wrinkles that seem to spread across
his face as he smiles. They say you get the face you
earn; if so, this Dwarf has had much joy in his life
along his travels.
Appearance
He dresses in a simple grey robe, and often wears a
fez-like grey hat with a yellow tassle.
Factions
His pay comes from the Administration, but he’s
hardly alone in that—his devotion is to himself,
ultimately, but he does sympathize with the
dwarves.
Combat Tactics
Dalnarok will avoid conflict to the extent
possible. Where it seems unavoidable, he will
use terrain and the natural hazards of the
mines to his advantage if possible.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Wizard 1
Wizard 6
Wizard 10
Wizard 14
Size / Aln
Medium NG Dwarf
Medium NG Dwarf
Medium NG Dwarf
Medium NG Dwarf
HP
9
45
69
99
Armor
Class
12
12
13
13
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 9 (-1)
DEX 9 (-1)
CON 16 (+3)
INT 18 (+6)
WIS 13 (+3)
CHA 9 (-1)
STR 9 (-1)
DEX 9 (-1)
CON 16 (+3)
INT 20 (+8)
WIS 13 (+4)
CHA 9 (-1)
STR 9 (-1)
DEX 11 (+0)
CON 16 (+3)
INT 20 (+9)
WIS 13 (+5)
CHA 9 (-1)
STR 11 (+0)
DEX 11 (+0)
CON 16 (+3)
INT 20 (+10)
WIS 13 (+6)
CHA 9 (-1)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11;
Darkvision 60’
Passive Perception +11;
Darkvision 60’
Passive Perception +11;
Darkvision 60’
Passive Perception +11;
Darkvision 60’
Languages Common, Dwarvish
NG; Medium Humanoid (Dwarf)
676
NPCs
Low
Moderate
Advanced
Elite
Attacks
Ranged Crossbow, Light-->
80 ft.’: -9 (1d8-1); 320 ft.’:
-9 (1d8-1)
Melee Handaxe +1 (1d6-1 )
Ranged Handaxe (Thrown)
20 ft.’: +1 (1d6-1); 60 ft.’:
+1 (1d6-1)
Melee Dagger +1 (1d4-1 )
Ranged Dagger (Thrown) 20
ft.’: +1 (1d4-1); 60 ft.’: +1
(1d4-1)
Ranged Crossbow, Light-->
80 ft.’: -8 (1d8-1); 320 ft.’:
-8 (1d8-1)
Melee +1 Handaxe (Weapon
+1) +3 (1d6 )
Ranged +1 Handaxe
(Thrown) 20 ft.’: +3 (1d6);
60 ft.’: +3 (1d6)
Melee Dagger +2 (1d4-1 )
Ranged Dagger (Thrown) 20
ft.’: +2 (1d4-1); 60 ft.’: +2
(1d4-1)
Ranged Crossbow, Light-->
80 ft.’: -6 (1d8); 320 ft.’:
-6 (1d8)
Melee +2 Handaxe +6
(1d6+2 )
Ranged +2 Handaxe
(Thrown) 20 ft.’: +6
(1d6+2); 60 ft.’: +6
(1d6+2)
Melee Dagger +4 (1d4 )
Ranged Dagger (Thrown)
20 ft.’: +4 (1d4); 60 ft.’: +4
(1d4)
Ranged Crossbow, Light-->
80 ft.’: -5 (1d8); 320 ft.’: -5
(1d8)
Melee +3 Handaxe +8
(1d6+3 )
Ranged +3 Handaxe
(Thrown) 20 ft.’: +8 (1d6+3);
60 ft.’: +8 (1d6+3)
Melee Dagger +5 (1d4 )
Ranged Dagger (Thrown)
20 ft.’: +5 (1d4); 60 ft.’: +5
(1d4)
Special
-
-
-
-
Proficiencies
Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer
Special
Qualities
Spellcaster Spell Slots,
Ability Score Increase,
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s
Tools, Stonecunning,
Tool Proficiency, Arcane
Recovery, Cantrips,
Preparing and Casting
Spells, Ritual Casting,
Spellcasting
Spellcaster Spell Slots,
Ability Score Increase,
Darkvision, Dwarven
Combat Training, Dwarven
Resilience, Languages,
Smith’s Tools, Stonecunning,
Tool Proficiency, Ability
Score Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Evocation Savant,
Potent Cantrip, Preparing
and Casting Spells, Ritual
Casting, School of Evocation,
Sculpt Spells, Spellcasting
Spellcaster Spell Slots,
Ability Score Increase,
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Empowered
Evocation, Evocation
Savant, Potent Cantrip,
Preparing and Casting
Spells, Ritual Casting,
School of Evocation, Sculpt
Spells, Spellcasting
Spellcaster Spell Slots,
Ability Score Increase,
Darkvision, Dwarven
Combat Training, Dwarven
Resilience, Languages,
Smith’s Tools, Stonecunning,
Tool Proficiency, Ability
Score Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Empowered
Evocation, Evocation Savant,
Overchannel, Potent Cantrip,
Preparing and Casting Spells,
Ritual Casting, School of
Evocation, Sculpt Spells,
Spellcasting
Spell-
casting
Save DC 14; Spell Atk +6
Cantrips (at will):
light; minor illusion;
prestidigitation
1st: charm person; detect
magic
Save DC 16; Spell Atk +8
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
3rd: clairvoyance; fly;
hypnotic pattern
2nd: darkness; detect
thoughts; invisibility
1st: alarm; charm person;
detect magic; jump
Save DC 17; Spell Atk +9
Cantrips (at will):
dancing lights; light;
message; minor illusion;
prestidigitation
5th: hold monster; legend
lore
4th: arcane eye;
banishment; greater
invisibility
3rd: clairvoyance; fly;
hypnotic pattern
2nd: darkness; detect
thoughts; invisibility
1st: alarm; charm person;
detect magic; jump
Save DC 18; Spell Atk +10
Cantrips (at will): dancing
lights; light; message; minor
illusion; prestidigitation
7th: mirage arcane
6th: programmed illusion
5th: hold monster; legend
lore
4th: arcane eye; banishment;
greater invisibility
3rd: clairvoyance; fly;
hypnotic pattern
2nd: darkness; detect
thoughts; invisibility
1st: alarm; charm person;
detect magic; jump
Equipment
Light Crossbow;
Handaxe; Dagger
Light Crossbow; +1
Handaxe; Dagger
Light Crossbow; +2
Handaxe; Dagger
Light Crossbow; +3
Handaxe; Dagger
677
NPCs
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
speak.
Smith’s Tools Proficient with Artisan Smith’s Tools.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Arcane Recovery You have learned to regain some of your magical energy
by studying your spellbook. Once per day when you finish a short rest,
you can choose expended spell slots to recover. The spell slots can have
a combined level that is equal to or less than 7, and none of the slots can
be 6th level or higher. For example, if you’re a 4th-level wizard, you can
recover up to two levels worth of spell slots. You can recover either a 2nd-
level spell slot or two 1st-level spell slots.
Arcane Tradition When you reach 2nd level, you choose an arcane
tradition, shaping your practice of magic through one of eight schools:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion,
Necromancy, or Transmutation. The school of Evocation is detailed at the
end of the class description; see the Player’s Handbook for information
on the other schools. Your choice grants you features at 2nd level and
again at 6th, 10th, and 14th level.
Empowered Evocation Beginning at 10th level, you can add +5 to the
damage roll of any wizard evocation spell you cast. The damage bonus
applies to one damage roll of a spell, not multiple rolls.
Evocation Savant Beginning when you select this school at 2nd level,
the gold and time you must spend to copy an evocation spell into your
spellbook is halved.
Overchannel Starting at 14th level, you can increase the power of your
simpler spells. When you cast a wizard spell of 5th level or lower that
deals damage, you can deal maximum damage with that spell. The first
time you do so, you suffer no adverse effect. If you use this feature again
before you finish a long rest, you take 2d12 necrotic damage for each
level of the spell, immediately after you cast it. Each time you use this
feature again before finishing a long rest, the necrotic damage per spell
level increases by 1d12. This damage ignores resistance and immunity.
The feature doesn’t benefit cantrips.
Potent Cantrip Starting at 6th level, your damaging cantrips affect even
creatures that avoid the brunt of the effect. When a creature succeeds on
a saving throw against your cantrip, the creature takes half the cantrip’s
damage (if any) but suffers no additional effect from the cantrip.
Ritual Casting You can cast a wizard spell as a ritual if that spell has the
ritual tag and you have the spell in your spellbook. You don’t need to have
the spell prepared.
School of Evocation You focus your study on magic that creates powerful
elemental effects such as bitter cold, searing flame, rolling thunder,
crackling lightning, and burning acid. Some evokers find employment in
military forces, serving as artillery to blast enemy armies from afar. Others
use their spectacular power to protect the weak, while some seek their
own gain as bandits, adventurers, or aspiring tyrants.
Sculpt Spells Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you cast an
evocation spell that affects other creatures that you can see, you can
choose a number of them equal to 1 + the spell’s level. The chosen
creatures automatically succeed on their saving throws against the spell,
and they take no damage if they would normally take half damage on a
successful save.
Conversation
What do you think of Mondaria City?
“Rich place for a loremaster, don’t you think? Endless
knowledge, and that’s just in the areas we’ve unearthed.”
What do you think of the Mines?
“Dirty and loud, but required for information and
production, I’m well aware.”
How have you survived after the catastrophe?
“Much as I have before it: secrets and wisdom.” Dalnarok
will trade
Rumors & Lore, one for one, if the PCs wish
to share what they know.
What did you do, before the calamity?
“Amassed knowledge, and sometimes even used it to
benefit and further the Mines.”
What do you know of the Obelisk?
“How have you come by that name? Ah, it matters not;
soon, I fear, all will know of it, such is its power.”
Roll on the
Plot Discoveries table.
Have you been to the Mine’s lower levels?
“I... have. Briefly. I do not wish to return.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Disgusting. Waste of energy and resources, to even
pretend as though one faction does not absolutely
and entirely require the other. All other facets of the
pointless feud are meaningless.”
678
NPCs
Danalin Foeslash (Dwarven Union Leader)
Description
A charismatic (for a dwarf) and jovial man, he has
found himself in the position of union leader almost
by default—in addition to there being nobody
(including him!) who really wanted the position,
nobody else can match his unique combination of
physical prowess and social aptitude.
Appearance
Light-brown, plaited, gut-length hair encircles an
almost cherubic face, from which sky-blue eyes
shine sweetly. His ears are round and large, huge
ovals framing either side of his face and poking
elaborately out from underneath the hair. Both
ears, and his nose bridge, are adorned with piercings
of intricate Dwarven skrimshaw. He typically wears
scale mail of silver and ash-grey.
Factions
The dwarven union, naturally.
Combat Tactics
Danalin is no fool, and has gotten where he is
largely by calculating when it is beneficial to
fight and when it is better to talk. Faced with
one or more Elves, however, his hatred will
get the better of him, and he will join combat
immediately if threatened.
CR 4; XP 1,100
Low
Moderate
Advanced
Elite
Challenge CR 4
XP 1,100
CR 8
XP 3,900
CR 12
XP 8,400
CR 16
XP 15,000
Class / HD Barbarian 2
Barbarian 8
Barbarian 12
Barbarian 16
Size / Aln
Medium CG Dwarf
Medium CG Dwarf
Medium CG Dwarf
Medium CG Dwarf
HP
46
72
107
169
Armor
Class
18
19
21
22
Speed
Walk 25’
Walk 35’
Walk 35’
Walk 35’
CG; Medium Humanoid (Dwarf)
679
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 18 (+6)
DEX 14 (+2)
CON 14 (+4)
INT 7 (-2)
WIS 12 (+1)
CHA 12 (+1)
STR 20 (+8)
DEX 14 (+2)
CON 14 (+5)
INT 7 (-2)
WIS 12 (+1)
CHA 12 (+1)
STR 20 (+9)
DEX 14 (+2)
CON 16 (+7)
INT 7 (-2)
WIS 12 (+1)
CHA 12 (+1)
STR 20 (+10)
DEX 14 (+2)
CON 18 (+9)
INT 7 (-2)
WIS 12 (+1)
CHA 12 (+1)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +13;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +14;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +15;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +16;
Darkvision 60’
Disadvantage on Stealth
Languages Common, Dwavish
Attacks
Melee Battleaxe +6
(1d8+4 )
Melee +1 Battleaxe
+9/+9 (1d8+6 )
Melee +2 Battleaxe
+11/+11 (1d8+7 )
Melee +3 Battleaxe
+13/+13 (1d8+8 )
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Danger
Sense, Frenzy, Path of the
Berserker, Primal Path, Rage,
Reckless Attack, Unarmored
Defense
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Danger Sense,
Extra Attack, Fast Movement,
Feral Instinct, Frenzy, Path
of the Berserker, Primal
Path, Rage, Reckless Attack,
Unarmored Defense
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Brutal
Critical, Danger Sense, Extra
Attack, Fast Movement,
Feral Instinct, Frenzy, Path
of the Berserker, Primal
Path, Rage, Reckless Attack,
Relentless Rage, Unarmored
Defense
Darkvision, Dwarven
Combat Training, Dwarven
Resilience, Languages,
Smith’s Tools, Stonecunning,
Tool Proficiency, Ability
Score Improvement, Brutal
Critical, Danger Sense, Extra
Attack, Fast Movement, Feral
Instinct, Frenzy, Path of the
Berserker, Persistent Rage,
Primal Path, Rage, Reckless
Attack, Relentless Rage,
Unarmored Defense
Spell-
casting
-
-
-
-
Equipment
Battleaxe; Scale Mail;
Shield
+1 Battleaxe; Half-Plate;
Shield
+2 Battleaxe; +2 Half-
Plate; Shield
+3 Battleaxe; +3 Half-
Plate; Shield
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
speak.
Smith’s Tools Proficient with Artisan Smith’s Tools.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Danger Sense At 2nd level, you gain an uncanny sense of when things
nearby aren’t as they should be, giving you an edge when you dodge away
from danger. You have advantage on Dexterity saving throws against
effects that you can see, such as traps and spells. To gain this benefit, you
680
NPCs
can’t be blinded, deafened, or incapacitated.
Frenzy Starting when you choose this path at 3rd level, you can go into
a frenzy when you rage. If you do so, for the duration of your rage you
can make a single melee weapon attack as a bonus action on each of
your turns after this one. When your rage ends, you suffer one level of
exhaustion (as described in appendix A).
Path of the Berserker For some barbarians, rage is a means to an end--that
end being violence. The Path of the Berserker is a path of untrammeled
fury, slick with blood. As you enter the berserker’s rage, you thrill in the
chaos of battle, heedless of your own health or well-being.
Primal Path At 3rd level, you choose a path that shapes the nature of your
rage. Choose the Path of the Berserker or the Path of the Totem Warrior,
both detailed at the end of the class description. Your choice grants you
features at 3rd level and again at 6th, 10th, and 14th levels.
Rage In battle, you fight with primal ferocity. On your turn, you can enter
a rage as a bonus action. While raging, you gain the following benefits if
you aren’t wearing heavy armor: You have advantage on Strength checks
and Strength saving throws. When you make a melee weapon attack
using Strength, you gain a bonus to the damage roll equal to 2. You have
resistance to bludgeoning, piercing, and slashing damage. If you are able
to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious
or if your turn ends and you haven’t attacked a hostile creature since your
last turn or taken damage since then. You can also end your rage on your
turn as a bonus action. Once you have raged the number of times equal to
3, you must finish a long rest before you can rage again.
Reckless Attack Starting at 2nd level, you can throw aside all concern for
defense to attack with fierce desperation. When you make your first attack
on your turn, you can decide to attack recklessly. Doing so gives you
advantage on melee weapon attack rolls using Strength during this turn,
but attack rolls against you have advantage until your next turn.
Unarmored Defense While you are not wearing any armor, your Armor
Class equals 10 + your Dexterity modifier + your Constitution modifier.
You can use a shield and still gain this benefit. n.
Conversation
What do you think of Mondaria City?
“An unjust circumstance, where opportunity is missed
daily for those whose sweat and blood fuels the
enterprise.”
What do you think of the Mines?
“Little better than slavery conditions.”
How have you survived after the catastrophe?
“I was a leader before. All who survive are in even
greater need of a leader, now; I cannot and will not shirk
that mantle.”
What did you do, before the calamity?
“Heralded the voice of the unsung, and worked tirelessly
to effect change... to bitter end, it would seem.”
What do you know of the Obelisk?
“Foul and terrible. Though I blame the administration
and the elves in general for their greed bringing calamity
about, in one thing they and I can agree: this Obelisk,
whatever it is truly, is a foe beyond either of our races.”
Have you been to the Mine’s lower levels?
“I have. It is terrible and inhuman on a scale that makes
the upper levels look a paradise. Heat, moisture, and an
utter lack of safety and oversight—it’s as though those
who delved deep wished only to get to an objective,
rather than to profit off of the ore as in upper levels.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“I could talk for eons on the subject. But I am forced to
recognize that in the wake of the Obelisk and the ensuing
catastrophe, it almost doesn’t matter any longer.”
681
NPCs
Didkeln Clawhammer (Chief Engineer)
Description
This fighter gives every appearance of a brutish
warrior, but beneath his heavy plate armor and
massive greataxe lies the brain of a master tactician.
He’s actually not that great in combat, but his
demeanor and slew of devoted underlings grant
him a great deal of authority with those who might
otherwise view his intelligence as a negative. Fear,
politics, and a close-knit gang of followers are the
tools of this dwarf’s trade.
Appearance
Stereotypical in demeanor and garb, Didkeln wears
the beard and gruffness of his race with ablomb.
Factions
Dwarven union, clear and true.
Combat Tactics
Though lacking in formal training, and
dedicated to a much more knowledgable career,
Didkeln secretly longs for combat, so much
so that he will charge into any fray with little
realization at how unequipped he truly is.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Fighter 10
Fighter 6
Fighter 10
Fighter 14
Size / Aln
Medium LN Dwarf
Medium LN Dwarf
Medium LN Dwarf
Medium LN Dwarf
HP
11
43
71
115
Armor
Class
15
19
20
22
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 11 (+2)
DEX 6 (-2)
CON 12 (+3)
INT 16 (+3)
WIS 14 (+2)
CHA 11 (+0)
STR 13 (+4)
DEX 6 (-1)
CON 12 (+4)
INT 16 (+3)
WIS 14 (+2)
CHA 11 (+0)
STR 13 (+5)
DEX 8 (-1)
CON 14 (+6)
INT 16 (+3)
WIS 14 (+2)
CHA 11 (+0)
STR 15 (+7)
DEX 8 (-1)
CON 16 (+8)
INT 16 (+3)
WIS 14 (+2)
CHA 11 (+0)
LN; Medium Humanoid (Dwarf)
682
NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +14;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +15;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +16;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +17;
Darkvision 60’
Disadvantage on Stealth
Languages Common, Dwavish
Attacks
Melee Warhammer +2
(1d8+2 )
Melee Dagger +2
(1d4+2 )
Ranged Dagger
(Thrown) 20 ft.’: +2
(1d4); 60 ft.’: +2 (1d4)
Melee +1 Warhammer
+5/+5 (1d8+4 )
Melee Dagger +4/+4
(1d4+3)
Ranged Dagger
(Thrown) 20 ft.’: +4/+4
(1d4+1); 60 ft.’: +4/+4
(1d4+1)
Melee +2 Warhammer
+7/+7 (1d8+5)
Melee Dagger +5/+5
(1d4+3 )
Ranged Dagger
(Thrown) 20 ft.’:
+5/+5 (1d4+1); 60
ft.’: +5/+5 (1d4+1)
Melee +3 Warhammer
+10/+10/+10 (1d8+7)
Melee Dagger
+7/+7/+7 (1d4+4 )
Ranged Dagger
(Thrown) 20 ft.’:
+7/+7/+7 (1d4+2); 60
ft.’: +7/+7/+7 (1d4+2)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Fighting Style,
Second Wind, Dueling
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Martial Archetype,
Second Wind, Dueling
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Dueling, Protection
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Dueling, Protection
Spell-
casting
-
-
-
-
Equipment
Warhammer; Half-Plate;
Shield; Dagger
+1 Warhammer; Plate;
Shield; Dagger
+2 Warhammer; +1
Plate; Shield; Dagger
+3 Warhammer; +3 Plate;
Shield; Dagger
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
speak.
Mason’s Tools Proficient with Artisan Mason’s Tools.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
683
NPCs
use it again. You can use this feature 1 time(s) before a rest, but only once
on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you can’t use this
feature again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +2.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
Protection When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction to impose
disadvantage on the attack roll. You must be wielding a shield. n.
Conversation
What do you think of Mondaria City?
“It’s a good place to work. In that there is always work.
Or, was, I suppose.”
What do you think of the Mines?
“Awful. I hate them. But that’s where the work is, so.”
How have you survived after the catastrophe?
“Luck. That’s the truth. May it hold.”
What did you do, before the calamity?
“Actual work. Or, as close to it as you come, in my
profession. Designing, telling others to actually do
work.”
What do you know of the Obelisk?
“The what? Hm. I’ve heard of something dark, evil,
and mind-controlling, in the depths, but haven’t heard it
labeled as ‘Obelisk’. Perhaps that’s what was meant.”
Have you been to the Mine’s lower levels?
“Not as yet. They’re still quite new. I’ve been designing
for much of the elevators and mechanisms down there,
but haven’t tread the ground myself.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Waste of time. The admins should just pay us more, or
slacken the timelines, or something, and be done with it.”
684
NPCs
Estarel Finequill (Cartographer)
Description
Estarel would be quite happy locked in a room for
most of her time, scribing things out and drawing
maps endlessly. On occasion, however, about once
every few weeks, she has a painful need to seek out
adventure.
Appearance
Long, unkempt hair in desperate need of a brush
sits tied back in a braid. Simple tunics and leather
pants with functional boots, all of it quite ancient
and creased, complete the ensemble most days.
Factions
She adheres to the Administration, but only in
name and title; her heart belongs to her work, and
she views the conflict between workers and her
leadership as pointless and a distraction.
Combat Tactics
Like many of the more educated and erudite
players in the Mines, Estarel avoids conflict
where possible. She will fight if necessary, but
even in doing so, will seek escape if it presents
itself.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Rogue 1
Rogue 6
Rogue 10
Rogue 14
Size / Aln
Medium LN Elf
Medium LN Elf
Medium LN Elf
Medium LN Elf
HP
7
24
60
82
Armor
Class
15
17
18
19
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
LN; Medium Humanoid (Elf)
685
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 6 (-2)
DEX 18 (+6)
CON 8 (-1)
INT 17 (+5)
WIS 12 (+1)
CHA 12 (+1)
STR 6 (-2)
DEX 20 (+8)
CON 8 (-1)
INT 17 (+6)
WIS 12 (+1)
CHA 12 (+1)
STR 6 (-2)
DEX 20 (+9)
CON 12 (+1)
INT 17 (+7)
WIS 12 (+1)
CHA 12 (+1)
STR 6 (-2)
DEX 20 (+10)
CON 12 (+1)
INT 19 (+9)
WIS 12 (+1)
CHA 12 (+1)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +15;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +17;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +19;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +21;
Darkvision 60’
Disadvantage on Stealth
Languages Common, Elvish, Dwarvish
Attacks
Ranged Crossbow,
Light --> 80 ft.’: +0
(1d8+4); 320 ft.’: +0
(1d8+4)
Melee Dagger +6
(1d4+4 )
Ranged Dagger
(Thrown) 20 ft.’: +6
(1d4+4); 60 ft.’: +6
(1d4+4)
Melee *Dagger +8
(1d4+5 )
Ranged Dagger
(Thrown) 20 ft.’: +8
(1d4+5); 60 ft.’: +8
(1d4+5)
Ranged +1 Crossbow,
Light--> 80 ft.’: +3
(1d8+6); 320 ft.’: +3
(1d8+6)
Melee Dagger +9
(1d4+5 )
Ranged Dagger
(Thrown) 20 ft.’: +9
(1d4+5); 60 ft.’: +9
(1d4+5)
Ranged +2 Crossbow,
Light --> 80 ft.’: +5
(1d8+7); 320 ft.’: +5
(1d8+7)
Melee Dagger +10
(1d4+5 )
Ranged Dagger
(Thrown) 20 ft.’: +10
(1d4+5); 60 ft.’: +10
(1d4+5)
Ranged +3 Crossbow,
Light--> 80 ft.’: +7
(1d8+8); 320 ft.’: +7
(1d8+8)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow,
Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Expertise, Sneak
Attack, Thieves’ Cant
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Cunning
Action, Expertise, Fast
Hands, Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant,
Uncanny Dodge
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Cunning
Action, Evasion, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry, Keen
Senses, Languages, Trance,
Ability Score Improvement,
Blindsense, Cunning Action,
Evasion, Expertise, Fast
Hands, Reliable Talent,
Roguish Archetype, Second-
Story Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge, Use Magic Device
Spell-
casting
-
-
-
-
Equipment
Light Crossbow; Dagger;
Padded Armor
+1 Light Crossbow;
Dagger; +1 Padded Armor
+2 Light Crossbow;
Dagger; +2 Padded
Armor
+3 Light Crossbow;
Dagger; +3 Padded Armor
686
NPCs
Special Abilities
Cantrip You know one cantrip of your choice from the wizard spell list.
Intelligence is your spellcasting ability for it. Spell save DC 17; Spell attack
modifier +9
Darkvision Accustomed to twilit forests and the night sky, you have
superior vision in dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Elf Weapon Training You have proficiency with the longsword,
shortsword, shortbow, and longbow.
Extra Language You can speak, read, and write one extra language of your
choice.
Fey Ancestry You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Keen Senses You have proficiency in the Perception skill.
Languages You can speak, read, and write Common and Elvish. Elvish is
fluid, with subtle intonations and intricate grammar. Elven literature is rich
and varied, and their songs and poems are famous among other races.
Many bards learn their language so they can add Elvish ballads to their
repertoires.
Trance Elves don’t need to sleep. Instead, they meditate deeply,
remaining semiconscious, for 4 hours a day. (The Common word for such
meditation is “trance.”) While meditating, you can dream after a fashion;
such dreams are actually mental exercises that have become Dexterityive
through years of practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Blindsense Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet of you.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check that lets you
add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to 5.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 7d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so
do rogues who prefer to think of themselves as professional treasure
seekers, explorers, delvers, and investigators. In addition to improving
your agility and stealth, you learn skills useful for delving into ancient
ruins, reading unfamiliar languages, and using magic items you normally
couldn’t employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages
in seemingly normal conversation. Only another creature that knows
thieves’ cant understands such messages. It takes four times longer
to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to
convey short, simple messages, such as whether an area is dangerous or
the territory of a thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe house for thieves
on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items. n.
Conversation
What do you think of Mondaria City?
“It’s a fine place. A cartographer could hardly hope
for a better situation: a system of complex maps, that
constantly changes! Much more so, recently, as the
nether levels expand so quickly.”
What do you think of the Mines?
“Beautiful and complex, and ever-changing. It’s a
wonder.”
How have you survived after the catastrophe?
“Well, to be true, there’s nobody looking to pay the bills
for official maps... but the chaos has fostered a great deal
of change, and official or not, there’s always folks willing
to pay coin for an even hastily-drawn scrawl of how to
get out of here.”
What did you do, before the calamity?
“Drew maps. Official ones, and ones that we sent back to
the Enclave as part of our reports.”
What do you know of the Obelisk?
“I’ve heard of it. Sounds horrible indeed.”
Have you been to the Mine’s lower levels?
“All but the lowest. Nine escapes my attention; it
had been on my list to scribe out, when the calamity
occured.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“It’s a waste of time, pure and simple. Cannot imagine a
more fruitless devotion of energies.”
687
NPCs
Elawelle (Tribute Magister)
Description
Pensive yet with presence, this Magister is no mere
administrator. She was assigned to Mondaria
mainly given her Ranger skills and elven lineage; she
was hideously disappointed to be assigned quarters
under the mountain, in the mine itself. She must
admit that her station is truly underground in this
regard; there is no better or more certain way to
guarantee Tribute flows in appropriate volume.
Appearance
A beauty in youth, she yet maintains a powerful
presence and cheerful effect on all genders in
conversation. She’s older, nearly past middle age,
with white straight somewhat short hair.
Factions
Elven administration; she views the Dwarves as
slackards who use the “conflict” to their own ends.
Combat Tactics
Ideally, Elawelle will get others to do her
fighting for her, either through intimidation,
sheer willpower, threats, or offer of coin; she
has used all in the past to success.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Rogue 1
Rogue 6
Rogue 10
Rogue 14
Size / Aln
Medium LE Elf
Medium LE Elf
Medium LE Elf
Medium LE Elf
HP
9
42
67
90
Armor
Class
15
17
19
20
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 6 (-2)
DEX 18 (+6)
CON 8 (-1)
INT 17 (+5)
WIS 12 (+1)
CHA 12 (+1)
STR 6 (-2)
DEX 20 (+8)
CON 8 (-1)
INT 17 (+6)
WIS 12 (+1)
CHA 12 (+1)
STR 6 (-2)
DEX 20 (+9)
CON 12 (+1)
INT 17 (+7)
WIS 12 (+1)
CHA 12 (+1)
STR 6 (-2)
DEX 20 (+10)
CON 12 (+1)
INT 19 (+9)
WIS 12 (+1)
CHA 12 (+1)
LE; Medium Humanoid (Elf)
688
NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +12;
Darkvision 60’
Passive Perception +14;
Darkvision 60’
Passive Perception +16;
Darkvision 60’
Passive Perception +18;
Darkvision 60’
Languages Common, Elvish, Dwarvish
Attacks
Ranged Crossbow,
Light --> 80 ft.’: -5
(1d8+3); 320 ft.’: -5
(1d8+3)
Melee Shortsword +5
(1d6+3 )
Melee Dagger +5
(1d4+3 )
Ranged Dagger
(Thrown) 20 ft.’: +5
(1d4+3); 60 ft.’: +5
(1d4+3)
Ranged Crossbow,
Light--> 80 ft.’: -3
(1d8+4); 320 ft.’: -3
(1d8+4)
Melee +1 Shortsword
+8 (1d6+5 )
Melee Dagger +7
(1d4+4 )
Ranged Dagger
(Thrown) 20 ft.’: +7
(1d4+4); 60 ft.’: +7
(1d4+4)
Ranged Crossbow,
Light--> 80 ft.’: -1
(1d8+5); 320 ft.’: -1
(1d8+5)
Melee +2 Shortsword
+11 (1d6+7 )
Melee Dagger +9
(1d4+5 )
Ranged Dagger
(Thrown) 20 ft.’: +9
(1d4+5); 60 ft.’: +9
(1d4+5)
Ranged Crossbow,
Light--> 80 ft.’: +0
(1d8+5); 320 ft.’: +0
(1d8+5)
Melee +3 Shortsword
+13 (1d6+8 )
Melee Dagger +10
(1d4+5 )
Ranged Dagger
(Thrown) 20 ft.’: +10
(1d4+5); 60 ft.’: +10
(1d4+5)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow,
Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Expertise, Sneak
Attack, Thieves’ Cant
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Cunning
Action, Expertise, Fast
Hands, Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant,
Uncanny Dodge
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Cunning
Action, Evasion, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry, Keen
Senses, Languages, Trance,
Ability Score Improvement,
Blindsense, Cunning Action,
Evasion, Expertise, Fast
Hands, Reliable Talent,
Roguish Archetype, Second-
Story Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge, Use Magic Device
Spell-
casting
-
-
-
-
Equipment
Light Crossbow;
Shortsword; Studded
Leather Armor: Dagger
Light Crossbow; +1
Shortsword; +1 Studded
Leather Armor: Dagger
Light Crossbow; +2
Shortsword; +2 Studded
Leather Armor: Dagger
Light Crossbow; +3
Shortsword; +3 Studded
Leather Armor: Dagger
Special Abilities
Cantrip You know one cantrip of your choice from the wizard spell list.
Intelligence is your spellcasting ability for it. Spell save DC 16; Spell
attack modifier +8
Darkvision Accustomed to twilit forests and the night sky, you have
superior vision in dark and dim conditions. You can see in dim light
within 60 feet of you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of gray.
Elf Weapon Training You have proficiency with the longsword,
shortsword, shortbow, and longbow.
Extra Language You can speak, read, and write one extra language of your
choice.
Fey Ancestry You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Keen Senses You have proficiency in the Perception skill.
Languages You can speak, read, and write Common and Elvish. Elvish
is fluid, with subtle intonations and intricate grammar. Elven literature
is rich and varied, and their songs and poems are famous among other
races. Many bards learn their language so they can add Elvish ballads to
their repertoires.
Trance Elves don’t need to sleep. Instead, they meditate deeply,
remaining semiconscious, for 4 hours a day. (The Common word for such
meditation is “trance.”) While meditating, you can dream after a fashion;
such dreams are actually mental exercises that have become Dexterityive
through years of practice. After resting in this way, you gain the same
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NPCs
benefit that a human does from 8 hours of sleep.
Blindsense Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet of you.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check that lets you
add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to 5.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 7d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so do
rogues who prefer to think of themselves as professional treasure seekers,
explorers, delvers, and investigators. In addition to improving your agility
and stealth, you learn skills useful for delving into ancient ruins, reading
unfamiliar languages, and using magic items you normally couldn’t
employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages in
seemingly normal conversation. Only another creature that knows thieves’
cant understands such messages. It takes four times longer to convey
such a message than it does to speak the same idea plainly. In addition,
you understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory of
a thieves’ guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items. n.
Conversation
What do you think of Mondaria City?
“It’s fine enough. Though it’s generous to call it ‘city’.”
What do you think of the Mines?
“Filthy and disgusting. But needed, to profit.”
How have you survived after the catastrophe?
“Disorder is ever in need of a strong hand to guide it.”
What did you do, before the calamity?
“Collected tribute. As I still do, or seek to; the Gods
and the Realm do not cease their need for their portion
simply because a big chunk of evil rock pops up.”
What do you know of the Obelisk?
“It’s a chunk of semi-sentient, evil rock that takes over
men’s hearts and corrupts the soul. Or so they say.
Honestly I’m not quite sure how one could tell.”
Have you been to the Mine’s lower levels?
“No. Nor do I ever wish to do so.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“It’s pointless. The dwarves are shiftless, and invented
this strife to justify fewer hours and lazier production.
Most, if not all, hide their coin and seek to avoid hard
work.”
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Dralbrodin Strongquil (Lead Designer)
Description
Studious, silent, and watchful, this dwarf sees the
big picture where others see but pieces. He’s a
strategist, an overseer, someone who takes the long
view. His combat style echoes this perspective:
crossbo, spear, and pairs of throwing daggers, all
atop studded leather armor and a cloak.
Appearance
A thick, fluffy, white beard reaches to his navel;
his silver hair is mostly gone on the sides, but
thick on the top, and slicked back. His ears are
slightly pointed, as though some elvish blood falls
somewhere in his lineage; his peers chide him for
that often.
Factions
Dwarven union, though in honesty, he views it as a
bit of a distraction from the work of the day.
Combat Tactics
Dralbrodin is a shrewd tactician, and although
he will not seek combat, he will use it to his
advantage if possible.
CR 4; XP 1,100
Low
Moderate
Advanced
Elite
Challenge CR 4
XP 1,100
CR 8
XP 3,900
CR 12
XP 8,400
CR 16
XP 15,000
Class / HD Rogue 4
Rogue 8
Rogue 12
Rogue 16
Size / Aln
Medium TN Dwarf
Medium TN Dwarf
Medium TN Dwarf
Medium TN Dwarf
HP
32
63
102
149
Armor
Class
15
17
19
20
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 10 (+0)
DEX 17 (+5)
CON 15 (+2)
INT 12 (+3)
WIS 13 (+1)
CHA 7 (-2)
STR 10 (+0)
DEX 19 (+7)
CON 15 (+2)
INT 12 (+4)
WIS 13 (+1)
CHA 7 (-2)
STR 11 (+0)
DEX 20 (+9)
CON 17 (+3)
INT 12 (+5)
WIS 13 (+1)
CHA 7 (-2)
STR 12 (+1)
DEX 20 (+10)
CON 18 (+4)
INT 12 (+6)
WIS 13 (+6)
CHA 7 (-2)
TN; Medium Humanoid (Dwarf)
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NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +13;
Darkvision 60’
Passive Perception +17;
Darkvision 60’
Passive Perception +19;
Darkvision 60’
Passive Perception +21;
Darkvision 60’
Languages Common, Dwarvish
Attacks
Ranged Crossbow, Light-->
80 ft.’: -1 (1d8+3); 320 ft.’:
-1 (1d8+3)
Melee Dagger +5 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +5 (1d4+3); 60 ft.’: +5
(1d4+3)
Melee Spear +5 (1d6+3 )
Ranged Spear (Thrown) 20
ft.’: +5 (1d6+3); 60 ft.’: +5
(1d6+3)
Ranged Crossbow, Light-->
80 ft.’: +1 (1d8+4); 320 ft.’:
+1 (1d8+4)
Melee Dagger +7 (1d4+4 )
Ranged Dagger (Thrown) 20
ft.’: +7 (1d4+4); 60 ft.’: +7
(1d4+4)
Melee +1 Spear +8 (1d6+5 )
Melee +1 Spear (Thrown) 20
ft.’: +8 (1d6+5); 60 ft.’: +8
(1d6+5)
Ranged Crossbow, Light-->
80 ft.’: +3 (1d8+5); 320
ft.’: +3 (1d8+5)
Melee Dagger +9 (1d4+5 )
Ranged Dagger (Thrown)
20 ft.’: +9 (1d4+5); 60 ft.’:
+9 (1d4+5)
Melee +2 Spear +11
(1d6+7)
Ranged +2 Spear (Thrown)
20 ft.’: +11 (1d6+7); 60
ft.’: +11 (1d6+7)
Ranged Crossbow, Light-->
80 ft.’: +4 (1d8+5); 320 ft.’:
+4 (1d8+5)
Melee Dagger +10 (1d4+5 )
Ranged Dagger (Thrown) 20
ft.’: +10 (1d4+5); 60 ft.’:
+10 (1d4+5)
Melee +3 Spear +13 (1d6+8)
Ranged +3 Spear (Thrown)
20 ft.’: +13 (1d6+8); 60 ft.’:
+13 (1d6+8)
Special
-
-
-
-
Proficiencies
Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer,
Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike, Warhammer
Special
Qualities
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Ability Score
Improvement, Cunning
Action, Expertise, Fast
Hands, Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Ability Score
Improvement, Cunning
Action, Evasion, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack, Thief,
Thieves’ Cant, Uncanny
Dodge
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Ability Score
Improvement, Cunning
Action, Evasion, Expertise,
Fast Hands, Reliable
Talent, Roguish Archetype,
Second-Story Work, Sneak
Attack, Supreme Sneak,
Thief, Thieves’ Cant,
Uncanny Dodge
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Mason’s
Tools, Stonecunning, Tool
Proficiency, Ability Score
Improvement, Blindsense,
Cunning Action, Evasion,
Expertise, Fast Hands,
Reliable Talent, Roguish
Archetype, Second-Story
Work, Slippery Mind, Sneak
Attack, Supreme Sneak,
Thief, Thieves’ Cant, Uncanny
Dodge, Use Magic Device
Spell-
casting
-
-
-
-
Equipment
Light Crossbow; Dagger;
Studded Leather; Spear
Light Crossbow; Dagger;
+1 Studded Leather; +1
Spear
Light Crossbow; Dagger;
+2 Studded Leather; +2
Spear
Light Crossbow; Dagger;
+3 Studded Leather; +3
Spear
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
speak.
Mason’s Tools Proficient with Artisan Mason’s Tools.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Blindsense Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet of you.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
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NPCs
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check that lets you
add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to 5.
Slippery Mind By 15th level, you have acquired greater mental strength.
You gain proficiency in Wisdom saving throws.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 8d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so do
rogues who prefer to think of themselves as professional treasure seekers,
explorers, delvers, and investigators. In addition to improving your agility
and stealth, you learn skills useful for delving into ancient ruins, reading
unfamiliar languages, and using magic items you normally couldn’t
employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages in
seemingly normal conversation. Only another creature that knows thieves’
cant understands such messages. It takes four times longer to convey
such a message than it does to speak the same idea plainly. In addition,
you understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory of
a thieves’ guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items. n.
Conversation
What do you think of Mondaria City?
“It’s fine. Serves the purpose.”
What do you think of the Mines?
“They require a great deal of skill to make successful.
Machines, carts, operations—it’s all quite intricate. Ore
doesn’t just fall off the walls and float up to an oxcart to
be sold away, now does it?”
How have you survived after the catastrophe?
“I’ve found ways. Always a means, for those with a
knack for surviving.”
What did you do, before the calamity?
“Designed. Sketched, thought, planned. Helped make
the Mines what they are today. Or, I guess, what they
were, a few months ago.”
What do you know of the Obelisk?
“I’ve heard naught, and wish to hear naught more.”
Have you been to the Mine’s lower levels?
“Not to the last, though those just shy of it are hot and
dark and dangerous enough for my taste, thank you.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“There is one. Both sides think they’re right. And both
sides have a point. Which makes the whole thing doubly
dangerous. And doubly pointless.”
693
NPCs
Faenadorn (Mayor)
Description
In a racially-charged, profit-motivated, industrial
environment such as Mondaria, the Mayor’s
authority may not be what you’d expect it to be.
Ostensibly the administrative leader, the rule of law
and conduct of the mining operation are factors
entirely out of the Mayor’s sphere of influence. In
day-to-day operations, the Mayor’s true purpose
is to rubber-stamp proposals, sign off on budgets
without much actual input or control, and ultimately
act as a conduit back to the Druid Enclave for
communications and update purposes.
Appearance
The Mayor is a middle-aged Elf, formerly strident
and purposeful and commanding, but rendered
meek and resigned to excess and lethargy by his
current post. His handsome face has begun to show
lines about his mouth and intensely blue eyes; his
chin and cheeks have grown thicker from feasting.
His light-brown, almost ashen shoulder-length
hair is straight and typically unadorned; he wears
a thin wooden tiara about his scalp as a symbol of
his office. He dresses in elaborately designed and
beautifully-embroidered studded leather armor, atop
of which he dons a thick, dark green cape richly
embroidered in gold.
Factions
Elven Administration.
Combat Tactics
Faenadorn has grown unused to fighting his
own battles. Though still quite capable, his
age and lethargy make him reticent to engage.
Once fighting begins, however, the old vigor
returns, and he will fight competently to the
end.
CR 4; XP 1,100
Low
Moderate
Advanced
Elite
Challenge CR 4
XP 1,100
CR 8
XP 3,900
CR 12
XP 8,400
CR 16
XP 15,000
Class / HD Fighter 4
Fighter 8
Fighter 12
Fighter 16
Size / Aln
Medium LN Elf
Medium LN Elf
Medium LN Elf
Medium LN Elf
HP
19
27
55
92
Armor
Class
18
20
23
24
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
LN; Medium Humanoid (Elf)
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NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 10 (+0)
DEX 17 (+5)
CON 15 (+2)
INT 12 (+3)
WIS 13 (+1)
CHA 7 (-2)
STR 10 (+0)
DEX 19 (+7)
CON 15 (+2)
INT 12 (+4)
WIS 13 (+1)
CHA 7 (-2)
STR 11 (+0)
DEX 20 (+9)
CON 17 (+3)
INT 12 (+5)
WIS 13 (+1)
CHA 7 (-2)
STR 12 (+1)
DEX 20 (+10)
CON 18 (+4)
INT 12 (+6)
WIS 13 (+6)
CHA 7 (-2)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +13;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +14;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +15;
Darkvision 60’
Disadvantage on Stealth
Passive Perception +16;
Darkvision 60’
Disadvantage on Stealth
Languages Common, Dwarvish, Elvish
Attacks
Melee Battleaxe +5 (1d8+5)
Melee Dagger +5 (1d4+5 )
Ranged Dagger (Thrown) 20
ft.’: +5 (1d4+3); 60 ft.’: +5
(1d4+3)
Ranged Longbow--> 150
ft.’: +4 (1d8+2); 600 ft.’: +4
(1d8+2)
Melee +1 Battleaxe +8/+8
(1d8+7)
Melee Dagger +7/+7
(1d4+6)
Ranged Dagger (Thrown) 20
ft.’: +7/+7 (1d4+4); 60 ft.’:
+7/+7 (1d4+4)
Ranged Longbow--> 150
ft.’: +6/+6 (1d8+3); 600 ft.’:
+6/+6 (1d8+3)
Melee +2 Battleaxe
+11/+11/+11 (1d8+9)
Melee Dagger +9/+9/+9
(1d4+7 )
Melee Dagger (Thrown) 20
ft.’: +9/+9/+9 (1d4+5); 60
ft.’: +9/+9/+9 (1d4+5)
Ranged Longbow--> 150
ft.’: +7/+7/+7 (1d8+3);
600 ft.’: +7/+7/+7 (1d8+3)
Melee +3 Battleaxe
+13/+13/+13 (1d8+10)
Melee Dagger +10/+10/+10
(1d4+7 )
Ranged Dagger (Thrown) 20
ft.’: +10/+10/+10 (1d4+5);
60 ft.’: +10/+10/+10
(1d4+5)
Ranged Longbow--> 150 ft.’:
+9/+9/+9 (1d8+4); 600 ft.’:
+9/+9/+9 (1d8+4)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Action Surge,
Champion, Fighting Style,
Improved Critical, Martial
Archetype, Second Wind,
Dueling
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Action Surge,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Martial Archetype,
Remarkable Athlete, Second
Wind, Dueling
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Defense, Dueling
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Superior Critical, Defense,
Dueling
Spell-
casting
-
-
-
-
Equipment
Battleaxe; Chain Mail;
Shield; Dagger; Longbow
+1 Battleaxe; Plate;
Shield; Dagger; Longbow
+2 Battleaxe; +2 Plate;
Shield; Dagger; Longbow
+3 Battleaxe; +3 Plate;
Shield; Dagger; Longbow
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NPCs
Special Abilities
Cantrip You know one cantrip of your choice from the wizard spell list.
Intelligence is your spellcasting ability for it. Spell save DC 13; Spell attack
modifier +5
Darkvision Accustomed to twilit forests and the night sky, you have
superior vision in dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Elf Weapon Training You have proficiency with the longsword,
shortsword, shortbow, and longbow.
Extra Language You can speak, read, and write one extra language of your
choice.
Fey Ancestry You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Keen Senses You have proficiency in the Perception skill.
Languages You can speak, read, and write Common and Elvish. Elvish is
fluid, with subtle intonations and intricate grammar. Elven literature is rich
and varied, and their songs and poems are famous among other races.
Many bards learn their language so they can add Elvish ballads to their
repertoires.
Trance Elves don’t need to sleep. Instead, they meditate deeply,
remaining semiconscious, for 4 hours a day. (The Common word for such
meditation is “trance.”) While meditating, you can dream after a fashion;
such dreams are actually mental exercises that have become Dexterityive
through years of practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only once
on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you can’t use this
feature again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +5.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Superior Critical Starting at 15th level, your weapon attacks score a
critical hit on a roll of 18-20.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon. n.
Conversation
What do you think of Mondaria City?
“‘Tis a dire place, even before the calamity. Successful,
though; that must be admitted.”
What do you think of the Mines?
“A necessary filth, for the sake of production and profit.”
How have you survived after the catastrophe?
“I am as yet still the Mayor of this city, am I not? Though
in truth there is little left over which to rule, I hope
things will return as they were. And if not, then I shall
simply move on to success elsewhere.”
What did you do, before the calamity?
“I was Mayor. As I so remain.”
What do you know of the Obelisk?
“I’ve heard it blamed as the source of all this chaos and
evil. In my experience, masses of workers need little
such excuse to let loose these qualities, however.”
Have you been to the Mine’s lower levels?
“I have not. Nor do I see reason nor need to do so.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Sadly, yes. Each side feels cause and righteousness,
and although it must be said I do tend to side with the
Administration in their desire to control and enforce law
and order, and increase productivity, I do sympathize
with the workers.”
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NPCs
Friskbik (Stablehand)
Description
Halflings are typically used to being underfoot, but
this stablehand always feels trodden upon. Dejected
and resigned to what he feels is the lowest caste in
the city, he nevertheless loves horses, and takes
pride in his work where possible.
Appearance
Grimy about the face, he wears hide armor and
wields daggers when he can steal them.
Factions
None. Though his heart sympathizes with the
Dwarves.
Combat Tactics
Friskbik has dreams and aspirations much like
all those lowly, but the twinkle in his eye in no
way deludes him from realizing his place as low
man on the pole. He’ll evade fighting wherever
possible, and grovel or steal or swindle as
necessary to escape if cornered.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 4
XP 1,100
CR 7
XP 2,900
CR 10
XP 5,900
Class / HD Rogue 1
Rogue 4
Rogue 7
Rogue 10
Size / Aln
Medium LN Half-Elf
Medium LN Half-Elf
Medium LN Half-Elf
Medium LN Half-Elf
HP
8
20
37
54
Armor
Class
13
14
14
15
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 11 (+0)
DEX 16 (+5)
CON 11 (+0)
INT 6 (+0)
WIS 10 (+0)
CHA 8 (-1)
STR 11 (+0)
DEX 18 (+6)
CON 11 (+0)
INT 6 (+0)
WIS 10 (+0)
CHA 8 (-1)
STR 11 (+0)
DEX 18 (+7)
CON 11 (+0)
INT 6 (+0)
WIS 10 (+0)
CHA 8 (-1)
STR 11 (+0)
DEX 20 (+9)
CON 13 (+1)
INT 6 (+2)
WIS 10 (+0)
CHA 8 (-1)
LN; Medium Humanoid (Half-Elf)
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NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +12;
Darkvision 60’
Passive Perception +12;
Darkvision 60’
Passive Perception +16;
Darkvision 60’
Passive Perception +18;
Darkvision 60’
Languages Common, Dwarvish, Elvish
Attacks
Melee Club +2 (1d4 )
Melee Dagger +5 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +5 (1d4+3); 60 ft.’: +5
(1d4+3)
Melee Club +2 (1d4 )
Melee +1 Dagger +7 (1d4+5
)
Ranged +1 Dagger (Thrown)
20 ft.’: +7 (1d4+5); 60 ft.’:
+7 (1d4+5)
Melee Club +3 (1d4 )
Melee +2 Dagger +9
(1d4+6 )
Ranged +2 Dagger (Thrown)
20 ft.’: +9 (1d4+6); 60 ft.’:
+9 (1d4+6)
Melee Club +4 (1d4 )
Melee +3 Dagger +12
(1d4+8 )
Ranged +3 Dagger (Thrown)
20 ft.’: +12 (1d4+8); 60 ft.’:
+12 (1d4+8)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace,
Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Expertise, Sneak Attack,
Thieves’ Cant
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Cunning Action, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack, Thief,
Thieves’ Cant
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Cunning Action, Evasion,
Expertise, Fast Hands,
Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant,
Uncanny Dodge
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Cunning Action, Evasion,
Expertise, Fast Hands,
Roguish Archetype, Second-
Story Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge
Spell-
casting
-
-
-
-
Equipment
Club; Dagger
Club; +1 Dagger
Club; +2 Dagger
Club; +3 Dagger
Special Abilities
Darkvision Thanks to your elf blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Fey Ancestry You have advantage on all saving throws against being
charmed or put to sleep.
Languages You can speak, read, and write Common, Elvish, and one extra
language of your choice.
Skill Versatility You gain proficiency in two skills of your choice.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you
gain the ability to climb faster than normal; climbing no longer costs
you extra movement. In addition, when you make a running jump, the
distance you cover increases by a number of feet equal to 5.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 5d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so
do rogues who prefer to think of themselves as professional treasure
seekers, explorers, delvers, and investigators. In addition to improving
your agility and stealth, you learn skills useful for delving into ancient
ruins, reading unfamiliar languages, and using magic items you normally
698
NPCs
couldn’t employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages in
seemingly normal conversation. Only another creature that knows thieves’
cant understands such messages. It takes four times longer to convey
such a message than it does to speak the same idea plainly. In addition,
you understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory of
a thieves’ guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you. n.
Conversation
What do you think of Mondaria City?
“It’s fine. Nice it’s not, but wealthy enough to pay the
bills.”
What do you think of the Mines?
“I like ‘em. Plenty to do, down there.”
How have you survived after the catastrophe?
“Survive? I’ll always survive. Sometimes it’s easier and
more enjoyable than others, is all.”
What did you do, before the calamity?
“Took care of the horses. ‘Course, they’re all gone, now,
so I mainly take care of myself.”
What do you know of the Obelisk?
“Nothing. Is that a city?”
Have you been to the Mine’s lower levels?
“Not past the first level, and that only ‘cuz I snuck down
the elevator behind some crates a few times to sneak a
peek.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Seems silly, two groups of folks with solid jobs bickering
over who gets to do what. But what do I know.”
699
NPCs
Frobwin Glamfork (Feastmaster)
Description
This cheery, portly halfling clearly benefits from
her own trade; her ruddy and cherubic cheeks
and perpetually flushed face and neck are quick
indicators of her skill and her lust for her craft.
Appearance
She wears simple padded armor underneath a
huge flowing apron. Apart from food and wine, she
indulges in boots: finely-crafted, soft and supple
leather; such items are essential in that she spends
as much time meeting and greeting in the mess hall
as she does behind the scenes preparing food and
coordinating her chefs.
She’s got brown eyes and shoulder-length brown
hair which she typically ties back in a bun.
Factions
None. All manner of beast needs food and wine,
don’t they?
Combat Tactics
Adverse to battle by nature, she is quite deft
with a blade, so will fight when required.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Rogue 1
Rogue 6
Rogue 10
Rogue 14
Size / Aln
Small CG Halfling
Small CG Halfling
Small CG Halfling
Small CG Halfling
HP
9
43
61
103
Armor
Class
14
15
17
18
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
CG; Small Humanoid (Halfling)
700
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 8 (-1)
DEX 17 (+5)
CON 13 (+1)
INT 15 (+4)
WIS 8 (-1)
CHA 14 (+2)
STR 8 (-1)
DEX 19 (+7)
CON 13 (+1)
INT 15 (+5)
WIS 8 (-1)
CHA 14 (+2)
STR 11 (+0)
DEX 20 (+9)
CON 13 (+1)
INT 15 (+6)
WIS 8 (-1)
CHA 14 (+2)
STR 11 (+0)
DEX 20 (+10)
CON 15 (+2)
INT 15 (+7)
WIS 8 (-1)
CHA 14 (+2)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11
Disadvantage on Stealth
Passive Perception +15
Passive Perception +17
Passive Perception +19
Languages Common, Dwarvish, Elvish
Attacks
Melee Dagger (Small) +5
(1d4+3 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +5
(1d4+3); 60 ft.’: +5
(1d4+3)
Melee Sickle (Small) +1
(1d4-1)
Melee Dagger (Small) +7
(1d4+4 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +7 (1d4+4);
60 ft.’: +7 (1d4+4)
Melee +1 Sickle +3 (1d4 )
Melee Dagger (Small) +9
(1d4+5 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +9
(1d4+5); 60 ft.’: +9
(1d4+5)
Melee +2 Sickle +6
(1d4+2)
Melee Dagger (Small) +10
(1d4+5 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +10
(1d4+5); 60 ft.’: +10
(1d4+5)
Melee +3 Sickle +8 (1d4+3)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace,
Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Brave, Halfling Nimbleness,
Languages, Lucky, Naturally
Stealthy, Expertise, Sneak
Attack, Thieves’ Cant
Brave, Halfling Nimbleness,
Languages, Lucky, Naturally
Stealthy, Ability Score
Improvement, Cunning
Action, Expertise, Fast
Hands, Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant,
Uncanny Dodge
Brave, Halfling Nimbleness,
Languages, Lucky, Naturally
Stealthy, Ability Score
Improvement, Cunning
Action, Evasion, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge
Brave, Halfling Nimbleness,
Languages, Lucky, Naturally
Stealthy, Ability Score
Improvement, Blindsense,
Cunning Action, Evasion,
Expertise, Fast Hands,
Reliable Talent, Roguish
Archetype, Second-Story
Work, Sneak Attack, Supreme
Sneak, Thief, Thieves’ Cant,
Uncanny Dodge, Use Magic
Device
Spell-
casting
-
-
-
-
Equipment
Dagger; Sickle; Padded
Armor
Dagger; +1 Sickle;
Leather Armor
Dagger; +2 Sickle;
Studded Leather Armor
Dagger; +3 Sickle; +1
Studded Leather Armor
Special Abilities
Brave You have advantage on saving throws against being frightened.
Halfling Nimbleness You can move through the space of any creature that
is of a size larger than yours.
Languages You can speak, read, and write Common and Halfling. The
Halfling language isn’t secret, but halflings are loath to share it with
others. They write very little, so they don’t have a rich body of literature.
Their oral tradition, however, is very strong. Almost all halflings speak
Common to converse with the people in whose lands they dwell or
through which they are traveling.
Lucky When you roll a 1 on an attack roll, ability check, or saving throw,
you can reroll the die and must use the new roll.
Naturally Stealthy You can attempt to hide even when you are obscured
only by a creature that is at least one size larger than you.
Blindsense Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet of you.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
701
NPCs
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check that lets you
add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to 5.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 7d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so do
rogues who prefer to think of themselves as professional treasure seekers,
explorers, delvers, and investigators. In addition to improving your agility
and stealth, you learn skills useful for delving into ancient ruins, reading
unfamiliar languages, and using magic items you normally couldn’t
employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages in
seemingly normal conversation. Only another creature that knows thieves’
cant understands such messages. It takes four times longer to convey
such a message than it does to speak the same idea plainly. In addition,
you understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory of
a thieves’ guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items..
Conversation
What do you think of Mondaria City?
“A grand assemblage of folks from all over.”
What do you think of the Mines?
“They’re filthy and horrid. Makes it all the more
important to give folks a good meal at the end of the day.”
How have you survived after the catastrophe?
“Folks always need to eat, don’t they? Don’t matter if
some awful thing starts to take over minds or burb out a
bunch of evil.”
What did you do, before the calamity?
“Same as I do now: keep good folk alive and healthy with
quality grub.”
What do you know of the Obelisk?
“I’ve heard of it. Sounds terrible. May I never see it in
person!”
Have you been to the Mine’s lower levels?
“Honey, I’ve not been to the Mines themselves, until
the catastrophe. Foraging for foodstuffs has made it a
necessity, but that don’t mean I like it.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Ah, well, though they may fight when they work,
breaking bread at the end of the day shows them for
what they all truly are—an overworked, stressed group of
folks just trying to get through their days.”
702
NPCs
Gabharn (Beastmaster)
Description
A retired adventurer and mercenary, this
Beastmaster has learned to prefer the company of
animals to people. Betrayed in his youth by his
parents, again by his uncle, and repeatedly by his
adventuring partners, he seems to have a knack
either for making bad choices, trusting unworthy
partners, or simply having poor luck of comradeship.
Appearance
He wears leather armor and wields a longsword and
shield; though trained with a shortbow, he prefers to
get up close with foes if combat is on the table. His
arms bear scars from fights long past; he has a long
scar tracing the length of his head from front to back
where the hair has never grown back.
Factions
Elven administraiton, in terms of leadership, but his
heart goes out to the dwarves.
Combat Tactics
Gabharn is no stranger to fighting, and the old
instincts will return quickly if the opportunity
for melee presents itself.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Barbarian 1
Barbarian 6
Barbarian 10
Barbarian 14
Size / Aln
Medium NG Human
Medium NG Human
Medium NG Human
Medium NG Human
HP
14
57
103
161
Armor
Class
13
15
17
19
Speed
Walk 30’
Walk 40’
Walk 40’
Walk 40’
NG; Medium Humanoid (Human)
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NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 17 (+5)
DEX 13 (+1)
CON 15 (+4)
INT 7 (-2)
WIS 17 (+3)
CHA 8 (-1)
STR 19 (+7)
DEX 13 (+1)
CON 15 (+5)
INT 7 (-2)
WIS 17 (+3)
CHA 8 (-1)
STR 20 (+9)
DEX 14 (+2)
CON 15 (+6)
INT 7 (-2)
WIS 17 (+3)
CHA 8 (-1)
STR 20 (+10)
DEX 14 (+2)
CON 17 (+8)
INT 7 (-2)
WIS 17 (+3)
CHA 8 (-1)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +13
Passive Perception +13
Passive Perception +13
Disadvantage on Stealth
Passive Perception +13
Disadvantage on Stealth
Languages Common, Halfling
Attacks
Melee Greatclub +3
(1d8+3)
Ranged Crossbow, Heavy-->
100 ft.’: +3 (1d10+1); 400
ft.’: +3 (1d10+1)
Melee Dagger +5 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +5 (1d4+3); 60 ft.’: +5
(1d4+3)
Melee +1 Greatclub +8
(1d8+5)
Ranged Crossbow, Heavy-->
100 ft.’: +4/+4 (1d10+1);
400 ft.’: +4/+4 (1d10+1)
Melee Dagger +7/+7
(1d4+4)
Ranged Dagger (Thrown) 20
ft.’: +7/+7 (1d4+4); 60 ft.’:
+7/+7 (1d4+4)
Melee +2 Greatclub +11
(1d8+7)
Ranged Crossbow, Heavy-->
100 ft.’: +6/+6 (1d10+2);
400 ft.’: +6/+6 (1d10+2)
Melee Dagger Melee
Dagger +9/+9 (1d4+5 )
Ranged Dagger (Thrown)
20 ft.’: +9/+9 (1d4+5); 60
ft.’: +9/+9 (1d4+5)
Melee +3 Greatclub +13
(1d8+8)
Ranged Crossbow, Heavy-->
100 ft.’: +7/+7 (1d10+2);
400 ft.’: +7/+7 (1d10+2)
Melee Dagger +10/+10
(1d4+5 )
Ranged Dagger (Thrown) 20
ft.’: +10/+10 (1d4+5); 60
ft.’: +10/+10 (1d4+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Languages, Rage,
Unarmored Defense
Languages, Ability Score
Improvement, Danger Sense,
Extra Attack, Fast Movement,
Frenzy, Mindless Rage, Path
of the Berserker, Primal
Path, Rage, Reckless Attack,
Unarmored Defense
Languages, Ability Score
Improvement, Brutal
Critical, Danger Sense, Extra
Attack, Fast Movement,
Feral Instinct, Frenzy,
Intimidating Presence, Path
of the Berserker, Primal
Path, Rage, Reckless Attack,
Unarmored Defense
Languages, Ability Score
Improvement, Brutal Critical,
Danger Sense, Extra Attack,
Fast Movement, Feral
Instinct, Frenzy, Path of the
Berserker, Primal Path, Rage,
Reckless Attack, Relentless
Rage, Retaliation, Unarmored
Defense
Spell-
casting
-
-
-
-
Equipment
Greatclub; Heavy
Crossbow; Dagger; Hide
Armor
+1 Greatclub; Heavy
Crossbow; Dagger;
Breastplate
+2 Greatclub; Heavy
Crossbow; Dagger; Half-
Plate
+3 Greatclub; Heavy
Crossbow; Dagger; +2
Half-Plate
Special Abilities
Languages You can speak, read, and write Common and one extra
language of your choice. Humans typically learn the languages of other
peoples they deal with, including obscure dialects. They are fond of
sprinkling their speech with words borrowed from other tongues: Orc
curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Brutal Critical Beginning at 9th level, you can roll 2 additional weapon
damage die when determining the extra damage for a critical hit with a
melee attack.
Danger Sense At 2nd level, you gain an uncanny sense of when things
nearby aren’t as they should be, giving you an edge when you dodge away
from danger. You have advantage on Dexterity saving throws against
effects that you can see, such as traps and spells. To gain this benefit, you
can’t be blinded, deafened, or incapacitated.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Fast Movement Starting at 5th level, your speed increases by 10 feet
while you aren’t wearing heavy armor.
704
NPCs
Feral Instinct By 7th level, your instincts are so honed that you have
advantage on initiative rolls. Additionally, if you are surprised at the
beginning of combat and aren’t incapacitated, you can act normally on
your first turn, but only if you enter your rage before doing anything else
on that turn.
Frenzy Starting when you choose this path at 3rd level, you can go into
a frenzy when you rage. If you do so, for the duration of your rage you
can make a single melee weapon attack as a bonus action on each of
your turns after this one. When your rage ends, you suffer one level of
exhaustion (as described in appendix A).
Path of the Berserker For some barbarians, rage is a means to an end--that
end being violence. The Path of the Berserker is a path of untrammeled
fury, slick with blood. As you enter the berserker’s rage, you thrill in the
chaos of battle, heedless of your own health or well-being.
Primal Path At 3rd level, you choose a path that shapes the nature of your
rage. Choose the Path of the Berserker or the Path of the Totem Warrior,
both detailed at the end of the class description. Your choice grants you
features at 3rd level and again at 6th, 10th, and 14th levels.
Rage In battle, you fight with primal ferocity. On your turn, you can enter
a rage as a bonus action. While raging, you gain the following benefits if
you aren’t wearing heavy armor: You have advantage on Strength checks
and Strength saving throws. When you make a melee weapon attack
using Strength, you gain a bonus to the damage roll equal to 3. You have
resistance to bludgeoning, piercing, and slashing damage. If you are able
to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious
or if your turn ends and you haven’t attacked a hostile creature since your
last turn or taken damage since then. You can also end your rage on your
turn as a bonus action. Once you have raged the number of times equal to
5, you must finish a long rest before you can rage again.
Reckless Attack Starting at 2nd level, you can throw aside all concern for
defense to attack with fierce desperation. When you make your first attack
on your turn, you can decide to attack recklessly. Doing so gives you
advantage on melee weapon attack rolls using Strength during this turn,
but attack rolls against you have advantage until your next turn.
Relentless Rage Starting at 11th level, your rage can keep you fighting
despite grievous wounds. If you drop to 0 hit points while you’re raging
and don’t die outright, you can make a DC 10 Constitution saving throw.
If you succeed, you drop to 1 hit point instead. Each time you use this
feature after the first, the DC increases by 5. When you finish a short or
long rest, the DC resets to 10.
Retaliation Starting at 14th level, when you take damage from a creature
that is within 5 feet of you. you can use your reaction to make a melee
weapon attack against that creature.
Unarmored Defense While you are not wearing any armor, your Armor
Class equals 10 + your Dexterity modifier + your Constitution modifier.
You can use a shield and still gain this benefit...
Conversation
What do you think of Mondaria City?
“Solid. Plenty to see and do, and lots of people.
Dangerous, too, which adds some spice.”
What do you think of the Mines?
“I don’t get half the opportunity to get down there that
I’d wish, but horses hate it and there’s little call for them
down there anyway.”
How have you survived after the catastrophe?
“I’ve lots of experience in surviving. It’s nothing new.”
What did you do, before the calamity?
“Took care of the horses that are now dead or escaped.”
What do you know of the Obelisk?
“I’ve never heard of it.”
Have you been to the Mine’s lower levels?
“Just the first few, in truth.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Silly, if you ask me. Waste of time and effort, when
they should be just hunkering down and working harder.
Both sides.”
705
NPCs
Glimdarffe Sudsglub (Brewmaster)
Description
This half-orcish brewer is good, not great, at her
trade; an onlooker from outside the mine may
wonder why she retains her post as Brewmaster
for the enterprise. Such naivete misses the dwarf’s
true calling: major player in an impromptu black
market, the landscape and players of which are ever-
changing.
Appearance
Twin shortswords and a host of daggers, and
studded leather armor, are her combat tools.
Factions
The dwarven union captures her heart, and she’s
worker enough to understand their plight.
Combat Tactics
She’s not above backstabbing her competition—
literally, when called for.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Rogue 1
Rogue 6
Rogue 10
Rogue 14
Size / Aln
Medium NG
Half-Orc
Medium NG
Half-Orc
Medium NG
Half-Orc
Medium NG
Half-Orc
HP
11
46
76
114
Armor
Class
12
13
15
17
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 14 (+2)
DEX 12 (+3)
CON 16 (+3)
INT 7 (+0)
WIS 13 (+1)
CHA 11 (+0)
STR 14 (+2)
DEX 14 (+5)
CON 16 (+3)
INT 7 (+1)
WIS 13 (+1)
CHA 11 (+0)
STR 14 (+2)
DEX 16 (+7)
CON 16 (+3)
INT 7 (+2)
WIS 13 (+1)
CHA 13 (+1)
STR 14 (+2)
DEX 18 (+9)
CON 16 (+3)
INT 7 (+3)
WIS 13 (+1)
CHA 13 (+1)
Skills
-
-
-
-
NG; Medium Humanoid (Half-Orc)
706
NPCs
Low
Moderate
Advanced
Elite
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11
Disadvantage on Stealth
Passive Perception +11
Passive Perception +11
Passive Perception +11
Languages Common, Orc
Attacks
Melee Mace +4 (1d6+2)
Melee +1 Mace +6 (1d6+3)
Melee +2 Mace +8 (1d6+4)
Melee +3 Mace +10 (1d6+5)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace,
Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Brewer’s Supplies,
Darkvision, Languages,
Menacing, Relentless
Endurance, Savage Attacks,
Expertise, Sneak Attack,
Thieves’ Cant
Brewer’s Supplies,
Darkvision, Languages,
Menacing, Relentless
Endurance, Savage Attacks,
Ability Score Improvement,
Cunning Action, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack, Thief,
Thieves’ Cant, Uncanny
Dodge
Brewer’s Supplies,
Darkvision, Languages,
Menacing, Relentless
Endurance, Savage Attacks,
Ability Score Improvement,
Cunning Action, Evasion,
Expertise, Fast Hands,
Roguish Archetype, Second-
Story Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge
Brewer’s Supplies,
Darkvision, Languages,
Menacing, Relentless
Endurance, Savage Attacks,
Ability Score Improvement,
Blindsense, Cunning Action,
Evasion, Expertise, Fast
Hands, Reliable Talent,
Roguish Archetype, Second-
Story Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge, Use Magic Device
Spell-
casting
-
-
-
-
Equipment
Mace; Padded Armor
+1 Mace; Leather Armor
+2 Mace; Studded
Leather Armor
+3 Mace; +1 Studded
Leather Armor
Special Abilities
Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
Darkvision Thanks to your orc blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Languages You can speak, read, and write Common and Orc. Orc is a
harsh, grating language with hard consonants. It has no script of its own
but is written in the Dwarvish script.
Menacing You gain proficiency in the Intimidation skill.
Relentless Endurance When you are reduced to 0 hit points but not killed
outright, you can drop to 1 hit point instead. You can’t use this feature
again until you finish a long rest.
Savage Attacks When you score a critical hit with a melee weapon attack,
you can roll one of the weapon’s damage dice one additional time and add
it to the extra damage of the critical hit.
Blindsense Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet of you.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until
they approach perfection. Whenever you make an ability check that lets
you add your proficiency bonus, you can treat a d20 roll of 9 or lower as
a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you
gain the ability to climb faster than normal; climbing no longer costs
you extra movement. In addition, when you make a running jump, the
distance you cover increases by a number of feet equal to 4.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 7d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
707
NPCs
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so do
rogues who prefer to think of themselves as professional treasure seekers,
explorers, delvers, and investigators. In addition to improving your agility
and stealth, you learn skills useful for delving into ancient ruins, reading
unfamiliar languages, and using magic items you normally couldn’t
employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages in
seemingly normal conversation. Only another creature that knows thieves’
cant understands such messages. It takes four times longer to convey
such a message than it does to speak the same idea plainly. In addition,
you understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory of
a thieves’ guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items....
Conversation
What do you think of Mondaria City?
“Folks need to drink. There’s lots of ‘em here. So that
works out okay.”
What do you think of the Mines?
“Stinky and barbaric. Just like me.”
How have you survived after the catastrophe?
“The way folks have taken to drink after the disaster, I
wonder how I survived before it!”
What did you do, before the calamity?
“Served drinks. Same as now. I also brew a... well, I
won’t lie; I don’t brew the best. But it’s cheap, and does
its job, so how can you complain?”
What do you know of the Obelisk?
“Huh?”
Have you been to the Mine’s lower levels?
“I stay out of there much as I can. Been down a few
levels only, and that’s enough, thanks.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Dwarves’ve got a point, you have to say. Elves want
profit, which, hardly blame ‘em for it, I guess, but how
you go about something matters, in the end.”
708
NPCs
Gordsturll (Mercenary Dwarf)
Description
A trickster with a terribly dark sense of humor, this
dwarf has dark-brown, nearly black, beady eyes.
Appearance
The muscles of his face seem frozen in a perpetual
arched smirk, though his tone can make that
seem sarcastically comic or sinister as reflects the
situation. He is thin, and tall, for a dwarf; his beard
is a goatee only, but yet quite long, reaching in
complex plaits and braids to his stomach. He wears
ornate studded-leather armor, dark brown with
whorls of silver.
Factions
None. Gordstrull serves only his own pockets, in
the end.
Combat Tactics
For someone who is essentially paid to fight,
Gordstrull seems to go out of his way to
suggest not fighting, if it’s possible. Once
blades are drawn, though, he’ll serve to his
profession well enough.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Fighter 1
Fighter 6
Fighter 10
Fighter 14
Size / Aln
Medium LE Dwarf
Medium LE Dwarf
Medium LE Dwarf
Medium LE Dwarf
HP
12
54
78
108
Armor
Class
15
16
17
19
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
LE; Medium Humanoid (Dwarf)
709
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 13 (+3)
DEX 15 (+2)
CON 14 (+4)
INT 7 (-2)
WIS 19 (+4)
CHA 7 (-2)
STR 15 (+5)
DEX 17 (+3)
CON 14 (+5)
INT 7 (-2)
WIS 19 (+4)
CHA 7 (-2)
STR 17 (+7)
DEX 17 (+3)
CON 14 (+6)
INT 7 (-2)
WIS 19 (+4)
CHA 7 (-2)
STR 20 (+10)
DEX 18 (+4)
CON 14 (+7)
INT 7 (-2)
WIS 19 (+4)
CHA 7 (-2)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +14
Passive Perception +14
Disadvantage on Stealth
Passive Perception +14
Disadvantage on Stealth
Passive Perception +14
Disadvantage on Stealth
Languages Common, Dwarvish
Attacks
Melee Maul +4 (2d6+2)
Melee Dagger +4 (1d4+2 )
Ranged Dagger (Thrown) 20
ft.’: +4 (1d4+2); 60 ft.’: +4
(1d4+2)
Melee +1 Maul +7 (2d6+4)
Melee Dagger +6/+6
(1d4+3)
Ranged Dagger (Thrown) 20
ft.’: +6/+6 (1d4+3); 60 ft.’:
+6/+6 (1d4+3)
Melee +2 Maul +9 (2d6+5).
Melee Dagger +7/+7
(1d4+3)
Ranged Dagger (Thrown)
20 ft.’: +7/+7 (1d4+3); 60
ft.’: +7/+7 (1d4+3)
Melee +3 Maul +13 (2d6+8)
Melee Dagger +10/+10/+10
(1d4+5 )
Ranged Dagger (Thrown) 20
ft.’: +10/+10/+10 (1d4+5);
60 ft.’: +10/+10/+10
(1d4+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Brewer’s Supplies,
Darkvision, Dwarven
Combat Training, Dwarven
Resilience, Languages,
Stonecunning, Tool
Proficiency, Fighting
Style, Second Wind, Great
Weapon Fighting
Brewer’s Supplies,
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Stonecunning,
Tool Proficiency, Ability
Score Improvement, Action
Surge, Champion, Extra
Attack, Fighting Style,
Improved Critical, Martial
Archetype, Second Wind,
Great Weapon Fighting
Brewer’s Supplies,
Darkvision, Dwarven
Combat Training, Dwarven
Resilience, Languages,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Defense, Great Weapon
Fighting
Brewer’s Supplies,
Darkvision, Dwarven
Combat Training, Dwarven
Resilience, Languages,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Defense, Great Weapon
Fighting
Spell-
casting
-
-
-
-
Equipment
Maul; Chain Shirt; Dagger
+1 Maul; Scale Mail;
Dagger
+2 Maul; Chain Mail;
Dagger
+3 Maul; Plate Armor;
Dagger
Special Abilities
Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
710
NPCs
speak.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only once
on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you can’t use this
feature again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +5.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an
attack you make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even if the new
roll is a 1 or a 2. The weapon must have the two-handed or versatile
property for you to gain this benefit....
Conversation
What do you think of Mondaria City?
“Good place to meet adventurers setting off for the
western wilderness. Or, it was, before the calamity.”
What do you think of the Mines?
“They’re a great place for looting and adventuring.
Looking to hire on to increase your odds of survival?”
How have you survived after the catastrophe?
“I’m paid to survive, and to help others survive.
Wouldn’t be much good at my job if I couldn’t hold it
together just because a few demons popped out of the
ground under the mountain, now would I?”
What did you do, before the calamity?
“Same as now, only it was easier then on account of
fewer demons.”
What do you know of the Obelisk?
“I’ve heard it spoken, but in hushed tones, as though this
chunk of purple rock can hear you. Ain’t that a kicker?”
Have you been to the Mine’s lower levels?
“Not yet. Yearning to go? I’m down with that. Get it?
Down?”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Not my battle. I don’t care.”
711
NPCs
Hamfast Burrbottom (Blacksmith)
Description
In an undermountain mining city staffed by a huge
volume of dwarves, being one of the few halflings is
difficult enough—but being a halfling blacksmith
in that context draws a great deal more attention
and glares than he had intended. Talent is talent,
however, and even the most jaded and racially-
proud longbeard must admit that this smith knows
his tongs and anvil, at least as well as any dwarf.
Appearance
This blacksmith wears a lead apron, heavy leather
armor, thick black boots, and protective goggles.
His face, arms, and hands are ever stained with
soot; though he approaches his work with order
and cleanliness, he usually doesn’t clean himself
overmuch, as he has found that the grime adds
some automatic visual credibility to his trade.
Factions
As a man of small stature himself, he sympathizes
with the dwarves, who tend to be his best customers
despite their haughty initial objections to his racial
talents.
Combat Tactics
As Hamfast would be first to point out, he
makes the equipment; he’s not used to actually
using it.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Fighter 1
Fighter 6
Fighter 10
Fighter 14
Size / Aln
Small LN Halfling
Small LN Halfling
Small LN Halfling
Small LN Halfling
HP
11
52
82
117
Armor
Class
13
15
18
19
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
LN; Small Humanoid (Halfling)
712
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 15 (+4)
DEX 9 (-1)
CON 13 (+3)
INT 10 (+0)
WIS 14 (+2)
CHA 13 (+1)
STR 19 (+7)
DEX 9 (-1)
CON 13 (+4)
INT 10 (+0)
WIS 14 (+2)
CHA 13 (+1)
STR 20 (+9)
DEX 10 (+0)
CON 13 (+5)
INT 10 (+0)
WIS 14 (+2)
CHA 13 (+1)
STR 20 (+10)
DEX 12 (+1)
CON 15 (+7)
INT 10 (+0)
WIS 14 (+2)
CHA 13 (+1)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +14
Disadvantage on Stealth
Passive Perception +15
Disadvantage on Stealth
Passive Perception +16
Disadvantage on Stealth
Passive Perception +17
Disadvantage on Stealth
Languages Common, Halfling
Attacks
Melee Greataxe +4 (1d8+2)
Melee Light Hammer
(Small) +4 (1d4+2)
Ranged Light Hammer
(Small/Thrown) 20 ft.’:
+4 (1d4+2); 60 ft.’: +4
(1d4+2)
Melee +1 Greataxe +8
(1d8+5)
Melee Light Hammer (Small)
+7/+7 (1d4+4 )
Ranged Light Hammer
(Small/Thrown) 20 ft.’:
+7/+7 (1d4+4); 60 ft.’:
+7/+7 (1d4+4)
Melee +2 Greataxe +11
(1d8+7)
Melee Light Hammer
(Small) +9/+9 (1d4+5 )
Ranged Light Hammer
(Small/Thrown) 20 ft.’:
+9/+9 (1d4+5); 60 ft.’:
+9/+9 (1d4+5)
Melee +3 Greataxe +13
(1d8+8)
Melee Light Hammer (Small)
+10/+10/+10 (1d4+5 )
Ranged Light Hammer
(Small/Thrown) 20 ft.’:
+10/+10/+10 (1d4+5); 60
ft.’: +10/+10/+10 (1d4+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Brave, Halfling Nimbleness,
Languages, Lucky, Fighting
Style, Second Wind, Great
Weapon Fighting
Brave, Halfling Nimbleness,
Languages, Lucky, Ability
Score Improvement, Action
Surge, Champion, Extra
Attack, Fighting Style,
Improved Critical, Martial
Archetype, Second Wind,
Great Weapon Fighting
Brave, Halfling Nimbleness,
Languages, Lucky, Ability
Score Improvement,
Action Surge, Additional
Fighting Style, Champion,
Extra Attack, Fighting
Style, Improved Critical,
Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Great Weapon Fighting,
Protection
Brave, Halfling Nimbleness,
Languages, Lucky, Ability
Score Improvement,
Action Surge, Additional
Fighting Style, Champion,
Extra Attack, Fighting
Style, Improved Critical,
Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind, Great
Weapon Fighting, Protection
Spell-
casting
-
-
-
-
Equipment
Greataxe; Ring Mail;
Light Hammer
+1 Greataxe; Chain Mail;
Light Hammer
+2 Greataxe; Plate
Armor; Light Hammer
+3 Greataxe; +1 Plate
Armor; Light Hammer
Special Abilities
Brave You have advantage on saving throws against being frightened.
Halfling Nimbleness You can move through the space of any creature that
is of a size larger than yours.
Languages You can speak, read, and write Common and Halfling. The
Halfling language isn’t secret, but halflings are loath to share it with
others. They write very little, so they don’t have a rich body of literature.
Their oral tradition, however, is very strong. Almost all halflings speak
Common to converse with the people in whose lands they dwell or
through which they are traveling.
Lucky When you roll a 1 on an attack roll, ability check, or saving throw,
you can reroll the die and must use the new roll.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only
once on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
713
NPCs
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you can’t use this
feature again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +5.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an
attack you make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even if the new
roll is a 1 or a 2. The weapon must have the two-handed or versatile
property for you to gain this benefit.
Protection When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction to impose
disadvantage on the attack roll. You must be wielding a shield...
Conversation
What do you think of Mondaria City?
“It’s such a great place! Such opportunity, and so many
people to help.”
What do you think of the Mines?
“They’re great, or what I’ve seen of them is. None too
clean, right, but that’s hardly an issue for the likes of me,
then!”
How have you survived after the catastrophe?
“You increase chaos, you increase smithing; they’re
related. Folks want armor to survive, and weapons to
fight back and make sense of things, right?”
What did you do, before the calamity?
“Same as now, though in truth, more business now,
though I charge less. Can’t see it in my heart to profit too
much when folk only just want to try and find a way to
survive.”
What do you know of the Obelisk?
“They say it’s the stuff of legend, a mineral far beyond
any other. I’d love to see it, maybe even get my hands on
the stuff, make something with it, you know?”
Have you been to the Mine’s lower levels?
“Nope.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Not that you don’t already seem to know.”
714
NPCs
Imeltrude Legande (Warden)
Description
Long serving in the role of police, protector, savior,
and keeper of the peace, she has grown a hatred of
her fellow man sourced from a realization of the evils
that are commonplace and ignored in most society.
She loathes mobs, but yearns to act as savior
to worthy people; despairingly, however, as her
experience growns, her definition of who qualifies
as “worthy” has grown more and more restrictive.
In her day-to-day role in the mines, she acts as a
fearful ward against wrongdoing, policing through
brutality and mercilessness rather than compassion.
Fortunately for most, her deputies, commoners
conscripted to the task for the most part, have a
greater respect for circumstance.
Appearance
She wears plate armor, and bears a morningstar and
tower shield; she typically wears a thick helm with
a visor that opens the entire 200 degree span of her
vision.
Factions
She serves the interests of the Elven Administration.
Combat Tactics
Imeltrude will absolutely destroy anyone who
even looks at her the wrong way. She was
made for combat, and thrives on it. In truth,
she feels she didn’t get hardly enough of it
before the calamity of the Obelisk.
CR 4; XP 1,100
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 8
XP 3,900
CR 12
XP 8,400
CR 16
XP 13,000
Class / HD Fighter 4
Fighter 8
Fighter 12
Fighter 16
Size / Aln
Medium CE Human
Medium CE Human
Medium CE Human
Medium CE Human
HP
20
51
71
126
Armor
Class
17
18
19
20
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
CE; Medium Humanoid (Human)
715
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 20 (+7)
DEX 15 (+2)
CON 11 (+2)
INT 9 (-1)
WIS 14 (+2)
CHA 16 (+3)
STR 20 (+8)
DEX 17 (+3)
CON 13 (+4)
INT 9 (-1)
WIS 14 (+2)
CHA 16 (+3)
STR 20 (+9)
DEX 19 (+4)
CON 13 (+5)
INT 9 (-1)
WIS 14 (+2)
CHA 16 (+3)
STR 20 (+10)
DEX 20 (+5)
CON 16 (+8)
INT 9 (-1)
WIS 14 (+2)
CHA 16 (+3)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +12
Disadvantage on Stealth
Passive Perception +12
Disadvantage on Stealth
Passive Perception +12
Disadvantage on Stealth
Passive Perception +12
Disadvantage on Stealth
Languages Common, Dwarvish
Attacks
Melee Greatsword +4
(2d6+2)
Ranged Crossbow, Heavy)>
100 ft.’: +4 (1d10+2); 400
ft.’: +4 (1d10+2)
Melee +1 Greatsword +7
(2d6+4)
Ranged Crossbow, Heavy-->
100 ft.’: +6/+6 (1d10+3);
400 ft.’: +6/+6 (1d10+3)
Melee +2 Greatsword +10
(2d6+6
Ranged Crossbow, Heavy-->
100 ft.’: +8/+8/+8
(1d10+4); 400 ft.’:
+8/+8/+8 (1d10+4)
Melee +3 Greatsword +13
(2d6+8)
Ranged Crossbow, Heavy-->
100 ft.’: +10/+10/+10
(1d10+5); 400 ft.’:
+10/+10/+10 (1d10+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Languages, Ability Score
Improvement, Action Surge,
Champion, Fighting Style,
Improved Critical, Martial
Archetype, Second Wind,
Great Weapon Fighting
Languages, Ability Score
Improvement, Action Surge,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Martial Archetype,
Remarkable Athlete, Second
Wind, Great Weapon
Fighting
Languages, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Dueling, Great Weapon
Fighting
Languages, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Superior Critical, Dueling,
Great Weapon Fighting
Spell-
casting
-
-
-
-
Equipment
Greatsword; Splint Mail;
Heavy Crossbow
+1 Greatsword; Plate
Mail; Heavy Crossbow
+2 Greatsword; +1 Plate
Mail; Heavy Crossbow
+3 Greatsword; +2 Plate
Mail; Heavy Crossbow
Special Abilities
Languages You can speak, read, and write Common and one extra
language of your choice. Humans typically learn the languages of other
peoples they deal with, including obscure dialects. They are fond of
sprinkling their speech with words borrowed from other tongues: Orc
curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only once
on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
716
NPCs
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you can’t use this
feature again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +5.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Superior Critical Starting at 15th level, your weapon attacks score a critical
hit on a roll of 18-20.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an
attack you make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even if the new
roll is a 1 or a 2. The weapon must have the two-handed or versatile
property for you to gain this benefit.
Conversation
What do you think of Mondaria City?
“It was a lawless fester of chaos long before the Obelisk
burst forth.”
What do you think of the Mines?
“I realize they’re necessary for profit and continued
operations of the City, but they’re far from sustainable in
their current format. Mostly because the workers are ”
How have you survived after the catastrophe?
“My dear friend, I can and will survive much worse than
this. In fact, I will bring about much worse than this.”
What did you do, before the calamity?
“Enforced order. As much as I could, with this
environment.”
What do you know of the Obelisk?
“Sounds impressive. From what I gather, it fosters
insanity, chaos, and breeds evil. Somewhat akin to
the natural inclinations of the workers already, but
apparently this chunk of stone accelerates things.”
Have you been to the Mine’s lower levels?
“Not too far down, no; I would prefer to take a contingent
of deputies if it proved needed.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“It’s silly, these dwarves fighting for rights they don’t
deserve and haven’t earned. Going about it entirely the
wrong way, as well: power respects power, so whining
about it isn’t going to convince any of the elves about
what’s necessary.”
717
NPCs
Imeltrude Legande (Chemist)
Description
Small in stature, this gnome is often ignored
entirely, a pattern she is quite happy with, as it
allows her to single-mindedly focus on tinkering
and experimentation. Her “experiments” often go
too far, but not out of a sense of true vileness: she
simply wants to know everything, solve all problems,
and gain wealth as a result; if such pursuit leads
her to scavenge corpses, or indeed even tinker with
living specimens who come to her for unguent for
a wound, she doesn’t really differentiate. Everyone
that isn’t her is disposable, usable only in terms of
how they might help benefit her.
Appearance
She wears a heavy leather-and-lead vest, mainly to
shield her body from the effects of her experiments.
Her eyes are ever behind thick protective goggles.
Her gaunt but not unpretty face is stern, focused,
and typically stained with acid splashes and soot; as
she cares not for how others view her, and bathes
but once a week if that, these easily-remedied stains
persist in the day-to-day work of her trade. She
wears thick, six-inch-diameter hoop earrings; to
each are clipped a handful of ampules which dangle
to her shoulders; these are here to be easily and
quickly grabbed if she needs solvent, for example.
Factions
She tends to sympathize with the dwarves, though
not explicitly.
Combat Tactics
Incebb will craftily avoid combat unless it’s
truly necessary. Once battle is joined, she’s not
above dirty tricks to survive.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Wizard 1
Wizard 6
Wizard 10
Wizard 14
Size / Aln
Medium NG Elf
Medium NG Elf
Medium NG Elf
Medium NG Elf
HP
4
14
24
46
Armor
Class
12
13
14
14
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
NG; Medium Humanoid (Elf)
718
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 13 (+1)
DEX 8 (-1)
CON 6 (-2)
INT 20 (+7)
WIS 9 (+1)
CHA 16 (+3)
STR 13 (+1)
DEX 10 (+0)
CON 6 (-2)
INT 20 (+8)
WIS 9 (+2)
CHA 16 (+3)
STR 13 (+1)
DEX 12 (+1)
CON 6 (-2)
INT 20 (+9)
WIS 9 (+3)
CHA 16 (+3)
STR 13 (+1)
DEX 12 (+1)
CON 8 (-1)
INT 20 (+10)
WIS 9 (+4)
CHA 16 (+3)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11
Passive Perception +12
Passive Perception +13
Passive Perception +14
Languages Common, Elvish
Attacks
Ranged Dart--> 20 ft.’: -7
(1d4+1); 80 ft.’: -7 (1d4+1)
Melee Quarterstaff +3
(1d6+1 )
Ranged Dart--> 20 ft.’: -6
(1d4+1); 80 ft.’: -6 (1d4+1)
Melee +1 Quarterstaff +5
(1d6+2 )
Ranged Dart--> 20 ft.’: -5
(1d4+1); 80 ft.’: -5 (1d4+1)
Melee +2 Quarterstaff +7
(1d6+3)
Ranged Dart--> 20 ft.’: -4
(1d4+1); 80 ft.’: -4 (1d4+1)
Melee +3 Quarterstaff +9
(1d6+4)
Special
-
-
-
-
Proficiencies
Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
Special
Qualities
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Arcane Recovery,
Cantrips, Preparing and
Casting Spells, Ritual
Casting, Spellcasting
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Evocation Savant,
Potent Cantrip, Preparing
and Casting Spells, Ritual
Casting, School of Evocation,
Sculpt Spells, Spellcasting
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Empowered
Evocation, Evocation
Savant, Potent Cantrip,
Preparing and Casting
Spells, Ritual Casting,
School of Evocation, Sculpt
Spells, Spellcasting
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Empowered
Evocation, Evocation Savant,
Overchannel, Potent Cantrip,
Preparing and Casting Spells,
Ritual Casting, School of
Evocation, Sculpt Spells,
Spellcasting
Spell-
casting
Save DC 15; Spell Atk +7
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
1st: color spray; fog cloud
Save DC 16; Spell Atk +8
Cantrips (at will): dancing
lights; light; message; minor
illusion; prestidigitation
3rd: dispel magic; sleet
storm; stinking cloud
2nd: continual flame; gust of
wind; rope trick
1st: color spray; detect
magic; floating disk; fog
cloud
Save DC 17; Spell Atk +9
Cantrips (at will):
dancing lights; light;
message; minor illusion;
prestidigitation
5th: cone of cold;
telekinesis
4th: blight; control water;
stoneskin
3rd: dispel magic; sleet
storm; stinking cloud
2nd: continual flame; gust
of wind; rope trick
1st: color spray; detect
magic; floating disk; fog
cloud
Save DC 18; Spell Atk +10
Cantrips (at will): dancing
lights; light; message; minor
illusion; prestidigitation
7th: prismatic spray
6th: flesh to stone
5th: cone of cold; telekinesis
4th: blight; control water;
stoneskin
3rd: dispel magic; sleet
storm; stinking cloud
2nd: continual flame; gust of
wind; rope trick
1st: color spray; detect
magic; floating disk; fog
cloud
Equipment
Dart; Quarterstaff
Dart; +1 Quarterstaff
Dart; +2 Quarterstaff
Dart; +3 Quarterstaff
Special Abilities
Darkvision Accustomed to twilit forests and the night sky, you have
superior vision in dark and dim conditions. You can see in dim light
within 60 feet of you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry You have advantage on saving throws against being
719
NPCs
charmed, and magic can’t put you to sleep.
Keen Senses You have proficiency in the Perception skill.
Languages You can speak, read, and write Common and Elvish. Elvish is
fluid, with subtle intonations and intricate grammar. Elven literature is rich
and varied, and their songs and poems are famous among other races.
Many bards learn their language so they can add Elvish ballads to their
repertoires.
Trance Elves don’t need to sleep. Instead, they meditate deeply,
remaining semiconscious, for 4 hours a day. (The Common word for such
meditation is “trance.”) While meditating, you can dream after a fashion;
such dreams are actually mental exercises that have become Dexterityive
through years of practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Arcane Recovery You have learned to regain some of your magical energy
by studying your spellbook. Once per day when you finish a short rest,
you can choose expended spell slots to recover. The spell slots can have
a combined level that is equal to or less than 7, and none of the slots can
be 6th level or higher. For example, if you’re a 4th-level wizard, you can
recover up to two levels worth of spell slots. You can recover either a 2nd-
level spell slot or two 1st-level spell slots.
Arcane Tradition When you reach 2nd level, you choose an arcane
tradition, shaping your practice of magic through one of eight schools:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion,
Necromancy, or Transmutation. The school of Evocation is detailed at the
end of the class description; see the Player’s Handbook for information
on the other schools. Your choice grants you features at 2nd level and
again at 6th, 10th, and 14th level.
Empowered Evocation Beginning at 10th level, you can add +5 to the
damage roll of any wizard evocation spell you cast. The damage bonus
applies to one damage roll of a spell, not multiple rolls.
Evocation Savant Beginning when you select this school at 2nd level,
the gold and time you must spend to copy an evocation spell into your
spellbook is halved.
Overchannel Starting at 14th level, you can increase the power of your
simpler spells. When you cast a wizard spell of 5th level or lower that
deals damage, you can deal maximum damage with that spell. The first
time you do so, you suffer no adverse effect. If you use this feature again
before you finish a long rest, you take 2d12 necrotic damage for each
level of the spell, immediately after you cast it. Each time you use this
feature again before finishing a long rest, the necrotic damage per spell
level increases by 1d12. This damage ignores resistance and immunity.
The feature doesn’t benefit cantrips.
Potent Cantrip Starting at 6th level, your damaging cantrips affect even
creatures that avoid the brunt of the effect. When a creature succeeds on
a saving throw against your cantrip, the creature takes half the cantrip’s
damage (if any) but suffers no additional effect from the cantrip.
Ritual Casting You can cast a wizard spell as a ritual if that spell has the
ritual tag and you have the spell in your spellbook. You don’t need to have
the spell prepared.
School of Evocation You focus your study on magic that creates powerful
elemental effects such as bitter cold, searing flame, rolling thunder,
crackling lightning, and burning acid. Some evokers find employment in
military forces, serving as artillery to blast enemy armies from afar. Others
use their spectacular power to protect the weak, while some seek their
own gain as bandits, adventurers, or aspiring tyrants.
Sculpt Spells Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you cast an
evocation spell that affects other creatures that you can see, you can
choose a number of them equal to 1 + the spell’s level. The chosen
creatures automatically succeed on their saving throws against the spell,
and they take no damage if they would normally take half damage on a
successful save. .
Conversation
What do you think of Mondaria City?
“Great opportunities, here. Or, there were... before the
Obelisk.”
What do you think of the Mines?
“They seem awfully dangerous for something so needed
for profit and production. Particularly now.”
How have you survived after the catastrophe?
“I’m crafty and inventive, and folks need help more than
ever. I’m always willing to do what it takes to survive.”
What did you do, before the calamity?
“I’m a chemist, so much of my work was around refining
ore, diagnosing types of rock, figuring out ways of
processing the stone into sellable chunks, that sort of
thing.”
What do you know of the Obelisk?
“Only that it’s supposed to be stone, but evil, but also
mind-influencing, but also chaotic. I’d love to get my
hands on it! If, I mean, if it was safe, of course.”
Have you been to the Mine’s lower levels?
“No... but they say that’s where the Obelisk is supposed
to be.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“The dwarves have a point, but they’re going about it
all the wrong way. They should work harder, build up
profit, then go on strike and underscore how valuable
they are. This constant bickering and whining isn’t
going to convince the elitist, self-important elves about
anything other than their own supposed superiority.”
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NPCs
Innelothe (Herbalist)
Description
This druid has a calm, ethereal grace about her,
moving and talking as though she drifts and floats
through the world of others, seeming an apparition
or a manifestation of something that exists more
truly in another realm, apart from our own. She has
yellow eyes, extremely pointed ears even for an elf,
and golden hair. Her most striking feature, however,
is that she is albino.
Appearance
She braids her hair elaborately, and dresses in
gowns and robes, typically a mixture of slate-grey
and dark green. Her only jewelry is a red teardrop
pendant, worn on a golden necklace chain close to
her throat in an almost choker-like arrangement.
Factions
She’s partial to the whims of the elven
administration.
Combat Tactics
Innelothe is not a fan of armed conflict, and
will only respond in kind if it seems she cannot
escape.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Druid 1
Druid 6
Druid 10
Druid 14
Size / Aln
Medium NG Half-Elf
Medium NG Half-Elf
Medium NG Half-Elf
Medium NG Half-Elf
HP
8
25
43
59
Armor
Class
12
14
15
16
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 11 (+0)
DEX 13 (+1)
CON 10 (+0)
INT 13 (+3)
WIS 19 (+6)
CHA 13 (+1)
STR 11 (+0)
DEX 14 (+2)
CON 10 (+0)
INT 13 (+4)
WIS 20 (+8)
CHA 13 (+1)
STR 13 (+1)
DEX 14 (+2)
CON 10 (+0)
INT 13 (+5)
WIS 20 (+9)
CHA 13 (+1)
STR 13 (+1)
DEX 16 (+3)
CON 10 (+0)
INT 13 (+6)
WIS 20 (+10)
CHA 13 (+1)
NG; Medium Humanoid (Half-Elf)
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Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +16
Disadvantage on Stealth
Passive Perception +18
Passive Perception +19
Passive Perception +20
Languages Common, Druidic, Dwarvish, Elvish
Attacks
Melee Dagger +3 (1d4+1 )
Ranged Dagger (Thrown) 20
ft.’: +3 (1d4+1); 60 ft.’: +3
(1d4+1)
Melee Quarterstaff +2 (1d6)
Ranged Dart--> 20 ft.’:
+3 (1d4+1); 80 ft.’: +3
(1d4+1)
Melee Dagger +5 (1d4+2 )
Ranged Dagger (Thrown) 20
ft.’: +5 (1d4+2); 60 ft.’: +5
(1d4+2)
Melee +1 Quarterstaff +4
(1d6+1)
Ranged Dart--> 20 ft.’: +5
(1d4+2); 80 ft.’: +5 (1d4+2)
Melee Dagger +6 (1d4+2 )
Ranged Dagger (Thrown)
20 ft.’: +6 (1d4+2); 60 ft.’:
+6 (1d4+2)
Melee +2 Quarterstaff +7
(1d6+3)
Ranged Dart--> 20 ft.’:
+6 (1d4+2); 80 ft.’: +6
(1d4+2)
Melee Dagger +8 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +8 (1d4+3); 60 ft.’: +8
(1d4+3)
Melee +3 Quarterstaff +9
(1d6+4)
Ranged Dart--> 20 ft.’: +8
(1d4+3); 80 ft.’: +8 (1d4+3)
Special
-
-
-
-
Proficiencies
Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Special
Qualities
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Cantrips, Druidic, Ritual
Casting, Spellcasting,
Spellcasting Focus
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Bonus Cantrip, Cantrips,
Circle Spells, Druid Circle,
Druidic, Land’s Stride,
Natural Recovery, Ritual
Casting, Spellcasting,
Spellcasting Focus, Wild
Shape, Circle of the Land
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Bonus Cantrip, Cantrips,
Circle Spells, Druid Circle,
Druidic, Land’s Stride,
Natural Recovery, Nature’s
Ward, Ritual Casting,
Spellcasting, Spellcasting
Focus, Wild Shape, Circle of
the Land
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Bonus Cantrip, Cantrips,
Circle Spells, Druid Circle,
Druidic, Land’s Stride,
Natural Recovery, Nature’s
Sanctuary, Nature’s Ward,
Ritual Casting, Spellcasting,
Spellcasting Focus, Wild
Shape, Circle of the Land
Spell-
casting
Save DC 14; Spell Atk +6
Cantrips (at will): minor
illusion; prestidigitation
1st: fog cloud; goodberry
Save DC 16; Spell Atk +8
Cantrips (at will): dancing
lights; light; message; minor
illusion; prestidigitation
3rd: call lightning; meld into
stone; water walk
2nd: barkskin; flaming
sphere; hold moonbeam
1st: charm person; cure
wounds; fog cloud;
goodberry
Save DC 17; Spell Atk +9
Cantrips (at will):
dancing lights; light;
message; minor illusion;
prestidigitation
5th: commune with nature;
insect plague
4th: blight; control water;
ice storm
3rd: call lightning; meld
into stone; water walk
2nd: barkskin; flaming
sphere; hold moonbeam
1st: charm person; cure
wounds; fog cloud;
goodberry
Save DC 18; Spell Atk +10
Cantrips (at will): dancing
lights; light; message; minor
illusion; prestidigitation
7th: regenerate
6th: heal
5th: commune with nature;
insect plague
4th: blight; control water; ice
storm
3rd: call lightning; meld into
stone; water walk
2nd: barkskin; flaming
sphere; hold moonbeam
1st: charm person; cure
wounds; fog cloud;
goodberry
Equipment
Dagger; Quarterstaff;
Padded Armor; Dart
Dagger; +1 Quarterstaff;
Hide Armor; Dart
Dagger; +2 Quarterstaff;
Chain Shirt; Dart
Dagger; +3 Quarterstaff;
+1 Elven Chain; Dart
722
NPCs
Special Abilities
Darkvision Thanks to your elf blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Fey Ancestry You have advantage on all saving throws against being
charmed or put to sleep.
Languages You can speak, read, and write Common, Elvish, and one extra
language of your choice.
Skill Versatility You gain proficiency in two skills of your choice.
Bonus Cantrip When you choose this circle at 2nd level, you learn one
additional druid cantrip of your choice.
Circle Spells Your mystical connection to the land infuses you with the
ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access
to circle spells connected to the land where you became a druid. Choose
that land-arctic, coast, desert, forest, grassland, mountain, swamp, or
Underdark-and consult the associated list of spells. Once you gain access
to a circle spell, you always have it prepared, and it doesn’t count against
the number of spells you can prepare each day. If you gain access to a
spell that doesn’t appear on the druid spell list, the spell is nonetheless a
druid spell for you.
Druid Circle At 2nd level, you choose to identify with a circle of druids:
the Circle of the Land or the Circle of the Moon, both detailed at the end
of the class description. Your choice grants you features at 2nd level and
again at 6th, 10th, and 14th level.
Druidic You know Druidic, the secret language of druids. You can speak
the language and use it to leave hidden messages. You and others who
know this language automatically spot such a message. Others spot the
message’s presence with a successful DC 15 Wisdom (Perception) check
but can’t decipher it without magic.
Land’s Stride Starting at 6th level, moving through nonmagical difficult
terrain costs you no extra movement. You can also pass through
nonmagical plants without being slowed by them and without taking
damage from them if they have thorns, spines, or a similar hazard. In
addition, you have advantage on saving throws against plants that are
magically created or manipulated to impede movement, such those
created by the entangle spell.
Natural Recovery Starting at 2nd level, you can regain some of your
magical energy by sitting in meditation and communing with nature.
During a short rest, you choose expended spell slots to recover. The spell
slots can have a combined level that is equal to or less than 7, and none of
the slots can be 6th level or higher. You can’t use this feature again until
you finish a long rest For example, when you are a 4th-level druid, you can
recover up to two levels worth of spell slots. You can recover either a 2nd-
level slot or two 1st-level slots.
Nature’s Sanctuary When you reach 14th level, creatures of the natural
world sense your connection to nature and become hesitant to attack
you. When a beast or plant creature attacks you, that creature must
make a Wisdom saving throw against your druid spell save DC: 18. On
a failed save, the creature must choose a different target, or the attack
automatically misses. On a successful save, the creature is immune to this
effect for 24 hours. The creature is aware of this effect before it makes its
attack against you.
Nature’s Ward When you reach 10th level, you can’t be charmed or
frightened by elementals or fey, and you are immune to poison and
disease.
Ritual Casting You can cast a druid spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Wild Shape Starting at 2nd level, you can use your action to magically
assume the shape of a beast that you have seen before. You can use
this feature twice. You regain expended uses when you finish a short or
long rest. Your druid level determines the beasts you can transform into.
At 2nd level, for example, you can transform into any beast that has a
challenge rating of 1/4 or lower that doesn’t have a flying or swimming
speed. You can stay in a beast shape for a number of hours equal to 7.
You then revert to your normal form unless you expend another use of
this feature. You can revert to your normal form earlier by using a bonus
action on your turn. You automatically revert if you fall unconscious, drop
to 0 hit points, or die. While you are transformed, the following rules
apply: Your game statistics are replaced by the statistics of the beast,
but you retain your alignment, personality, and Intelligence, Wisdom,
and Charisma scores. You also retain all of your skill and saving throw
proficiencies, in addition to gaining those of the creature. If the creature
has the same proficiency as you and the bonus in its stat block is higher
than yours, use the creature’s bonus instead of yours. If the creature has
any legendary or lair actions, you can’t use them. When you transform,
you assume the beast’s hit points and Hit Dice. When you revert to your
normal form, you return to the number of hit points you had before
you transformed. However, if you revert as a result of dropping to 0 hit
points, any excess damage carries over to your normal form. For example,
if you take 10 damage in animal form and have only 1 hit point left, you
revert and take 9 damage. As long as the excess damage doesn’t reduce
your normal form to 0 hit points, you aren’t knocked unconscious. You
can’t cast spells, and your ability to speak or take any action that requires
hands is limited to the capabilities of your beast form. Transforming
doesn’t break your concentration on a spell you’ve already cast, however,
or prevent you from taking actions that are part of a spell, such as call
lightning, that you’ve already cast. You retain the benefit of any features
from your class, race, or other source and can use them if the new form is
physically capable of doing so. However, you can’t use any of your special
senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space,
merges into your new form, or is worn by it. Worn equipment functions
as normal, but the DM decides whether it is practical for the new form to
wear a piece of equipment, based on the creature’s shape and size. Your
equipment doesn’t change size or shape to match the new form, and any
equipment that the new form can’t w ear must either fall to the ground or
merge with it. Equipment that merges with the form has no effect until
you leave the form.
Circle of the Land The Circle of the Land is made up of mystics and sages
who safeguard ancient knowledge and rites through a vast oral tradition.
These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside
as the chief priests of communities that hold to the Old Faith and serve
as advisors to the rulers of those folk. As a member of this circle, your
magic is influenced by the land where you were initiated into the circle’s
mysterious rites.
Conversation
What do you think of Mondaria City?
“It is a strange place, full of odd people, from many
places.”
What do you think of the Mines?
“Dirty, and savage. But needed, for enrichment of all.”
How have you survived after the catastrophe?
“Life finds a way.”
What did you do, before the calamity?
“I am an herbalist. In that capacity, I worked mainly with
the fungus of the depths, to determine what is and is not
poisonous, what would or would not grow, and so on, to
help the miners in their efforts.”
What do you know of the Obelisk?
“Nothing. Though I have heard it is the source of all of the
evil that has been fomenting of late.”
Have you been to the Mine’s lower levels?
723
NPCs
“I have not been too deep in the mountain thus far. I
would travel there only if the need was great, and the
reward or purpose was grand.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“There is one. Its origin is not known. And it is an
exceptional waste of resources.”
724
NPCs
Killarth (Mercenary Tiefling)
Description
Killarth has long served the interests of paying
adventuring parties. She longs to be a part of a
military, but as she views it, most are led by either
soulless conquerors, or peace-keeping wimps.
Appearance
This ferocious and intense tiefling has small horns
whose tips point forward out of close-cut, blonde,
wavy hair. Though pretty, she usually has a few
cuts and bruises, scrapes and marks from venturing
into the woods, and cares not for cleaning them up.
She wears well-worn hide armor, dark brown with
light-brown stitching, and typically smears a mixture
of mud and ground leaves across it in a pattern of
her own design as a camouflage. Her narrow eyes
seem those of a huntress indeed, dark green like the
forest with small pupils. Her shoulders are broad,
almost mannish, her neck similarly wide.
Factions
She serves only the interests of her own purse.
Combat Tactics
Killarth loves slaughter, though tries to keep it
professional when in the employ of clients.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Fighter 1
Fighter 6`
Fighter 10
Fighter 14
Size / Aln
Medium CN Tiefling
Medium CN Tiefling
Medium CN Tiefling
Medium CN Tiefling
HP
11
44
71
98
Armor
Class
17
18
21
22
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 15 (+4)
DEX 13 (+1)
CON 13 (+3)
INT 11 (+0)
WIS 15 (+2)
CHA 9 (-1)
STR 17 (+6)
DEX 15 (+2)
CON 13 (+4)
INT 11 (+0)
WIS 15 (+2)
CHA 9 (-1)
STR 19 (+8)
DEX 15 (+2)
CON 13 (+5)
INT 11 (+0)
WIS 15 (+2)
CHA 9 (-1)
STR 20 (+10)
DEX 18 (+4)
CON 13 (+6)
INT 11 (+0)
WIS 15 (+2)
CHA 9 (-1)
NG; Medium Humanoid (Half-Elf)
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NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +12
Disadvantage on Stealth
Passive Perception +12
Disadvantage on Stealth
Passive Perception +12
Disadvantage on Stealth
Passive Perception +12
Disadvantage on Stealth
Languages Common, Infernal
Attacks
Melee Battleaxe +4 (1d8+4
)
Ranged Shortbow--> 30 ft.’:
+3 (1d6+1); 120 ft.’: +3
(1d6+1)
Melee +1 Battleaxe +7/+7
(1d8+6 )
Ranged Shortbow--> 30 ft.’:
+5/+5 (1d6+2); 120 ft.’:
+5/+5 (1d6+2)
Melee +2 Battleaxe
+10/+10 (1d8+8 )
Ranged Shortbow--> 30 ft.’:
+6/+6 (1d6+2); 120 ft.’:
+6/+6 (1d6+2)
Melee +3 Battleaxe
+13/+13/+13 (1d8+10)
Ranged Shortbow--> 30 ft.’:
+9/+9/+9 (1d6+4); 120 ft.’:
+9/+9/+9 (1d6+4)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Hellish
Resistance, Infernal Legacy,
Languages, Fighting Style,
Second Wind, Dueling
Darkvision, Hellish
Resistance, Infernal Legacy,
Languages, Ability Score
Improvement, Action Surge,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Martial Archetype,
Second Wind, Dueling
Darkvision, Hellish
Resistance, Infernal Legacy,
Languages, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Defense, Dueling
Darkvision, Hellish
Resistance, Infernal Legacy,
Languages, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Defense, Dueling
Spell-
casting
1x/day: darkness; hellish
rebuke; thaumaturgy
1x/day: darkness; hellish
rebuke; thaumaturgy
1x/day: darkness; hellish
rebuke; thaumaturgy
1x/day: darkness; hellish
rebuke; thaumaturgy
Equipment
Battleaxe; Scale Mail;
Shield; Shortbow
+1 Battleaxe; Chain Mail;
Shield; Shortbow
+2 Battleaxe; Plate
Armor; Shield; Shortbow
+3 Battleaxe; +1 Plate
Armor; Shield; Shortbow
Special Abilities
Darkvision Thanks to your infernal heritage, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Hellish Resistance You have resistance to fire damage.
Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd
level, you can cast the hellish rebuke spell once per day as a 2nd-level
spell. Once you reach 5th level, you can also cast the darkness spell once
per day. Charisma is your spellcasting ability for these spells. Spell save DC
12.
Languages You can speak, read, and write Common and Infernal.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only once
on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t use this feature
again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
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bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +5.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon. .
Conversation
What do you think of Mondaria City?
“It’s a fine enough town. City, though, it falls short of in
many key aspects.”
What do you think of the Mines?
“They are rough and tumble, the more so since the
calamity. I prefer them to the surface realm.”
How have you survived after the catastrophe?
“By killing anything that asks me dumb questions. Ha!
No, seriously, though; by killing anything that looks at me
funny. That one’s no joke.”
What did you do, before the calamity?
“Killed anything that looked at me funny.”
What do you know of the Obelisk?
“It’s the source of evil, though I’ve always found that folk
need no such external source or excuse to be evil.”
Have you been to the Mine’s lower levels?
“Not yet. Do you wish a competent fighting companion?”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Conflict involves battle, and resolution. This two-sided
whining of groups that don’t know how to truly address
their problems hardly qualifies.”
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Lugatoo (Coinmaster)
Description
A tiefling fighter with a focus on material wealth
is nobody’s idea of a stereotypical financial
administrator, but that’s what we get here in the
mines of Mondaria. He believes fervently in the
concept of Tribute as a holy conduit between mortals
and the Gods, and strives to squeeze every copper
piece from the faithful, that they might be driven to
salvation by the dispersal of earthly goods.
Naturally, such selfless devotion and frugality
does not apply to the upper castes, in his belief;
he himself is a servant of the gods, so therefore,
shouldn’t he also benefit of wealth, that he might
better serve his divine masters?
Appearance
He wears half-plate armor, a heavy steel shield, and
a battleaxe.
Factions
Lugatoo sympathizes with the dwarves, but serves
the lawful needs of the elven administrators.
Combat Tactics
Lugatoo is an unusually combative coinmaster,
ready at a moment’s notice to fight back if
necessary.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Fighter 1
Fighter 6`
Fighter 10
Fighter 14
Size / Aln
Medium LE Tiefling
Medium LE Tiefling
Medium LE Tiefling
Medium LE Tiefling
HP
9
35
63
99
Armor
Class
14
16
18
20
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
LE; Medium Humanoid (Tiefling)
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NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 8 (+1)
DEX 14 (+2)
CON 9 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 15 (+2)
STR 10 (+3)
DEX 16 (+3)
CON 9 (+2)
INT 14 (+2)
WIS 12 (+1)
CHA 15 (+2)
STR 10 (+4)
DEX 18 (+4)
CON 9 (+3)
INT 14 (+2)
WIS 12 (+1)
CHA 15 (+2)
STR 10 (+5)
DEX 20 (+5)
CON 11 (+5)
INT 14 (+2)
WIS 12 (+1)
CHA 15 (+2)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11
Disadvantage on Stealth
Passive Perception +11
Disadvantage on Stealth
Passive Perception +11
Disadvantage on Stealth
Passive Perception +11
Disadvantage on Stealth
Languages Common, Infernal
Attacks
Ranged Crossbow, Light-->
80 ft.’: -2 (1d8+2); 320 ft.’:
-2 (1d8+2)
Melee Dagger +4 (1d4+2 )
Ranged Dagger (Thrown) 20
ft.’: +4 (1d4+2); 60 ft.’: +4
(1d4+2)
Melee Dagger +6 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +6/+6 (1d4+3); 60 ft.’:
+6/+6 (1d4+3)
Ranged +1 Crossbow, Light
--> 80 ft.’: +1/+1 (1d8+4);
320 ft.’: +1/+1 (1d8+4)
Melee Dagger +8 (1d4+4 )
Ranged Dagger (Thrown)
20 ft.’: +8/+8 (1d4+4); 60
ft.’: +8/+8 (1d4+4)
Ranged +2 Crossbow, Light
--> 80 ft.’: +6/+6 (1d8+6);
320 ft.’: +6/+6 (1d8+6)
Melee Dagger +10 (1d4+5 )
Ranged Dagger (Thrown) 20
ft.’: +10/+10/+10 (1d4+5);
60 ft.’: +10/+10/+10
(1d4+5)
Ranged +3 Crossbow,
Light--> 80 ft.’: +9/+9/+9
(1d8+8); 320 ft.’: +9/+9/+9
(1d8+8)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Hellish
Resistance, Infernal Legacy,
Languages, Fighting Style,
Second Wind, Defense
Darkvision, Hellish
Resistance, Infernal Legacy,
Languages, Ability Score
Improvement, Action Surge,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Martial Archetype,
Second Wind, Defense
Darkvision, Hellish
Resistance, Infernal Legacy,
Languages, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Archery, Defense
Darkvision, Hellish
Resistance, Infernal Legacy,
Languages, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Archery, Defense
Spell-
casting
1x/day: darkness; hellish
rebuke; thaumaturgy
1x/day: darkness; hellish
rebuke; thaumaturgy
1x/day: darkness; hellish
rebuke; thaumaturgy
1x/day: darkness; hellish
rebuke; thaumaturgy
Equipment
Light Crossbow; Dagger;
Padded Armor
+1 Light Crossbow;
Dagger; +1 Padded Armor
+2 Light Crossbow;
Dagger; +2 Padded
Armor
+3 Light Crossbow;
Dagger; +3 Padded Armor
Special Abilities
Darkvision Thanks to your infernal heritage, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Hellish Resistance You have resistance to fire damage.
Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd
level, you can cast the hellish rebuke spell once per day as a 2nd-level
spell. Once you reach 5th level, you can also cast the darkness spell once
per day. Charisma is your spellcasting ability for these spells. Spell save
DC 15.
Languages You can speak, read, and write Common and Infernal.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only
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NPCs
once on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you can’t use this
feature again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +0.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Archery You gain a +2 bonus to attack rolls you make with ranged
weapons.
Defense While you are wearing armor, you gain a +1 bonus to AC.. .
Conversation
What do you think of Mondaria City?
“It’s fine, though many within it seek to avoid payment.”
What do you think of the Mines?
“A place all too easy in which to hide gems.”
How have you survived after the catastrophe?
“I’m of means, and smart. I’ll be fine.”
What did you do, before the calamity?
“Served the administration by ensuring that revenue
flowed.”
What do you know of the Obelisk?
“I’ve not heard of that.”
Have you been to the Mine’s lower levels?
“No, nor do I intend to go.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“The dwarves may have a point, but ultimately, law must
be obeyed, be it good or evil.”
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Maresmir (Elven Administration Leader)
Description
She’s risen in the ranks of elven administration with
intent and focus, wielding her pernicious insight and
gorgeous features in equal measure as needed to
ensure her success. Her lips are full and pale, her
cheekbones high, and her pointed ears small; she
wears chin-length, brown hair straight in a slight
convex curve.
Appearance
She wears comfortable grey-and-green heavy leather
armor, and commonly keeps her longsword and
shortsword sheathed in a crisscrossed pair on her
back—the hilts of which sticking out visibly over
her shoulders add a militantly competent undertone
and latent threat to any negotiations in which she is
engaged.
Factions
Perhaps quite obviously, the elven administration.
Combat Tactics
Maresmir will fight competently and well
as soon as it becomes apparent that it’s
unavoidable.
CR 4; XP 1,100
Low
Moderate
Advanced
Elite
Challenge CR 4
XP 1,100
CR 10
XP 5,900
CR 12
XP 8,400
CR 16
XP 15,000
Class / HD Ranger 4
Ranger 8
Ranger 12
Ranger 16
Size / Aln
Medium LE Elf
Medium LE Elf
Medium LE Elf
Medium LE Elf
HP
24
57
90
119
Armor
Class
15
17
18
19
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 10 (+2)
DEX 20 (+7)
CON 10 (+0)
INT 14 (+2)
WIS 15 (+2)
CHA 15 (+2)
STR 10 (+3)
DEX 20 (+8)
CON 12 (+1)
INT 14 (+2)
WIS 15 (+2)
CHA 15 (+2)
STR 10 (+4)
DEX 20 (+9)
CON 14 (+2)
INT 14 (+2)
WIS 15 (+2)
CHA 15 (+2)
STR 12 (+6)
DEX 20 (+10)
CON 14 (+2)
INT 14 (+2)
WIS 15 (+2)
CHA 15 (+2)
LE; Medium Humanoid (Elf)
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Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +14
Passive Perception +15
Disadvantage on Stealth
Passive Perception +16
Disadvantage on Stealth
Passive Perception +17
Disadvantage on Stealth
Languages Common, Draconic, Dwarvish, Elvish, Giant
Attacks
Melee Longsword +2 (1d8 )
Melee Shortsword +7
(1d6+5 )
Melee Shortsword +8
(1d6+5 )
Melee +1 Longsword +4/+4
(1d8+1 )
Melee Shortsword +9
(1d6+5 )
Melee +2 Longsword +6/+6
(1d8+2 )
Melee Shortsword +10
(1d6+5 )
Melee +3 Longsword +9/+9
(1d8+4)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Favored
Enemy, Fighting Style,
Horde Breaker, Hunter,
Hunter’s Prey, Natural
Explorer, Primeval
Awareness, Ranger
Archetype, Spellcasting,
Spell Slots, Two-Weapon
Fighting, Humanoids,
Mountain
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Defensive
Tactics, Extra Attack,
Favored Enemy, Fighting
Style, Horde Breaker, Hunter,
Hunter’s Prey, Land’s
Stride, Natural Explorer,
Primeval Awareness, Ranger
Archetype, Spellcasting,
Spell Slots, Steel Will,
Two-Weapon Fighting,
Humanoids, Undead,
Mountain, Underdark
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Defensive
Tactics, Extra Attack,
Favored Enemy, Fighting
Style, Hide in Plain Sight,
Horde Breaker, Hunter,
Hunter’s Prey, Land’s
Stride, Multiattack,
Natural Explorer, Primeval
Awareness, Ranger
Archetype, Spellcasting,
Spell Slots, Steel Will,
Whirlwind Attack,
Two-Weapon Fighting,
Humanoids, Undead,
Mountain, Swamp,
Underdark
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry, Keen
Senses, Languages, Trance,
Ability Score Improvement,
Defensive Tactics, Extra
Attack, Favored Enemy,
Fighting Style, Hide in Plain
Sight, Horde Breaker, Hunter,
Hunter’s Prey, Land’s Stride,
Multiattack, Natural Explorer,
Primeval Awareness, Ranger
Archetype, Spellcasting, Spell
Slots, Stand Against the Tide,
Steel Will, Superior Hunter’s
Defense, Vanish, Whirlwind
Attack, Two-Weapon
Fighting, Beasts, Humanoids,
Undead, Mountain, Swamp,
Underdark
Spell-
casting
Save DC 12; Spell Atk +4
1st: alarm; cure wounds;
fog cloud
Save DC 13; Spell Atk +5
2nd: barkskin; find traps;
pass without trace
1st: alarm; cure wounds;
detect magic; fog cloud
Save DC 14; Spell Atk +6
3rd: nondetection; water
breathing; water walk
2nd: barkskin; find traps;
pass without trace
1st: alarm; cure wounds;
detect magic; fog cloud
Save DC 15; Spell Atk +7
4th: freedom of movement;
stoneskin
3rd: nondetection; water
breathing; water walk
2nd: barkskin; find traps;
pass without trace
1st: alarm; cure wounds;
detect magic; fog cloud
Equipment
Longsword; Shortsword;
Chain Shirt
+1 Longsword;
Shortsword; Half Plate
+2 Longsword;
Shortsword; +1 Half
Plate
+3 Longsword;
Shortsword; +2 Half Plate
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NPCs
Special Abilities
Darkvision Accustomed to twilit forests and the night sky, you have
superior vision in dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Elf Weapon Training You have proficiency with the longsword,
shortsword, shortbow, and longbow.
Extra Language You can speak, read, and write one extra language of your
choice.
Fey Ancestry You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Keen Senses You have proficiency in the Perception skill.
Languages You can speak, read, and write Common and Elvish. Elvish is
fluid, with subtle intonations and intricate grammar. Elven literature is rich
and varied, and their songs and poems are famous among other races.
Many bards learn their language so they can add Elvish ballads to their
repertoires.
Trance Elves don’t need to sleep. Instead, they meditate deeply,
remaining semiconscious, for 4 hours a day. (The Common word for such
meditation is “trance.”) While meditating, you can dream after a fashion;
such dreams are actually mental exercises that have become Dexterityive
through years of practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Defensive Tactics At 7th level, you gain one of the following features of
your choice.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Favored Enemy Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain type of
enemy. Choose a type of favored enemy: aberrations, beasts, celestials,
constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes,
plants, or undead. Alternatively, you can select two races of humanoid
(such as gnolls and orcs) as favored enemies. You have advantage on
Wisdom (Survival) checks to track your favored enemies, as well as on
Intelligence checks to recall information about them. When you gain
this feature, you also learn one language of your choice that is spoken by
your favored enemies, if they speak one at all. You choose one additional
favored enemy, as well as an associated language, at 6th and 14th level.
As you gain levels, your choices should reflect the types of monsters you
have encountered on your adventures.
Fighting Style At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can’t take a Fighting
Style option more than once, even if you later get to choose again.
Hide in Plain Sight Starting at 10th level, you can spend 1 minute
creating camouflage for yourself. You must have access to fresh mud,
dirt, plants, soot, and other naturally occurring materials with which to
create your camouflage. Once you are camouflaged in this way, you can
try to hide by pressing yourself up against a solid surface, such as a tree
or wall, that is at least as tall and wide as you are. You gain a +10 bonus to
Dexterity (Stealth) checks as long as you remain there without moving or
taking actions. Once you move or take an action or a reaction, you must
camouflage yourself again to gain this benefit.
Horde Breaker Once on each of your turns when you make a weapon
attack, you can make another attack with the same weapon against a
different creature that is within 5 feet of the original target and within
range of your weapon.
Hunter Emulating the Hunter archetype means accepting your place as
a bulwark between civilization and the terrors of the wilderness. As you
walk the Hunter’s path, you learn specialized techniques for fighting the
threats you face, from rampaging ogres and hordes of orcs to towering
giants and terrifying dragons.
Hunter’s Prey At 3rd level, you gain one of the following features of your
choice.
Land’s Stride Starting at 8th level, moving through nonmagical difficult
terrain costs you no extra movement. You can also pass through
nonmagical plants without being slowed by them and without taking
damage from them if they have thorns, spines, or a similar hazard. In
addition, you have advantage on saving throws against plants that are
magically created or manipulated to impede movement, such those
created by the entangle spell.
Multiattack At 11th level, you gain one of the following features of your
choice.
Natural Explorer You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in such regions.
Choose one type of favored terrain: arctic, coast, desert, forest, grassland,
mountain, swamp, or the Underdark. When you make an Intelligence or
Wisdom check related to your favored terrain, your proficiency bonus is
doubled if you are using a skill that you’re proficient in. While traveling
for an hour or more in your favored terrain, you gain the following
benefits: * Difficult terrain doesn’t slow your group’s travel. * Your
group can’t become lost except by magical means. * Even when you are
engaged in another activity while traveling (such as foraging, navigating,
or tracking), you remain alert to danger. * If you are traveling alone, you
can move stealthily at a normal pace. * When you forage, you find twice
as much food as you normally would. * While tracking other creatures,
you also learn their exact number, their sizes, and how long ago they
passed through the area. You choose additional favored terrain types at
6th and 10th level.
Primeval Awareness Beginning at 3rd level, you can use your action
and expend one ranger spell slot to focus your awareness on the region
around you. For 1 minute per level of the spell slot you expend, you
can sense whether the following types of creatures are present within
1 mile of you (or within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends, and undead. This
feature doesn’t reveal the creatures’ location or number.
Ranger Archetype At 3rd level, you choose an archetype that you strive
to emulate: Hunter or Beast Master, both detailed at the end of the class
description. Your choice grants you features at 3rd level and again at 7th,
11th, and 15th level.
Stand Against the Tide When a hostile creature misses you with a melee
attack, you can use your reaction to force that creature to repeat the
same attack against another creature (other than itself) of your choice.
Steel Will You have advantage on saving throws against being frightened.
Superior Hunter’s Defense At 15th level, you gain one of the following
features of your choice.
Vanish Starting at 14th level, you can use the Hide action as a bonus
action on your turn. Also, you can’t be tracked by nonmagical means,
unless you choose to leave a trail.
Whirlwind Attack You can use your action to make a melee attack against
any number of creatures within 5 feet of you, with a separate attack roll
for each target.
Two-Weapon Fighting When you engage in two-weapon fighting, you can
add your ability modifier to the damage of the second attack.
Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as
on Intelligence checks to recall information about them. You also learn
one language of your choice that is spoken by your favored enemies, if
they speak one at all.
Humanoids Advantage on Wisdom (Survival) checks to track Humanoids,
as well as on Intelligence checks to recall information about them. You
also learn one language of your choice that is spoken by your favored
enemies, if they speak one at all.
Undead Advantage on Wisdom (Survival) checks to track Undead, as well
as on Intelligence checks to recall information about them. You also learn
one language of your choice that is spoken by your favored enemies, if
they speak one at all... .
Conversation
What do you think of Mondaria City?
“It functions well enough, but could be much, much
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greater than it is.”
What do you think of the Mines?
“Ugly yet fruitful.”
How have you survived after the catastrophe?
“I remain here by choice. Mainly to ensure that we can
restore some way of life and productivity at some point.”
What did you do, before the calamity?
“Maintained order, as well as I was able. And still I
strive to do the same.”
What do you know of the Obelisk?
“It is the source of chaos and evil, though in truth I saw
much chaos in the nature of the workers before the
Obelisk was discovered.”
Have you been to the Mine’s lower levels?
“I have not. They say it is where the Obelisk may be
found.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“We simply seek to maintain order, and to ensure a
certain reasonable level of productivity. That hardly
seems worth any form of ‘conflict’, yet the workers
demand the right to be lazy and to jeopardize the entire
enterprise with their shiftless greed.”
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Natobbe (Sage)
Description
Although she rarely travels outside her hovel, some
claim to have glimpsed her ambling about with the
aid of a quarterstaff.
Appearance
Sunken eyes, darkekend visage, and a haunted
aspect: this vendor of scrying services is every
inch the stereotype. She’s typically garbed in a
hooded robe; nobody has seen her without the hood
raised and her head sunk deep within, covered by
shadows.
Factions
Natobbe would say she serves only knowledge,
but that is a canny way of saying she sees no true
winner in the conflict so chooses to remain neutral
so as to keep her options open.
Combat Tactics
Natobbe knows she is not a fighter, so will
escape given any chance to do so.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Wizard 1
Wizard 6
Wizard 10
Wizard 14
Size / Aln
Medium CN Dwarf
Medium CN Dwarf
Medium CN Dwarf
Medium CN Dwarf
HP
11
53
86
123
Armor
Class
11
11
11
12
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 6 (-2)
DEX 7 (-2)
CON 20 (+5)
INT 16 (+5)
WIS 9 (+1)
CHA 14 (+2)
STR 6 (-2)
DEX 7 (-2)
CON 20 (+5)
INT 18 (+7)
WIS 9 (+2)
CHA 14 (+2)
STR 6 (-2)
DEX 7 (-2)
CON 20 (+5)
INT 20 (+9)
WIS 9 (+3)
CHA 14 (+2)
STR 6 (-2)
DEX 9 (-1)
CON 20 (+5)
INT 20 (+10)
WIS 9 (+4)
CHA 14 (+2)
CN; Medium Humanoid (Dwarf)
735
NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +9
Passive Perception +9
Passive Perception +9
Passive Perception +9
Languages Common, Dwarvish, Elvish
Attacks
Melee Dagger +0 (1d4-2 )
Ranged Dagger (Thrown) 20
ft.’: +0 (1d4-2); 60 ft.’: +0
(1d4-2)
Ranged Sling--> 30 ft.’:
-10 (1d4-2); 120 ft.’: -10
(1d4-2)
Melee Dagger +1 (1d4-2 )
Ranged Dagger (Thrown) 20
ft.’: +1 (1d4-2); 60 ft.’: +1
(1d4-2)
Ranged +1 Sling--> 30 ft.’: -8
(1d4-1); 120 ft.’: -8 (1d4-1)
Melee Dagger +2 (1d4-2 )
Ranged Dagger (Thrown)
20 ft.’: +2 (1d4-2); 60 ft.’:
+2 (1d4-2)
Ranged +2 Sling --> 30 ft.’:
-6 (1d4); 120 ft.’: -6 (1d4)
Melee Dagger +4 (1d4-1 )
Ranged Dagger (Thrown) 20
ft.’: +4 (1d4-1); 60 ft.’: +4
(1d4-1)
Ranged +3 Sling --> 30 ft.’:
-3 (1d4+2); 120 ft.’: -3
(1d4+2)
Special
-
-
-
-
Proficiencies
Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer
Special
Qualities
Brewer’s Supplies,
Darkvision, Dwarven
Combat Training, Dwarven
Resilience, Languages,
Stonecunning, Tool
Proficiency, Arcane
Recovery, Cantrips,
Preparing and Casting
Spells, Ritual Casting,
Spellcasting
Brewer’s Supplies,
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Stonecunning,
Tool Proficiency, Ability
Score Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Evocation Savant,
Potent Cantrip, Preparing
and Casting Spells, Ritual
Casting, School of Evocation,
Sculpt Spells, Spellcasting
Brewer’s Supplies,
Darkvision, Dwarven
Combat Training, Dwarven
Resilience, Languages,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Empowered
Evocation, Evocation
Savant, Potent Cantrip,
Preparing and Casting
Spells, Ritual Casting,
School of Evocation, Sculpt
Spells, Spellcasting
Brewer’s Supplies,
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Stonecunning,
Tool Proficiency, Ability
Score Improvement, Arcane
Recovery, Arcane Tradition,
Cantrips, Empowered
Evocation, Evocation Savant,
Overchannel, Potent Cantrip,
Preparing and Casting Spells,
Ritual Casting, School of
Evocation, Sculpt Spells,
Spellcasting
Spell-
casting
Save DC 13; Spell Atk +5
Cantrips (at will): dancing
lights; light; prestidigitation
1st: charm person; magic
missile
Save DC 15; Spell Atk +7
Cantrips (at will): dancing
lights; light; message; minor
illusion; prestidigitation
3rd: clairvoyance; dispel
magic; hypnotic pattern
2nd: detect thoughts; gentle
repose; knock
1st: charm person; illusory
script; mage armor; magic
missile
Save DC 17; Spell Atk +9
Cantrips (at will):
dancing lights; light;
message; minor illusion;
prestidigitation
5th: contact other plane;
dream
4th: arcane eye;
banishment; locate creature
3rd: clairvoyance; dispel
magic; hypnotic pattern
2nd: detect thoughts;
gentle repose; knock
1st: charm person; illusory
script; mage armor; magic
missile
Save DC 18; Spell Atk +10
Cantrips (at will): dancing
lights; light; message; minor
illusion; prestidigitation
7th: mirage arcane
6th: true seeing
5th: contact other plane;
dream
4th: arcane eye; banishment;
locate creature
3rd: clairvoyance; dispel
magic; hypnotic pattern
2nd: detect thoughts; gentle
repose; knock
1st: charm person; illusory
script; mage armor; magic
missile
Equipment
Dagger; Sling
Dagger; +1 Sling
Dagger; +2 Sling
Dagger; +3 Sling
Special Abilities
Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
736
NPCs
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
speak.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Arcane Recovery You have learned to regain some of your magical energy
by studying your spellbook. Once per day when you finish a short rest,
you can choose expended spell slots to recover. The spell slots can have
a combined level that is equal to or less than 7, and none of the slots can
be 6th level or higher. For example, if you’re a 4th-level wizard, you can
recover up to two levels worth of spell slots. You can recover either a 2nd-
level spell slot or two 1st-level spell slots.
Arcane Tradition When you reach 2nd level, you choose an arcane
tradition, shaping your practice of magic through one of eight schools:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion,
Necromancy, or Transmutation. The school of Evocation is detailed at the
end of the class description; see the Player’s Handbook for information
on the other schools. Your choice grants you features at 2nd level and
again at 6th, 10th, and 14th level.
Empowered Evocation Beginning at 10th level, you can add +5 to the
damage roll of any wizard evocation spell you cast. The damage bonus
applies to one damage roll of a spell, not multiple rolls.
Evocation Savant Beginning when you select this school at 2nd level,
the gold and time you must spend to copy an evocation spell into your
spellbook is halved.
Overchannel Starting at 14th level, you can increase the power of your
simpler spells. When you cast a wizard spell of 5th level or lower that
deals damage, you can deal maximum damage with that spell. The first
time you do so, you suffer no adverse effect. If you use this feature again
before you finish a long rest, you take 2d12 necrotic damage for each
level of the spell, immediately after you cast it. Each time you use this
feature again before finishing a long rest, the necrotic damage per spell
level increases by 1d12. This damage ignores resistance and immunity.
The feature doesn’t benefit cantrips.
Potent Cantrip Starting at 6th level, your damaging cantrips affect even
creatures that avoid the brunt of the effect. When a creature succeeds on
a saving throw against your cantrip, the creature takes half the cantrip’s
damage (if any) but suffers no additional effect from the cantrip.
Ritual Casting You can cast a wizard spell as a ritual if that spell has the
ritual tag and you have the spell in your spellbook. You don’t need to have
the spell prepared.
School of Evocation You focus your study on magic that creates powerful
elemental effects such as bitter cold, searing flame, rolling thunder,
crackling lightning, and burning acid. Some evokers find employment in
military forces, serving as artillery to blast enemy armies from afar. Others
use their spectacular power to protect the weak, while some seek their
own gain as bandits, adventurers, or aspiring tyrants.
Sculpt Spells Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you cast an
evocation spell that affects other creatures that you can see, you can
choose a number of them equal to 1 + the spell’s level. The chosen
creatures automatically succeed on their saving throws against the spell,
and they take no damage if they would normally take half damage on a
successful save.
Conversation
What do you think of Mondaria City?
“It is filled with those who would do evil given an excuse.
And now, one has been presented them.”
What do you think of the Mines?
“They are foments of chaos. And so it is hardly
surprising that what has come to pass, has come to pass.”
How have you survived after the catastrophe?
“The better question is how has anyone?”
What did you do, before the calamity?
“Advised, counseled, and given hope and wisdom to those
seeking it. For a small fee.”
What do you know of the Obelisk?
“Only that it lies at the bottom of the Mines, and is the
source of much of the woe that has befallen the city.”
Have you been to the Mine’s lower levels?
“I have not. I avoid the Mines altogether if possible.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Silly and infantile, and ultimately unproductive.”
737
NPCs
Natobbe (Illusionist Entertainer)
Description
This half-elven wizard looks nearly entirely human,
but for pronounced pointed ears that poke through
shoulder-length straight brown hair. He bears a
faded white scar across his right temple: two straight
up-and-down lines, as though he had raked a fork
across his forehead.
Appearance
He dresses in dramatically-embroidered black cloaks
and gowns, typically with a mixture of red and gold
stitching. His hazel eyes always contain a hint
of smile or trickery; and he himself would admit
that both are stock and trade for the illusionist
entertainer he is.
Factions
Raekeldorr serves his own pocket, though he
will happily pretend to be on whatever side his
customers appear to be if he feels that will win over
their generosity.
Combat Tactics
Raekeldorr knows his strengths, and melee is
not one of them; he will use the environment
and other participants to his advantage, and
find an escape route wherever possible so as to
fight again.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Wizard 1
Wizard 6
Wizard 10
Wizard 14
Size / Aln
Medium CE Half-Elf
Medium CE Half-Elf
Medium CE Half-Elf
Medium CE Half-Elf
HP
6
27
36
47
Armor
Class
16
16
17
18
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
CE; Medium Humanoid (Half-Elf)
738
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 6 (-2)
DEX 7 (-2)
CON 20 (+5)
INT 16 (+5)
WIS 9 (+1)
CHA 14 (+2)
STR 6 (-2)
DEX 7 (-2)
CON 20 (+5)
INT 18 (+7)
WIS 9 (+2)
CHA 14 (+2)
STR 6 (-2)
DEX 7 (-2)
CON 20 (+5)
INT 20 (+9)
WIS 9 (+3)
CHA 14 (+2)
STR 6 (-2)
DEX 9 (-1)
CON 20 (+5)
INT 20 (+10)
WIS 9 (+4)
CHA 14 (+2)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +8
Passive Perception +8
Passive Perception +8
Passive Perception +8
Languages Common, Elvish, Gnomish
Attacks
Ranged Crossbow, Light-->
80 ft.’: -1 (1d8+3); 320 ft.’:
-1 (1d8+3)
Melee Dagger +5 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +5 (1d4+3); 60 ft.’: +5
(1d4+3)
Ranged Sling--> 30 ft.’:
+5 (1d4+3); 120 ft.’: +5
(1d4+3)
Melee Dagger +6 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +6 (1d4+3); 60 ft.’: +6
(1d4+3)
Ranged +1 Crossbow, Light
--> 80 ft.’: +1 (1d8+4); 320
ft.’: +1 (1d8+4)
Ranged Sling--> 30 ft.’:
+6 (1d4+3); 120 ft.’: +6
(1d4+3)
Melee Dagger +8 (1d4+4 )
Ranged Dagger (Thrown)
20 ft.’: +8 (1d4+4); 60 ft.’:
+8 (1d4+4)
Ranged +2 Crossbow, Light
--> 80 ft.’: +4 (1d8+6); 320
ft.’: +4 (1d8+6)
Ranged Sling--> 30 ft.’:
+8 (1d4+4); 120 ft.’: +8
(1d4+4)
Melee Dagger +10 (1d4+5 )
Ranged Dagger (Thrown) 20
ft.’: +10 (1d4+5); 60 ft.’:
+10 (1d4+5)
Ranged Sling--> 30 ft.’:
+10 (1d4+5); 120 ft.’: +10
(1d4+5)
Ranged +3 Crossbow, Light
--> 80 ft.’: +13 (1d8+8); 320
ft.’: +13 (1d8+8)
Special
-
-
-
-
Proficiencies
Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
Special
Qualities
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Arcane Recovery, Cantrips,
Preparing and Casting
Spells, Ritual Casting,
Spellcasting
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Arcane Recovery, Arcane
Tradition, Cantrips,
Evocation Savant, Potent
Cantrip, Preparing and
Casting Spells, Ritual
Casting, School of Evocation,
Sculpt Spells, Spellcasting
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Arcane Recovery, Arcane
Tradition, Cantrips,
Empowered Evocation,
Evocation Savant, Potent
Cantrip, Preparing and
Casting Spells, Ritual
Casting, School of
Evocation, Sculpt Spells,
Spellcasting
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Arcane Recovery, Arcane
Tradition, Cantrips,
Empowered Evocation,
Evocation Savant,
Overchannel, Potent Cantrip,
Preparing and Casting Spells,
Ritual Casting, School of
Evocation, Sculpt Spells,
Spellcasting
Spell-
casting
Save DC 14; Spell Atk +6
Cantrips (at will): dancing
lights; minor illusion;
prestidigitation
1st: charm person; silent
image
Save DC 16; Spell Atk +8
Cantrips (at will): dancing
lights; light; message; minor
illusion; prestidigitation
3rd: blink; fly; major image
2nd: alter self; invisibility;
rope trick
1st: charm person; color
spray; mage armor; silent
image
Save DC 17; Spell Atk +9
Cantrips (at will):
dancing lights; light;
message; minor illusion;
prestidigitation
5th: telekinesis; wall of
force
4th: greater invisibility;
hallucinatory terrain;
phantasmal killer
3rd: blink; fly; major image
2nd: alter self; invisibility;
rope trick
1st: charm person; color
spray; mage armor; silent
image
Save DC 18; Spell Atk +10
Cantrips (at will): dancing
lights; light; message; minor
illusion; prestidigitation
7th: mirage arcane
6th: programmed illusion
5th: telekinesis; wall of force
4th: greater invisibility;
hallucinatory terrain;
phantasmal killer
3rd: blink; fly; major image
2nd: alter self; invisibility;
rope trick
1st: charm person; color
spray; mage armor; silent
image
739
NPCs
Special Abilities
Darkvision Thanks to your elf blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Fey Ancestry You have advantage on all saving throws against being
charmed or put to sleep.
Languages You can speak, read, and write Common, Elvish, and one extra
language of your choice.
Skill Versatility You gain proficiency in two skills of your choice.
Arcane Recovery You have learned to regain some of your magical energy
by studying your spellbook. Once per day when you finish a short rest,
you can choose expended spell slots to recover. The spell slots can have
a combined level that is equal to or less than 7, and none of the slots can
be 6th level or higher. For example, if you’re a 4th-level wizard, you can
recover up to two levels worth of spell slots. You can recover either a 2nd-
level spell slot or two 1st-level spell slots.
Arcane Tradition When you reach 2nd level, you choose an arcane
tradition, shaping your practice of magic through one of eight schools:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion,
Necromancy, or Transmutation. The school of Evocation is detailed at the
end of the class description; see the Player’s Handbook for information
on the other schools. Your choice grants you features at 2nd level and
again at 6th, 10th, and 14th level.
Empowered Evocation Beginning at 10th level, you can add +5 to the
damage roll of any wizard evocation spell you cast. The damage bonus
applies to one damage roll of a spell, not multiple rolls.
Evocation Savant Beginning when you select this school at 2nd level,
the gold and time you must spend to copy an evocation spell into your
spellbook is halved.
Overchannel Starting at 14th level, you can increase the power of your
simpler spells. When you cast a wizard spell of 5th level or lower that
deals damage, you can deal maximum damage with that spell. The first
time you do so, you suffer no adverse effect. If you use this feature again
before you finish a long rest, you take 2d12 necrotic damage for each
level of the spell, immediately after you cast it. Each time you use this
feature again before finishing a long rest, the necrotic damage per spell
level increases by 1d12. This damage ignores resistance and immunity.
The feature doesn’t benefit cantrips.
Potent Cantrip Starting at 6th level, your damaging cantrips affect even
creatures that avoid the brunt of the effect. When a creature succeeds on
a saving throw against your cantrip, the creature takes half the cantrip’s
damage (if any) but suffers no additional effect from the cantrip.
Ritual Casting You can cast a wizard spell as a ritual if that spell has the
ritual tag and you have the spell in your spellbook. You don’t need to have
the spell prepared.
School of Evocation You focus your study on magic that creates powerful
elemental effects such as bitter cold, searing flame, rolling thunder,
crackling lightning, and burning acid. Some evokers find employment in
military forces, serving as artillery to blast enemy armies from afar. Others
use their spectacular power to protect the weak, while some seek their
own gain as bandits, adventurers, or aspiring tyrants.
Sculpt Spells Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you cast an
evocation spell that affects other creatures that you can see, you can
choose a number of them equal to 1 + the spell’s level. The chosen
creatures automatically succeed on their saving throws against the spell,
and they take no damage if they would normally take half damage on a
successful save..
Conversation
What do you think of Mondaria City?
“Ah, ‘tis a wondrous place, filled with chance and
fortune.”
What do you think of the Mines?
“They are a marvel, are they not? Quite apart from the
sheer utility and profit of the ore they extract.”
How have you survived after the catastrophe?
“My dear friends, what is to survive? All is quite well!”
What did you do, before the calamity?
“What I do now: give joy and fun to those who so
desperately need it.”
What do you know of the Obelisk?
“The... what? I’m sorry; I’m not familiar.”
Have you been to the Mine’s lower levels?
“No, not at all. Happy to do so, if it pleases, though I’m
quite certain there’s nothing of interest down there to be
found.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Ah, well. Sad, really. Two so noble endeavors, locking
horns over a misunderstanding in how each views the
other.”
Low
Moderate
Advanced
Elite
Equipment
Light Crossbow; Dagger;
Sling
+1 Light Crossbow;
Dagger; Sling
+2 Light Crossbow;
Dagger; Sling
+3 Light Crossbow;
Dagger; Sling
740
NPCs
Semtammi (Stablemaster)
Description
Although hot-tempered and belligerent with people,
this half-orc, half-elf is a sweet-talker with beasts,
whom she views as superior to sentients for any
number of reasons, not least of which being loyalty
and capability. Those who would seek her hand
romantically have been universally rebuffed, leading
to a cruel and vengeful (and untrue) rumor that she
favors the physical companionship of the beasts she
so loves.
Appearance
She wields a greatclub and twin pickaxes, and
typically wears no armor save for skimpy and
functional leather dresses.
Factions
Semtammi fundamentally distrusts everyone
else on a basic level, owing mainly to her lifelong
experience of being hated and judged as the product
of an orc/elf union.
Combat Tactics
Semtammi is a warrior, but only when
necessary. She will fight competently and
intellilgently, but only if it’s the only option.
CR 3; XP 700
Low
Moderate
Advanced
Elite
Challenge CR 3
XP 700
CR 7
XP 2,900
CR 11
XP 7,200
CR 15
XP 13,000
Class / HD Ranger 3
Ranger 7
Ranger 11
Ranger 15
Size / Aln
Medium LG Elf
Medium LG Elf
Medium LG Elf
Medium LG Elf
HP
16
36
47
64
Armor
Class
14
15
17
19
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 16 (+5)
DEX 12 (+3)
CON 9 (-1)
INT 7 (-2)
WIS 16 (+3)
CHA 12 (+1)
STR 16 (+5)
DEX 12 (+3)
CON 9 (-1)
INT 7 (-2)
WIS 18 (+3)
CHA 12 (+1)
STR 16 (+7)
DEX 14 (+6)
CON 9 (-1)
INT 7 (-2)
WIS 18 (+4)
CHA 12 (+1)
STR 16 (+8)
DEX 16 (+8)
CON 9 (-1)
INT 7 (-2)
WIS 18 (+4)
CHA 12 (+1)
LG; Medium Humanoid (Elf)
741
NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +15
Passive Perception +17
Passive Perception +18
Passive Perception +19
Languages Common, Dwarvish, Elvish, Gnomish, Halfling, Orc
Attacks
Melee Spear +5 (1d6+3 )
Ranged Spear (Thrown) 20
ft.’: +5 (1d6+3); 60 ft.’: +5
(1d6+3)
Ranged Crossbow, Heavy-->
100 ft.’: +3 (1d10+1); 400
ft.’: +3 (1d10+1)
Melee +1 Spear +7/+7
(1d6+4 )
Ranged +1 Spear (Thrown)
20 ft.’: +7/+7 (1d6+4); 60
ft.’: +7/+7 (1d6+4)
Ranged Crossbow, Heavy-->
100 ft.’: +4/+4 (1d10+1);
400 ft.’: +4/+4 (1d10+1)
Melee +2 Spear +9/+9
(1d6+5 )
Melee +2 Spear (Thrown)
20 ft.’: +9/+9 (1d6+5); 60
ft.’: +9/+9 (1d6+5)
Ranged Crossbow, Heavy-->
100 ft.’: +6/+6 (1d10+2);
400 ft.’: +6/+6 (1d10+2)
Melee +3 Spear +11/+11
(1d6+6 )
Melee +3 Spear (Thrown) 20
ft.’: +11/+11 (1d6+6); 60
ft.’: +11/+11 (1d6+6)
Ranged Crossbow, Heavy-->
100 ft.’: +8/+8 (1d10+3);
400 ft.’: +8/+8 (1d10+3)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Favored Enemy,
Fighting Style, Horde
Breaker, Hunter, Hunter’s
Prey, Natural Explorer,
Primeval Awareness, Ranger
Archetype, Spellcasting,
Spell Slots, Defense, Oozes,
Underdark
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Defensive
Tactics, Extra Attack, Favored
Enemy, Fighting Style, Horde
Breaker, Hunter, Hunter’s
Prey, Natural Explorer,
Primeval Awareness, Ranger
Archetype, Spellcasting,
Spell Slots, Steel Will,
Defense, Giants, Oozes,
Mountain, Underdark
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Defensive
Tactics, Extra Attack,
Favored Enemy, Fighting
Style, Hide in Plain Sight,
Horde Breaker, Hunter,
Hunter’s Prey, Land’s
Stride, Multiattack,
Natural Explorer, Primeval
Awareness, Ranger
Archetype, Spellcasting,
Spell Slots, Steel Will,
Whirlwind Attack, Defense,
Giants, Oozes, Forest,
Mountain, Underdark
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Defensive
Tactics, Extra Attack,
Favored Enemy, Fighting
Style, Hide in Plain Sight,
Horde Breaker, Hunter,
Hunter’s Prey, Land’s Stride,
Multiattack, Natural Explorer,
Primeval Awareness, Ranger
Archetype, Spellcasting, Spell
Slots, Steel Will, Superior
Hunter’s Defense, Uncanny
Dodge, Vanish, Whirlwind
Attack, Defense, Giants,
Monstrosities, Oozes, Forest,
Mountain, Underdark
Spell-
casting
Save DC 13; Spell Atk +5
1st: animal friendship; cure
wounds; detect poison and
disease;
Save DC 15; Spell Atk +7
2nd: animal messenger;
barkskin; locate animals or
plants
1st: animal friendship; cure
wounds; detect poison and
disease; speak with animals
Save DC 16; Spell Atk +8
3rd: nondetection; water
breathing; wind wall
2nd: animal messenger;
barkskin; locate animals or
plants
1st: animal friendship; cure
wounds; detect poison and
disease; speak with animals
Save DC 17; Spell Atk +0
4th: locate creature;
stoneskin
3rd: nondetection; water
breathing; wind wall
2nd: animal messenger;
barkskin; locate animals or
plants
1st: animal friendship; cure
wounds; detect poison and
disease; speak with animals
Equipment
Spear; Studded Leather
Armor; Heavy Crossbow
+1 Spear; +1 Studded
Leather Armor; Heavy
Crossbow
+2 Spear; +2 Studded
Leather Armor; Heavy
Crossbow
+3 Spear; +3 Studded
Leather Armor; Heavy
Crossbow
Special Abilities
Darkvision Accustomed to twilit forests and the night sky, you have
superior vision in dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Keen Senses You have proficiency in the Perception skill.
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NPCs
Languages You can speak, read, and write Common and Elvish. Elvish is
fluid, with subtle intonations and intricate grammar. Elven literature is rich
and varied, and their songs and poems are famous among other races.
Many bards learn their language so they can add Elvish ballads to their
repertoires.
Trance Elves don’t need to sleep. Instead, they meditate deeply,
remaining semiconscious, for 4 hours a day. (The Common word for such
meditation is “trance.”) While meditating, you can dream after a fashion;
such dreams are actually mental exercises that have become Dexterityive
through years of practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Defensive Tactics At 7th level, you gain one of the following features of
your choice.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Favored Enemy Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain type of
enemy. Choose a type of favored enemy: aberrations, beasts, celestials,
constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes,
plants, or undead. Alternatively, you can select two races of humanoid
(such as gnolls and orcs) as favored enemies. You have advantage on
Wisdom (Survival) checks to track your favored enemies, as well as on
Intelligence checks to recall information about them. When you gain
this feature, you also learn one language of your choice that is spoken by
your favored enemies, if they speak one at all. You choose one additional
favored enemy, as well as an associated language, at 6th and 14th level.
As you gain levels, your choices should reflect the types of monsters you
have encountered on your adventures.
Fighting Style At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can’t take a Fighting
Style option more than once, even if you later get to choose again.
Hide in Plain Sight Starting at 10th level, you can spend 1 minute
creating camouflage for yourself. You must have access to fresh mud,
dirt, plants, soot, and other naturally occurring materials with which to
create your camouflage. Once you are camouflaged in this way, you can
try to hide by pressing yourself up against a solid surface, such as a tree
or wall, that is at least as tall and wide as you are. You gain a +10 bonus to
Dexterity (Stealth) checks as long as you remain there without moving or
taking actions. Once you move or take an action or a reaction, you must
camouflage yourself again to gain this benefit.
Horde Breaker Once on each of your turns when you make a weapon
attack, you can make another attack with the same weapon against a
different creature that is within 5 feet of the original target and within
range of your weapon.
Hunter Emulating the Hunter archetype means accepting your place as
a bulwark between civilization and the terrors of the wilderness. As you
walk the Hunter’s path, you learn specialized techniques for fighting the
threats you face, from rampaging ogres and hordes of orcs to towering
giants and terrifying dragons.
Land’s Stride Starting at 8th level, moving through nonmagical difficult
terrain costs you no extra movement. You can also pass through
nonmagical plants without being slowed by them and without taking
damage from them if they have thorns, spines, or a similar hazard. In
addition, you have advantage on saving throws against plants that are
magically created or manipulated to impede movement, such those
created by the entangle spell.
Multiattack At 11th level, you gain one of the following features of your
choice.
Natural Explorer You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in such regions.
Choose one type of favored terrain: arctic, coast, desert, forest, grassland,
mountain, swamp, or the Underdark. When you make an Intelligence or
Wisdom check related to your favored terrain, your proficiency bonus is
doubled if you are using a skill that you’re proficient in. While traveling for
an hour or more in your favored terrain, you gain the following benefits:
* Difficult terrain doesn’t slow your group’s travel. * Your group can’t
become lost except by magical means. * Even when you are engaged in
another activity while traveling (such as foraging, navigating, or tracking),
you remain alert to danger. * If you are traveling alone, you can move
stealthily at a normal pace. * When you forage, you find twice as much
food as you normally would. * While tracking other creatures, you also
learn their exact number, their sizes, and how long ago they passed
through the area. You choose additional favored terrain types at 6th and
10th level.
Primeval Awareness Beginning at 3rd level, you can use your action
and expend one ranger spell slot to focus your awareness on the region
around you. For 1 minute per level of the spell slot you expend, you
can sense whether the following types of creatures are present within
1 mile of you (or within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends, and undead. This
feature doesn’t reveal the creatures’ location or number.
Ranger Archetype At 3rd level, you choose an archetype that you strive
to emulate: Hunter or Beast Master, both detailed at the end of the class
description. Your choice grants you features at 3rd level and again at 7th,
11th, and 15th level.
Steel Will You have advantage on saving throws against being frightened.
Superior Hunter’s Defense At 15th level, you gain one of the following
features of your choice.
Uncanny Dodge When an attacker that you can see hits you with an
attack, you can use your reaction to halve the attack’s damage against
you.
Vanish Starting at 14th level, you can use the Hide action as a bonus
action on your turn. Also, you can’t be tracked by nonmagical means,
unless you choose to leave a trail.
Whirlwind Attack You can use your action to make a melee attack against
any number of creatures within 5 feet of you, with a separate attack roll
for each target.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Giants Advantage on Wisdom (Survival) checks to track Giants, as well as
on Intelligence checks to recall information about them. You also learn
one language of your choice that is spoken by your favored enemies, if
they speak one at all.
Monstrosities Advantage on Wisdom (Survival) checks to track
Monstrosities, as well as on Intelligence checks to recall information
about them. You also learn one language of your choice that is spoken by
your favored enemies, if they speak one at all.
Oozes Advantage on Wisdom (Survival) checks to track Oozes, as well as
on Intelligence checks to recall information about them. You also learn
one language of your choice that is spoken by your favored enemies, if
they speak one at all...
Conversation
What do you think of Mondaria City?
“It’s as good a place as any other, I suspect.1”
What do you think of the Mines?
“Not much, and not without purpose. Few beasts, down
there, save the ones who want you for dinner.”
How have you survived after the catastrophe?
“I’m a survivor. I’ve endured worse than this, that’s for
certain.”
What did you do, before the calamity?
“Managed the stables and beasts. Though there’s no
more of the latter, and little use now for the former, I
guess.”
What do you know of the Obelisk?
“The what?”
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Have you been to the Mine’s lower levels?
“No, only to the first few levels.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Sad state of affairs, but people are brutal to one another
given any even halfway fabricated chance.”
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NPCs
Skandbard (Tinkermaster)
Description
Tiny eyes with huge goggles give this gnome the
impression of a harmless and simple gadget-worker.
This assessment ignores her deadly capabilities
with ranged weaponry; though nearsighted to an
improbable extreme, with the aid of her self-made
goggles, she can hit far targets in a manner that
seems aided by magic.
Appearance
She bears a gunpowder rifle, a shortbow, throwing
daggers, and a sling, all atop studded leather armor.
Factions
Skandbard cares little for the ways of factions, as
they are swayed by the whims of individuals.
Combat Tactics
Skandbard needs to survive, thirsts for safety,
and will escape any armed conflict if she’s
outnumbered.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Rogue 1
Rogue 6
Rogue 10
Rogue 14
Size / Aln
Small LG Gnome
Small LG Gnome
Small LG Gnome
Small LG Gnome
HP
10
44
69
105
Armor
Class
15
17
18
19
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 8 (-1)
DEX 18 (+6)
CON 15 (+2)
INT 8 (+1)
WIS 13 (+1)
CHA 13 (+1)
STR 8 (-1)
DEX 20 (+8)
CON 15 (+2)
INT 8 (+2)
WIS 13 (+1)
CHA 13 (+1)
STR 8 (-1)
DEX 20 (+9)
CON 15 (+2)
INT 12 (+5)
WIS 13 (+1)
CHA 13 (+1)
STR 8 (-1)
DEX 20 (+10)
CON 15 (+2)
INT 14 (+7)
WIS 13 (+1)
CHA 13 (+1)
LG; Small Humanoid (Gnome)
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NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +13
Passive Perception +17
Passive Perception +19
Passive Perception +21
Languages Common, Gnomish
Attacks
Melee Dagger (Small) +6
(1d4+4 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +6
(1d4+4); 60 ft.’: +6
(1d4+4)
Melee Shortsword (Small)
+6 (1d6+4 )
Melee Light Hammer
(Small) +6 (1d4+4 )
Ranged Light Hammer
(Small/Thrown) 20 ft.’:
+6 (1d4+4); 60 ft.’: +6
(1d4+4)
Melee Dagger (Small) +8
(1d4+5 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +8 (1d4+5);
60 ft.’: +8 (1d4+5)
Melee +1 Shortsword +9
(1d6+6 )
Melee Light Hammer (Small)
+8 (1d4+5 )
Ranged Light Hammer
(Small/Thrown) 20 ft.’: +8
(1d4+5); 60 ft.’: +8 (1d4+5)
Melee Dagger (Small) +9
(1d4+5 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +9
(1d4+5); 60 ft.’: +9
(1d4+5)
Melee +2 Shortsword +11
(1d6+7 )
Melee Light Hammer
(Small) +9 (1d4+5 )
Ranged Light Hammer
(Small/Thrown) 20 ft.’:
+9 (1d4+5); 60 ft.’: +9
(1d4+5)
Melee Dagger (Small) +10
(1d4+5 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +10
(1d4+5); 60 ft.’: +10
(1d4+5)
Melee +3 Shortsword +13
(1d6+8 )
Melee Light Hammer (Small)
+10 (1d4+5 )
Ranged Light Hammer
(Small/Thrown) 20 ft.’:
+10 (1d4+5); 60 ft.’: +10
(1d4+5)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace,
Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Darkvision, Gnome Cunning,
Languages, Expertise, Sneak
Attack, Thieves’ Cant
Darkvision, Gnome Cunning,
Languages, Ability Score
Improvement, Cunning
Action, Expertise, Fast
Hands, Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant,
Uncanny Dodge
Darkvision, Gnome
Cunning, Languages,
Ability Score Improvement,
Cunning Action, Evasion,
Expertise, Fast Hands,
Roguish Archetype, Second-
Story Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge
Darkvision, Gnome Cunning,
Languages, Ability Score
Improvement, Blindsense,
Cunning Action, Evasion,
Expertise, Fast Hands,
Reliable Talent, Roguish
Archetype, Second-Story
Work, Sneak Attack, Supreme
Sneak, Thief, Thieves’ Cant,
Uncanny Dodge, Use Magic
Device
Spell-
casting
-
-
-
-
Equipment
Dagger; Shortsword;
Leather Armor; Light
Hammer
Dagger; +1 Shortsword;
Studded Leather Armor;
Light Hammer
Dagger; +2 Shortsword;
+1 Studded Leather
Armor; Light Hammer
Dagger; +3 Shortsword;
+2 Studded Leather
Armor; Light Hammer
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it w ere bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Gnome Cunning You have advantage on all Intelligence, Wisdom, and
Charisma saving throws against magic.
Languages You can speak, read, and write Common and Gnomish. The
Gnomish language, which uses the Dwarvish script, is renowned for its
technical treatises and its catalogs of knowledge about the natural world.
Blindsense Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet of you.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
746
NPCs
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check that lets you
add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to 5.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 7d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so do
rogues who prefer to think of themselves as professional treasure seekers,
explorers, delvers, and investigators. In addition to improving your agility
and stealth, you learn skills useful for delving into ancient ruins, reading
unfamiliar languages, and using magic items you normally couldn’t
employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages in
seemingly normal conversation. Only another creature that knows thieves’
cant understands such messages. It takes four times longer to convey
such a message than it does to speak the same idea plainly. In addition,
you understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory of
a thieves’ guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items....
Conversation
What do you think of Mondaria City?
“It’s a grand opportunity for tinkering, that’s for sure.”
What do you think of the Mines?
“They’re grand enough. Dark, though.”
How have you survived after the catastrophe?
“Always finding a way, where we can.”
What did you do, before the calamity?
“Made things better, lighter, cheaper—you name it.”
What do you know of the Obelisk?
“I’ve not heard of it.”
Have you been to the Mine’s lower levels?
“On occasion. Though level nine escapes me thus far.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Wasteful. Far better to pool efforts than to fight, but
what do I know.”
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NPCs
Skandern Lithutz (Keeper of Records)
Description
A clerk to the extreme, this gnome prizes himself on
his ability to memorize, catalogue, and otherwise
inventory every single thing in the mine. Needless to
say, this is as pointless a task as it is thankless, and
much of his time is spent obsessive-compulsively
performing rituals of record that have nothing to do
with his actual job.
Appearance
A clerk to the extreme, this gnome prizes himself on
his ability to memorize, catalogue, and otherwise
inventory every single thing in the mine. Needless to
say, this is as pointless a task as it is thankless, and
much of his time is spent obsessive-compulsively
performing rituals of record that have nothing to do
with his actual job.
Factions
As a glorified lowly clerk, Skandern sympathizes
with the little guy—he would side with the dwaven
workers if pressed to take a side.
Combat Tactics
Skandern will avoid conflict at all costs,
knowing his limitations, but will offer to sell
his skills if they are of use to his would-be
assailants.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Rogue 1
Rogue 6
Rogue 10
Rogue 14
Size / Aln
Small LE Gnome
Small LE Gnome
Small LE Gnome
Small LE Gnome
HP
8
33
48
71
Armor
Class
14
15
17
18
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 9 (-1)
DEX 17 (+5)
CON 10 (+0)
INT 18 (+6)
WIS 8 (-1)
CHA 11 (+0)
STR 9 (-1)
DEX 19 (+7)
CON 10 (+0)
INT 18 (+7)
WIS 8 (-1)
CHA 11 (+0)
STR 9 (-1)
DEX 20 (+9)
CON 10 (+0)
INT 20 (+9)
WIS 8 (-1)
CHA 11 (+0)
STR 11 (+0)
DEX 20 (+10)
CON 10 (+0)
INT 20 (+10)
WIS 9 (-1)
CHA 11 (+0)
LE; Small Humanoid (Gnome)
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NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11
Disadvantage on Stealth
Passive Perception +15
Passive Perception +17
Passive Perception +19
Languages Common, Gnomish
Attacks
Ranged Sling (Small)--> 30
ft.’: -1 (1d4+3); 120 ft.’: -1
(1d4+3)
Melee Dagger (Small) +5
(1d4+3 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +5
(1d4+3); 60 ft.’: +5
(1d4+3)
Melee +1 Dagger +8
(1d4+5)
Ranged +1 Dagger (Thrown)
20 ft.’: +8 (1d4+5); 60 ft.’:
+8 (1d4+5)
Ranged Sling (Small)--> 30
ft.’: +1 (1d4+4); 120 ft.’: +1
(1d4+4)
Melee +2 Dagger +11
(1d4+7 )
Ranged +2 Dagger (Thrown)
20 ft.’: +11 (1d4+7); 60
ft.’: +11 (1d4+7)
Ranged Sling (Small)--> 30
ft.’: +3 (1d4+5); 120 ft.’:
+3 (1d4+5)
Melee +3 Dagger +13
(1d4+8 )
Ranged +3 Dagger (Thrown)
20 ft.’: +13 (1d4+8); 60 ft.’:
+13 (1d4+8)
Ranged Sling (Small)--> 30
ft.’: +4 (1d4+5); 120 ft.’: +4
(1d4+5)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace,
Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Darkvision, Gnome Cunning,
Languages, Expertise, Sneak
Attack, Thieves’ Cant
Darkvision, Gnome Cunning,
Languages, Ability Score
Improvement, Cunning
Action, Expertise, Fast
Hands, Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant,
Uncanny Dodge
Darkvision, Gnome
Cunning, Languages,
Ability Score
Improvement, Cunning
Action, Evasion,
Expertise, Fast Hands,
Roguish Archetype,
Second-Story Work,
Sneak Attack, Supreme
Sneak, Thief, Thieves’
Cant, Uncanny Dodge
Darkvision, Gnome
Cunning, Languages,
Ability Score
Improvement, Blindsense,
Cunning Action, Evasion,
Expertise, Fast Hands,
Reliable Talent, Roguish
Archetype, Second-Story
Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge, Use Magic Device
Spell-
casting
-
-
-
-
Equipment
Sling; Dagger; Padded
Armor
Sling; +1 Dagger; Leather
Armor
Sling; +2 Dagger;
Studded Leather Armor
Sling; +3 Dagger; +1
Studded Leather Armor
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it w ere bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Gnome Cunning You have advantage on all Intelligence, Wisdom, and
Charisma saving throws against magic.
Languages You can speak, read, and write Common and Gnomish. The
Gnomish language, which uses the Dwarvish script, is renowned for its
technical treatises and its catalogs of knowledge about the natural world.
Blindsense Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet of you.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until
they approach perfection. Whenever you make an ability check that lets
you add your proficiency bonus, you can treat a d20 roll of 9 or lower as
a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you
gain the ability to climb faster than normal; climbing no longer costs you
749
NPCs
extra movement. In addition, when you make a running jump, the distance
you cover increases by a number of feet equal to 5.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 7d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so do
rogues who prefer to think of themselves as professional treasure seekers,
explorers, delvers, and investigators. In addition to improving your agility
and stealth, you learn skills useful for delving into ancient ruins, reading
unfamiliar languages, and using magic items you normally couldn’t
employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages in
seemingly normal conversation. Only another creature that knows thieves’
cant understands such messages. It takes four times longer to convey
such a message than it does to speak the same idea plainly. In addition,
you understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory of
a thieves’ guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items.
Conversation
What do you think of Mondaria City?
“A place of much opportunity, and much violence.”
What do you think of the Mines?
“I venture there as little as possible, and even that is too
much.”
How have you survived after the catastrophe?
“Scraping a living together day by day, same as many
even outside the context of a disaster.”
What did you do, before the calamity?
“I keep records. I maintain the writings that become the
only fact history perceives.”
What do you know of the Obelisk?
“I yearn to document more about it. Thus far I’ve heard
only tales and stories, none of which I put stock in unless
they’re corroborated.”
Have you been to the Mine’s lower levels?
“I’ve not yet. And yet I think I might brave the trek if it
meant getting firsthand knowledge of the Obelisk.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“I... well, the dwarves have a valid claim of moral
authority, but the law is the law, at least from the elves’
standpoint.”
750
NPCs
Thrennian Lo’quee (Minemaster)
Description
There are many masters in the depths under the
mountain; the Minemaster’s purview is the actual
collection of minerals and ore from the walls on most
levels. Cruel when her temper is tested, she is most
of the time a light-hearted comrade, quick with a
joke or a cunning pun. Her friends are many, her
confidantes few, and her enemies tend to not last
long.
Appearance
She wears chainmail, and wields a heavy mace and
steel shield. She wears her hair tied back in a bun,
and some joke that she seems more half-orc than
elf, such is her armor, gruff and straightforward
demeanor, and lusty approach to life.
Factions
Thrennian serves the elven administration in all
matters.
Combat Tactics
Thrennian shies not from battle, but prefers to
fight in favorable circumstances, and will flee if
it means repositioning.
CR 3; XP 700
Low
Moderate
Advanced
Elite
Challenge CR 3
XP 700
CR 7
XP 2,900
CR 11
XP 7,200
CR 15
XP 13,000
Class / HD Fighter 3
Fighter 7
FIghter 11
Fighter 15
Size / Aln
Medium LE Half-Elf
Medium LE Half-Elf
Medium LE Half-Elf
Medium LE Half-Elf
HP
18
55
77
108
Armor
Class
19
20
21
23
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 19 (+6)
DEX 14 (+2)
CON 10 (+2)
INT 13 (+1)
WIS 7 (-2)
CHA 15 (+2)
STR 20 (+8)
DEX 16 (+3)
CON 10 (+3)
INT 13 (+1)
WIS 7 (-2)
CHA 15 (+2)
STR 20 (+9)
DEX 18 (+4)
CON 11 (+4)
INT 13 (+1)
WIS 7 (-2)
CHA 15 (+2)
STR 20 (+10)
DEX 20 (+5)
CON 13 (+6)
INT 13 (+1)
WIS 7 (-2)
CHA 15 (+2)
LE; Medium Humanoid (Half-Elf)
751
NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +8
Disadvantage on Stealth
Passive Perception +8
Disadvantage on Stealth
Passive Perception +8
Disadvantage on Stealth
Passive Perception +8
Disadvantage on Stealth
Languages Common, Dwarvish, Elvish
Attacks
Melee Flail +6 (1d8+6 )
Ranged Crossbow, Heavy-->
100 ft.’: +4 (1d10+2); 400
ft.’: +4 (1d10+2)
Melee Dagger +6 (1d4+6 )
Ranged Dagger (Thrown) 20
ft.’: +6 (1d4+4); 60 ft.’: +6
(1d4+4)
Melee +1 Flail +9/+9
(1d8+8)
Ranged Crossbow, Heavy-->
100 ft.’: +6/+6 (1d10+3);
400 ft.’: +6/+6 (1d10+3)
Melee Dagger +8/+8
(1d4+7)
Ranged Dagger (Thrown) 20
ft.’: +8/+8 (1d4+5); 60 ft.’:
+8/+8 (1d4+5)
Melee +2 Flail
+11/+11/+11 (1d8+9 )
Ranged Crossbow, Heavy-->
100 ft.’: +8/+8/+8
(1d10+4); 400 ft.’:
+8/+8/+8 (1d10+4)
Melee Dagger +9/+9/+9
(1d4+7 )
Ranged Dagger (Thrown)
20 ft.’: +9/+9/+9 (1d4+5);
60 ft.’: +9/+9/+9 (1d4+5)
Melee +3 Flail +13/+13/+13
(1d8+10)
Ranged Crossbow, Heavy-->
100 ft.’: +10/+10/+10
(1d10+5); 400 ft.’:
+10/+10/+10 (1d10+5)
Melee Dagger +10/+10/+10
(1d4+7 )
Ranged Dagger (Thrown) 20
ft.’: +10/+10/+10 (1d4+5);
60 ft.’: +10/+10/+10
(1d4+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Action Surge, Champion,
Fighting Style, Improved
Critical, Martial Archetype,
Second Wind, Dueling
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Action Surge, Champion,
Extra Attack, Fighting Style,
Improved Critical, Martial
Archetype, Remarkable
Athlete, Second Wind,
Dueling
Darkvision, Fey
Ancestry, Languages,
Skill Versatility, Ability
Score Improvement,
Action Surge, Additional
Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable,
Martial Archetype,
Remarkable Athlete,
Second Wind, Defense,
Dueling
Darkvision, Fey
Ancestry, Languages,
Skill Versatility, Ability
Score Improvement,
Action Surge, Additional
Fighting Style, Champion,
Extra Attack, Fighting
Style, Improved Critical,
Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Superior Critical,
Defense, Dueling
Spell-
casting
-
-
-
-
Equipment
Flail; Half-Plate; Shield;
Heavy Crossbow; Dagger
+1 Flail; +1 Half-Plate;
Shield; Heavy Crossbow;
Dagger
+2 Flail; Plate Armor;
Shield; Heavy Crossbow;
Dagger
+3 Flail; +2 Plate Armor;
Shield; Heavy Crossbow;
Dagger
Special Abilities
Darkvision Thanks to your elf blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Fey Ancestry You have advantage on all saving throws against being
charmed or put to sleep.
Languages You can speak, read, and write Common, Elvish, and one extra
language of your choice.
Skill Versatility You gain proficiency in two skills of your choice.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only
once on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
752
NPCs
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you can’t use this
feature again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +5.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Superior Critical Starting at 15th level, your weapon attacks score a critical
hit on a roll of 18-20.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon. s.
Conversation
What do you think of Mondaria City?
“Bringing law to the lawless here is a thankless task, but
necessary. Now more than ever.”
What do you think of the Mines?
“One of the most needful places I’ve ever visited.”
How have you survived after the catastrophe?
“My duty before is unchanged.”
What did you do, before the calamity?
“Kept order, as well as I can. It’s an endless task, the
more so because of those who dwell here.”
What do you know of the Obelisk?
“I’ve heard it’s a device of chaos, which makes it an
enemy of mine.”
Have you been to the Mine’s lower levels?
“Yes, but not the final level. Though if what they say of
the Obelisk is accurate, my duty must take me there to
solve this problem.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“It’s straightforward: the elves want law and order and
productivity and profit for all, and the dwarves want ale
and lethargy. Which side would you be on?”
753
NPCs
Vanarelia Riccars (Keepmaster)
Description
Though forces of good, evil, and mercenary intrigue
ultimately war together to rule Mondaria and its
mines, the Keepmaster strives to help Good to
the fore. She’ll settle for a balance, but her heart
yearns for a just, good, and orderly society where
all are fairly treated. Her friends, if indeed close
friends she had, might point out that a deep and
chaotic mine, largely ruled by Elves and staffed by
Dwarves and therefore strained by the racial divide
that arrangement necessitates, may not be the most
appropriate place for such a perspective on the
world. She would point out that the challenge such
a scenario dictates makes it precisely the best place
for imbuing such a stance on things.
Appearance
She wears half-plate armor, no helmet, and wields a
heavy flail and heavy steel shield.
Factions
Vanarelia serves the elven administration, but she
disagrees with the savage means of enforcing order
that that group has chosen in many cases.
Combat Tactics
Vanarelia will fight only if it seems justified,
but if it does, she will fight to the death, and
will defend any around her who seem less
capable.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Paladin 1
Paladin 6
Paladin 10
Paladin 14
Size / Aln
Medium LE Half-Elf
Medium LE Half-Elf
Medium LE Half-Elf
Medium LE Half-Elf
HP
10
39
58
86
Armor
Class
18
19
20
21
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
LG; Medium Humanoid (Half-Elf)
754
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 16 (+3)
DEX 13 (+1)
CON 11 (+0)
INT 9 (-1)
WIS 10 (+2)
CHA 18 (+6)
STR 16 (+3)
DEX 13 (+1)
CON 11 (+0)
INT 9 (-1)
WIS 10 (+3)
CHA 20 (+8)
STR 18 (+4)
DEX 13 (+1)
CON 11 (+0)
INT 9 (-1)
WIS 10 (+4)
CHA 20 (+9)
STR 20 (+5)
DEX 13 (+1)
CON 11 (+0)
INT 9 (-1)
WIS 10 (+5)
CHA 20 (+10)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +12
Disadvantage on Stealth
Passive Perception +13
Disadvantage on Stealth
Passive Perception +14
Disadvantage on Stealth
Passive Perception +15
Disadvantage on Stealth
Languages Common, Dwarvish, Elvish
Attacks
Melee Longsword +5
(1d8+3 )
Melee Dagger +5 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +5 (1d4+3); 60 ft.’: +5
(1d4+3)
Melee +1 Longsword +7/+7
(1d8+6 )
Melee Dagger +6/+6
(1d4+5)
Ranged Dagger (Thrown) 20
ft.’: +6/+6 (1d4+3); 60 ft.’:
+6/+6 (1d4+3)
Melee +2 Longsword
+10/+10 (1d8+8 )
Melee Dagger +8/+8
(1d4+6 )
Ranged Dagger (Thrown)
20 ft.’: +8/+8 (1d4+4); 60
ft.’: +8/+8 (1d4+4)
Melee +3 Longsword
+13/+13 (1d8+10 )
Melee Dagger +10/+10
(1d4+7 )
Ranged Dagger (Thrown) 20
ft.’: +10/+10 (1d4+5); 60
ft.’: +10/+10 (1d4+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Divine Sense, Lay on Hands
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Aura of Protection, Channel
Divinity, Divine Health,
Divine Sense, Divine Smite,
Extra Attack, Fighting
Style, Lay on Hands, Oath
of Devotion, Oath Spells,
Sacred Oath, Sacred
Weapon, Spellcasting,
Spellcasting Focus, Turn the
Unholy, Dueling
Darkvision, Fey
Ancestry, Languages,
Skill Versatility, Ability
Score Improvement,
Aura of Courage, Aura
of Devotion, Aura of
Protection, Channel
Divinity, Divine Health,
Divine Sense, Divine
Smite, Extra Attack,
Fighting Style, Lay
on Hands, Oath of
Devotion, Oath Spells,
Sacred Oath, Sacred
Weapon, Spellcasting,
Spellcasting Focus, Turn
the Unholy, Dueling
Darkvision, Fey
Ancestry, Languages,
Skill Versatility, Ability
Score Improvement,
Aura of Courage, Aura
of Devotion, Aura of
Protection, Channel
Divinity, Cleansing
Touch, Divine Health,
Divine Sense, Divine
Smite, Extra Attack,
Fighting Style, Improved
Divine Smite, Lay on
Hands, Oath of Devotion,
Oath Spells, Sacred
Oath, Sacred Weapon,
Spellcasting, Spellcasting
Focus, Turn the Unholy,
Dueling
Spell-
casting
-
Save DC 16; Spell Atk +8
2nd: aid; lesser restoration
1st: bless; command; cure
wounds; purify food and
drink
Save DC 17; Spell Atk +9
3rd: dispel magic; remove
curse
2nd: aid; lesser restoration;
locate object
1st: bless; command; cure
wounds; purify food and
drink
Save DC 18; Spell Atk +10
4th: locate creature
3rd: daylight; dispel magic;
remove curse
2nd: aid; lesser restoration;
locate object
1st: bless; command; cure
wounds; purify food and
drink
755
NPCs
Special Abilities
Darkvision Thanks to your elf blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Fey Ancestry You have advantage on all saving throws against being
charmed or put to sleep.
Languages You can speak, read, and write Common, Elvish, and one extra
language of your choice.
Skill Versatility You gain proficiency in two skills of your choice.
Aura of Courage Starting at 10th level, you and friendly creatures within
10 feet of you can’t be frightened while you are conscious.
Aura of Devotion Starting at 7th level, you and friendly creatures within
10 feet of you can’t be charmed while you are conscious.
Aura of Protection Starting at 6th level, whenever you or a friendly
creature within 10 feet of you must make a saving throw, the creature
gains a bonus to the saving throw equal to 5. You must be conscious to
grant this bonus.
Channel Divinity Your oath allows you to channel divine energy to fuel
magical effects. Each Channel Divinity option provided by your oath
explains how to use it. When you use your Channel Divinity, you choose
which option to use. You must then finish a short or long rest to use
your Channel Divinity again. Some Channel Divinity effects require saving
throws. When you use such an effect from this class, the DC equals your
paladin spell save DC.
Cleansing Touch Beginning at 14th level, you can use your action to end
one spell on yourself or on one willing creature that you touch. You can
use this feature 5 times. You regain expended uses when you finish a long
rest.
Divine Health By 3rd level, the divine magic flowing through you makes
you immune to disease.
Divine Sense The presence of strong evil registers on your senses like a
noxious odor, and powerful good rings like heavenly music in your ears.
As an action, you can open your awareness to detect such forces. Until
the end of your next turn, you know the location of any celestial, fiend, or
undead within 60 feet of you that is not behind total cover. You know the
type (celestial, fiend, or undead) of any being whose presence you sense,
but not its identity (the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence of any place or
object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature 6 times. When you finish a long rest, you regain
all expended uses.
Divine Smite Starting at 2nd level, when you hit a creature with a melee
weapon attack, you can expend one spell slot to deal radiant damage to
the target, in addition to the weapon’s damage. The extra damage is 2d8
for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a
maximum of 5d8. The damage increases by 1d8 if the target is an undead
or a fiend.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Fighting Style At 2nd level, you adopt a style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Divine Smite By 11th level, you are so suffused with righteous
might that all your melee weapon strikes carry divine power with them.
Whenever you hit a creature with a melee weapon, the creature takes
an extra 1d8 radiant damage. If you also use your Divine Smite with an
attack, you add this damage to the extra damage of your Divine Smite.
Lay on Hands Your blessed touch can heal wounds. You have a pool of
healing power that replenishes when you take a long rest. With that
pool, you can restore a total number of hit points equal to 70. As an
action, you can touch a creature and draw power from the pool to restore
a number of hit points to that creature, up to the maximum amount
remaining in your pool. Alternatively, you can expend 5 hit points from
your pool of healing to cure the target of one disease or neutralize
one poison affecting it. You can cure multiple diseases and neutralize
multiple poisons with a single use of Lay on Hands, expending hit
points separately for each one. This feature has no effect on undead and
constructs.
Oath of Devotion The Oath of Devotion binds a paladin to the loftiest
ideals of justice, virtue, and order. Sometimes called cavaliers, white
knights, or holy warriors, these paladins meet the ideal of the knight in
shining armor, acting with honor in pursuit of justice and the greater
good. They hold themselves to the highest standards of conduct,
and some, for better or worse, hold the rest of the world to the same
standards. Many who swear this oath are devoted to gods of law and
good and use their gods’ tenets as the measure of their devotion. They
hold angels-the perfect servants of good-as their ideals, and incorporate
images of angelic wings into their helmets or coats of arms.
Oath Spells Each oath has a list of associated spells. You gain access to
these spells at the levels specified in the oath description. Once you gain
access to an oath spell, you always have it prepared. Oath spells don’t
count against the number of spells you can prepare each day. If you gain
an oath spell that doesn’t appear on the paladin spell list, the spell is
nonetheless a paladin spell for you.
Sacred Oath When you reach 3rd level, you swear the oath that binds you
as a paladin forever. Up to this time you have been in a preparatory stage,
committed to the path but not yet sworn to it. Now you choose the
Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance,
all detailed at the end of the class description. Your choice grants you
features at 3rd level and again at 7th, 15th, and 20th level. Those features
include oath spells and the Channel Divinity feature.
Sacred Weapon As an action, you can imbue one weapon that you are
holding with positive energy, using your Channel Divinity. For 1 minute,
you add +5 to attack rolls made with that weapon. The weapon also emits
bright light in a 20-foot radius and dim light 20 feet beyond that. If the
weapon is not already magical, it becomes magical for the duration. You
can end this effect on your turn as part of any other action. If you are no
longer holding or carrying this weapon, or if you fall unconscious, this
effect ends.
Turn the Unholy As an action, you present your holy symbol and speak
a prayer censuring fiends and undead, using your Channel Divinity. Each
fiend or undead that can see or hear you within 30 feet of you must make
a Wisdom saving throw. If the creature fails its saving throw, it is turned
for 1 minute or until it takes damage. A turned creature must spend its
turns trying to move as far away from you as it can, and it can’t willingly
move to a space within 30 feet of you. It also can’t take reactions. For its
action, it can use only the Dash action or try to escape from an effect that
prevents it from moving. If there’s nowhere to move, the creature can use
the Dodge action.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon..
Conversation
What do you think of Mondaria City?
“A grand town, full of wondrous peoples, serving a single
goal.”
What do you think of the Mines?
Low
Moderate
Advanced
Elite
Equipment
Longsword; Chain Mail;
Shield; Dagger
+1 Longsword; Splint
Mail; Shield; Dagger
+2 Longsword; Plate
Armor; Shield; Dagger
+3 Longsword; +1 Plate
Armor; Shield; Dagger
756
NPCs
“A dark place of chaos, but ultimately necessary for
production.”
How have you survived after the catastrophe?
“In continued service to my mission, to bring about peace
and order here to the benefit of all.”
What did you do, before the calamity?
“Much as I do now; it’s just easier in some ways now that
the enemy more often has a face.”
What do you know of the Obelisk?
“It’s an evil foment of chaos, which makes it my
nemesis.”
Have you been to the Mine’s lower levels?
“I have not, though I seek it out in service to my duty.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“Sad, that the two sides cannot resolve the conflict for
once and for all. Sadder still that most who hear that
will think it necessary to shed blood to put the matter to
rest.”
757
NPCs
Wyrida (The Stranger)
Description
She’s a ranger, a rover, someone used to going
alone, to getting the job done, and to returning. The
Stranger always seems on a mission, even if that
mission is as commonplace as securing an Inn for
the evening: there is a manner about her, a resolve,
a determination, that brooks few questions and little
argument. She may be attractive, or not; it’s hard
to say, since her demeanor and approach to things
speaks little as to her predilections for romance.
Deep within, she yearns in an abstract way for
something to return home to--but though whether
that means a lover, a spouse, a family, a business,
a church, or something else, she couldn’t articulate,
even if she was given to such discussion.
She approaches the adventurers nearly out of
nowhere with a plea and a mission: follow her, and
help her solve a mystery. She conceals as many
details about the actual scenario as she possibly
can, for the truth is somewhat daunting: an entire
mining city of Druids has fallen silent in the past
few months, and solitary couriers sent to investigate
have never returned.
The Stranger is not taken to beliefs, premonitions,
or other divintations. But the hunter, the forager,
and the wild traveler within her knows a bad thing
when she sees it. She has family, in that city; but
for them, this may have been the first mission she
refused to undertake, for fear... not of failure, but
of what the truth might reveal. Savvy adventurers
in the group will read this in her face, as she tries
to conceal it like the scars that lie just beneath the
wispy covering of her hair.
Appearance
She is of middling height for a half-elf. Chin-length,
straight, brown hair with a tint of green, though
whether this effect is natural or cosmetically applied
is unclear. Her hair frames her face and hides
her ears; this is intentional, both to hide the slight
pointedness of her half-elven ears to obscure her
ancestry, and to conceal the scars that besmirch her
forehead, cheeks, and neck. They’re not deep, but
definitely present: they could be from a particularly
nasty childhood incident in a poisoned briar patch...
or something more sinister and recent. Either way,
she’s certainly not telling. She seems a strong and
silent type: stern and dedicated.
Factions
Wyrida serves only her duty to the Druid Enclave.
Combat Tactics
Calculating, experienced, and wise, Wyrida
will conquer nearly any foe, and if this seems
improbable, will quietly disappear.
CR 4; XP 1,100
Low
Moderate
Advanced
Elite
Challenge CR 4
XP 1,100
CR 8
XP 3,900
CR 12
XP 8,400
CR 16
XP 15,000
Class / HD Ranger 4
Ranger 8
Ranger 12
Ranger 16
LN; Medium Humanoid (Half-Elf)
758
NPCs
Low
Moderate
Advanced
Elite
Size / Aln
Medium LN Half-Elf
Medium LN Half-Elf
Medium LN Half-Elf
Medium LN Half-Elf
HP
23
48
79
103
Armor
Class
17
16
17
18
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 14 (+4)
DEX 20 (+7)
CON 10 (+0)
INT 13 (+1)
WIS 20 (+5)
CHA 13 (+1)
STR 14 (+5)
DEX 20 (+8)
CON 10 (+0)
INT 13 (+1)
WIS 20 (+5)
CHA 15 (+2)
STR 14 (+6)
DEX 20 (+9)
CON 10 (+0)
INT 13 (+1)
WIS 20 (+5)
CHA 17 (+3)
STR 16 (+8)
DEX 20 (+10)
CON 10 (+0)
INT 13 (+1)
WIS 20 (+5)
CHA 17 (+3)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +17
Passive Perception +18
Passive Perception +19
Passive Perception +20
Languages Common, Dwarvish, Elvish, Gnomish
Attacks
Ranged Longbow--> 150
ft.’: +7 (1d8+5); 600 ft.’: +7
(1d8+5)
Melee Dagger +7 (1d4+5 )
Ranged Dagger (Thrown) 20
ft.’: +7 (1d4+5); 60 ft.’: +7
(1d4+5)
Melee Spear +7 (1d6+5 )
Ranged Spear (Thrown) 20
ft.’: +7 (1d6+5); 60 ft.’: +7
(1d6+5)
Ranged +1 Longbow --> 150
ft.’: +9/+9 (1d8+6); 600 ft.’:
+9/+9 (1d8+6)
Melee Dagger +8/+8
(1d4+5)
Ranged Dagger (Thrown) 20
ft.’: +8/+8 (1d4+5); 60 ft.’:
+8/+8 (1d4+5)
Melee Spear +8/+8 (1d6+5 )
Ranged Spear (Thrown) 20
ft.’: +8/+8 (1d6+5); 60 ft.’:
+8/+8 (1d6+5)
Ranged +2 Longbow -->
150 ft.’: +11/+11 (1d8+7);
600 ft.’: +11/+11 (1d8+7)
Melee Dagger +9/+9
(1d4+5 )
Ranged Dagger (Thrown)
20 ft.’: +9/+9 (1d4+5); 60
ft.’: +9/+9 (1d4+5)
Melee Spear +9/+9 (1d6+5)
Ranged Spear (Thrown) 20
ft.’: +9/+9 (1d6+5); 60 ft.’:
+9/+9 (1d6+5)
Ranged +3 Longbow --> 150
ft.’: +13/+13 (1d8+8); 600
ft.’: +13/+13 (1d8+8)
Melee Dagger +10/+10
(1d4+5 )
Ranged Dagger (Thrown) 20
ft.’: +10/+10 (1d4+5); 60
ft.’: +10/+10 (1d4+5)
Melee Spear +10/+10
(1d6+5 )
Ranged Spear (Thrown) 20
ft.’: +10/+10 (1d6+5); 60
ft.’: +10/+10 (1d6+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
759
NPCs
Special Abilities
Darkvision Thanks to your elf blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Fey Ancestry You have advantage on all saving throws against being
charmed or put to sleep.
Languages You can speak, read, and write Common, Elvish, and one extra
language of your choice.
Skill Versatility You gain proficiency in two skills of your choice.
Defensive Tactics At 7th level, you gain one of the following features of
your choice.
Escape the Horde Opportunity attacks against you are made with
disadvantage.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Favored Enemy Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain type of
enemy. Choose a type of favored enemy: aberrations, beasts, celestials,
constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes,
plants, or undead. Alternatively, you can select two races of humanoid
(such as gnolls and orcs) as favored enemies. You have advantage on
Wisdom (Survival) checks to track your favored enemies, as well as on
Intelligence checks to recall information about them. When you gain
this feature, you also learn one language of your choice that is spoken by
your favored enemies, if they speak one at all. You choose one additional
favored enemy, as well as an associated language, at 6th and 14th level.
As you gain levels, your choices should reflect the types of monsters you
have encountered on your adventures.
Fighting Style At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can’t take a Fighting
Style option more than once, even if you later get to choose again.
Giant Killer When a Large or larger creature within 5 feet of you hits
or misses you with an attack, you can use your reaction to attack that
creature immediately after its attack, provided that you can see the
creature.
Hide in Plain Sight Starting at 10th level, you can spend 1 minute
creating camouflage for yourself. You must have access to fresh mud,
dirt, plants, soot, and other naturally occurring materials with which to
create your camouflage. Once you are camouflaged in this way, you can
try to hide by pressing yourself up against a solid surface, such as a tree
or wall, that is at least as tall and wide as you are. You gain a +10 bonus to
Dexterity (Stealth) checks as long as you remain there without moving or
taking actions. Once you move or take an action or a reaction, you must
camouflage yourself again to gain this benefit.
Hunter Emulating the Hunter archetype means accepting your place as
a bulwark between civilization and the terrors of the wilderness. As you
walk the Hunter’s path, you learn specialized techniques for fighting the
threats you face, from rampaging ogres and hordes of orcs to towering
giants and terrifying dragons.
Hunter’s Prey At 3rd level, you gain one of the following features of your
choice.
Low
Moderate
Advanced
Elite
Special
Qualities
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Favored Enemy, Fighting
Style, Giant Killer, Hunter,
Hunter’s Prey, Natural
Explorer, Primeval
Awareness, Ranger
Archetype, Spellcasting,
Spell Slots, Dueling,
Aberrations, Mountain
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Defensive Tactics, Escape
the Horde, Extra Attack,
Favored Enemy, Fighting
Style, Giant Killer, Hunter,
Hunter’s Prey, Land’s
Stride, Natural Explorer,
Primeval Awareness, Ranger
Archetype, Spellcasting,
Spell Slots, Dueling,
Aberrations, Monstrosities,
Mountain, Underdark
Darkvision, Fey
Ancestry, Languages,
Skill Versatility, Ability
Score Improvement,
Defensive Tactics,
Escape the Horde,
Extra Attack, Favored
Enemy, Fighting Style,
Giant Killer, Hide in
Plain Sight, Hunter,
Hunter’s Prey, Land’s
Stride, Multiattack,
Natural Explorer,
Primeval Awareness,
Ranger Archetype,
Spellcasting, Spell Slots,
Whirlwind Attack,
Dueling, Aberrations,
Monstrosities, Forest,
Mountain, Underdark
Darkvision, Fey
Ancestry, Languages,
Skill Versatility, Ability
Score Improvement,
Defensive Tactics,
Escape the Horde, Extra
Attack, Favored Enemy,
Fighting Style, Giant
Killer, Hide in Plain
Sight, Hunter, Hunter’s
Prey, Land’s Stride,
Multiattack, Natural
Explorer, Primeval
Awareness, Ranger
Archetype, Spellcasting,
Spell Slots, Stand Against
the Tide, Superior
Hunter’s Defense, Vanish,
Whirlwind Attack,
Dueling, Aberrations,
Monstrosities, Oozes,
Forest, Mountain,
Underdark
Spell-
casting
Save DC 15; Spell Atk +7
2nd: aid; lesser restoration
1st: bless; command; cure
wounds; purify food and
drink
Save DC 16; Spell Atk +8
2nd: aid; lesser restoration
1st: bless; command; cure
wounds; purify food and
drink
Save DC 17; Spell Atk +9
3rd: dispel magic; remove
curse
2nd: aid; lesser restoration;
locate object
1st: bless; command; cure
wounds; purify food and
drink
Save DC 18; Spell Atk +10
4th: freedom of movement;
stoneskin
3rd: nondetection; protecton
from energy; water breathing
2nd: barkskin; find traps;
pass without trace
1st: alarm; cure wounds; fog
cloud; longstrider
Equipment
Longbow; Studded
Leather Armor; Dagger;
Spear
+1 Longbow; +1 Elven
Chain; Dagger; Spear
+2 Longbow; +2 Elven
Chain; Dagger; Spear
+3 Longbow; +3 Elven
Chain; Dagger; Spear
760
NPCs
Land’s Stride Starting at 8th level, moving through nonmagical difficult
terrain costs you no extra movement. You can also pass through
nonmagical plants without being slowed by them and without taking
damage from them if they have thorns, spines, or a similar hazard. In
addition, you have advantage on saving throws against plants that are
magically created or manipulated to impede movement, such those
created by the entangle spell.
Natural Explorer You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in such regions.
Choose one type of favored terrain: arctic, coast, desert, forest, grassland,
mountain, swamp, or the Underdark. When you make an Intelligence or
Wisdom check related to your favored terrain, your proficiency bonus is
doubled if you are using a skill that you’re proficient in. While traveling for
an hour or more in your favored terrain, you gain the following benefits:
* Difficult terrain doesn’t slow your group’s travel. * Your group can’t
become lost except by magical means. * Even when you are engaged in
another activity while traveling (such as foraging, navigating, or tracking),
you remain alert to danger. * If you are traveling alone, you can move
stealthily at a normal pace. * When you forage, you find twice as much
food as you normally would. * While tracking other creatures, you also
learn their exact number, their sizes, and how long ago they passed
through the area. You choose additional favored terrain types at 6th and
10th level.
Primeval Awareness Beginning at 3rd level, you can use your action
and expend one ranger spell slot to focus your awareness on the region
around you. For 1 minute per level of the spell slot you expend, you
can sense whether the following types of creatures are present within
1 mile of you (or within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends, and undead. This
feature doesn’t reveal the creatures’ location or number.
Ranger Archetype At 3rd level, you choose an archetype that you strive
to emulate: Hunter or Beast Master, both detailed at the end of the class
description. Your choice grants you features at 3rd level and again at 7th,
11th, and 15th level.
Stand Against the Tide When a hostile creature misses you with a melee
attack, you can use your reaction to force that creature to repeat the same
attack against another creature (other than itself) of your choice.
Superior Hunter’s Defense At 15th level, you gain one of the following
features of your choice.
Vanish Starting at 14th level, you can use the Hide action as a bonus
action on your turn. Also, you can’t be tracked by nonmagical means,
unless you choose to leave a trail.
Whirlwind Attack You can use your action to make a melee attack against
any number of creatures within 5 feet of you, with a separate attack roll
for each target.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
Aberrations Advantage on Wisdom (Survival) checks to track Aberrations,
as well as on Intelligence checks to recall information about them. You
also learn one language of your choice that is spoken by your favored
enemies, if they speak one at all.
Monstrosities Advantage on Wisdom (Survival) checks to track
Monstrosities, as well as on Intelligence checks to recall information
about them. You also learn one language of your choice that is spoken by
your favored enemies, if they speak one at all.
Oozes Advantage on Wisdom (Survival) checks to track Oozes, as well as
on Intelligence checks to recall information about them. You also learn
one language of your choice that is spoken by your favored enemies, if
they speak one at all...
Conversation
What do you think of Mondaria City?
“It is a necessity, or so the Council believes.”
What do you think of the Mines?
“Filthy and consumed with monsters, but rich in ore.”
How have you survived after the catastrophe?
“I will ever survive. To what end is a better question.”
What did you do, before the calamity?
“Served the Enclave. As I continue to do.”
What do you know of the Obelisk?
“Nothing.”
Have you been to the Mine’s lower levels?
“I have not been in the Mines at all, not recently.”
Can you tell me anything about the conflict between workers
and administration (or Dwarves and Elves)?
“I’m aware of it, and that it’s pervasive, but also that it’s
nonlethal, at least thus far.”
761
NPCs
Common NPCs
762
NPCs
Bleak Mute
Description
This unfortunate soul is mute, his tongue having
been lost to some unknown tragedy years earlier.
Appearance
He has wavy, light-brown, close-cropped hair. His
face has the architecture of a high-born lord, but
despair, poverty, and a dark past have stolen the
noble bearing from his countenance, save for his
eyes, which seem great beautiful pools of sky blue.
His mouth is ringed by a spattering of small linear
scars; they are side effects from the torture that
stole his tongue and speech.
Combat Tactics
Desperate and somewhat insane, a Bleak Mute
will fight to the death if engaged.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 4
XP 1,100
CR 7
XP 2,900
CR 10
XP 5,900
Class / HD Fighter 1
Fighter 4
Fighter 7
Fighter 10
Size / Aln
Small CG Halfling
Small CG Halfling
Small CG Halfling
Small CG Halfling
HP
9
26
44
76
Armor
Class
11
11
11
11
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 9 (+1)
DEX 13 (+1)
CON 9 (+1)
INT 7 (-2)
WIS 14 (+2)
CHA 13 (+1)
STR 9 (+1)
DEX 13 (+1)
CON 11 (+2)
INT 7 (-2)
WIS 14 (+2)
CHA 13 (+1)
STR 9 (+2)
DEX 13 (+1)
CON 13 (+4)
INT 7 (-2)
WIS 14 (+2)
CHA 13 (+1)
STR 9 (+3)
DEX 13 (+1)
CON 15 (+6)
INT 7 (-2)
WIS 14 (+2)
CHA 13 (+1)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
CG; Small Humanoid (Halfling)
763
NPCs
Low
Moderate
Advanced
Elite
Senses
Passive Perception +12
Passive Perception +12
Passive Perception +12
Passive Perception +12
Languages Common, Halfling
Attacks
Melee Club (Small) +1
(1d4-1)
Melee Dagger (Small) +3
(1d4+1)
Ranged Dagger (Small/
Thrown) 20 ft.’: +3
(1d4+1); 60 ft.’: +3
(1d4+1)
Melee Dagger (Small) +3
(1d4+1 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +3 (1d4+1);
60 ft.’: +3 (1d4+1)
Melee +1 Club +2 (1d4 )
Melee Dagger (Small) +4
(1d4+1 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +4/+4
(1d4+1); 60 ft.’: +4/+4
(1d4+1)
Melee +2 Club +4/+4
(1d4+1)
Melee Dagger (Small) +5
(1d4+1 )
Ranged Dagger (Small/
Thrown) 20 ft.’: +5/+5
(1d4+1); 60 ft.’: +5/+5
(1d4+1)
Melee +3 Club +6/+6
(1d4+2)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Brave, Halfling Nimbleness,
Languages, Lucky, Fighting
Style, Second Wind,
Defense
Brave, Halfling Nimbleness,
Languages, Lucky, Ability
Score Improvement, Action
Surge, Champion, Fighting
Style, Improved Critical,
Martial Archetype, Second
Wind, Defense
Brave, Halfling
Nimbleness, Languages,
Lucky, Ability Score
Improvement, Action
Surge, Champion, Extra
Attack, Fighting Style,
Improved Critical,
Martial Archetype,
Remarkable Athlete,
Second Wind, Defense
Brave, Halfling
Nimbleness, Languages,
Lucky, Ability Score
Improvement, Action
Surge, Additional
Fighting Style, Champion,
Extra Attack, Fighting
Style, Improved Critical,
Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Defense, Dueling
Spell-
casting
-
-
-
-
Equipment
Club; Dagger
+1 Club; Dagger
+2 Club; Dagger
+3 Club; Dagger
Special Abilities
Brave You have advantage on saving throws against being frightened.
Halfling Nimbleness You can move through the space of any creature that
is of a size larger than yours.
Languages You can speak, read, and write Common and Halfling. The
Halfling language isn’t secret, but halflings are loath to share it with
others. They write very little, so they don’t have a rich body of literature.
Their oral tradition, however, is very strong. Almost all halflings speak
Common to converse with the people in whose lands they dwell or
through which they are traveling.
Lucky When you roll a 1 on an attack roll, ability check, or saving throw,
you can reroll the die and must use the new roll.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only once
on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t use this feature
again until you finish a long rest. You can use this feature 1 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +-1.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon...
764
NPCs
Celebrant
Description
A lithe, cavorting mostly-human half-elf, the
Celebrant is the foot soldier of the dancing troupe
who travels and entertains. The Celebrants trapped
in the caverns of Mondaria have become pale,
dangerously thin versions of their former selves,
never certain where their next meal is coming from
or even if they will make it to such.
Appearance
Typically dressed in flamboyant, jesterlike padded
armor, it’s been torn and tattered and smudged from
the cave dust and grime. Celebrants usually wear
daggers and shortswords.
Combat Tactics
As Celebrants are rarely encountered alone,
in combat they will use their numbers to
advantage where possible.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 4
XP 1,100
CR 7
XP 2,900
CR 10
XP 5,900
Class / HD Bard 1
Bard 6
Bard 10
Bard 14
Size / Aln
Medium CG Human
Medium CG Human
Medium CG Human
Medium CG Human
HP
7
21
30
36
Armor
Class
10
10
12
14
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 14 (+2)
DEX 9 (+1)
CON 8 (-1)
INT 12 (+1)
WIS 13 (+1)
CHA 17 (+5)
STR 14 (+2)
DEX 9 (+2)
CON 8 (-1)
INT 12 (+1)
WIS 13 (+1)
CHA 19 (+7)
STR 14 (+2)
DEX 10 (+4)
CON 8 (-1)
INT 12 (+1)
WIS 13 (+1)
CHA 20 (+9)
STR 14 (+2)
DEX 12 (+6)
CON 8 (-1)
INT 12 (+1)
WIS 13 (+1)
CHA 20 (+10)
Skills
-
-
-
-
CG; Medium Humanoid (Human)
765
NPCs
Low
Moderate
Advanced
Elite
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11
Disadvantage on Stealth
Passive Perception +11
Passive Perception +11
Passive Perception +11
Languages Common, Dwarvish
Attacks
Melee Quarterstaff +4
(1d6+2)
Ranged Sling--> 30 ft.’: -9
(1d4-1); 120 ft.’: -9 (1d4-1)
Ranged Sling--> 30 ft.’: -8
(1d4-1); 120 ft.’: -8 (1d4-1)
Melee +1 Quarterstaff +6
(1d6+3 )
Ranged Sling--> 30 ft.’: -6
(1d4); 120 ft.’: -6 (1d4)
Melee +2 Quarterstaff +8
(1d6+4 )
Ranged Sling--> 30 ft.’: -4
(1d4+1); 120 ft.’: -4 (1d4+1)
Melee +3 Quarterstaff +10
(1d6+5 )
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace,
Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Languages, Bardic
Inspiration, Cantrips,
Spellcasting
Languages, Ability Score
Improvement, Additional
Magical Secrets, Bard
College, Bardic Inspiration,
Bonus Proficiencies,
Cantrips, College of Lore,
Countercharm, Cutting
Words, Expertise, Font
of Inspiration, Jack of
All Trades, Song of Rest,
Spellcasting
Languages, Ability
Score Improvement,
Additional Magical
Secrets, Bard College,
Bardic Inspiration,
Bonus Proficiencies,
Cantrips, College of
Lore, Countercharm,
Cutting Words,
Expertise, Font of
Inspiration, Jack of
All Trades, Magical
Secrets, Song of Rest,
Spellcasting
Languages, Ability
Score Improvement,
Additional Magical
Secrets, Bard College,
Bardic Inspiration,
Bonus Proficiencies,
Cantrips, College of Lore,
Countercharm, Cutting
Words, Expertise, Font
of Inspiration, Jack of All
Trades, Magical Secrets,
Peerless Skill, Song of
Rest, Spellcasting
Spell-
casting
Save DC 13; Spell Atk +5
Cantrips (at will): minor
illusion; prestidigitation
1st: charm person; disguise
self
Save DC 15; Spell Atk +7
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
3rd: fear; hypnotic pattern;
major image
2nd: enthrall; hold person;
invisibility
1st: charm person;
comprehend languages;
disguise self; faerie fire
Save DC 17; Spell Atk +9
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
5th: dominate person;
mislead
4th: compulsion; freedom
of movement; greater
invisibility
3rd: fear; hypnotic pattern;
major image
2nd: enthrall; hold person;
invisibility
1st: charm person;
comprehend languages;
disguise self; faerie fire
Save DC 18; Spell Atk +10
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
7th: mirage arcane
6th: irresistible dance
5th: dominate person;
mislead
4th: compulsion; freedom
of movement; greater
invisibility
3rd: fear; hypnotic pattern;
major image
2nd: enthrall; hold person;
invisibility
1st: charm person;
comprehend languages;
disguise self; faerie fire
Equipment
Quarterstaff; Sling;
Padded Armor
+1 Quarterstaff; Sling;
Leather Armor
+2 Quarterstaff; Sling;
Studded Leather Armor
+3 Quarterstaff; Sling; +1
Studded Leather Armor
Special Abilities
Languages You can speak, read, and write Common and one extra
language of your choice. Humans typically learn the languages of other
peoples they deal with, including obscure dialects. They are fond of
sprinkling their speech with words borrowed from other tongues: Orc
curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Additional Magical Secrets At 6th level, you learn two spells of your
choice from any class. A spell you choose must be of a level you can cast,
as shown on the Bard table, or a cantrip. The chosen spells count as bard
spells for you but don’t count against the number of bard spells you
know.
Bard College At 3rd level, you delve into the advanced techniques of a
bard college of your choice: the College of Lore or the College of Valor,
both detailed at the end of the class description. Your choice grants you
features at 3rd level and again at 6th and 14th level.
Bardic Inspiration You can inspire others through stirring words or music.
To do so, you use a bonus action on your turn to choose one creature
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NPCs
other than yourself within 60 feet of you who can hear you. That creature
gains one Bardic Inspiration die, a d10. Once within the next 10 minutes,
the creature can roll the die and add the number rolled to one ability
check, attack roll, or saving throw it makes. The creature can wait until
after it rolls the d20 before deciding to use the Bardic Inspiration die, but
must decide before the DM says whether the roll succeeds or fails. Once
the Bardic Inspiration die is rolled, it is lost. A creature can have only one
Bardic Inspiration die at a time. You can use this feature a number of
times equal to 5. You regain any expended uses when you finish a long
rest.
Bonus Proficiencies When you join the College of Lore at 3rd level, you
gain proficiency with three skills of your choice.
Cantrips You know two cantrips of your choice from the bard spell list.
You learn additional bard cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Bard table.
College of Lore Bards of the College of Lore know something about
most things, collecting bits of knowledge from sources as diverse as
scholarly tomes and peasant tales. Whether singing folk ballads in taverns
or elaborate compositions in royal courts, these bards use their gifts to
hold audiences spellbound. When the applause dies down, the audience
members might find themselves questioning everything they held to
be true, from their faith in the priesthood of the local temple to their
loyalty to the king. The loyalty of these bards lies in the pursuit of beauty
and truth, not in fealty to a monarch or following the tenets of a deity. A
noble who keeps such a bard as a herald or advisor knows that the bard
would rather be honest than politic. The college’s members gather in
libraries and sometimes in actual colleges, complete with classrooms
and dormitories, to share their lore with one another. They also meet at
festivals or affairs of state, where they can expose corruption, unravel lies,
and poke fun at selfimportant figures of authority.
Countercharm At 6th level, you gain the ability to use musical notes or
words of power to disrupt mind-influencing effects. As an action, you can
start a performance that lasts until the end of your next turn. During that
time, you and any friendly creatures within 30 feet of you have advantage
on saving throws against being frightened or charmed. A creature must
be able to hear you to gain this benefit. The performance ends early if
you are incapacitated or silenced or if you voluntarily end it (no action
required).
Cutting Words Also at 3rd level, you learn how to use your wit to distract,
confuse, and otherwise sap the confidence and competence of others.
When a creature that you can see within 60 feet of you makes an attack
roll, an ability check, or a damage roll, you can use your reaction to
expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration
die and subtracting the number rolled from the creature’s roll. You can
choose to use this feature after the creature makes its roll, but before the
DM determines whether the attack roll or ability check succeeds or fails,
or before the creature deals its damage. The creature is immune if it can’t
hear you or if it’s immune to being charmed.
Expertise At 3rd level, choose two of your skill proficiencies. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 10th level, you can choose another
two skill proficiencies to gain this benefit.
Font of Inspiration Beginning when you reach 5th level, you regain all of
your expended uses of Bardic Inspiration when you finish a short or long
rest.
Jack of All Trades Starting at 2nd level, you can add half your proficiency
bonus, rounded down, to any ability check you make that doesn’t already
include your proficiency bonus.
Magical Secrets By 10th level, you have plundered magical knowledge
from a wide spectrum of disciplines. Choose two spells from any class,
including this one. A spell you choose must be of a level you can cast, as
shown on the Bard table, or a cantrip. The chosen spells count as bard
spells for you and are included in the number in the Spells Known column
of the Bard table. You learn two additional spells from any class at 14th
level and again at 18th level.
Peerless Skill Starting at 14th level, when you make an ability check, you
can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die
and add the number rolled to your ability check. You can choose to do
so after you roil the die for the ability check, but before the DM tells you
whether you succeed or fail.
Song of Rest Beginning at 2nd level, you can use soothing music or
oration to help revitalize your wounded allies during a short rest. If you or
any friendly creatures who can hear your performance regain hit points at
the end of the short rest, each of those creatures regains an extra 1d10
hit points. A creature regains the extra hit points only if it spends one or
more Hit Dice at the end of the short rest....
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NPCs
Crazed Harbinger
Description
This young woman has never been quite right in
the head, and wanders from place to place without
profession or ambition.
Appearance
She’s very pretty, but her waist-length black hair is
a horrid mess of tangles and knots, and her eyes are
black-rimmed pits of madness. Though attractive
and traveling solo, she’s never suffered assault,
driven either by lust or money; it’s almost as though
her madness protects her like a shield. She has but
one garment to hear name: a light-brown tunic of
heavy wool, sleeveless; it’s too little for the winters
and too heavy for the summers, so she is always
sweating or shivering, both of which lending weight
and presence to her insanity. She’s extremely pale,
has a cute mole on her left cheek.
Combat Tactics
Crazed Harbingers are quite convinced of
another reality altogether, and right or wrong,
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 4
XP 1,100
CR 7
XP 2,900
CR 10
XP 5,900
Class / HD Rogue 1
Rogue 4
Rogue 7
Rogue 10
Size / Aln
Medium CN Human
Medium CN Human
Medium CN Human
Medium CN Human
HP
7
25
35
69
Armor
Class
12
13
13
14
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 8 (-1)
DEX 15 (+4)
CON 9 (-1)
INT 8 (+1)
WIS 15 (+2)
CHA 16 (+3)
STR 8 (-1)
DEX 15 (+4)
CON 11 (+0)
INT 8 (+1)
WIS 15 (+2)
CHA 16 (+3)
STR 8 (-1)
DEX 15 (+5)
CON 11 (+0)
INT 8 (+2)
WIS 15 (+2)
CHA 16 (+3)
STR 8 (-1)
DEX 15 (+6)
CON 15 (+2)
INT 8 (+3)
WIS 15 (+2)
CHA 16 (+3)
Skills
-
-
-
-
CN; Medium Humanoid (Human)
battle in this world doesn’t seem to bother then
overmuch.
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NPCs
Low
Moderate
Advanced
Elite
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +12
Passive Perception +12
Disadvantage on Stealth
Passive Perception +12
Passive Perception +12
Languages Common, Dwarvish
Attacks
Melee Sickle +1 (1d4-1 )
Melee +1 Sickle +2 (1d4 )
Melee +2 Sickle +4
(1d4+1)
Melee +3 Sickle +6 (1d4+2)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace,
Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Languages, Expertise, Sneak
Attack, Thieves’ Cant
Languages, Ability Score
Improvement, Cunning
Action, Expertise, Fast
Hands, Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant
Languages, Ability Score
Improvement, Cunning
Action, Evasion,
Expertise, Fast Hands,
Roguish Archetype,
Second-Story Work,
Sneak Attack, Thief,
Thieves’ Cant, Uncanny
Dodge
Languages, Ability
Score Improvement,
Cunning Action, Evasion,
Expertise, Fast Hands,
Roguish Archetype,
Second-Story Work,
Sneak Attack, Supreme
Sneak, Thief, Thieves’
Cant, Uncanny Dodge
Spell-
casting
-
-
-
-
Equipment
Sickle
+1 Sickle; Padded Armor
+2 Sickle; Leather Armor
+3 Sickle; Studded
Leather Armor
Special Abilities
Languages You can speak, read, and write Common and one extra
language of your choice. Humans typically learn the languages of other
peoples they deal with, including obscure dialects. They are fond of
sprinkling their speech with words borrowed from other tongues: Orc
curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to 2.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 5d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so
do rogues who prefer to think of themselves as professional treasure
seekers, explorers, delvers, and investigators. In addition to improving
your agility and stealth, you learn skills useful for delving into ancient
ruins, reading unfamiliar languages, and using magic items you normally
couldn’t employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages
in seemingly normal conversation. Only another creature that knows
thieves’ cant understands such messages. It takes four times longer
to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to
convey short, simple messages, such as whether an area is dangerous or
the territory of a thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe house for thieves
on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
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NPCs
Firedancer
Description
Firedancers are troupes of entertainers, traveling
combinations of bards, thespians, and courtesans
who make their wage by accompanying or
intersecting with caravans, adventuring parties,
or remote outposts otherwise cut off from such
luxuries.
Appearance
These attractive, nimble half-elves are acrobatic
tumblers who wear bright, colorful and silken
outfits. Their hair is typically tied back in one or
more ponytails or pigtails, and is typically dyed
in at least three abnormal hues—red, gold, and
green, for example. They wear no jewelry, as it
could easily interfere with their performances, but
commonly wear makeup to accentuate their natural
comeliness—even the most obvious mistake is easily
forgiven for a pretty face!
Combat Tactics
Firedancers will revel in confusion, creating it
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 5
XP 1,800
CR 9
XP 5,000
CR 13
XP 8,400
Class / HD Rogue 1
Rogue 5
Rogue 9
Rogue 13
Size / Aln
Medium CN Half-Elf
Medium CN Half-Elf
Medium CN Half-Elf
Medium CN Half-Elf
HP
7
21
31
47
Armor
Class
13
14
15
17
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 10 (+0)
DEX 17 (+5)
CON 9 (-1)
INT 8 (+1)
WIS 11 (+0)
CHA 18 (+4)
STR 11 (+0)
DEX 17 (+6)
CON 9 (-1)
INT 8 (+2)
WIS 11 (+0)
CHA 19 (+4)
STR 11 (+0)
DEX 19 (+8)
CON 9 (-1)
INT 8 (+3)
WIS 11 (+0)
CHA 19 (+4)
STR 14 (+2)
DEX 20 (+10)
CON 9 (-1)
INT 8 (+4)
WIS 11 (+0)
CHA 19 (+4)
Skills
-
-
-
-
CN; Medium Humanoid (Half-Elf)
by lithely dancing about the battlefield, using
their numbers and allies to advantage.
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NPCs
Low
Moderate
Advanced
Elite
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +10
Passive Perception +10
Disadvantage on Stealth
Passive Perception +10
Passive Perception +10
Languages Common, Dwarvish, Elvish
Attacks
Melee Quarterstaff +2 (1d6)
Ranged Sling--> 30 ft.’:
-5 (1d4+3); 120 ft.’: -5
(1d4+3)
Ranged Dart--> 20 ft.’:
+5 (1d4+3); 80 ft.’: +5
(1d4+3)
Ranged Sling--> 30 ft.’:
-4 (1d4+3); 120 ft.’: -4
(1d4+3)
Melee +1 Quarterstaff +4
(1d6+1 )
Ranged Dart--> 20 ft.’: +6
(1d4+3); 80 ft.’: +6 (1d4+3)
Ranged Sling--> 30 ft.’:
-2 (1d4+4); 120 ft.’: -2
(1d4+4)
Melee +2 Quarterstaff +6
(1d6+2 )
Ranged Dart--> 20 ft.’:
+8 (1d4+4); 80 ft.’: +8
(1d4+4)
Ranged Sling--> 30 ft.’:
+0 (1d4+5); 120 ft.’: +0
(1d4+5)
Melee +3 Quarterstaff +10
(1d6+5 )
Ranged Dart--> 20 ft.’:
+10 (1d4+5); 80 ft.’: +10
(1d4+5)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace,
Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Expertise, Sneak Attack,
Thieves’ Cant
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Cunning Action, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack, Thief,
Thieves’ Cant, Uncanny
Dodge
Darkvision, Fey
Ancestry, Languages,
Skill Versatility, Ability
Score Improvement,
Cunning Action,
Evasion, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge
Darkvision, Fey
Ancestry, Languages,
Skill Versatility, Ability
Score Improvement,
Cunning Action, Evasion,
Expertise, Fast Hands,
Reliable Talent, Roguish
Archetype, Second-Story
Work, Sneak Attack,
Supreme Sneak, Thief,
Thieves’ Cant, Uncanny
Dodge, Use Magic Device
Spell-
casting
-
-
-
-
Equipment
Quarterstaff; Sling; Dart
+1 Quarterstaff; Sling;
Dart; Padded Armor
+2 Quarterstaff; Sling;
Dart; Leather Armor
+3 Quarterstaff; Sling;
Dart; Studded Leather
Armor
Special Abilities
Darkvision Thanks to your elf blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Fey Ancestry You have advantage on all saving throws against being
charmed or put to sleep.
Languages You can speak, read, and write Common, Elvish, and one extra
language of your choice.
Skill Versatility You gain proficiency in two skills of your choice.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Reliable Talent By 11th level, you have refined your chosen skills until
they approach perfection. Whenever you make an ability check that lets
you add your proficiency bonus, you can treat a d20 roll of 9 or lower as
a 10.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work When you choose this archetype at 3rd level, you
gain the ability to climb faster than normal; climbing no longer costs
you extra movement. In addition, when you make a running jump, the
distance you cover increases by a number of feet equal to 5.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 7d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
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NPCs
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so
do rogues who prefer to think of themselves as professional treasure
seekers, explorers, delvers, and investigators. In addition to improving
your agility and stealth, you learn skills useful for delving into ancient
ruins, reading unfamiliar languages, and using magic items you normally
couldn’t employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages
in seemingly normal conversation. Only another creature that knows
thieves’ cant understands such messages. It takes four times longer
to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to
convey short, simple messages, such as whether an area is dangerous or
the territory of a thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe house for thieves
on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
Use Magic Device By 13th level, you have learned enough about the
workings of magic that you can improvise the use of items even when
they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items.
772
NPCs
Firedancer Campmaiden
Description
Campmaidens are a welcome addition to any
campsite, be it a vagabond troupe or a king’s
battlegroup. These beautiful thespians are the
traveling campsite’s courtesan: singer / storyteller,
prostitute, and general companion.
Appearance
They typically wear their hair waist-length and
loose-flowing, spending an hour or two on it each
morning to make it silken and smooth. Many use
dyes to attain a reddish hue; most prized in this
profession is the typical red hair, green eyed elven
look with high cheekbones, almond eyes, and full
lips.
Combat Tactics
The crown jewel of most firedancer troupes,
Campmaidens are often also in charge of the
operation. As a result, their will is typically
obeyed without much of a second thought; they
CR 2; XP 450
Low
Moderate
Advanced
Elite
Challenge CR 2
XP 450
CR 7
XP 2,900
CR 11
XP 7,200
CR 15
XP 13,000
Class / HD Bard 2
Bard 7
Bard 11
Bard 15
Size / Aln
Medium CN Elf
Medium CN Human
Medium CN Human
Medium CN Human
HP
8
18
44
59
Armor
Class
14
14
15
17
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 10 (+0)
DEX 16 (+5)
CON 8 (-1)
INT 8 (-1)
WIS 9 (-1)
CHA 18 (+6)
STR 10 (+0)
DEX 16 (+6)
CON 8 (-1)
INT 8 (-1)
WIS 9 (-1)
CHA 20 (+8)
STR 10 (+0)
DEX 18 (+8)
CON 8 (-1)
INT 8 (-1)
WIS 9 (-1)
CHA 20 (+9)
STR 10 (+0)
DEX 20 (+10)
CON 8 (-1)
INT 8 (-1)
WIS 9 (-1)
CHA 20 (+10)
Skills
-
-
-
-
Saves
-
-
-
-
CN; Medium Humanoid (Elf)
will use this to advantage in combat to get their
compatriots to defend them.
773
NPCs
Low
Moderate
Advanced
Elite
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11
Disadvantage on Stealth
Passive Perception +12
Passive Perception +13
Passive Perception +14
Languages Common, Dwarvish, Elvish
Attacks
Ranged Crossbow, Light-->
80 ft.’: -1 (1d8+3); 320 ft.’:
-1 (1d8+3)
Melee Dagger +5 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +5 (1d4+3); 60 ft.’: +5
(1d4+3)
Ranged +1 Crossbow,
Light--> 80 ft.’:+1 (1d8+4);
320 ft.’: +1 (1d8+4)
Melee Dagger +6 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +6 (1d4+3); 60 ft.’: +6
(1d4+3)
Melee Dagger +8 (1d4+4 )
Ranged Dagger (Thrown)
20 ft.’: +8 (1d4+4); 60 ft.’:
+8 (1d4+4)
Ranged +2 Crossbow, Light
--> 80 ft.’: +4 (1d8+6); 320
ft.’: +4 (1d8+6)
Melee Dagger +10 (1d4+5)
Ranged Dagger (Thrown) 20
ft.’: +10 (1d4+5); 60 ft.’:
+10 (1d4+5)
Ranged +3 Crossbow, Light
--> 80 ft.’: +7 (1d8+8); 320
ft.’: +7 (1d8+8)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace,
Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Bardic Inspiration,
Cantrips, Jack of All Trades,
Song of Rest, Spellcasting
Cantrip, Darkvision, Elf
Weapon Training, Extra
Language, Fey Ancestry,
Keen Senses, Languages,
Trance, Bard College, Bardic
Inspiration, College of Lore,
Countercharm, Cutting
Words, Expertise, Font of
Inspiration, Cantrips, Jack
of All Trades, Song of Rest,
Spellcasting
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Additional
Magical Secrets, Bard
College, Bardic Inspiration,
Bonus Proficiencies,
Cantrips, College of Lore,
Countercharm, Cutting
Words, Expertise, Font
of Inspiration, Jack of All
Trades, Magical Secrets,
Song of Rest, Spellcasting
Darkvision, Fey Ancestry,
Keen Senses, Languages,
Trance, Ability Score
Improvement, Additional
Magical Secrets, Bard
College, Bardic Inspiration,
Bonus Proficiencies,
Cantrips, College of Lore,
Countercharm, Cutting
Words, Expertise, Font
of Inspiration, Jack of All
Trades, Magical Secrets,
Peerless Skill, Song of Rest,
Spellcasting
Spell-
casting
Save DC 14; Spell Atk +6
Cantrips (at will): minor
illusion; prestidigitation
1st: charm person; disguise
self; faerie fire
Save DC 16; Spell Atk +8
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
4th: greater invisibility
3rd: fear; hypnotic pattern;
major image
2nd: enthrall; hold person;
invisibility
1st: charm person;
comprehend languages;
disguise self; faerie fire
Save DC 17; Spell Atk +9
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
6th: irresistible dance
5th: dominate person;
mislead
4th: compulsion; freedom
of movement; greater
invisibility
3rd: fear; hypnotic pattern;
major image
2nd: enthrall; hold person;
invisibility
1st: charm person;
comprehend languages;
disguise self; faerie fire
Save DC 18; Spell Atk +10
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
8th: dominate monster
7th: teleport
6th: irresistible dance
5th: dominate person;
mislead
4th: compulsion; freedom
of movement; greater
invisibility
3rd: fear; hypnotic pattern;
major image
2nd: enthrall; hold person;
invisibility
1st: charm person;
comprehend languages;
disguise self; faerie fire
Equipment
Light Crossbow; Dagger;
Padded Armor
+1 Light Crossbow;
Dagger; Leather Armor
+2 Light Crossbow;
Dagger; Leather Armor
+3 Light Crossbow;
Dagger; Studded Leather
Armor
Special Abilities
Darkvision Accustomed to twilit forests and the night sky, you have
superior vision in dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
774
NPCs
Keen Senses You have proficiency in the Perception skill.
Languages You can speak, read, and write Common and Elvish. Elvish
is fluid, with subtle intonations and intricate grammar. Elven literature
is rich and varied, and their songs and poems are famous among other
races. Many bards learn their language so they can add Elvish ballads to
their repertoires.
Trance Elves don’t need to sleep. Instead, they meditate deeply,
remaining semiconscious, for 4 hours a day. (The Common word for such
meditation is “trance.”) While meditating, you can dream after a fashion;
such dreams are actually mental exercises that have become Dexterityive
through years of practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Additional Magical Secrets At 6th level, you learn two spells of your
choice from any class. A spell you choose must be of a level you can
cast, as shown on the Bard table, or a cantrip. The chosen spells count as
bard spells for you but don’t count against the number of bard spells you
know.
Bard College At 3rd level, you delve into the advanced techniques of a
bard college of your choice: the College of Lore or the College of Valor,
both detailed at the end of the class description. Your choice grants you
features at 3rd level and again at 6th and 14th level.
Bardic Inspiration You can inspire others through stirring words or music.
To do so, you use a bonus action on your turn to choose one creature
other than yourself within 60 feet of you who can hear you. That creature
gains one Bardic Inspiration die, a d12. Once within the next 10 minutes,
the creature can roll the die and add the number rolled to one ability
check, attack roll, or saving throw it makes. The creature can wait until
after it rolls the d20 before deciding to use the Bardic Inspiration die, but
must decide before the DM says whether the roll succeeds or fails. Once
the Bardic Inspiration die is rolled, it is lost. A creature can have only one
Bardic Inspiration die at a time. You can use this feature a number of
times equal to 5. You regain any expended uses when you finish a long
rest.
Bonus Proficiencies When you join the College of Lore at 3rd level, you
gain proficiency with three skills of your choice.
Cantrips You know two cantrips of your choice from the bard spell list.
You learn additional bard cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Bard table.
College of Lore Bards of the College of Lore know something about
most things, collecting bits of knowledge from sources as diverse as
scholarly tomes and peasant tales. Whether singing folk ballads in taverns
or elaborate compositions in royal courts, these bards use their gifts to
hold audiences spellbound. When the applause dies down, the audience
members might find themselves questioning everything they held to
be true, from their faith in the priesthood of the local temple to their
loyalty to the king. The loyalty of these bards lies in the pursuit of beauty
and truth, not in fealty to a monarch or following the tenets of a deity. A
noble who keeps such a bard as a herald or advisor knows that the bard
would rather be honest than politic. The college’s members gather in
libraries and sometimes in actual colleges, complete with classrooms
and dormitories, to share their lore with one another. They also meet at
festivals or affairs of state, where they can expose corruption, unravel lies,
and poke fun at selfimportant figures of authority.
Countercharm At 6th level, you gain the ability to use musical notes or
words of power to disrupt mind-influencing effects. As an action, you can
start a performance that lasts until the end of your next turn. During that
time, you and any friendly creatures within 30 feet of you have advantage
on saving throws against being frightened or charmed. A creature must
be able to hear you to gain this benefit. The performance ends early if
you are incapacitated or silenced or if you voluntarily end it (no action
required).
Cutting Words Also at 3rd level, you learn how to use your wit to distract,
confuse, and otherwise sap the confidence and competence of others.
When a creature that you can see within 60 feet of you makes an attack
roll, an ability check, or a damage roll, you can use your reaction to
expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration
die and subtracting the number rolled from the creature’s roll. You can
choose to use this feature after the creature makes its roll, but before the
DM determines whether the attack roll or ability check succeeds or fails,
or before the creature deals its damage. The creature is immune if it can’t
hear you or if it’s immune to being charmed.
Expertise At 3rd level, choose two of your skill proficiencies. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 10th level, you can choose another
two skill proficiencies to gain this benefit.
Font of Inspiration Beginning when you reach 5th level, you regain all of
your expended uses of Bardic Inspiration when you finish a short or long
rest.
Jack of All Trades Starting at 2nd level, you can add half your proficiency
bonus, rounded down, to any ability check you make that doesn’t already
include your proficiency bonus.
Magical Secrets By 10th level, you have plundered magical knowledge
from a wide spectrum of disciplines. Choose two spells from any class,
including this one. A spell you choose must be of a level you can cast, as
shown on the Bard table, or a cantrip. The chosen spells count as bard
spells for you and are included in the number in the Spells Known column
of the Bard table. You learn two additional spells from any class at 14th
level and again at 18th level.
Peerless Skill Starting at 14th level, when you make an ability check, you
can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die
and add the number rolled to your ability check. You can choose to do
so after you roil the die for the ability check, but before the DM tells you
whether you succeed or fail.
Song of Rest Beginning at 2nd level, you can use soothing music or
oration to help revitalize your wounded allies during a short rest. If you or
any friendly creatures who can hear your performance regain hit points at
the end of the short rest, each of those creatures regains an extra 1d10
hit points. A creature regains the extra hit points only if it spends one or
more Hit Dice at the end of the short rest..
775
NPCs
Firedancer Hearthstud
Description
Sensual and charismatic, the Hearthstud serves
a similar function to that of a Campmaiden in a
Firedancer troupe. Hearthstuds rarely have any
power in the troupe itself, however; the duty is
viewed as less a task and more an indulgence.
Appearance
Hearthstuds come in many flavors and
appearances; most have long and well-kept hair,
with high cheekbones and a thin yet chiseled
appearance.
Combat Tactics
Hearthstuds think much more of their
abilities than they are capable of actually
demonstrating; this will become apparent fairly
quickly in actual fighting.
CR 2; XP 450
Low
Moderate
Advanced
Elite
Challenge CR 2
XP 450
CR 7
XP 2,900
CR 12
XP 8,400
CR 16
XP 15,000
Class / HD Bard 2
Bard 7
Bard 11
Bard 15
Size / Aln
Medium CG Human
Medium CG Human
Medium CG Human
Medium CG Human
HP
15
61
113
143
Armor
Class
14
15
18
18
Speed
Walk 30’
Walk 40’
Walk 40’
Walk 40’
Ability
Scores /
Saves
STR 17 (+5)
DEX 17 (+3)
CON 12 (+3)
INT 7 (-2)
WIS 10 (+0)
CHA 16 (+3)
STR 19 (+7)
DEX 17 (+3)
CON 12 (+4)
INT 7 (-2)
WIS 10 (+0)
CHA 16 (+3)
STR 19 (+8)
DEX 19 (+4)
CON 12 (+5)
INT 7 (-2)
WIS 10 (+0)
CHA 18 (+4)
STR 20 (+10)
DEX 19 (+4)
CON 12 (+6)
INT 7 (-2)
WIS 10 (+0)
CHA 19 (+4)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
CG; Medium Humanoid (Human)
776
NPCs
Low
Moderate
Advanced
Elite
Senses
Passive Perception +12
Passive Perception +13
Passive Perception +14
Passive Perception +15
Languages Common, Elvish
Attacks
Melee Greataxe +5
(1d12+3)
Melee Handaxe +5 (1d6+3 )
Ranged Handaxe (Thrown)
20 ft.’: +5 (1d6+3); 60 ft.’:
+5 (1d6+3)
Melee +1 Greataxe +8/+8
(1d12+5)
Melee Handaxe +7/+7
(1d6+4 )
Ranged Handaxe (Thrown)
20 ft.’: +7/+7 (1d6+4); 60
ft.’: +7/+7 (1d6+4)
Melee +2 Greataxe
+10/+10 (1d12+6)
Melee Handaxe +8/+8
(1d6+4 )
Ranged Handaxe (Thrown)
20 ft.’: +8/+8 (1d6+4); 60
ft.’: +8/+8 (1d6+4)
Melee +3 Greataxe +13/+13
(1d12+8)
Melee Handaxe +10/+10
(1d6+5 )
Ranged Handaxe (Thrown)
20 ft.’: +10/+10 (1d6+5);
60 ft.’: +10/+10 (1d6+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Danger Sense, Rage,
Reckless Attack, Unarmored
Defense
Danger Sense, Extra Attack,
Fast Movement, Feral
Instinct, Frenzy, Path of the
Berserker, Primal Path, Rage,
Reckless Attack, Unarmored
Defense
Brutal Critical, Danger
Sense, Extra Attack, Fast
Movement, Feral Instinct,
Frenzy, Path of the
Berserker, Primal Path,
Rage, Reckless Attack,
Relentless Rage, Unarmored
Defense
Brutal Critical, Danger Sense,
Extra Attack, Fast Movement,
Feral Instinct, Frenzy, Path
of the Berserker, Persistent
Rage, Primal Path, Rage,
Reckless Attack, Relentless
Rage, Unarmored Defense
Spell-
casting
-
-
-
-
Equipment
Greataxe; Leather Armor;
Handaxe
+1 Greataxe; Studded
Leather Armor; Handaxe
+2 Greataxe; +2
Breastplate; Handaxe
+3 Greataxe; +2
Breastplate; Handaxe
Special Abilities
Brutal Critical Beginning at 9th level, you can roll 2 additional weapon
damage die when determining the extra damage for a critical hit with a
melee attack.
Danger Sense At 2nd level, you gain an uncanny sense of when things
nearby aren’t as they should be, giving you an edge when you dodge away
from danger. You have advantage on Dexterity saving throws against
effects that you can see, such as traps and spells. To gain this benefit, you
can’t be blinded, deafened, or incapacitated.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Fast Movement Starting at 5th level, your speed increases by 10 feet
while you aren’t wearing heavy armor.
Feral Instinct By 7th level, your instincts are so honed that you have
advantage on initiative rolls. Additionally, if you are surprised at the
beginning of combat and aren’t incapacitated, you can act normally on
your first turn, but only if you enter your rage before doing anything else
on that turn.
Frenzy Starting when you choose this path at 3rd level, you can go into
a frenzy when you rage. If you do so, for the duration of your rage you
can make a single melee weapon attack as a bonus action on each of
your turns after this one. When your rage ends, you suffer one level of
exhaustion (as described in appendix A).
Path of the Berserker For some barbarians, rage is a means to an end--that
end being violence. The Path of the Berserker is a path of untrammeled
fury, slick with blood. As you enter the berserker’s rage, you thrill in the
chaos of battle, heedless of your own health or well-being.
Persistent Rage Beginning at 15th level, your rage is so fierce that it ends
early only if you fall unconscious or if you choose to end it.
Primal Path At 3rd level, you choose a path that shapes the nature of your
rage. Choose the Path of the Berserker or the Path of the Totem Warrior,
both detailed at the end of the class description. Your choice grants you
features at 3rd level and again at 6th, 10th, and 14th levels.
Rage In battle, you fight with primal ferocity. On your turn, you can enter
a rage as a bonus action. While raging, you gain the following benefits if
you aren’t wearing heavy armor: You have advantage on Strength checks
and Strength saving throws. When you make a melee weapon attack
using Strength, you gain a bonus to the damage roll equal to 4. You have
resistance to bludgeoning, piercing, and slashing damage. If you are able
to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious
or if your turn ends and you haven’t attacked a hostile creature since your
last turn or taken damage since then. You can also end your rage on your
turn as a bonus action. Once you have raged the number of times equal
to 5, you must finish a long rest before you can rage again.
Reckless Attack Starting at 2nd level, you can throw aside all concern
for defense to attack with fierce desperation. When you make your first
attack on your turn, you can decide to attack recklessly. Doing so gives
you advantage on melee weapon attack rolls using Strength during this
turn, but attack rolls against you have advantage until your next turn.
Relentless Rage Starting at 11th level, your rage can keep you fighting
despite grievous wounds. If you drop to 0 hit points while you’re raging
and don’t die outright, you can make a DC 10 Constitution saving throw.
If you succeed, you drop to 1 hit point instead. Each time you use this
feature after the first, the DC increases by 5. When you finish a short or
long rest, the DC resets to 10.
Unarmored Defense While you are not wearing any armor, your Armor
Class equals 10 + your Dexterity modifier + your Constitution modifier.
You can use a shield and still gain this benefit..
777
NPCs
Miner
Description
Rugged and dirty, this is a gruff, working-class
version of the stereotypical dwarf from fantasy fare:
complex and long beard worn in braids and plaits,
shoulder-length wavy dark-brown hair, and thickly-
set features around a round and lined face.
Appearance
He wears a thick leather smock, almost like a
blacksmith’s apron. atop a white tunic stained
brownish-gray from his labors. Deep lines age his
face prematurely; he’s in the prime of health, but
well past half his lifespan, having toiled away his
vitality in service to the mines.
Combat Tactics
Miners are no stranger to rough work, but if
anything, the calamity that has befallen the
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 4
XP 1,100
CR 7
XP 2,900
CR 10
XP 5,900
Class / HD Fighter 1
Fighter 4
Fighter 7
Fighter 10
Size / Aln
Medium LN Dwarf
Medium LN Dwarf
Medium LN Dwarf
Medium LN Dwarf
HP
12
41
73
108
Armor
Class
11
11
12
14
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 14 (+4)
DEX 9 (-1)
CON 14 (+4)
INT 8 (-1)
WIS 14 (+2)
CHA 9 (-1)
STR 14 (+4)
DEX 9 (-1)
CON 16 (+5)
INT 8 (-1)
WIS 14 (+2)
CHA 9 (-1)
STR 14 (+5)
DEX 9 (-1)
CON 18 (+7)
INT 8 (-1)
WIS 14 (+2)
CHA 9 (-1)
STR 14 (+6)
DEX 9 (-1)
CON 20 (+9)
INT 8 (-1)
WIS 14 (+2)
CHA 9 (-1)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
LN; Medium Humanoid (Dwarf)
778
NPCs
Low
Moderate
Advanced
Elite
Senses
Passive Perception +14
Disadvantage on Stealth
Passive Perception +14
Passive Perception +15
Passive Perception +16
Disadvantage on Stealth
Languages Common, Dwarvish
Attacks
Melee Dagger +4 (1d4+2 )
Ranged Dagger (Thrown) 20
ft.’: +4 (1d4+2); 60 ft.’: +4
(1d4+2)
Melee Dagger +4 (1d4+2 )
Ranged Dagger (Thrown) 20
ft.’: +4 (1d4+2); 60 ft.’: +4
(1d4+2)
Melee +1 Dagger +6/+6
(1d4+3 )
Ranged +1 Dagger
(Thrown) 20 ft.’: +6/+6
(1d4+3); 60 ft.’: +6/+6
(1d4+3)
Melee +2 Dagger +8/+8
(1d4+6 )
Ranged +2 Dagger (Thrown)
20 ft.’: +8/+8 (1d4+4); 60
ft.’: +8/+8 (1d4+4)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Fighting Style,
Second Wind, Defense
Darkvision, Dwarven
Combat Training, Dwarven
Resilience, Languages,
Smith’s Tools, Stonecunning,
Tool Proficiency, Ability
Score Improvement, Action
Surge, Champion, Fighting
Style, Improved Critical,
Martial Archetype, Second
Wind, Defense
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Martial Archetype,
Remarkable Athlete, Second
Wind, Defense
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Defense, Dueling
Spell-
casting
-
-
-
-
Equipment
Dagger; Padded Armor
Dagger; Leather Armor
+1 Dagger; Studded
Leather Armor
+2 Dagger; Scale Mail
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
speak.
Smith’s Tools Proficient with Artisan Smith’s Tools.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only once
on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t use this feature
again until you finish a long rest. You can use this feature 1 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
779
NPCs
number of feet equal to +2.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
780
NPCs
Mining Taskmaster
Description
Severe and demanding, these dwarven masters are
each different. Some seem resigned to their role,
and go about their duties dispassionately; others
seem to derive an almost sexual gratification from
doling out the occasional punishment.
Appearance
No matter their passions, all Mining Taskmasters
sport a similar appearance: shoulder-length hair
(typically blonde) tied back in a severe ponytail;
black eye makeup in crude rings to enhance the
sinister aspect of their gaze; grimy features that
make it unclear as to what they might look like
were it not for their role. Simple, battered, light-
brown leather armor is typically adorned with a
single embellishment: the stylized symbol of a whip,
typically embrodered in a silvery thread atop the left
breast. Between the grime, the makeup, and their
dress, it’s hard to separate the dwarf from the job...
which may be the whole intent of their appearance.
Combat Tactics
By definition, Taskmasters are used to ordering
CR 3; XP 700
Low
Moderate
Advanced
Elite
Challenge CR 3
XP 700
CR 8
XP 3,900
CR 12
XP 8,400
CR 16
XP 15,000
Class / HD Fighter 3
Fighter 8
Fighter 12
Fighter 16
Size / Aln
Medium LE Dwarf
Medium LE Dwarf
Medium LE Dwarf
Medium LE Dwarf
HP
25
73
115
168
Armor
Class
13
17
19
21
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 15 (+4)
DEX 10 (+0)
CON 13 (+3)
INT 9 (-1)
WIS 12 (+1)
CHA 13 (+1)
STR 17 (+6)
DEX 10 (+1)
CON 15 (+5)
INT 9 (-1)
WIS 12 (+1)
CHA 13 (+1)
STR 19 (+8)
DEX 12 (+1)
CON 15 (+6)
INT 9 (-1)
WIS 12 (+1)
CHA 13 (+1)
STR 20 (+10)
DEX 14 (+2)
CON 16 (+8)
INT 9 (-1)
WIS 12 (+1)
CHA 13 (+1)
LE; Medium Humanoid (Dwarf)
others to do work, and this approach persists
into battle. Faced with one-on-one conflict,
they will likely flee.
781
NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11
Passive Perception +11
Disadvantage on Stealth
Passive Perception +11
Disadvantage on Stealth
Passive Perception +11
Disadvantage on Stealth
Languages Common, Dwarvish
Attacks
Melee Flail +4 (1d8+4 )
Melee Dagger +4 (1d4+4 )
Ranged Dagger (Thrown) 20
ft.’: +4 (1d4+2); 60 ft.’: +4
(1d4+2)
Melee +1 Flail +7/+7
(1d8+6)
Melee Dagger +6/+6
(1d4+5)
Ranged Dagger (Thrown) 20
ft.’: +6/+6 (1d4+3); 60 ft.’:
+6/+6 (1d4+3)
Melee +2 Flail
+10/+10/+10 (1d8+8)
Melee Dagger +8/+8/+8
(1d4+6 )
Ranged Dagger (Thrown)
20 ft.’: +8/+8/+8 (1d4+4);
60 ft.’: +8/+8/+8 (1d4+4)
Melee +3 Flail +13/+13/+13
(1d8+10)
Melee Dagger +10/+10/+10
(1d4+7 )
Ranged Dagger (Thrown) 20
ft.’: +10/+10/+10 (1d4+5);
60 ft.’: +10/+10/+10
(1d4+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Action Surge,
Champion, Fighting Style,
Improved Critical, Martial
Archetype, Second Wind,
Dueling
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Martial Archetype,
Remarkable Athlete, Second
Wind, Dueling
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Defense, Dueling
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Superior Critical, Defense,
Dueling
Spell-
casting
-
-
-
-
Equipment
Flail; Leather Armor;
Shield; Dagger
+1 Flail; Scale Mail;
Shield; Dagger
+2 Flail; Chain Mail;
Shield; Dagger
+3 Flail; +2 Chain Mail;
Shield; Dagger
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
speak.
Smith’s Tools Proficient with Artisan Smith’s Tools.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only
once on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
782
NPCs
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t use this feature
again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +5.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Superior Critical Starting at 15th level, your weapon attacks score a
critical hit on a roll of 18-20.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon. a
783
NPCs
Munitions Wench
Description
Lithe, dejected gnomes scurry about to fetch all
manner of equipment for the mining staff. Typically,
it’s explosives and related gear; altohugh the
dwarven mining teams are skilled, gunpowder is
by its nature volatile, and Munitions Wenches
occupy the clear bottom rung of the ladder in the
underground society. Though many would admit
they have the worst, most dangerous, and least
rewarded jobs in the mine, they make the most of
it, laughing and enjoying one another’s company
during their few hours of downtime between tasks.
Though their profession is dangerous, it is rarely
cruel; they are spared the taskmaster’s whip so long
as they do their job, and many are the hours in
between dangerous or unsavory activities demanded
of them. Munitions Wenches always exhibit a thick
layer of soot; though many are naturally pale, the
constant exposure to dirt and filth tends to have a
long-term effect similar to, but darker and blacker
than, sunburn.
Appearance
They’re typically quite young, adolescent, with
dark-brown wavy hair tied back in various manners
(a topknot or bun is most common). Their garb is
sparse and never clean; a greasy and blackened
tunic is typically all that is required, its original hue
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 4
XP 1,100
CR 7
XP 2,900
CR 10
XP 5,900
Class / HD Rogue 1
Rogue 4
Rogue 7
Rogue 10
Size / Aln
Small LE Gnome
Small LE Gnome
Small LE Gnome
Small LE Gnome
HP
10
33
47
75
Armor
Class
13
14
15
17
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
LE; Small Humanoid (Gnome)
rendered impossible to discern from grit and grime
and gunk.
Combat Tactics
Munitions Wenches fear combat and will avoid
it at all cost.
784
NPCs
Low
Moderate
Advanced
Elite
Ability
Scores /
Saves
STR 7 (-2)
DEX 15 (+4)
CON 14 (+2)
INT 9 (+1)
WIS 12 (+1)
CHA 10 (+0)
STR 7 (-2)
DEX 17 (+5)
CON 14 (+2)
INT 9 (+1)
WIS 12 (+1)
CHA 10 (+0)
STR 7 (-2)
DEX 17 (+6)
CON 14 (+2)
INT 9 (+2)
WIS 12 (+1)
CHA 10 (+0)
STR 7 (-2)
DEX 19 (+8)
CON 16 (+3)
INT 9 (+3)
WIS 12 (+1)
CHA 10 (+0)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +11
Disadvantage on Stealth
Passive Perception +11
Passive Perception +11
Passive Perception +11
Languages Common, Gnomish
Attacks
Melee Club (Small) +0
(1d4-2 )
Melee Club (Small) +0
(1d4-2)
Ranged Dagger (Small) +5
(1d4+3 )
Melee Dagger (Small/
Thrown) 20 ft.’: +5 (1d4+3);
60 ft.’: +5 (1d4+3)
Melee Club (Small) +1
(1d4-2 )
Melee +1 Dagger (+7
(1d4+4 )
Melee +1 Dagger (Thrown)
20 ft.’: +7 (1d4+4); 60 ft.’:
+7 (1d4+4)
Melee Club (Small) +2 (1d4-
2 )
Melee +2 Dagger +10
(1d4+6 )
Ranged +2 Dagger (Thrown)
20 ft.’: +10 (1d4+6); 60 ft.’:
+10 (1d4+6)
Special
-
-
-
-
Proficiencies
Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace,
Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
Special
Qualities
Darkvision, Gnome Cunning,
Languages, Expertise, Sneak
Attack, Thieves’ Cant
Darkvision, Gnome Cunning,
Languages, Ability Score
Improvement, Cunning
Action, Expertise, Fast
Hands, Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant
Darkvision, Gnome
Cunning, Languages,
Ability Score Improvement,
Cunning Action, Evasion,
Expertise, Fast Hands,
Roguish Archetype,
Second-Story Work, Sneak
Attack, Thief, Thieves’ Cant,
Uncanny Dodge
Darkvision, Gnome Cunning,
Languages, Ability Score
Improvement, Cunning
Action, Evasion, Expertise,
Fast Hands, Roguish
Archetype, Second-Story
Work, Sneak Attack, Supreme
Sneak, Thief, Thieves’ Cant,
Uncanny Dodge
Spell-
casting
-
-
-
-
Equipment
Club; Padded Armor
Club; Leather Armor;
Dagger
Club; Studded Leather
Armor; +1 Dagger
Club; +1 Studded Leather
Armor; +2 Dagger
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it w ere bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Gnome Cunning You have advantage on all Intelligence, Wisdom, and
Charisma saving throws against magic.
Languages You can speak, read, and write Common and Gnomish. The
Gnomish language, which uses the Dwarvish script, is renowned for its
technical treatises and its catalogs of knowledge about the natural world.
Cunning Action Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Evasion Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you
fail.
Expertise At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies. At 6th level, you can choose two more
of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Fast Hands Starting at 3rd level, you can use the bonus action granted
by your Cunning Action to make a Dexterity (Sleight of Hand) check, use
your thieves’ tools to disarm a trap or open a lock, or take the Use an
Object action.
Roguish Archetype At 3rd level, you choose an archetype that you
emulate in the exercise of your rogue abilities. Your choice grants you
features at 3rd level and then again at 9th, 13th, and 17th level.
785
NPCs
Second-Story Work When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no longer costs you extra
movement. In addition, when you make a running jump, the distance you
cover increases by a number of feet equal to 4.
Sneak Attack Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an extra 5d6
damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
Supreme Sneak Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on the same
turn.
Thief You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so
do rogues who prefer to think of themselves as professional treasure
seekers, explorers, delvers, and investigators. In addition to improving
your agility and stealth, you learn skills useful for delving into ancient
ruins, reading unfamiliar languages, and using magic items you normally
couldn’t employ.
Thieves’ Cant During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to hide messages
in seemingly normal conversation. Only another creature that knows
thieves’ cant understands such messages. It takes four times longer
to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to
convey short, simple messages, such as whether an area is dangerous or
the territory of a thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe house for thieves
on the run.
Uncanny Dodge Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to halve the attack’s
damage against you.
786
NPCs
Tainted Miner
Description
These miners have been transformed by Obelisk
shards, either from prolonged proximity or from
direct physical contact. Some have touched Obelisk
remnants on a dare, others out of curiosity, and the
most hapless aren’t even aware of the change they
have undergone.
Appearance
Their eyes, already hollowed from work
underground, are now ghastly and sunken
remnants. Their hair has fallen out in clumps;
what remains is typically shock-white with flecks
of deepest black. Their gait is a shamble, almost
zombielike, and their attention seems faraway, as
though they are struggling to find themselves as
they once were, far off on the horizon of the world in
which they now find themselves. A faint purplish-
black haze seems to surround their entire bodies,
but it’s subtle enough that it often seems just a
trick of the light. Tainted Miners often have intact
clothing, with the occasional slit or gash where
a melee with their one-time colleagues or friends
betrays a conflict.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 4
XP 1,100
CR 7
XP 2,900
CR 10
XP 5,900
Class / HD Fighter 1
Fighter 5
Fighter 9
Fighter 13
Size / Aln
Medium NE Dwarf
Medium NE Dwarf
Medium NE Dwarf
Medium NE Dwarf
HP
11
29
67
107
Armor
Class
9
10
12
15
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 17 (+5)
DEX 7 (-2)
CON 12 (+3)
INT 7 (-2)
WIS 10 (+0)
CHA 8 (-1)
STR 19 (+7)
DEX 7 (-2)
CON 12 (+4)
INT 7 (-2)
WIS 10 (+0)
CHA 8 (-1)
STR 20 (+9)
DEX 8 (-1)
CON 14 (+6)
INT 7 (-2)
WIS 10 (+0)
CHA 8 (-1)
STR 20 (+10)
DEX 10 (+0)
CON 14 (+7)
INT 7 (-2)
WIS 10 (+0)
CHA 8 (-1)
NE; Medium Humanoid (Dwarf)
Combat Tactics
Tainted Miners are barely sentient, and so will
fight to the death if engaged.
787
NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +10
Passive Perception +10
Passive Perception +10
Passive Perception +10
Languages Common, Dwarvish
Attacks
Melee Morningstar +5
(1d8+5 )
Melee +1 Morningstar +8/+8
(1d8+7)
Melee +2 Morningstar
+11/+11 (1d8+9)
Melee +3 Morningstar
+13/+13/+13 (1d8+10 )
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Fighting Style,
Second Wind, Dueling
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Martial Archetype,
Second Wind, Dueling
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Dueling
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Defense, Dueling
Spell-
casting
-
-
-
-
Equipment
Morningstar; Leather
Armor
+1 Morningstar; Studded
Leather Armor
+2 Morningstar; +1
Studded Leather Armor
+3 Morningstar; +2
Studded Leather Armor
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
speak.
Smith’s Tools Proficient with Artisan Smith’s Tools.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only
once on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable Beginning at 9th level, you can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t use this feature
again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
788
NPCs
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +5.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
789
NPCs
Tainted Taskmaster
Description
Similar in appearance to a Mining Taskmaster and
a Tainted Miner, the otherworldly aspect of Tainted
Taskmasters are even more pronounced.
Appearance
The purple-black glow is unmistakable, and
prevents them from hiding effectively in the dark.
Their eyes are pits of black, sunken so far that in
normal subterranean light it’s unclear if their eyes
are even still present. Hands and limbs are gaunt,
narrowed, and knifelike in their movements; their
necks are similarly thin. On their face and neck,
purplish veins can be seen just beneath the surface
of their waxy, almost translucent flesh.
Combat Tactics
Tainted Taskmasters will fight to the death,
preferring to order Tainted Miners into the fray
first if they are around.
CR 4; XP 1,100
Low
Moderate
Advanced
Elite
Challenge CR 4
XP 1,100
CR 8
XP 3,900
CR 12
XP 8,400
CR 16
XP 15,000
Class / HD Fighter 4
Fighter 8
Fighter 12
Fighter 16
Size / Aln
Medium CE Dwarf
Medium CE Dwarf
Medium CE Dwarf
Medium CE Dwarf
HP
29
55
85
114
Armor
Class
17
18
21
23
Speed
Walk 25’
Walk 25’
Walk 25’
Walk 25’
Ability
Scores /
Saves
STR 20 (+7)
DEX 12 (+1)
CON 11 (+2)
INT 8 (-1)
WIS 12 (+1)
CHA 13 (+1)
STR 20 (+8)
DEX 14 (+2)
CON 13 (+4)
INT 8 (-1)
WIS 12 (+1)
CHA 13 (+1)
STR 20 (+9)
DEX 15 (+2)
CON 14 (+6)
INT 8 (-1)
WIS 12 (+1)
CHA 13 (+1)
STR 20 (+10)
DEX 18 (+4)
CON 15 (+7)
INT 8 (-1)
WIS 12 (+1)
CHA 13 (+1)
Skills
-
-
-
-
Saves
-
-
-
-
CE; Medium Humanoid (Dwarf)
790
NPCs
Low
Moderate
Advanced
Elite
Vulnerabilities
-
-
-
-
Immunities -
-
-
-
Senses
Passive Perception +13
Disadvantage on Stealth
Passive Perception +14
Disadvantage on Stealth
Passive Perception +15
Disadvantage on Stealth
Passive Perception +16
Disadvantage on Stealth
Languages Common, Dwarvish
Attacks
Melee Flail +7 (1d8+7 )
Melee Dagger +7 (1d4+7 )
Ranged Dagger (Thrown) 20
ft.’: +7 (1d4+5); 60 ft.’: +7
(1d4+5)
Melee +1 Flail +9/+9
(1d8+8)
Melee Dagger +8/+8
(1d4+7)
Ranged Dagger (Thrown) 20
ft.’: +8/+8 (1d4+5); 60 ft.’:
+8/+8 (1d4+5)
Melee +2 Flail
+11/+11/+11 (1d8+9 )
Melee Dagger +9/+9/+9
(1d4+7 )
Ranged Dagger (Thrown)
20 ft.’: +9/+9/+9 (1d4+5);
60 ft.’: +9/+9/+9 (1d4+5)
Melee +3 Flail +13/+13/+13
(1d8+10 )
Melee Dagger +10/+10/+10
(1d4+7 )
Ranged Dagger (Thrown) 20
ft.’: +10/+10/+10 (1d4+5);
60 ft.’: +10/+10/+10
(1d4+5)
Special
-
-
-
-
Proficiencies
Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe,
Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar,
Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
Warhammer, Whip
Special
Qualities
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Champion, Fighting Style,
Improved Critical, Martial
Archetype, Second Wind,
Dueling
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Martial Archetype,
Remarkable Athlete, Second
Wind, Dueling
Darkvision, Dwarven
Combat Training,
Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Dueling, Protection
Darkvision, Dwarven Combat
Training, Dwarven Resilience,
Languages, Smith’s Tools,
Stonecunning, Tool
Proficiency, Ability Score
Improvement, Action Surge,
Additional Fighting Style,
Champion, Extra Attack,
Fighting Style, Improved
Critical, Indomitable, Martial
Archetype, Remarkable
Athlete, Second Wind,
Superior Critical, Dueling,
Protection
Spell-
casting
-
-
-
-
Equipment
Flail; Scale Mail; Shield;
Dagger
+1 Flail; Chain Mail;
Shield; Dagger
+2 Flail; +1 Half Plate;
+1 Shield; Dagger
+3 Flail; +1 Dwarven
Plate; +2 Shield; Dagger
Special Abilities
Darkvision Accustomed to life underground, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Combat Training You have proficiency with the battleaxe,
handaxe, light hammer, and warhammer.
Dwarven Resilience You have advantage on saving throws against poison,
and you have resistance against poison damage (explained in chapter 9).
Languages You can speak, read, and write Common and Dwarvish.
Dwarvish is full of hard consonants and guttural sounds, and those
characteristics spill over into whatever other language a dwarf might
speak.
Smith’s Tools Proficient with Artisan Smith’s Tools.
Stonecunning Whenever you make an Intelligence (History) check related
to the origin of stonework, you are considered proficient in the History
skill and add double your proficiency bonus to the check, instead of your
normal proficiency bonus.
Tool Proficiency You gain proficiency with the artisan’s tools of your
choice: smith’s tools, brewer’s supplies, or mason’s tools.
Action Surge Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you can
use it again. You can use this feature 1 time(s) before a rest, but only
once on the same turn.
Additional Fighting Style At 10th level, you can choose a second option
from the Fighting Style class feature.
Champion The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model themselves
on this archetype combine rigorous training with physical excellence to
deal devastating blows.
Extra Attack Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Fighting Style You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Improved Critical Beginning when you choose this archetype at 3rd level,
your weapon attacks score a critical hit on a roll of 19 or 20.
791
NPCs
Indomitable Beginning at 9th level, you can reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t use this feature
again until you finish a long rest. You can use this feature 2 time(s)
between long rests.
Martial Archetype At 3rd level, you choose an archetype that you strive to
emulate in your combat styles and techniques. The Champion archetype
is detailed at the end of the class description; see the Player’s Handbook
for information on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Remarkable Athlete Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Dexterity, or Constitution check you
make that doesn’t already use your proficiency bonus. In addition, when
you make a running long jump, the distance you can cover increases by a
number of feet equal to +5.
Second Wind You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it again.
Superior Critical Starting at 15th level, your weapon attacks score a
critical hit on a roll of 18-20.
Dueling When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
Protection When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction to impose
disadvantage on the attack roll. You must be wielding a shield.
792
NPCs
Mystic Seer
Description
Prophecies and performance go hand-and-hand with
this charismatic seer, who fancies himself something
of a bard as well as practitioner of the mystic arts.
Rumor is that he occasionally takes payment in the
form of physical encounters, but those who may
have engaged in such an interaction are either too
disgusted or too ashamed to confirm the rumor.
Appearance
He’s deft with a dagger, and is keen to demonstrate
his myriad talents to any who will pay.
Combat Tactics
These secretive people will only fight if pressed.
CR 1; XP 200
Low
Moderate
Advanced
Elite
Challenge CR 1
XP 200
CR 6
XP 2,300
CR 10
XP 5,900
CR 14
XP 11,500
Class / HD Wizard 1
Wizard 6
Wizard 10
Wizard 14
Size / Aln
Medium TN Half-Elf
Medium TN Half-Elf
Medium TN Half-Elf
Medium TN Half-Elf
HP
5
21
42
56
Armor
Class
15
15
15
16
Speed
Walk 30’
Walk 30’
Walk 30’
Walk 30’
Ability
Scores /
Saves
STR 6 (+7)
DEX 15 (+1)
CON 8 (+2)
INT 19 (-1)
WIS 13 (+1)
CHA 16 (+1)
STR 6 (-2)
DEX 15 (+2)
CON 9 (-1)
INT 20 (+8)
WIS 13 (+4)
CHA 16 (+3)
STR 6 (-2)
DEX 15 (+2)
CON 11 (+0)
INT 20 (+9)
WIS 13 (+5)
CHA 16 (+3)
STR 6 (-2)
DEX 17 (+3)
CON 11 (+0)
INT 20 (+10)
WIS 13 (+6)
CHA 16 (+3)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
TN; Medium Humanoid (Half-Elf)
793
NPCs
Low
Moderate
Advanced
Elite
Immunities -
-
-
-
Senses
Passive Perception +11
Passive Perception +11
Passive Perception +11
Passive Perception +11
Languages Common, Dwarvish, Elvish
Attacks
Ranged Crossbow, Light-->
80 ft.’: -2 (1d8+2); 320 ft.’:
-2 (1d8+2)
Melee Dagger +4 (1d4+2 )
Ranged Dagger (Thrown) 20
ft.’: +4 (1d4+2); 60 ft.’: +4
(1d4+2)
Melee Dagger +5 (1d4+2 )
Ranged Dagger (Thrown) 20
ft.’: +5 (1d4+2); 60 ft.’: +5
(1d4+2)
Ranged +1 Crossbow, Light
--> 80 ft.’: +0 (1d8+3); 320
ft.’: +0 (1d8+3)
Melee Dagger +6 (1d4+2 )
Ranged Dagger (Thrown)
20 ft.’: +6 (1d4+2); 60 ft.’:
+6 (1d4+2)
Ranged +2 Crossbow, Light
--> 80 ft.’: +2 (1d8+4); 320
ft.’: +2 (1d8+4)
Melee Dagger +8 (1d4+3 )
Ranged Dagger (Thrown) 20
ft.’: +8 (1d4+3); 60 ft.’: +8
(1d4+3)
Ranged +3 Crossbow, Light
--> 80 ft.’: +5 (1d8+6); 320
ft.’: +5 (1d8+6)
Special
-
-
-
-
Proficiencies
Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
Special
Qualities
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Arcane Recovery, Cantrips,
Preparing and Casting
Spells, Ritual Casting,
Spellcasting
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Arcane Recovery, Arcane
Tradition, Cantrips,
Evocation Savant, Potent
Cantrip, Preparing and
Casting Spells, Ritual
Casting, School of Evocation,
Sculpt Spells, Spellcasting
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Arcane Recovery, Arcane
Tradition, Cantrips,
Empowered Evocation,
Evocation Savant, Potent
Cantrip, Preparing and
Casting Spells, Ritual
Casting, School of
Evocation, Sculpt Spells,
Spellcasting
Darkvision, Fey Ancestry,
Languages, Skill Versatility,
Ability Score Improvement,
Arcane Recovery, Arcane
Tradition, Cantrips,
Empowered Evocation,
Evocation Savant,
Overchannel, Potent Cantrip,
Preparing and Casting Spells,
Ritual Casting, School of
Evocation, Sculpt Spells,
Spellcasting
Spell-
casting
Save DC 14; Spell Atk +6
Cantrips (at will): dancing
lights; prestidigitation
1st: charm person; mage
armor
Save DC 16; Spell Atk +8
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
3rd: clairvoyance; hypnotic
pattern; sending
2nd: detect thoughts; hold
person; invisibility
1st: charm person;
comprehend languages;
identify; mage armor
Save DC 17; Spell Atk +9
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
5th: mislead; scrying
4th: arcane eye; dimension
door; locate creature
3rd: clairvoyance; hypnotic
pattern; sending
2nd: detect thoughts; hold
person; invisibility
1st: charm person;
comprehend languages;
identify; mage armor
Save DC 18; Spell Atk +10
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
7th: reverse gravity
6th: eyebite; magic jar
5th: mislead; scrying
4th: arcane eye; dimension
door; locate creature
3rd: clairvoyance; hypnotic
pattern; sending
2nd: detect thoughts; hold
person; invisibility
1st: charm person;
comprehend languages;
identify; mage armor
Equipment
Light Crossbow; Dagger
+1 Light Crossbow;
Dagger
+2 Light Crossbow;
Dagger
+3 Light Crossbow;
Dagger
Special Abilities
Darkvision Thanks to your elf blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Fey Ancestry You have advantage on all saving throws against being
charmed or put to sleep.
Languages You can speak, read, and write Common, Elvish, and one extra
language of your choice.
Skill Versatility You gain proficiency in two skills of your choice.
Arcane Recovery You have learned to regain some of your magical energy
by studying your spellbook. Once per day when you finish a short rest,
you can choose expended spell slots to recover. The spell slots can have
a combined level that is equal to or less than 7, and none of the slots can
be 6th level or higher. For example, if you’re a 4th-level wizard, you can
recover up to two levels worth of spell slots. You can recover either a
2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition When you reach 2nd level, you choose an arcane
tradition, shaping your practice of magic through one of eight schools:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion,
Necromancy, or Transmutation. The school of Evocation is detailed at the
end of the class description; see the Player’s Handbook for information
on the other schools. Your choice grants you features at 2nd level and
again at 6th, 10th, and 14th level.
Cantrips At 1st level, you know three cantrips of your choice from the
wizard spell list. You learn additional wizard cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the Wizard
table.
794
NPCs
Empowered Evocation Beginning at 10th level, you can add +5 to the
damage roll of any wizard evocation spell you cast. The damage bonus
applies to one damage roll of a spell, not multiple rolls.
Evocation Savant Beginning when you select this school at 2nd level,
the gold and time you must spend to copy an evocation spell into your
spellbook is halved.
Overchannel Starting at 14th level, you can increase the power of your
simpler spells. When you cast a wizard spell of 5th level or lower that
deals damage, you can deal maximum damage with that spell. The first
time you do so, you suffer no adverse effect. If you use this feature again
before you finish a long rest, you take 2d12 necrotic damage for each
level of the spell, immediately after you cast it. Each time you use this
feature again before finishing a long rest, the necrotic damage per spell
level increases by 1d12. This damage ignores resistance and immunity.
The feature doesn’t benefit cantrips.
Potent Cantrip Starting at 6th level, your damaging cantrips affect even
creatures that avoid the brunt of the effect. When a creature succeeds on
a saving throw against your cantrip, the creature takes half the cantrip’s
damage (if any) but suffers no additional effect from the cantrip.
Ritual Casting You can cast a wizard spell as a ritual if that spell has the
ritual tag and you have the spell in your spellbook. You don’t need to have
the spell prepared.
School of Evocation You focus your study on magic that creates powerful
elemental effects such as bitter cold, searing flame, rolling thunder,
crackling lightning, and burning acid. Some evokers find employment in
military forces, serving as artillery to blast enemy armies from afar. Others
use their spectacular power to protect the weak, while some seek their
own gain as bandits, adventurers, or aspiring tyrants.
Sculpt Spells Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you cast an
evocation spell that affects other creatures that you can see, you can
choose a number of them equal to 1 + the spell’s level. The chosen
creatures automatically succeed on their saving throws against the spell,
and they take no damage if they would normally take half damage on a
successful save.
795
NPCs
Monsters
796
NPCs
Dreadwyrm
Description
This enormous and evil-looking dragon looks for all
the world like a red dragon, infected with purplish-
black slime. Its eyes are vile pits of bright purplish-
white fire, ringed in black. Its wings are decayed,
torn and tattered, roped with strands of viscous
purplish-black goo. It’s about 75’ long from snout to
tail; of that, about 1/3 is tail.
Appearance
Its body seems heavily ribbed, as though dessicated
CR 13; XP 10,000
Low
Moderate
Advanced
Elite
Challenge CR 13
XP 10,000
CR 20
XP 25,000
CR 23
XP 50,000
CR 25
XP 75,000
Class / HD Dragon 12
Dragon 14
Dragon 16
Dragon 18
CE; Large Dragon
or emaciated to the point of starvation, but it
appears strong and virile. Its jaws open to a terrible
pit of neck that glows a horrid reddish-purple.
Combat Tactics
Dreadwyrms will slay any who trespass their
domain. Unluckily for the PCs, this one
considers the entire Mines to be his domain.
797
NPCs
Low
Moderate
Advanced
Elite
Size / Aln
Medium CE Dragon
Large CE Dragon
Large CE Dragon
Gargantuan
CE Dragon
HP
84
143
207
289
Armor
Class
19
19
21
23
Speed
Walk 60’;
Swim 60’;
Fly 150’
Walk 60’;
Swim 60’;
Fly 150’
Walk 60’;
Swim 60’;
Fly 150’
Walk 60’;
Swim 60’;
Fly 150’
Ability
Scores /
Saves
STR 6 (+7)
DEX 15 (+1)
CON 8 (+2)
INT 19 (-1)
WIS 13 (+1)
CHA 16 (+1)
STR 6 (-2)
DEX 15 (+2)
CON 9 (-1)
INT 20 (+8)
WIS 13 (+4)
CHA 16 (+3)
STR 6 (-2)
DEX 15 (+2)
CON 11 (+0)
INT 20 (+9)
WIS 13 (+5)
CHA 16 (+3)
STR 6 (-2)
DEX 17 (+3)
CON 11 (+0)
INT 20 (+10)
WIS 13 (+6)
CHA 16 (+3)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities
Immune Acid, Magical
Sleep, Paralysis
Resists Spells, Non-
Magical Damage
Immune Acid, Magical
Sleep, Paralysis
Resists Spells, Non-
Magical Damage
Immune Acid, Magical
Sleep, Paralysis
Resists Spells, Non-
Magical Damage
Immune Acid, Magical
Sleep, Paralysis
Resists Spells, Non-
Magical Damage
Senses
Passive Perception +12
Low-Light Vision;
Darkvision 120’;
Blindsense 60’
Aura Minor Obelisk Taint
60’
Passive Perception +14
Low-Light Vision;
Darkvision 120’;
Blindsense 60’
Aura Minor Obelisk Taint
60’
Passive Perception +16
Low-Light Vision;
Darkvision 120’;
Blindsense 60’
Aura Minor Obelisk Taint
60’
Passive Perception +18
Low-Light Vision;
Darkvision 120’;
Blindsense 60’
Aura Minor Obelisk Taint
60’
Languages Draconic, Giant, Speak with Reptiles
Attacks
Melee bite +6 (1d10+6)
Melee claws +6/+6 (1d6+4)
Melee wings +6/+6 (1d4+2)
Melee tail slap +6 (1d6+2)
Melee bite +11
(2d6+10/19-20)
Melee claws +11/+11
(1d8+7)
Melee wings +11/+11
(1d6+3)
Melee tail slap +11
(1d8+10)
Melee bite +16
(3d6+16/19-20)
Melee claws +16/+16
(1d8+11) or
Melee wings +16/+16
(1d6+5)
Melee tail slap +16
(1d8+16)
Melee bite +20 (4d8+21/19-
20)
Melee claws +20/+20
(4d6+14)
Melee wings +20/+20
(2d6+7)
Melee tail slap +20 (3d6+21)
Special
Breath Weapon: 120’ Line of
Acid 6d6 acid, Dexterity DC
18 to halve damage, usable
every 1d4 rounds.
Breath Weapon: 120’ Line of
Acid 8d6 acid, Dexterity DC
19 to halve damage, usable
every 1d4 rounds.
Breath Weapon: 120’ Line of
Acid 12d6 acid, Dexterity DC
20 to halve damage, usable
every 1d4 rounds.
Breath Weapon: 120’ Line of
Acid 16d6 acid, Dexterity DC
22 to halve damage, usable
every 1d4 rounds.
Proficiencies
Natural Weapons, Breath Weapon
Special
Qualities
Obelisk Taint, Bite, Blindsense, Breath Weapon, Claw, Damage Reduction, Darkvision, Dragon Senses, Dragon Traits, Frightful Presence,
Immunities, Low-Light Vision, Speak with Reptiles, Spell-Like Abilities, Spell Resistance, Spells, Swamp Stride, Water Breathing, Wing
798
NPCs
Special Abilities
Obelisk Taint (Su) This creature generates an Aura about it that mimics
that of a true shard of Dark Obelisk.
Acidic Bite (Su) At old age, a black dragon’s bite deals an additional 2d6
points of acid damage. An ancient dragon’s damage increases to 4d6, and
a great wrym’s to 6d6.
Blindsense (Ex) Range 60 ft.; Other creatures have blindsense, a lesser
ability that lets the creature notice things it cannot see, but without the
precision of blindsight. The creature with blindsense usually does not
need to make Spot or Listen checks to notice and locate creatures within
range of its blindsense ability, provided that it has line of effect to that
creature. Any opponent the creature cannot see has total concealment
(50% miss chance) against the creature with blindsense, and the
blindsensing creature still has the normal miss chance when attacking
foes that have concealment. Visibility still affects the movement of a
creature with blindsense. A creature with blindsense is still denied its
Dexterity bonus to Armor Class against attacks from creatures it cannot
see.
Breath Weapon (Su) Using a breath weapon is a standard action. A dragon
can use its breath weapon once every 1d4 rounds, even if it possesses
more than one breath weapon. A breath weapon always starts at an
intersection adjacent to the dragon and extends in a direction of the
dragon’s choice. Breath weapons come in two shapes, lines and cones,
whose areas vary with the dragon’s size. If a breath weapon deals damage,
those caught in the area can attempt Dexterity saves to take half damage.
Corrupt Water (Sp) Once per day an adult or older black dragon can
stagnate 10 cubic feet of still water, making it foul and unable to support
water-breathing life. The ability spoils liquids containing water. This ability
is the equivalent of a 1st-level spell. Its range is 240 ft.
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes
as a standard action, using its whole body to crush them. Crush attacks
are effective only against opponents three or more size categories
smaller than the dragon. A crush attack affects as many creatures as fit
in the dragon’s space. Creatures in the affected area must succeed on a
Dexterity save (DC 20) or be pinned, automatically taking bludgeoning
damage during the next round unless the dragon moves off them. If
the dragon chooses to maintain the pin, it must succeed at a combat
maneuver check as normal. Pinned foes take damage from the crush each
round if they don’t escape. A crush attack deals 4d6+STR bonus.
Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to
see with no light source at all, out to a range specified for the creature.
Darkvision is black and white only (colors cannot be discerned). It does
not allow characters to see anything that they could not see otherwise-
invisible objects are still invisible, and illusions are still visible as what
they seem to be. Likewise, darkvision subjects a creature to gaze attacks
normally. The presence of light does not spoil darkvision.
Low-Light Vision (Ex) You can see x4 as far as humans in low illumination.
Characters with low-light vision have eyes that are so sensitive to light
that they can see twice as far as normal in dim light. Low-Light Vision is
color vision. A spellcaster with low-light vision can read a scroll as long as
even the tiniest candle flame is next to her as a source of light. Characters
with low-light vision can see outdoors on a moonlit night as well as they
can during the day.
Speak with Reptiles (Sp) A young or older black dragon gains the constant
spell-like ability to speak with reptiles. This functions as speak with
animals, but only with reptilian animals.
Swamp Stride (Ex) A very young or older black dragon can move through
bogs and quicksand without penalty at its normal speed.
Water Breathing (Ex) A black dragon can breathe underwater indefinitely
and can freely use its breath weapon, spells, and other abilities while
submerged.
Low
Moderate
Advanced
Elite
Spell-
casting
Save DC 16; Spell Atk +8
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
3rd: dispel magic; fireball
2nd: blindness/deafness;
hold person; mirror image
1st: charm person; detect
magic; fog cloud; magic
missile
Save DC 18; Spell Atk +9
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
5th: dominate person
4th: dimension door; greater
invisibility; ice storm
3rd: dispel magic; fireball;
lightning bolt
2nd: blindness/deafness;
hold person; mirror image
1st: charm person; detect
magic; fog cloud; magic
missile
Save DC 20; Spell Atk +10
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
6th: chain lightning;
disintegrate
5th: cone of cold; dominate
person
4th: dimension door;
greater invisibility; ice
storm
3rd: dispel magic; fireball;
lightning bolt
2nd: blindness/deafness;
hold person; mirror image
1st: charm person; detect
magic; fog cloud; magic
missile
Save DC 22; Spell Atk +12
Cantrips (at will): dancing
lights; light; minor illusion;
prestidigitation
8th: earthquake
7th: fire storm
6th: chain lightning;
disintegrate
5th: cone of cold; dominate
person
4th: dimension door; greater
invisibility; ice storm
3rd: dispel magic; fireball;
lightning bolt
2nd: blindness/deafness;
hold person; mirror image
1st: charm person; detect
magic; fog cloud; magic
missile
Equipment
-
-
-
-
799
NPCs
Dreadslime Ooze
Description
A thick, viscous ooze flows slowly, then rapidly when
it strikes with a pseudopod.
Appearance
Translucent and grim, it’s a combination of black,
purple, and red, and seems to emit a smoky haze.
You think you can glimpse pieces of bone, sword,
and other debris from former victims within.
Combat Tactics
This horrid, semi-sentient slime is created after
a substantial quantity of sacrifices are made
to a pool of dreadslime. The resulting mixture
of evil, chaos, and destroyed spirit results in
a creepy, otherworldly resin that rises to seek
out the souls of the living, slaying innocent
and Obelisk adherent alike in its thirst for
destruction.
CR 10; XP 5,900
Low
Moderate
Advanced
Elite
Challenge CR 10
XP 5,900
CR 12
XP 8,400
CR 14
XP 11,500
CR 16
XP 15,000
Class / HD Ooze 10
Ooze 12
Ooze 14
Ooze 16
Size / Aln
Large NE Ooze
Huge NE Ooze
Huge NE Ooze
Gargantuan NE Ooze
HP
77
116
168
226
Armor
Class
6
5
7
7
Speed
Walk 20’;
Climb 20’;
Suction
Walk 20’;
Climb 20’;
Suction
Walk 20’;
Climb 20’;
Suction
Walk 20’;
Climb 20’; Suction
Ability
Scores /
Saves
STR 12 (+1)
DEX 5 (-3)
CON 18 (+4)
INT 10 (+0)
WIS 1 (-5)
CHA 1 (-5)
STR 17 (+3)
DEX 5 (-3)
CON 20 (+5)
INT 10 (+0)
WIS 1 (-5)
CHA 1 (-5)
STR 20 (+5)
DEX 5 (-3)
CON 22 (+5)
INT 10 (+0)
WIS 1 (-5)
CHA 1 (-5)
STR 22 (+5)
DEX 5 (-3)
CON 24 (+6)
INT 10 (+0)
WIS 1 (-5)
CHA 1 (-5)
Skills
-
-
-
-
NE; Large Ooze
800
NPCs
Low
Moderate
Advanced
Elite
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities
Immune Tripping, Critical Hits, Flanking, Mind-Affecting Effects, Paralysis, Poison, Polymorph, Sleep, Sneak
Attacks, Stunning
Senses
Passive Perception -5;
Blindsight 60’ (blind);
Passive Perception -5;
Blindsight 60’ (blind);
Passive Perception -5;
Blindsight 60’ (blind);
Passive Perception -5;
Blindsight 60’ (blind);
Languages -
Attacks
Melee slam +7 (1d6+1)
Melee slam +8 (1d8+4)
Melee slam +9 (1d8+7)
Melee slam +9 (2d6+12)
Special
Constrict (2d6+1);
Corrosion; Split
Constrict (2d6+4);
Corrosion; Split
Constrict (2d6+7);
Corrosion; Split
Constrict (2d6+12);
Corrosion; Split
Proficiencies
Natural Weapons
Special
Qualities
Acid (DC 14); Blindsight;
Suction; Corrosion
Acid (DC 16); Blindsight;
Suction; Corrosion
Acid (DC 18); Blindsight;
Suction ; Corrosion
Acid (DC 20); Blindsight;
Suction ; Corrosion
Spell-
casting
-
-
-
-
Equipment
-
-
-
-
Special Abilities
Acid (Ex) A dreadslime ooze secretes a digestive acid that dissolves
organic material and metal quickly, but does not affect stone. Each time
a creature suffers damage from a dreadslime ooze’s acid, its clothing and
armor take the same amount of damage from the acid. A DC 16 Dexterity
save prevents damage to clothing and armor. A metal or wooden
weapon that strikes a dreadslime ooze takes 2d6 acid damage unless the
weapon’s wielder succeeds on a DC 18 Dexterity save. If a dreadslime
ooze remains in contact with a wooden or metal object for 1 full round, it
inflicts 14 points of acid damage (no save) to the object.
Blindsight (Ex) Range 60 ft.; Some creatures have blindsight, the
extraordinary ability to use a nonvisual sense (or a combination of such
senses) to operate effectively without vision. Such sense may include
sensitivity to vibrations, acute scent, keen hearing, or echolocation.
This ability makes invisibility and concealment (even magical darkness)
irrelevant to the creature (though it still can’t see ethereal creatures and
must have line of effect to a creature or object to discern that creature
or object). This ability operates out to a range specified in the creature
description. The creature usually does not need to make Spot or Listen
checks to notice creatures within range of its blindsight ability. Unless
noted otherwise, blindsight is continuous, and the creature need do
nothing to use it. Some forms of blindsight, however, must be triggered
as a free action. If so, this is noted in the creature’s description. If a
creature must trigger its blindsight ability, the creature gains the benefits
of blindsight only during its turn. Blindsight never allows a creature
to distinguish color or visual contrast. A creature cannot read with
blindsight. Blindsight does not subject a creature to gaze attacks (even
though darkvision does). Blinding attacks do not penalize creatures using
blindsight. Deafening attacks thwart blindsight if it relies on hearing.
Blindsight works underwater but not in a vacuum. Blindsight negates
displacement and blur effects.
Constrict (Ex) You can crush an opponent, dealing bludgeoning damage,
when you make a successful grapple check (in addition to any other
effects caused by a successful check, including additional damage).
Corrosion (Ex) An opponent that is being constricted by a dreadslime
ooze suffers a -4 penalty on Dexterity saves made to resist acid damage
applying to clothing and armor.
Split (Ex) Slashing and piercing weapons deal no damage to a dreadslime
ooze. Instead, the creature splits into two identical puddings, each with
half of the original’s current hit points (round down). A pudding with
10 hit points or less cannot be further split and dies if reduced to 0 hit
points.
Suction (Ex) The dreadslime ooze can create powerful suction against any
surface as it climbs, allowing it to cling to inverted surfaces with ease. A
dreadslime ooze can establish or release suction as a swift action, and as
long as it is using suction, it moves at half speed.
801
NPCs
Slimegiant
Description
This appears to be a 20’ tall giant humanoid.
Appearance
It’s unclear whether he is at least partially composed
of purplish-grey slime, or if he has simply been
doused in an enormous vat of it; either way, it drips
and squirms from nearly every part of his body.
Periodically visible amongst this ooze, he wears
leather armor, and wields a huge club in one hand
and a giant waraxe in the other.
Combat Tactics
Terrible creatures of pure chaos, typically
formed from a large beast, preferably sentient,
exposed in a prolonged and painful manner
to dreadslime and with proximity to a Dark
Obelisk, slimegiants are but larger, more horrid
versions of the semi-sane, semi-aware drones
enslaved to the Obelisk’s will. They retain their
ability to use weapons, but have no directive
CR 12; XP 8,400
Low
Moderate
Advanced
Elite
Challenge CR 12
XP 8,400
CR 14
XP 11,500
CR 16
XP 15,000
CR 18
XP 20,000
Class / HD
Monstrous Humanoid 12
Monstrous Humanoid 14
Monstrous Humanoid 16
Monstrous Humanoid 18
Size / Aln
Medium CE
Large CE
Large CE
Huge CE
HP
86
124
190
250
Armor
Class
17
17
19
19
Speed
Walk 40’
Walk 40’
Walk 40’
Walk 40’
Ability
Scores /
Saves
STR 22 (+6)
DEX 19 (+4)
CON 15 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
STR 23 (+6)
DEX 19 (+4)
CON 19 (+4)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
STR 25 (+7)
DEX 19 (+4)
CON 22 (+6)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
STR 26 (+8)
DEX 19 (+4)
CON 24 (+7)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
Skills
-
-
-
-
CE; Large Monstrous Humanoid
save for destruction.
802
NPCs
Low
Moderate
Advanced
Elite
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities
-
Senses
Passive Perception +6;
Darkvision 60’
Passive Perception +8;
Darkvision 60’
Passive Perception +10;
Darkvision 60’
Passive Perception +12;
Darkvision 60’
Languages -
Attacks
Melee greatclub +15
(1d12+9)
Ranged rock +12/+7
(1d8+9), within 30 ft.
+13/+8 (1d8+10)
Melee slam +15/+15
(1d6+9)
Melee greatclub +1 +18/+13
(2H: 2d8+13)
Melee slam +17/+17
(1d8+8)
Ranged rock +12/+7
(1d8+12), within 30 ft.
+13/+8 (1d8+13)
Melee greatclub +1
+22/+17/+12 (2H:
2d8+16)
Melee slam +21/+21
(1d8+10)
Ranged rock +16/+11/+6
(1d8+15), within 30 ft.
+17/+12/+7 (1d8+16)
Melee greatclub +3
+26/+21/+16 (2H: 3d8+21)
Melee slam +23/+23
(3d6+12)
Ranged rock +15/+10/+5
(1d8+18), within 30 ft.
+16/+11/+6 (1d8+19)
Special
Proficiencies
Natural Weapons; Greatclub; Rock Throwing
Special
Qualities
-
-
-
-
Spell-
casting
-
-
-
-
Equipment
-
-
-
-
Special Abilities
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to
see with no light source at all, out to a range specified for the creature.
Darkvision is black and white only (colors cannot be discerned). It does
not allow characters to see anything that they could not see otherwise-
invisible objects are still invisible, and illusions are still visible as what
they seem to be. Likewise, darkvision subjects a creature to gaze attacks
normally. The presence of light does not spoil darkvision.
803
NPCs
Dreadslime Golem
Description
A humanoid construct appears to be a somewhat
crystalline casing, within which ebbs and flows a
viscious purplish-black dreadslime.
Appearance
Colors whorl and twist within. Parts are spiky,
others rounded; its head such as it is bears some
features that could be called eyes and a mouth,
though these are purely ornamental. It bears a club
in one hand, and a cave stone in the other. From its
joints, dreadslime seeps in viscous strands.
Combat Tactics
These constructs are forged from the bodily
fluids and dismembered parts of sacrifices
to the Obelisk, given of a dreadwyrm. They
typically require the painful, prolonged sacrifice
of a great leader, either religious or of an arcane
CR 10; XP 5,900
Low
Moderate
Advanced
Elite
Challenge CR 10
XP 5,900
CR 14
XP 11,500
CR 16
XP 15,000
CR 18
XP 20,000
Class / HD Construct 10
Construct 14
Construct 16
Construct 18
Size / Aln
Large LE
Large LE
Large LE
Huge LE
HP
83
106
115
131
Armor
Class
19
19
20
20
Speed
Walk 20’
Walk 20’
Walk 20’
Walk 20’
Ability
Scores /
Saves
STR 22 (+6)
DEX 13 (+1)
CON 10 (+0)
INT 10 (+0)
WIS 11 (+0)
CHA 1 (-5)
STR 24 (+7)
DEX 13 (+1)
CON 10 (+0)
INT 10 (+0)
WIS 11 (+0)
CHA 1 (-5)
STR 25 (+7)
DEX 14 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 11 (+0)
CHA 1 (-5)
STR 26 (+8)
DEX 14 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 11 (+0)
CHA 1 (-5)
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
LE; Large Construct
804
NPCs
Low
Moderate
Advanced
Elite
Immunities
Immune Death Effects; Disease; Exhaustion; Fatigue; Magic; Mind-Affecting Effects; Necromancy; Paralysis;
Poison; Sleep; Stunning
Resists Physical Damage
Senses
Passive Perception +0;
Darkvision 60’;
Low-Light Vision
Passive Perception +0;
Darkvision 60’
Passive Perception +0;
Darkvision 60’
Passive Perception +0;
Darkvision 60’
Languages -
Attacks
Melee slam +17/+17 (2H:
2d8+10)
Melee slam +22/+22
(2d10+9)
Melee slam +26/+26
(2d10+11)
Melee slam +29/+29
(4d8+13)
Special
Proficiencies
Natural Weapons
Special
Qualities
Slow (DC 14)
Slow (DC 16)
Slow (DC 17)
Slow (DC 18)
Spell-
casting
-
-
-
-
Special Abilities
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to
see with no light source at all, out to a range specified for the creature.
Darkvision is black and white only (colors cannot be discerned). It does
not allow characters to see anything that they could not see otherwise-
invisible objects are still invisible, and illusions are still visible as what
they seem to be. Likewise, darkvision subjects a creature to gaze attacks
normally. The presence of light does not spoil darkvision.
Low-Light Vision (Ex) You can see x2 as far as humans in low
illumination. Characters with low-light vision have eyes that are so
sensitive to light that they can see twice as far as normal in dim light.
Low-Light Vision is color vision. A spellcaster with low-light vision can
read a scroll as long as even the tiniest candle flame is next to her as a
source of light. Characters with low-light vision can see outdoors on a
moonlit night as well as they can during the day.
Slow (Su) A dreadslime golem can use a slow effect, as the spell, as a free
action once every 2 rounds. The effect has a range of 10 feet in a burst
centered on the golem and a duration of 7 rounds, requiring a DC 16
Intelligence save to negate.
805
NPCs
Dreadslimed Miner
Description
A dwarven miner, his light leather armor dusty
and marred, appears a bit… off. The dreadslime
infection has neither will nor sentience of its own,
but when paired with a sentient being, the result is
a zombie-like effect, a shambling echo of the man’s
previous self, bent on pure destruction and murder.
Any spread of the infection via wounds is completely
accidental, but welcome.
Appearance
His limbs and chest are decorated with pulsing
purple, as though his veins were pumping with a vile
substance. This is not far from the truth: via one or
more lacerations into which dreadslime has seeped,
his innards are gradually being taken over by the
substance. This dwarven miner bears a pickaxe and
small throwing hammers..
Combat Tactics
Miners in the deep mountain levels often
come by exposure to the Dark Obelisk and/
or its liquid presence, dreadslime. Prolonged
CR 2; XP 450
Low
Moderate
Advanced
Elite
Challenge CR 2
XP 450
CR 6
XP 2,300
CR 12
XP 8,400
CR 16
XP 15,000
Class / HD Undead 2
Undead 6
Undead 12
Undead 6
Size / Aln
Medium NE
Medium NE
Medium NE
Medium NE
HP
8
25
56
75
Armor
Class
12
14
16
17
Speed
Walk 20’
Walk 20’
Walk 20’
Walk 20’
Ability
Scores /
Saves
STR 17 (+3)
DEX 7 (-2)
CON 10 (+0)
INT 10 (+0)
WIS 10 (+0)
CHA 8 (-1)
STR 17 (+3)
DEX 7 (-2)
CON 10 (+0)
INT 10 (+0)
WIS 10 (+0)
CHA 8 (-1)
STR 18 (+4)
DEX 9 (-1)
CON 10 (+0)
INT 10 (+0)
WIS 10 (+0)
CHA 8 (-1)
STR 19 (+4)
DEX 9 (-1)
CON 10 (+0)
INT 10 (+0)
WIS 10 (+0)
CHA 8 (-1)
NE; Medium Humanoid (Dwarf)
exposure to the vapors produced by dreadslime
pools, or repeated damage via its toxins,
produces this effect.
806
NPCs
Low
Moderate
Advanced
Elite
Skills
-
-
-
-
Saves
-
-
-
-
Vulnerabilities
-
-
-
-
Immunities
Immune Death Effects; Disease; Exhaustion; Fatigue; Mind-Affecting Effects; Paralysis; Poison; Sleep;
Stunning
Resists Physical Damage
Senses
Passive Perception +4;
Darkvision 90’
Passive Perception +6;
Darkvision 90’
Passive Perception +7;
Darkvision 90’
Passive Perception +8;
Darkvision 90’
Languages Common, Dwarven
Attacks
Melee morningstar +3
(1d8+3)
Melee slam +3 (1d4+5)
Melee morningstar +5
(1d8+3)
Melee slam +5 (1d4+5)
melee morningstar +9
(1d8+4)
Melee slam +9 (1d4+8)
Melee +1 morningstar
+11/+6 (1d8+4)
Melee slam +11 (1d4+8)
Special
Proficiencies
Natural Weapons; Morningstar
Special
Qualities
-
-
-
-
Spell-
casting
-
-
-
-
Equipment
-
-
-
-
Special Abilities
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to
see with no light source at all, out to a range specified for the creature.
Darkvision is black and white only (colors cannot be discerned). It does
not allow characters to see anything that they could not see otherwise-
invisible objects are still invisible, and illusions are still visible as what
they seem to be. Likewise, darkvision subjects a creature to gaze attacks
normally. The presence of light does not spoil darkvision.
807
Appendices
Open Gaming License (OGL)
Product Identity: The following items are hereby identified as Product Identity, as defined
in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks,
registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines,
locations, characters, artworks, and trade dress. (Elements that have previously been
designated as Open Game Content are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game
mechanics of this Paizo Publishing game product are Open Game Content, as defined in
the Open Game License version 1.0a Section 1(d). No portion of this work other than the
material designated as Open Game Content may be reproduced in any form without written
permission.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have
contributed Open Game Content; (b) “Derivative Material” means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d) “Open Game Content” means the game
mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior art
and any additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) “Product Identity”
means product and product line names, logos and identifying marks including trade dress;
artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity by the
owner of the Product Identity, and which specifically excludes the Open Game Content;
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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
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Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC;
Author: Paizo Publishing, LLC.
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Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse
Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick
Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis
Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy
Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen
Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC;
Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis,
Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito
Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard
Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat,
Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams,
Teeuwynn Woodruff.
Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis
Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim
Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips,
Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C.
Stephens, and Russ Taylor.
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Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C.
Stephens, Todd Stewart, and Russ Taylor.
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Vallese.
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Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
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Taylor.
| textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/Dark Obelisk 2 - The Mondarian Elective.pdf |
Steven S. Long
A Setting Book for Dark Champions
Author: Steven S. Long
Editing & Development: Allen Thomas
Layout & Graphic Design: Andy Mathews
Cover Illustration: Klaus Scherwinski
Cartography: Keith Curtis
Interior Illustration: Brett Barkley, Nate Barnes, Storn
Cook, Andrew Cremeans, John Grigni, Roberto Mar-
chesi, Eric Rademaker, Greg Smith, Chris Stevens, Derrick
Thomas, Daniel Young, Dean Yuen
DEDICATION
To the players in my Hudson City: The Urban Abyss campaign,
whose war on crime and injustice inspired me to new heights of
creativity: Andy “Arkady Koslov” Mathews, Brad “Spencer McBryde”
Barrett, John “Wiley McCoy” Losey, Gary “Prodigal” Mitchel, Tim
“Marcellus Xavier” Binford, Eric “Shadowdragon” Livengood, and
Dave “Nightwatch” Cunningham.
SPECIAL THANKS
Special thanks to the Digital Hero playtesters and testreaders who
reviewed the manuscript for this book and found math errors and
typos, offered their suggestions for improvements, and generally
contributed their time and ideas to make Hudson City just the sort of
book we wanted it to be. Thanks!
Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Hudson City © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Star Hero, Justice Inc., Danger International, Dark Champions, Pulp Hero,
Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
No part of this book may be reproduced or transmitted in any form or by any means,
electronic or mechanical, including photocopying, recording, or computerization, or by
any information storage and retrieval system, without permission in writing from the
Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
Printed in the U.S.A. First printing December 2004
Produced and distributed by DOJ, Inc. d/b/a Hero Games.
Stock Number: DOJHERO601 • ISBN Number: 1-58366-037-2
http://www.herogames.com
TABLE OF CONTENTS
INTRODUCTION ................................5
CHAPTER ONE: A HISTORY
OF HUDSON CITY
THE HISTORY OF HUDSON CITY ........8
THE EARLY YEARS ...........................8
THE NINETEENTH CENTURY .............8
THE EARLY TWENTIETH CENTURY ...10
THE FIFTIES, SIXTIES,
AND SEVENTIES ..........................12
THE EIGHTIES, NINETIES,
AND BEYOND ..............................13
HUDSON CITY TODAY .....................14
CHAPTER TWO:
THE LAY OF THE LAND
VITAL STATISTICS ...........................16
URBANOGRAPHY ............................18
TOPOGRAPHY ...............................18
The Streets .................................18
Landmarks ..................................19
COME RAIN, COME SHINE ..............20
UNDERGROUND .............................20
UTILITIES .......................................23
GETTING AROUND ..........................24
Air Travel .....................................24
Ground Vehicles ..........................25
Commuter Railways .....................25
Other Modes Of Transportation .....26
The Metro ...................................26
ARDMORE .....................................27
BANKHURST ...................................29
BAYSIDE .........................................33
BLACKBRIDGE ................................35
CHINATOWN ...................................38
CROWN POINT ................................41
EASTWOOD ....................................43
ELMVIEW ........................................46
FORSYTH ........................................48
FREETOWN .....................................50
GADSDEN .......................................54
GUILFORD ......................................56
HIGHLANDS ....................................58
IRISHTOWN ....................................60
LAFAYETTE .....................................62
LATIN CITY .....................................64
LeMASTRE PARK ............................66
LITTLE ITALY ...................................68
MINT RIDGE ....................................71
MOSCOW WEST .............................73
NORTH ELMVIEW ...........................75
The Strip .....................................77
PIERPOINT ......................................79
RED HILL ........................................81
RIVERSIDE HILLS ............................84
WORTHINGTON ...............................86
SUBURBS .......................................89
OUTLYING COMMUNITIES ...............90
CITY GOVERNMENT ........................91
THE MAYOR ..................................91
The Honorable Graydon T. Umstead 91
Deputy Mayor Edward Wilson .......92
Other Deputy Mayors ...................92
THE CITY COUNCIL ........................93
CITY COMMISSIONS ......................95
CITY POLITICS ...............................97
Movers And Shakers ....................97
Current Issues In City Government 98
GOVERNMENTAL CENTER ..............99
COUNTY GOVERNMENT .................99
STATE AND FEDERAL GOVERNMENT 99
CHAPTER THREE:
A DAY IN THE LIFE
LIFE IN THE BIG CITY ....................102
THE RHYTHM OF THE CITY ...........102
ANNUAL EVENTS .........................103
SLANG ........................................104
ON THE SCENE .............................105
TELEVISION .................................105
RADIO STATIONS .........................106
NEWSPAPERS .............................107
ON THE TOWN ..............................109
AMUSEMENT PARKS ....................109
CULTURAL EVENTS AND FINE ARTS 109
Dance .......................................109
Opera And Symphony ................110
Theatre .....................................110
Visual Arts .................................110
Auditoriums And Halls ................111
MUSEUMS ..................................111
THE MUSIC SCENE ......................112
RESTAURANTS ............................113
SPORTS ......................................114
Pro Sports Teams ......................114
Other Sports Venues ..................115
Annual Sporting Events ..............115
HUDSON CITY SUBCULTURES .......116
THE ACADEMIC WORLD ...............116
THE BUSINESS WORLD ................119
General Commerce And Industry 119
Finance ....................................120
Law ..........................................121
Retail ........................................122
Labor And Unions ......................124
THE ESPIONAGE WORLD ..............124
THE MARTIAL WORLD ..................124
THE MEDICAL WORLD .................125
Hospitals ...................................125
Health Clinics ............................127
THE MILITARY WORLD .................128
THE MYSTIC WORLD ....................129
THE RELIGIOUS WORLD ...............131
THE SCIENCE AND TECHNOLOGY
WORLD .....................................132
THE SOCIAL WORLD ....................133
The World Of The Wealthy ..........133
The World Of The Poor ...............135
CHAPTER FOUR:
THE LONG ARM OF THE LAW
THE HUDSON CITY POLICE
DEPARTMENT ............................138
ORGANIZATION AND STRUCTURE .138
Ranks .......................................138
Geographic Organization ............139
Bureaus And Squads .................139
NOTABLE LOCATIONS ..................143
STARS OF THE FORCE .................145
OTHER LOCAL LAW ENFORCEMENT 145
FEDERAL LAW ENFORCEMENT .....147
The FBI .....................................147
The DEA ...................................147
The BATF ..................................147
COURTS AND CORRECTIONS ........148
THE COURT SYSTEM ....................148
State Courts ..............................148
Federal Courts ...........................150
CORRECTIONS ............................151
State Corrections .......................151
Federal Corrections ...................151
THE HUDSON CITY FIRE
DEPARTMENT ............................152
Structure And Organization ........152
Fire Statistics ............................153
VIGILANTES ..................................154
CHAPTER FIVE: PREDATORS
ORGANIZED CRIME .......................158
THE MAFIA ..................................158
Territory ....................................160
Underworld Relationships ...........162
CHINESE TONGS ..........................163
Territory ....................................163
Underworld Relationships ...........164
HISPANIC ORGANIZED CRIME .......165
Underworld Relationships ...........166
RUSSIAN ORGANIZED CRIME .......166
Underworld Relations .................167
VIETNAMESE GANGS ...................167
Underworld Relations .................168
THE YAKUZA ................................168
Underworld Relations .................170
Takayama Shinsaku ...................170
OUTLAW BIKER GANGS ................170
Underworld Relations .................171
STREET GANGS AND POSSES ......172
Territory ....................................172
Posses ......................................174
Underworld Relations .................174
COSTUMED CRIMINALS ................175
CARD SHARK ..............................175
CHARLEMAGNE ...........................177
DIOMEDES ..................................178
JANUS ........................................178
THE KYPHOTIC MAN ....................179
SPEARGUN ..................................179
OTHER CRIME .............................180
ARMS TRAFFICKING .....................180
GAMBLING ..................................181
THE SEX TRADE ...........................181
CHAPTER SIX: HOT SPOTS
FOR COOL HEROES
AVENUE OF THE ELMS .................184
COLLINS GUNS AND MILITARY
SURPLUS ...................................186
THE HUDSON CITY FISH MARKET .188
LITTLE EGYPT ...............................190
LONGVIEW CORRECTIONAL CENTER 192
THE SKYLINE CLUB ......................196
QUICKCORNER .............................198
CHAPTER SEVEN: GAME-
MASTERING HUDSON CITY
HUDSON CITY CAMPAIGNING .......200
CAMPAIGN TYPES ........................200
OTHER GENRES ...........................201
THE GM’S VAULT ..........................203
CHAPTER ONE .............................203
CHAPTER TWO ............................203
CHAPTER THREE .........................210
CHAPTER FOUR ...........................213
CHAPTER FIVE .............................213
CHAPTER SIX ..............................220
ALLIES ..........................................225
THE HARBINGER OF JUSTICE .......225
RENEGADE ..................................231
SCARECROW ..............................234
CARD SHARK ................................236
CARD SHARK ..............................238
BLACKJACK ................................241
DEADMAN’S HAND ......................243
JACK O’ DIAMONDS ....................245
ONE-EYED JACK ..........................247
POKERFACE ................................249
DECK AGENT ...............................252
FACE CARD AGENT ......................253
OTHER VILLAINS ...........................254
THE CAINITE ................................254
EL CONDENADO ..........................257
THE KALEIDOSCOPE MAN ............259
SHANGO .....................................264
SIDDHARTHA ...............................266
TAKAYAMA SHINSAKU ..................268
STREET FINDER ...........................271
BIBLIOGRAPHY .............................273
INDEX ...........................................274
5
Hudson City: The Urban Abyss
There are a million stories in the big city, as the
saying goes.
In a small shop in Chinatown, an elderly man
stays behind the counter of his butcher’s shop
for another hour, hoping to earn a few dollars
more before going home to his family. Mean-
while...
...in a seedy hotel room just off the Strip, a
thirty dollar a trick hooker takes off her clothes
for the fourth time tonight and tries to look
excited. Meanwhile...
...in the Huntsman’s Club high atop the Mur-
chison Building in Bankhurst, a City Council-
man shakes hands with a paving contractor,
and several million dollars of the city’s money
starts to find its way into the contractor’s pocket.
Meanwhile...
...in an illegal casino in an “abandoned” ware-
house in Pierpoint, a man dressed like he
stepped out of a pack of cards deals a hand of
poker for a pot with a hundred thousand-dollar
ante. Meanwhile...
...in Latin City, the cops surround a taque-
ria where two men with guns have taken five
patrons and a cook hostage. Meanwhile...
...in a Gadsden nightclub, a DJ spins the latest
hits while the crowd dances and gyrates out on
the floor amid laser light and dry ice smoke.
Meanwhile...
...a man wearing a black mask with a blue cres-
cent moon stands on a rooftop, bringing cross-
hairs to bear on a seventeen year-old kid who’s
dealing twenty dollar vials of crack on a street-
corner in Fayettenam. His finger slowly begins
to squeeze the trigger. Meanwhile...
...on a dirty street in Freetown, a woman walks
to her third job of the day past gangstas wear-
ing gaudy jewelry worth at least two weeks of
her combined salaries. Meanwhile...
...down in Boxtown, a man who hasn’t had a
place to live for over a decade crawls inside an
old cardboard box that once held a refrigerator
and wraps himself in dirty blankets against the
evening’s cold. Meanwhile...
...a thirty year-old stockbroker eating dinner
with his girlfriend at Roberto’s on 20th fumbles
nervously with a little velvet box as he starts
to ask the most important question of his life.
Meanwhile...
...a man born and raised in Saudi Arabia looks
up at the Stailey Towers and wonders how
much high explosive it would take to bring the
whole building down. Meanwhile...
...most of the city sleeps, gearing up for another
workday tomorrow.
Welcome to the Pearl City. We hope you enjoy it...
or at least survive it.
WHAT’S IN THIS BOOK
Hudson City: The Urban Abyss is your guide to
the people and places, streets and parks, and highs
and lows of Hudson City, one of the most fascinat-
ing areas in modern America. It’s a study in con-
trast, like so many cities these days. Though home
to many immensely wealthy people, it’s also a place
where grinding poverty keeps tens of thousands
of people from achieving their dreams. Though it
has some of the most beautiful and beloved build-
ings in the country, parts of it are filled with slums
and tenement housing little improved over the
conditions of a century ago. And though protected
by one of the largest police forces in the world,
it’s plagued by crime of all varieties, including the
sometimes bizarre schemes of flamboyant cos-
tumed criminals like Card Shark, Janus, and Char-
lemagne... not to mention the often-destructive
activities of the vigilantes who fight them.
In short, Hudson City is the perfect setting for
many types of Dark Champions campaigns, par-
ticularly those focusing on vigilante crimefighting,
police action, and the like. Gamemasters who don’t
want to use the city as a whole can easily adapt its
locations and people for use in their own games.
Chapter One, The Pearl City, discusses the history
of Hudson City. From its founding in 1803, through
the tumult and disasters of the late nineteenth and
early twentieth centuries, right up to the advances
of the Information Age, the Pearl City has grown
and prospered... or, as some would put it, festered.
Chapter Two, The Lay Of The Land, describes the
geography, climate, and layout of the city. From the
basic topography to descriptions of the major neigh-
borhoods and how to get around the city, you’ll find
it all here. This chapter also has a section that reviews
the city’s government and major politicians.
Chapter Three, A Day In The Life, covers day-to-
day living in Hudson City. Every city has its own
rhythms and routines, and the Pearl City is no dif-
ferent. Here you’ll find information on how Hud-
sonites entertain themselves, the slang they use,
the media they get their daily news from, and the
subcultures that call the city home.
INTRODUCTION
6
Hero System 5th Edition
Chapter Four, The Long Arm Of The Law, reviews
the current state of law enforcement in Hudson
City. The HCPD is a large and powerful organiza-
tion that tackles a thankless task every day, and
here’s where you’ll find out how they do it. This
chapter also covers other law enforcement agencies,
such as the FBI, and related institutions like the Fire
Department, the court system, and the prisons.
Chapter Five, Predators, looks at the HCPD’s
opposite number: the city’s infamous underworld.
Hudson City has a high crime rate, and this chapter
discusses its causes — everyone from traditional
organized crime groups (like the Mafia and Chinese
tongs) to crimelords like Shango and Speargun.
Chapter Six, Hot Spots For Cool Heroes, provides
detailed descriptions of a few locations that might
be of particular interest to you and your heroes:
the Skyline Club; Collins Guns; the Avenue of the
Elms; and plenty of others.
Chapter Seven discusses how to GM a Dark Cham-
pions campaign using Hudson City. In addition
to general GMing advice and character sheets for
many criminals and NPC vigilantes, it includes
the GM’s Vault, which contains information about
what’s really going on in the Pearl City — things
only the GM should know.
Check your ammo and watch your back. It’s
time to descend into the urban abyss.
HEY, WHERE ARE ALL THE SUPERHEROES?
Hudson City is nominally a part of the
Champions Universe, the Hero Games setting that
includes Vibora Bay, Millennium City, and super-
powered humans galore. And yet, there aren’t any
superhumans in the Pearl City. There are some
decidedly odd people, and some occurrences you
might describe as “paranormal,” but no superhu-
mans. So, the question is: where are they?
The answer: in Champions books. You won’t
ever find a superhuman from the Champions Uni-
verse mentioned in a Dark Champions product
(much less making an active appearance in one). By
the same token, you won’t find Card Shark setting
up illegal casinos in Vibora Bay, or the Harbinger of
Justice showing up in Millennium City to deal with
the Ultimates as they so richly deserve. You’re more
than welcome to have them do that in your own
campaigns, of course... but for “official continuity”
purposes that sort of intermingling won’t occur.
There’s no official “in-setting” explanation for
why this state of affairs exists — no mystic flux,
no ban laid down by the gods, no invisible energy
field that hurts superhumans, nothing. It’s just the
way things are. If you want to create a justification
for the separation in your own campaign, please
do — but for “official” purposes, the explanation is
“because.” Think of it as an “unwritten agreement”
between the Hudsonites and the rest of the Cham-
pions Universe, if you will.
But there are, of course, meta-explanations
that have to do with game publishing, line man-
agement, and campaign creation. First, including
superhumans in Hudson City ruins the “feel” of the
setting. There’s no point in having vigilantes and
cops struggle to clean up the streets if the Cham-
pions can show up and take care of the problem
quickly and easily. That would just turn Hudson
City into an older, dirtier version of Millennium
City, and there’s no point in that. Second, if the
two settings are presented as already intermingled,
it becomes difficult for a GM who doesn’t want
them that way to change them — it would require
reworking a lot of Hudson City, since the pres-
ence of superhumans affects a society in many
profound ways. On the other hand, if you want
to mix the two together, it’s easy: pretty much all
you have to do is say “All right, there are superhu-
mans in Hudson City,” make a few changes, and go
from there. Hudson City is given a location in the
Champions Universe for those of you who do, in
fact, want to do that, but that’s as far as Hero Games
books are going to take it — the rest, as they say, is
up to you.
AUTHOR’S NOTE: HUDSON CITY
AND REALISM
Dark Champions is partly about more “realis-
tic” and “gritty” adventuring than what’s depicted
in genres like Champions and Pulp Hero, and to
that end I’ve tried to give Hudson City as strong
an air of verisimilitude as I can without ruining its
usefulness. It contains bits and pieces of the “feel”
of the many major American cities I’ve spent time
in, such as New York City, San Francisco, Atlanta,
Phoenix, Washington, D.C., and Milwaukee — but
it’s not precisely modeled on any of them, or any
other real-world city.
While I fit Hudson City into the real world
by locating it on the New Jersey shore, that’s about
as much real-world connection as it needs or has.
I haven’t altered the map of Hudson City to fit it
precisely into part of the New Jersey coastline;
rather, in this fictional world, the coastline of that
part of New Jersey has been re-arranged so that it
looks exactly like what’s depicted on the maps in
this book. (Ahhhh, the power!) I’ve added coun-
ties, rivers, and other geographical features to suit
the city, too, regardless of what exists in the real
world — the whole point is to make a fictional
city that’s fun for Dark Champions gaming, not to
write a geography or social studies textbook. And
while there are mentions of New Jersey politicians
and people, those folks are all entirely fictional. I’m
not trying to parody, satirize, or praise any actual
living person (which is one reason I prefer to create
fictional counties and cities instead of using real-
world ones).
In short: Hudson City is “realistic,” but it’s not
“real world.” Enjoy it for what it is — a dark urban
battleground on which to fight your war on crime
and evil — and don’t let “real world” considerations
get in the way of having fun.
chapter one:
chapter one:
chapter one:
A HISTORY OF HUDSON CITY
THE PEARL CITY
8 ■ The Pearl City: The History Of Hudson City
Hero System 5th Edition
H
aving only recently celebrated its bicenten-
nial anniversary, Hudson City has good
reason to be aware of its long history
— both the good and the bad.
THE EARLY YEARS
Relatively little is known of the history of the
Hudson City region prior to the arrival of English
colonists in what’s now called New Jersey in the
seventeenth century. The area was inhabited by
tribes of the Unalachtigo branch of the Delaware
Indians (known in their own language as Lenni
Lenape, or “real people”), an Algonquin-speak-
ing people. Early explorers and settlers reported
encountering several small villages in the area
around Hudson City, including a village named
Kanahsoki near the mouth of the Stewart River.
However, by the time Hudson and LeMastre sur-
veyed the area, the Indian population had disap-
peared for reasons that remain unclear today. Some
contemporary accounts say the Indians simply
“moved on,” but the accuracy of those reports
remains somewhat suspect.
Before 1803, the Hudson City area wasn’t
heavily settled by colonists. A few lived and farmed
here and there throughout the region, but most
preferred the northern and western parts of New
Jersey (closer to the cities of New York and Phila-
delphia, respectively). The Stewart River was not, at
that time, considered particularly useful for com-
merce, though it was fished.
The most notable event of the colonial period
was the Battle of the Stewart River (1778), in which
a ragtag group of Revolutionary soldiers under the
command of General Richard Bankhurst defeated
a larger British force, thus preventing those soldiers
from joining Howe’s forces at the Battle of Mon-
mouth later that year. The battle lasted for most of a
day and involved a series of skirmishes more than a
true open battle. Modern historians are not sure of
the exact location where all the fighting took place,
though they know from the occasional finds of lead
balls and other artifacts that the fiercest combat
was probably in and around the southwest part of
what’s now LeMastre Park and down through the
Stewartsboro neighborhood.
1803: THE FOUNDING OF THE CITY
The Hudson City region remained quiet and
basically uninhabited until 1803. In that year two
men — Emil Hudson, a wealthy merchant, and
Andre LeMastre, an expatriate Frenchman drawn
to the New World by the promise of the nascent
American republic — spent several weeks explor-
ing and surveying the area. Hudson was seeking a
place where he could establish a trading post and
center of commerce. He recruited LeMastre, who
had some training in architecture, to help him find
the best location for the city and establish its layout.
After he finished the general survey, Hudson settled
on a site at the mouth of the Stewart River.
The two men returned to civilization. While
Hudson purchased the land from the government,
LeMastre sketched out a basic plan for the new
town that featured a broad grid of streets on the
northern side of the river along the coast. LeMastre
also ordered building materials and recruited work-
ers and settlers whose labor would bring his and
Hudson’s vision to life.
In less than a year the basics of the new town,
informally christened Hudsonsburg by workers of
German extraction, had taken shape. Christmas,
1803 saw the first families, including Hudson’s and
LeMastre’s own, take up residence in the com-
munity. Some of those families, including the
Bankhursts, Fraziers, and Willoughbys, remain
among the most prominent in Hudson City today.
THE NINETEENTH CENTURY
The new town grew steadily over the next
decade as Hudson spent most of his own fortune
to increase trade within the city and spent count-
less hours promoting his new home in other cities
and in Europe. By the time of the War of 1812, it
was regarded as important enough to merit attack
by the British. Christopher Caldwell, a local car-
penter, Revolutionary War veteran, and leader of
the Hudsonsburg Militia, converted his house at
Washington Street and 16th Avenue into a small fort
where he and a band of like-minded men held off
the redcoats until help arrived. His house, known as
Caldwell’s Stand, has been preserved in its original
condition and become an important tourist attrac-
tion and historical resource.
From 1812 until the War Between the States,
Hudsonsburg kept growing. It changed its name to
Hudson City in 1823 less than a week before Emil
Hudson’s death. Not just merchants and workmen
but many different types of craftsmen came to live
there, and young farmers seeking good land moved
into the area to provide the city with food. Most
of the growth took place on the North Bank of the
Stewart, but small settlements also sprang up on the
South Bank.
Hudson City commerce received a boost in
1837 when a group of southern New Jersey busi-
nessmen built a canal between the upper reaches
of the Stewart River and the Delaware River. This
THE HISTORY OF
HUDSON CITY
9
Hudson City ■ Chapter One
made it possible to carry bulk goods by water all
the way from Hudson City on the coast to Philadel-
phia or other parts of the interior. Although neither
the river nor the canal could support truly large
ships, it could handle smaller ones without much
difficulty. That was enough to make Hudson City
even more attractive as a center of trade.
The outbreak of the Civil War slowed the city’s
growth, but didn’t stop it, and in some ways laid
the foundation for things to come. While thou-
sands of young men went off to war on behalf of
the Union, manufacturers and early industrialists
increased the size of their operations so they could
supply the Union Army with needed goods. Some
were nothing but profiteers, turning out shoddy
goods at inflated prices, but others did their best
to give good value for the government money they
received. The Frazier Arms Company in particular
was known for the quality of its product (pistols
and long arms), and it’s said that the company
(which was bought by Remington decades ago) is
the true foundation of the Frazier family’s fortune.
1867: THE HUDSON CITY RIOTS
After the War’s end, survivors returned home
to Hudson City to rebuild their lives and take part
in what they hoped would be a new period of
economic prosperity. Unfortunately for them, they
faced increasing competition from several groups.
Immigration from Europe was increasing, with the
immigrants often willing to work for cheaper wages
than nativeborn Americans. This led to feelings of
resentment, even hatred, which prompted many of
the immigrants to live in small ethnic communities.
Even worse was the arrival of newly-freed
black slaves from the South who came north look-
ing for work. They established a shantytown, called
“Freetown” by Hudsonites, a couple miles south of
the Stewart and began taking jobs for even lower
wages than the European immigrants. Even worse,
in the eyes of many whites, Freetown was a den of
drunkenness, licentiousness, sin, vice, and crime;
it wasn’t long before nearly every crime in the city
was being blamed on “Negro invaders.” It didn’t
take long for the resentment and frustration many
Hudsonites felt to reach a boiling point.
In 1867 a group of hot-headed men who called
themselves the White Riders attacked Freetown.
Though sometimes referred to as members of the
Ku Klux Klan, the Riders were an independent
group with a similar philosophy. Led by a man
named Aloysius Flint, the Riders descended on
Freetown, assaulting its “citizens,” starting fires,
and destroying property. The blacks fought back,
and the attack soon became a chaotic melee which
gradually worked its way north as Flint and the rest
were slowly pushed back by the force of numbers.
Somehow, once they crossed back over the Stew-
art, several fires were started in Hudson City. The
blaze soon spread out of control and burned nearly
a hundred buildings to the ground. Exactly how
these fires started has never been determined. Most
historians believe the blacks set them in revenge
for the attack, but Hudson City civil rights lead-
ers maintain to this day that Aloysius Flint and
the White Riders deliberately started them so the
inhabitants of Freetown would get the blame.
10 ■ The Pearl City: The History Of Hudson City
Hero System 5th Edition
AFTER THE RIOTS
It took a while for the city to settle down
after the riots — there were reprisal attacks by
both sides, and more than a few inhabitants of
Freetown left the area for good. But the truth was
that the growing Industrial Revolution demanded
workers to fill the factories that were slowly but
surely arising in and around Hudson City. That
meant the movers and shakers in the city were
willing to accept blacks, Italians, Chinese, and just
about anyone else. Many of them even built their
new manufacturing facilities south of the river to
make it easier for workers to get to them. In time
local villages and towns like Elmview and For-
syth became virtual company towns, only to be
absorbed into Hudson City proper decades later.
The rapidly-growing city and population, not to
mention the technological advances of the late nine-
teenth century and the social changes they brought,
sometimes seemed to create as many problems for
Hudson City as they did opportunities. Epidemics of
cholera, dysentery, and flu swept the city several times
during the 1865-1890 period, mostly due to poor
sanitation within the city. After they finished rebuild-
ing the parts of the city damaged by the Riots, the
city fathers planned, and partly built, a more modern
sewer system that significantly reduced the occur-
rence of disease in the city.
Another problem was crime. The Hudson City
Police Department was no more professional or
well-run than any other such department of the
time; it ignored many areas of the city, and corrup-
tion was rampant. As a result, many forms of crime
flourished. Teenage boys and young men formed
small, vicious gangs that fought for control over
parts of the city, and ethnic crime, such as Italian
“Black Hand” extortion rings and Chinese tongs,
proved particularly difficult to stop. Many histo-
rians date the city’s reputation as crime-ridden to
these times.
THE INDEPENDENCE DAY FIRE OF 1895
Sewer construction and other building proj-
ects came to a screeching halt during the drought-
plagued summer of 1895. Badly-manufactured fire-
works lit during the Fourth of July festivities started
a fire in Gadsden. Before the Fire Department
could respond, dozens of buildings were ablaze,
and low water supplies made it virtually impossible
to fight the fires. A southerly wind carried sparks,
embers, and hot ash over the river, starting fires on
the Southside as well. Four days later, by the time
the fires were finally brought under control (partly
due to a timely thunderstorm), over 75% of the
buildings in Hudson City were destroyed or signifi-
cantly damaged. “The entire city has been reduced
to a modern-day Hell of fire-ravaged brick and
timber,” wrote one New York reporter.
A lesser people would have given up and left
most of the city to rot, but Hudsonites are a hardy,
stubborn breed. They rolled up their sleeves and
got to work, rebuilding their homes and businesses.
The city fathers took the opportunity to redraw
the plan of the city. They tried to eliminate narrow
or winding streets, change or remove “bad” neigh-
borhoods, and start anew with the best sanitation
systems engineering could build. Their plans didn’t
always reach fruition, but as anyone who looks at
pre-1895 map can tell, the modern layout of the
city owes more to the Independence Day fire and
its aftermath than to Andre LeMastre’s original
plan (though the city fathers preserved much of
LeMastre’s vision).
In many cases, Hudsonites didn’t bother to
rebuild damaged buildings. Instead, they tore them
down, covered up the remains (or sunk them into
the earth), and built over them. As a result, to this
day work crews digging foundations for new build-
ings or laying new pipes for some project often
come across the remains of cellars, basements,
primitive sewer systems, and other remnants of old
Hudson City. (If the builders tell anyone, these sites
sometimes become archaeological treasure-troves...
but it’s just as likely they’ll cover up the discovery
so the government won’t bring the construction
project to a screeching halt while scientists investi-
gate the find.)
As part of the Grand Rebuilding (as it was
known), Hudson City constructed its first true
subway system. Interest in a subway to comple-
ment the city’s network of railways had been
growing for decades, ever since northern rival
New York City had started working on one. A few
private companies had built short pneumatic tube
subways in the late 1800s, but none had received
much support and all had eventually shut down for
lack of money. The city formed the Hudson City
Rapid Transit Company (HCRTC, with Company
later changed to “Division”) to oversee the project.
With full public support, the HCRTC had a partial
working system in place by 1913, and every year
thereafter saw more and more of the city served by
underground as well as aboveground commuter
rail systems.
THE EARLY
TWENTIETH CENTURY
By the time the young men of Hudson City
were called to war in the trenches and forests of
France, most of the city had been rebuilt and had
started to grow once more. Wartime manufacturing
brought great profits to many businesses the city,
particularly to the Hudson City Shipyards and vari-
ous arms manufacturers.
PULP-ERA HUDSON CITY
The new prosperity carried over into the 1920s
and ’30s, an era that saw the debut of a phenom-
enon many people closely associate with Hudson
City: costumed vigilante crimefighters. Prohibi-
tion, made the law of the land by the Volstead Act,
allowed organized crime — mainly the Mafia — to
flourish by providing bootleg liquor in addition
to gambling, prostitution, and other forms of vice.
Italian crime families like the Morellis and Torc-
cones got their start during this period, and their
leaders became some of the most powerful men in
the city.
DR. SUSAN
RUSSELL
10 STR
10 DEX
8 CON
8 BODY
10 INT
8 EGO
10 PRE
10 COM
3 PD
3 ED
2 SPD
4 REC
16 END 17 STUN
Abilities: Bureaucratics
8-, Concealment 11-,
CK: Hudson City 11-,
KS: World History 13-,
KS: American History
13-, KS: Hudson City
History 13-, Mechanics
8-, PS: Archaeologist
11-, PS: Historian 11-,
SS: Anthropology 11-,
SS: Archaeology 13-
Disadvantages: None
Notes: A part-time
professor at HCSU and
full-time member of the
Hudson City Historical
Society staff, Dr. Susan
Russell is an historian
and archaeologist spe-
cializing in the history
and artifacts of Hudson
City. She’s conducted
archaeological digs all
over the city in search
of bits and pieces of the
Pearl City’s past.
11
Hudson City ■ Chapter One
With smuggling, murder, and mayhem on the
rise, a breed of men and women arose to oppose
the gangsters and fiendish masterminds who beset
the city. The first and foremost among these was the
Raven, a masked man dressed in black and wear-
ing a black cloak. He claimed to have mystic powers
of foresight, but to the readers of the Hudson City
papers it often seemed as if his quick trigger finger
and unerring aim were the most important abilities
he brought to his war on crime. Accompanied by his
companion, the lovely and vivacious Velvet Phan-
tom, his pet raven Cagliostro, and a group of helpers
known as the Midnight Brigade, the Raven smashed
crime syndicates, foiled the plans of murderous arch-
criminals, and repeatedly saved the city from disaster
despite being wanted by the police.
As the Twenties turned into the Thirties and
the tide of crime (both normal and “weird,” as
the papers dubbed it) rose, several other “masked
mystery men” took their place beside the Raven on
the front lines of crimefighting. The Golden Tiger,
an American who somehow learned the secret
Oriental fighting arts, brought his skills to bear in
an unending war against the tongs of Chinatown.
Captain James Battle and his Science Police used
their technological know-
how and arsenal of gadgets
to fight all manner of crime,
including the insidious Dr.
Fang and his Legion of Evil.
The Scarlet Shadow wielded
a Gas-Gun that allowed him
to lay criminals low without
harming them. Rawboned FBI
agent Sam Spivey didn’t wear
a costume, but he worked
with the likes of the Raven
or Jim Battle so often that
he was often associated with
them in the minds of the
public. Together these men,
and others like them, kept
the good people of Hudson
City from falling under an
onslaught of crime.
WORLD WAR II
The outbreak of World
War II brought most of the
flamboyant adventuring of the
Twenties and Thirties to an
end. A few crimefighters, such
as the Raven, remained on
duty to smash Nazi spy-rings
and keep the homefront safe,
but even he had less to do
than before (in part because
the American government
secretly negotiated a deal with
the Mafia in Hudson City to ensure it would keep
the docks functioning efficiently and prevent any
longshoremen’s strikes, willingly turning a blind
eye to many other Mafia activities in exchange).
Others were absorbed into the war effort. Captain
(soon Colonel) Battle and the Science Police fell in
combat in 1944 while saving the world from a Nazi
menace whose true nature has never been disclosed
to the public, and the Scarlet Shadow is thought to
have gone to work with the OSS, though records
regarding him remain classified.
The war affected Hudson City much as earlier
wars did: it brought great profit. Countless wartime
government contracts went to Hudson City indus-
trialists, service providers, and entrepreneurs. Ford-
ham ChemTech, at the time a small firm known as
Fordham Manufacturing, rose to prominence in
large part because of the armaments contracts it
obtained, which led to many more such contracts
with the Department of Defense in the latter half of
the twentieth century.
12 ■ The Pearl City: The History Of Hudson City
Hero System 5th Edition
THE FIFTIES, SIXTIES,
AND SEVENTIES
Post-war prosperity affected Hudson City like
it did the rest of America. As a result, the Pearl City
grew significantly, fully absorbing formerly outlying
communities like Stewartsboro, Mint Ridge, Little
Italy, and even Irishtown (which had long since lost
most of its ethnic character, becoming instead a
haven for many wealthy Hudsonites).
Throughout this period there were no notable
costumed crimefighters or criminals active, but the
Mafia and other organized crime groups remained
and increased in power. The early Sixties was the
height of La Cosa Nostra’s strength, when it con-
trolled most of the crime on the Northside and a
not inconsiderable chunk of it on the Southside.
Increased governmental scrutiny and periodic
FBI crackdowns weakened the Mafia from the late
1960s through the mid-Seventies.
The Sixties, particularly the latter half, were
a bad time for Hudson City. Growth stalled, and
mounting city expenses meant that proposed new
programs often failed to get off the ground and
the city neglected some basic maintenance chores.
Economic stagnation coupled with an increasing
awareness of civil rights issues caused major social
unrest, particularly on the Southside. A new wave
of costumed crimefighters, including the first Black
Whisper, the highly skilled martial artist Shatter,
and a brutal adventurer who called himself Jason
Scorpion, fought against the worst of the city’s evils,
but often with little lasting effect. All of them were
dead or retired by 1979.
The worst incident of this period occurred in
the summer of 1967 during a march to celebrate
civil rights progress and commemorate the one
hundredth anniversary of the Hudson City Riots.
The celebration disintegrated into a riot itself when
white bigots pelted the marchers with stones, bot-
tles, and garbage. Blacks in Freetown and in the rest
of the city retaliated, often leading to open fighting
in the streets. The three-day spree of racial violence
caused 21 deaths, untold injuries, and millions of
dollars of damage. Many of the leaders of Hudson
City’s early twenty-first century black community
were a part of the march and experienced the riots
first-hand; their bitter memories of the incident
continue to affect Hudsonite racial politics today.
Things calmed down in the 1970s, though
crime continued to rise and the city couldn’t shake
off its economic malaise. Both the Mafia and the
Chinese tongs flooded the streets with heroin,
creating legions of junkies who each commit-
ted dozens of petty crimes every day to feed their
habit. Muggings, burglaries, murders, and rapes all
increased dramatically, as did gang activity. “White
flight” to the suburbs changed the demographics of
the city significantly.
13
Hudson City ■ Chapter One
THE EIGHTIES, NINETIES,
AND BEYOND
If the crime situation in Hudson City was bad
in the Seventies, it became even worse in the Eighties
and Nineties with the arrival of cheap cocaine... and,
eventually, crack (not to mention meth and various
designer drugs). Many parts of the Northside were
far less safe than ever before, and the public hous-
ing projects of the Southside became so dangerous
that the police often refused to go near them. With
the Mafia weakened by tenacious federal prosecu-
tion under RICO and other new laws, fresh waves of
ethnic organized crime made their way into the Pearl
City: Russian gangsters; Jamaican posses; the yakuza;
and many more. Homegrown criminals, mostly in the
form of black street gangs on the Southside (includ-
ing the Nubians, the Warriors, and the Overlords),
remained active. Costumed, “weird,” or flamboyant
criminals like Card Shark, Redbeard, Jackknife, and
Chiaroscuro became more common than ever before.
New costumed vigilantes arose to face this
threat. The earliest of them was Black Whisper II,
who first appeared in 1983 to tackle the gang prob-
lem in Freetown and Latin City. For his efforts he
was shot at, labeled a racist by several organizations,
and despised by far too many Freetowners, but
public scorn and derision couldn’t stop him. That
took a .45 bullet fired by an HCPD cop (one later
dismissed from the force for taking bribes, though
his shooting of Black Whisper II was, and still is,
regarded as legitimate). Others included Captain
X, Midnight, the Sandman, and the Scarecrow. A
few of these, such as Midnight, established informal
“working relationships” with the police, who often
found themselves baffled or outgunned by the
strange denizens of the underworld.
The most infamous of this new breed of vigi-
lantes was the Harbinger of Justice, who made his
debut in 1986 by destroying one of Card Shark’s
illegal casinos and “executing” all eleven criminals
running the place. More ruthless and uncompro-
mising than even the toughest of his predecessors,
the Harbinger launched a one-man crimefighting
crusade that has lasted for nearly twenty years and
resulted in thousands of deaths. Card Shark seems
to be the “Blue Moon Killer’s” particular nemesis.
The two have clashed on numerous occasions, and
experts believe the current Card Shark is not the
original, who was probably slain by the Harbinger
sometime in the late Eighties or early Nineties.
Although he’s disappeared on a few occasions for
months at a stretch, the Harbinger has so far defied
every attempt to kill or capture him, and seems to
show no signs of slowing down.
BEYOND THE UNDERWORLD
Street crime wasn’t the only sort of crimi-
nal activity making headlines during this period.
Hudson City has a not-undeserved reputation for
corruption, and several scandals during the Eight-
ies and Nineties illustrate this nicely.
In 1987, then Police Commissioner Michael
Gentry fell victim to an FBI sting operation. It
seemed that he, along with several colleagues
lower down the command chain, had taken bribes
from defense attorneys to lose or corrupt evidence
against various perpetrators. The media’s investiga-
tion into the scandal uncovered other, related forms
of corruption, including an old-fashioned “pad”
where reporters and other people looking for police
favors paid into a common till at each precinct,
which was then distributed among the officers on
the basis of rank. Several hundred firings and a few
high-profile trials later, the Mayor’s office declared
14 ■ The Pearl City: The History Of Hudson City
Hero System 5th Edition
the HCPD “clean again” — much to the amusement
of many Hudsonites.
In 1993, the City News reported that a develop-
ment and construction firm, Boyce & Associates,
had lavishly spread money around the County
Planning Commission and Planner’s Office to
ensure that its rezoning and permit requests were
looked upon favorably. Planning administrators
and employees had received cash bribes, trips to
Las Vegas and Hawaii, the services of hookers, and
illegal drugs, among other things. As a result of the
scandal, the City Council completely revised and
restructured the Planning offices at the cost of mil-
lions of taxpayer dollars.
In 2001, the City News again broke a major
scandal story. According to the paper, some HCPD
officers assigned to the North Elmview neigh-
borhood — which includes the notorious Strip
— were arresting prostitutes, then letting them
go in exchange for sexual favors. The reporter’s
sources even claimed some pimps had worked out
an arrangement in which their girls could provide
the favors in advance, thus avoiding the hassle of an
arrest. Although an internal investigation could not
verify the latter claim, it did discover that a “sex-
for-release” ring existed. A dozen officers were fired,
and four prosecuted.
HUDSON CITY TODAY
As of the early twenty-first century, Hudson
City is a thriving metropolis of over six million
souls. Although its crime rate remains high — one
of the highest in the nation, in fact — hundreds of
people migrate there every day, hoping to find a
new life for themselves and their families. Despite
its problems, it’s still the Pearl City, home to com-
merce, culture, entertainment, and all the best
modern America has to offer.
Other than crime and corruption (and the
related phenomenon of vigilantism), several impor-
tant issues confront the city as it moves forward
into the future. Foremost of these is the changing
nature of the modern economy. The shift from
manufacturing to service industries has left many
Hudsonites, particularly Southsiders, unemployed
or underemployed, and often without health insur-
ance as well. This situation contributes to all sorts
of other problems, including crime and bloated
welfare rolls. The Mayor and other city leaders
struggle to attract new employers to the area, but
Hudson City’s reputation for crime and corruption,
coupled with its high cost of living, make it a hard
sell to many businesses.
Second, conflict between the city government
and the unions remains a major factor in local
politics. Mayor Umstead was elected despite his
staunch anti-union stand, but his anti-union poli-
cies have created an enormous amount of friction.
The result has been work slowdowns and even
strikes that have crippled the city for days at a time.
Many analysts don’t believe he can possibly win re-
election in 2006... or even survive ongoing efforts to
recall him before then.
Third, infrastructure maintenance has fallen
behind in the wake of the economic downturn of
the late Nineties/early 2000s. Hudson City desper-
ately needs hundreds of millions of dollars’ worth
of road and bridge repairs, train track maintenance,
asbestos removal, and similar services, but it just
can’t afford them. Despite Mayor Umstead’s efforts
to squeeze out the money somehow, it’s probably
going to take a major disaster before people start
paying more attention to this issue.
THE BICENTENNIAL
In 2003, Hudson City
celebrated its bicenten-
nial. As part of the cel-
ebration, the city spon-
sored a year-long series
of festivals, parades,
and events throughout
the city, culminating
in a gigantic weekend-
long “park party” in
LeMastre Park. A good
time was had by all,
but altogether the cel-
ebration cost the city
approximately $100
million... and many
of the bills are still
coming due.
chapter two:
chapter two:
chapter two:
THE LAY OF THE LAND
Hero System 5th Edition
16 ■ The Lay Of The Land
The Place
Size: 80 square miles
(metropolitan area) (about
10 miles [8,045”] long by 8
miles [6,436”] wide)
Altitude: 0-163 feet above
sea level
Climate: Temperate; annual
precipitation approximately
40-45 inches. Standard tem-
peratures are:
Month
Avg. Temperatures
JAN.
-3o-4o C (27o-40o F)
FEB.
-2o-5o C (29o-42o F)
MAR.
2o-9o C (36o-49o F)
APR.
7o-14o C (44o-57o F)
MAY
12o-19o C (54o-66o F)
JUNE
17o-23o C (62o-74o F)
JULY
20o-27o C (68o-80o F)
AUG.
20o-27o C (68o-80o F)
SEP.
17o-23o C (62o-74o F)
OCT.
10o-18o C (51o-64o F)
NOV.
5o-13o C (42o-55o F)
DEC.
1o-8o C (33o-46o F)
Getting
Around:
Bus: $2.00 for locals, $4.00
for express buses
Elevated Rail: $1.75 for
locals, $3.50 express trains;
one transfer allowed within
an hour
Subway: $2.00, one trans-
fer allowed within an hour
Taxi: Basic fee of $2.50
initial charge, plus $0.40
per one-fifth of a mile (or
fraction thereof) after that;
additional fees may apply
Parking your car: Approx.
$2-6 per hour
The People
Population:
Resident, including suburbs:
5.3 million
Resident, metropolitan area:
2.5 million
Working: 6.3 million
Racial Background:
White: 54%
Black: 21%
Hispanic: 8%
Asian: 8%
Other: 9%
Religious Background:
Protestant: 37%
Catholic: 22%
Jewish: 12%
Buddhist: 10%
Muslim: 9%
Other: 10%
2004 Sports
Baseball: Heroes (70-91)
Basketball: Cougars
(30-52)
Football: Thunderbolts
(10-6)
Hockey: Storm
(37-27-13-5)
The Society
Government: Mayor (Hon.
Graydon T. Umstead [R])
plus 79-member City
Council
Party Affiliation:
Republican: 42%
Democrat: 47%
Other/Unaffiliated: 11%
Motto: Facere quam dicere
(“To do, rather than to say”)
Nickname: the Pearl City
Rent
Average monthly rents for
a two-bedroom apartment
or like residence in 2004,
assuming no rent stabiliza-
tion or other outside factors:
Luxury (Bankhurst, High-
lands): $3,000 or more
Upscale (Worthington,
parts of Blackbridge and
Guilford): $1,000-2,200
Average (Ardmore, Black-
bridge, Crown Point, Gads-
den, Guilford, Riverside
Hills): $750-1,200
Downscale (Eastwood,
Elmview, Red Hill, parts of
Freetown and Latin City):
$600-900
Squalid (Forsyth, Free-
town, Lafayette, Latin City):
$500-600
The Landmarks
Tallest Building: Morehead
Building (southeast corner
of 4th Avenue and Centre
Street), 103 stories (1,037
feet [158”] tall)
Highest Point: the Gads-
den Cliffs (163 feet above
sea level)
VITAL
STATISTICS
JAN.
22
FEB.
22
MAR.
20
APR.
19
MAY
19
JUNE
23
jULY
19
AUG.
23
SEP.
22
OCT.
25
NOV.
23
DEC.
24
AVERAGE SUNNY DAYS PER MONTH
17
Hudson City ■ Chapter Two
Hero System 5th Edition
18 ■ The Lay Of The Land
L
ocated at the mouth of the Stewart River,
which divides the city roughly in half,
Hudson City originally occupied the land
along the coast, but over the past two centu-
ries has spread west along the river for a distance
of about eight miles. The northern part of the city,
home to the main commercial district and most
of the city’s attractions, is known as the Northside
or North Bank; the southern part, the poorer and
more run-down section of town, is called Southside
or the South Bank.
TOPOGRAPHY
As a coastal city, Hudson City is low-lying.
Most parts of it are within 50 feet of sea level,
which sometimes makes flooding a problem. But
the highest point in the city — the Gadsden Cliffs,
which rise 163 feet from the ocean near 12th Avenue
— is also along the coast. Other elevated parts of
the city include the Highlands and Mint Ridge.
The Streets
The main way people get around Hudson City
is, of course, the city streets. Most city blocks on
both sides of the river are roughly one-tenth of a
mile long (80.5”) long on each side, though this
can vary tremendously from place to place based
on road patterns, the size and location of buildings,
and many other factors.
NORTHSIDE STREETS
Lost? How the !$&* d’ya get lost? It’sa, whad-
daya call it, grid — even a chimpanzee could
find his way around. Read your map if you
can’t figger it out for yerself.
— friendly StarMart delivery
truck driver Norm Feldbaum
The Northside is laid out in a rough gridwork
pattern that makes it easy to get around. Experi-
enced natives can rattle off the names of the streets
in order no matter which way you go, but even a
newcomer knows that 8th Avenue is north of 12th,
and so on. However, all on the Northside is not so
organized as it might seem at first glance. Between
the major streets lie an often chaotic welter of
minor streets, ranging in size from one-way, one-
lane alleys to two lanes in each direction. Some
minor roads curve or bend in unusual ways.
There are also three major expressways that
twist and turn as needed, since they’re above the
ordinary city streets: N. Truman Boulevard (I-
4085, which runs from the river near LeMastre
Park up to a point just east of Irishtown); Kurtland
Boulevard (I-2984, which runs east through Little
Italy and Ardmore before curving sharply up
through Guilford to meet Truman); and the Coastal
Parkway. Each of these has onramps and offramps
at major streets and other locations, and provide
rapid transportation across the city.
On the Northside, major roads (i.e., most of
the ones marked on the overall city map on page
17) are at least two lanes wide in both directions,
and often more; none of the major roads is one-
way, though some minor roads are. The primary
north-south artery is Centre Street, which is
four lanes wide in both directions and continues
through the Centre Street Tunnel down to the
Southside.
North-South
The roads running north-south are designated
“streets.” The major ones are all named after Ameri-
can presidents — thus, you have Monroe Street,
Jefferson Street, Washington Street, and so on (see
sidebar). Streets that cross the Stewart and continue
into the south side are named “North” and “South,”
respectively; streets that are only on the North
Bank have no such qualifier. (Centre Street is an
exception; it has no qualifier even though it crosses
the river.)
North-south streets begin their numbering
at the northernmost point, with a block of 1000
numbers for each mile. Thus, an address in the
second mile from the northern limit of the city will
be 2000-something; one near the river (five or six
miles from the northern limit) would be 5000- or
6000-something. Even numbers are always on the
eastern side of the street, odd numbers on the west-
ern side. Thus, the Geraldine’s Restaurant franchise
on the east side of N. Washington Street a little
south of Courthouse Plaza has the address 2612;
Detwiler’s Rare Books, on the west side of Steele
Street in the Lowdown, is 6845.
East-West
North Bank streets running east-west are
called “avenues.” Many of them are named numeri-
cally: 12th Avenue, 23rd Avenue, and so forth.
Roughly every fourth numbered avenue is a major
road. Addresses run in 1000s per mile, as with the
streets; they begin at their easternmost point (at
the coast, for major roads), and even-numbered
addresses are on the south side of the street.
URBANOGRAPHY
PRESIDENT WHO?
The map of Hudson City
confuses many travelers
(not to mention most
Hudson City schoolchil-
dren) because the presi-
dential streets are not
named in chronological
order. Major streets were
named for whatever
president happened to
be popular at the time
the street was built,
paved, or renamed, so
they’re in approximate
historical order (run-
ning more or less east-
west). However, there
are a few anomalies,
such as the fact that Taft
Street lies east of Roos-
evelt Street, even though
President Taft served
after President Teddy
Roosevelt.
19
Hudson City ■ Chapter Two
SOUTHSIDE STREETS
The Southside is also laid out gridwork fash-
ion. However, because it grew without the benefit of
central planning from the beginning, it has a much
more awkward and asymmetrical grid that often
doesn’t match the northern one. Major roads come
to mysterious dead-ends, only to pick back up
somewhere else, and streets can add or lose lanes at
odd locations. Only a true native can negotiate the
Southside with ease.
The major streets on the Southside follow the
same general pattern as the northern streets when
it comes to designations and addresses. Many major
roads, whatever direction they run in, are named
after famous figures in the history of Hudson City
(and in some cases, of the civil rights movement,
such as Martin Luther King Avenue).
The Southside also has three raised express-
ways to speed traffic across the city: Truman
Boulevard (which runs from the southwest corner
of the city to the Monaghan Bridge and thence
onward to the Northside); the South Expressway (I-
3275, which comes up from the suburbs of Wind-
ham and Southport to merge with the Truman);
and the Duvall Parkway (which starts in north
Southport and crosses the Southside in a north-
westerly line to end at S. Roosevelt Street).
BRIDGES
The Stewart River separates the two halves of
Hudson City. In the early days of the city, the only
way across it was ferries. (Private companies still
operates several large ferryboats from ferries at
Monroe Street and the aptly-named Ferry Street;
see page 26.) But modern engineering techniques
have made it possible to bridge the Stewart, thus
allowing tens of thousands of vehicles to cross the
river quickly every day. Five traffic bridges cross the
river; from east to west, they are: the Adam Street
Bridge; the Monaghan Bridge; the Deerman Draw-
bridge (built in 1935 as a WPA project when the old
bridge was damaged); the Harrison Street Bridge;
and the Weston-Timpkins Bridge at Roosevelt
Street. There are also two bridges, the Hite in the
west and Scherwinski in the east, just for commuter
railways. Additionally, the eight-lane Centre Street
Tunnel runs under the river to provide another link
between north and south, and there are subway-
only tunnels paralleling the Centre Street Tunnel
and Harrison Street Bridges.
Landmarks
In addition to its major neighborhoods
(described beginning on page 27), Hudson City
has a number of prominent landmarks. Some are
known mostly to locals, while others enjoy world-
wide renown. They include:
Caldwell’s Stand (intersection of Washington Street
and 16th Avenue): the preserved colonial-era house
where Christopher Caldwell and his men held off
the British during the War of 1812 (see page 8).
The Hudson Statue: This 35-foot-tall (5”) bronze
statue of Emil Hudson, the city’s founder, domi-
nates the Centre Street Circle south of the river.
Erected in 1903 to celebrate the city’s hundredth
anniversary, it was created by famed sculptor Enico
Torrigiani.
Jason Devon Memorial Coliseum (JDMC) and the
Hudson City Convention Center: Located in Black-
bridge at the intersection of 8th Avenue and N.
Jackson Street, this complex hosts dozens of major
conventions and events every year. A skywalk over
Harnett Street connects the two so convention
attendees don’t have to go outside, and the complex
also features a variety of shops and restaurants. The
Hudson City Storm, the city’s NHL hockey fran-
chise, plays at the Devon, as do the Hellions (the
arena football team). See page 114.
LeMastre Park: The largest park in the city, and site
of the Hudson City Zoo. See page 67.
Mural Street: Since the mid-1960s, Coleman
Avenue between S. Jackson and S. Madison Streets
has become renowned for the dozens of beautiful
murals artists have painted on nearly every build-
ing. In some places the murals lap down onto the
sidewalk. Many street artists ply their trade here,
creating caricatures and sidewalk art for a small fee.
Olde Hudson City: Located next to the terminus of
Ferry Street, Olde Hudson City is a preserved sec-
tion of the earliest part of Hudson City. It includes
Emil Hudson’s original trading post and Andre
LeMastre’s first house. Employees in period cos-
tume conduct tours, display crafts and trades of
the time, and subtly steer visitors toward the well-
stocked gift shop.
Robertson House: This well-preserved early nine-
teenth-century mansion at the intersection of S.
Madison Street and King Avenue was once a stop
along the Underground Railroad. Today it not only
serves as an historical attraction but the home
offices for a number of small charities serving the
Southside community.
St. Andrew’s Presbyterian Church: The oldest church
in Hudson City, located at 28th Avenue and Cherry
Street in Pierpoint. It’s known around the world
for the beauty of its architecture and stained glass
windows.
LITTLE T
5 STR
10 DEX
8 CON
7 BODY
10 INT
8 EGO
13 PRE
8 COM
3 PD
3 ED
2 SPD
3 REC
16 END 14 STUN
Abilities: PS: Skate-
boarding 12-, PS: Spray-
can Artistry 13-, Stealth
11-, Streetwise 8-,
Reputation (best tagger
in Hudson City, among
skateboarders and tag-
gers, 14-, +2/+2d6)
Disadvantages: Psy-
chological Limitation:
Defiant Of Authority;
Rivalry: other tag-
gers; Social Limitation:
Minor
Notes: No matter where
you live or work in the
city, you’ve seen the let-
ters, painted on a wall or
a railroad car, a bus or an
overpass. Big or small,
every color of the rain-
bow, painted with pains-
taking artistry or slapped
on quick-and-simple,
they always say the same
thing: LITTLE T.
Ask kids who skate or
tag, and most of ’em’ll
tell you the same thing:
Little T’s the best there
is. If there’s a big, blank
vertical surface some-
where, he’ll do his best
to scrawl his distinctive
moniker on it. It’s even
more fun if he gets to
obliterate the marks of
one of the piss-ant tag-
gers who thinks he’s as
good as Little T. Some
people call it “street art”;
others call it vandal-
ism. Little T doesn’t
care — he does what he
wants to do, and !$&*
anyone who tries to tell
him otherwise.
Hero System 5th Edition
20 ■ The Lay Of The Land
COME RAIN, COME SHINE
“White Christmas? We don’t never have a
white Christmas around here, pal. Just wait a
few minutes after it hits the ground and it’ll
turn black and sooty from all the cars and crap.
Nothin’ stays white around here for long.”
— local Scrooge and street
raconteur Moustache Billy
Hudson City lies within the northern half of
the North American temperate zone, giving it a rel-
atively cool climate compared to the Southeast but
a much milder climate than, say, Maine or Canada.
Its annual precipitation is around forty inches, with
an average of a little over three inches per month.
The year begins with often-bitter cold. There
are times in January and February when the aver-
age temperature barely rises above freezing for
days at a time, and snow and ice are frequent. A
typical snowstorm drops two to four inches of the
white stuff on the city, but deeper snowfalls of two
feet or more are not unknown. Most Hudsonites
remember the Blizzard of ’01, when nearly four feet
of snow, followed by freezing rain, virtually shut
down the city for several days. Fortunately, Hud-
sonites have gotten good at driving on icy roads,
and the city has a large fleet of trucks and vehicles
to clear the streets as quickly as possible. Mounds
of exhaust-grimed snow usually line the roads for
most of the winter.
By late winter/early spring, the temperature
warms up enough that precipitation comes in
the form of rain more than snow; March brings
more rain, on the average, than any other month
of the year. You can tell it’s starting to warm up
when homeless people emerge from the shelters
and subway tunnels and start spending all day and
night on the street. By May, temperatures become
positively balmy, reaching into the high teens Cel-
sius (the 60s Fahrenheit) as trees and plants start
to bloom. Many people believe that New Jersey in
general, and LeMastre Park in particular, are most
beautiful at this time of year.
The summer months feature temperatures
suitable for swimming and outdoor activities —
July and August have average temperatures in the
mid-to-high 20s Celsius (high 70s-low 80s Fahr-
enheit). Hudsonites take advantage of the pleasant
weather to walk, bike, visit the parks, or just sit
around on stoops and streetcorners. Tourist attrac-
tions and local “hot spots” often experience their
largest number of visitors during these months.
As fall rolls around and the leaves start to change
color, the average temperatures drop pretty quickly,
with the daily high dipping into the low 20s and
high teens Celsius (70s and 60s Fahrenheit). The first
snows may fall in October, but November or Decem-
ber are more likely most years. At this point, most
Hudsonites stop spending time outside, preferring to
stay indoors where it’s warm. Museums, nightclubs,
and other such attractions often do good business at
this time, and shopping picks up as the year proceeds
on to Christmas and New Year’s Eve.
EXTREME WEATHER
Hudson City’s got it pretty good compared to
many other cities — it doesn’t suffer from earth-
quakes, hurricanes, or tornadoes. But extreme
weather makes itself felt from time to time. The
most common major weather problem is blizzards.
Hudson City gets snow every year, but once every
three or four years it gets socked in by a big snow-
storm, usually with an accompanying ice storm
before or after (or both). The city tries to keep the
roads plowed, and the subways and railways still
run, but a major storm tends to shut down much of
the city for at least a day or two.
In the spring and summer, Hudson City some-
times gets hit with large, violent storms from off the
Atlantic. These cause flooding in some areas, and
various other minor problems, but they’re rarely
any significant concern.
UNDERGROUND
Most Hudsonites, much less most visitors,
don’t ever give much thought to the world beneath
their feet. But the truth is that there’s often as much
going on underneath the mean streets of the big
city as there is on top of them.
In most parts of Hudson City, the under-
ground is like a gigantic layered cake. On the very
top lies the part most people know about: a three-
inch deep strip of asphalt pavement. Underneath
that is about ten inches of coarse concrete on top of
soil; the soil soaks up all sorts of waste liquids and
chemicals that leak down from the streets above.
One to three inches below that layer of soil is more
earth, and that’s where wires and cables are laid
close to the curbline: telephone lines; power lines;
cable television lines; burglar and fire alarm lines;
streetlight power feeds. A foot below that come
natural gas pipelines, three feet below them are the
water mains, and two feet below the water mains
come steam pipes (though many of those are no
longer in use, since electrical heating has replaced
steam heating in many places).
Next come the sewer pipes, whose depth varies
from place to place so the engineers can angle
them to direct the flow of sewage. However, in
most cases, the sewer lines (both the lines now in
use, such as depicted by the map on page 22, and
earlier, now abandoned, lines) are above the tops of
the subway tunnels, which are usually from about
eight to 180 feet (1.25-28”) below the surface. Even
further below, from 200-800 feet (31-123”), are the
water tunnels that bring water to the city from dis-
tant reservoirs (see page 23).
The Hudson City Underground
One underground feature most Hudsonites
do know about is the Hudson City Underground, a
roughly five block by five block underground com-
plex beneath Governmental Plaza and the intersec-
tion of 3rd Avenue and North Madison. Subway
engineers discovered the area — an entire section
of the city apparently buried and built over after
the Independence Day Fire — when they ran the
subway line underneath Governmental Center. For
IN THE NEWS
IN 2004:
THE CATACOMBS
CLUB
July — The accidental
discovery of a (literally)
underground “nightclub”
has shone a spotlight on
Hudson City’s commu-
nity of below-the-streets
explorers.
Two weeks ago, Sanita-
tion Commission work-
ers digging a test tunnel
for a new sewer line in
Pierpoint discovered
something they never
expected: an under-
ground room containing
lights, tables covered
in simple tablecloths,
candlesticks with half-
burned candles, a stereo,
and a fully-stocked bar.
The workers reported the
find to the police, who
sealed off the area. But
before detectives could
finish their investigation,
someone snuck into the
room and removed most
of the contents, leav-
ing behind only a note
signed “the Catacombs
Club” which respectfully
requested that the HCPD
not devote any further
efforts to finding out
more about the group.
“It appears to be part of
the city sewer system
from the nineteenth
century that was closed
off for use decades ago,”
said Geraldine Vincennes,
a spokeswoman for the
Commission. “There’s a
lot of things down there
that no one in the city
knows about.”
No one, that is, except
the Catacombs Club...
and people of similar
disposition. According to
“Gerald,” who refused to
identify himself further,
there’s an entire culture
of “delvers” who like
to go exploring in the
underground. “It’s a real
thrill, finding things like
that room that no one’s
known about for years.
Continued on next page
21
Hudson City ■ Chapter Two
years it was just a curiosity, but in the late Seventies
a clever entrepreneur named Brad Quinn sold the
city of the idea on turning it into an attraction.
Several years and many millions of dollars
later, the Hudson City Underground opened. Fea-
turing dozens of shops (ranging from chain stores
like Barcelona Shoes to trendy, cutting-edge local
stores such as Venus [a woman’s clothing store] and
Ashanti [African art and cultural items]), restau-
rants, and nightclubs, it quickly became popular
with both natives and tourists. Today it’s every bit
as busy, and Quinn’s become a wealthy man. Every
week thousands of Hudsonites head “down to the
Underground” to eat delicious German food at
Deitrich’s, grab a cup of coffee at the local Voodoo
Bean, dance the night away at the Cellar or Retro-
Active, or have a drink at Mako’s.
THE SEWERS
“Yeah, I see ’em down here all the time — some
of ’em as big as rabbits, sweartaGod. Just ask
some’a the other guys if you don’t believe me.
The big-brains down at headquarters say they’ll
always run from my light and I shouldn’t worry
about it, but don’t none’a them come down
here. I keep askin’ permission to carry a pistol,
but they won’t let me.
“The rats ain’t the worst, really. I’ve run into
all kinds of things down here — snakes, snap-
ping turtles, even a couple things I’m pretty sure
were alligators. All those stories about gators in
the sewers ain’t just urban myths. Hell, there
were some kids that pulled an adult gator out
of the sewers way back sometime in the Thirties
— you can look it up, it was in the papers.”
—Sanitation Engineer Pete Grummond
The Hudson City Sanitation Commission
maintains hundreds of miles of sewer and storm-
water lines throughout the city. In addition to the
standard lines that run along the streets at a depth
of around eight to twelve feet (1.25-2”) below the
surface, larger intercepting sewer lines collect the
runoff and channel it to one of the dozen sewage
treatment plants located around the city. (See the
map on page 17.) Some treated sewage is disposed
of, some sold as fertilizer or for other purposes.
Typically sewer lines are constructed so that they
slope just enough for gravity to do the work of
moving the liquid through them at a speed of at
least two feet per second, but in a few places the
city has installed pumps or other devices to keep
the system working smoothly. And it does work
well; despite the city’s coastal location, it rarely suf-
fers any flooding.
In addition to sewer lines currently in use,
there are miles of much older, now abandoned
lines hidden beneath the surface and rarely indi-
cated on any map. Some have become residences
for animals or homeless people, others serve as
lairs for criminals or vigilantes, but most simply
remain sealed up and ignored.
EVERYONE’S LITTLE FRIENDS
You’re never alone in Hudson City. Even if you don’t know
anyone, the rats and roaches will keep you company.
Rats
Everyone agrees Hudson City has a serious rat problem
— but no one can agree on the exact extent of that prob-
lem. Estimates of the number of rats in the city range
from about 250,000 to 75 million (i.e., approximately a
dozen rats per person in the working population). Most
experts favor numbers on the lower end of the scale;
bureaucrats looking to increase their rat control budgets
and reporters prefer to emphasize the larger numbers.
In just one year, a female rat can produce 285 more rats,
who’re out on their own within a few weeks, hitting the
town looking for a good time.
The typical Hudson City rat is rattus norvegicus — the
Norway rat. Although more than a few sanitation work-
ers and residents have reported seeing rats as large as
rabbits or housecats, biologists claim the Norway rat
doesn’t get heavier than about a pound, and about a foot
in length. This is in spite of the fact that they’ll eat all
sorts of things humans wouldn’t consider “food,” such as
soap and leather. The little varmints can chew through
almost anything, including masonry and concrete.
Periodically stories surface in the news of rats biting
babies, small children, and even adults. However, the
main danger from rats is the diseases they can carry, such
as leptospirosis, hantavirus, and the plague.
In an effort to combat the rat problem, the city has bud-
geted a total of $12 million for pest control for fiscal 2004.
No one seems to have told the rats, who’ve gone right on
eating and multiplying. Civil rights activist Rev. James
Pick has suggested that rather than throwing the money
down a rat hole, the city ought to just give every resident
of the city six bucks and call it a day — at least that way
folks would be getting some good out of the expenditure.
Roaches
As far as most people are concerned, the rats are down-
right cuddly compared to the roaches. No one’s even
tried to estimate how many the city contains, but one
thing’s for sure — a species that’s remained essentially
unchanged for 300 million years knows how to survive
and thrive.
Most Hudson City roaches are German cockroaches
— light brown with two distinctive stripes. At less than
half an inch long, they’re much smaller than the Ameri-
can cockroach, a reddish-brown bug up to two inches
long that’s rarer in the city... but not unheard of.
Roaches are surprisingly fastidious — it’s their constant
cleaning of themselves that allows humans to poison
them (the roaches lick roach powder off their feet and
legs and thus die). However, they can spread disease,
trigger allergies and asthma, and cause other health
problems.
Hudson City has no budget to speak of for roach control,
other than various programs the Health and Human
Services Division maintains to educate the public in how
to get rid of the little buggers. The city leaves it up to each
citizen to control his own roach problem.
Down here, we all
respect one another’s
privacy; you don’t
even talk to another
delver if you meet him
underground unless
you already know each
other.”
Continued from last page
Hero System 5th Edition
22 ■ The Lay Of The Land
23
Hudson City ■ Chapter Two
UTILITIES
Utilities are another side of the city few people
think about — until they break down, of course.
But power and water are the lifeblood of the city,
and the phone lines its voice. Without them the city
would quickly grind to a halt.
PHONE SERVICE
While the rise in importance of the cellular
phone over the past decade has reduced the city’s
dependence on old-fashioned telephone lines,
they’re still a significant part of city services — after
all, far more calls are made on normal phone lines
than with cell phones. All the major phone compa-
nies provide service to Hudson City. The largest by
far is Hudson City Bell, which has its main office
on South River Drive in Crown Point. It’s even got
its own small stop on the commuter rail system to
make getting to work easier for the five thousand
employees who work there. Hudson Bell’s distinc-
tive blue and gold-striped vans fan out across the
city every day to install new lines, repair damaged
lines, and fix problems people have with their
phone service.
POWER
Hudson City’s supply of electricity comes
courtesy of Hudson City Light & Power, a company
founded over a hundred years ago to bring the
advantages of the discoveries of Edison, Steinmetz,
and Stanley to Hudsonites. HCL&P owns and
operates twenty main power generating stations
throughout the city, and also buys power from
regional nuclear and hydroelectric power sources.
HCL&P’s main office in Bayside is the nerve
center of the city’s power grid. The computers there
constantly adjust the flow of power throughout the
city to ensure that everyone has the electricity he
needs and power outages are kept to a minimum.
The company updated much of its equipment
throughout the Nineties, thus making blackouts
(such as those that occurred in 1966, 1981, and
1989) and brownouts much less frequent than they
used to be.
WASTE DISPOSAL
Solid waste disposal in Hudson City involves
two distinct operations. The first is the Waste
Removal Division of the city’s Sanitation Commis-
sion (page 96). Waste Removal provides garbage
pickup services for all residences within the city
limits. It operates a fleet of green and grey garbage
trucks; the trucks are a common sight throughout
the city. It collects recyclables and non-recyclables
separately in most neighborhoods.
Businesses can’t take advantage of Waste
Removal’s services. They rely on privately con-
tracted garbage services, such as Stewart Waste Dis-
posal, McGantry Trash Removal, and Ferghetti &
Sons. The private waste removal industry is widely
considered to be dominated by the Mafia (particu-
larly the Verontese, Scatucci, and Morelli families).
Several prominent prosecutions have shown just
how true this is, but also seem to have done little
to alleviate the problem. For example, in 1999,
James Stefonelli, an Elmview entrepreneur who
had started up a new waste removal company, was
founded murdered and stuffed into one of his own
dumpsters. The police have never made an arrest in
the case, but everyone knows it was the Mafia’s way
of saying “back off.”
The Hudson City Landfill
Both public and private waste removal com-
panies cart non-recyclable garbage to the Hudson
City Landfill, a facility located south of the suburb
of Hamilton. Built in the late Seventies and popu-
larly known as “the Dump,” the Landfill covers
hundreds of acres and takes in tons of new trash
every day. Although currently operated according
to EPA standards, for years it leaked wastewater
and other pollutants into the nearby water table
and was a breeding ground for rats, feral dogs, and
other creatures.
WATER
In the early years of Hudson City, Hudsonites
got their water directly from the Stewart River,
from local streams and ponds, and from wells.
(Some of these streams and small ponds remain
today under the surface, having long ago been
paved over.) It didn’t take long before the popula-
tion grew beyond those sources’ ability to keep
people supplied with water; additionally, advances
in public health toward the end of the nineteenth
century indicated that clean water was a key ele-
ment in preventing outbreaks of diseases like chol-
era and dysentery.
With that in mind, the city launched projects
to build two large reservoirs far to the west — the
Kilkipsee and the Chatataqua. Large aqueducts
bring the water from them toward the city into
storage reservoirs. Tunnels buried as much as 800
feet below the surface run from the storage reser-
voirs into the city to large waterworks: the South
Pumping Station and West 16th Pumping Station,
both run by the Hudson City Water Department.
These stations bring the water up riser shafts to
water mains located about four feet beneath the
surface. The mains, which range from six foot (1”)
wide trunk mains to pipes small enough to serve a
single house or building, distribute the water to all
the houses and businesses of Hudson City. Where
necessary, the Water Department has additional
pumping stations and stand pipes to move water to
higher points in the city, maintain the pressure in
the fire hydrant system, and so forth.
SIDE-LOADER
GARBAGE TRUCK
6 Size
50 STR
8 DEX
20 BODY
6 DEF
2 SPD
Abilities: Ground Move-
ment 8” (Limited Maneu-
verability), Extra Limb
(hydraulic “arm” for pick-
ing up garbage cans).
HUDSON CITY
AREA CODES
The following are the
area codes for Hudson
City, by region:
Area
Code Region
221 Irishtown, Guil-
ford, Ardmore,
Worthington
377 Eastwood, High-
lands, Bankhurst,
Gadsden, Bayside
550 Little Italy,
Mint Ridge,
Moscow West,
Blackbridge
655 Chinatown,
Crown Point,
Riverside Hills
(western third)
722 Freetown
(western half),
Riverside Hills
(eastern two-
thirds)
874 Freetown
(eastern half),
Lafayette, Forsyth
960 Latin City, Elm-
view, Red Hill,
North Elmview
Street slang often uses
these numbers to refer
to particular areas.
For example, Free-
town gangstas might
talk about going into
“the 655” or “the 960”
to sell drugs.
Hero System 5th Edition
24 ■ The Lay Of The Land
“Spend a few hours watching the subway crowd
come and go, and you’ll get the truest picture
I know of life in Hudson City. Everyone rides
the subway: poor single mothers with their kids
in tow; bankers with their overcoats and brief-
cases; construction workers; gang kids; shop
owners; everyone. It’s an amazing hodgepodge.
“I wish I still dared to ride them. I gave it up a
few years ago, long after most of my friends had
quit — the crime finally got to be too much, even
for me. The final straw was when I was down at
Manuel Station waiting for a train. These two
kids, rival gang members I guess, got into a fight.
One of them stabbed the other and then ran,
slashing three other people in his frenzy to escape.
I watched the injured boy die right there on the
platform before medical help could reach him. I
can still see how the blood pooled near him, then
spread out through the spaces between the tiles
like a scarlet grid. I’ve never been able to get that
image out of my mind.”
— City News columnist Bryan Eagen
Hudson City is a big place — eighty square
miles — and it’s got upwards of six million people
moving through it on any given day. Here’s how
they get to the city, get around in it while they’re
there, and if necessary depart.
Air Travel
Three primary airports serve Hudson City:
Aberdeen International; Hudson City International;
and Sabine County.
ABERDEEN INTERNATIONAL AIRPORT
Located north of the city in Morgan County,
James Aberdeen International Airport (ABN) is one
of the world’s largest and busiest airports. Covering
nearly 5,000 acres of land, it sends flights to or receives
them from over 100 nations around the world. It han-
dles around 24,000 flights per month (about 800 per
day), has nearly 15,000 parking spaces, and employs
approximately thirty thousand people. The ABN
cargo area covers over 300 acres and services over
fifty cargo-only airlines and other carriers. The truly
amazing thing about this vast logistical morass is that
it manages to keep doing its job, day after day, with a
pretty high degree of efficiency.
But that’s not to say Aberdeen International
doesn’t have its problems. It’s crowded. Its security
processes could stand some beefing up. Organized
crime groups, particularly the Mafia, steal from
the cargo area and nearby trucking companies on
a regular basis, sometimes netting goods worth
millions. Allegations of bribery and corruption
relating to airport work contracts and other matters
surface every year, as do accusations about orga-
nized crime’s influence over various airport-related
unions. While most passengers only see the bright,
shiny facade, the truth is that behind the scenes
there’s a lot of shady stuff going on.
The Customs Service employees at Aberdeen
are generally efficient and courteous. Their chief,
Paul T. Wilson, runs a tight ship and doesn’t tolerate
corruption. Still, no system is perfect: the DEA has
made several major seizures of drugs at Aberdeen,
and there’s a rumor that two years ago the FBI
barely intercepted a massive bomb that had been
planted on a flight by the PLRL.
HUDSON CITY INTERNATIONAL AIRPORT
In the Sixties, the City Council realized
air traffic was soon going to outstrip Aberdeen
International’s ability to handle it (or to build more
runways and terminals). To ensure the city’s contin-
ued economic prosperity, they voted funds to build
a second major airport. With the assistance of the
federal government and other institutions, Hudson
City International (HCI) was begun in 1967, and
finished in 1975. It’s located outside Prince William
County, along the Outer Beltline.
About forty percent the size of Aberdeen, and
with about forty percent of the traffic, HCI handles
many types of air travel that ABN has had to forego
due to its size and complexity. Private jets, charter
jet services, and parachutists are all far more likely
to fly out of HCI than Aberdeen, and it has more
facilities for helicopter landings and consumer-
owned planes as well.
SABINE COUNTY AIRPORT
The only major airport on the south side of
the city, Sabine County (SCY) is to HCI as HCI is
to Aberdeen. It only flies domestically, and cannot
handle the larger jets.
HELICOPTERS
For better or worse, the optimistic predictions
in all those 1950s magazine articles describing the
helicopter as “the personal automobile of the future!”
or “the taxi of tomorrow!” have not come to pass.
Nevertheless, Hudson City has a significant amount
of helicopter traffic. Many top-dollar executives, not
to mention news stations and the police, use them to
get around the city without having to put up with the
bother of traffic; many of the buildings in Bankhurst,
Highlands, and east Worthington have helipads on top.
GETTING
AROUND
ANOTHER AIRPORT?
For years, the Hudson
City Council has talked
about the possibility of
building another air-
port in the area — even
with three already, it’s
dangerously crowded
as far as air traffic goes,
and the existing airports
aren’t exactly state of
the art when it comes
to air traffic control
systems and facilities.
The tentative plan that’s
been floated for years
involves a major new
international airport
to be built outside of
Benton County — but
countless problems have
arisen even though not
so much as a spade-
ful of earth has been
moved. Local residents
have mounted a strong
“not in my backyard”
campaign, citing noise,
pollution, and traffic
issues. Allegations that
developers who own
land in that area have
already paid kickbacks
to local politicians have
surfaced in some papers,
particularly the Agenda,
but so far there hasn’t
been so much as a grand
jury convened to look
into the matter.
25
Hudson City ■ Chapter Two
Ground Vehicles
Hudson City has thousands of miles of paved
roads and streets... and more traffic problems than
you can shake a stick at. Despite numerous meth-
ods of mass transit, thousands of taxis, countless
police officers assigned to traffic duty, approxi-
mately 2,000 traffic enforcement agents who write
about six million parking tickets a year, and some
of the most advanced traffic control systems in the
world, slowdowns, traffic jams, and gridlock are
inescapable facts of life in the Pearl City.
AUTOMOBILES
According to Transportation Commission
statistics, approximately 750,000 cars, trucks, and
other privately-owned motorized ground vehicles
traverse the streets of Hudson City every day,
covering roughly 60 million vehicle-miles. During
peak times (“rush hour”), traffic often slows to
a crawl of as little as 2.5 miles per hour; at other
times it ranges from nine to fifteen miles per hour
depending where you are in the city and which
roads you use. Some radical thinkers have proposed
outlawing or restricting the use of private vehicles
in some or all parts of the city, but so far Hud-
sonites would rather put up with traffic problems
than abandon their cars.
Parking Fees
The fee to park a car in Hudson City varies
tremendously based on the location and quality of
the parking. Hourly rates range from about $2 to
$6 — the better the location or greater the demand
for parking, the higher the fee. Daily rates are cal-
culated from the hourly rate, but with an overall
discount for “volume.” Monthly parking fees start
at about $200 per month and can go up well above
$1,000 for the poshest areas and highest security.
BUSES
The Bus Division of the Transportation Com-
mission maintains a fleet of about five thousand
buses, most of which entered service within the past
dozen years. As of 2004, these buses cover approxi-
mately 250 local and 40 express routes throughout
the city, and carry over two million passengers every
day (approximately 750 million per year). There are
over 13,500 bus stops throughout the city.
It costs $2.00 to ride a local bus, or $4.00 for an
express. The buses cannot accept paper money; pas-
sengers must pay with coins, pre-purchased tokens,
or MetroPass Cards. Passengers who pay with cash
or tokens may obtain a transfer pass to another bus
that’s good for one hour from the time of issuance.
TAXIS
Most people who live in Hudson City don’t
bother to own a car — it’s too expensive and inconve-
nient when they have access to mass transportation.
If necessary they can always hire one of the city’s
approximately 13,000 licensed taxicabs (plus several
hundred more unlicensed taxis, known as “gypsy
cabs”). As of 2004, the official basic rate for a taxi
within the Hudson City limits is a $2.50 initial charge,
plus $0.40 per one-fifth of a mile (or fraction thereof)
after that. If the cab’s stuck in traffic, you pay $0.40
per two minutes (or fraction thereof). Add a “night-
time surcharge” of $0.50 between the hours of 8:00
PM and 6:00 AM every day, and a “peak hour sur-
charge” of $1.00 from 4:00 to 8:00 PM on weekdays.
If you want to enter the city from Aberdeen Interna-
tional or other specific locations, there’s a flat fee set
by the Taxi Commission. Some taxi companies add a
surcharge for going to certain parts of the city (such
as the Numbers or Lafayette), but this is illegal and
grounds for revocation of the operator’s taxi license.
The license to operate a taxi is known as a
“medallion.” Wealthy individuals or taxi companies
own most medallions and lease them to individual
taxi drivers, but some drivers put up the money to
buy their own license. As need demands, the city
auctions off new medallions, usually in lots of 100
per auction. The average price of a medallion in the
early twenty-first century is $300,000-350,000.
The two largest taxicab companies in Hudson
City are the Golden Cab Company (which has the
usual distinctive yellow cabs) and the Irish Cab
Company (whose cabs are kelly green), but there
are many smaller companies: Hudson Yellow Cab;
Bankhurst Cab & Limo; Sun Cab; and more.
LIMOUSINES
In Hudson City mass transit parlance, “limou-
sine” doesn’t necessarily refer to the long, luxurious
vehicle of the same name — it can mean any for-hire
ground vehicle other than a taxi. For example, a
shuttle van service from Aberdeen International to
hotels in the city could describe itself as a “limousine
service.” Similarly, many limousine companies provide
regular length luxury cars, SUVs, civilian Humvees,
and other vehicles besides stretch limos. However, if
you do want to rent an actual stretch limousine for
some event, or just because you’re made of money and
don’t want to ride in a malodorous cab with a driver
who can barely speak English, the rates range from
about $30 to $300 per hour. The exact cost depends
on the type of vehicle, how long you want to reserve it
for, and where you want to go.
Commuter Railways
The earliest form of mass transit used in
Hudson City was railways, and they remain in use
today — albeit in somewhat different form than
during the Age of Steam.
ELEVATED RAILWAYS
Despite the rise of subways, buses, and other
ways to move lots of people around the city quickly,
Hudson City maintains its network of elevated rail-
ways (ELs). They’re so called because they’re typi-
cally raised 15 to 20 feet (2-3”) above the ground
on metal trestle arches, though in some places they
come down to earth for short stretches. Sometimes
they run directly along a street (so that drivers on
that street drive directly under the tracks); in other
places they crisscross the grid of roadways. A ride
on the EL typically costs $1.75 for a local, or $3.50
for an express; one transfer to another train is
allowed within one hour of disembarkation.
THE METROPASS
CARD
In the early Nine-
ties, the Hudson City
Transportation Com-
mission introduced the
MetroPass Card — a
cardstock or plastic card
that allows commuters
to pay for multiple rides
at once to save money
and time. Additionally,
a commuter using a
MetroPass Card may
transfer from any type
of mass transit (bus,
subway, or elevated rail-
way) to another within
one hour of his last ride
for no additional charge.
(Persons paying in
cash or tokens can only
transfer within the same
type of transportation.)
MetroPass Cards are
available in per-ride and
“unlimited” use versions.
Per-ride allows a com-
muter to pre-pay for
$5-100 worth of rides
in advance, with each
ride being deducted
from his Card as he
passes it through the
reader at various sta-
tions or on buses. The
unlimited pass involves
a daily, weekly, monthly,
or annual fee (rang-
ing from $7 to $500,
depending on duration),
but during the time
period for which the
card is valid the user
can ride as many types
of mass transit as often
as he likes. However,
MetroPass Cards are not
valid after midnight.
MetroPass Cards are
available from kiosks in
train and subway sta-
tions, and from various
private vendors.
Hero System 5th Edition
26 ■ The Lay Of The Land
The Unified Rapid Transit System
Rather than abandon the city’s EL system with
the advent of electrically-powered trains in the early
twentieth century, the Hudson City Transportation
Commission chose a bold and daring course of action
that many at the time derided as foolish, but which
modern commuters bless it for. It “unified” the EL and
subway systems, making both function in largely the
same fashion with the same types of tracks. Thus, a
subway car can operate on an EL track, and vice-versa,
if necessary. At a few points in the system, a subway
line even rises from below the ground to merge with
an EL line, or an EL line goes underground and
becomes a subway tunnel. For the most part, the
Transportation Commission prefers to keep subway
cars in the subways, and EL cars on the EL, but the
ability of the two systems to work together has saved
the city tens of millions of dollars over the decades
and made commuting even easier for Hudsonites.
The map on page 22 shows the major lines of
the Unified Rapid Transit System (URTS), as well
as the major stations. It doesn’t indicate minor lines
(such as the maintenance lines), lines beyond the
city limits, various maintenance yards and related
facilities, or the like.
THE HUDSON CITY SUBWAY
In the early 1900s, Hudson City entered the world
of modern mass transportation by building its first
subway lines running from Bankhurst to Worthington.
In the ensuing century, the system has expanded to
include dozens of miles of track, over 600 individual
subway cars, and numerous stations. It transports
approximately three million passengers daily.
The Hudson City Rapid Transit Division
(HCRTD) of the Transportation Commission sets the
fares and establishes other regulations for the subway
(and for the EL). Currently it costs $2.00 to ride
the subway; one transfer to another subway train is
allowed within one hour of disembarkation. Service is
“restricted” between midnight and 5:00 AM, meaning
that not all lines run (or run less frequently).
Other Modes Of
Transportation
Cars and mass transit aren’t the only ways to
get around Hudson City.
BICYCLES
A lot of Hudsonites prefer bikes to cars:
they’re quieter, cost less to buy and maintain, don’t
pollute, are easily stored in an apartment, provide
a means of exercising, and can go places a car can’t.
During rush hour, biking through the busy areas
of the city is usually quicker, too. The city provides
bike paths in LeMastre Park and other parks for
recreational bicycling away from city traffic.
The most avid proponents of bicycles-as-trans-
port are the city’s four thousand bike messengers.
These hard-charging, often iconoclastic young
people bike all around the city to deliver docu-
ments and other small objects with a speed cars
can’t rival. Even in this day and age, some things are
better transported in person than via computer and
phone lines. The city’s premiere messenger service
is Flash Messenger, run by crazed bodybuilder
Dominic Lawrence — but it has plenty of competi-
tors such as Mercury Delivery Service, Hudson
Messengers, and Rapid Wheels.
FERRIES
During the early days of the city, ferries were the
most common way to cross the Stewart River, and
over a dozen ferry services existed. Today, with the
advent of bridges and the Centre Street Tunnel, there
are easier ways to get across, and only two ferry ser-
vices — the Hudson City Ferry (which runs between
Ferry Street and Centre Street) and the Monroe
Street Ferry (which runs between the two halves of
Monroe Street) — exist. Both are operated by private
companies under a license from the city, and function
more or less identically. Ferry ships leave each dock
(north and south) on the hour (Hudson City Ferry)
or half hour (Monroe Street Ferry). Each ship can
carry up to four dozen mid-sized automobiles and
takes approximately 10-15 minutes to complete the
crossing. Riding either ferry costs $10 if you have a
car, and $5 for passengers only.
Water Taxis
A few water taxis operate in Hudson City, car-
rying passengers from various dockside embarka-
tion points to other places along the waterfront.
The taxis resemble either large speedboats or small
ferries, depending on the service used, and typically
charge $5 to $20 per passenger. Monthly passes are
available for frequent commuters.
WALKING
Walking isn’t a good way to go from one side
of the city to the other, but for shorter distances
— such as within a given neighborhood — it’s often
a viable alternative to driving or taking the bus,
particularly during rush hour. But on the major
streets, the sidewalks sometimes seem as crowded
as the roads.
The Metro
The nerve center of Hudson City’s mass transit
system is the Metropolitan Transportation Build-
ing, a ten-story structure located at 24th Avenue and
N. Madison Street and better known simply as “the
Metro.” Primarily the Metro serves as the headquar-
ters for the Transportation Commission (page 96)
and its various divisions, but the lower two stories
and the underground portions of the building are
a vast mass transit depot. Buses, railways, and the
subway all stop here, and it’s the standard destination
for commuter bus services coming into the city from
elsewhere. As such, it’s a hunting ground for “chicken
hawks” — pimps and other scum looking to lure run-
aways into lives of prostitution and virtual slavery.
LOUIE FEINGOLD
10 STR
11 DEX
10 CON
8 BODY
8 INT
8 EGO
13 PRE
8 COM
3 PD
2 ED
2 SPD
4 REC
20 END 18 STUN
Abilities: +1 PER with
Sight Group; +10 Pres-
ence, Only To Protect
Against Presence
Attacks; Combat Driv-
ing 11-; CK: Hudson
City 16-; KS: Hudson
City Gossip 14-;
Mechanics 8-; Shadow-
ing 11-; Streetwise 12-;
Fringe Benefit: License
To Operate A Taxicab
25+ Disadvantages: Psy-
chological Limitation:
Loves To Talk; Rivalry
(Professional, with
competing cabbie or cab
company)
Notes: One of few
native-born, native Eng-
lish speaking cabbies left
in Hudson City, Louie
Feingold is one of those
taxi drivers who seems
to know every person
and place in town. He
can take you to the
most obscure addresses
as easily as he can to
Courthouse Plaza or the
Berkely Commercial
Complex. However, he’ll
probably talk your ear
off on the way, because
he just can’t seem to
shut up — he can yak
for hours on almost any
subject, even those he
doesn’t know anything
about.
27
Hudson City ■ Chapter Two
“I grew up in Ardmore, and I have to say I
think it’s pretty much the best damn place in
the entire city. When I was growing up, it was
great. Us kids could run around all over the
place without our moms worrying too much, we
went trick-or-treating from building to build-
ing, and the park was just a long walk away.
OK, I probably wouldn’t let my kids trick-or-
treat there anymore, but I wouldn’t let them do
that anywhere in the city, except maybe Irish-
town, and those guys won’t even let you in. But
the streets are pretty clean, there isn’t much of a
gang problem, and prices aren’t too bad.
“The housing kinda sucks, though. All the best
places have been bought up by yuppies, so a guy
like me can’t afford to get a place, much less a
place big enough for a family.”
—Michael Keene, assistant manager of
electronics, Boudreau’s Department Store
In the late 1950s, after Kurtland Boulevard was
completed, the relatively sparsely inhabited area
between Little Italy and Guilford — Ardmore, a
name taken from that of an early settler who once
had a cabin in the area — suddenly became popular
among developers. Brownstone apartments, town-
houses, condominiums, and even some detached
housing sprang up in the shadow of the expressway.
Where residential construction wasn’t appropriate,
the developers built blocks of low-rise office build-
ings, shops, and other commercial structures.
Ardmore quickly became popular with young
professionals, families with children, and senior citi-
zens. Though it lacked a park or major entertainment
facilities of its own, it was only about a mile west of
the northern tip of LeMastre Park, and a mile east
of the Stewart County Stadium. Coupled with the
decent reputation of the local schools, those features
made Ardmore attractive to many Hudsonites.
Today, most Hudsonites define Ardmore as the
neighborhood bounded by N. Roosevelt, N. Har-
rison, 12th Avenue, and 16th Avenue. It’s regarded
as one of the safer, more pleasant neighborhoods
in Hudson City, partly because of its proximity
to Guilford and Irishtown, and partly due to the
influence of the Mafia families of nearby Little Italy
(many of whom are said to provide “protection
services” in this region of the city). Kurtland Boule-
vard provides easy access to the suburbs and some
other parts of the city (though some residents com-
plain that there’s no local subway station), and the
neighborhood ambience has fostered the growth of
many highly-regarded small restaurants and busi-
nesses. (And people who can’t find something they
like to eat have only to cross 16th to go to Little Italy,
where fine restaurants abound.)
Ardmore in the Sixties and Seventies was
mostly a family place, but that’s changed over the
past 25 years. Young professionals, taken in by the
neighborhood’s charm and low crime rate, have
moved in and bought up buildings, sometimes ren-
ovating them so they could turn around and resell
them for a hefty profit. Longtime residents don’t
like it, or the rash of clubs and yuppie-oriented
stores that have sprung up, but there’s nothing they
can do about it, so they just sigh, shake their heads,
and go on about their business.
SHOPPING
Hudsonites who want to spend their money
at some place other than just another Durango
Denim or Fast Forward Music ’n’ Video might want
to try these places:
Frank’s News & Books (7853 16th Avenue): Biblio-
philes looking for the sorts of books they won’t find
at chain stores like Darius Books might want to give
Frank’s News & Books a try. It’s mostly a newsstand,
with magazines and newspapers from all over the
country (including more than a few “fringe” maga-
zines and other weirdness). But the owner, Frank
Wells, is a well-read man with interests as broad and
deep as the Atlantic Ocean, so he also stocks unusual
books that relate to one of his “subjects” (as he calls
them). They’re not well-shelved — you might find a
book on topology next to a couple on Atlantis, a his-
tory of London, and one of Shane Velloric’s macabre
novels, but Frank knows where everything is. Just ask
him, and he can tell you what he’s got in stock, and
where to find it. He’s well-known around Ardmore
(even ran for City Council once) and always “up” on
the latest local gossip.
Hudson City Numismatics (corner of 12th Avenue and
Cleveland Street): Coin collectors from around
the United States, and sometimes even around the
world, do business with Hudson City Numismat-
ics. Proprietor Dean Schnabel has one of the best
selections of rare, antique, and desirable coins in
the country, and knowledge of the subject to match.
A crusty old man who refuses to change the name
of his store despite all the calls he gets from people
who think it’s some sort of self-help program, he
carries a pocketwatch and has a habit of fiddling
with his good luck charm — a $50 krugerrand
— when he’s nervous or lost in thought.
Timeout Sports (2744 Oak Avenue): Need a baseball
glove for your kid? A stick for a game of street
hockey? A pair of rollerblades? A ball so you can
get an autograph at a Heroes game? Well, Timeout
ARDMORE
IMAGES OF
ARDMORE
Kids playing soccer in
the shadow of Kurtland
Boulevard
An old couple in sweat-
ers on an early spring
morning, walking their
dog, holding hands as
they go
Beautiful people out on
the town, looking for
something fun to do
after a hard day’s work
Mothers doing their
grocery shopping, kids
in tow
Hero System 5th Edition
28 ■ The Lay Of The Land
Sports is the place for you. It’s got just about any
type of sporting gear you can imagine, even for
obscure sports like jai-alai and petanque, though
it doesn’t carry exercise equipment or anything
else too large to store on a shelf. Timeout also has
a big bulletin board where people who want to get
involved in a team sport can hook up with leagues.
OUT ON THE TOWN
If you’re looking for fun in Ardmore, check out
these places:
Edelweiss (corner of Maple Avenue and Fontaine
Street): Leonhard Schroeder came to the United
States in 1968 with the dream of opening up his
own restaurant. For years he worked in other
restaurants, first as a waiter, then as sous-chef or
assistant chef, and finally as head chef... but the
dream never died. In 1994, he scraped together
his savings, called in a few favors from friends and
admirers, and left his job at Phoenix (page 32) to
open Edelweiss. His restaurant has been a favorite
with Hudsonites who like good German food ever
since. Edelweiss specializes in Bavarian cuisine, but
offers dishes from all over Germany and Austria,
including a sublime weiner schnitzel. The portions
are large, and the menu has dozens of selections, so
it’s no wonder people keep coming back.
The New York Deli (4326 N. Roosevelt Street): If you
need a quick sandwich and a cream soda instead
of a big German meal, stop by the New York
Deli. Unimaginatively named by its unimagina-
tive owners, Marge and Jerry Ballantine, the NYD
serves thick-piled sandwiches on home-baked
bread, delicious pies, and the best potato salad this
side of Manhattan. It’s also got deli meats, salads,
and other food to go for busy people who don’t
have time to cook dinner.
The Zanzibar Cabaret (2480 Oak Avenue): Joel Wil-
liams used to be a critically-acclaimed, but obscure,
jazz musician, but the lack of fame and the rigors of
the road eventually got to him. He “retired” to his
hometown and opened up the Zanzibar Cabaret,
a jazz club that often showcases up-and-coming
new talent in the jazz world. It’s the perfect place to
spend an evening if you don’t want to endure loud
rock music or the latest Hollywood banality.
THE DAILY GRIND
Just about anywhere you go on the Northside, and even
in some places on the Southside, you’ll see them: distinc-
tive dull orange and rich brown awnings, sometimes with
matching chairs and small tables underneath. Above the
awning is a logo sign, the three words of the store’s title
forming a circle around a steaming cup of coffee: THE
DAILY GRIND.
Since being started in 1997 by Kansas entrepreneur and
venture capitalist J. Branson Martin, the Daily Grind has
rapidly expanded from an initial slate of 50 stores, mostly
in the eastern Midwest and Northeast, to over 2,000 out-
lets nationwide. Every day tens of millions of Americans
make the Daily Grind part of their routine, whether that
means stopping by in the morning for a pick-me-up cup
to get them through the first few hours of work, at lunch
for a muffin and a cuppa, or in the afternoon for that final
blast of caffeinated goodness they need to finish the day.
Hudson City has numerous Daily Grind franchises,
nearly all of them owned by Ardmore businessman
Randy Makepeace. A former stockbroker who decided
to abandon the Dawnlea ratrace for something better,
Makepeace got in on the ground floor when the Daily
Grind started, and he’s become one of the company’s
most important franchisees. On any given day, he usu-
ally spends at least an hour or two at one of his stores,
watching how things go and often taking a turn behind
the register for a few minutes — he’s a hands-on kind
of manager who wants to know what works, what
doesn’t, and what can be improved, not a paper-pusher
who just likes to give orders.
29
Hudson City ■ Chapter Two
Tall, tanned, and impeccably dressed, he looked
south from his office window on the sixtieth
floor of the Berkely Complex — the first build-
ing he’d built with his name on it, but not the
last. From this window alone he could see three
other buildings he owned, and northward he’d
be able to see at least as many. It’s good to be
the king, he thought half-jokingly to himself.
His reverie over, he turned back to his desk.
It was a 200 year-old antique made from the
timbers of a British ship sunk during the War
of Independence, but as much as he loved
it the papers on top of it held his attention
more. If his sources down at Governmental
Center were right, Hudson City was soon
going to consider building another landfill
— and the land described in these deeds was
the most likely spot for it. With some detailed
planning, a little bit of luck, and perhaps a
few thousand dollars in bribes, he could turn
a monumental profit on the property...
...assuming, of course, he could convince the
old goat who owned the place to sell. That was
going to take a little more effort, but he had
a confidence borne of an almost unbroken
string of business successes. No one said no
to him for long.
— just another business day for Ben Berkely
Bankhurst — the highly-developed corridor
of office buildings, government offices, shops, and
luxury apartments and condominiums running
roughly between N. Adams Street and LeMastre
Park from the river to around 9th Avenue or so — is
the heart of the Northside, and one of the world’s
great centers of finance. Named for the Revolution-
ary War hero of the Battle of the Stewart River, who
after the war had a farm not far from the Berkely
Center, Bankhurst is a hustling, bustling place
where the only thing taller than the skyscrapers are
the egos of some of the people who work in them.
In the nineteenth century, Bankhurst, espe-
cially the part known as Westhurst, was as much a
residential area as a place to do business. More than
one tycoon or robber baron had a large urban man-
sion or fancy second house in Bankhurst within
easy ride of his offices. Today, few of those houses
survive, having been replaced by skyscrapers and
office complexes as the land became more and
more valuable. The most prominent of the survi-
vors is the Crenshaw House, former home of indus-
trialist Louis Crenshaw, which now serves as the
headquarters of the Hudson City Historical Society.
Most people come to Bankhurst to work or to
shop. It has relatively few residential buildings, and
even the cheapest of those has rents in the many
thousands of dollars per month. Only the extremely
wealthy live here — and usually they’re nouveau
riche to boot, since old money prefers Irishtown.
Only in Bankhurst would “rooftop helipad” be
included in a real estate listing.
When Hudsonites refer to “downtown,” they’re
talking about Bankhurst (particularly the north-
ern part). Generally speaking, the offices, shops,
and condominiums in Bankhurst tend to become
bigger, more expensive, and more prestigious the
further north one goes.
The enormous amount of money floating
around Bankhurst means a high level of security
as well; it’s one of the safest parts of the city. The
police are always around, and unfailingly polite
— they know there’s a good chance someone in
Bankhurst is powerful enough to pick up the
phone, call the Department, and get them fired if
they’re not completely professional and courteous.
BANKHURST
Hero System 5th Edition
30 ■ The Lay Of The Land
Many police matters involving wealthy residents,
like speeding or public drunkenness, get “hushed
up” or dismissed with a warning instead of leading
to arrests... but of course, bums and troublemak-
ers who cause “disturbances” get arrested quicker
than you can say “Fifth Amendment.” Additionally,
most buildings have their own security personnel,
doormen, and other factotums who look out for
the welfare of the locals. But even Bankhurst isn’t
100% crime-free; some criminals, such as the Black
Tarantula or Prospero, see the wealth-filled high-
rises as tempting targets.
DAWNLEA
Bankhurst is the financial center of Hudson
City, and indeed an important center of the world
economy due to the trillions of dollars that flow
through its banks, brokerages, and exchange houses
every year. Analysts and investors who talk about
this often refer to “Dawnlea” the same way they’d
say “Wall Street.” Dawnlea isn’t a neighborhood,
but an avenue that runs right through Bankhurst.
Among the buildings lining it are the Hudson City
Stock Exchange (see below), the Regentsbank head-
quarters, and the main North American offices of
Vanden Broek and Associates, one of the largest
investment firms in the world.
The Hudson City Stock Exchange
Located at the corner of Centre Street and
Dawnlea Avenue, the Hudson City Stock Exchange
(HCSE) is the center of Hudson City’s financial dis-
trict. Brokers, finance houses, and everyday people
trade hundreds of millions of shares of stock here
every day during a frenzied six-hour period (9:00
AM to 3:00 PM) of buying and selling. Anyone
who wants to act as a broker on the floor of the
Exchange must have a license, and the Exchange’s
Board of Governors strictly regulates the number
of available licenses. Guided tours of the Exchange
are given daily — one every two hours beginning at
10:00 in the morning.
THE LOWDOWN
“No no no, that wasn’t the deal! We had an
arrangement here, Sinclair, and you know it. I
want those options back in the package imme-
diately.
“Yeah? Well, !$&* you too, you !$&*%@#
&+&*sucker! I don’t need your deal, and now
I’m gonna go back to Knox Tweedham and
we’re going to put together a buyout that we’re
gonna shove so far up your ass that you’ll be
*%&!%@# paper for a week!”
— cell phone conversation overheard in
the Lowdown
The southernmost part of Bankhurst (the
part below Currier Avenue, roughly speaking) is
known as Lower Downtown, or more commonly
just “the Lowdown.” Despite the poor connota-
tions of the name, which was coined a few decades
ago by snobbish residents of the “upper” part of
Bankhurst, Lowdown is every bit as nice as the
rest of Bankhurst. Since it’s nearer the river, it’s got
fewer tall office buildings and more small office
complexes, shops, and even some manufacturing
and industrial facilities. Though rents are high,
competition for an apartment or condo here is
fierce; places with a view of the river or LeMastre
Park are particularly sought after.
Many people claim the best part of the Low-
down is Timothy Street, a road that was once little
more than an alley. Over the past couple of decades
developers have transformed it into a half-elegant,
half-trendy/hip shopping area, almost like a pedes-
trian mall. Visit the Longino & Pierce art gallery
for the latest selection from Hudson City’s art com-
munity, stop by the Bagel Joint for some breakfast,
or get a new suit at the local branch of Berghalter
& Sneed!
WESTHURST
The westernmost part of Bankhurst — the
part in the “bight” of LeMastre Park, bordered by
N. Jackson Street and 20th and 16th Avenues — is
usually referred to as “Westhurst.” Although slightly
more residential than the Lowdown or the main
part of Bankhurst, with a tendency toward small,
elegant brownstones painted cream or shades of
tan, it’s still primarily a business neighborhood.
The buildings aren’t quite as tall as they are to the
immediate east, but they’re just as filled with stock-
brokers, lawyers, accountants, and businessmen of
every variety.
LANDMARKS
Some of the most prominent buildings in
Hudson City are in Bankhurst. They include:
The Berkely Commercial Center
And Sports Metroplex
Located on the southwest corner of 16th and
Centre, and dominating all of Bankhurst, is the
Berkely Commercial Center and Sports Metroplex
(sometimes known simply as “the BCC”). The
brainchild of financier and developer Ben Berkely
(page 119), and the crown jewel of his empire, the
Commercial Center has some of the most presti-
gious (and expensive!) office space in the city. Its
sixty floors contain some of Hudson City’s largest
and wealthiest brokerages, law firms, and real estate
developers in addition to Berkely Enterprises... and
his personal office takes up the entire sixtieth floor.
The Sports Metroplex portion of the complex
is a 33,000-seat arena that’s home to the Hudson
City Cougars basketball team (page 114), of which
Berkely is part owner. It also hosts conventions and
other events in addition to sports matches.
The third part of the Commercial Center is the
Berkely Grande Plaza Hotel, a 25-story luxury hotel
where visiting basketball teams, well-heeled sports
fans, and businessmen come to strike deals with the
Center’s residents often stay. While nowhere near as
well-regarded as the Stewart Regency or the DeBal-
lenger, it’s an excellent place to spend a few nights...
assuming you can afford it.
DALTON BRUNNER
10 STR
12 DEX
12 CON 12 BODY
15 INT
12 EGO
15 PRE
8 COM
4 PD
3 ED
3 SPD
5 REC
28 END 25 STUN
Abilities: +1 with All
Combat, Climbing 11-,
Deduction 12-, KS:
Berkely Center Person-
nel 14-, KS: Berkely
Center Security Proce-
dures 16-, Martial Arts
(Jujutsu), Paramedics
12-, Security Systems
12-, Tactics 12-, WF:
Small Arms, Contact
(Ben Berkely), Contacts
(various, in the U.S.
Army), Fringe Benefit
(Membership in Berkely
commercial empire)
25+ Disadvantages: Psy-
chological Limitation:
Duty Above Everything,
Social Limitation: Sub-
ject To Orders
Notes: Dalton Brunner,
a twelve-year veteran of
the United States Army
who saw combat during
Desert Storm, serves as
the Head of Security for
the Berkely Center. As
such, he’s responsible
for all security matters
pertaining to the Center,
the Sports Metroplex,
and the Berkely Grande.
Responsibility like that
would be too much for
most people, but not
“the Captain” (as his
men call him) — he’s
always cool under pres-
sure and looking for the
quickest, easiest way to
resolve the situation.
He’s so devoted to his
duty that he’s wrecked
his marriage, but he
views his job with the
same sort of fervor he
once reserved for mili-
tary service.
31
Hudson City ■ Chapter Two
The Murchison Building
Designed in the late 1920s by renowned archi-
tect Lemuel Perrault and built in the 1930s by stub-
born industrialist Herbert “I’ll be damned if some
stock market collapse is going to stop me” Mur-
chison, the Murchison Building has a sort of “Art
Deco” aesthetic to it that reminds some observers
of the Chrysler Building in New York City. Mur-
chison intended it as the headquarters for what he
hoped would his commercial empire, not knowing
that both of his sons would die on the battlefields of
World War II and that Murchison Industries would
be broken up and sold off following his own death
of a heart attack in 1947. Today it’s home to the
offices of many important and powerful companies,
but none bearing the name “Murchison.”
With its arch-like polished copper roof, the
Murchison Building is a distinctive part of the
lower Northside skyline. Nestled right underneath
that roof is the Huntsman’s Club, a members-only
club popular among wealthy businessmen who
work in the building (or elsewhere in Bankhurst).
Decorated in a “hunting lodge” theme (Murchison
himself having been a skilled big game hunter), it’s
often perceived as a “men’s club” even though it has
plenty of female members. Membership is by invi-
tation only, though a member can bring anyone he
wants into the club as a guest.
Stailey Towers
Built in the early 1980s, these two build-
ings have an unusual “nested” configuration. The
larger (48 stories) and more northerly of them
is vaguely crescent-shaped and seems almost
to wrap or “embrace” the shorter (36 stories),
square-shaped building (despite the fact that the
two are separated by enough space that there’s
no skywalk connecting them). The brainchild
of architect Monroe Stailey, the Towers have
become associated with “trendy” up-and-coming
companies, including many software firms with
more money than sense. Many people think the
Towers bring a touch of modern “hipness” to the
otherwise stodgy Bankhurst neighborhood.
The Stewart Regency Hotel
Considered by many the most elegant hotel
in Hudson City, the Stewart Regency at Centre
Street and Aiken Avenue is a beautiful twenty-story
edifice built nearly a hundred years ago in a clas-
sic Victorian style. Despite its age, it offers all the
modern amenities one could hope for: high-speed
and wireless modem connections throughout the
building; in-room whirlpool baths; personal valets;
and two five-star restaurants. Just a few blocks
south of the Berkely Center and a few more south-
west of the Gadsden Consumerplex, it’s perfectly
located whether you’ve come to Hudson City on
business, pleasure, or both.
SHOPPING
Got a lot of time to kill... and a lot of money to
spend? Take a shopping trip to Bankhurst and visit
some of these places:
Cartographica (2526 Hastings Avenue): Owned and
operated by Melinda McKittrick, Cartographica
sells maps, atlases, globes, and similar objects, both
antique and modern. While most of the money
comes in from hikers and other people buying the
latest, most up-to-date maps available, McKittrick’s
real love are the antique maps she sells, some of
which are worth tens of thousands of dollars. The
best of her stock adorn the walls, though they’re all
for sale.
Elegancia (southeast corner of 25th Avenue and Rich-
mond Street): Specializing in the most exclusive of
designer fashions for women, Elegancia is a must-
stop destination for wealthy young women, movie
actresses, and others who insist on looking their
absolute best no matter what the cost. Even people
who can’t afford to shop at Elegancia often walk by
to see its beautiful, elaborate windowfront displays.
Feinblum’s Jewelry (3957 25th Avenue): After buying
a few frocks at Elegancia, a woman needs jewelry
to go with them, doesn’t she? Fortunately, all she
has to do is stroll half a block down the street to
Feinblum’s, supplier of the finest in jewelry to dis-
criminating clients for over 55 years. Abe Feinblum,
the 90-something owner of the store, is well-known
throughout the world of gems and jewelry; it’s said
he can estimate the carat weight and value of a
stone simply by holding it in his hand and looking
at it closely.
Mortenson and Sons Tailors (southeast corner of 10th
Avenue and Lennox Street): Men who refuse to buy
“off the rack” — even at the most upscale of stores
— turn to “Morrie” Mortenson and his four sons
for the best in custom-tailored suits, tuxedos, and
casual wear. A Mortenson original typically costs a
minimum of three thousand dollars, but those who
wear them swear it’s worth every penny. Morrie
also has contacts with exclusive shoemakers in Italy
and can provide footwear worthy of his suits.
OUT ON THE TOWN
Most of the nightlife in Bankhurst is stockbro-
kers, lawyers, and accountants unwinding after a
hard day at work. Here are some of the places they
go to relax:
Aces High (6863 Lennox Street): An inviting atmo-
sphere, a festive crowd, and inexpensive drinks and
appetizers bring in a crowd every night at Aces
High, a nightclub in the Lowdown. It plays only
soft music, making it much easier for the patrons to
carry on a conversation, cut a deal over drinks, or
maybe even ask someone out.
Biff’s Grill (5936 N. Madison Street): Biff’s, a
Hudson City institution for nearly forty years,
serves well-cooked American food in a restaurant
decorated like a Fifties diner. The Biffburger has
won the annual “Hudson City’s Best Hamburger”
contest sponsored by the Star-Gazette three of the
last six years.
IAN MCANDREWS
8 STR
10 DEX
10 CON
8 BODY
14 INT
12 EGO
16 PRE
12 COM
3 PD
3 ED
2 SPD
4 REC
20 END 19 STUN
Abilities: +1 Overall,
Computer Program-
ming 8-, Concealment
12-, Deduction 12-,
Disguise 8-, Forgery
(Documents) 8-, Gam-
bling (Card Games) 12-,
Lockpicking 8-, Security
Systems 8-, Stealth 11-,
Systems Operation 8-,
Survival (Temperate)
8-, Contacts (40 points’
worth around the
world), Fringe Benefit:
Membership (the secret
network of Hudson City
concierges)
25+ Disadvantages:
Psychological Limita-
tion: Nothing Must
Go Wrong!
Notes: Ian McAndrews
is the head concierge
at the Stewart Regency,
and a fussier, more
precise man you never
met. He’s determined
that every guest’s stay
be trouble-free, and that
anything a guest wants,
a guest gets. He brooks
little failure or tomfool-
ery among his staff, who
regard him as a mar-
tinet, but to the guests
he’s as friendly, pleasant,
and accommodating as
someone can be without
becoming an ass-kisser.
He’s part of a small
group of concierges at
elite Hudson City hotels
who meet at Gadsden
Park every morning to
trade event tickets and
find ways to help each
other out.
Hero System 5th Edition
32 ■ The Lay Of The Land
The Garden (southwest corner of 14th Avenue and
Steele Street): Fine food, lush music, and elegant
decor combine to make the Garden a destination
spot for those whose idea of entertainment runs
more toward dining and dancing than ear-splitting
rock music. Owned by Kenneth Riley, a movie buff
inspired by the dance scenes in old black and white
movies, the Garden harks back to the elegance of
the Thirties and Forties.
Phoenix (southwest corner of 15th Avenue and
Mathews Street): Phoenix is a restaurant for Hud-
sonites with discriminating palates and “an inclina-
tion toward gustatory experimentation,” as owner
and head chef Alberto Raimundo puts it. Phoenix
specializes in rare and exotic foods: elephant,
scorpion, caribou, iguana, weird Asian and Oceanic
vegetables, you name it — the more unusual, the
better. It’s usually booked weeks in advance, but
somehow the famous or influential always seem to
get a table that “freed up at the last minute.”
Running With Scissors (5865 Steele Street): Up
and coming rock, rhythm and blues, and soul acts
dream of getting a gig at Running With Scissors,
one of the most prominent music clubs on the East
Coast. It’s well-known that music critics from major
magazines, papers, and websites frequent the place,
and more than a few bands have gone on to success
and stardom after playing here. Hudsonites in the
mood for some cutting-edge popular music know
that this is the place to go to hear it.
Satin Angels (4787 Steele Street): “Beauty amidst
elegance,” reads the gold lettering on the face of
the jet-black card-key possessed by members of
this exclusive adult club — and it’s a motto the
club lives up to. Everything at Satin Angels is of
the finest, whether it’s the furnishings, the wine,
or the women up on the stage. The annual mem-
bership dues are hideously expensive, but for
those unwilling to tolerate the more sordid clubs
of the Strip, Satin Angels represents the ultimate
in adult entertainment.
Top Of The World (top floor of 3418 Hastings Avenue):
Located on the top floor of the eighty-story office
building known simply as 3418 Hastings, Top of
the World is one of the most exclusive and elegant
nightclub/bars in Hudson City. Most people can
barely afford to have one drink, much less an
evening’s worth of them or a meal, at TotW, but
for those with money to spend it’s one of the most
popular watering holes in Bankhurst. It usually
features light jazz or other non-intrusive music in
the evenings.
IMAGES OF
BANKHURST
Sunshine glittering
off glass and steel
skyscrapers
Well-dressed business-
men talking on their
cell phones as they walk
down the crowded
sidewalks
A constant stream
of traffic, half of it
yellow or green cabs,
heading up and down
Centre Street
A breeze whipped into
a strong wind as the
skyscraper cliffs chan-
nel it down the concrete
canyons of the streets
Stockbrokers pouring
out of the HCSE at noon
to grab some lunch
The wet concrete
smell of just-washed
streets after a rainstorm
or a streetsweeper
passes through
A cool half-million
in diamond necklaces
displayed in the show-
case window of a
jewelry store
AEGIS PERSONAL
SECURITY SERVICES
In this modern world, full of uncertainties and dangers,
it pays to do whatever you can to protect yourself from
the likes of criminals, terrorists, kidnappers, and their ilk.
When you’re a wealthy Bankhurst executive, or a corpora-
tion that employs one, you have to be even more careful;
to many people in this world, you’re nothing more than
the possibility of a big, fat ransom
Well-heeled and important Hudsonites looking for the
ultimate in personal protection often turn to one of the
most highly-regarded, and highly-specialized, security
firms in the world: Aegis Personal Security Services.
Based in London, APSS provides highly trained body-
guards for the rich and famous — everyone from mem-
bers of various royal families, to Hollywood mega-stars, to
executives and their families around the world
Aegis’s services aren’t cheap by any stretch of the imagi-
nation, but as the company’s representatives are so fond
of observing, you get what you pay for. Most experts
consider Aegis bodyguards to be the best trained and
most competent available. All of them are military and/or
law enforcement veterans, but beyond that Aegis puts
them through a rigorous six-month training course of its
own design that covers every aspect of bodyguarding in
excruciating detail. An Aegis bodyguard also has combat
driving and marksman qualifications so he can provide
all-around protection. The company’s so certain of the
value of its services that it offers a money-back guarantee
in the event one of its protectees suffers injury or death
due to error on the part of an Aegis employee
In addition to its standard bodyguard services, APSS
has two specialized subsidiaries: Aegis Child Protective
Services and Aegis Executive Assistant Services. ACPS is
a group of trained bodyguards who are also trained child
care workers. Most of them are woman, and they’re all
qualified to care for children from infants to teenagers
while protecting their lives. Many of them are licensed
nurses as well
AEAS covers the other end of the spectrum: its person-
nel are, in effect, “combat butlers” who provide valet and
manservants services in addition to being bodyguards.
They can do everything from from expertly pressing their
employer’s clothing, to ironing the newspaper for him so
he doesn’t get inkstains on his hands, to parachuting him
to safety from a crashing airplane or preventing him from
suffering injury in a firefight.
33
Hudson City ■ Chapter Two
“Ahhh, it ain’t so bad most’a the time. I can do
a lotta stuff with it — it’s pretty amazing what
the docs can come up with. I still can sorta feel
my hand there, though, which creeps me out,
’specially in the morning.
“I’m gonna miss the shipyard, but my cousin
said he figured he could get me some kind’a
job at the plant where he works. At least there
I won’t hafta worry about that !$&*-up Sturzo
droppin’ sheet metal on me again.
Hey, Bertie, gimme ’nother beer!”
—former shipyard worker Mark Munson,
showing off his new prosthetic arm down
at the Anchor Room tavern
North of Owl Bay, the Hudson City coastline
bulges out slightly. Hudsonites refer to the neigh-
borhood occupying that bulge as Bayside. Most of
them would describe its boundaries as 20th and 24th
Avenues and around Easley Street.
Given its position on the bay, Bayside has
historically been a neighborhood devoted to
industry and heavy commerce. Even in the earli-
est days of the city, large ships would pull right up
to the Bayside docks to discharge their cargo and
take on new goods. That trend continues today,
though the ships are no longer made of wood and
don’t show up as frequently. In recent years, as
manufacturing has declined, Bayside has taken on
more of the characteristics of a residential neigh-
borhood. It always had a few areas where the men
who worked on the waterfront and their families
lived, but things have improved a little. Devel-
opers have converted some old office buildings
and tenements to modern apartments, and a few
warehouses to lofts — but even taking that into
account, Bayside remains mostly a place where
people work, not where they live.
The crime rate in Bayside is moderate. In many
ways it’s a rough neighborhood: the longshoremen,
shipbuilders, and dockworkers who form such an
important part of Bayside’s economy aren’t genteel
folk. After work they often get rowdy; fistfights
and more violent encounters occur frequently, and
muggers and other criminals often prey on the
drunk and the unwary. There have also been some
reports of prostitution, but with the Strip not too
far south there’s no chance for an extensive sex
trade to develop in Bayside. The western parts of
the neighborhood, where there are more residences
and small businesses than manufacturing firms or
warehouses, are generally safer and quieter, but not
always by much.
It’s widely believed that the Mafia — in the
form of the Marcelli family — dominates a lot of
the activity in Bayside, particularly the waterfront
and its businesses. In the past twenty years, several
organized crime figures have been convicted of
racketeering charges stemming, at least in part,
from their activities in Bayside. The Marcellis
supposedly control Bayside union locals, extort
protection money from many businesses, own
several warehouses that charge exorbitant rates but
nevertheless remain heavily patronized, and siphon
money out of the Shipyards in many illegal ways.
Marcelli lieutenant Angelo “Big Anj” Campanaro
and several of his soldiers were sent to jail for life in
1997 for murdering one shipbuilding firm execu-
tive and threatening another, but no one thinks
disrupting his organization means getting rid of
the Mafia in Bayside. In fact, there are rumors that
Campanaro continues to run his people from jail.
MARWICH
Some people consider Marwich — the neigh-
borhood between N. Adams and Oxnard or Easley
Street, running from about Gilraith Avenue down
to 24th — part of Bankhurst, Gadsden, or even
Pierpoint, but city statisticians generally lump this
neighborhood in with Bayside for some reason. It
was a lot more like Bayside in the first half of the
twentieth century, but since then it’s transformed
into a residential and retail neighborhood that
really has more in common with Bankhurst. In fact,
a lot of young professionals who work in Bankhurst
live in the condominium towers, apartment build-
ings, and brownstones of Marwich. Smaller invest-
ment and financial firms find the office space in
Marwich a lot more affordable than similar build-
ings just a few blocks west.
With so many well-off residents, Marwich has
plenty of clubs, bars, and stores that cater to them.
Businessmen looking to take a load off after a long
day of pushing paper around a desk can relax with
a drink at Gordon’s Taproom, grab a bite to eat at
Bears & Bulls or the Hanover Room, and maybe go
clubbing later at places like Downstairs.
LANDMARKS
There’s nothing in Bayside proper to attract the
average tourist... or even the average Hudsonite. But
it does have a few noteworthy places:
The Hudson City Shipyards: Shipbuilding firms
dominate the economy and geography of northeast
Bayside. Decades ago the city designated this area
“the Hudson City Shipyards” as a way of promoting
the trade, but the name implies more uniformity
than actually exists: it’s not a single shipyards
BAYSIDE
ASSISTANT
HARBORMASTER
ANDY POLEVSKI
10 STR
8 DEX
10 CON 11 BODY
10 INT
8 EGO
10 PRE
8 COM
3 PD
2 ED
1 SPD
4 REC
20 END 21 STUN
Abilities: Bribery 8-,
Concealment 11-,
Streetwise 8-, WF:
Pistols, Fringe Benefit:
Assistant Harbormaster
25+ Disadvantages:
None
Notes: Andy Polevski is
one of the assistant har-
bormasters charged with
overseeing the docks
in Bayside. He usually
works the second shift,
and tries to spend as
little of his working
hours actually working
as possible (after all, it’s
a lot more fun to stay
inside where it’s warm
and watch his portable
TV than it is to walk
around the docks and
ships in the cold wind).
Polevski is a big, beefy
guy whose stomach
betrays his love of deep-
dish pizza, fudge ripple
ice cream, and beer. At
work he’s supposed to
wear a shirt and tie, but
as long as there aren’t
any supervisors around,
he loosens the tie and
unbuttons his collar.
When he’s outside he
usually has on a wind-
breaker and a cap, both
prominently marked
“Harbormaster.”
Hero System 5th Edition
34 ■ The Lay Of The Land
run by the government or any other authority,
but instead a group of businesses all in the same
industry. All these firms belong to a trade organi-
zation called the Hudson City Shipyard Associa-
tion (HCSA), but the truth is most of them have
as much to divide them as bring them together.
They often compete with one another (sometimes
intensely) for shipbuilding contracts, and rivalries
and animosities have built up over the years. Some
of the companies have disputes or grievances that
stretch back decades, and there doesn’t seem to be
any hope of resolving them anytime soon.
The largest company in the Shipyards is the
aptly-named Hudson Ships, which mainly builds big
commercial vessels. Others include Owl Bay Yachts
(small- to medium-length pleasure craft), McNarron
Shipbuilding, and Hibernia Manufacturing.
Most of the shipbuilding that goes on at the
Shipyards is commercial and civilian — everything
from large tankers to small pleasure craft. The ship-
builders do little in the way of military shipbuild-
ing, though some of them occasionally win govern-
ment contracts. They’re certainly not equipped to
build anything as large and complex as a destroyer,
battleship, aircraft carrier, or submarine.
24th Avenue Armory: Located at the corner of 24th
and Easley Street, this building once housed one of
the armories that held the weapons for the Hudson
City Militia. Even through the 1960s, it was a
National Guard armory, but eventually that use was
phased out and the city bought the building. In the
1970s it was cleaned, renovated, and turned into a
community center. It’s a favored meeting place for
Baysiders, who take classes and play sports there,
and is often featured in Hudson City architectural
guides due to its two distinctive towers (which have
been closed to the public for nearly 30 years).
SHOPPING
Bayside really isn’t the sort of
place people go shopping — not unless
they’re looking to buy industrial equip-
ment or bulk raw materials shipped in
from overseas. But a few noteworthy
retail stores have opened up in recent
years in the more residential parts of
the neighborhood, such as:
Makin’ Tracks (southeast corner of Kemp
Avenue and Silas Street): Located in
the shadow of one of the city’s elevated
railway tracks, this small specialty busi-
ness caters to model train enthusiasts.
It makes most of its sales via mail order
or the Web, but has a dedicated core of
local railroading afficionados who come
in to pick up the latest models and talk
about trains. Every Wednesday night
the owner, Rob O’Malley, holds a “movie
night” and shows films about trains,
home movies of train trips, and the like.
The Doughnut Hole (3888 Easley Street):
A local favorite, this combination coffee
shop/bakery/newsstand caters mainly
to the breakfast and brunch crowd.
There aren’t a lot of seats, but if you get
there at the right time it’s a great place to relax with
your morning paper of choice, a cup of good black
coffee, and a bagel. Most people just get their coffee
and paper to go, or later in the day pick up some
bread or doughnuts.
ON THE TOWN
There’s not much nightlife in Bayside. Most
people looking for something to do head north to
Gadsden or (if they can afford it) west to Bankhurst.
But as the residential character of the neighborhood
has improved over the past three decades, it’s brought
some related businesses along with it.
Ankara (432 Dawnlea Avenue): Turkish immigrant
Husmettin Nemria opened up this restaurant,
which serves the cuisine and coffees of his native
land, in 1996. The patronage of local residents kept
it going at first, but since it was “discovered” by
Bankhurst businessmen with long lunch hours it’s
become a definite success.
The White Event: Where the eastern terminus of
Dawnlea Avenue intersects with the Coastal Park-
way, there used to be a warehouse that stored goods
which arrived in Hudson City by ship before they
were distributed to local businesses or sent else-
where. But in the late Eighties the owners fell on
hard times, and the warehouse was bought by some
entrepreneurs who wanted to open up a nightclub.
Their club failed, and so did those of a couple other
people who tried the same thing. Then Johnny
Skevington came along. A devotee of the goth/rave
scene, he had a finely-tuned appreciation for what
modern clubgoers wanted. It didn’t take long for
his new club, the White Event, to become a success
where others had failed. Since its opening in 2001,
it’s been a favorite nightspot for pale-skinned, late-
night partygoers.
IMAGES OF
BAYSIDE
The clang and bang of
work at the Shipyards
The smell of the half-
rotten old piers down
along the waterfront
Bar signs at night, slash-
ing the darkness with
their neon glow
The smell of fresh bread
baking at the Doughnut
Hole
35
Hudson City ■ Chapter Two
“Man, this place rocks! This is like the great-
est club ever! I can’t believe Flog My Nixon
just showed up here to do a gig. I never get to
see anything like this in Missouri. This is so
cooool....”
— convention attendee Charlie Biddick,
enjoying a night on the town at Inferno
Blackbridge takes its name from a time back
in the 1800s when a large stream ran through the
heart of the area (the stream still exists today, a
couple feet under Harnett Street). The main bridge
across the stream was built with wood from an
enormous black oak tree, so it became known as
Black Oak Bridge. Residents later shortened this
to Blackbridge, and eventually the name came to
signify the neighborhood as well as the bridge. By
1935 the stream was completely paved over and the
bridge removed. Pieces of wood from the bridge
were sold to raise money for charity. Many older
families in the city still own a piece or two; some
businesses in the city bought numerous pieces and
used them to build furniture or artwork for their
offices. Pieces remain available in antique stores all
over the city.
Roughly speaking, Blackbridge is the area
north of LeMastre Park, east of N. Madison
Street (excluding Westhurst), west of Kurtland
Boulevard, and south of 4th Avenue. For most of
its history it was primarily a residential neigh-
borhood, and it retains much of that character
today. Middle-class families, nature-lovers who
wish to be near the park, students from nearby
Hudson City University, and others call Black-
bridge their home. Most of the residential build-
ings are brownstones and high-rise apartment
buildings, with only a few apartment complexes
and “detached” houses (the detachment is so
small as to be nearly non-existent). There are
also plenty of businesses that cater to the resi-
dents — restaurants, small shops and stores, and
the like. Many Hudsonites consider Blackbridge
to be one of the nicest neighborhoods in the city.
However, as the city has grown, bigger busi-
ness has intruded on Blackbridge. Particularly
where the neighborhood nears Bankhurst and the
Convention Center, office buildings have arisen
— none reaching the size of skyscrapers, to be
sure, but commercial buildings nevertheless. Some
Blackbridgers like having office buildings in the
neighborhood, since they work in them and it
makes for a short commute. Others would prefer
to keep the neighborhood mostly residential. Most
don’t have a strong opinion one way or the other.
Blackbridge is a fairly safe neighborhood,
though not as safe as Bankhurst or Highlands. It’s
thought that the Mafia commits a lot of crimes in
the area (and sometimes competes for “turf” there
with the Russian Mafia, yakuza, or various inde-
pendent criminals), and occasionally street punks
wander north from the park looking for easy pick-
ings. The vigilante DarkAngel seems to pay special
attention to Blackbridge; some authorities speculate
that she lives or works there in her civilian identity.
LANDMARKS
In addition to Jason Devon Memorial Coli-
seum (page 114) and the Gangland Museum (page
111), here are some of the places people associate
with Blackbridge:
Blackbridge Park: Bounded by Cayuga and Onon-
daga Streets and 8th and 9th Avenues, this small,
quiet park is a welcome haven from the hustle and
bustle of city life. Although Blackbridge is close
to LeMastre Park, some residents prefer the less
crowded Blackbridge Park. It includes a large play-
ground area for children.
Catholic Cemetery (northeast corner of Wallace
Avenue and Onondaga Street): Years ago, when
many of the city’s early cemeteries were close to
filling up, several local Catholic churches pooled
their money and bought a large plot of land in
Blackbridge for use as a cemetery. Today Catholic
Cemetery itself is nearing capacity, but it’s become
more than just a peaceful resting place for the dead.
Locals often jog or walk there, and students from
nearby HCU go there when the weather’s fine to sit
outside and study. The cemetery’s many large and
fanciful tombstones and crypts sometimes attract
tourists as well.
Hudson City Convention Center: Located between 8th
and 11th Avenues, and Rhine and Harnett Streets,
right next to the Devon Coliseum, the HCCC is
the largest convention venue in the city. Capable
of supporting conventions of up to 50,000 people
easily, and more than that with a little difficulty, it
brings hundreds of thousands of businessmen from
around the world to Hudson City every year. Sev-
eral large hotels cluster around it.
LeMastre Office Park (5357 13th Avenue): This group
of three buildings (two six stories tall, one five)
sits right across 13th Avenue from LeMastre Park,
and just a couple blocks south of the Convention
Center, making it a prime commercial location.
Most of its tenants are what you’d expect — stock
brokerages, law firms, and other professional offices
— but some are a bit more unusual. Perhaps the
most notable is Comrade Capitalists, a security ser-
BLACKBRIDGE
IMAGES OF
BLACKBRIDGE
Conventioneer-welcom-
ing banners hung on
the lampposts all around
the Devon Coliseum
and HCCC
The laughter of children
playing on the
playground in Black-
bridge Park
The unique facade of the
Teale Building
The sounds of jazz waft-
ing out of Beethoven’s
Ninth on a nice night
when the guy watching
the front door leaves
it open
The unmistakable sky-
line of the LeMastre
Office Park
Hero System 5th Edition
36 ■ The Lay Of The Land
37
Hudson City ■ Chapter Two
vices planning and consulting firm. Run by Arkady
Koslov, a veteran KGB agent, and Spencer McBryde,
a former CIA agent, Comrade Capitalists brings
what one of its clients called a “unique and thor-
ough” perspective to security issues.
Teale Building (4000 Van Buren Street): Of all the
apartment buildings in Blackbridge, the Teale
Building stands out. Built by famed architect
Robert Teale in 1918, it has a distinctive facade with
broad front steps and gargoyle-like ornamentation
along the top of the building. The early residents,
who had a reputation for being somewhat Bohe-
mian, developed the habit of painting their window
casements teal, a tradition that later residents main-
tained. Apartments in the Teale Building are in
high demand, and thus expensive.
SHOPPING
Blackbridge has plenty of interesting stores
just waiting to serve Hudsonites and tourists look-
ing to spend a little money.
Edgar McCreedy’s (412 Searcy Avenue): Although
smoking isn’t much in fashion these days, there are
some who still indulge... and some who remem-
ber the elegance of the habit eighty years ago.
McCreedy’s is one such store: a tobacconist’s that
caters to the smoking connoisseur. It carries an
extensive line of pipes, pipe tobacco, and fine for-
eign cigarettes and cigars. The cigar craze of the
Nineties brought it to the attention of a whole new
generation of customers.
Paper Kingdoms (northeast corner of 5th Avenue and
Admiral Street): A favorite among Hudsonite geeks
and pop culture fans, Paper Kingdoms carries an
extensive line of comic books, roleplaying games,
other non-computer games, and genre fiction. The
owner, Paul Kassabian, has an encyclopedic knowl-
edge of pop culture and rock music trivia, and
uses it to steer each customer toward just the right
books and games for him.
The Wheel Bookstore (northwest corner of Oak
Avenue and Cayuga Street): Founded in 1927 by
iconoclastic artist Clarisse Lemoine, The Wheel
specializes in books on left-wing political sub-
jects. A rallying point for the city’s Communists
through the 1950s, radical leftists in the Sixties,
and feminists and gay activists since the Seventies,
it remains a quirky part of Hudson City’s political
landscape. It also carries an extensive selection of
obscure poetry.
ON THE TOWN
Blackbridge has a lot of attractions for people
looking for a fun and relaxing evening out, particu-
larly in the area around the Convention Center and
Coliseum (where you’ll find a lot of bars and res-
taurants, mostly chains but some local places).
Beethoven’s Ninth (3786 9th Avenue): A trendy jazz club
just a few blocks east of the Coliseum, Beethoven’s
Ninth attracts an eclectic crowd: jazz musicians and
record executives looking to catch the next “big thing,”
college students enjoying the atmosphere, young
professionals trying to impress their dates with their
knowledge of “culture,” and people who are actually
cultured hoping to meet others of their ilk. The owner,
Marvin Walker, has a reputation for finding talented
jazz musicians before they become well-known.
Inferno (3413 Admiral Street): This club usually
features up-and-coming rock bands and is known
for its stiff (but high-priced) drinks, including the
famous Hellfire Cocktail. It’s a favorite “watering
hole” not only for convention attendees (many of
whom come back to it, year after year) but for local
businessmen looking to unwind after a hard day.
The Jackhammer (5950 Onslow Avenue): This dance
club just a couple blocks north of LeMastre Park
attracts both locals and conventioneers. The puls-
ing beat of the loud music (rock, house, or techno,
depending on the evening) makes it difficult to
hold a decent conversation... but no one really goes
there to talk anyway.
Midnight Star (6532 Hastings Avenue): One of
Hudson City’s most popular nightclubs, the Mid-
night Star is a three-story tribute to the joys of the
nightlife. The first floor is mostly a bar, with music
played softly enough that people can drink in peace
or hold a conversation. The top two floors are a
multi-level dance floor. Jessica Sung, a former strip-
per, owns the place; her sister Rebecca is the club’s
business manager, and her brother-in-law Oliver
Younce, a former NFL linebacker, is the bouncer
and general troubleshooter.
COLISEUM STATION
Most subway and EL stations in Hudson City aren’t any-
thing to write home about — just poured cement floors,
brick or tile walls covered with advertising posters in flat
plexiglass-covered cases, flyers taped up here and there by
people promoting some band or event, and that vaguely
disturbing musty-sweaty smell that comes from having
people stand around there waiting for trains.
Coliseum Station in Blackbridge is different. When it
became apparent that many visitors to the city went
through there on their way to the Jason Devon Memo-
rial Coliseum or Hudson City Convention Center, the
city decided to make it more of a showcase. It hired
several noted mosaicists and mural painters to beautify
the place, and moved all the advertising so it wouldn’t
spoil the view. Today commuters who go to Coliseum
Station are treated to wall art depicting the early his-
tory of the city, sports heroes of Hudson City, famous
American presidents, and more. The station still has its
share of panhandlers, homeless people, and street musi-
cians, but at least the art brings a smile to most peoples’
faces for a little while.
MIRANDA HAINES
10 STR
10 DEX
10 CON
8 BODY
10 INT
8 EGO
10 PRE
13 COM
4 PD
2 ED
2 SPD
4 REC
20 END 18 STUN
Abilities: AK: LeMastre
Park 8-, CK: Hudson
City’s Northside 12-, KS:
The Club Scene 11-, KS:
The Music Scene 8-, PS:
Bike Messenger 11-, PS:
Play Ultimate Frisbee
11-, Streetwise 8-, TF:
Two-Wheeled Muscle-
Powered Ground
Vehicles
Disadvantages: Depen-
dence (Addiction to
amphetamines)
Notes: It’s hard to miss
Miranda. With her
bright pink hair and
what looks like a half
a pound of metal rings
stuck through various
parts of her face, she
stands out in a crowd.
And it’s a good thing,
too, since as a bike mes-
senger she wants driv-
ers and pedestrians to
see her coming from a
long way off — fewer
accidents that way. An
employee of Flash Mes-
senger, she’s one of the
company’s fastest, hard-
est-working messengers,
but her talent isn’t all
natural. She’s able to
maintain her frantic
pace by using uppers,
and sooner or later that’s
going to catch up to her.
Hero System 5th Edition
38 ■ The Lay Of The Land
“Dim sum? You want dim sum? Good dim
sum! Also Pepsi!”
— dim sum pushcart owner “Uncle Bennie”
Hwan, usually to be found somewhere
on the north side of Mott Park
Like many major metropolitan areas in the
United States, Hudson City has a neighborhood
populated almost exclusively by persons of Asian
extraction. And like those other cities, Hudson City
refers to this neighborhood as Chinatown.
For most of the first century of Hudson City’s
existence, few “celestials” (as they were then often
referred to) lived there. But after the Indepen-
dence Day Fire of 1895, the need for cheap labor
to rebuild the city was so great that it attracted
Chinese laborers, many of whom had first come
to the country to work on the railroads out west.
These immigrant workers mostly settled south of
the Stewart River, building a small shanty com-
munity that the rest of the city soon came to call
“Chinatown.” As Hudson City grew, so did China-
town, which was eventually absorbed into the city
proper. Today its boundaries are usually defined as
S. Roosevelt Street, Kiser Street, Coleman Avenue,
and the river.
During the Twenties and Thirties, when Chi-
natown was considered a den of vice, newspaper
writers often referred to it as “the Yellow Crescent”
due to the neighborhood’s shape. Today most
people consider that term crass and insulting, and
Chinatown’s gone from being seen as a place of
depravity to one of hard work and cultural diver-
sity. Its residents simply see it as home.
Modern Chinatown is a busy, crowded neigh-
borhood with seemingly little in the way of central
planning — residential buildings sit cheek-by-jowl
with commercial ones, and often the top floors of
a small store or shop serves as a residence for the
store’s owner and his family. Factories and other
businesses that rely almost exclusively on Chinese
labor cluster along the waterfront. Many of these are
little more than sweatshops that hold their employ-
ees in quasi-slavery, though a rising class of Chinese
entrepreneurs is doing what it can to provide better
jobs and working conditions for Chinatown’s resi-
dents. (Since the residents of Chinatown are notori-
ously reluctant to even talk to the police, much less
cooperate with them, the city has repeatedly been
frustrated in its efforts to correct many of the illegal
practices.) Elsewhere, the shops and restaurants that
outsiders think of when they hear the word “China-
town” dominate the commercial scene.
ONE NEIGHBORHOOD, FOUR WORLDS
While most Hudsonites think of “Chinatown”
as one large neighborhood, in truth it’s actually four
sub-neighborhoods dominated by different Asian
groups. Chinatown was almost exclusively Chinese
for the first half of the twentieth century. But after
World War II Japanese immigration to the city
increased... and the same applied to Vietnamese
immigration after the fall of Saigon. Over the last
thirty years, an influx of Koreans has also occurred.
The result is a neighborhood more splintered than
many outsiders can see.
Chinatown
Chinatown “proper” consists of those parts
of the neighborhood still dominated by Chinese
— which is to say, most of overall Chinatown.
(The use of the same name to mean two different
areas, one of which is part of the other, causes
all sorts of confusion except among the Chinese
themselves, who always seem to know which one
they’re referring to.) It occupies the western half
of the neighborhood.
Koreatown
Korean residents, most of whom come from
Seoul and other parts of South Korea, live mostly
in the northeastern part of greater Chinatown.
They keep to themselves, rarely mingling with their
Chinese and Japanese neighbors. Although they
encourage some tourist traffic to Korean restau-
rants and stores, for the most part Koreatown keeps
to itself and prefers to be left alone.
Little Saigon
Wedged in between the other three neighbor-
hoods, Little Saigon evolved in the 1970s to handle
the influx of Vietnamese (and Cambodian and Lao-
tian) immigrants after the end of the Vietnam War.
Although not quite as stand-offish as the Koreans, the
residents often prefer their own company (they don’t
even have nearly as many restaurants and other tour-
ist attractions as the other neighborhoods).
Little Tokyo
Located in the eastern and southern parts
of Chinatown, Little Tokyo is home primarily to
persons of Japanese ancestry — one of the larg-
est concentrations of ethnic Japanese outside of
Japan itself, in fact. The residents are a curious mix
of successful Japanese businessmen who long for
native surroundings (and most of whom work in
Bankhurst, Blackbridge, Highlands, or Worthing-
ton, not Chinatown) and poorer Japanese trying
to get by. The architecture of the area is an eclectic
blend of Japanese and American that strikes some
critics as hideous, others as charming.
CHINATOWN
IMAGES OF
CHINATOWN
Young men rushing
boxes and carts of fresh
vegetables and fish from
the waterfront to restau-
rants in the early morn-
ing hours
Bright red Chinese
characters painted on
stark white or yellow
signboards
The smell of dim sum
cooking
Ducks hanging in a
butcher’s window like a
line of soldiers awaiting
inspection
Chinese children
dressed in colorful silk
jackets for Chinese New
Year
Japanese teens talk-
ing animatedly about
the latest Jap-pop teen
heartthrob
The setting sun cast-
ing the shadow of Four
Dragons Rising east like
a long finger pointing
toward night
The sounds of Oriental
languages being spoken
at a rapid-fire pace
39
Hudson City ■ Chapter Two
CHINATOWN CRIME
The crime rate in Chinatown
seems quite low... and it is, at least as far
as tourists and “round-eyes” are con-
cerned. But the police and community
leaders acknowledge that behind the
scenes, the area has a serious crime
problem — one exacerbated by the
residents’ preference not to get involved
with the police (or other Western insti-
tutions) at all.
In Chinatown proper, vari-
ous tongs (see page 163) control the
underworld. Well-funded and well-
entrenched, they usually have strong
links to powerful Triads back in China,
from whom they buy heroin (which
they often distribute in the city with
the help of allies in the Mafia — the
geographic proximity between China-
town and Little Italy has made it easy to
foster mutually profitable ties between
the two groups). The tongs also control
an extensive network of illegal gam-
bling dens and other vice operations.
In Little Tokyo, the various clans of the yakuza
dominate, each with its own carefully-delineated
territory. Much more so than other Chinatown
crime groups, the yakuza is involved with schemes
all over the city.
Little Saigon is plagued by Vietnamese gangs,
but like their Chinese neighbors the residents
rarely cooperate with the police.. Even if the HCPD
smashes one gang, it’s not long before a successor
steps up and takes control, since the police never
have enough information to really make a dent in
the overall crime problem.
Koreatown also has its gangs, but they’re much
more fragmented and less effective than their Viet-
namese counterparts. The yakuza seems to hold
some sway here as well.
See Chapter Five for more information about
the Hudson City underworld.
CHINATOWN GAMBLING
Chinese people love to gamble. A particular
Chinese person might not care for it, but as a
people they love games of chance. It’s something
of an open secret that there’s plenty of illegal
gambling going on in Chinatown’s back rooms,
basements, cellars, warehouses, and attics — any-
where a few people can come together and put
a few dollars down on a game without the law
trying to break things up. Westerners would have
a hard time finding one of these games, much
less getting permission to play, but they’re going
on out there nevertheless
However, the games of chance Chinese gam-
blers prefer aren’t the same as those favored by
Westerners. You might find some poker or craps
going on, but most Chinese prefer to stick to
their native gambling games, such as fan-tan and
pai gow.
Fan-tan is a simple game. It requires a table
with a square marked in the center, or a square
piece of metal laid on top. The sides of the square
are marked 1, 2, 3, and 4. The banker (the person in
charge of the game) puts a handful of tokens on the
square. Typically small Chinese coins are used as
the tokens, but he could use any similar item, such
as pennies, poker chips, dried beans, or the like.
Then the banker covers the tokens with a bowl, and
the players place their bets on 1, 2, 3, or 4. When all
bets are made, the banker removes the bowl and
uses a small stick to remove tokens in groups of
four until he gets down to the final batch of four,
three, two, or one coins. That remainder indicates
which number wins. Anyone who placed a bet on
that number has one-fourth of his bet removed by
the house, then receives winnings of five times the
remaining 75%. Any bet placed on another number
loses. (There’s also a card game that goes by this
name, which can be played by up to eight players.)
Pai gow is a dominoes game, not to be con-
fused with the modern casino game of “paigow
poker.” The name means “make nine,” and some
consider it the original form of baccarat. Each
player places a bet and the bank then deals him
four dominoes (or “tiles”) from the stack (the
“woodpile”). From these four dominoes, he must
make two hands (one called the “high hand,” the
other the “low hand”). The goal is to make both
hands total as close to 9 as possible. To win, a player
must have a high hand that beats the bank’s high
hand, and a low hand that beats the bank’s low
hand. If that happens, the player wins his bet and
gets paid. If the player and the bank each win one
of the hands, that’s a “push”; the player gets his
money back but wins nothing more. If the bank
wins both hands, the player loses his bet. In the
event of a tie, the low hand with the higher-rank-
ing tile wins. The ranking of dominoes is complex
and has to be learned by memory; the best possible
hand is gee joon (“supreme pair”), 4-2 and 2-1.
Other pairs have their own special names
Other Chinese gambling games include tien
gow (a trick-taking dominoes game for four play-
Hero System 5th Edition
40 ■ The Lay Of The Land
ers), che deng (“diagonal nails,” another dominoes
game), and gwat pai (“bone tiles,” a trick-taking
game very different from tien gow).
LANDMARKS
As far as most tourists are concerned, all of Chi-
natown is a Hudson City landmark. But the neigh-
borhood offers a few special attractions of its own.
Four Dragons Rising (southeast intersection of S.
Harrison Street and Cutler Avenue): To mark the
“entrance” to Chinatown, neighborhood movers
and shakers long ago commissioned a special
statue. It depicts four celestial dragons, one facing
each direction, rising from a wave. The distinc-
tive appearance of the statue as a whole, and the
individual dragons, have become closely associated
with Chinatown; they’re often seen on souvenir
t-shirts, posters announcing neighborhood events,
and even some business letterheads and signs.
Mott Park (southeast intersection of S. Lincoln Street
and Iris Avenue): Most of Chinatown is heavily
built up, with buildings clustered densely together.
The largest open space is Mott Park, where locals
go to relax and walk on grass instead of concrete.
Although two streets pass through the park, there’s
still plenty of space for kids to play games. The
annual Summer Kite Festival held here in July
attracts thousands of visitors to watch the elaborate
Chinese kites (and kite-fighting competitions).
SHOPPING
While many Chinatown stores are ordinary
businesses catering to the locals, others aim to
attract the tourist crowd. It’s a great neighborhood
for bargain-hunters, Asian antique enthusiasts, and
curio-seekers.
Great Wall Oriental Gifts (southwest corner of Cutler
Avenue and Wellsley Street): A small building
crammed to the gills with Chinese antiques, curios,
knick-knacks, and dust-gatherers, Great Wall Gifts
is a mecca for collectors of Chinese art and artifacts
(including several museum curators). The owner,
Chu Shou-Ming, immigrated to the United States
in the early 1960s and opened his store a few years
thereafter, but barely seems to have Americanized.
His English is atrocious (though he has no trouble
understanding his American customers), he wears
Chinese clothing, and in general he seems faintly
contemptuous of Western culture... though not of
Western dollars. His sources for genuine Chinese
art objects are extensive.
Japanamania (1676 Union Street): Established in the
mid-80s to take advantage of the growing Ameri-
can fascination with Japanese pop culture, Japana-
mania sells all things trendy and Japanese: anime;
manga; card games; toys; you name it. Ken Iwahara,
the owner and an ardent follower of Japanese cul-
ture, travels back to Tokyo several times a year to
find the latest and neatest things for his store.
The Thousand Leaves Bookstore (northwest corner
of Windham Street and Covent Street): Although it
mainly caters to locals by selling books written in
various Chinese languages, Thousand Leaves also
carries a selection of English-language books on
various Asian subjects. Sinophiles often visit to look
for unusual and interesting books not available in
mainstream bookstores.
ON THE TOWN
Like Chinatowns across the country, Hudson
City’s Chinatown is renowned for its Asian restau-
rants. It also has a few clubs that cater to Westerners
as well as Asians.
Budokan (1679 Anson Street): Opened in 2003, this
club mixes traditional samurai-themed Japanese
decor (suits of samurai armor, swords, medi-
eval illustrations of Japanese warfare) with more
modern touches to create an intriguing “techno-
samurai” look that seems to appeal to both Japanese
and Westerners. It’s a favorite watering hole for
local Japanese businessmen early in the evening,
then becomes a dance club catering to a younger,
hipper crowd after 10:00 PM.
Golden Palace (northeast corner of Cutler Avenue and
Childress Street): Chinatown’s most famous Chinese
restaurant didn’t earn its reputation just because of
its food (though its food is without a doubt excel-
lent). It’s also known for a 1996 incident in which
three members of the Scarlet Dragon gang came
looking for their enemies, members of the Emerald
Door gang. They shot up the place, killing one Emer-
ald Door and five innocent bystanders.
Raw Fish (southeast corner of Cabell Avenue and
Union Street): Established by comedian Jimmy
Konishi in 2002, this upscale sushi restaurant
takes its name from Konishi’s famous “it’s raw fish,
people!” comedy routine. It’s been a tremendous
hit, with a waiting list over a month long, and he’s
hoping to franchise it to other cities.
MRS. ISHIHARA
5 STR
8 DEX
7 CON
6 BODY
13 INT
8 EGO
13 PRE
8 COM
2 PD
2 ED
1 SPD
3 REC
14 END 13 STUN
Abilities: AK: China
11-, AK: Japan 11-, AK:
Hudson City’s China-
town 11-, Languages:
Cantonese, English,
Mandarin (all idiomatic;
Japanese is Native),
PS: Instructor 13-, PS:
Translator 11-
Disadvantages: None
Notes: If you want to
learn Chinese or Japa-
nese, the best person to
see in Hudson City is
Mrs. Ishihara (no one
seems to know what her
first name is; even her
husband calls her “Mrs.
Ishihara”). A 60-ish,
grey-haired woman of
intense demeanor, she’s
an expert in Canton-
ese, Mandarin, and her
native Japanese, and also
speaks English better
than most Americans.
But don’t ask her to
teach you if you’re not
willing to really devote
yourself to the study of
your chosen language;
she’s not one of these
“learn to speak the lan-
guage in six weeks!” sort
of instructors. Just the
opposite — she’ll spend
the first two weeks just
teaching you the history
of the language before
you even start to learn
basic words. But if you
stick with her for a year
or two, your command
of the language will be
perfect.
41
Hudson City ■ Chapter Two
“This usedta be a nice enough neighborhood.
Lotsa old families that had been around a long
time, lotsa community spirit. It wasn’t the safest
place in Hudson City, but I damn sure been in
worse. I was raised here, and I turned out OK.
“Then all the Hindus started moving in. And
them Muslims and Arabs and stuff. Things
started to go downhill a little — you didn’t
know who all your neighbors were anymore,
or whose kids you should let your kids play
with. Some of ’em didn’t even bother to learn
English so’s you could talk to ’em. And then
came the fags. Ashwood used to be a nice
place, now it’s just Fruit-town. Can’t even
go down to Harry’s to have a beer anymore
— the fags bought the place and turned it into
some fern bar or something.”
—Crown Point resident Julia Murrow
Decades ago, Crown Point was mainly an
industrial neighborhood, a place of factories,
wharves, warehouses, and miscellaneous stenches.
Only a few poor factory workers lived there, and
most of them were looking for a way out.
After World War II, when the manufactur-
ing sector of the Hudson City economy began
to decline, many of the Crown Point businesses,
including most of the heavier industry, shut down
one by one. People looking for cheap housing
moved in, and slowly but surely developers tore
down a lot of the larger factories to make way for
apartments and houses. By the mid-Seventies,
Crown Point was as much a residential neighbor-
hood as a commercial one, if not more.
The trend continued into the Eighties and Nine-
ties. In the early Eighties the city built the Museum
of World Art in Crown Point, in recognition of the
neighborhood’s new character. And immigration
began to change the face of the community a little:
Indians, Pakistanis, Middle Easterners, and a few
Africans and Southeast Asians moved in. But none
of them staked out any specific neighborhoods as
their own ethnic enclaves, creating a sort of cultural
mish-mash that some Crown Pointers like, and others
object to. But it seems as if the newcomers are here
to stay, so most people just try to make the best of it...
and take advantage of the many new restaurants.
Today, most people would describe Crown
Point (including Ashwood; see below) as the area
bounded by Kiser Street, Coleman Avenue, Centre
Street or Ferry Street, and the river. Some people
quibble over exactly where Crown Point ends, and
Riverside Hills or Forsyth begins, but for most
Hudsonites Coleman Avenue (particularly the part
known as “Mural Street”) makes a good border. The
southern part of the neighborhood (the part below
Link Avenue) is mostly residences — apartment
buildings (some of them refurbished tenements
or warehouses) and some detached houses — and
small businesses, while the northern part contains
mostly light industry and waterfront businesses.
Some real estate developers consider Crown Point
the next likely target of “yuppification” renovations;
others scoff at the thought that young professionals
would ever choose to live on the Southside.
Crown Point has a significant crime problem.
In addition to the gangs that wander up from Free-
town and Forsyth to sell drugs and look for easy
pickings, the crimelord Charlemagne claims part
of Crown Point as his “turf,” and his rival Speargun
tussles with the Mafia and other groups for control
of the Crown Point waterfront.
See page 86 for a map of Crown Point.
ASHWOOD
The southwest part of Crown Point is known
as Ashwood, though no one knows exactly where
the name comes from. Since roughly the early
Seventies, it’s been the center of Hudson City’s gay
community, and hence also of much of its artistic
community. It’s mainly a patchwork of older apart-
ment buildings and stores, with a good many art
galleries and clubs thrown in for seasoning. It’s got
an active nightlife that attracts the young and hip,
be they straight or gay, from all over the city.
LANDMARKS
Crown Point doesn’t have much in the way of
landmarks — it’s not really a tourist destination
or anything like that. But people do come to see
Mural Street (page 19), visit the Museum of World
Art (page 112), or attend a game at the Herodome
(page 114).
SHOPPING
Some of the places in Crown Point where
Hudsonites can spend their money include:
Crown Point Seafood (2 Wilson Street): Located right
on the waterfront, Crown Point Seafood mostly
sells to the restaurant trade, but it’s also ready and
willing to deal with individual consumers. Crown
Pointers with a taste for seafood come here to get
the freshest fish, shellfish, and crustaceans around.
Crown Point Seafood also sponsors a lot of local
events and children’s sports teams, making it a
popular member of the business community.
The Klein Gallery (northwest corner of Avon Avenue
and Edgecombe Street): Owned by Joel Klein,
himself a highly-regarded artist, the Klein Gallery
CROWN
POINT
IMAGES OF
CROWN POINT
The smell of seafood
and water along the
wharves
Two young men walking
hand-in-hand down an
Ashwood street
Crowds streaming
toward the Herodome,
eager to scarf down
some hot dogs, guzzle a
few brews, and see the
Heroes win
The murals on Mural
Street, and the sidewalk
artists working beneath
them to earn a few
bucks for the day
Paintings in the gallery
windows in Ashwood
A rack of glossy maga-
zines in a dozen lan-
guages
Hero System 5th Edition
42 ■ The Lay Of The Land
sells the latest and trendiest in modern art, both
American and European. It holds frequent shows
as well, where a crisply-uniformed staff serves brie
and champagne to rich clients on the lookout for
the next “hip” thing in the art world.
Teotihuacan (976 Avon Avenue): This gallery special-
izes in Precolumbian art and artifacts — Zapotec,
Aztec, Mayan, Incan, North American Indian,
whatever the owner, Jorge Rodriguez, can obtain
on the legal market. An expert on the Precolum-
bian civilizations of Mexico and Central America,
Rodriguez sometimes serves as an adjunct profes-
sor or guest lecturer at Hudson City universities,
and has helped the authorities capture art smug-
glers or forgers on several occasions.
ON THE TOWN
Crown Pointers like a beer and burger just
as much as anyone else. Some of them have more
refined tastes, or prefer ethnic cuisine. But they all
like to have a good time.
Caribbean Karma (northwest corner of Iris Avenue
and Starr Street): This reggae club, located not
far from the Centre Street Circle, also serves
Jamaican food at lunch and for an early dinner
seating. In the past few years it’s been the site of
several shootings, but that doesn’t seem to have
done anything to lessen its popularity — if any-
thing, the touch of danger seems to attract cer-
tain kinds of people more.
The Doghouse (northwest corner of Iris Avenue and
Ingram Street): Ever had a hot dog made with lamb?
How about alligator meat? This gourmet hot dog
restaurant not only sells some of the best traditional
beef franks in the city, it offers a wide selection of
“alternative” hot dogs. It’s got a satellite “Doghouse
Stand” at the nearby HeroDome, where its hot dogs
consistently outsell those of other vendors.
Krazy Karl’s (southeast corner of Link Avenue and
Moss Street): Crown Pointers who like their bars
dark, smokey, and quiet come to Krazy Karl’s. Run
by an ex-Ranger named Karl Jorgenson, it’s a place
where pro sports and darts are the height of culture
and beer is the drink of choice. If Karl likes you, he
might even whip up one of his famous beer-bat-
tered burgers for you.
Mandala (2500 Cutler Avenue): Pravar Kambhatla,
an immigrant from southern India, opened this res-
taurant in 1999. It’s prospered thanks to its superb
food and impeccable service. Most of the rest of the
staff is related to Kambhatla in some way, giving the
place a sort of pleasant “homey” atmosphere not
usually found in elegant restaurants.
P/J (769 Naomi Street): The red-hottest, hippest
club in Ashwood today, bar none. Although it caters
mainly to gay men, the owners aren’t particular and
will gladly let in anyone who looks good and can
afford to buy drinks (or convince someone else to
buy drinks for them). There’s usually a long line of
people waiting to get in, and a big, brutish-looking
bouncer who decides if someone’s cool enough and
pretty enough to make it through the door.
ART FORGERY AND THEFT
As the center of Hudson City’s visual arts scene, Crown
Point and Ashwood often have to deal with the specter of
art theft. Even worse, in the eyes of some dealers and col-
lectors, is the threat of art forgery
In the minds of most people, art theft is the bigger prob-
lem — after all it gets the bigger headlines. On more than
one occasion the owner of a gallery in Ashwood have
opened for business only to discover that during the night
some skilled thief bypassed his elaborate security systems
and made off with some valuable piece of art. The value of
art in general, and of well-known pieces in particular, has
increased significantly over the past decade or so, making
art a tempting target for anyone with enough skill and
daring to steal it
Given the level of security in the best galleries, only the
most skilled thieves can hope to obtain the truly valuable
prizes. Some of the most infamous thieves in the world,
including the Black Tarantula, Chiaroscuro, Meteor, and
Prospero have hit the local museums, Ashwood galleries,
and the homes of private Hudson City collectors. While
some of them, particularly the Black Tarantula, have a
personal appreciation for art and sometimes steal it just to
have it for themselves, most art thieves work for someone
else. Typically this person is either (a) an unscrupulous
private collector who wants the piece for his collection, or
(b) a fence or other person who’s serving as an agent for
such a collector. No reputable gallery or museum would
buy an item it knew to be stolen
As if the possibility of having a piece of art stolen weren’t
enough, galleries and collectors must beware of forged art.
While modern criminalistics and investigation techniques
have given experts and forgery-seekers an arsenal of new
tools with which to analyze works of art and determine
their authenticity, science also provides forgers with more
and more ways to create believable fakes. Devilishly clever
forgers can use everything from chemical baths, to rabbit
skins, to ultraviolet light to create forged works of art that
can pass even many elaborate scientific tests
The world of art forgery is an obscure and shadowy one;
the best forgers never make it to the public eye. In Hudson
City, perhaps the best-known forger is Erich Dugan, who
was arrested in 1998 after it was discovered he sold several
faked paintings to a local collector. He’s currently serving
time at Oldemyer Prison.
HONUR
The most prominent
gay and lesbian activist
group in Hudson City is
HONUR: HOmosexuals
Needing Understanding
and Respect. Founded in
the Eighties as the AIDS
epidemic was beginning,
it quickly earned a repu-
tation for its willingness
to use confrontation
tactics and other meth-
ods that often did more
harm than good. Over
the past twelve years the
group as a whole has
calmed down somewhat,
but has never ceased its
unflagging advocacy of
issues important to gays
and lesbians.
As of 2004, the lead-
ers of HONUR are
Executive Director
Lucy Manero and her
Assistant Director, Brent
McCormick. Both work
for the group full-time,
drawing salaries much
smaller than they could
make in private indus-
try. Manero’s particu-
larly good at organizing
parades, street festivals,
and protest marches on
short notice.
43
Hudson City ■ Chapter Two
SUSPECT: Look, see, it ain’t that bigga deal. We
got inna shoving match in the bar, see, over this
girl. I mean, she weren’t that much to look at,
but when a guy starts givin’ ya trouble, ya gotta
stand up. So this guy gives me trouble, tries to
hit on this girl I’m hittin’ on, so I tell him to back
off. We start shovin’, but the bartender breaks
it up and tells us to take it outside. So we do.
We get back in the alley, and he starts swingin’,
and I fight back, see? I’m knockin’ him around
pretty good, ’cause he’s basically a big pussy, so
he picks up a brick and comes after me with
that. So that’s when I pulled my knife and stuck
him. It was self-defense, see?
OFFICER REILLY: Sir, are you aware that posses-
sion of a switchblade knife is itself a crime?
SUSPECT: What? Gedouttahere. I’ve had that
thing since I was a kid, see?
— transcript of police interrogation session,
10/16/04
Occupying the northeast corner of Hudson
City, just south of the oceanfront suburb of Hudson
Beach, Eastwood is a neighborhood that may, at
long last, be changing for the better. Early in the
history of Hudson City, it began as a neighborhood
where sailors and laborers lived. It was considered
a squalid, often dangerous, place to live, and with
good reason — even as early as the late 1800s it had
problems with gangs, street crime, and prostitu-
tion. An increased police presence ameliorated the
worst of these conditions by 1950, but Eastwood’s
remained a solidly working-class neighbor-
hood ever since. Even its proximity to Bankhurst,
Worthington, and Highlands, all of which are nice
neighborhoods, hasn’t done much to improve it...
but it looks like that’s about to change.
In recent decades, developers have been eyeing
Eastwood greedily. It’s a perfect location for upscale
housing for business executives and their families.
Beginning with the Eastdale neighborhood, gentri-
fication and yuppification have slowly but surely set
in. Many locals scoff at this, and some of the intel-
lectual “culture experts” at the newspapers decry
the loss of Eastwood’s “unique community identity,”
but it seems likely that the old, rough-and-tumble
Eastwood written about in so many novels and
police reports is going to fade away. The completion
of the popular Three Lakes Mall in 1998 is consid-
ered the final nail in the coffin by many residents
who’d have preferred to keep things the way they
were. As of 2004, it’s still not safe, and Eastwood
High School retains its well-deserved reputation for
violent crime... but with some old warehouses and
brownstones already converted into lofts and pent-
houses, can Daily Grind coffee shops and Electric
Zone superstores be far behind?
EASTDALE
The southwest corner of Eastwood, around the
intersection of Beaufort Avenue and N. Jefferson
Street but extending as far as Leigh or N. Adams
Streets in some peoples’ minds, is a neighborhood
known as Eastdale. It got its name because it’s
slightly lower in elevation than the rest of the area.
The yuppification that seems to be making its way
into Eastwood proper got started here because of
Eastdale’s nearness to Highlands. The housing has
been improved (in some cases simply by tearing
down decrepit old tenements and replacing them
with brand-new brownstones), and new, upscale
businesses have moved in — mostly chain stores
and franchises like Janice’s Fine Foods and the
Pecos Steak House. The HCPD has made a con-
certed effort to patrol here, which has reduced the
crime rate significantly... though it’s still not as safe
a neighborhood as Highlands or Worthington.
NORTHPOINT
The easternmost neighborhood in Eastwood
— and for that matter, the easternmost point of
Hudson City — used to be a center of shipping. But
the shoreline isn’t as suited for the larger modern
ships as points south (such as Bayside), and so
time has gradually passed Northpoint by. Today
it’s mostly a lot of old wharves used at about half
capacity, plus a lot of warehouses and similar build-
ings, many of which are abandoned, all of which
are in some state of disrepair. It was hoped that the
presence of nearby Three Lakes Mall and Eastwood
Medical Center would revitalize the area, but so far
that hasn’t happened.
NORTHSHORE
Northshore is the center of manufacturing in
Eastwood. Several small- to medium-sized factories
still operate here, providing jobs for many of the
area’s residents.
EASTWOOD
IMAGES OF
EASTWOOD
Young teens being
dropped off at Three
Lakes Mall by their
parents
Couples walking con-
tentedly along the Vid-
ersea Boardwalk
A group of gang kids
walking down the street
dressed in leather and
jeans, all bravado and
swagger
Old people sitting on
benches in Vidersea,
conversing in Dutch,
Russian, or some Baltic
tongue
The mosaic tilework
decorating the walls on
the Beaufort Avenue
entrance to Eastdale
Station
Hero System 5th Edition
44 ■ The Lay Of The Land
VIDERSEA
Vidersea, by the sea
Where my angel fell in love with me
And what was meant to be came true
When I fell in love with you
— excerpt from “Vidersea, By The Sea” (1938)
“That !$&*%@# song! I must hear it five
!$&*%@# times a day. If I ever meet the guy
who wrote it, I swearta God I’m going to beat
the *%&! outta him!”
— local curmudgeon Arthur Kresznewski
Wedged in between Gadsden, Eastwood
proper, and the ocean, this primarily residential
neighborhood is a bright spot in the otherwise
dingy Eastwood environs. Dutch sailors, their fami-
lies, and other immigrants from the Low Countries
began moving into the area in the 1800s, and grad-
ually transformed it from a rough waterfront into a
prosperous community of picturesque brownstones
and shops. Gradually, over the course of decades,
the Dutch were mostly replaced by eastern Euro-
peans — Poles, Romanians, people from the Baltic
region — and Russians, though the Low Country
element never entirely disappeared. Today Russia
seems to be the largest source of immigration, and
in recent years this has led to an Organizatsiya-
fueled rise in the local crime rate. Nevertheless
Vidersea is still popularly (and not without reason)
thought of as an elegant and romantic place to live
in or visit. The 1938 song, “Vidersea, By The Sea,”
celebrates the neighborhood’s charms, and can still
be heard in the area today.
LANDMARKS
Eastwood doesn’t have too many places that
stand out — it’s mostly full of run-down housing,
small manufacturing businesses, and the like. But
there are a few notable locations on the map.
Brantley Park: This rather small, sad park on 3rd
Avenue has definitely seen better days. It was once a
pretty, green place where Eastwooders could enjoy
the fresh air, but over the past thirty years or so
vandalism, crime, drugs, and homelessness have
robbed it of its charm. In the past few years a group
of concerned citizens, aided by some funding from
the owners of the Three Lakes Mall, have tried to
clean up and revitalize the place, but so far they
haven’t had much luck. They’re determined to keep
trying, though.
Hibernia Hotel (515 Brenner Street): Actually more
of a long-term rooming/short-term apartment
house than a hotel, the Hibernia has become
famous due to some of its former residents. In
the 1930s, it was home to several artists of minor
fame, but in the 1950s the renowned “Back-Beat”
poet and novelist Jerrold Silverstein lived there.
He wrote several of his best-known works, includ-
ing Going And Coming and the poem “Overhang,”
during his stay in room 7-B. Today the room is pre-
served as it was then, as a shrine to him.
The Vidersea Boardwalk: Despite seeming “old-
fashioned” to young people, the Vidersea Board-
walk — a long, broad, plankwood sidewalk run-
ning along the shore for roughly a quarter of a
mile — remains a popular tourist attraction. Its
combination of quaint shops, cheap amusements,
and an unobstructed ocean view attract all sorts
45
Hudson City ■ Chapter Two
of people. Weddings are often performed there in
the summertime.
SHOPPING
Eastwood doesn’t have much in the way of
fancy shops — it’s a working-class neighborhood,
not a commercial district. Its main attraction for
consumers is the Three Lakes Mall, on the shoreline
where Dunlop and Beaufort Avenues terminate.
Though not as large as the Gadsden Consumerplex
(page 55) or Stewartsville Mall (page 52), it’s the
largest shopping venue in the northeast section of
Hudson City, and thus attracts shoppers (particu-
larly teens and younger adults) from neighbor-
hoods beyond Eastwood. As Hudson City’s newest
major mall (it opened in 2001), it’s a young, aggres-
sive business that actively promotes itself with a lot
of contests, giveaways, and special events. Unlike
many malls, it actively courts the younger crowd,
with lots of businesses like video game arcades, fast
food joints, and music stores that appeal to teens.
More than one Eastwood parent effectively uses
Three Lakes as a “babysitter” — they drop the kids
off early in the evening with enough money for
dinner and a little entertainment, then come pick
them up at closing time.
ON THE TOWN
Eastwood doesn’t have much of a nightlife
— at least, not one that would attract outsiders.
While there are a few nice places in Vidersea and
Eastdale, most of its residents are happy to stick
with plain old bars and burger joints.
The Copper Samovar (114 Winwood Avenue): Spe-
cializing in Russian cuisine, the Copper Samovar
is the restaurant of choice for many recent immi-
grants from Russia and the Ukraine, as well as
Hudsonites in search of culinary adventure. The
furnishings and decorative art are all genuine Rus-
sian work that the owners bought cheap in Moscow
and Kiev and shipped over to Hudson City. Some
of the items are for sale to discriminating collectors
(meaning, “anyone who can afford them”).
Stan’s (854 Dumont Street): If you’re looking for a
nice, thick burger and a good brew to wash it down,
check out Stan’s. Stan himself doesn’t talk much,
and neither do most of his patrons, but for most
people that’s a plus. The decor is straight out of the
late Fifties/early Sixties.
Sunshine Fishing (the Vidersea waterfront, just north
of 4th Avenue): If you’ve got a hankering to get out
on the water and go after some fish, you need to
talk to the people at Sunshine Fishing. They run a
sport fishing charter service in the summertime
(and at other times of the year for customers who
book in advance), and can even arrange larger tours
for groups, bachelor parties, and the like.
STREET GANGS OF
EASTWOOD
While it’s not as bad as it was in the 1800s and early 1900s,
Eastwood rightly retains its reputation as something of a
rough-and-tumble working-class neighborhood. It’s still
got a significant crime problem compared to surrounding
neighborhoods like Worthington, Highlands, and Gads-
den. Part of that problem is street gangs.
Compared to the gangs of Latin City, Freetown, or Lafay-
ette, the Eastwood gangs don’t seem like much. Mostly
gang members just hang out together, occasionally
commit crimes like shoplifting or joyriding, fight with
other gangs, and maybe sell a little marijuana or cocaine
here and there. But they’re definitely not the happy-go-
lucky sort of gangs you see in West Side Story; they’re
often tough and violent, even if they don’t always show
it the same way Freetown gangs do. Some of the best-
known Eastwood gangs include:
The 3-7s: No one knows where the “7” comes from; the
3 presumably refers to 3rd Avenue, since the gang tends
to congregate a lot along that street. At other times they
hang out in Brantley Park, sometimes selling coke or even
heroin to interested buyers. Many of them wear rings or
necklaces displaying a 3 and a 7, or have those numbers
as a tattoo.
The Bangers: Frequently seen hanging out in or around
Three Lakes Mall — and often thrown out of there by the
security guards after they make trouble or harass shop-
pers — the Bangers are one of the least violent local gangs.
They joined together mostly to protect themselves from
other gangs, and to make a little money; they’re not really
hard-core or interested in getting into a lot of fights. But if
push comes to shove, they’ll step up and throw down.
The Dumont Crew: This gang takes its name from Dumont
Street, since most of the members live on or near the
northern part of that road — one of the toughest areas in
Eastwood. Some of the other gangs call them “the Stink-
ers” because they often hang out on the waterfront not far
from the sewage treatment plant... and if they do it to the
Crew’s face, a fight’s sure to break out.
The Lady Killers: Most Eastwood gangs don’t allow girls
to become members; at most, girls can hang around
with the gang as members’ girlfriends, “associates” who
run errands for members, and so on. The Lady Killers
is one of the few all-girl gangs in the area. When it got
started, a few of the gangs figured it was easy pick-
ings and set out to take it over... only to learn, to their
sorrow, that these girls were just as tough as any group
of punks with dicks. The leader of the gang is a girl
who calls herself Jewel. She looks like she’d weigh about
90 pounds soaking wet, but everyone on the streets of
Eastwood knows she’s too mean to trifle with.
Hero System 5th Edition
46 ■ The Lay Of The Land
“C’mon, that’s bull*%&!.”
“No *%&!, man. I’m tellin’ you, I heard it
straight from the brass’s mouth. I was walkin’
over to the accounting office to talk to ’em about
a problem with my check when I overheard
these two guys talking. AmSteel’s sellin’ the
plant to the Japanese! They’re probably gonna
close the whole thing down and sell it off. Or
maybe they’ll convert it to make computers or
some such *%&! guys like you ’n’ me don’t know
squat about. We’re !$&*ed, man — probably
both be out’ve a job inside six months, tops.”
“There’s no !$&*ing way, Frank. The steel mar-
ket’s on an upswing right now, they’d never sell
the place while the price of steel remains high.
We got nothin’ to worry about.”
— conversation overheard at the
Chez Chug-a-Lug
This large Southside neighborhood is located
between Latin City, North Elmview, Forsyth, and
Red Hill; most people think of its boundaries as
Day Avenue, Ferry Street, and Port Avenue (though
it goes a bit north of Day in the west, up to around
Martin or Bost Avenues). It began in the early
decades of Hudson City, when settlers led by Jona-
than G. Losey sought new lands to call their own.
They crossed the river and claimed the area around
roughly where Losey Boulevard and Willow Street
now intersect (Losey Square, as it’s called). There
were several large elm trees in the area, so they
called their new village Elmview.
In time, other villages, founded by other settlers,
sprang up around Elmview: Keyes Point, home to a
strong nineteenth-century fishing and canning indus-
try; Treymont; Hazelton; Westerbrook. But none of
them flourished to the extent Elmview did, thanks to
several factories and other prominent business con-
cerns that got started there, and gradually Elmview
grew to encompass them. For many decades it occu-
pied virtually all of the eastern part of the Southside.
In the Fifties and Sixties, when the northern part of
the area began to go downhill, Elmview leaders per-
suaded the city to declare that neighborhood “North
Elmview” as a way of differentiating it a little. Around
the same time, as Hispanic immigration to Hudson
City increased, Elmview south of Port Avenue became
known as Latin City.
Today Elmview is a solid lower- to lower
middle-class residential and industrial neighbor-
hood. Most people live in tall apartment buildings
(or, in the worse parts of the neighborhood, refur-
bished tenements dating from the late nineteenth
century); there’s little detached housing (and most
of that in Hazelton). Though it’s unquestionably a
rough neighborhood, it’s a lot nicer than the nearby
slums and ghettoes of Latin City and Freetown (not
to mention the human sewer that is North Elm-
view) — residents of those areas consider Elmview
a “move up,” and often work hard to be able to relo-
cate there. Residents of Elmview, in turn, often try
to earn the money to move to a better part of the
city (such as Guilford or Gadsden), though many
live their entire lives within just a few blocks of the
apartment they grew up in.
The crime rate in Elmview is high — crime
problems from North Elmview, Latin City, the
Needle, and other surrounding areas often spill
over into the neighborhood, and it has its share of
native street gangs and similar problems. Fighting
between the “hometown” gangs and incursions by
black and Hispanic gangs has led to a lot of shoot-
ings and other violence. Additionally, the crimelord
Janus claims part of Elmview, mainly the Wingate
neighborhood and nearby blocks, as his “turf.”
See page 82 for a map of Elmview.
LANDMARKS
Sightseers rarely come to Elmview, but there
are a few places local residents consider important:
AmSteel (on the coast just north of Southridge
Avenue): Elmview’s single biggest employer,
AmSteel has a steel factory on the coast. In recent
years the company has struggled to keep the plant
profitable, and the locals fear that its days are
numbered. If the plant shuts down, the Elmview
economy will go into a major tailspin.
Janson Field (399 Jacinto Avenue): Before they
built the Herodome in 1981, the Hudson City
Heroes played their games at Janson Field, an
open-air stadium capable of seating about 45,000
people. After the Heroes moved west, Janson Field
became city property. It’s now used by a variety of
community, amateur, and college sports teams for
their games, and is also the site of some neighbor-
hood festivals and events.
Losey Square (intersection of Losey Boulevard,
Willow Street, Alamo Avenue, and Parmiter Street):
The heart of Elmview proper, Losey Square is a traf-
fic nightmare. Between the four roads leading into
it and all the pedestrian crosswalks, it turns into a
snarl of slow-moving cars during every rush hour.
But Elmviewers love the burger joints, restaurants,
and stores here (including Greenman’s Grocery, one
of the oldest continually-operated grocery stores
in Hudson City), and have no interest in seeing the
place changed.
ELMVIEW
IMAGES OF
ELMVIEW
Block after block of
working-class apartment
buildings
A group of guys relaxing
outside a bar, laughing
at some story one of
them just told
Women sunning them-
selves on apartment
building rooftops in the
summertime
Street festivals down on
Losey Square
The early morning sun
shining down on a guy
passed out in a gutter
after a few too many the
night before
47
Hudson City ■ Chapter Two
Our Lady of Divine Mercy (501 Griffin Avenue):
“OLDM” is the largest church in Elmview, and one
of the largest Catholic churches in the city. Built in
the 1930s in a more or less gothic cathedral style,
it’s not just a place of worship for Elmview’s Catho-
lic residents. Over the years it’s become something
of a community center for all Elmviewers regard-
less of faith. It holds classes, sponsors children’s
sporting events and other competitions, and gener-
ally serves as a rallying point for the neighborhood.
SHOPPING
Almost no one comes into Elmview from
outside to shop, but Elmviewers have some favorite
stores and shops of their own.
Lardner’s Drugstore (344 Benbow Avenue): With its
full-service pharmacy as well as a lunch counter
and a generous selection of other health, personal,
and convenience items, Lardner’s has been the
drugstore of choice for many Elmviewers since it
opened in 1973. Arthur Lardner still works in the
pharmacy, but he’s getting on in years and delegates
most duties to his employees these days.
Michelle’s Stop ’n’ Shop (southeast corner of Binford
Avenue and Dickson Street): Chain convenience
stores like QuickCorner exist in Elmview, but they
often take a back seat in popularity to similar local
businesses. Michelle’s Stop ’n’ Shop is one such busi-
ness. Proprietor Michelle Jemson is a well-known
figure throughout the community, beloved for her
generosity to local charities, top-notch coffee, and
willingness to keep the Stop ’n’ Shop open regard-
less of weather, riot, robberies, or illness. Unfortu-
nately, she’s starting to get on in years. None of her
children seem to have an interest in taking over the
business, so the Stop ’n’ Shop may not be around for
too many more years.
Moe’s Junkyard (235 Port Avenue): Elmview-
ers looking for parts to repair an old car, a used
appliance they can fix up, or some scrap wood
for a building project come to Moe’s Junkyard, an
Elmview institution for decades. Now run by Moe
Blomstein, Jr., the son of the business’s founder,
the Junkyard has been a source of amusement for
generations of Elmview kids. One of the toughest
“dares” in the neighborhood is to leap the fence and
run across the Junkyard without getting caught by
Midnight and Talon, Moe’s two fierce dogs.
ON THE TOWN
Here are some of the places Elmviewers go for
entertainment:
Argosy (southeast corner of Toledo Avenue and
McLawhorn Street): Opened in the mid-Seventies
as a disco, Argosy was a popular dance club for
years, then fell into bankruptcy and disrepair when
disco died. New owners bought it in 1990, repaired
and refurbished it, and opened it as a modern
dance club. It’s become a popular nightspot for
younger Elmviewers, but even with that the owners
often have trouble making ends meet.
Chez Chug-a-Lug (northwest corner of Green
Avenue and MacDonald Street): If you’re looking
for fine wine and food in pleasant surround-
ings, don’t come here. The Chez Chug-a-Lug is a
plain old neighborhood bar — a little run-down
and seedy, and sometimes a bit rowdy maybe,
but mostly just a place where Elmviewers go to
toss down a beer or five after work. It tends to be
especially crowded before, during, and after major
events at Janson Field, and immediately after shift
changes at AmSteel.
Hog Heaven (corner of Griffin Avenue and Barnes
Street): A classic “biker bar,” Hog Heaven doesn’t
attract much custom from the average Elmviewer.
Its patrons are bikers from elsewhere, including
more than a few associated with outlaw motorcycle
gangs. The HCPD has tried to get the place shut
down on several occasions, but has never been able
to prove that any wrongdoing actually goes on at
the bar itself, or that Hog Heaven’s owner, a devil-
ishly-bearded guy named Walt Jasons, has commit-
ted any illegal acts.
Southside Rhialto (379 Carter Avenue): Built in a
grand style in the 1950s, this five-screen movie
theater still retains much of its “golden days of Hol-
lywood” charm. In addition to screening first-run
movies every day, it shows a classic movie on one
screen every Thursday night.
THE ELMVIEW MUTUAL
PROTECTION ASSOCIATION
Crime is a big concern for almost everyone in Hudson
City. The residents of Elmview have even more to
beware of than most: freaks and sickos wandering
down from North Elmview; gangs from Latin City or
Lafayette coming into the neighborhood to sell drugs;
the crimelord Janus; and their own home-grown gangs.
Rather than sitting around feeling scared or depending
on the cops to protect them, some local folks decided to
do something to protect themselves and their families.
What they did was form the Elmview Mutual Protection
Association
EMPA members, who receive safety training from the
HCPD, patrol the streets of Elmview, looking for prob-
lems the police need to know about. They wear distinctive
red shirts and jackets, carry heavy-duty flashlights, and all
have cell phones. Each member works one to two nights a
week from 9:00 PM until 2:00 AM. They walk the streets
in groups of three, and if they spot a crime or suspicious
activity, they call it in. The police estimate that they’ve
been responsible for stopping nearly a thousand crimes
since the group began in 1997.
SLOW HAND
8 STR
10 DEX
8 CON
8 BODY
13 INT
10 EGO
13 PRE
10 COM
3 PD
2 ED
2 SPD
4 REC
16 END 16 STUN
Abilities: Bribery 8-,
Conversation 11-, Gam-
bling (Card Games, Dice
Games, Sports Betting)
8-, CK: Hudson City 11-,
PS: Three-Card Monte
11-, Sleight Of Hand 8-,
Stealth 11-, Streetwise
12-, Survival (Urban)
11-, Trading 12-, WF:
Handguns, Blades
Disadvantages: Psy-
chological Limitation:
Greedy; Social Limita-
tion: Criminal Record
Notes: “Tha’s it, man...
watcha card, watcha
card, gotta keepa eye
onna lucky lady....”
Slow Hand (“they
calls me that ’cause I
moves th’ cards s’slow
tha eveyone c’n see th
queen, man”) is into
anything that’ll make
him a quick buck. Usu-
ally that means setting
up his three-card monte
table and hauling in a
few bills from suckers
who missed the memo
a hundred years ago
that the whole damn
thing is a scam. Other
times you’ll find him
on a street corner sell-
ing “genuine” Rolex and
Gucci watches, or maybe
in a crowd somewhere
trying his hand at a bit
of simple pickpocket-
ing. Whatever he earns
during the day, he usu-
ally spends later that
evening on booze, weed,
and women, or throws
away on some pony.
Hero System 5th Edition
48 ■ The Lay Of The Land
Forsyth is a cesspool. Mothers on welfare
using the money to support their crack
habits instead of their kids — and many of
them have two or more children by different
fathers. The fathers are no better: gangsters,
unemployment cheats, bums.
And Boxtown! If anything symbolizes what’s
wrong with this city, and this society, Box-
town is it. Those people ought to be driven out
or killed, not coddled and given free needles.
Give me a big enough firebomb and I’ll do the
job myself. The millions it would cost the city
to rebuild the highway afterward would be a
small price to pay.
— from the journals of the
“vigilante” Siddhartha
Partly a working-class neighborhood and
partly a college neighborhood, Forsyth evolved
from a village of the same name founded by Eng-
lish settlers early in Hudson City’s history. It never
attracted the sort of industry or attention that
Elmview did and languished for many years. An
influx of relatively educated and prosperous freed
slaves after the Civil War — blacks who didn’t have
to settle for the shanties of Freetown — caused
Forsyth to grow and even expanded the economy
some, though many of the “natives” were less
than pleased with their new neighbors. Tensions
remained high for years, and even today are likely
to flare during times of stress (such as the civil
rights movement of the late Sixties or recent riots
sparked by blacks’ dislike of court verdicts in police
brutality cases).
The building of Hudson City College in the
1950s revitalized the flagging neighborhood. Not
only were many locals employed in the construc-
tion, and later in various positions at the College,
but students looking for cheap off-campus housing
often came to Forsyth. The parts of the neighbor-
hood between the college and roughly Burns
Avenue have since become a “student ghetto,” filled
with small apartment buildings and detached
houses rented by students... as well as the college
bars and other businesses that cater to them.
Today, most people define Forsyth as the area
bounded by Centre Street or Ferry Street, Day
Avenue, Southridge Avenue, and S. Madison Street
or Heine Street — though it’s not always clear
where Forsyth ends and Elmview, Riverside Hills,
or Lafayette begins. Most people also consider the
neighborhood directly south of Hudson City Col-
lege (as far west as Carver Street and south to King
Avenue) as belonging to Forsyth. The southern
and western parts of Forsyth in particular tend to
resemble “Fayettenam” more than they do north
Forsyth. The presence of Boxtown (see below) has
really brought parts of the neighborhood down
over the past twenty years.
A high crime rate plagues Forsyth. Gangs from
Freetown and Lafayette come over to sell drugs and
fight over turf with a few local gangs. More than
a few of the inhabitants of Boxtown are desper-
ate enough, selfish enough, or mentally disturbed
enough to commit all sorts of crimes (particularly
the property crimes necessary to support alcohol-
ism or a drug habit). Anyone who lives in Forsyth
and doesn’t at least triple-lock his doors is a fool.
See pages 53 and 82 for a map of Forsyth.
LANDMARKS
““Spare change? Spare change?” That’s what
they ask me, every day. They get me while I’m
walkin’ to the train, goin’ to the grocery store,
you name it. You figure they’d get the idea after
all the times I’ve told ’em no — I worked hard
to get what little I got, and I’m ain’t givin’ any
of it to those bums. They should earn their own
money. If I could afford a car I wouldn’t haveta
put up with this *%&!.”
— Forsyth resident Dumont Jefferson
Other than Robertson House (page 19), there’s
not much to draw anyone to Forsyth — and plenty
of reasons to stay away. The neighborhood’s main
feature is one most residents wish would just go
away: the homeless camp called Boxtown.
Boxtown began in the mid- to late Seventies
where the South Expressway merges into S. Truman
Boulevard. Bums, vagrants, and homeless people
congregated there, since the elevated highways cre-
ated a sheltered area where rain and snow couldn’t
fall to the ground. Some of them brought scrap
wood or cardboard boxes to create small personal
shelters, and that’s how the place got its name.
During the Eighties and Nineties, Boxtown
grew extensively along the undersides of the
highways, and in good weather even beyond their
bounds. At times it’s dominated several blocks
around the intersection, creating significant sanita-
tion and public safety problems. The police have
tried to clean the place out several times, but civil
rights activists and other protestors have made
their job difficult... and even when they disperse the
“residents,” it isn’t long before the residents come
back. At this point the police have given up trying
to make Boxtown go away; instead they concen-
trate on trying to minimize the problems it creates.
FORSYTH
IMAGES OF
FORSYTH
The sight, sound, and
smell of the sea of
human misery that is
Boxtown
An HCC student work-
ing nights at a Quick-
Corner, studying math
whenever there are no
customers to wait on
Gangs selling drugs
from their little patches
of turf near (or under)
the South Expressway
An astounding variety
of goods, each with its
distinctive mauve tag, in
the windows of Dino’s
Pawn
49
Hudson City ■ Chapter Two
SHOPPING
Most of the shops and stores in Forsyth are
chains, like In Step shoes, Big Screen Video, and
Head Games hairstylists. But some local businesses
still survive, such as:
Dino’s Pawn (3662 Rosemont Street): Paul “Dino”
Dinetti has run this pawn shop near the intersec-
tion of Rosemont and Toledo (and not far from
Boxtown) for nearly forty years. He’ll buy just
about anything, from old jewelry, to used VCRs, to
dishware, to clothes, but he’s got a well-deserved
reputation as a cheapskate — he pays as little as
possible, then tries to sell the item quickly for more
than he paid so the former owner can’t reclaim it.
The police have investigated him for selling stolen
goods several times (he doesn’t seem very particu-
lar about where his Boxtown “customers” may have
gotten the things they sell him), but he’s quick to
return anything they can prove was stolen and has
never been implicated in any serious wrongdoing.
Forsyth Tracks (southwest corner of Benbow Avenue
and Pugh Street): Catering to both the student
crowd and local residents, Forsyth Tracks sells CDs
and tapes, and even has a small section of used
record albums for the old-timers. Mostly it just sells
the latest hits, rap and hip-hop, and other contem-
porary music, but it also carries a few local favor-
ites. The owner, Derrick “DJ” Jamison, isn’t much of
a businessman, but he’s got a lot of connections in
the Southside music scene.
ON THE TOWN
Most of the nightlife in Forsyth is in the north-
ern part of the neighborhood, near the College.
There’s enough going on up there that people are
willing to be out on the streets late. In other parts of
Forsyth, once someone’s in for the night, he usually
stays in for safety’s sake.
Club Twenty (4784 Carpenter Avenue): This dance club
appeals mostly to the College crowd with its blend
of modern pop, alternative rock, and techno music.
Periodically it hosts raves or other events; student
organizations can rent it out for a night for special
parties. It has a full bar and also serves some food.
The Eagle’s Nest (879 Heine Street): The HCC
mascot is the eagle, and the Eagle’s Nest is a home-
away-from-home for fans of the team. This bar and
grill’s decor is wall-to-wall Eagles paraphernalia,
team and player photos, and pictures of famous
plays; the specials include the Eagle-Burger (a half-
pound of beef, bacon, two cheeses) and Victory
Rings (onion rings with special dipping sauce).
The Nest even has TVs set up to receive broadcasts
of Eagles games, which are filmed by the College’s
communications department.
Verne’s Fish Shack (3910 Day Avenue): Despite its
homey-sounding name, Verne’s Fish Shack is actually
a pretty good seafood restaurant. The food’s not fancy
— you won’t find crab-stuffed lobster or lemon-
grilled swordfish steak on the menu — but there’s
plenty of it, and it’s all delicious. The owner, Verne
Tisdale, does most of the cooking himself, but often
comes out of the kitchen to greet his customers.
BOBBY
6 STR
7 DEX
9 CON
8 BODY
6 INT
5 EGO
8 PRE
6 COM
1 PD
1 ED
1 SPD
3 REC
18 END 16 STUN
Abilities: Concealment
11-, PS: Panhandling
11-, PS: Scrounging 11-,
Survival (Urban) 11-
25+ Disadvantages:
Dependence (heroin
addiction; alcoholism);
Money: Destitute; Psy-
chological Limitation:
Severe Mental Distur-
bances; Social Limita-
tion: Homeless Person
Notes: Bobby’s been on
the streets so long he
doesn’t even remember
his own last name, or
where his parents live...
or even if they’re still
alive. He took his first
hit of heroin years ago
as a teenager, and he’s
been riding the needle
ever since (not to men-
tion drinking like a
fish). He’s got his own
little patch of concrete
at Boxtown and an old
refrigerator box to sleep
in, but everything else
he owns he carries with
him in a few plastic
grocery bags. If it’s rain-
ing or snowing he just
stays in his box all day
(unless he has to go out
to get a hit, or earn/steal
the money to buy one);
other days he usu-
ally wanders aimlessly
around Forsyth and
Lafayette asking people
for money. But while
he may be mentally
disturbed, and high half
the time, he’s not stupid.
He sees a lot that hap-
pens on the streets, and
he might be willing to
talk about it if someone
gave him a few bucks or
bought him a meal.
THE KING AVENUE
MASSACRE
Everyone who lives in Forsyth knows just how bad the
neighborhood’s crime problem is. But the rest of the city
got a stark reminder of the situation in 2002.
One warm April evening a group of gangbangers later
determined to be associated with the Warriors gang was
walking down the north side of King Avenue a few blocks
west of Robertson House. According to witnesses, the
gang members weren’t doing anything unusual or even
threatening; they were apparently just walking some-
where.
A few minutes later, a car drove alongside them. In it
were members of another gang, the 5 Parkfield Nubians,
a rival gang to the Warriors. Without warning, the gang-
bangers in the car opened fire with pistols, shotguns, and
at least one submachine gun. Several Warriors were killed
instantly by the barrage; others, luckier or more alert,
escaped unharmed or with only wounds by diving behind
any cover available.
As the car sped away, the Warriors returned fire. One of
them hit the car’s left rear tire, and the driver lost control.
With a screech of tires, the car skidded out of control,
smashing into a lamppost. The wreck left the car undrive-
able.
Deprived of their getaway vehicle, the Nubians (all of
whom were unharmed by the crash) piled out of their car
and took cover themselves. They began firing back, and
an entire block of King Avenue became an urban battle-
ground. Bullets began flying back and forth between the
two groups as innocent bystanders fled for their lives. One
of them, an elderly man named Richard Chesson, couldn’t
move fast enough; he was cut down by a bullet fired by
one of the Warriors.
For the next six minutes, the two groups fought on,
unhindered by any efforts to stop them; two gangbangers
were killed, and several injured. Then the first HCPD car
arrived on the scene. Sensing a common enemy, both
groups of gang members turned their guns on the cops,
killing officers Raymond Tanner and Raul Perreira. Then
the gun battle resumed.
Before more cops could get there, a third party entered
the fray: the Headless Hangman. Apparently attracted by
the sound of gunfire, he waded into the Warriors, filleting
two with his sickle weapon, breaking the neck of a third,
and leaving several others unconscious. Before he could
turn his attention to the Nubians, several HCPD cops
arrived, so he faded into the night and left the police to
clean things up.
In the wake of this incident, several members of the City
Council called for more stringent city firearm regulations,
or more funding for body armor for police officers, but
both measures died in committee.
Hero System 5th Edition
50 ■ The Lay Of The Land
“Bitch.”
Since I began work on this report, I’ve heard
myself referred to by that word dozens of times
— sometimes with affection, sometimes with
suspicion; sometimes humorously, sometimes
angrily. I grew up in your typical white middle-
class suburban home where we didn’t even use
that word for female dogs, so it took some get-
ting used to. But hearing it spoken constantly
as a virtual synonym for “woman” finally wore
down my knee-jerk reaction.
I never did get used to “ho,” though.
—reporter Gail Donovan, from the
introduction to her six-part series
“Running the Numbers: Among the Gangs
of Freetown” in the Hudson City Mirror
In the 1860s, after the end of the Civil War,
a lot of freed blacks migrated north, hoping to
find work and a new life. Some of them settled on
the south side of the Stewart River outside of the
borders of Hudson City at that time. They set up a
shantytown Hudsonites called Freetown (or, more
derisively, Smokeytown — because of the haze of
cooking fire smoke that often hung over it, and the
“smokey” smell of the inhabitants).
Life wasn’t easy for the residents of Freetown.
In addition to grinding poverty, lack of food, and
epidemics of cholera and dysentery, they had to
endure the dislike, even hatred, of the Hudsonites
(which sparked riots in 1867; see page 9). But in
time the city came to accept them, and eventually
Freetown grew into a prosperous black commu-
nity. As Hudson City itself expanded, it eventually
absorbed Freetown into the greater metropolitan
area, and people came to think of it as a large
neighborhood rather than a separate town.
But becoming part of Hudson City didn’t
do much to lift Freetown out of poverty. It was
basically a slum and a ghetto then, and it remains
a slum and a ghetto right up to the present day.
Most of the residents live below the poverty
level — often significantly below (though a few
neighborhoods, such as Greenbriar or Wister
Park, enjoy better standards of living, sometimes
approaching middle class). Jobs are scarce, home-
lessness and crime are everywhere, and for most
people the dominant emotions of their lives are
despair, frustration, and resentment.
Modern Freetown (generally considered the
area between S. Jackson Street, Day Avenue, and
the city’s western and southern borders) is mostly
residential, and most of the residences are high-rise
projects or apartment buildings. There are plenty of
small businesses serving the populace — grocery
stores, drug stores, cell phone providers, restaurants
and bars, things like that — but relatively few major
employers. Here and there a factory like Sharpless
Medical Supplies remains open, drawing on the
wealth of relatively cheap labor to keep operating
costs down. But most industrial facilities shut down
long ago, victims of America’s shift away from a
manufacturing economy.
FREETOWN CRIME
The crime rate in Freetown is the highest in
Hudson City — there are parts of the neighbor-
hood, such as the Numbers, where only the bravest
policemen dare to go without significant backup.
Two crimelords — Shango, an enormous bull of a
man with appetites to match; and the mysterious
FREETOWN
TREY-Z
10 STR
10 DEX
10 CON
8 BODY
10 INT
10 EGO
13 PRE
8 COM
3 PD
2 ED
2 SPD
4 REC
20 END
18 STUN
Abilities: Concealment 11-, PS: Drug Dealer 11-, PS:
Gangbanger 11-, PS: Play Basketball 11-, Stealth 11-,
WF: Blades, Small Arms, Fringe Benefit: Membership
(Wooster Park Warriors)
25+ Disadvantages: Distinctive Features: Wooster
Park Warriors colors and tattoos; Psychological
Limitation: Devoted To His Gang; Social Limitation:
Criminal Record
Notes: Charles Zealey was born to Robert Zealey, a brick-
layer and construction worker, and his wife Josephine in
1987, the third of five children. The Zealeys worried about
exposing their children to life in Freetown, but they didn’t
have any choice — they couldn’t afford to live anywhere
else, even if they didn’t have five young mouths to feed.
They were right to worry. Despite the Zealeys’ best
efforts, both their older boys got involved in gangs
when they became teenagers; one died in a drive-by
shooting in 1996. And when Charles was old enough,
he followed in his brothers’ footsteps. Since he was the
third member of the Wooster Park Warriors from the
Zealey family, it didn’t take long before his homies were
calling him “Trey-Z.”
As of 2004, Trey-Z is 17. He’s never held any kind of
job, and he hasn’t been to school since he was 15. But he
wears $150 sneakers, $200 sunglasses, and hundreds of
dollars’ worth of bling-bling. The good life comes easy
when you’re selling $20 vials of crack like they were
going out of style and not worrying about what it does
to your “customers.” If you asked Trey-Z to care about
anyone besides himself, his gang, and his girlfriend of the
month, all you’d get would be a blank, hostile stare.
IMAGES OF
FREETOWN
Crack vials crunching
under your feet as you
walk down the side-
walks of the Numbers in
the morning
The sound of gunfire a
few blocks away
An old black woman
walking determinedly
down the street, afraid
of nothing
Gangs, dressed in gold
or green, clustered on
the front steps of apart-
ment buildings, on
streetcorners, outside
stores
Cars pulling to the side
of the street near gang
kids, the driver handing
money to the kids for a
dime bag
Homeless people and
junkies sleeping in MLK
Park
The pulsing beat of
music playing at a rent
party, and the smell of
frying fish coming from
a balcony grill
51
Hudson City ■ Chapter Two
aesthete Strad — compete not only against each
other, but countless other, smaller or less well-orga-
nized groups. The latter include several Jamaican
posses and countless street gangs. Gang member-
ship numbers over 12,000 boys and young men
according to the HCPD’s 2004 estimates. Most (but
not all!) of the gangs are “sets” of one of three larger
gangs: the Nubians; the Warriors; or the Overlords.
The crime problem in Freetown is so bad that
most mothers won’t let their children play out-
side, and many families sleep on the floor at night
— both ways of trying to prevent badly-aimed
bullets from hitting unintended victims. Most of
the residents have become numb to the problem
in many ways. They don’t even bother to call the
cops anymore to report gang activity or drug deal-
ing; they know nothing’s going to be done about it.
They just go on about their business, stepping on
the empty crack vials in the street and avoiding the
more confrontational gangs the best they can.
THE PROJECTS
In many parts of Freetown, particularly the
Numbers, most of the residences are apartments in
high-rise government housing projects. These are
typically ten- to twenty-story buildings, a block or
half a block long, arranged in groups of three or six
with all the imagination of a worker ant. Designed
with the same practical functionality that gave rise
to dumbbell tenements in the late 1800s, they’re
little more than brick boxes with row after row of
windows along the sides. Few of them have been
properly maintained. For example, a study by the
Sociology Department of Hudson City University
estimated that in the Freetown projects, there’s
only about an eighty percent chance of a building’s
elevator being in working order at any given time.
Gangs have virtually taken over some of the high-
rises; they hold the residents hostage and charge
them money to enter or exit the building. Even in
buildings where the gangs don’t rule, they usually
claim the roofs for their own — anyone going on a
Freetown rooftop without permission is taking is
life in his hands.
Some of the more prominent housing projects
include:
Astoria Towers
Eden Plaza
Gracie Park
Jackson Heights
Halcyon Village (pronounced “halikon” by Free-
towners)
Livonia Green
Newman Towers
Parkfield Terrace
Parsons Plaza
Southside Homes
Turlingdale
Whitehall
Wooster Park
THE NUMBERS
The heart of Freetown, and the most danger-
ous part of the entire neighborhood, is the Numbers
— nearly two miles of streets and housing projects
built as a joint project by the city, state, and federal
governments in the Sixties and early Seventies. Run-
ning east-west from S. Jackson to S. Harrison Streets,
and north-south from King to Miranda Avenues,
it consists of five avenues (A, B, C, D, and E) plus
Southridge Avenue bisecting thirty-seven numbered
streets beginning with First Street in the west (the
street names are spelled out, not written as numer-
als), thus creating roughly 240 individual blocks.
Most of the housing in the Numbers is proj-
ects, or slumlord-run tenements that aren’t any
better. There are no lawns to speak of, and no parks
except MLK — kids play in the street or in vacant
lots, heedless of the junk, the junkies, and other
threats all around them. Most of the kids don’t
go to school beyond junior high — unless they’re
athletes and want the big shot at a college scholar-
ship or pro career — and according to Department
of Social Services estimates as many as 12% of the
girls above age 14 are pregnant or have children
already. What money there is in the neighborhood
is mostly squeezed out of the residents by the drug
dealers, then recycled back through stores catering
to the nouveau riche thugs.
Life in this neighborhood is so dangerous, so
beset by hopelessness, that Freetowners have a term
for it: running the Numbers. Anyone who can run
the Numbers is a street-smart guy, someone whose
wits, speed, or connections help him stay alive day
after day on the urban battleground.
OTHER NEIGHBORHOODS
Freetown’s so big that it’s divided up into a lot
of little neighborhoods, some covering just a few
blocks. The rest of Freetown isn’t quite as bad as the
Numbers, but no part of it is truly nice or safe com-
pared to, say, Riverside Hills, Crown Point, or just
about any part of the Northside. The rule of thumb
is that the further west and north a neighborhood
is, the better it tends to be.
Greenbriar and Wister Park — the areas
north and west of Freetown Community College
— are the best parts of Freetown. They have some
detached housing, and the buildings generally
aren’t as tall or oppressive. Some small businesses
thrive here, largely due to the efforts of entrepre-
neurial FCC graduates.
Charlesburg, which is located south of the Com-
munity College, is a little worse than Wister Park.
Proximity to I-4085 makes it a desirable location for
trucking firms, some small manufacturing businesses,
and even a couple of biker gangs. City planners pre-
dict continued economic growth for Charlesburg.
Garlock centers around Southridge Avenue
between S. Roosevelt and Pershing Streets. The build-
ings don’t cluster quite as thick as they do in the Num-
bers, but they’re as harsh and oppressive looking, and
the people who live here don’t have much more hope.
Oakdale, just east of Greenbriar, has seen
better days. While it’s the home of the Sharpless
Medical Supplies factory, one of Freetown’s largest
FLASHMAN
JACKSON
10 STR
10 DEX
10 CON 10 BODY
13 INT
10 EGO
15 PRE
12 COM
3 PD
3 ED
2 SPD
4 REC
20 END 20 STUN
Abilities: Bribery 12-,
Conversation 12-, AK:
Freetown 14-, CK:
Hudson City 11-, KS:
The Freetown Commu-
nity 12-, Mechanics 8-,
Persuasion 12-, Sleight
Of Hand 8-, Stealth 11-,
Streetwise 12-, Trading
13-, Well-Connected
and 20 points’ worth of
Contacts and Favors in
Freetown and Lafayette,
Vehicle (Peddler Van)
Disadvantages: None
Notes: Flashman Jack-
son has been an institu-
tion in Freetown for
nearly twenty years. A
former gangbanger who
abandoned “the life” for
a better one but never
left the streets, he cruises
around Freetown in his
“Peddler Van,” a custom-
made oversized van with
extra doors and special
shelving installed in the
back. Wherever he sees a
crowd, he pulls over and
opens for business. A
miniature convenience
store on wheels, the Ped-
dler Van has all sorts of
non-perishables people
need: candy, t-shirts,
cigarettes, condoms,
discount CDs, you name
it — ask the Flashman
for it, and he’s probably
got it squirreled away in
there somewhere. His
prices are fair, and he’s
even willing to dicker a
little. On top of all that,
he tries to keep an eye
on the neighborhood
kids, making sure they
stay out of trouble and
giving them rides home
sometimes if they need
one. Everyone from
hard-core gangstas to
tired old ladies likes the
Flashman and looks
forward to seeing his
gold-toothed smile.
Hero System 5th Edition
52 ■ The Lay Of The Land
employers, there aren’t many more jobs to be had.
The housing was once fairly nice, but has become
run-down through neglect. The area’s nominally
part of Shango’s territory, but he often fights for turf
with various Nubians sets.
Astoria runs in a long strip south of Parsons
Avenue, expanding to the north a little once you
cross Pershing Street. Businessmen from Stewart-
ville, the suburb to the south, have recently bought
several properties in Astoria with an eye toward
renovating and revitalizing them... but it remains to
be seen whether they’ll succeed, or fail like so many
before them.
Just east of Astoria is Masonville, named by the
freed slaves who founded it for the Mason-Dixon
Line. Despite the presence of the Stewartville Mall
(see below), there’s little good that can be said about
Masonville, except maybe that the gang warfare
isn’t nearly as bad here as it is to the north — no
one claims this territory right now.
Directly north of the Numbers are two neigh-
borhoods, Camden and Hadleyville. Both are like
the Numbers writ more gently: poor housing; poor
people; poor prospects. They get better to the north,
between Harvey and Day Streets. There the neighbor-
hoods take after Riverside Hills as much as Freetown,
and offer a little more in the way of economic and
cultural opportunity than most of Freetown.
LANDMARKS
Freetown isn’t exactly a tourist attraction
— not unless a visitor takes a really wrong turn.
But like any other neighborhood it has its note-
worthy locations.
Freetown Community College (1043 Drexel Road):
The largest institution of higher learning in Free-
town, FCC (as it’s widely known in Hudson City)
is the center of the somewhat nicer communities
of Wister Park and Charlesburg. It’s the site of
many community events, and quite a few alumni
remain in the area after graduation. The homecom-
ing celebration every fall is a sight to behold, with
a contest to build the most elaborate parade float
and people dressing up in their best finery or most
outlandish costumes (depending on inclination and
social status).
For several years FCC has been lobbying city
and state authorities to change its name to Free-
town College (or better yet, Freetown University).
Its Board of Trustees rightly feels that dropping the
word “Community” would increase the institution’s
prestige, and make it easier for two-year students to
transfer credits to other colleges. So far this effort
hasn’t succeeded, but most people at the college feel
it’s just a matter of time and perseverance.
Martin Luther King, Jr. Park (southeast corner of King
Avenue and S. Harrison Street): In 1970, city officials
renamed Abercrombie Park in Freetown to honor
Rev. Martin Luther King, Jr. Since that time the
park has deteriorated so much that it’s a disgrace to
King’s name and causes. What was once a beautiful
park, suitable for families and children, has become
a battleground between gangs and a haven for
criminals and the homeless. Gangbangers have van-
dalized its play and sports facilities, covering them
with gang graffiti. In effect, MLK Park has degener-
ated into a vast open-air drug market; anyone who
goes there, especially after dark, is risking his life.
The park has a fairly simple arrangement: a
large playground for children at the south end,
basketball courts at the north end, and greenspace
(or what used to be green — it’s now mostly dirt)
in between. Most of the playground equipment
doesn’t work well anymore (if it works at all). The
gangs regard the basketball courts as “neutral terri-
tory,” where two warring groups can meet for peace
talks (or, on those rare occasions when reason
prevails, to settle differences with a game of hoops
instead of gunfire). Quarrels over who has the
right to sell drugs elsewhere in the park have often
erupted into firefights.
Mt. Zion Baptist Church (southeast corner of Benbow
Avenue and S. Harrison Street): Mount Zion was
once the largest church in Freetown — and the
most beautiful as well, with architecture evoking
both European and African designs. Unfortunately,
it burned down in June, 1996... at which time it
was discovered that a church employee had been
embezzling the money intended to pay for insur-
ance. The church has been trying to rebuild ever
since, but has had great difficulty raising enough
money. The cause of the fire has never been finally
determined; the Fire Department’s tentative con-
clusion is faulty wiring.
SHOPPING
Shopping isn’t the best in Freetown — most
residents don’t exactly have lots of bucks to blow.
But for a neighborhood that has so many impov-
erished people, Freetown has quite a few retail
businesses ready and willing to sell luxury items to
wealthy drug dealers and their hangers-on.
Smithstone Jewellers (northeast corner of Anson
Avenue and Holden Street): Formerly a more or
less ordinary jewelry store getting by on sales of
engagement rings and expensive Christmas gifts,
Smithstone became better known in the commu-
nity, and more profitable, when it began designing
and selling its own line of the “bling-bling” jewelry
favored by gangstas, rappers, and their fans. Its
original and innovative designs have caught and
kept the eye of Freetown’s hippest street people, and
that meant — and continues to mean — big sales.
Stewartville Mall (4995 S. Jackson Street): This large
mall, completed in 1997, sits right on the edge of
the city proper and the suburb of Stewartville. Most
pundits predicted that it would fail within a few
years, but its clever managers have confounded the
experts by making the mall one of Freetown’s few
modern economic success stories. It caters primar-
ily to black and Hispanic consumers, which make
up about 65% of its business. Included among its
wealth of chain stores (such as Downtown Music,
Dynasty [clothing for women], and Miles Of Smiles
[cards and gifts]) there are a few locally-owned
businesses, like Bessie’s Chicken (a Freetown favor-
ite) and The Auto Motive (automobile painting,
decoration, and alteration).
HOOPS ON
TWENTY-THIRD
Down on Twenty-Third
Street, not far from
the Southside Homes,
there’s a blacktop bas-
ketball court wedged
in between three grimy
brick buildings. The nets
got torn down long ago,
and the rims are rusty
— but if you want a
serious game of hoops,
that’s the place to go.
The guys who play on
Twenty-Third play hard
— no-holds-barred
hoops where no one
gets a rest break, the
only talk is trash talk,
and a guy who misses a
shot he should’ve made
gets jeered by teammate
and opponent alike.
And don’t come to play
if you’re not prepared
to bet: when the game
ends, the losers fork
over the green and slink
off to wait for their next
chance.
Not everyone likes to
play at the court on
Twenty-Third, but it’s
got nothing to do with
the competition. A
couple years back, there
was a close game where
the losers took things a
little too hard. The argu-
ment got settled with
lead, and by the time the
paramedics got there
four guys were dead.
Some people claim they
can still see the blood-
stains on the ground,
and the whole damn
place just gives them the
creeps. Plenty of other
places to play anyway.
53
Hudson City ■ Chapter Two
ON THE TOWN
People who live in Freetown enjoy a night out
as much as anyone else. Here are some of the places
they go to relax.
Eddie’s (3427 Wilson Avenue): A dark, seedy bar
in the mold of dark, seedy bars all over the world,
Eddie’s serves a clientele that ranges from the poor-
est Freetowner to the richest gangbanger. Provided
the bartenders know who you are, and that you
have a job, they’re usually even willing to run a tab.
It’s an open secret that a lot of underworld
deals get made at Eddie’s. On any given night, it’s
not unusual to find half a dozen of Freetown’s most
prominent gangstas there, warily eyeing their ene-
mies and ready for anything... be it the chance for
profit or an opportunity to put one over on a rival.
Somehow, owner Eddie Malden keeps the peace...
usually. But even if the patrons keep their cool, the
bar sometimes attracts other forms of unwanted
attention. More than one vigilante has gone there
looking for information... and sometimes even
gotten it without a major brawl.
The Paradise Club (northeast corner of Lindsay
Avenue and Kingston Street): While most of the
city’s topless bars and sex clubs congregate over in
North Elmview along the Strip, not all of them do.
Freetown has its share of vice businesses, and the
Paradise Club is one of them. With its red-carpeted
entrance, plush decor, fully-stocked bar, and beauti-
ful dancers, it’s the destination spot for gangbangers
with money to blow. It’s said that Buckshot (page
173) is a frequent customer and even has unlimited
use of one of the private back rooms... and all the
women he wants.
Sensations (southwest corner of Montgomery Avenue
and Childress Street): This dance club often features
guest DJs from around the country spinning the
latest dance favorites, and sometimes even live acts.
It draws everyone from Numbers gangstas to FCC
college students; occasionally tempers flare and a
fistfight or a shooting occurs... but somehow the
club is just as full the next night.
Hero System 5th Edition
54 ■ The Lay Of The Land
“Nahhh, it ain’t so bad living near the prison.
Sure, it’s kinda scary and imposing to look at,
but all those walls and barbed wire and stuff
are what keep the bad people in. You hear a lot
of stories about what goes on in there, but you
don’t ever hear about very many escapes, do ya?
Besides, if one’a them guys did manage to make
it outta there, you think he’s gonna wanna hang
around here? No god-damn way — they wanna
get as far from Longview as they can.”
— Gadsden resident Roger Arnesen
Named after John Gadsden, beloved mayor
of Hudson City from 1876 to 1892, Gadsden
encompasses several former small residential
neighborhoods (such as Willow Brook, Goshen
Heights, Fulton Green, and Cranleigh, all of which
frequently pop up today in the names of build-
ings, businesses, and social clubs) as well as vari-
ous non-residential zones. Developers looking to
attract people to the area, which had something of
a reputation as a rough-and-tumble place, coined
the name in the 1910s, and their relentless publicity
campaign eventually paid off. Gadsden’s boundaries
are usually defined as 8th and 20th Avenues and N.
Adams Street.
Today Gadsden is mostly a middle-class resi-
dential neighborhood, with a few somewhat lower-
class areas. Most of the residences are brownstones
or apartment buildings. Small stores and offices
are sprinkled throughout the residential areas.
Toward the coastline there are some industrial
facilities and warehouses, but fewer than might be
expected since the Gadsden Cliffs prevented a true
waterfront from developing in part of the area.
The neighborhood’s two most notable features are
Longview Correctional Center (the city’s massive
jail complex; see page 192) and the Gadsden Con-
sumerplex (see below).
The crime rate in Gadsden is moderate; no
one group dominates the local underworld. How-
ever, because of Gadsden’s proximity to Bankhurst
and Highlands, it’s slowly but surely being “yuppi-
fied,” “upscaled,” and “urban renewed” (longtime
residents believe they won’t be able to afford to
live there in ten to fifteen years, at the latest). That
may mean the crime rate will go down... or at least
change somehow.
LANDMARKS
Church of St. Stephen (northeast corner of 14th Avenue
and Caxton Street): Built in the late 1800s primarily
to serve a Hungarian community that
lived in the area (but which has since
vanished into the city’s cultural tide), St.
Stephen’s is now the church of choice
for many of Gadsden’s Catholics. It’s
best known outside the city for its large,
beautiful stained glass windows, crafted
for it in the early twentieth century by
the Hungarian artist Rikárd Antall.
The Gadsden Cliffs: The promontory
between 12th and 16th Avenues rises
sheer and steep from the Atlantic
Ocean for 163 feet, creating the Gads-
den Cliffs. The city built Longview
Correctional Center here specifically
because the Cliffs made fleeing from
the city harder for any prisoner who
escaped the facility. Since the Cliffs
make most seaside businesses impos-
sible, this small length of the Hudson
City coastline remains only lightly
developed. Sightseers can drive right up
13th or 14th Avenue to the Scenic Over-
view, a viewing park from which one
can see miles out to sea on a clear day.
In recent years, the Cliffs have
become a favorite target of rock climb-
ers, who not only find them a chal-
GADSDEN
IMAGES OF
GADSDEN
Looking out to sea from
the Scenic Overview, the
ocean breeze ruffling
your hair and picking at
your clothes
The grim and overbear-
ing walls of Longview
Correctional
Men moving wheeled
racks of new clothes
down the streets of the
Garment District
Picnickers, frisbee-play-
ers, and dog-walkers
enjoying Gadsden Park
The polished marble
floors, ever-moving
escalators, and glitter-
ing store displays in the
Gadsden Consumerplex
55
Hudson City ■ Chapter Two
lenging climb but enjoy thumbing their nose at the
authorities by scaling them (since the law explicitly
forbids it). Daring climbers approach the Cliffs by
boat, then have to make it to the top and get away
before someone notices them and calls the cops.
Gadsden Park: This 65-acre park, bounded by N.
Adams Street, N. Jefferson Street, and 8th and 9th
Avenues, is widely regarded as one of the city’s
finest. Unlike the much larger LeMastre Park, it
contains a relatively sparse selection of facilities
— just a baseball diamond or two. Mostly it’s given
over to pleasant green fields interspersed with small
wooded areas and thickets. Plenty of benches are
sprinkled throughout to give visitors a place to sit,
and there are walking paths and similar attractions.
In the past couple of decades, Gadsden Park has
developed its share of problems. Homeless people
started “camping out” in some of the wooded areas,
and criminals began mugging park visitors. The
worst of these incidents occurred in 1999, when a
young teenage couple, Roberta Andresen and Mark
Finch, were murdered by assailants who have never
been caught. The authorities believe the two were in
the park on a date, were robbed, and were then killed
by the robbers so neither of them could later identify
their assailants. The police stepped up patrols of the
park after the Andresen-Finch killing, but that only
lasted for a few months.
Residents of Gadsden treasure the Park, and
do what they can to preserve it: neighborhood
watch-style patrols to try to cut down on the crime
problem, trash clean-up days, and the like. For years,
developers have lobbied the city to sell this incred-
ibly valuable piece of real estate for commercial
development, but every time a concerted effort by
neighborhood residents, other concerned Hud-
sonites, and environmentalists has beaten them back.
The Garment District: Along the west edge of N. Jef-
ferson Street in Gadsden is Hudson City’s famed Gar-
ment District, one of the centers of the world fashion
industry. For most of the twentieth century it was
the site of countless clothing manufacturing, display,
and sales businesses. In recent decades the manufac-
turing end of the trade has steadily shifted south to
Latin City or west to Chinatown, where labor is much
cheaper. The industry has taken a few publicity hits
because of this, and once or twice highly-anticipated
new designs have been hijacked on their way to from
the sewing room to the showroom, but the garment
makers save so much money doing business this way
that things aren’t likely to change.
The Garment District truly comes alive for two
weeks in April, and a corresponding two weeks in
October, when all the major fashion houses hold
their spring and fall shows. Elegant showrooms
like Galbraithe Hall and the Swann Showplace are
packed every day with fashion industry glitterati
and reporters eager to say the latest offerings from
major designers. Getting tickets to the hottest
shows — not to mention the receptions that take
place later that evening — is difficult.
The Hudson City Fish Market: One of the largest
wholesale fish markets in the country. See page 188
for a full description of this fascinating place.
SHOPPING
Most Hudsonites don’t really think of Gads-
den as a mecca for shopping; it’s still got a little too
much industry and too few retail areas. But there
are some places that might attract someone who’s
got money burning a hole in his pocket, such as:
The Gadsden Consumerplex: This ten-story monu-
ment to rampant materialism was built in 1990 by
Candace Vanderburg. An enormous department
store-cum-mall occupying roughly two by one
entire city blocks at the southeast corner of 16th
Avenue and N. Adams Street, it features a dizzying
array of stores, shops, and services for the eager
consumer to patronize.
In terms of physical layout, the Consumerplex
is basically a big box. An atrium running the full
height of the building fills the center, while stores
and utility spaces line the outer part. Escalators and
elevators provide easy access to every floor. The
ground floor has an extensive network of fountains
and water sculptures as well as an event stage where
fashion shows, charity events, and concerts are
held. From mid-November through Christmas, the
entire floor transforms into Santa’s Wonderland, a
favorite attraction of young children all over the
city. The tenth floor is a skylight-lit food court filled
with so many restaurants that even the pickiest
person can find something he likes to eat. The Con-
sumerplex also boasts a 15-screen movie theater on
the second floor.
Most of the stores in the Consumerplex are
chains — Kill Zone electronic games, Emerald
Buddha (Thai fast food), Night Eyes lingerie, Polar
Bear ice cream, Silver Screen Productions (movie
and cartoon merchandise and memorabilia),
Bluebird (women’s clothing), CD Alley, Kuperman
Shoes, and so on — but a few are local. Examples
include Aunt Ethel’s Home-Made Candy, Hartzog
Stationers, and Designs By Sharon.
Vanderburg is constantly on the lookout for
ways to improve the Consumerplex; she wants it to
be a prime “destination” not only for anyone visit-
ing Hudson City, but for every resident. She’d like
to make it bigger, but she can’t (yet) afford to buy
any of the land around it, and the zoning commis-
sion has twice denied her permission to add more
stories. Her current goal is to persuade the city to
build a rail station at Tyrrell Avenue and then build
a skywalk directly to that station. So far the city
fathers remain skeptical, but she’s lobbying hard.
Cranleigh Costumes (3616 Broome Street): Founded
as Cranleigh Custom Tailors by the Bellamy family in
1953, this business gradually developed a specialty in
creating and storing costumes and costuming props
for the theater and film industries, as well as for ordi-
nary people looking for an imaginative, high-quality
costume for Halloween or a theme party. In 1979 it
changed its name to Cranleigh Costumes, ceasing all
non-costume-oriented work. Today it has one of the
largest collections of costumes and related items in
the northeastern United States.
ON THE TOWN
When Gadsdenites hit
the town, here are some
of the places they go:
Blue (southeast corner
of 11th Avenue and Leigh
Street): Some of the
best drinks around and
a soundtrack of “time-
less classics” suitable
for dancing (such as
Sinatra, Dean Martin,
and the like) make Blue
a prime destination for
people whose idea of a
fun evening out involves
dancing but not a puls-
ing rock beat. The club’s
trademark Blue Magoo
cocktail is a city favorite.
Cooley’s Irish Steakhouse
(2061 17th Avenue):
Some of the best steaks
in the city are served
fresh off the grill at
Cooley’s, and fine Irish
music accompanies
the dining experience.
The restaurant’s owner,
Angus Mulroney, often
circulates among the
patrons, entertaining
them with stories and
anecdotes told in his
delightful Irish brogue.
The Factory (450 Hast-
ings Avenue): Formerly
a shoe and leather goods
factory, this long-empty
building was bought
in 1992 by entrepre-
neur and restauranteur
Gabriel Steubing. He
refurbished it and cre-
ated The Factory, a
cutting-edge restaurant
serving nouvelle cuisine
and whatever else seems
culinarily fresh and
trendy at the moment.
While no longer as
crowded as it was in its
first few years of busi-
ness, it remains a popu-
lar nightspot and busy
place.
Hero System 5th Edition
56 ■ The Lay Of The Land
The pulsing beat of some insipid boy-band song
began to fill the place as he stepped through
the door. “Just my luck,” he thought. “Couldn’t
be playing the Stones or something else that’s
actually worth listening to.” But he wasn’t there
for the music.
Two days ago a girl turned up dead on the HCU
campus. He’d gotten a copy of the pathologist’s
report, and it said she’d had an unidentified
drug in her system — some designer thing, no
doubt, that was so new the cops hadn’t heard
about it yet.
He knew what it was. On the street they were
calling it Sky. Some chemist at some under-
ground lab somewhere in the Caribbean created
it, probably. Kids like that girl wouldn’t dream
of taking heroin or coke, but this sort of stuff —
they thought it was “safe” just because it wasn’t
illegal and didn’t leave a hangover. Idiots.
Since putting a stop to idiocy was an even
more difficult task than fighting crime, he was
going to stop Sky from getting to the idiots in
the first place. He’d had to ask around on the
streets a little, but it hadn’t taken more than a
few hours... and a few broken hands and ribs...
before someone told him what he wanted to
know. At the Zodiac, they said. Black guy with
dreadlocks, calls himself Kingston — prob-
ably where he’s from, since he’s got a Jamaican
accent. “Probably a posse member,” he thought
— if it were the Nubians or some other gang,
there’d be a pack of them, and his informant
told him this guy worked alone.
He walked across the room, stepping on the
astrological symbols inlaid helter-skelter in the
floor, looking for someone who fit Kingston’s
description. It didn’t take long to find him; in
that gold jacket, the man was about as subtle
as a locomotive. He watched him for about an
hour. Picking out his routine wasn’t any harder
than finding him — someone would approach
Kingston’s booth, sit down, and strike up a con-
versation. After a while some folded bills would
be quickly passed to Kingston, who’d pass back
a small vial in return.
That was all he needed to know. He walked
over and sat down. Once he was in his seat, he
quietly drew the silenced pistol from the false
pocket in his pants, using the table to hide what
he was doing from everyone in the room. “You
Kingston?”
“Yah, mon. Who’re you?”
He didn’t bother to answer. The silencer was so
effective that someone sitting in the next booth
probably wouldn’t have heard the gunshots
even without the loud music. Two shots was all
it took. He caught Kingston as he began to fall,
easing him down to the table so it looked like
he was just taking a nap. Without a backward
glance he got up and walked out of the club.
Guilford is a primarily residential neighbor-
hood located in the northwest part of Hudson
City. Bordered by Ardmore, Irishtown, Black-
bridge, Worthington, and Little Italy, it occupies
the land roughly between the city limits to the
west, 12th Avenue and Kurtland Boulevard to the
south, N. Lincoln Street to the east, and 3rd Avenue
to the north.
Guilford began in the mid-1800s as a settle-
ment for English and Scottish immigrants, who
created a village they called Glenwood. Other
communities, such as Burnside, Tarleton, Suther-
land, Salem, and McCrimmon’s Grove sprang up
nearby (as did solidly Irish communities to the
immediate north; see Irishtown, below). Over time
these villages became towns, and the towns grew
together. It was a bureaucratic and administrative
mess until the early 1950s, when Hudson City
expanded its city limits and absorbed them all,
rechristening the area “Guilford” in a name chosen
by a plebiscite of the residents.
Many Hudsonites agree that Guilford is one
of the most pleasant neighborhoods in the city.
Its residential areas contain a mixture of detached
houses and nice apartment buildings (though the
quality of housing deteriorates a bit as you get close
to Hudson City University), while its retail areas
bustle with consumer traffic to many fine stores
(both chains and local businesses). To the west,
in the area around Stewart County Stadium and
the Grolnick Power Station, there’s also some light
manufacturing, office parks, and similar commer-
cial properties.
Housing in Guilford was considered some-
thing of a bargain up until the late Seventies. At
that point prices began to rise due to proximity to
Irishtown and real estate speculation. Today most
middle-class families can’t afford to buy a house in
Guilford; it’s slowly but surely becoming a neigh-
borhood of the nouveau riche and arrogant young
businessmen.
The crime rate in Guilford is much lower than
in most parts of the city — there’s no gang problem
to speak of, for example. Most residents attribute
this to the character of Guilford’s residents and
GUILFORD
IMAGES OF
GUILFORD
The roar of the crowd
from Stewart County
Stadium when the
Thunderbolts score a
touchdown
Neighborhoods of small
houses with small yards,
carefully lined up in
rows that run for blocks
and blocks
The full moon casting
an eerie glow over the
Pilkenton Mansion
Diners sitting on the
patio at the Marietta
Grill, enjoying some
good pork barbecue and
hush puppies
The stained glass win-
dows of St. Ignatius lit
by the sun
57
Hudson City ■ Chapter Two
the neighborhood’s nearness to Irishtown. A few
policemen hint darkly that connections to nearby
Little Italy have more to do with it. Regardless of
the cause, Guilford’s inhabitants appreciate the
peace, quiet, and security.
For a map of Guilford, see page 28.
LANDMARKS
In addition to the Pilkenton Mansion
(page 130), the Stewart County Stadium (page
114), and Hudson City University (page 117),
Guilford’s best-known location is the St. Ignatius
Cathedral, at the northwest corner of 12th Avenue
and Iroquois Street. The largest Catholic church
in the city, it was built about a hundred years
ago. Today its luster is dimmed somewhat by
the noise from nearby Kurtland Boulevard, but
thousands of Catholics still visit it each week to
attend Mass, go to confession, or just admire the
delicate woodcarving on the pews and the exqui-
sitely-detailed stained glass windows.
SHOPPING
Guilfordans have plenty of money to spend,
and plenty of stores to spend it in.
Avalon Books (southeast corner of 8th Avenue and
Hickman Street): This chain of upscale bookstores
was founded right here in Guilford. The “mother
store” is now one of the largest, best-stocked book-
stores in the city. Its managers expertly mix modern
best-sellers with obscure books of note and long-
time classics to create an eclectic blend of books
suitable for hours of browsing.
Calibers (724 Taylor Street): Despite the relatively
low crime rate in Guilford, many Guilfordans (not
to mention the residents of nearby Irishtown) live
in fear of crime — and with good reason, consider-
ing that places like Freetown and North Elmview
are only a few miles away. Many of them visit Cali-
bers, a gun store and shooting range near the inter-
section of Cranford and Taylor, to buy some “per-
sonal protection” and learn how to use it. Calibers
also hosts an international shooting competition
every April, awarding tens of thousands of dollars
in prizes to the best shots.
Nina’s Exotic Pets (southwest corner of Isherwood
Avenue and Cleveland Street): Ever thought about
owning a tiger? A tank of piranha? Maybe a wolf?
Well, if you have, there’s a place in Guilford that can
make your dreams come true: Nina’s Exotic Pets.
Owner Nina Ruskin specializes in acquiring any
animal you can imagine having as a pet... as long
as it’s legal, since she’s an ardent environmentalist.
She’s also an ardent (and humorless) feminist, and
deals with lewd jokes about “exotic pets” by threat-
ening to unleash her pet ocelot on the offender.
Westwood Mall (between Beck and Winwood Ave-
nues, Cleveland and Hickman Streets): About ten
years ago, a group of entrepreneurs built this pedes-
trian mall in Glenwood. Mixing precisely-sculpted
natural areas and broad walkways with carefully-
selected high-end retail stores like Moon & Sun
nature stores, Cardboard Heroes sports cards and
memorabilia, Glenwood Diamonds, and Whirlies (a
fancified bar and grille), they’ve created a consumer
destination. The owners are looking to expand, but
have yet to convince nearby landowners to sell to
them (and even if they could, it’s uncertain whether
the city would grant permits for the expansion).
ON THE TOWN
When they’re done shopping, here are some of
the places Guilfordans go to relax:
Angus Café (northeast corner of 9th Avenue and Snow
Street): Consistently voted one of the best burger
joints in Hudson City by the readers of various
newspapers and magazines, the Angus Café mixes
modern decor and service with old-fashioned taste
and quality. For many Guilfordans the day just isn’t
complete unless they stop at the Angus for lunch
(or maybe pick up a burger to go for dinner).
The Junction (southeast corner of LaSalle Avenue
and Huron Street): A college bar serving the HCU
crowd (and younger Guilfordans who still want to
feel like they’re a part of that scene), the Junction
has everything you’d want in this sort of place: lots
of seats, big screen TVs, and cheap beer. It’s par-
ticularly crowded whenever Pioneers games are
broadcast on television.
Marietta Grill (northeast corner of Cranford Avenue
and Meade Street): Specializing in Southern cook-
ing at its finest, the Marietta Grill has become a
local favorite since it opened in 1998. Owner Scott
Carr grew up in Atlanta, and he’s brought his love
of fine Southern food to Hudson City. He’s plan-
ning to open up another Grill in east Worthington
or Bankhurst.
Zodiac (344 Crestwood Avenue): Just about everyone
in Hudson City has seen one of this club’s now-
famous “What’s Your Sign?” advertisements or t-
shirts. That level of exposure, coupled with Zodiac’s
popularity among both the college crowd and older
partiers, has made the club a profitable business for
its owners, the Elliman twins. It’s become a place to
see and be seen, where you can’t even get through
the door if you don’t have the right threads and the
right attitude.
FELICITY MCQUADE
8 STR
8 DEX
9 CON
8 BODY
10 INT
10 EGO
13 PRE
16 COM
2 PD
2 ED
2 SPD
4 REC
18 END 17 STUN
Abilities: Acting 13-, Dis-
guise 8-, High Society 12-,
KS: Hollywood Society 11-,
Mimicry 8-, PS: Actress
11-, PS: Dancing 11-, Rep-
utation (famous actress,
+2/+2d6)
Disadvantages: Hunted
(Watched by the media);
Rivalry (Professional, with
some other Hollywood
actress); Social Limitation:
Famous
Notes: Regarded by many
critics and fans as one of
the finest — and most
beautiful — actresses of
her day, Felicity McQuade
has starred in nearly
twenty major motion
pictures and typically earns
over $15 million per film.
Although still single at 31,
at various times through-
out her career she’s been
romantically linked with
nearly every major male
star as well as numerous
wealthy bachelors from
other fields. Born and
raised in Guilford, she
often returns to Hudson
City to see friends and
relax. She has an apartment
in Guilford and a luxury
condominium in an exclu-
sive building in Bankhurst.
Hero System 5th Edition
58 ■ The Lay Of The Land
“Look, I hate to say it, but you’re crazy. That’s
never going to work.”
“I don’t agree. I tell you, we can do it — it just
involves getting the right people on board and
playing our cards just right.”
“Oh, sure. Anything works if everything goes
just right. The odds of that happening here are
ridiculously small.”
“That’s where you’re wrong. I have some con-
nections over at Governmental Center. They
can put us in touch with the people who have
the say-so over this sort of thing... and given the
right “persuasions,” I’m sure they’ll see things
our way.”
“Hmmm. What sort of “persuasions”?”
“Blondes, brunettes, redheads... whatever. I’m
told this guy’s not real particular.”
— conversation overheard in the City Club
A couple of miles west of Puritan Bay the land
rises, creating a small plateau before sinking back
down again as one approaches N. Truman Boule-
vard. Hudsonites call this neighborhood Highlands
not only because of its elevation, but because this
is where the movers and shakers of the city spend
their time — journalists have parlayed the name into
pseudo-intellectual slang terms for city politics like
“gathering of the clans” or “the Highland games.” To
most residents, Highlands is defined less by topog-
raphy than as “the area around city hall.” On most
maps the boundaries are N. Adams Street, N. Madi-
son Street, 9th Avenue, and Chatham Avenue.
Highlands is mainly a commercial and gov-
ernmental center. There are few residential build-
ings (mainly luxury condominium towers like the
McMillan Building); most of the neighborhood is
filled with skyscrapers containing the offices of rich
and powerful businesses, business parks and plazas,
cultural attractions, and government facilities. With
Police Headquarters right on Courthouse Plaza, and
the Department eager to protect the powerful men
and women who work here so they’ll look favorably
on police appropriations, Highlands is by most mea-
sures the safest, most crime-free area in the city.
See page 44 for a map of Highlands.
LANDMARKS
Besides such well-known institutions as the
Kleinmann Center (page 111), Governmental
Center (page 99), and the Museum of Natural His-
tory (page 111), Highlands has many well-known
buildings and other attractions.
Cherokee Tower (southeast corner of 8th Avenue
and Newport Street): Built in the late 1950s by
renowned architect Jalmari Laukkonen, the Chero-
kee Tower, headquarters of Cherokee Bank (page
120), underwent significant renovations from 1997-
2002. While retaining its distinctive profile, includ-
ing the famous “porthole” window that dominates
the eastern facade at the fiftieth and fifty-first floors,
engineers replaced the grey granite exterior with a
lighter-colored, sturdier marble and significantly
re-arranged the interior space on about half of the
building’s sixty floors. Today most Hudsonites find
the building a more striking sight than ever before.
Flag National Bank Building (southeast corner of 4th
Avenue and N. Madison Street): The headquarters of
Flag National Bank (page 120), which has dozens of
branches throughout the greater Hudson City area,
this building also houses several law and account-
ing firms who work closely with the city’s banking
community. The distinctively-shaped gilded radio
tower on top of it can be seen from just about any
place on the Northside (provided one has a clear
line of sight).
Hudson City Corporate Center (along Centre Street
at 7th Avenue): This cluster of six forty-story glass-
and-steel skyscrapers houses some of the most
important law firms, brokerages, and financiers in
the city. Tower Seven is only twenty stories tall, but
contains the ultra-luxurious Highlands Regency
Hotel and has skywalks at the tenth floor connect-
ing it to Towers One and Two to the north, and
Three and Four to the south.
Hunneford Library (southeast corner of 8th Avenue
and Washington Street): With a collection of
approximately 15 million volumes, and millions
more magazines, recordings, artifacts, and related
information resources, the Hunneford Library is
one of the largest public libraries in the United
States. Begun in the early 1900s with private
donations (including the princely sum of $8 mil-
lion from financier James Hunneford, for whom
the building was named), over the past century
it’s grown into a major institution of learning.
Its distinctive arched main entrance has become
symbolic of scholarship and knowledge. The main
building, a twelve-story facility, houses both the
Lending Collection (books anyone with a library
card can borrow) and the Research Collection
(reference books that don’t leave the building); the
library system includes dozens of other branches
throughout the city that hold part of the Lending
Collection. Other features of the Library include
an enormous reading room on the tenth floor, a
Foucault pendulum, and one of the best Rare Book
HIGHLANDS
IMAGES OF
HIGHLANDS
People walking across
the Governmental
Center square or
through Courthouse
Plaza
The red brick staircases
leading down to the
Hudson City Under-
ground
The Fourth of July deco-
rations at Governmental
Center
The “porthole” of Chero-
kee Tower
The intangible but
unmistakable smell of
money wafting out of
the City Club
Orthodox Jewish dia-
mond merchants walk-
ing on the streets near
the Gemstone Exchange
59
Hudson City ■ Chapter Two
Rooms in America. The RBR’s collection includes
such treasures as medieval incunabula, a Shake-
speare First Folio, autographed copies of the works
of many authors, several unique diaries, and rare
Bibles in many languages. The Library’s manage-
ment has beefed up security significantly since
Penny Dreadful’s appearance in town.
SHOPPING
The streets of Highlands are lined with all
sorts of stores and shops... but you’d better have a
hefty bank account to shop in most of them.
Renee’s (southwest corner of Cranford Avenue and
Richmond Street): Women’s clothing and furs are
the goods in trade at Renee’s, and the boutique
stocks only the best — designer dresses and gowns
from the biggest names in fashion from around the
world, the most luxuriant fur coats and stoles avail-
able. It’s reputed that several of the most famous
actresses in Hollywood shop here.
Walters Plaza (southeast corner of 8th Avenue and N.
Madison Street): A collection of small, elegant shops
clustered around a delightful fountain, Walters Plaza
is a must-visit shopping destination for many of
Hudson City’s wealthiest consumers. Women can
find European cosmetics at Sevres and the latest
shoes at Difazio’s while men buy custom-tailored
suits and ties at Meloni & Burroughs, Haberdashers
and fly-fishing gear at The Compleat Angler.
Wonderland Toys (2053 Beck Avenue): If Barbie and
Hot Wheels aren’t good enough for your children,
stop by Wonderland Toys, which bills itself as “The
World’s Greatest Toy Store!”. A better description
would be “the world’s greatest toy store for little
rich kids,” since there aren’t many things for sale
in Wonderland that cost less than a hundred dol-
lars — and many of the toys range into the thou-
sands. If you’ve ever wanted to buy your kid a solid
mahogany racecar track with inlaid gold highlights,
teddy bears made out of real Russian bear fur, or a
child-sized Porsche that really works, Wonderland
is the place to go.
ON THE TOWN
Highlands definitely has a night life — one
several steps above the sort of thing you’d find in
Bayside or Elmview. In addition to the Skyline Club
(page 196), you might want to try:
The Carthage Club (near the Flag Bank Building on
4th Avenue): The renowned “adventurers’ club” of
the Twenties and Thirties still exists, but as a dinner
and dancing club rather than a place where explor-
ers, aviators, and crimebusters share their experi-
ences with one another over brandy and cigars.
The staff wears period outfits, and the dining room
is the very definition of “elegance.” The Club also
boasts a large ballroom where a big band plays
dance music every night from 9:00 PM to 1:00 AM.
The City Club: Located on the top floor of the Flag
National Bank Building (see above), the City Club
is an expensive, members-only lunch and dinner
club. When two prominent Hudsonite businessmen
decide to have a lunch meeting, as likely as not the
City Club is the place where they’ll agree to meet.
It’s said that millions of dollars’ worth of deals are
struck here every day. The Club is also famous for
its Christmas egg nog, said to be the best in the city.
Faces (888 6th Avenue): Perhaps the poshest “gentle-
men’s club” in Hudson City, Faces features excellent
drinks served by beautiful, topless waitresses as
well as “exotic dancing” taking place on a well-lit
stage. Many businessmen like to “unwind” here
after a hard day at work. Most of the club is open
to anyone who can pay the $20 “one-time member-
ship” fee and behaves himself... but those in the
know say that membership in the Back Room, the
private part of the club, is worth every penny of the
$1,000 annual fee.
MARILIS KETTLER
8 STR
9 DEX
8 CON
8 BODY
13 INT
12 EGO
14 PRE
12 COM
2 PD
2 ED
1 SPD
4 REC
16 END 16 STUN
Abilities: Computer
Programming 8-, Deduc-
tion 11-, KS: Hunneford
Library Collection 13-,
KS: Layman’s Arcane And
Occult Lore 11-, Lan-
guage: English, French,
German (fluent conversa-
tion; Romanian is native),
PS: Librarian 14-, SS:
Anthropology 11-
25+ Disadvantages:
None
Notes: A second-gen-
eration Romanian
immigrant, Marilis Ket-
tler studied Library Sci-
ences and Anthropology
at HCU and parleyed
her excellent grades into
a job at the Hunneford
Library. Since then she’s
worked her way several
steps up the ladder to a
position of significant
responsibility: she’s in
charge of overseeing
the Library’s Research
Collection as it per-
tains to anthropology,
archaeology, and related
matters (including the
occult). Well-educated
and highly intelligent,
she can converse ably on
many different subjects.
DIPLOMATIC PARTIES
With Embassy Row as part of the neighborhood, it’s not
surprising that the movers and shakers of Highlands often
find invitations to swank embassy parties in their mail-
boxes. Someone who’s important enough, rich enough, or
popular enough may find himself invited to diplomatic
parties every week... and at some times of the year, almost
every day.
A typical diplomatic party celebrates some important
event in the host country: a day of independence; a
religious holiday; a traditional festival. Less commonly,
an embassy may host a party to celebrate the signing of
a treaty or some other major event — or maybe just to
show itself off, or try to build contacts within the interna-
tional community.
Diplomatic parties are usually formal events at which
the men wear tuxedoes (or the cultural equivalent) and
women wear dresses of corresponding quality. Getting
in requires a physical invitation that the doormen (read:
guards) can check. The attendees are usually an eclectic
mix of diplomats, politicians, businessmen, and other
important people. Some embassies make sure to have a
generous selection of beautiful single women circulating
among the crowd as well.
It’s accepted as fact by many people that a lot of espio-
nage-related activities go on at some embassy parties.
Mostly this is low-level stuff, like a “diplomat” from one
embassy checking out a “diplomat” representing a rival or
enemy nation. Sometimes it helps an analyst to have had
face-to-face contact with his opposite number — it lets
him better understand what motivates that person (or at
least, so spies assume). Other times more extreme activi-
ties, such as passing messages or even kidnappings and
assassinations, take place; the latter are particularly good
ways to embarrass the host embassy, if that’s one of the
goals of the operation.
Hero System 5th Edition
60 ■ The Lay Of The Land
“Excuse me, sir?”
“Yeah?”
“May I see some ID, sir?”
“You a cop?”
“No, sir, I’m a private security guard working
for Blazon Security Services and hired by the
residents of the North Thain Street subdivision
to protect their property. I need to see some ID,
sir, or I’m going to have to ask you to leave.”
“I don’t haveta show my ID to no rent-a-cops.”
“Sir, you’re on private property here, not city
property. If you don’t show me your ID and tell
me what you’re doing here, I’m going to have to
ask you to leave immediately.”
“And what if I don’t leave?”
“Then I’ll have to place you under citizen’s
arrest and escort you off the premises, sir —
with force, if necessary.”
— exchange between an Irishtown security
guard and an unidentified person
When the first major waves of Irish immi-
grants began reaching Hudson City in the mid-
1800s, they encountered significant discrimination
from the primarily English-descended residents.
As a result, they had trouble finding places to live
in what were then the main parts of town — the
Northside coast and a couple miles inland from
there. Rather than fight the tide, they looked fur-
ther west and established their own “ghetto” on the
northwest edge of modern Hudson City (it was
outside the city limits at that time). The neighbor-
hood quickly became known as “Irishtown,” though
the residents themselves called it Westlow.
In the ensuing decades, as the city grew and
became more crowded and polluted, the wealthy
and pampered members of society decided they’d
be better off living away from the center of town
— a practice which advances in transportation
were making more feasible than ever before.
Attracted to the Irishtown area by its pleasant land-
scape and available land (since many of the Irish
residents were technically squatters), they began
moving out there.
A century later, Irishtown is the domain of
the richest and most fabulous members of Hudson
City society, and the slang term “Irish” has come
to signify great wealth (and those who possess
it) in the Hudsonite patois. Frequently compared
to Beverly Hills, Irishtown features large, opulent
mansions, elaborately manicured lawns, and streets
shaded by stately trees. Its inhabitants are typically
“old money”; the nouveau riche are more likely to
be found in Bankhurst, Guilford, Highlands, or east
Worthington, though many yearn for the mansions
of Irishtown and pay enormous sums for one that
becomes available.
The borders of Irishtown are clearly delin-
eated: 3rd Avenue, Cleveland Street, and the city
limits. You can tell you’ve reached them because the
streets become cleaner and detached houses with
large lawns are the rule rather than the exception.
You’ll also notice a lot of cops, not to mention pri-
vate security guards and gated communities. The
residents fear the criminal rabble of the city (and
not without justification; Irishtown children are
sometimes the targets of kidnappers, for example)
and spend good money to keep themselves as
safe as possible. As a result, the crime rate stays
extremely low... but the occasional spectacular rob-
bery or bizarre homicide keeps the security forces
on their toes, the burglar alarm companies in busi-
ness, and tabloid readers titillated.
For a map of Irishtown, see page 28.
LANDMARKS
In many ways, Irishtown itself is a landmark.
Hudson City tourists often come out to Irishtown
to drive along the manicured streets and stare at
the mansions of business magnates, film and music
stars, and old money families. But even among the
homes of the rich, a few places stand out.
Nicolaus Aquarium (1 Meade Street): Home to
fresh and saltwater fish and aquatic animals from
all over the world, the Nicolaus Aquarium is both
an educational facility and a research institution.
While the public comes to see such attractions as
Shark Country USA, Ollie the killer whale, and the
Penguin Follies show, scientists use the lab’s exten-
sive collection of sealife to conduct many types of
studies and experiments. Under the leadership of
director Jill Winston, the Nicolaus has increased
its earnings every year for the past decade, and has
now drawn up plans for a significant expansion.
Westlow Park: Every morning, nannies and au pairs
from all over Irishtown bring their young charges
to play in the fields of Westlow Park. Nearby you
can see people walking or playing fetch with
expensive purebred dogs, couples walking hand
in hand, and birdwatchers on the prowl with their
binoculars. On Thursday evenings in the summer,
the Concerts in Westlow series fills the night with
fine classical and jazz music. All in all, it’s one of the
nicest, best-maintained parks in Hudson City.
IRISHTOWN
IMAGES OF
IRISHTOWN
Private security guards
standing post at the
gates to residential com-
munities
Millions of dollars’
worth of Italian sports-
cars on the lot at Kelley
Ferrari
The largest, best-mani-
cured lawns in town
Women walking down
the streets in outfits
costing more than the
average Freetown family
earns in a month
The distinctive blue-lit
windows of Far Bombay
Lots of cops cruising the
streets, keeping a careful
eye on things
61
Hudson City ■ Chapter Two
SHOPPING
If there’s one thing Irishtown residents have,
it’s money to spend. The shopping here is among
the best in the city... though you’d better have deep
pockets if you plan to spend the day on MacDon-
ald Avenue.
Hathaway Custom Accessories (499 MacDonald
Avenue): Located at the corner of MacDonald and
N. Roosevelt in the heart of Irishtown’s world-
famous shopping district, Hathaway’s sells one-of-
a-kind handbags, scarves, and other accessories
designed by the boutique’s owner, Tina Hathaway. A
typical Hathaway bag costs about $4,000, and some
cost considerably more than that.
Kelley Porsche-Ferrari-Lamborghini (411 Patterson
Avenue): If you’re in the market for an Italian
sportscar, Kelley’s on Patterson is the place to
go. An authorized dealership for Lamborghinis,
Porsches, and Ferraris, Kelley’s specializes in meet-
ing the needs of its demanding clientele. No matter
what model of these sportscars someone wants, and
what features, Adrian Kelley and his staff find a way
to satisfy them.
Randolph’s Market & Delicatessen (northeast corner
of Bell Avenue and Rotterdam Street): For many
Irishtowners, the typical food bought at a chain
grocery store is far too common and crude. They
want only the best... and Randolph’s provides. Its
shelves are stocked with the choicest gourmet
foods available, and its Delicatessen can turn out
everything from a pound of potato salad to a
catered seven-course meal. This quality doesn’t
come cheap, of course, but for some Irishtowners
it’s more than worth it.
Vanderwaite & Flynn (602 MacDonald Avenue): “Jew-
ellers to Royalty,” this firm bills itself with justifi-
able pride. “V&F” creations have graced the heads,
hands, and necks of many princes and queens in
Europe, the Middle East, and Asia... not to mention
the society mavens of Hudson City. If you have to
ask the price, you can’t afford it — but there’s no
mistaking a V&F original, or the prestige wearing
one confers. The firm frequently loans jewelry to
famous actresses for Oscar ceremonies and other
special occasions.
ON THE TOWN
Irishtowners want to enjoy life, to be enter-
tained... and they’re willing to pay handsomely for
it. Some of their favorite “hot spots” include:
Club Irish (6869 Chatham Avenue): If it’s hip, if it’s
trendy, if it’s cutting edge, you’ll find it being played
and danced to at Club Irish, the hottest after-dinner
spot in Irishtown. Don’t even think about trying to
get in if you haven’t spent a few thousand dollars
on your clothes and hair... and are willing to spend
hundreds more on drinks and tips.
Far Bombay (300 Bell Avenue): Taking its name
from an old Sinatra tune, this upscale cocktail bar
serves drinks made from the rarest, most expensive,
gins, tequilas, and other exotic booze. Liquor snobs
flock to this place like deer to a salt lick to show off
their taste and talk with the “sommeliers” about the
latest and trendiest in alcohols. The decor mixes
Rat Pack chic with modern touches of neon in a
way that, surprisingly, works.
Marco Polo (990 Patterson Avenue): An intriguing
culinary experiment that succeeded, Marco Polo
offers a split menu: half Italian food, half Chinese
food. Most critics predicted it would fail within a
year, but somehow the mixture — not to mention
Chef Paul Chou’s excellent cooking — caught the
fancy of Irishtowners. Marco Polo also boasts a fine
selection of Italian wines.
Orleans (northeast corner of Cook Avenue and York
Street): The house salad costs $20, the menu is
entirely in French, and the wine cellar is stocked
with millions of dollars’ worth of bottles of wine
— even if the waiters’ combination of snootiness
and servility weren’t a tip-off, it wouldn’t be hard
to tell that Orleans is a restaurant patronized
only by the very well-to-do. Orleans consistently
receives a five-star rating from all the major
restaurant guides, and some argue it’s the best
French restaurant in America.
ALLEN STANFORD
10 STR
12 DEX
12 CON 10 BODY
13 INT
10 EGO
15 PRE
10 COM
4 PD
3 ED
3 SPD
4 REC
24 END 21 STUN
Abilities: +1 to Sight
Group PER Rolls,
Criminology 12-,
Deduction 12-, Forensic
Medicine 8-, KS: The
Law Enforcement World
11-, Lockpicking 8-,
Paramedics 12-, Security
Systems 12-, Stealth 11-,
Streetwise 12-, 20 points’
worth of Contacts in the
Law Enforcement World
of Hudson City
50+ Disadvantages:
None
Notes: A former Hudson
City cop and FBI agent,
Allen Stanford left public
law enforcement nearly
twenty years ago to form
Blazon Security Services,
a full-spectrum security
company providing
alarm systems, armed
guards, armored cars, and
bodyguards to customers
in need of protection for
themselves, their family,
and their property. His
business has done so well
that today he not only
provides security guards
for many communities in
Irishtown, he lives there
himself with his wife Cla-
rice and four children.
THE IRISHTOWN
SOCIAL WHIRL
More than a few rich people enjoy showing off just how
much moola they’ve got. Some do this by buying the fan-
ciest sportscars, biggest houses, or most expensive jewelry
they can. Another way, one favored by many Irishtown
families, is to throw elaborate parties
Over the years, an informal calendar of parties, balls,
cotillions, and similar events held by Irishtowners has
developed; the Irishtowners refer to it as “the social whirl.”
With so many wealthy families competing for time on the
social schedule, it’s tough for a newcomer to break into
the routine and make a mark for himself, but that doesn’t
stop lots of people from trying
The three rock-solid anchors of the social whirl are
the Frazier “Spring Gathering” in May, the Bankhurst
“cookout” in August (one of the few events that attracts
large numbers of the far-flung Bankhurst clan back to
Hudson City), and the Willoughby Christmas party
in mid-December. The latter is particularly highly-
regarded because of the skill displayed by the Willough-
bys’ cooks and caterers, and the lavish hands with which
their bartenders pour the drinks, but anyone who’s
anyone makes a point of appearing at all three func-
tions. Whether it’s filet mignon burgers and gourmet
Doghouse hot dogs at the Bankhurst compound, or the
elegant hors d’oeuvres and pastries at the Spring Gath-
ering, everyone has a good time
The other parties on the social whirl aren’t quite such
major affairs, but they’re a lot of fun nevertheless. Many
Irishtowners particularly enjoy the Andrews “wine and
cheese party” in September. The latest party to make it
big on the social whirl is Adriene and Jake Davidson’s
Halloween costume party in the Mustard Mansion; the
competition to win the prizes (best, scariest, sexiest, etc.
costume) can get intense!
Hero System 5th Edition
62 ■ The Lay Of The Land
Down in Fayettenam
Ya gotta have a bomb
Ya gotta have a gun
If you wanna see the sun
’Cause night comes down
Y’gonna hear th’ sound
Of bucks and nines
Guns and knives
Guns and knives
All’a the time
— from “Fuller,” by Dis Tense
Better known in city slang as “Fayettenam”
because of all the shootings that take place there,
Lafayette competes with Freetown and North
Elmview for the title of worst, most dangerous
neighborhood in the city. Most people would con-
sider its borders to be S. Jackson Street to the west,
Ferry Street to the east, the city limits to the south,
and a zig-zag pattern along Southridge Avenue,
Heine Street, and King Avenue to the north — but
the truth is that in most peoples’ minds it merges
almost imperceptibly with the Numbers and the
rest of Freetown (and to some extent with Latin
City as well, as the Hispanic community has started
to grow beyond the bounds of Ferry Street).
For the most part, Lafayette is a residential
neighborhood: few businesses can survive in such
a place, and most of them are small, one-person
or one-family operations providing services the
locals find indispensable (i.e., small grocery and
liquor stores) or desirable (such as beauty par-
lors and check-cashing services). The only major
employer in the area is the South Pumping Station.
Most of the residences are public housing projects
(not nearly so large or monolithic as the ones in
Freetown, but project nonetheless), tenements, and
run-down apartment buildings. For most people
who live in Lafayette, moving to Forsyth would be
considered a step up the social ladder.
Statistics paint a grim picture about what life
is like in Lafayette. According to the Department
of Social Services, over 90% of Lafayette residence
receive some form of public assistance (usually in
addition to public housing), and the unemploy-
ment rate approaches 50% in many periods. HCPD
officials claim that over half the men age 16 and
up living in Lafayette have criminal records or are
involved in gangs or the drug trade.
The crime picture in Lafayette is muddled,
though intense. No one street gang or crimelord
dominates the area, leading to frequent gang war-
fare and drive-by shootings. Gangstas selling crack
and heroin on the street aren’t the worst problem
for most residents, though; junkies who steal or
rob to get enough money for their next “fix” are far
more of a threat to the average Lafayetter.
See page 53 for a map of Lafayette.
THE NEEDLE
The narrow, arrow-shaped strip of land
between Pender Street, S. Truman Boulevard, and
Parsons Avenue has been known for years as “the
Needle.” By any measure it’s one of the worst, if not
the worst, neighborhoods in the city. Its tenements
are survivors (barely) of firebombings, urban street
warfare, and years of slumlord control. What few
retail establishments exist are so shabby and so
tightly barred and barricaded against crime that
they offer little incentive to shop there... other than
the fact that they’re all there is. Crime and drug
use are rampant (the neighborhood’s name doesn’t
relate entirely to its shape). All of the inhabitants
are black; any whites, Hispanics, or Asians who dare
to venture into the Needle are putting their lives in
serious danger. No one can remember the last time
they saw a cop car there.
LANDMARKS
The closest thing Lafayette has to a “landmark”
is the Barton Street Mission, located at the inter-
section of Hoke Avenue and Barton Street, not far
from the Barton Station subway stop. Founded in
1955, the Mission has served the poor, homeless,
and downtrodden of the area for five decades. It
serves three hot meals a day, not turning anyone
away until the food runs out. It also has a fifty-bed
homeless shelter that’s available on a first-come,
first-serve basis each night. The Mission’s board of
directors would like to expand the facility, but they
just don’t have the money.
SHOPPING
The retail businesses in Lafayette aren’t exactly
the kind that attract shoppers from other neighbor-
hoods.
Money Now! (4150 Ingram Street): For the low, low
price of twenty percent of its value, Money Now!
will cash your paycheck, welfare check, or tax
refund check and give you cash on the barrelhead,
no fuss and no waiting. Thick bulletproof win-
dows, steel bars on the windows, an excellent alarm
system, and a top-notch vault keep the place from
becoming a constant target for burglars despite the
large amounts of cash on the premises.
Ticino Liquor (84 Ticino Street): Offering the
gamut of potent potables from beer to malt
liquor, with occasional shipments of cheap wine
that owner Carl Lewison happens to lay his
LAFAYETTE
JULIE WALKER
8 STR
8 DEX
8 CON
9 BODY
10 INT
10 EGO
10 PRE
8 COM
2 PD
2 ED
1 SPD
4 REC
16 END 17 STUN
Abilities: PS: Book-
keeping 11-, Streetwise
8-, Survival (Urban) 8-,
Trading 8-, WF: Pistols
25+ Disadvantages: Psy-
chological Limitation:
Short-Tempered
Notes: A plump black
woman in her mid-
twenties, Julie lives not
far from the Mission
in Forsyth. She works
in Riverside Hills as a
bookkeeper and vol-
unteers at the Mission
three to five days a
week, usually at dinner-
time so she can serve
meals and help clean
up. Although she loses
her temper quickly and
becomes sharp-tongued
and waspish, she
genuinely wants to help
and is always on the
lookout for additional
things the shelter can
do to serve the Lafay-
ette community. She
knows a lot of the area’s
homeless on sight.
63
Hudson City ■ Chapter Two
hands on, Ticino Liquors ranks as one of the
most successful businesses in Lafayette. In fact,
Lewison doesn’t even live in Lafayette anymore,
having earned enough by selling cheap booze to
move his family to Riverside Hills.
ON THE TOWN
Most people in Lafayette have enough trou-
ble paying their basic bills — there’s not much
left over for wining and dining. But there are a
few popular places when someone does have a
few bills to spend.
N-Z (southwest corner of Livengood Avenue and Starr
Street): This club was a favorite of several of the
Lafayette gangs for a while, but a few incidents of
gang violence (including a shooting that left three
people dead) tarnished the place’s reputation. The
owners have been working hard to build the crowds
back up again, and they’re slowly but surely starting
to succeed. Rap star Dis Tense got his start per-
forming at N-Z on amateur night, and the owners
hope they can lure him back for a show sometime.
Taco Box (4187 Rosemont Street): The longtime
dream of local half-black, half-Hispanic entrepre-
neur Derrick Rodriguez, Taco Box opened in 2003
to serve Mexican food based on Rodriguez family
recipes. The name come from its signature “Box o’
Tacos” meal, which includes ten beef tacos, salsa,
and a bagful of tortilla chips. It’s become a big hit
with gangbangers looking for a late night snack and
junkies who’ve got the munchies.
IMAGES OF LAFAYETTE
Junkies passed out on the sidewalks of the Needle
Gang kids on streetcorners at night, trying their hand at
creating their own raps in between selling to crack cus-
tomers
A bag lady shuffling down the street, pushing a battered
shopping cart containing all her worldly possessions
Crowded, crumbling tenements
Partiers in N-Z forgetting the misery outside — at least
for a few hours
Empty beer and liquor cans and bottles casually discarded
on the sidewalk.
Hero System 5th Edition
64 ■ The Lay Of The Land
<“Yo, Carlito!”>
<“What up, man?”>
<“Git down here, man — we got work ta
do!”>
<“What th’ !$&*’s goin’ on?”>
<“It’s Martín, man — they killed him!”>
<“What the !$&*?!? Who, man?”>
<“Who d’ya think, man? It was those !$&*%@#
EME pricks.”>
<“What the !$&* happened? Wasn’t he with
you? Whyn’t you protect him?”>
<“Man, they jumped us, a dozen of ’em, there
was nothin’ we could do! They grabbed him,
shoved him into a van, and drove off. We got a
call later where to find him.”>
<“What’d they !$&*%@# do to him?”>
<“Man, they !$&*%@# nailed him into a big
wooden box with a bunch of starving rats. By
th’ time we got to him, we could hardly tell it
was him no more.”>
<“!$&*. !$&*!!!! We are going to !$&*%@# kill
those !$&*ers, man. You got your nine?”>
<“I do now.”>
— late-night conversation overheard in
the barrio near Corley and Stanton
Decades ago, Latin City was MacGregor Hill,
a part of Elmview — just another working-class
neighborhood among other working-class neighbor-
hoods. Beginning in the late Fifties and early Sixties,
immigrants from Puerto Rico began settling there in
large numbers due to the cheap housing and cost of
living. Increasing immigration from Puerto Rico, and
later Mexico and many Central and South American
countries, quickly turned the area into a full-fledged
barrio where the only signs in English are the street
signs... and sometimes not even them.
Today, Latin City fills the area south of Port
Avenue and east of Ferry Street down to the south-
ern city limits, and it’s threatening to spill over
into Lafayette and south Elmview as the Hispanic
population keeps increasing. It’s been called by a
lot of names over the years — Little Puerto Rico,
Havana North — but most people seem to have
settled on “Latin City.” The main inhabitants are
Puerto Ricans, Cubans, Mexicans, Nicaraguans,
Colombians, and Salvadorans — but natives of
every country in Central and South America can
be found there. Most of the area is fairly run-down
and squalid residential neighborhoods. Here and
there residents with money have tried to improve
things a bit, even building some duplexes amid the
sea of tenements and apartment buildings. Most
Hudsonites will tell you these “upper class” Hispan-
ics got their money dealing drugs; for their part, the
residents of Latin City dismiss this as discrimina-
tion — “if he’s a drug dealer, why don’t they come
and arrest him, huh?”.
But the truth is that Latin City has a major
crime problem — so much of one that in the Nine-
ties, Hispanic gangs backed by the Colombian
and Mexican drug cartels worked their way north
up the waterfront, displacing the Scatucci family
from its long-held fief there. Gangs like Los Reyes
(the “Latin Kings”) and the Mexican Mafia often
fight each other. It’s a constantly-shifting battlefield
where life is short, teenagers get rich dealing coke
and crack, and innocent bystanders get caught in
the crossfire. Besides the drug dealing, “businesses”
catering to other vices, such as the sex trade, have
also sprung up.
Anglos rarely cross into Latin City; it’s obvious
with every stare they receive that they’re regarded
with suspicion, fear, and hatred. However, a few
brave souls go there for the restaurants (many of
which are undiscovered gems, with food prepared
by native chefs) and the Latin nightclubs. None
of the residents — known as Latinistas — dislike
anglos so much that they’ll turn down their money.
LANDMARKS
Most of Latin City is pretty plain — street after
street of apartment buildings, bodegas, taquerias,
and other small businesses — but a few places
stand out.
City Rail Yard (2000 Potter Avenue): The largest
single employer in Latin City is the City Rail Yard,
where the Hudson City Transportation Commis-
sion maintains trains, fixes broken trains, and stores
trains not currently in use. It’s busy nearly 24 hours
a day, full of hustle and bustle that young boys like
to watch from nearby rooftops.
Hispanic Pride Community Center (southwest corner
of Willow Street and Whittier Street): Every neigh-
borhood has its heart, and for Latin City that’s the
HPCC — or just the “HP,” as it’s usually called on
the street. The center runs outreach programs to
help improve the lives of Hispanics in Hudson City,
helps find people jobs, sponsors (and often hosts!)
community events, fights drug abuse and gang vio-
lence, and generally does whatever it can to have a
positive effect on the community.
LATIN CITY
LORENZO OLMEDO
6 STR
8 DEX
8 CON
8 BODY
8 INT
7 EGO
8 PRE
9 COM
2 PD
2 ED
1 SPD
3 REC
16 END 15 STUN
Abilities: KS: Hudson
City Train And Subway
Systems 14-, Mechanics
11-, TF: Railed Vehicles
25+ Disadvantages: Age:
40+; Physical Limita-
tion: Badly Nearsighted
Notes: Lorenzo Olmedo
has worked for the
Hudson City Rapid
Transit Division, and
later directly for the
Transportation Com-
mission, for nearly thirty
years. He’s got an exten-
sive knowledge of how
the subway and train
systems work — knowl-
edge earned the hard
way by slogging it out
in the tunnels day after
day for years. His vision
has deteriorated to the
point where they won’t
let him actually operate
the trains anymore, so
they gave him a job at
the Rail Yard helping
to maintain and repair
them. He doesn’t like the
job as much, but it pays
a little better and it’s a
lot shorter commute, so
he deals.
65
Hudson City ■ Chapter Two
Elpedia Herranza, a striking woman about 30
years old, was hired in 2001 to replace the outgo-
ing director of the Center, and by all accounts she’s
done more than just fill his shoes. Her enthusiasm
(and at times stubborn determination) have ener-
gized the place, making volunteers work harder and
clients more hopeful. She’s proven quite adept at
wringing money out of the City Council and pri-
vate donors to keep the HP going, and more than
one reluctant politician has learned that when she
sets her sights on something, she doesn’t take “no”
for an answer.
SHOPPING
Most of the stores and shops in Latin City are
small family affairs — not even many chain stores
have opened there. If Latinistas want to really
indulge the urge to spend, they go west to the Stew-
artville Mall. Closer to home they can choose from
such places as:
Compás Hispanico (4538 Ervin Street): Latin music
has become popular in the U.S. in recent years, but
there’s still a lot of it that never makes it north of the
border into this country. Compás Hispanico (“His-
panic Beat”) stocks music and movies from Mexico,
the Caribbean, and South America that generally
aren’t available in the United States. Most of the store’s
customers are locals who long to hear the sounds
of home, but a few cutting-edge anglo music fans
wander in to try to pick up on cool new things before
the general population hears about them.
Elena’s (4020 Barnes Street): Eight years ago Elena
Padilla started supplementing her income from temp
jobs by taking in seamstress work at her brother-in-
law’s dry cleaning business. Today she has a business
of her own, where she sells both manufactured cloth-
ing and her own custom-made designs to Latinista
women — and she employs people to do
the sewing for her. An outspoken oppo-
nent of drugs and gang violence, she’s
had her store vandalized five times... but
that just makes her work all the harder.
Tienda de Todo (southeast corner of
Corley Avenue and S. Jefferson Street):
The “Everything Store” lives up to its
name: small though it may be, it seems
to have a little something of everything.
One-quarter of the store is given over
to groceries, but on the rest of the
shelves a determined shopper can find
toys, books, phone cards, playing cards,
toiletries, cosmetics, shoes, secondhand
clothes, and car parts... among other
things. The owner and sole employee,
Pepito Canalejas, is a smooth, fast-talk-
ing salesman always looking for a way
to make a quick buck.
ON THE TOWN
When the workday’s done, it’s
time for fun! And here are some of the
places Latinistas go to have that fun:
Águila y Serpiente (1740 Port Avenue):
Head south straight down S. Jefferson
Street until you hit Port Avenue, then hang a left.
Just a few doors down you’ll find Águila y Serpiente
(“Eagle and Serpent”), one of Latin City’s best res-
taurants. It doesn’t look like much from the outside,
but once you go through the doors you’ll see that the
owners concentrated on improving the interior rather
than the exterior. Everything is bright and festive,
with authentic Mexican decorations. And the food is
just as good as everyone says. Ray Meléndez and his
team (see page 141) eat there almost every day.
Ariando’s Tacos (334 Gates Avenue): If the health
inspector ever came into Ariando’s Tacos, he’d
probably have a heart attack. But dirty and dingy
though it may be, there’s no denying it makes some
damn fine tacos and other dishes. Residents who
couldn’t care less about how clean the place is flock
here every day for lunch and dinner.
Badass Hector’s (southwest corner of Parnell
Avenue and Ervin Street): With a name like “Badass
Hector’s,” you’d expect a bar/pool hall to be pretty
tough... and you’d be right. Both Hector Baquero
and his place live up to their name — anyone who
comes into Badass Hector’s had better be able to
look after himself. An anglo who walked in through
the doors would be lucky to walk back out through
them without having received a beating.
Club Aztec (southeast corner of Parnell Avenue and
Platt Street): One of the few relatively new and
“hip” businesses in Latin City, Club Aztec is just
what it sounds like: a nightclub decorated in a
sort of Aztec theme, right down to a scale model
of the Gran Templo Mayor on one side of the
dance floor (the DJ’s booth is up top, where the
sacrificial altar would be). The young and young
at heart come from all over Latin City... and even
anglo neighborhoods... to dance the night away to
a pulsing Latin rhythm.
IMAGES OF
LATIN CITY
Signs and posters all in
Spanish, not English
Hispanic boys too young
to grow full moustaches
yet hanging out down
on the streetcorner sell-
ing coke
The smell of Mexican
food cooking
The blood-driving beat
of Latin music coming
from passing cars, open
doors, boomboxes
Beautiful young His-
panic girls with long,
straight, black hair
Kids playing soccer in
the street
Hero System 5th Edition
66 ■ The Lay Of The Land
“I think the crime problem in the park has really
been blown out of proportion by the media.
Sure, we’ve got some crime here — what part
of Hudson City doesn’t? But it’s not like there
are packs of wild-eyed murderers and rapists
roaming the park at night looking for victims.
Between the crowds and the Park Police, most
areas are pretty safe. Just use your common
sense: don’t walk around by yourself after dark,
don’t leave your stuff unattended while you
play frisbee, things like that. If you get in trou-
ble, look for one of the blue lights; that indicates
a public safety phone that connects directly to
the Park Police headquarters.”
— Park Police officer Roberta Stimpson
During the founding of the city, Emil Hudson’s
business partner Andre LeMastre realized that
if Hudson’s plans came to fruition, the city he
(LeMastre) was drawing up plans for would soon
become very large. As a huntsman and lover of
fields and streams, he decided the residents of the
city would need an area of preserved wilderness
— a park — to restore and rejuvenate their spirits
when the dreary life of the city became too much to
bear. With this thought in mind, he set aside a large
area of land that would, by law, remain undevel-
oped in any significant way: no large buildings or
permanent residences, no major roads, nothing to
disturb the tranquility of the place.
Early in the city’s history, when much of the
land around it remained uncleared and unsettled,
no one gave much thought to LeMastre’s park. They
used the large, barren hill in the area for public
executions, but otherwise left the area alone except
as a hunting ground. But in time, the city grew as
LeMastre had predicted, and the need for LeMastre
Park — as everyone already called it — became
obvious. Blessing LeMastre for his foresight, the city
fathers established the Parks Commission to turn
the Park into a true urban recreation area, rather
than just a patch of wilderness.
Almost 2,000 acres (roughly three square
miles) large, LeMastre Park is more than twice
as large as Central Park in New York City and
occupies approximately four percent of the land
within the city limits. It includes approximately 350
wooded acres, 800 acres of lawns and fields, and
150 acres of bodies of water (Cedar Lake, various
streams and ponds, and the like). It also has:
■ over 90 miles of paths and walkways (some
paved, some not) suitable for walking, running,
biking, skating, and similar activities
■ approximately 12,000 benches, many of which
are “adopted” by citizens or businesses who become
responsible for their maintenance
■ dozens of sports fields for playing baseball, soccer,
rugby, and other games, as well as a section of
tennis courts
■ a large skate park (added in the early Eighties to
keep skateboarders off the paved pathways)
■ the Brucato Bandshell, which features an exten-
sive series of concerts and plays throughout the
year (outdoor concerts are sometimes held in other
parts of the park as well)
■ two nice restaurants (Elysian Fields south of
the Zoo near Mint Ridge; and Armstrong’s, near
Bankhurst) as well as numerous hamburger stands,
pushcarts, and other fast food/snack vendors
For a map of LeMastre Park, see page 36.
WILDLIFE
As the least developed area in Hudson City,
LeMastre Park is home to all sorts of wildlife
found nowhere else in the city. It’s a birdwatch-
er’s paradise, with nearly 300 species of birds
— mostly songbirds and the like, but also includ-
ing some waterbirds at Cedar Lake and along
the river. Ornithologists have even found hawks
and falcons in the forests; apparently they live on
pigeons and rats.
Besides the birds, Hudsonites can see squirrels,
chipmunks, raccoons, opossums, rabbits, and many
other small mammals. In recent decades the dep-
redations of feral dogs and cats have cut into the
native wildlife population somewhat, despite the
efforts of the Park Police to trap or shoot the preda-
tors (most of which are former pets abandoned in
the park by their owners). A charitable organiza-
tion, the Vrtis Wildlife Trust, works to preserve the
diversity of park species.
GETTING AROUND THE PARK
Except for 16th Avenue up in the northern
“panhandle,” no roads run through LeMastre
Park. Visitors take the subway or train to a stop
near the Park, or drive there and park in one of
the many lots lining it. A stout stone wall sur-
rounds most of the Park, allowing entrance only
at designated gates.
Once someone passes through one of the
gates, the only way to get around the park is on
foot, by bicycle, or the like. The law forbids gaso-
line-powered vehicles on park grounds, except for
(a) the scooters and other vehicles used by the Park
Police, (b) the Park’s official shuttlebuses, and (c)
LeMASTRE PARK
IMAGES OF
LEMASTRE PARK
The smell of fresh-cut
grass
Streams rushing over
rocks
People playing team
sports
Signs featuring a logo
with two cloud leopards,
pointing the way to the
Zoo
Kids running around,
shouting, laughing,
playing
The lights of Elysian
Fields sparkling out over
the southwestern park
after dark
Park Police cops patrol-
ling on horseback
HYFIELD
GREENHOUSE
What the Zoo is to
animals, the Hyfield
Greenhouse is to plants.
Featuring a rich, diverse
botanical collection,
including a valuable
assortment of rare
orchids, it’s a delightful
place for a refreshing,
restoring walk. It also
features a Butterfly
Garden and a series of
classrooms where the
staff gives lectures on
gardening, houseplants,
and similar subjects.
67
Hudson City ■ Chapter Two
other vehicles that receive short-term temporary
permits (usually for the purpose of setting up spe-
cial events). As a result, getting to the interior areas
of LeMastre Park can be a time-consuming chore...
but once you get there, it’s worth it.
Crime And Homelessness
After I was done with her, I hit her in the head
with a rock to shut her up, zipped up, and left.
Bitch ought to know better than to go jogging
after dark. God, I love the Park.
— David Greene, serial rapist
While most people who come to LeMastre
Park enjoy the facilities without any difficulties,
there’s no denying that the park has a problem with
both crime and homelessness.
Homeless people come to the park looking
for a place to camp out — usually in the forested
areas, where it’s harder to see them. At times some
of the wooded parts of the park have housed small
communities of homeless people. Most homeless
people come out of the woods during the day to
panhandle and look for something to eat, but by
the time night falls they’ll be back at their chosen
“campsites” (though sometimes fights break out
over “ownership” of the best places). Periodically
the Park Police roust the homeless out of the park,
but eventually they come back.
Crime is a much more serious problem.
During the day, it’s mostly property crimes:
purse-snatching; stealing unattended items; pick-
pocketing; three-card monte dealers. But after
night falls, more dangerous predators come out.
Muggers looking to earn a fast buck, rapists hunt-
ing for victims, and even street gangs on “wilding”
sprees infest the park, and woe to anyone they
come across.
Despite constant warnings from the police and
periodic horror stories in the news, people persist
in visiting the park after dark: young lovers looking
for a place to get intimate; joggers and walkers who
figure they’re safe if they stick to the lighted areas;
teenagers on dares. More than a few of them end
up as statistics on the police blotter... or as “guests”
at the City Morgue.
THE PARK POLICE
The Park Police, a 30-member branch of the
HCPD, tries to maintain order in the Park, but it’s
a tough job: they’ve got 2,000 acres, many of them
nowhere near a paved pathway, to patrol (mostly on
foot, though sometimes on bikes or horses). They
also have to take on park ranger-like duties to pre-
serve the wild areas, give nature tours, and so forth.
Some of them loathe the job, regarding it as a step
below “true” police work; others love the chance to
be outdoors all day in the park.
Park Features
LeMastre Park has so much to offer that even
long-time residents of the city rarely have a chance
to experience it all. Some of its most prominent
features include:
CALDWELL FOUNTAIN
In the eastern part of the park, just south of
the Greenhouse, stands a large, elaborately marble
fountain. In the middle of the fountain is a statue of
Christopher Caldwell, hero of the War of 1812 and
one of the early “movers and shakers” in Hudson
City. The plaza and meadows around the fountain
are a favorite site for picnics, sunbathing, frisbee,
pick-up tag football games, and similar activities.
In addition to the Caldwell Fountain, LeMas-
tre Park has four other ornamental fountains and
approximately fifty statues and monuments, the
newest being a statue of J.R.R. Tolkien surrounded
by small-scale versions of the characters he created
in The Hobbit and The Lord Of The Rings. Accord-
ing to informal polls conducted by the city’s papers,
most people would pick the Dinosaur Garden
statues (a tyrannosaur, a triceratops, and several
others) as their favorites.
HANGMAN’S HILL
The highest point in LeMastre Park is Hang-
man’s Hill, where citizens in the early days of the city
used to hang outlaws. Today it’s a considerably less
sinister place — people climb to the top to look at
the rest of the park, or jog up and down the hill for
exercise. At Halloween the Vrtis Wildlife Trust hosts a
large costume party here to raise money; some Hud-
sonites consider it the premiere event of the year.
Where the executioner’s platform once was,
a large stone called Gibbett Rock now stands. For
many years, a traditional prank played by Hudson
City teens was to sneak into the park late at night
and paint the rock. As the crime rate in the Park
has increased, this stunt has become much more
dangerous, and thus rarer. On at least two occa-
sions, teens in the park to paint the Rock were
assaulted or murdered. But still the tradition per-
sists among the daring and stupid.
THE HUDSON CITY ZOO
Originally known as the Scheulman Zoological
Gardens (after Jacob Scheulman, who donated a large
sum of money to get the zoo started), the Hudson
City Zoo adopted its current name in 1921, after it
was significantly renovated and expanded. Today
the Zoo receives millions of visitors a year, and is
regarded as one of the premiere zoos in America.
Zoo Director John Geistdoerfer took over the
leadership of the facility in 1985 and began a reno-
vations program. He closed the Zoo from 1988 to
1992, but when it re-opened the quality and cleanli-
ness of the new Zoo amazed and pleased city offi-
cials and Zoo visitors alike. It’s best known for its
Great Cats of the World and North American Small
Mammals exhibits, and the Peteira Aviary. The
Zoo’s logo features its famed pair of cloud leopards,
Tufani and Radi.
REX
5 STR
17 DEX
14 CON 12 BODY
10 INT
5 EGO
18 PRE
10 COM
6 PD
3 ED
3 SPD
5 REC
28 END 22 STUN
Abilities: HKA 1d6,
Running +1” (7” total),
Leaping +1” (2” total),
+5 PRE (only pro-
tects against Presence
Attacks), +3 PER with
all Sense Groups, Track-
ing for Normal Smell,
Ultrasonic Perception
(Hearing), Lightsleep,
Concealment 13- (self
only), AK: LeMastre
Park 8-, Stealth 13-,
Fringe Benefit: Leader
Of The Pack
Disadvantages: Physi-
cal Limitation: Animal
Intelligence; Physical
Limitation: Small; Phys-
ical Limitation: Very
Limited Manipulation
Notes: Rex — or Cani-
nicus Rexicus, to give
his full pedigreed name
— is a purebred mastiff
who escaped from his
owner and has lived
wild in LeMastre Park
ever since. Big and
broadchested, he looks
more like some mon-
strous, slavering, deadly
beast than a dog. He’s
the alpha male in a pack
of feral dogs that live in
the park: a ruler of out-
casts and rebels in a land
of neutered slaves.
Rex doesn’t particularly
like people. Anyone
who gets too close to
him is likely to find
himself under attack
by an animal who can
crack heavy bones with
his teeth without strain-
ing — he’s a survivor
and pack leader, not a
pet. But like most cin-
ematic animals, he has
an instinctive sense of
Right and Wrong, and
can at least develop a
grudging respect for
true heroes... and a
hatred for evildoers.
Hero System 5th Edition
68 ■ The Lay Of The Land
“Whadda we gotta come out here on the street
for, Nick? It’s cold, it’s raining. Let’s go back
inside the club and have some linguini.”
“What are you, stupid? Don’t you know the feds
have that place wired from top to bottom? We
don’t discuss business in there, Joe — we don’t
ever talk about anything incriminating, you get
me?”
“OK, Nick, OK, I got it, no problem. What’d you
wanna talk about?”
“You know that restaurant up on 4th, the
French one?”
“Sure, Nick, I been there a couple times.”
“Well, it’s been doing business with one of our
trash companies. But now the owner’s gotten
“sick and tired” of paying our “outrageous” cart-
age fees. He says he’s gonna switch to another
company. We gotta “persuade” him how stupid
that’d be.”
“You got it, Nick. Whatta you want me to
do, smack the guy around some? Bust up the
place?”
“No, moron. He can’t do any kinda business if
we go after him or his place. He’s got a kid — a
baseball player. Break one of the kid’s fingers. If
that doesn’t straighten this guy out, then we’ll
get rough.”
— conversation taking place
outside the Sicilian Oyster Bar
One of the city’s largest and most active ethnic
neighborhoods, Little Italy dominates the south-
western corner of the Northside. Its boundaries
are the city’s western limits, the river, N. Harrison
Street to the east, and 16th Avenue and Kurtland
Boulevard to the north.
Hudson City’s earliest Italian inhabitants were
mainly sailors and similar tradesmen, who lived
in the eastern part of the city along the waterfront.
Even through the period immediately after the
Civil War, only a few thousand Italians lived in and
around Hudson City. But from 1890 to the First
World War, nearly half a million Italians — most
of them contadini, landless farmers seeking a pros-
perous life in the New World instead of settling
for grinding poverty in the Old — immigrated to
Hudson City. Since they found the eastern parts
of the city already crowded (and many long-time
Hudsonites prejudiced toward them), most of
them went a few miles up the Stewart River and
settled on the Northside in lands which at that
time were mostly vacant. The early arrivals tried
to set up small farms, but as more and more Ital-
ians poured in, the area quickly gave way to rapid
urban growth... and attendant urban squalor. By
most accounts life in early Little Italy was miser-
able. Exploitive developers slapped up tenements
as fast as they could, leading to crowded neighbor-
hoods and frequent outbreaks of disease. The lack
of jobs in the area forced the men to commute back
to the eastern parts of the city to work; the need to
provide ways for them to reach work in the eastern
half of the city spurred the growth of commuter
rails and the subway (on which thousands of Ital-
ian laborers worked) as well as the extension of 16th
Avenue through and past LeMastre Park and Mint
Ridge. Numerous aid societies, many established
by groups of Italians who all came from the same
village or region in Italy, tried to make living condi-
tions better, but it was a long, hard struggle.
But despite segregating itself into one part of
the city, the Italian community eventually thrived.
Slowly but surely, Italian immigrants learned
English and merged with the city’s cultural main-
stream. Regardless of the negative image of Italian
gangsters that arose during the Prohibition era
and the 1930s, by World War II Italians were prob-
ably the most prominent and prosperous ethnic
group in Hudson City. Slowly but surely, as Italians
made money and entered city politics, Little Italy
was transformed from little more than a wretched
slum into a neighborhood of apartment buildings,
brownstones, and some detached housing, inter-
mingled with small retail and commercial districts.
It remains that way today, one of the most pictur-
esque and pleasant neighborhoods in Hudson City
as far as many Hudsonites are concerned. Most
long-time residents tell you they wouldn’t want to
live anywhere else in the world.
THE MAFIA
Italian benevolent associations weren’t the
only groups that arose in response to Italian pov-
erty and despair — organized crime evolved to
prey on Little Italy. The “Black Hand” gangs of the
early 1900s transformed into the Mafia during
Prohibition. From the Thirties through the Fifties,
Mafiosi dominated crime not just in Little Italy, but
throughout much of the Northside. Eventually the
various gangs coalesced into five “families”: Mar-
celli, Morelli, Scatucci, Torccone, and Verontese.
Each had its own territories and activities. (For
more on these groups, see page 158.)
Today, the Mafia remains a powerful part in the
Hudson City underworld, though not the dominat-
ing force it once was. Its ranks weakened by federal
LITTLE ITALY
IMAGES OF
LITTLE ITALY
Old Italian men playing
checkers in Hunsecker
Park, speaking Italian as
often as English
The red-and-white
checked tableclothes
used in so many Italian
restaurants
Groups of young
“businessmen” hanging
around outside “social
clubs,” smoking and
joking around
The taste of homemade
pasta and sauce
The smell of garlic bread
69
Hudson City ■ Chapter Two
prosecution and conflict with the Russians and other
criminal groups, it faces challenges it never even
had to consider forty or fifty years ago. But despite
these problems, in Little Italy and nearby neighbor-
hoods like Ardmore and Guilford, the Mafia’s power
remains supreme. Street crime is largely unknown in
Little Italy, since the Five Families keep the peace in
ways the police cannot. After all, if they don’t protect
their own sheep, they won’t be able to keep fleecing
them. The HCPD and FBI have tried repeatedly to
break this stranglehold, but the Mafia’s popularity in
Little Italy has thwarted most of their efforts. Many
a time the release or acquittal of a “suspected Mafia
figure” has led to riotous street celebrations and par-
ties in Little Italy, much to the disgust of the city’s law
enforcement community.
STEWARTSBORO
The southern part of Little Italy, known as
Stewartsboro, is less residential and more industrial
than the rest of the neighborhood. Lying along the
northern bank of the Stewart, it’s always been a
good location for factories, fish canneries, garment
production, and similar businesses. Historically, the
tenements and other residences in Stewartsboro
were the worst in all of Little Italy.
In the twenty-first century, things are a little
different. While some of the industry remains, a lot
of it began leaving in the Seventies. For years this
put Stewartsboro in difficult economic straits, but
in recent years urban renewal — in the form of old
factories renovated into small business office space
and loft apartment buildings — has revitalized the
neighborhood. Residents hope the trend continues.
LANDMARKS
Many visitors to Hudson City come to stroll
the streets of Little Italy because they consider the
whole place (or at least its heart, the area around
Poplar Avenue and Arthur Street) picturesque — a
feeling local businessmen have gone out of their
way to encourage. But aside from this sort of faux
cultural tourism, Little Italy does have a few genu-
ine attractions.
Hunsecker Park (eastern terminus of Peterson
Avenue): Even though LeMastre Park was just a
mile or so to the east, some early residents of Little
Italy wanted their own park as part of their neigh-
Hero System 5th Edition
70 ■ The Lay Of The Land
borhood. The city obliged by demolishing several
abandoned buildings and creating Hunsecker
Park. At first it wasn’t much to look at, but several
residents formed the Hunsecker Park Association
and set out to improve the place. Today, the results
of their dedication and hard work, and that of
their modern descendants, are apparent to every-
one: lush lawns, small copses of cultivated trees,
brightly-painted play equipment for the children.
Italian Heritage Museum (340 Peterson Avenue): This
cultural and learning institution is dedicated to the
history of Italians in general, and in Hudson City
in particular. It’s a common destination for primary
school field trips, and the site of an Italian Heritage
Day celebration that coincides with Columbus Day.
The attached Columbus Café restaurant serves sur-
prisingly good food.
SHOPPING
Little Italy has some great places to shop,
despite the inevitable flood of souvenir shops and
other places catering to tourists that most people
usually associate with it. Some of them include:
Lambertini’s Italian Grocery and Pizzeria (4642
Meade Street): If even homemade Little Italian
food is not enough — if you have to have genuine
Italian food straight from Italy itself — then Lam-
bertini’s is the place to go. Most of the food you’ll
find there doesn’t even have English labels, and the
deli meats and cheeses just can’t be beat.
If all that shopping makes you hungry, go
through the door in the back to the pizzeria. The
Lambertini family grows all its own vegetables,
makes its own sausage and hamburger, and uses
other fresh ingredients to make mind-bogglingly
delicious pizzas. Lambertini’s will even overnight a
custom-made frozen pie to you, if you’re willing to
pay the price.
Salem Square (southwest corner of Rowan Avenue
and Ritter Street): Salem Square is a small plaza
lined with shops. The tiling and architecture
roughly suggest those of Rome, but with a few
modern American touches. Most of the stores
sell clothing, shoes, or cosmetics for women, and
the goods are often imported directly from Italy.
There’s also a fine men’s clothing store, Rinaldi’s,
where Giacomo Rinaldi and his assistants create
hand-tailored suits for their wealthy clientele. Mob
boss Mario “the Prince” Maneti wears nothing but
Rinaldi suits, and has often been seen on television
in them.
ON THE TOWN
If there’s one thing Italians love, it’s social-
izing — so you’ll find plenty of great places to eat,
drink, and be merry in Little Italy. Non-residents
frequently come to the neighborhood for the fine
restaurants; sometimes it seems like every other
business there is a restaurant.
Four Kings (corner of Litchfield Avenue and Allen-
dale Street): Easily recognized from its distinctive
sign depicting a hand of four kings and the ace
of spades, Four Kings is a cut above your typi-
cal waterfront bar... though not by much. It’s the
perfect place for people who just want to sit and
drink: it doesn’t play loud music, doesn’t serve
food, and isn’t conducive to a lot of chit-chat. The
head bartender is a pretty woman named Donna
Scollari who’s well-known for her ability to insult-
ingly shoot down the variety of come-ons and lewd
propositions she gets every night.
Manetti’s (southwest corner of Beech Avenue and N.
Roosevelt Street): This Italian restaurant is known
not only for its fine food, but for its well-stocked
wine cellar. It’s said that Paul Manetti, Jr., the cur-
rent owner and son of the restaurant’s founder,
is such a connoisseur of Italian wines that he can
identify the vineyard and vintage of one from a
single sip. Manetti’s takes pride in making all of its
pasta and other dishes from scratch.
Sicilian Oyster Bar (southeast corner of Crowley
Avenue and Ritter Street): One of many “social
clubs” scattered throughout Little Italy, the Sicilian
Oyster Bar offers dinner, drinks, and dancing in a
nice, but not overly formal, atmosphere. It’s known
as a haunt of the Marcelli crime family.
Viva Italiana (southeast corner of Beech Avenue and
Fontaine Street): The brainchild of Tuscany-trained
chef Maurizio Grazioli, Viva Italiana has become a
major success since its opened in 1998. Situated so
that it’s easy to reach from both Ardmore and Mint
Ridge, it attracts a lot of customers from outside
Little Italy.
CHARLES HARMON
8 STR
10 DEX
10 CON
9 BODY
13 INT
13 EGO
15 PRE
9 COM
3 PD
3 ED
2 SPD
4 REC
20 END 18 STUN
Abilities: Bribery 12-,
Bureaucratics 12-,
Conversation 12-, High
Society 12-, KS: Hudson
City Politics 14-, KS: The
Mafia 12-, Lockpick-
ing 8-, Persuasion 12-,
Shadowing 12-, Stealth
12-, Streetwise 12-, WF:
Small Arms, Well-Con-
nected and 30 points’
worth of Contacts,
Money: Well Off
Disadvantages: None
Notes: Born Charles
Armonetti, Harmon is
a wealthy Democratic
powermonger. At ease
both with the very rich
and the very poor, he
has a knack for find-
ing out what people are
thinking and making
them feel at ease no
matter what their back-
ground. He’s part owner
of the Viva Italiana,
and can often be found
eating there.
A widower, Harmon
lives in Forsythia, a posh
seven-floor apartment
building in Guilford, in
Apartment 6-F. He also
has a place in Pierpoint.
IL GIORNALE
The Little Italy of the early twenty-first century isn’t nearly
as Italian as it was even forty or fifty years ago, much less
a century ago. Thanks to years of cultural integration, the
modern economy, and mass media, most Little Italians
grow up without ever learning Italian, and many of them
don’t stay in the neighborhood after they grow up — they
move out to other neighborhoods, or even leave Hudson
City altogether.
Despite this, there are still more than a few Little Ital-
ians who remember the old country fondly... even if only
from stories their parents and grandparents told. Most of
them speak English well enough, but they’re also fluent in
Italian, and many of them prefer the lyrical language of
Rome to the Germanic strains of the Scepter’d Isle.
It is to such people that Il Giornale (“The Daily”) appeals.
Begun in the late 1800s by Italian journalists who emi-
grated to Hudson City, Il Giornale is Little Italy’s neigh-
borhood newspaper. As the name indicates, it was once a
daily, but with the passing of time it lost many of its cus-
tomers and eventually transformed into a weekly.
Full of local news (often written in a gossipy style), articles
on subjects of interest to Little Italians, and ads from local
businesses, Il Giornale is published in Italian. Bowing
to the inevitable, the publisher introduced an English
version in the late 1970s, though it’s available mainly by
subscription (or, these days, on the World Wide Web). If
you want to know what’s going on in Little Italy, pick up
a copy of the latest Giornale — it’s the next best thing to
being hooked into the Mafia.
71
Hudson City ■ Chapter Two
“Hey, man, what’s up? Wanna go to the park,
toss the frisbee around?”
“No way — check this out!”
“Holy *%&! — is that real?”
“Yeah, you know it, man.”
“Where the hell’d you get a gun?”
“You hear all that noise last night, where the
cops were chasing some gang kids from the park
through here?”
“Yeah, woke me up ’n’ all.”
“Well, I figure one’a those gang kids must’ve
had it with him, and he tossed it while he
was runnin’ behind our building so the cops
wouldn’t catch him with it. I found it out back
this morning.”
“No *%&!. Does it work?”
“I doubt it. It’s already all rusty from the dew
an’ *%&! this morning.”
“Cool, lemme see it.”
“Sure, here ya...” <BLAMM!> “Joey? Joey?!?”
— incident on Delano Avenue
Years ago, not long after Hudson City was
founded, a rich old man named Horace Oakley
moved to town. He claimed to have made his
money trading cotton and indigo down in South
Carolina. He bought a large piece of land a few
miles out of town — a hilly place where the Dela-
ware Indians used to gather mint plants. He built
an estate there that he called Mint Ridge. He lived
there by himself, a recluse, attended only by a few
servants. When he died alone and with no heirs, his
land escheated to the state, which sold it to the city.
The city fathers briefly considered using Mint
Ridge to enlarge LeMastre Park, but at the time the
park was already far larger than the city needed it
to be, so they did nothing with the property. In the
early twentieth century, as the southwest corner of
the Northside was growing due to the incoming
wave of southern European immigration, develop-
ers bought the land from the city and built cheap
housing there. It remained more or less an ethnic
ghetto for Italians, Greeks, and Balkan immigrants
until after World War II. The housing boom at
that time created a demand for better living areas,
and developers with vision thought Mint Ridge
had potential. They bought up the land relatively
cheaply, bulldozed the tenements and ramshackle
houses, and built new residential communities
more suitable to the pre-baby boomer generation...
and their children.
Today, Mint Ridge is a thriving residential area
bounded by 16th Avenue to the north, LeMastre
Avenue to the south, N. Harrison Street to the west,
and LeMastre Park to the east. Being right next to
the park has made it a desirable neighborhood for
many families, with a resulting steady increase in
property values over the past few decades (though
proximity to the park creates some crime and social
problems as well). Plenty of families with south-
ern European names still live in the area, but for
all intents and purposes it’s become just a typical
generic American middle-to-upper-class urban
neighborhood.
Most of the residences in Mint Ridge are
apartment buildings or brownstones, but there are
a few neighborhoods of small detached houses in
the southern part of the area. The central parts of
the area — around Crowley and Litchfield Avenues,
where Horace Oakley’s mansion used to stand
(though it was completely demolished nearly sev-
enty years ago) — are the retail district. And here
and there, in backyards and gardens, you can still
find a mint plant or two if you look around a bit.
The crime rate in Mint Ridge is generally mod-
erate... though that seems to be changing. Experts
believe the neighborhood’s proximity to Little Italy
used to “protect” it from street crime to a large
extent — the Mafia dominated the underworld here
as it does west of N. Harrison, keeping the citizens
safe from violent assaults and burglaries while
exploiting them in less obvious, less immediately
dangerous ways. But in recent years, the influx of
vicious Russian mobsters into Moscow West (and
the resulting competition between them and the
Mafia) and the increase in crime in LeMastre Park
have spilled over into Mint Ridge. More than a few
apartment buildings have hired outside security to
protect the residents, and it’s not as safe to walk the
streets at night as it once was. But Mint Ridge is still
light-years ahead of places like Bayside and Elm-
view, not to mention Lafayette and Freetown, when
it comes to public safety.
See page 69 for a map of Mint Ridge.
LANDMARKS
For the most part, Mint Ridge is just another
residential neighborhood, but it’s got a few places
that attract outside attention.
Church Of The True Messiah (northwest corner of
Rowan Avenue and Onondaga Street): Considered by
many people a cult of the most pernicious sort, the
Church of the True Messiah maintains its “World
MINT RIDGE
IMAGES OF
MINT RIDGE
The smell of a mint leaf
crushed between the
fingers
The music, costumes,
dancing, and food of the
Greek Festival
The trees of LeMastre
Park off to the east,
turning colors in early
autumn
The facade of the Odeon
Theater
Hero System 5th Edition
72 ■ The Lay Of The Land
Headquarters” in Mint Ridge in what used to be an
office building. Periodically anti-cult protesters stage
small rallies or demonstrations on the street outside.
See page 132 for more about the Church.
Dormition Greek Orthodox Church (4765 Algonquin
Street): This Greek Orthodox Church, on the other
hand, is the height of respectability. Its members
include some of the most influential families in
Mint Ridge, but people of southern and eastern
European extraction all over the city also belong
to it. Every May the church holds its annual Greek
Festival, which attracts all kinds of Hudsonites
eager to hear the music, watch the dancing, sample
the delicious food, and maybe even have a small
glass of ouzo... or two....
Odeon Theater (southeast corner of Elmore Avenue
and Oneida Street): Though it still shows movies,
the Odeon is renowned as the site of the final gun
battle between Hudson City’s crimebusting masked
mystery man, the Raven, and “Machine Gun
Marko” Ghazarian, one of America’s most-wanted
criminals at the time. Ambushed as he exited the
theater, Ghazarian and his men fought back hard.
By the time the shooting was done, Ghazarian and
most of his men lay dead or dying, and every car
and storefront along the block was pockmarked
with bullet holes. To this day objects damaged in
the gunfight are sold in Hudson City antique and
collectibles stores.
SHOPPING
The Mint Ridge retail district has a few stores
Hudsonites all around the city know about.
Dellinger’s (southwest corner of Litchfield Avenue
and Oneida Street): “It’s no Boudreau’s,” as 1960s
wit Walt Finney once observed, and no one can
deny it... but most people think Dellinger’s is still
a pretty great department store. It carries an enor-
mous inventory of items, and its employees have
a much-deserved reputation for their friendliness
and service. Its wedding, china, and jewelry depart-
ments are particularly well-regarded.
Dolman’s Confectioners (620 Crowley Avenue):
What better place for Hudson City’s best-known
candy store than Mint Ridge? From its hand-made
chocolate truffles, to its tantalizing pies and cakes,
to the so-good-they’re-almost-addictive sugar
cookies, Dolman’s has it if it’s sweet and delicious.
Dolman’s gift baskets are a favorite Christmas pres-
ent for many Hudsonites... and they can be shipped
around the world!
Yesterdays And Tomorrows (365 Crowley Avenue):
Large and chaotic, this antique store is a favorite
of treasure- and bargain-hunters. Amidst its laby-
rinthine shelves you can find everything from top-
quality rare antiques to chachkis that barely rise
above the level of junk. But “one’s person’s trash is
another person’s find of a lifetime,” as owner (and
self-described “packrat collectomaniac”) Patricia
Lindsay says.
ON THE TOWN
Since Mint Ridge is mostly a residential area,
a lot of people who live there don’t want to go back
into the main parts of the city once they get home
from work. If they’re going to go out, they’d rather
stick close to home, at places like these:
Daphne’s On Birch (northwest corner of Birch Avenue
and Cayuga Street): “Continental cuisine in an
elegant atmosphere” is what it says on the door
and the menus in gilt lettering, and Daphne’s lives
up to that motto. Owner and head chef Daphne
Morin wants each customer’s dining experience to
be unique and exciting, so she pushes herself and
her staff hard to stay fast, creative, and clever... and
it shows.
Greek Islands (northwest corner of Elmore Avenue
and Algonquin Street): If it’s from Greece and you
eat it, you can get it at Greek Islands: moussaka,
baklava, souvlaki, keftethes, and lots more. And as
if the food weren’t enough, the nightly bellydancing
show is not to be missed!
LeMastre West Bar And Grille (457 LeMastre Avenue):
The name says it all: this is a place to sit down,
relax, and get a burger or a steak, not a big, fancy
meal like you could have at Daphne’s. One wing of
the building is a bar, so you can have a beer with
your burger if you want. LeMastre West is a few
cuts above your everyday burger joint, and it’s a
neighborhood favorite — the Maddocks, who own
it, have been mainstays of the Mint Ridge commu-
nity for years.
HIGH FATHER
PATRICK TALMADGE
9 STR
10 DEX
10 CON 10 BODY
10 INT
10 EGO
13 PRE
11 COM
3 PD
3 ED
2 SPD
4 REC
20 END 20 STUN
Abilities: Bureaucratics
8-, Conversation 12-,
KS: Church Doctrine
And Practices 12-, KS:
Football 11-, Oratory
12-, Persuasion 12-, PS:
Play Football 11-, PS:
True Messiah Priest
11-, Contacts (10 points’
worth, among Church
members of impor-
tance), Fringe Benefit:
Membership (High
Father in Church of the
True Messiah)
25+ Disadvantages: Psy-
chological Limitation:
Devout; Social Limita-
tion: Subject To Orders
Notes: A former col-
lege football player
who’s gone soft with age,
Patrick Talmadge was
anointed a High Father
(roughly speaking, a
priest) in the Church of
the True Messiah five
years ago. Thanks to his
talents for administra-
tion and proselytizing,
in 2003 the Church
leaders assigned him
to the Church’s head-
quarters and gave him
a position of responsi-
bility in the Outreach
Program — the Church’s
term for its recruitment
network. Since then he’s
worked hard to bring
unbelievers to the light
of the True Messiah.
73
Hudson City ■ Chapter Two
He didn’t look like much, the little man sitting
in the coffee shop. Old and worn out by life,
liver spots covering the backs of his hands and
his scalp where there weren’t any wisps of grey
hair, he looked just like any other old Russian
living out his days here in Hudson City instead
of the bitter cold of Moscow or St. Petersburg.
That is, he didn’t seem like much until one
observed him more closely. The two younger
men, the hard-looking ones with the rigid
posture of former KGB agents that sat nearby
— they seemed to hang on his every move and
gesture. The rest of the people in the coffee shop
were subdued, as if the old man were a por-
celain doll and the least little bit of loud noise
could break him. And though the old man’s face
was worn with age, a fire of malice and greed
still glittered in his eyes.
Before another ten minutes had passed, the old
man finished his coffee. He got up and walked
out, signaling to the two men to follow. He
didn’t bother to put any money on the table
before he left.
Down the street the three men walked, and
people on the sidewalk got out of their way. They
went around the corner and down another half
a block to the little grocery store with the sign
above it that said Vanechka’s. It wasn’t open
yet, but the old man banged on the front door.
A few seconds later, a worried-looking man
hurried up and opened the door from the
inside. <“Mr. Molenko, sir, how good....”> The
rest of his nervous speech was cut off when the
two big mafioski grabbed him and hustled him
into the back room. The old man followed at
his own pace.
When he got to the kitchen, he found his two
bodyguards holding the grocer in a chair. He
looked at the terrified man sadly and shook
his head as if in sympathy. <“Vanechka, Van-
echka... you disappoint me. It was to be yester-
day that you repaid me, was it not?”>
<“Yes, sir. I’m very sorry, sir, but business has
not been good this past month... I only have a
little of what I owe you. If I could only have
a little more time on the debt, I promise I can
repay in full!”>
<“What, with the interest mounting day by
day? I think not. No, Vanechka, you must pay
us now. I have run out of patience.”>
<“But... but Mr. Molenko, I swear to you, I don’t
have the money! All I have is in the register out
front, there is nothing more!”>
<“So... that is all, those few dollars?”>
<“Yes, yes, I swear it!”>
As the old man considered, he walked around
the room, lightly touching utensils and boxes
of food, running his fingers along metal tables.
Then he spoke. <“It seems, then, that we shall
have to find some other way to get paid.”> And
with the delicate grace of an artist he turned on
the meat slicing machine.
Vanechka shrieked once, hollowly, as the two
bodyguards picked him up and carried him
over to the machine. With surprising strength
the old man grabbed the grocer’s head and
forced his face into the machine’s meat-holding
bar. Then with one quick gesture he moved the
cutting blade across the underside of the bar,
trimming a thin slice of flesh off Vanechka’s left
cheek.
<“So, you will pay us now?”> Vanechka only
bawled and screamed incoherently.
Another pass, another slice. <“And now?”>
<“Yes, yes!”> Vanechka shrieked through his
blubbering.
“Ahhh,” the old man sighed, letting Vanechka
go. The grocer stumbled back and fell down on
the floor. He clutched his cheek, blood seeping
out around his fingers.
<“Since you have no money, I will have papers
drawn signing half your business over to me.
Fair, yes?”> Vanechka only nodded miser-
ably. <“Good, then,”> the old man continued.
<“We’ll come by tomorrow for you to sign.”>
In the late nineteenth and early twentieth
centuries, when Italian and southern European
immigrants began to enter Hudson City by the
tens of thousands, the wedge of land between
what are now LeMastre Avenue and N. Harrison
Street was part of the large Italian ghetto. But
beginning in the 1920s, other immigrants, ones
coming from Russia, eastern Europe, and Arme-
nia, began to displace them. In fact, so many
Russians (many of them fleeing the chaos of the
Bolshevik Revolution and its aftermath) settled
there that many people began to call it “Moscow
West” instead of its official name, Graham.
MOSCOW WEST
IMAGES OF
MOSCOW WEST
Orthodox Jewish schol-
ars in their black clothes
and hats, walking down
the street conversing in
fluent Hebrew
Hard-eyed old Russian
men and women sitting
on benches, passing the
time
The burning taste of
vodka, chilled to just
above freezing and
tossed down in one swift
gulp
The rumble of the
subway running under
Huron Street
Hero System 5th Edition
74 ■ The Lay Of The Land
The neighborhood’s population grew and
changed in the years leading up to and immediately
after World War II as numerous Jews fleeing Nazi
and Soviet oppression made it to Hudson City and
settled down there. Thanks to their bravery and hard
work, Moscow West today has several lovely temples
and renowned Hebrew libraries; it’s also the home of
the Hebrew University of Hudson City (see below).
Moscow West’s population remained steady or
decreased in the years leading up to the late Seven-
ties. At that point, Russian immigration to the area
took an upswing. Unfortunately, few officials in the
United States realized then, but are bitterly aware
now, that more than a few of the emigrants the
Soviet Union released as a symbol of “cooperation”
and its “commitment to global peace” were actually
hardened criminals it wanted to get rid of. Moscow
West’s crime problems date to that time, though it
was only in the Nineties, after the fall of the Soviet
Union and the removal of any significant restric-
tion on travel to and from Russia, that the problem
assumed its current dimensions.
Like Little Italy, Moscow West is a mixture of
residential and retail areas, with some light manu-
facturing or similar concerns along the waterfront.
Businesses such as corner grocery stores, neighbor-
hood bars, and ethnic restaurants predominate in
the retail areas. A small tourist trade has sprung up
in the past couple of decades, and some businesses
cater to this as well.
Moscow West experiences relatively little street
crime, but despite this criminals — the Organi-
zatsiya, or Russian Mafia — dominate the neighbor-
hood. Different groups and gangs fight for turf and
power, in the process squeezing the residents for
as much as they can afford... and sometimes catch-
ing them in the crossfire. The FBI and HCPD have
worked hard to break the gangs’ hold over the area,
but so far it seems to be a losing battle — most resi-
dents won’t talk to the police, both because of fear
of retaliation and poor experiences with Nazi and
Soviet authorities in the past. Until they learn to
band together and oppose the thugs preying upon
them, or someone comes along who can help them
outside of “official” channels, they’ll never truly be
able to live in peace. (See page 166 for more informa-
tion on Russian organized crime in Hudson City.)
See page 69 for a map of Moscow West.
LANDMARKS
Most of the residents of Moscow West keep to
themselves, and are just as happy for outsiders to
do likewise and not come into the neighborhood.
But sometimes interesting places attract visitors.
Hebrew University Of Hudson City (6300 Cayuga Street):
Founded in 1948 by Simon ben Eshel, a rabbi born
in Germany, HUHC has grown from a small, little-
known rabbinical college into a world-renowned
institute for the study of Torah, Talmud, Jewish his-
tory and philosophy, and related subjects. Some of
its professors are ranked among the most respected
Jewish scholars in the world, and its library contains
many rare and valuable texts. The HUHC’s Board of
Visitors is currently negotiating with the city for sup-
port and funding to expand the university.
Slavic Languages Institute (6452 Oneida Street):
Half a school and half a translation service, the SLI
was founded in 1981 to study Russian, other Slavic
languages, and their literature. Unfortunately, schol-
arly study alone didn’t pay the bills, so the Institute
slowly and painfully transformed itself into a
paying business. In addition to teaching Westerners
Russian, as a community service it teaches English
as a second language to Russian immigrants.
SHOPPING
Most of the shops and stores in Moscow West
are the typical small, family-run businesses you’d
find in almost any big-city neighborhood. But a few
stand out from the crowd.
Iron Curtain Imports (northwest corner of Meade
Avenue and Huron Street): The motto under the
sign reads “Bringing the Biggest Yard Sale in World
History Direct to You!”, and that’s a pretty accurate
assessment of the situation. Owner Leon Alexandrov
buys surplus Soviet military and government goods,
ships them to this country, and puts them on sale
as Cold War curios. Given the way the kleptocrats
in Russia are selling off their country piecemeal for
a quick buck, he can get just about anything if the
price is right and it’s legal to export and import. He
also occasionally deals in genuine Russian art and
antiquities for selected customers. Most of his busi-
ness is by mail order, but his store in Moscow West
allows for plenty of walk-in shopping.
Lukin Tobacconists (southwest corner of Coyle
Avenue and Huron Street): Smoking is one of many
vices that many Russians indulge in to excess —
and some who’ve come to this country miss their
favorite brands from back home. Lukin Tobacco-
nists carries not only common American brands
of cigarettes, but a wide variety of smokes from the
Old Country.
ON THE TOWN
If you find yourself in Moscow West with a
desire to wet your whistle or have a bite to eat, try
these places.
Red Square (346 Graham Avenue): Russian cui-
sine isn’t exactly the most popular ethnic food in
Hudson City, but there are some — including many
in Moscow West — who enjoy it. And the best place
in town to get it is Red Square, an understated
but refined restaurant opened in 1989 by Russian
emigre Alyosha Chernyshev and his wife Stepanida.
Decorated in a style that mixes traditional Russian
motifs with modern American flair, it appeals to
native and immigrant alike.
White And Black (244 Joyce Avenue): Dark and
a little dank, this bar is a lot like many in Russia
— and that’s the whole point. It caters mainly to
residents who want to drink in familiar surround-
ings, not to visitors or tourists. Most tables have a
chess set on them in case anyone wants to play a
game; some of Moscow West’s old men — includ-
ing, rumors say, some mafioski — sit here nearly all
day, every day playing chess and sipping vodka.
PIOTR KUZYOMIN
10 STR
10 DEX
10 CON 10 BODY
13 INT
10 EGO
15 PRE
8 COM
4 PD
3 ED
2 SPD
4 REC
20 END 20 STUN
Abilities: Climbing 8-,
KS: American Special
Forces 11-, KS: Cold
War History 11-, KS:
The Military/Merce-
nary/Terrorist World
8-, KS: Military Science
11-, KS: Russian Cold
War Military Doctrine
8-, KS: Russian Special
Forces 14-, PS: Play
Chess 16-, Stealth 11-,
Streetwise 8-, WF: Small
Arms, Contacts (20
points’ worth, in the
Russian military and
government)
Disadvantages: Age:
60+; Psychological Limi-
tation: Just Wants To Be
Left Alone To Enjoy His
Retirement
Notes: If you want to
take on the top dog
among the chess players
of Moscow West, you’ll
have to track down
Piotr Kuzyomin and
get him to agree to a
match. Usually you can
find him at White And
Black, or maybe outside
one of the shops not far
from LeMastre Park.
Time was when he was
a powerful warrior, a
member of the Spetznaz
who performed all sorts
of covert operations for
the Russian government.
But those days are long,
long behind him now;
most of his skills have
atrophied or been for-
gotten altogether. Today
he just wants to enjoy
his retirement here in
the capitalist paradise,
play chess, and leave the
old days behind him.
75
Hudson City ■ Chapter Two
“Herr Colonel Cross, are you ready to see
German soldiers marching through the streets
of your precious Hudson City? For I promise
you, soon they shall.”
“Your life’s your own, Major — but there are
parts of Hudson City that I’d advise you to stay
out of even if you have the entire Wehrmacht
at your back.”
—Colonel Rick Cross and Major Arndt
Teufelmann, from the movie Cross’s Cavaliers
“Even on the brightest days, it’s always dark as
night in North Elmview.”
—former Hudson City Commissioner
of Police Kenneth Walshe
Page 46 describes the early history of the entire
Elmview area, which once included the neighbor-
hood now known as North Elmview (i.e., the part
bounded roughly by Ferry Street, Day Avenue,
and the coast). Traditionally the northern part of
greater Elmview was the roughest, most industrial-
ized part of the neighborhood. In the early days of
the city it was a center for shipping, bulk storage,
and manufacturing. As the technologies involved in
those industries evolved, so did northern Elmview...
though it remained a district of tough, brutal men
working hard jobs, never becoming residential
except for a few flophouses and
cheap hotels catering to sailors,
dockworkers, and the lower
end of society.
Beginning in the 1950s,
some parts of the area
— particularly eastern Redwine
Avenue, known today as “the
Strip” — began to become a
center for the city’s sex trade.
First topless bars and strip
clubs, then in time harder-core
vice businesses, congregated in
the area. This, in turn, attracted
pimps and prostitutes. Unable
to make these problems go
away entirely, the city fathers
settled for segregating them
into northern Elmview, an area
no one important cared about
that was slowly but surely slid-
ing into an economic malaise.
Leading residents of Elmview,
not wanting to be associ-
ated with such a sordid mess,
worked hard to get Hudsonites to think of that area
as “North Elmview,” a separate neighborhood from
theirs, and by the early Seventies had succeeded.
And the “neighborhood” has only gone down-
hill from there. The sex trade still dominates the
area from the Strip, and has in some places spread
beyond it... and not always publicly, since some of
the “businesses” in North Elmview do things even
most hardened criminals find repugnant. Along the
waterfront, barely-used docks, empty or half-empty
warehouses, and cheap, dirty bars are the order of
the day. Elsewhere, the “residents” live in weekly
rate hotels, some of the worst tenements and slums
in the city, or a few dirty housing projects erected
in the Sixties... or simply squat in abandoned build-
ings. In addition to plenty of illegal businesses, a
few legal businesses eke out a living catering to the
human refuse, or take advantage of the incredibly
cheap rents to remain profitable, but they don’t
exactly do anything to improve the quality of life in
the area. Unless you grew up there, in which case
you probably don’t function well in society, to walk
the streets of most parts of North Elmview is to
take your life in your own hands. But whatever sort
of human evil or perversion you’re looking for, you
can find it there... provided you can pay the piper.
The western and southern parts of North Elm-
view are a little better and safer than the Strip and
parts north and east of it. Thus, you find more of
North Elmview’s non-sex trade businesses there, along
NORTH
ELMVIEW
NORTH ELMVIEW
HOUSING PROJECTS
Back in the Sixties, the
city and federal govern-
ments tried to “revital-
ize” North Elmview by
building a few housing
projects. It didn’t work,
but people too poor or
troubled to go elsewhere
still live in these miser-
able places. The largest
and most prominent of
them are:
Elmview Terrace
Hornaday Towers
Kennedy Heights
Victoria Gardens
Hero System 5th Edition
76 ■ The Lay Of The Land
with various tenements and apartment buildings that
aren’t quite the picture of utter, abysmal squalor.
CRIME
The crime most associated with North Elmview
is prostitution, which is omnipresent along the Strip
(see below). Territory along the Strip shifts con-
stantly, though it’s widely believed that four vice lords
— Cleopatra, a former prostitute; Ernest “King” Cole,
infamous throughout America as one of the country’s
chief creators and peddlers of pornographic maga-
zines and films; the corpulent “businessman” who
uses the street name Caligula; and upscale master
pimp Carl Spears — control most of the flesh trade
to one extent or another. However, none of them has
ever been prosecuted for any major crimes. See page
181 for more information.
There’s some other street crime along and
around the Strip — pickpocketing, the occasional
mugging, three-card monte, that sort of thing —
but the merchants on the main parts of the street
try to keep it to a minimum so their customers
don’t get scared away. Rumor has it they occasion-
ally hire gangs of thugs to “clean out” undesirables.
Beyond the relatively bright and clean Strip,
things get considerably worse. Vice acts too degener-
ate for public viewing — child pornography, white
slavery, torture clubs, and worse — sprout like fungi in
the darkness, and anyone who walks the streets is fair
game for the criminals and gangsters who call them
home. Among the housing complexes, the Doom
Fever posse dominates the drug trade, eliminating
rivals and other problems with swift, lethal violence.
The Morelli family controls the Atlantic-side docks,
but the ones along the river remain open territory, and
Speargun (page 179) has been steadily encroaching on
them from his base of power further west.
LANDMARKS
It’s no Bankhurst or Worthington, but North
Elmview has a few interesting places marked on
the maps.
Five Points: The intersection of S. Monroe Street,
South River Drive, and Redwine Avenue has tra-
ditionally been known as Five Points. Early in the
neighborhood’s history it was mostly a cluster of ten-
ements beset by poverty, youth gangs, and epidem-
ics of cholera and dysentery. Eventually businesses
displaced the residences. As the Strip spread east like
a virus it swallowed up Five Points, turning the run-
down office buildings and stores into exotic dance
clubs and peep show parlors. Today the intersection
is just a tawdry neon altar where the lonely and the
degenerate worship the naked female body in all
their perverse ways. New York City found a way to
clean up Times Square, but Hudson City’s never even
tried to remake Five Points.
Gilead Park: The only part of North Elmview that
isn’t unrelieved urban blight is Gilead Park, a little
southeast of Five Points. For reasons no one can fully
explain, somehow more than a little of the park’s
grass and trees have survived the neighborhood’s
long, slow slide into corruption and decay. But that’s
not to say it’s a nice place. These days, it’s mostly used
by homeless people as a camp, by drug addicts as a
place to buy and shoot up, and by prostitutes as a big
outdoor bedroom where they can transact business
with johns too cheap to spring for an hour at a hotel.
SHOPPING
In North Elmview? Are you kidding? It’s hard
enough to find a place that sells groceries, much
less other things...
...unless those other things are pornography,
hookers, or drugs. If you’re willing to get dirty
enough, lucky enough to talk to the right people,
and tough enough to survive, you might even be
able to find stuff that even stores on the Strip won’t
sell. But if you stick to the Strip, you can easily find
places like these:
The Emporium (537 Redwine Avenue): Your one-
stop shopping place for all the pornographic
magazines, adult videos, sex toys, and other erotic
paraphernalia your perverted little heart could
desire. The home store of Ernest “King” Cole’s por-
nography empire, the Emporium caters to everyone
from “adventurous” young couples to truly sick
freaks: the deeper you go into the store, the harder-
core the wares become. But none of it violates the
law; Cole wouldn’t endanger his various businesses
by stocking anything illegal.
Erotic Fantasies (626 Redwine Avenue): Ever
wanted to star in your own adult film? Well, now
you can! The digital fleshmongers at Erotic Fan-
tasies can take a few pictures of you, then insert
you into one of several dozen pornographic
videos via the magic of computer manipulation.
Available in VHS and DVD.
ON THE TOWN
Most of the entertainment businesses in North
Elmview are found along the Strip, or nearby (or at
least, that’s where you’ll find the legal ones). Besides
the clubs described below, other places of “interest”
in North Elmview include:
Lucky Seven (303 Taber Avenue): If you’ve had
enough of the bright lights and costume jewelry
glitz of the Strip, or you’re looking to drown your
sorrows in another way, the Lucky Seven may be
just the place you need: dark, quiet, and smokey,
and the booze is cheap. Most people who come
here to drink follow the Golden Rule by keeping to
themselves. In the event of unpleasantness, Big Lou
the bartender gets his trusty shotgun “Lizabeth” out
from underneath the bar and restores order.
International Dockworkers’ Union Local #3178 Hall
(southeast corner of Dahl Street and Stanton Avenue):
Out of a sense of perverse pride, IDU Local #3178
has never moved its union hall to a better part of
town (or even a better part of North Elmview):
union leaders figure their men work down there, so
they might as well meet down there. But meetings
are few and far between; mostly the place is used
for “social events” (read: nightly drinking) as a bar
with an exclusive membership.
The Whiskey Room (northwest corner of Bost Avenue
and McCollom Street): A lot of bachelor parties that
end up on the Strip get their start at the Whiskey
APOLLO
10 STR
10 DEX
8 CON
8 BODY
10 INT
8 EGO
13 PRE
10 COM
3 PD
3 ED
2 SPD
4 REC
16 END 17 STUN
Abilities: AK: The Strip
14-, CK: North Elmview
12-, CK: Hudson City
11-, Interrogation 8-, PS:
Pimp 11-, Streetwise 12-,
WF: Handguns, Knives
Disadvantages: Hunted
(Watched by Carl
Spears); Psychological
Limitation: Vain; Social
Limitation: Criminal
Record; Social Limita-
tion: Subject To Orders
Notes: One of many
pimps who manages a
stable of Carl Spears’s
“bitches,” Apollo’s been
on the street hustling
tail since he was 18. He
knows just the right
combination of sweet
talk, intimidation, and
backhanding to get his
girls to bring in the
money... most of which
he then forks over to
Spears. He longs for
the old days when he
was his own boss, but
he knows that if he
tried to break away,
Spears would have him
killed without a second
thought.
Apollo is pretty good-
looking for a pimp, and
he knows it. He’s vain
about his looks, and
spends a lot of money
every week getting
his hair done, his skin
treated, his nails mani-
cured, and so on. Com-
pared to many pimps, he
wears relatively low-key
clothing — usually to
match one of his three
Cadillacs, gold, green, or
red — but he’d still stand
out like a pile of manure
in a parlor anywhere but
the Strip.
77
Hudson City ■ Chapter Two
Room, a not unpleasant (but definitely not upscale)
club a couple blocks east of Ferry Street. A few
independent prostitutes work the club, since they
consider it a safer place to meet johns than on the
street (where they’d also have to submit to some
pimp); they kick back a little to the club’s owners
and dress better than your typical streetwalker so
no one raises a fuss.
The Strip
“Sure, I’ve been down there on some cases. Lots
of cases, actually. Too many.
“Usually it’s missing persons *%&! from out of
town. You know the type — some teenage kid
has a fight with his parents, or breaks up with
her boyfriend, or what the hell ever, so they run
away to the big city. Mom and dad get in touch
with me, beg me to find Junior, throw whatever
money they have to at me just to get their pre-
cious baby back home safe.
“Had one just like that a couple months back.
Girl, age 15, short blonde hair, from some
place down south... Kentucky, maybe, I don’t
remember. Usually these cases lead nowhere
— once these kids hit the Metro, nowhere to
go, no money, no friends, someone gets ahold
of them, and they vanish into the city, !$&*ed
for life. But this time I got lucky. A janitor at
the Metro recognized the girl from a picture I
showed him, told me about the guy who met
her, some younger-looking guy in a leather
jacket. I learned later she’d been talking to this
guy online, but I didn’t know that at the time.
All I had to work with was that the janitor
described the guy’s tattoo. I knew it for a North
Elmview gang tatt.
“I headed down there, started looking around
the area where the gang was from. Got lucky
again, saw the guy coming out of this *%&!heap
of a building. When they got far enough away
I snuck inside.
“They’d duct-taped her to the radiator when
they were finished with her. Her face looked like
raw hamburger, and I don’t know how many
times they raped her, or how many of them. It’s
the usual way of breaking them down before
putting them out on the street or into movies
to earn money.
“I got her out of there quick and over to Vree-
land Memorial. Her parents came and got
her and took her home, and that’s the last I
heard about her. I imagine she’s in therapy
or some such *%&!, but there isn’t a shrink
in the world that can help her get over what
happened. Grow strong or go crazy, that’s
about her only choices.”
— private investigator and
bounty hunter Eric Doyle
Beginning around where it crosses S. Jef-
ferson Street, Redwine Avenue turns into some-
thing less than a street... and more like a sewer.
It becomes the Strip, the heart of the sex trade in
Hudson City.
Starting as early as the 1950s, topless dance clubs
and adult bookstores began to cluster on Redwine
just a little east of South Jefferson. A few people com-
plained, but the movers and shakers in Hudson City
had long ago given up on North Elmview. As far as
some of them were concerned it was better to have all
those sorts of businesses in one place so they wouldn’t
infest the rest of the city. In the ensuing decades these
establishments proliferated, but the area didn’t earn
its nickname until around 1970, when the businesses
took a harder turn. Most of the bookshops were
crowded out by strip clubs, live sex clubs, peep show
emporiums — anything the people who owned the
land could do to make a buck off of women’s bodies.
Long before then the Strip had become the favored
hangout of most of the city’s hookers as well.
By the early Eighties, a definite pecking order
had become entrenched on the Strip, with the
human refuse slowly sliding downhill toward the
sea. On the “upper” end of the Strip, closer to South
Jefferson, there were the nicer clubs — places with
actual names, like the Blue Door, Amber’s, and Fil-
lies — and not too many streetwalkers. This was
the end of the street frequented by Hudsonites
slumming for bachelor parties and degenerates too
nervous or scared to go further. As you walked east,
toward Five Points, the places became more and
more sordid, the names replaced by simple descrip-
tions: 24 Hour Nude Dancers, Hot XXX Shows. By
the time you reached about Havelock or Shorrock,
the pimps and prostitutes were clustered so thick
that a guy couldn’t walk half a block without being
offered every sort of “date” known to man. Beyond
Five Points the Strip spread out onto South River,
Perkins, and Grinnell like a toxic waste spill. This
was the home turf of hookers too old or broken to
make it anywhere else — the sort of place where
the only way left to make any money to support
their drug habits was quickie curbside work with
their mouths or submitting to the lusts of men too
perverted to get any action back on Redwine.
That’s pretty much the way the Strip is today
— it sure hasn’t gotten any better. The two “anchors”
of the western end of the street are Little Egypt, the
club run by Cleopatra (page 190), and The Empo-
rium, the main book and video store run by por-
nographic movie producer Ernest “King” Cole (see
above and page 182). The dozens of other places
range from large to small, tolerable to squalid, and
they’re supported by lots of secondary businesses
on the surrounding streets: by-the-hour hotels;
cheap rooming houses; secondhand clothing stores.
It’s an open secret that just about any business
on the Strip that puts women on stage — whether
it’s a fairly sedate strip joint like the Rainbow Club,
a harder-core club like Jericho, or a live sex act the-
ater such as the imaginatively-named SEXXX — is
a haven for prostitution. Not everyone who visits
the Strip wants to consort with the streetwalkers;
some prefer to arrange their liaisons in a more pri-
CHUCK KELFER
8 STR
9 DEX
10 CON 11 BODY
8 INT
8 EGO
12 PRE
8 COM
3 PD
2 ED
1 SPD
4 REC
20 END 20 STUN
Abilities: Conversation
11-, AK: The Strip 12-,
KS: The Strip 12-, Street-
wise 12-, Trading 8-
25+ Disadvantages: Psy-
chological Limitation:
Anything For A Buck
(Common, Moderate)
Notes: Chuck Kelfer
is the night manager
at the Hotel Las Vegas,
a place near the Strip
that rents rooms by the
hour and half-hour.
Basically his job is to
sit behind the counter
and collect $20 for each
hour from the johns
who bring the girls in.
(He also rents rooms to
prostitutes by the day
for much cheaper rates,
often taking payment “in
trade” instead of cash.)
He puts on a facade of
friendliness, and can
even be kind of talkative
sometimes, but the truth
is he doesn’t care about
any of the people he
deals with every night
— he just wants their
money.
Chuck knows the Strip
pretty well, both its
places and its people.
After all, he sees a lot
of the same girls, night
after night, and even
when he’s off-duty still
hangs around in the
neighborhood. He’d be
a good source of infor-
mation if approached
properly, though he
hates cops and govern-
ment types.
Hero System 5th Edition
78 ■ The Lay Of The Land
vate fashion. Some of the places even have rooms in
back — that way the girls can do their business and
get back out on stage quicker. Whatever you want
in a woman, you can find it on the Strip... provided
you can afford it.
STRIP JOINTS
Here are brief descriptions of some of the
better-known places along the Strip.
The Blue Door (733 Redwine Avenue): Named for its
royal blue-painted front entrance, the Blue Door
is really nothing more than a strip club and top-
less bar. It gets its reputation from the fact that the
staff is unfailingly polite and helpful, and the girls
among the prettiest on the Strip. A lot of bachelor
parties end up here.
Jericho (355 Redwine Avenue): Jericho is one of
the sleazier “exotic dance” clubs on the Strip. It’s
cheaper than the Blue Door, that’s for sure, but
the staff is surly and the girls aren’t exactly fresh
off the farm.
The Paradise Theater (northeast corner of Redwine
Avenue and S. Jefferson Street): Unlike most places
on the Strip, which will let anyone through the
door who can pay the cover charge, the Paradise
Theater is a members-only club. In advertisements
throughout Hudson City, the management tries to
bill it as “the Gentlemen’s Club of the New Millen-
nium” and its money-green membership cards as
some sort of exclusive thing, but the truth is it isn’t
really any different from most places on the Strip...
and anyone who can pay the membership fee can
get one of those cards.
The Rainbow Club (744 Redwine Avenue): An
exotic dance club that specializes in what it calls
“duet dancing” — putting two girls on stage at
once, usually girls of different races (or at least
different hair colors).
SEXXX (260 Redwine Avenue): By the 200s block
of the Strip, the nude dance clubs and topless bars
have given way to harder fare. SEXXX, for example,
is a live sex club, where the “dancers” perform actual
sex acts on stage, usually to a chorus of suggestions
and requests to jump in from audience members.
STRIP PLAYAS
Where there are working girls, there are the
men who put them to work: pimps. They’re the
kings of the Strip (or so they like to think) — the
playas who walk the walk, talk the talk, and fight
like wolves over small sections of concrete or the
slightest perceived insult.
The toughest group of pimps on the Strip these
days are the ones working for Carl Spears (page
182), and there are others that people claim work
for the likes of Cleopatra or Caligula, but plenty
of pimps fend for themselves — “I don’t need no
white-ass cracka to tell me howta run my bitches,”
as one of them so eloquently put it. Some of the
most colorful of them include:
DuLayne: With a stable of a dozen girls out ped-
dling tail every night, DuLayne Johnson is rolling
in green. He’s got a fat bankroll on him, spends
thousands on clothes every week, can barely move
some of his fingers thanks to the size of the rocks
on his rings, and drives a sweet purple Cadillac. To
make sure some rough-off artist doesn’t try to take
his stuff, he’s got a couple of big legbreakers who
stick near him all the time.
Jersey: Jersey isn’t far behind DuLayne when it
comes to flash. His favorite color is orange, so he’s
got orange clothes, a long orange jacket he wears
all the time (even at the height of summer), and
an orange car — “looks like a Got-damned traffic
cone,” as another pimp once put it...
...though he didn’t say it within Jersey’s hear-
ing, because Jersey’s well-known for his violent
temper. If his girls don’t bring home enough money
at the end of the night, they know they’re going to
get a beating; if someone disses him, he’s as likely
to pull out a switchblade and go to work on them
as anything. He just got back on the street recently
after pulling a couple years in Longview until his
lawyer got a murder charge against him dismissed
on a technicality.
Keeshawn Wilson: Laughing, smiling, joking,
breaking into impromptu little raps — that’s what
Keeshawn Wilson’s like most nights. You might get
the impression he enjoys life, and you’d be right.
What’s not to like? He’s got the nicest threads, the
sweetest rides, and the hottest girls on the Strip, and
everyone knows it — just ask him, he’ll tell you. Try
to argue with him, and he’ll make a monkey out of
you with his quick wits and quicker words. Keep
arguing, and he might have to dish out a little pun-
ishment that’s not quite so pleasant.
STRIP WISDOM
“Don’t get in vans. I got
in a van once, when I’d
only been hooking a
couple months. These
guys who were hiding
yanked me into the back.
I didn’t get out of there
’til the !$&*ers dumped
me out the back doors
the next morning.”
— Mindy, age 25
“Look for the guys that
blush, even a little. You
can usually trick ’em into
giving you more. Every
dollar I make that Anto-
nio don’t know about,
good for me.”
— Kim, age 17
“Don’t wear those real
long high heels. Guys love
’em, yeah, but they don’t
gotta wear the !$&*ing
things. You’ll kill your
ankles walkin’ on the
street in them things.
Go for somethin’ shorter
’n’ thicker — they look
almost as good, and yer
feet won’t hurt so damn
much.”
— Stephanie, age 22
“It’s all about blowjobs.
That’s all most of these
guys want. If their girl-
friends and wives would
just put out for ’em like
they want, they’d never
come to me.”
— Amber, age 29
IMAGES OF NORTH ELMVIEW
The gaudy and garish lights of the Strip
Men wearing raincoats, learing with eager eyes at every-
thing around them; broken-down old whores wearing
nothing but raincoats so they can get their tricks over
with quicker
The smell of mildew and rot coming from the old, aban-
doned buildings near the waterfront
Girls who don’t look like they’ve even reached puberty yet
selling themselves on the street
The flashy cars, and flashier clothes, of pimps
79
Hudson City ■ Chapter Two
“I tell ya, Benny, this neighborhood is goin’
ta hell.”
“How d’ya mean, Bill?”
“You remember what it was like when we
started to work on the docks? It was a great
place — a man’s place, where we worked, and
drank after work, and got things done. It was
a tough neighborhood, sure, but you could be
yourself, and your friends looked after you like
you looked after them.
“But Christ, look what it’s turnin’ into! Half the
docks and most of the factories have gone outta
business, and God knows how long the rest of
them will remain. Every day I go inta work I
half expect to get my pink slip.
“And *%&!, it’ll probably be some woman
handing it to me. Company just hired this
broad to take Tommie’s place when he retired.
You remember Tommie, big guy with a little
scar on his chin?”
“Sure, I remember Tommie. He still comes in
here sometimes. Geez, they gave his job to a
chick?”
“Yeah, but not no chick you’d want to date.
Big chunky broad with a major mouth on her.
Probably one’a those dikes.”
“Yeah.”
“And that’s not all! The whole damn
neighborhood is changing. All them
yuppies are moving in and turning
the old warehouses into “lofts” and
“luxury apartments” and crap like
that. And they’re replacing all the
great joints like yours with that crap
they think is all trendy and special.
There’s a !$&*%@# Irish Glen up on
Twain Street now, do you believe it?”
“No way.”
“I’m tellin’ you, man, it’s there. Right
where that cheap little diner usedta be.
Walk by there when you head for the
train this morning — you’ll see it.”
— conversation between Benny
Stankiewicz and one of his
customers at Benny’s Place
Located on the southeast side of the Northside,
this peninsular neighborhood — roughly speaking,
the area south of 24th Avenue and east of Washing-
ton Street (below 28th Avenue) and N. Adams Street
(between 28th and 24th) — was once a busy port and
the site of a lot of warehouses, medium to heavy
industry, and the like. The docks are still there today,
as well as plenty of warehouses and a few small facto-
ries, but none of them are as busy as they once were.
The gradual shift in the American economy over the
past century slowly but inevitably turned Pierpoint
from a bustling waterfront into a not-so-bustling one.
But where the old economy failed, the new
economy has come to the rescue... after a fashion.
In the past few decades, newly wealthy urbanites
(many of whom work in nearby Bankhurst) have
moved in, renovated old warehouses and turned
them into lofts, and given the area an upscale resi-
dential quality it never had before. Businesses have
followed them, and thus parts of Pierpoint (mainly
the areas to the west and north of the neighbor-
hood) have become some of the most fashionable
addresses in the city. However, this new residential
culture clashes with the dockyard culture that still
exists along the waterfront, causing resentment on
the part of longtime Pierpoint workers and disgust
from the newer Pierpoint residents.
The crime rate in Pierpoint is moderate. Some
of the areas along the waterfront are pretty rough,
and sometimes Southside criminals drift over the
Adams Street Bridge looking for easy pickings
among the yuppies, but violent street crime isn’t
PIERPOINT
IMAGES OF
PIERPOINT
The bright colors of
the goods at the Flower
Market contrasted
against grey buildings
and grey streets in
the earliest moments
of dawn
How the neighborhood
improves as you walk
uphill from the tip of
the peninsula toward
Bankhurst
Men shouting instruc-
tions to each other as
they work on the water-
front
The ferry coming in
to dock at the Ferry
Street pier
Hero System 5th Edition
80 ■ The Lay Of The Land
as common as in many other neighborhoods. For
years the police have tracked a conflict between the
Verontese family (which controls most of the docks
in this area, as well as the associated International
Dockworkers’ Union locals and other unions) and
Speargun, the self-styled “Ruler of Dockland” (see
page 179). It’s believed that Verontese influence
over the Flower Market (see below) was lost to Spe-
argun a couple years ago, but police investigations
into the matter have reached dead ends... often
because the undercover detectives assigned to them
have been murdered.
LANDMARKS
Besides the Pierpoint Arena (page 115), some
of the noteworthy places in Pierpoint include:
The Columbia’s Pride (32nd Avenue Pier): Over a
hundred years ago, before the development of the
great steam engines, men depended on the wind
to make their ships move over the waves — and no
ships moved as fast as the clipper ships. With bold
captains at their helms, the clippers sailed all over
the world, bringing exotic goods from far lands to
American cities. The Columbia’s Pride — a fully-
preserved clipper ship that people can board and
tour — is a tribute to those glorious days of mari-
time adventure. Open 9:00 AM to 4:00 PM seven
days a week, closed holidays.
Hudson City Flower Market (waterfront, west of N.
Jefferson Street at the terminus of Ilderton Street):
Flowers are no good for sale if they’re not fresh and
vibrantly-colored. Although refrigeration technol-
ogy has eased the problem considerably, once flow-
ers are cut flower growers have only a short time
to get them to market, and buyers likewise have to
get them to their place of sale quickly. The Hudson
City Flower Market exists to make these transac-
tions as swift and painless as possible for everyone
concerned. Wholesalers set up stalls to which sell-
ers deliver and buyers come to buy; a wholesaler’s
location depends upon seniority and the like. In the
hours just before dawn, the place is bustling with
flower shop owners, hotel and restaurant flower
buyers, and other customers eager to make their
purchases and get their flowers to their destination
as soon as possible; by late morning it quiets down
until nightfall.
SHOPPING
There wasn’t much shopping to speak of in
Pierpoint until the “yuppification” of the area set in.
Now there are quite a few places that attract the big
bucks the young and wealthy have to spend.
Carolyn Kaye’s (350 24th Avenue): This women’s
apparel and accessories store caters mainly to
female urban professionals, but has a section of
lower-priced clothing for administrative assistants
and the like. Some of its higher-end dresses, not to
mention its fine selection of jewelry, are extremely
expensive, so it has a top-notch security system.
Jansen’s Shoe Sales & Repair (931 Price Avenue):
What started out several decades ago as a simple
cobbler’s store has, through the time and hard work
of owners Norman and Maria Jensen, transformed
into a top-flight shoe store that also does repair and
dying work for shoes. It carries a wide variety of
domestic and imported shoes, with a small stock of
work boots and outdoor footwear. More than one
Bankhurst stockbroker swears by Jansen’s when it
comes to comfortable shoes.
The Sportsman (342 26th Avenue): If you’re the type
of person who wants to escape the polluted air
and stressful life of the city for a peaceful week or
weekend in the great outdoors, the Sportsman has
just want you need. It stocks a full line of fishing,
hunting, and camping gear, and all of its employees
are knowledgeable outdoors enthusiasts who can
recommend just the right piece of gear for your
trip. The Sportsman also runs a booking service for
outdoor travel; it can arrange anything from a cabin
in the mountains to a full-blown African safari.
ON THE TOWN
Pierpointers looking for something fun to do
often visit these places:
Benny’s Place (616 Riverfront Drive): A favorite
after-work watering hole for many of Pierpoint’s
longshoremen and dockworkers, Benny’s Place fea-
tures good beer at reasonable prices, sports on the
big screen TV, a handful of dart boards, and two
pool tables. The owner, Benny Stankiewicz, used to
be a dockworker himself, and still knows a lot of
people all around the Pierpoint Waterfront.
The Mortuary (804 26th Avenue): Through the early
Eighties, the Mortuary was just that: a funeral
home. But the owner’s gambling debts caused the
place to fall into the hands of the Mafia, which let
it sit fallow for a while before selling it to a couple
of young entrepreneurs. They turned it into a club
that’s become one of Pierpoint’s favorite nightspots.
The ghoulish decor seems odd when contrasted
with the hip fashions and well-tanned skins of the
patrons, but somehow it works.
Tropicala Exotica (northwest corner of 27th Avenue
and N. Jefferson Street): The theme of this adult
nightclub is “exotic jungle splendor.” It does its
best to provide just that with lots of tropical
greenery, tiki torches, wicker furniture, and other
such decor... not to mention the topless waitresses
dressed as native girls and the “umbrella drinks”
the bar serves. It doesn’t feature exotic dancing, but
does have a stage where musicians (usually light
jazz, but sometimes calypso or reggae to go with
the club’s theme) perform live.
Vincent’s Seafood Grille (southeast corner of 28th
Avenue and Leigh Street): Whether you want finely-
grilled mahi-mahi with lemon sauce and capers,
a big plate of superb calamari, or some surf and
turf, Vincent’s is the place to go. Its chefs prepare
some of the best seafood in town, but it also has a
generous selection of chicken and beef dishes for
people who don’t like fish (including an exquisite
filet mignon). It’s said that some members of the
Verontese family like this place so much they eat
here nearly every night.
MICHAEL
DEANGELO
10 STR
11 DEX
12 CON 12 BODY
13 INT
10 EGO
15 PRE
9 COM
4 PD
3 ED
3 SPD
4 REC
24 END 23 STUN
Abilities: Bribery
12-, Bureaucratics 12-,
Concealment 12-, AK:
Hudson City 11-, KS:
The Flower Business 11-,
KS: Hudson City Flower
Market 12-, Stealth 11-,
Streetwise 13-, TF: Small
Motorized Boats, Large
Motorized Boats, WF:
Small Arms, Contacts
(10 points’ worth, in
the Flower Market and
flower industry), Favors
(from various restaurant
and hotel managers he’s
helped out)
25+ Disadvantages:
Social Limitation:
Criminal Record; Social
Limitation: Subject To
Orders
Notes: Years ago, several
of the Flower Market’s
wholesalers banded
together to create an
umbrella organization
to buy flowers from
their growers in larger
quantities (and thus at
better prices). Michael
DeAngelo is the Admin-
istrator of this group,
the Hudson City Flower
Buyers Association. He
does his best to obtain
the best prices and pro-
vide the best services
for his group’s members,
and to beat out other,
competing, groups.
81
Hudson City ■ Chapter Two
“Thank God you SWAT boys finally got here.”
“Sorry for the delay — goddamn traffic coming
over the bridge. We didn’t get much of a brief-
ing; what’s the situation, Hendricks?”
“We got three, maybe four guys holed up in that
four-story building over there. My men have
had the place surrounded for an hour now, but
we just got the floodlights about fifteen minutes
ago. They’ve been quiet since then.”
“What is this place?”
“Used to be an armory, I think, but converted to
office space back in the Fifties or Sixties. Been
abandoned since the mid-Seventies. Squat-
ters live there occasionally, and a couple times
gangs have taken it over for a while, but mostly
it just sits there empty. First time we’ve had a
major problem with it.”
“Where are they?”
“Up onna top floor, Lieutenant — or at least
usually. Every one of those broken windows
you see, they’ve shot at us from.”
“Okay, what’ve they got?”
“The whole arsenal, I think. !$&*, look around.
That heap of metal over there used to be a squad
car; they blew it up with a grenade, sent one
officer to the hospital. He’s probably not gonna
make it. From the automatic fire and the size of
the holes in the rest of the cars, I’d say 5.56 or
7.62 millimeter assault rifles. But all that’s your
department, not mine.”
Before the lieutenant could reply, another stac-
cato burst of fire split the night. They both hit
the ground behind the car as the solo became
a duet, then a trio. After ten or twenty seconds
of firing, the bullets stopped flying. “Hey, pigs!”
shouted a voice from the building. “You better
get the !$&* outta here right now or we’re gonna
turn you into !$&*%@# Swiss cheese!”
“See what I mean?” the cop said. “They haven’t
issued any demands or made any statements.
I don’t even know why they started firing at
people over an hour ago.”
“Who gives a !$&*. All we gotta do is stop ’em.
Leave the motives for the shrinks and the D.A.
Here’s what I want you to do. When I give the
signal, have all of the men open up on the build-
ing. Those guys won’t dare stick their faces up to
see anything, giving me and my men time to
get to one of the doors and inside before those
assholes can....”
Before he could finish, there was a bloodcur-
dling shriek from inside the building. Then
came more gunfire, but a few seconds after
everyone instinctively ducked, they realized no
one was firing at them — the shots were being
fired inside the building.
“!$&*%@’ A — they turned on each other. Let’s
move, men!” The lieutenant jumped to his feet
and ran for the building as fast as he could, his
squad of men right behind him.
The door they got to first wasn’t locked. With
military precision they opened it and entered,
each man holding his submachine gun at
the ready and covering the guy next to him
as they moved into the building, around cor-
ners, through doors, up stairs. Second floor,
no incident. Third floor, no incident. Fourth
floor door.
When his men were ready, the lieutenant kicked
the fourth floor door open. Instantly the squad
members covered every angle, but they saw no
targets and no one fired at them. With the same
precision as before, they moved toward the west
side of the building.
A few minutes later, Officer Hendricks got a
call on his radio. “Come on up — we’re clear.”
When he got to the fourth floor, Hendricks saw
plenty of stuff he expected to see — shell cas-
ings all over the floor, bullet holes in the wall,
four dead scumbags — but also something he’d
never have expected in a million years: three of
the perps were pinned to the walls by arrows.
The other lay on the floor, his neck obviously
broken.
“What the !$&* happened, Lieutenant?”
“Damned if I know. It was like this when we got
up here. Somebody beat us to it, that’s for sure.”
“Yeah, but how? We’ve had the building sur-
rounded for an hour. We’ve had floodlights on
it for twenty minutes. How did someone get
in here, pull the Robin Hood routine on these
guys, and get the !$&* out again?”
— from a criminal incident in Red Hill
During the early history of Hudson City, Red
Hill — the area bounded by the modern streets of
King Avenue, Day Avenue, and S. Monroe Street
— wasn’t considered a separate neighborhood so
much as it was part of greater Elmview. That began
to change in the late nineteenth century, when
relatively large numbers of German, Austrian, and
RED HILL
IMAGES OF
RED HILL
Block after block of run-
down apartment build-
ings, their once-reddish
brick weathered to a
brownish-rust shade
The smell of an eve-
ning’s worth of smoke in
a bar that’s never heard
of “no smoking” laws
People coming home
after a hard day’s work
somewhere else walk-
ing up out of Red Hill
Terminal
The sound of motorcy-
cles as a biker gang rides
to one of its favorite
watering holes
Hero System 5th Edition
82 ■ The Lay Of The Land
Polish immigrants settled there. They soon began
to leave their mark on the neighborhood, but it
wasn’t until the early twentieth century that Red
Hill achieved a separate identity. When the United
States went to war with Germany in 1917, residents
in the rest of Elmview were quick to try to distance
themselves from their Hunnish neighbors by refer-
ring to that part of the city as “Red Hill” instead
of “eastern Elmview” (much as they’d disassociate
themselves from North Elmview decades later).
The situation worsened with the rise of Nazi
Germany and, eventually, the conflagration of
World War II. The fact that both federal officials
and masked mystery men like the Raven fought
secret Bundist conspiracies, fifth columnists, and
Nazi secret agents in Red Hill during the 1930s
only exacerbated the problem. Red Hill withdrew
into itself, its residents finding jobs in the neighbor-
hood whenever they could, and shopping there as
much as possible.
In the sixty years since World War II, Red Hill
has changed. It remains basically a working-class
neighborhood with small businesses, light industry,
and a waterfront, though economically it’s not in
nearly as good shape as it was in the first half of
the twentieth century. But the “German character”
and insularity of the neighborhood have withered
in light of the change in American-German rela-
tions, the cultural leveling affect of the modern
mass media, demographic shifts, and other societal
trends. Almost no one grows up in Red Hill learn-
ing German as well as English anymore, and despite
the last names most families are as American as
apple pie or electoral fraud.
Modern Red Hill is an odd mix of residential
and commercial, with more residences — apart-
ments and old brownstones, mostly — to the west
and south of the neighborhood, and more industry
and the like as one approaches the docks. A lot of
people who grew up there speak longingly of it...
but don’t take any steps to move their own families
there. Crime is a persistent problem. Between vari-
ous local gangs of young punks, Hispanic gangs
sometimes drifting up from Latin City to sell drugs
or try to claim turf, various psychos and criminals
drifting down from North Elmview, and the occa-
sional outlaw motorcycle gang blowing into the
neighborhood to drink beer and show off Nazi tat-
toos, it’s not the safest place to live. And more than
one crimelord or criminal gang has used the aban-
doned warehouses, crumbling piers, and decrepit
old factories of Red Hill to hide himself or his loot.
LANDMARKS
For better or worse, Red Hill really doesn’t
have anything in the way of significant landmarks.
It’s got no major parks, no special cultural attrac-
tions, and no sites of general historic interest.
Every now and then people with a special interest
in German-American history, or the lives of the
masked mystery men of the Thirties, tour the area
to see where certain events took place, but other-
wise there’s not much for tourists to do in Red Hill.
83
Hudson City ■ Chapter Two
SHOPPING
Most of the retail establishments in Red Hill
are pretty ordinary. Here are a few that stand out
from the pack:
Bob’s Gun Rack (264 Nelson Street): While not
quite as well-stocked as Collins Guns (page 186),
Bob’s Gun Rack nevertheless has a lot to offer the
discriminating firearms shopper. Bob was a Marine
sniper in Vietnam and knows a lot about guns
— just ask him, he’ll be glad to tell you what you
need to know. Bob’s also offers gunsmithing and
gun customization services.
Elmview Custom Cycles (northwest corner of Binford
Avenue and Stanton Street): Hudsonite motorcy-
clists from weekend hobbyists to the hardest of
hard-core outlaw bikers know that if you want just
the right bike, you go to Elmview Custom Cycles.
Not only does ECC carry a full line of both Ameri-
can and foreign-made bikes (mostly top-of-the-line
and “custom collectible” models), but its mechanics
are fully qualified to do any sort of work a biker
needs done. They can improve a motorcycle’s per-
formance, install aftermarket parts and upgrades, or
even paint and accessorize the thing if that’s what
the customer wants.
Hillside Secondhand Furniture (2692 Whittier Street):
Local residents looking for a bargain on furniture
often stop by Hillside, which carries a large stock
of used and remaindered furnishings. Owner Terry
Cooke has a knack for distinguishing trash from
treasure, so the pieces she sells are usually in pretty
good shape even if they look a little shabby. Most
of what she carries is strictly for the discount shop-
per market, but she does have a small selection of
antique pieces that she sells via the Internet and her
connections among furniture collectors.
Pilsner House (southwest corner of Harvey Avenue
and Hannigan Street): If Budweiser, Miller, and
Coors aren’t quite your style, stop by the Pilsner
House. In addition to a selection of modern
American microbrews and specialty beers, it car-
ries dozens of popular brands of British, German,
and Austrian beers... and it can place special orders
for hundreds more. Charlemagne’s bodyguard and
enforcer, Caber, once robbed the place just to get
several cases of one of his favorite brands of beer
from England.
ON THE TOWN
When the work day ends in Red Hill and
people are ready to relax, here are some of the
places they go to.
Hannigan’s Waterfront Dive (northwest corner of
Benbow Avenue and Losey Boulevard): Jake Han-
nigan doesn’t have any illusions about what his
place is like: it’s a waterfront dive, pure and simple,
so that’s what he decided to call it. The cheap beer,
pool tables, and mix of classic rock and hard-hit-
ting country music attracts a diverse clientele:
dockworkers, their bosses, local residents. A good
many of the area’s bikers like to drink here as well,
and they don’t take kindly to people who get in
their way, play crappy songs on the jukebox, or
drive Japanese-made motorcycles.
Harwell’s (northeast corner of Holden Avenue and
Whittier Street): Harwell’s is in many ways a typical
American restaurant. One side of the place is where
you sit down and eat, choosing from a menu that
covers many different types of food, from burg-
ers, to pasta, to steaks, to a small list of vegetarian
selections. The other side of the building is a bar.
What sets the place apart is the small stage in the
restaurant area where live performers can play light
jazz or simple modern pop tunes to entertain the
patrons. A lot of Red Hillers find they enjoy eating
here more than they do at hundreds of similar
places throughout the city because the live music
adds a touch of class to the meal.
Radermacher’s (northeast corner of Burns Avenue
and Nelson Street): The ceiling beams are 200 year-
old oak. The decorations are arms, armor, and other
relics from fifteenth and sixteenth century Bavaria.
The menu contains dishes inspired by the food
served at the most famous hotels and inns of Ger-
many and Austria, and the beer list includes more
than 400 different beers. The current owners are
the great-grandchildren of the original founders,
and all of the chefs were either born in or trained in
Germany. In short, if you want authentic German
food served in a setting that’s positively dripping
with ambience, there’s only one place to go in
Hudson City: Radermacher’s.
BOBBY WATSON
10 STR
13 DEX
10 CON 10 BODY
13 INT
10 EGO
13 PRE
8 COM
4 PD
3 ED
3 SPD
4 REC
20 END 20 STUN
Abilities: Bribery 8-,
Concealment 12-,
Combat Driving 12-,
Deduction 12-, Gam-
bling (Card Games,
Sports Betting) 12-, KS:
Pool 13-, Mechanics 8-,
PS: Play Pool 15-, WF:
Small Arms
Disadvantages: Distinc-
tive Features (various
scars and tattoos); Social
Limitation: Criminal
Record
Notes: Bobby’s origi-
nally from Georgia, but
he’s lived in Hudson
City so long he’s practi-
cally a native. Although
none of the business
papers show it, he’s the
owner of a pool hall in
Red Hill that does pretty
good business. He’s there
every night from 8:00
on, playing pool and
watching everyone else
play. The regulars have
already learned that
he’s pro-level good and
won’t play against him
for money, but enough
new fish come in for
him to supplement his
income nicely with pool
winnings. He’s thought
about going pro in the
past, but he just doesn’t
wanna mess with all the
paperwork, travel, and
other nonsense.
Hero System 5th Edition
84 ■ The Lay Of The Land
“Hey, man, what’s up?”
“Nothin’. Just trying to get some of this English
Lit reading out of the way so I’m ready for old
man Garvey’s class this afternoon. What’d you
get into last night?”
“Oh, man, did you miss out! I went over to
Fallout with James, and Mindy, and Hank, and
four or five other guys. There was this one girl
sitting a couple tables over from us who just
got completely bombed. She was so drunk she
got up on one of the tables and began dancing
around and taking her clothes off! It was like
being on the Strip.”
“No *%&!. What happened?”
“Nothin’. She was only halfway into it when she
got sick and puked all over Mindy! Man, was
she pissed. After that girl came back out from
cleaning herself up in the bathroom, I got her
phone number, though.”
“Sweet!”
— conversation overheard on the
Hudson City College campus
This narrow strip of the Southside, bounded
by Day Avenue to the south, Coleman Avenue to
the north, the city limits to the west, and Centre
Street to the east, gets its name from its mildly hilly
geography — it’s got its ups and downs, though the
elevation’s not as high as Highlands or Mint Ridge.
It evolved from a number of smaller communities,
such as Millford, Allston Park, Morris Square, and
Arlington, which were founded in the nineteenth
century. Some of these towns were created by
people fleeing the crowded Northside, others by
immigrants, and still others by Freetowners who
thrived and found ways to move to a better place.
Eventually the whole area came to be known as
Riverside Hills after an ambitious, but failed, devel-
opment project in the early twentieth century.
As of the early twenty-first century, Riverside
Hills is mainly a residential and retail neighbor-
hood. It has plenty of businesses, and even some
office buildings, but little in the way of manufactur-
ing or industry. Throughout most of the area, the
housing takes the form of apartment buildings and
brownstones (most of them reasonably nice, if not
up to the standards of Bankhurst or Worthington),
but in the west, around Morris Square and even
parts of Millford, there’s some detached housing.
The crime rate in Riverside Hills is high,
mainly due to the area’s proximity to Freetown.
Residents have been particularly concerned with
a growing street gang problem in recent years
— Nubians and Warriors sets travel a couple miles
north to cause trouble and sell drugs in fresh ter-
ritories. Additionally, the crimelord Charlemagne
claims parts of Millford as his territory, while his
freakish competitor Diomedes asserts control over
Arlington. But despite all these travails, Riverside
Hills is a far better place to live than Freetown;
many Freetowners “move up to the River,” as they
say, when they get the chance to do so.
LANDMARKS
If you’re in the mood to wander around River-
side Hills, check out these places.
James Court (southwest corner of Barbour Avenue
and Anson Street): This cluster of five brick apart-
ment buildings painted white is on the National
Register of Historic Places. Designed by famed
early twentieth century architect T. Robert Jorgens-
son, the buildings display his trademark rich sense
of style, without sacrificing utilitarianism for aes-
thetics. The waiting list to get into these apartments
is usually months, even years, long.
Millford Park: A favorite haunt not only of area
residents but students at Hudson City College who
are willing to walk a few blocks, Millford Park
squeezes in everything you’d want in a park: green
areas, walking and jogging trails, and even a playing
field suitable for either baseball or pickup football
games. When the weather’s fine, you can always find
teams of players waiting to use the field. By unwrit-
ten neighborhood rule, two teams play for an hour.
The winner gets to keep playing; the loser leaves the
field and the next team in line takes its place. For
years, the amateur football games in the fall have
been dominated by a team of late twentysome-
things/early thirtysomethings that calls itself the
Mustangs; all the rest of the teams enjoy defeating
the Mustangs most of all.
Wainwright Orphanage (northeast corner of Robin
Avenue and Naomi Street): Technically now known
as the “Wainwright Children’s Center,” most people
(including its employees) still refer to this place as
what it is: an orphanage. The home to sad legions
of children whose parents abandoned them or
who have no living relatives, it’s a place where hope
springs eternal but is more often than not dashed
rudely to the ground to shatter. The staff does its
best to make life comfortable and pleasant for the
kids, but there’s only so much they can do on the
center’s limited budget.
RIVERSIDE
HILLS
MELISSA
THOMASON
8 STR
8 DEX
9 CON
7 BODY
10 INT
10 EGO
12 PRE
10 COM
2 PD
2 ED
2 SPD
4 REC
18 END 16 STUN
Abilities: Bureaucrat-
ics 11-, Computer
Programming 8-, Lip-
reading 8-, Streetwise
8-, Contacts (8 points’
worth in city govern-
ment and appropriate
federal government
offices)
25+ Disadvantages:
None
Notes: Melissa Thoma-
son is Assistant Direc-
tor of the Wainwright
Orphanage. Her duties
involve general admin-
istration, financial man-
agement, fundraising,
and assisting with the
placement of children
into foster and adoptive
homes. Caring and com-
passionate, she’ll go to
great lengths to ensure
a successful adoption or
find the right adoptive
parents for a particular
child. She focuses much
of her efforts on getting
the older kids adopted,
since there’s always
demand for babies.
85
Hudson City ■ Chapter Two
SHOPPING
Riverside Hills
doesn’t have any major
malls, department
stores, or anything like
that, but it’s got plenty
of retail areas filled
with everything from
favorite chain stores to
one-of-a-kind Hudson
City shops.
Abercrombie Groceries
(2555 Anson Street): In
today’s world of chain
supermarkets and mega-
sized grocery stores,
some people still prefer
the traditional neigh-
borhood food store.
Abercrombie Grocer-
ies appeals to just such
people. Carrying a mix
of about 40% mass
produced brand foods and 60% specialty and deli
items it prepares itself, Abercrombie’s (as it’s known
in the neighborhood) has a loyal clientele. It’s even
got some Victorian-style benches set up outside
along the sidewalk so customers can sit down, relax,
talk with each other, and maybe make a meal of
whatever they just bought inside.
Galacticon Games (northeast corner of Colum-
bus Avenue and Edgecombe Street): Whether
you prefer to play your games at a computer or
using a console and your TV, Galacticon Games
has what you’re looking for. It carries the big
hits and computer gaming standards, of course,
but it’s also good about stocking lesser-known
games and recommending them to customers. Its
employees, mostly part-timers from the College,
are all expert game-players with strong opinions
about which games are good... and which aren’t.
The only thing they seem to like to do more than
play games is argue about them.
The Newsstand (2648 Garrison Street): Just what the
name says it is. This store, run by newsaholic and
speedreader Bobby Donnett, carries hundreds of
different magazines and newspapers, as well as a
small selection of books and personal convenience
items (cigarettes, bandages, snack food, that sort of
thing). However, Bobby does not stock “adult” or
“for men” magazines, which he considers offensive
and degrading to women.
ON THE TOWN
Riverside Hills has what the Hudson Sun once
described as a “jumping” social scene. To the east,
Hudson City College dominates the nightlife with
bars and clubs that cater mostly to the student
crowd. In the western half of the neighborhood,
things are a little more laid back, but if you’re ready
for a night on the town, you have lots of options.
Arthur’s (864 Vernon Crescent): If a college bar
like Fallout (see below) isn’t really your thing, try
Arthur’s. It’s a little more upscale, it serves more
than just beer, and the music is kept to a low
enough volume that the patrons can carry on con-
versations without making themselves hoarse.
Fallout (northwest corner of DeVries Avenue and
Moss Street): With $3 pitchers of beer every night
from 9:00 to 11:00, and baskets of wings with its
trademark “Fallout Sauce” for not much more,
this bar is one of the most popular hangouts for
Hudson City College students. Fallout’s annual
Darts Tournament in February is a college mini-
event, attracting not only determined competitors
but lots of spectators.
Marshall Cineplex (southwest corner of Coleman
Avenue and S. Jackson Street): Let’s go to the
movies! At the Marshall Cineplex, even the pickiest
person can find something he wants to watch: its
30 screens shows everything from the latest block-
buster, to obscure independent films, to the produc-
tions of Bollywood and other foreign film markets.
And the popcorn’s been voted best in city twice.
Scoville’s (southeast corner of Honeywell Avenue and
Rosemont Street): Do you like it hot? Try Scoville’s,
where the “mild” food is enough to make most
people gulp down a gallon of water. Named for
the scale that ranks the “hotness” of peppers and
other food, Scoville’s appeals to the macho in its
patrons: can you stand the heat? More than a few
of the items on its menu carry warnings about pos-
sible permanent damage to the taste buds, tongue,
mouth lining, or stomach — and the heat on some
is so fierce that if a diner can eat the whole thing
without drinking more than one small glass of
water, he gets his meal for free.
IMAGES OF
RIVERSIDE HILLS
Steam rising from
manhole covers and
sidewalk grates on cool
mornings
College kids walking
around in Allston Park
The sad stone walls sur-
rounding the grounds
of the Wainwright
Orphanage
Street gangs from Free-
town, making forays
north to sell coke and
heroin where there’s less
competition... but the
risk of encountering the
cops is worse
A small crowd watch-
ing the pickup football
games in Millford Park
Hero System 5th Edition
86 ■ The Lay Of The Land
“‘Hi, honey, I’m hoooome!’”
“Ha, ha. Very funny. How was your day?”
“Ehhh, not bad. Mostly paperwork, but we
finally got the Myerson case settled. All we need
now are the documents from Peterbaugh &
Kirkpatrick, and the whole thing goes away.”
“Congratulations! That’s a real load off your
shoulders.”
“No kidding. I feel like I lost 20 pounds.”
“We should celebrate!”
“Mmmm, what did you have in mind?”
“Not that, silly. Later. Let’s go out to dinner.”
“I know you. You have some place in mind
already, don’t you?”
“Let’s try the Spinning Diamond. Alicia was
telling me how she and Ted had an absolutely
fantastic meal there a couple weeks ago.”
“D’ya think we can get reservations this late?”
“Can’t hurt to call and ask. You dial, I’m going
to go change.”
— evening conversation in a
Worthington condominium
Worthington is the north-central neighbor-
hood in Hudson City. Its boundaries are generally
considered 3rd Avenue to the south, N. Adams Street
to the east, N. Lincoln Street to the west, and the
city limits to the north.
In the earliest days of the city, Worthington was
a district of small farms. As the city grew, these gave
way to light industry (such as textiles and furniture
manufacturing) and some residences. By the latter
half of the nineteenth century, the residential areas,
such as Red Branch and Yellow Branch (named after
the two branches of a large creek that used to run
through the area), became extremely crowded, almost
slum-like. Residents of nicer areas to the south
didn’t care for that, so they began pressuring the city
government to do something about the situation.
Over the course of several years, the Mayor and City
Council altered the zoning for the area to diminish
the population, forcing many people to move west
into such neighborhoods as Burlington Heights
and Norward. Taking advantage of the new zoning
regulations, developers and wealthy businessmen
constructed office buildings and other commercial
structures in Worthington. In time the commercial
buildings took the place of most of the manufactur-
ing, which moved to other parts of the city.
Today Worthington is a pleasant neighbor-
hood, partly residential, partly commercial. In
contrast to the nineteenth century, the eastern
parts of the area, such as the two Branches, is
mostly commercial: office buildings, some sky-
scrapers, business parks, and such. The western
areas are more residential, and in the middle you
have the neighborhood of Somerset, which mixes
the two and has some retail districts as well.
The presence of Hudson City State University
(page 117) also affects Somerset and Burlington
Heights, giving rise to student-oriented busi-
nesses and cheap student housing.
Worthington has a moderate crime rate. It’s
not as safe as Highlands, Guilford, or Irishtown,
but definitely less dangerous than Eastwood
or the Southside. Some criminals drift into the
area because they consider the HCSU students
easy pickings; skilled criminal crews may target
Worthington banks or offices.
See also page 44 for a map of eastern
Worthington.
NORWARD
Taking its name from “North Ward,” back in
the days when the citizens elected their officials by
wards, Norward is a neighborhood in southwest
Worthington. These days most people use the
name to refer to the “wedge” between 4th Avenue,
Kurtland Boulevard, and N. Truman Boulevard.
Years ago it was almost entirely a residential neigh-
borhood, but the building of the two highways
changed things. Shipping companies like EZWay
Trucking and other businesses who need easy
access to the highways (or to the airport, which is
only a few minutes’ drive to the north of Norward
via the Truman) began getting parts of the neigh-
borhood rezoned for commercial use. Most resi-
dents, eager for more job opportunities, welcomed
the newcomers, though others warned darkly of
the unforeseen consequences of change and an
increase in the crime rate.
Both predictions have come to pass. Nor-
ward now has one of the lowest unemployment
rates of any neighborhood in the city, thanks to
the influx of light industry and related firms...
but as a consequence the character of the neigh-
borhood has gone downhill a little. It’s not as safe
as it used to be, nor as family-friendly, but such
is the price of progress.
WORTHINGTON
IMAGES OF
WORTHINGTON
Trucks pulling off the
highway into Norward,
their drivers home at
last
The darkness-dispelling
lights of the Golden
Avenue advertising the
latest shows
The rustling leaves of
the trees on the Avenue
of the Elms
The office parks and
corporate centers along
the city’s northern edge
Businessmen hurry-
ing to work early in the
morning
The beautiful facade and
broad front steps of the
Ferranti Auditorium
The distinctive buildings
of HCSU
87
Hudson City ■ Chapter Two
LANDMARKS
Some of the best-known buildings
and locations in Hudson City can be
found in Worthington.
Fordham ChemTech Tower (southeast
corner of Vance Avenue and N. Madison
Street): The world headquarters of
Fordham ChemTech, one of the world’s
leading industrial firms, this ninety-story
skyscraper is the tallest building in the
area. The company’s current chief execu-
tive, Jeffrey Fordham, has his offices on
the 89th floor; the ninetieth contains a
small but elegant restaurant (Madison
90) and an observation deck.
The Golden Avenue: The section of 1st
Avenue between N. Adams Street and
N. Madison is Hudson City’s theater
district and the heart of its community
of performing artists. Referred to as
“the Golden Avenue” because of the
bright lights of the many playhouses
clustered along its length, it’s a top
destination spot for natives and tour-
ists alike. The theaters host original
productions, traveling Broadway plays,
small concerts, and many similar events. A locally-
published weekly pamphlet, the Golden Avenue
Gazeteer, provides information about what’s cur-
rently being shown at places like the Neapolitan
Theatre, Kelleher Music Hall, the City Theatre, the
Mannheim Playhouse, and the Millennium Theatre.
Harpcor Towers (northeast corner of Combs Avenue
and Northampton Street): One of the most striking
office buildings in Hudson City is the headquarters
of the Harper Corporation (Harpcor; see page
120), called Harpcor Towers. Consisting of two
towers rising from a central base, it reminds some
critics of a chimneystack, others of a sort of castle.
In addition to the Harpcor offices (which occupy
the first ten floors), the building contains various
law firms, brokerages, accounting firms, and other
businesses, including the famed Spinning Diamond
restaurant (see below).
Lowder Publishing (820 Newport Street): Fans of
genre fiction have a special place in their hearts for
Lowder Publishing, which started as a producer
of pulp magazines in 1924. After years of success
in the pulp fiction business, it shifted over to more
mainstream publishing, but still focused on genre
fiction: westerns; science fiction; horror; fantasy;
romance. Some of the most popular fantasy and
science fiction novels of the twentieth century were
first published by Lowder, and its “Lowder Fantasy
Classics” series is still regarded today as one of the
best and most influential collection of seminal fan-
tasy works. In addition to the company’s offices, the
Lowder Publishing Building includes the Lowder
Museum (one of the world’s largest and most valu-
able collections of pulp and genre fiction memo-
rabilia) and the Lowder Archives (a library of pulp
magazines and the like).
SHOPPING
Worthington’s retail and commercial districts
have a wide selection of stores, shops, and bou-
tiques for the discriminating consumer.
Boudreau’s Department Store (southwest corner
of 2nd Avenue and Washington Street): This large,
freestanding, twelve-story department store has
been a Hudson City institution for well over a hun-
dred years. The subject of movies such as A Day
At Boudreau’s and Meet Me On The Fourth Floor, it
includes some very upscale, expensive departments
(such as Jewelry and Fine China), but also quite a
few that carry economy goods and other inexpen-
sive wares. The store’s employees have a reputation
for being knowledgeable, tasteful, and efficient; for
a small fee they’ll deliver your purchase to your
home or office.
Boudreau’s hosts many events and spon-
sors many community functions through the
year — wine-tasting parties, Little League teams,
charity events, and more — making it beloved
for more than just its vast selection of goods. Its
best-known annual feature is Christmas Village,
which it erects in the center of the store the day
after Thanksgiving so the children of Hudson City
can come sit on Santa’s lap and tell him what they
want for Christmas. For holiday-minded shoppers,
the Boudreau’s staff creates special displays in the
outside windows; walking up and down the street
looking at them is a favorite holiday pasttime for
many Hudsonites.
Che’s Book Nook (northwest corner of Vance Avenue
and Mathews Street): This enormous bookstore
sells both new books (first floor) and used books
(second and third floors). Located in the heart of
Somerset, it’s become a haven for the city’s book-
lovers and literary figures. The owner, Che Andrew-
Hero System 5th Edition
88 ■ The Lay Of The Land
son, is a softspoken women who loves to talk about
books. When she’s not dealing with administrative
matters, you can usually find her enjoying a cup of
tea in the little coffeehouse on the first floor.
Callahan Gem Importers (Floor 14-A of the Harp-
cor Towers building): One of the few major gem
importers not to do most of its business at the
Hudson City Gemstone Exchange (page 121), Cal-
lahan Gem Importers deals directly with suppliers
of precious stones in Belgium, Russia, Africa, South
America, and elsewhere. The firm in turn sells
the stones to jewelers and other customers in this
country. Due to the large amount of “stock” it has
on hand at any one time, it has a strong security
system and the best small vault money can buy.
ON THE TOWN
Worthington’s got plenty of places where
people can have a good time.
PoMo (southeast corner of Ashmont Avenue and
N. Gabriel Street): The latest in trendiness, PoMo
serves drinks you’ve never heard of to people who
wouldn’t be caught dead hanging around someone
as uncool as you. The guys covering the door allow
in only the hippest of the hip among the beautiful
people; the un-hip and unbeautiful need not even
apply. Those who make it through the doors earn
the privilege of paying three times as much for a
drink as they would anywhere else while staring at
the decidedly odd decor (bubble fountains, plasma
globes and sculptures, weird neon things...). But
hey, it’s the place to be seen, and for some people,
that’s more than enough.
Marge’s Place (northeast corner of 2nd Avenue and
Onondaga Street): Truckers and similar folk work-
ing over in Norward often stop off at Marge’s Place
to have a drink before going home... or maybe
before going on duty. Marge Sweetwater, the owner,
is a trucker’s widow who sort of informally “adopts”
many of her regulars and makes sure they’re doing
OK, not working too much, are eating well....
The Spinning Diamond (Floor 20-B of the Harpcor
Towers building): The top floor of Tower B of
the Harpcor Towers building contains the Spin-
ning Diamond, a restaurant whose interior slowly
revolves, giving most diners alternating views of the
northern suburbs and the city. It’s fast becoming
one of the city’s trendiest restaurants with its eclec-
tic menu and impeccable service.
A Taste Of Paris (northwest corner of Chatham
Avenue and Watts Street): Hudson City has many
fine French restaurants, but few that rise to the
level of quality shown by A Taste Of Paris. Owner
Rene Bouvard, a Paris-trained master chef him-
self, makes sure that every last detail — from the
print on the menus, to the quality of the floral
centerpieces, to the amount of seasoning used in
the escargot — is perfect. More than one employee
who’d earn top marks at another restaurant has
been fired from A Taste Of Paris for failing to live
up to Bouvard’s exacting standards.
LIMELIGHT DREAMS
The presence of all the major playhouses and theaters
along the Golden Avenue, not to mention the many
smaller or less prominent venues elsewhere in the
neighborhood, has spawned an actors’ culture in east
Worthington. Sometimes it seems as if everyone you run
into there who isn’t obviously a businessman is an actor,
a wannabe actor, a producer, or someone else associated
with the theater business in some way, shape, or form.
The average Hudsonite is most likely to encounter the
actors’ culture in one of two ways (besides going to see
a play, of course!). The first is by going out for some-
thing to eat in the neighborhood. Countless actors
work as waiters, waitresses, coffee shop employees,
cooks, you name it. Not only is it work that suits their
oddball schedules, it puts them in a position to swipe a
bite to eat when the boss is not looking — when you’re
a struggling actor with the income of a Third World
bureaucrat, every free feed helps!
The second is on the street. Many actors try to scare up a
few extra bucks by putting their talents to work as street
performers. Technically this requires a license from the
city, but most of the actors don’t bother, and only the
most bored, hardest-hearted cop wastes his time running
someone in for performing without a license — well,
anyone other than mimes, maybe.
The actors themselves tend to be a close-knit bunch, for
all that they compete with one another for jobs. They
help each other find work to tide them over until the next
acting job, form support groups and social cliques, and
sometimes even assemble acting or comedy troupes that
make a name for themselves. The most famous of these is
probably the Yellow Branch Company, a mostly comedy-
oriented group that’s spawned some of the great comic
talents of this generation. More than a few of the Yellow
Branch alumni have gone on to big success on television
or out in Hollywood, and they often repay the favor by
returning to Hudson City to teach the Company classes
or help put on benefit performances. Getting into the
YBC is tough; the group accepts only the most talented
performers on the basis of a unanimous vote by all cur-
rent members.
KAREN BAKER
10 STR
13 DEX
11 CON
9 BODY
10 INT
10 EGO
13 PRE
16 COM
4 PD
3 ED
3 SPD
4 REC
22 END 20 STUN
Abilities: Bureaucratics
8-, Combat Driving 8-,
Combat Piloting 13-,
CK: Hudson City 11-,
KS: The Military/Mer-
cenary/Terrorist World
8-, KS: The U.S. Army
8-, Paramedics 11-, PS:
Charter Pilot 11-, Stealth
12-, TF: Common
Motorized Ground
Vehicles, Helicopters,
Small Planes, SCUBA,
WF: Small Arms, Fringe
Benefit: Licensed Heli-
copter Charter Pilot
Disadvantages: None
Notes: Karen Baker
owns and operates
Ambassador Air Service,
a helicopter charter
company that flies
executives, diplomats,
and other important,
wealthy people all
around Hudson City for
a stiff fee. She has five
employees (two other
pilots, two support staff)
and a small office and
hangar at Hudson City
International Airport.
An Army veteran, she
runs her company with
military efficiency, and
responds level-headedly
to the emergencies that
sometimes arise.
89
Hudson City ■ Chapter Two
E
ven as large as it is, Hudson City proper
simply doesn’t have the space necessary to
house the millions of people who work in
the city. Additionally, not everyone who
works in the city wants to live in an urban area.
For that reason, dozens of suburbs and bedroom
communities have sprung up on all sides of the
city. Most of the suburbs surrounding Hudson
City are pretty much the same: they’re much
less built up than the city, have more detached
housing and isolated neighborhoods, and so
forth. They differ in the standard of living they
provide, but otherwise they’re all just bedroom
communities for the Pearl City.
Hudson City occupies the entirety of Stewart
County. Six counties ring it: Morgan; Corinth;
Prince William; Benton; Franklin; and Sabine. See
page 276 for a map of the area.
MORGAN COUNTY
Located north of the city along the coast,
Morgan County is a pleasant, sometimes even pic-
turesque, place. Most of the suburbs here are on the
upper end of the economic and social scale; their
residents tend to be the families of high-powered
executives and the like. (The areas around Aberdeen
International Airport, which are mostly industrial
or working-class residential, are an exception.)
The schools are top-notch, and in Hudson Beach
and Bayside (not to be confused with the Hudson
City neighborhood of the same name) the county
offers Northsiders places to go down to the sea. The
beaches there tend to get very crowded on summer
weekends; seaside houses and condominiums are
extremely expensive and highly desirable.
Morgan County townships include:
Arcadia
Bayside
Cambria (site of Aberdeen International Airport)
Hudson Beach
Mill Creek
Northdale (also in Corinth County)
Pleasanton
Swan’s Quarter
Morgan County also includes Pine Island,
the site of a number of small resorts frequented by
Hudson City’s wealthy. (Nearby Osprey Island isn’t in
Morgan County, but similarly has lots of resort areas.)
CORINTH COUNTY
Lying just west of Morgan County, Corinth
County is best known to most Hudsonites as the
location of Albion, a delightful little town with sev-
eral first-class bed and breakfasts. The town fathers
of Albion have adopted stringent zoning regula-
tions and other ordinances to preserve the town’s
charm; getting permission to build a new house
there (or renovate an existing one) is harder than
pulling teeth.
Corinth County townships include:
Albion
Jordan (also in Prince William County)
Norwood
Rockwell (also in Prince William County)
PRINCE WILLIAM COUNTY
Irishtown borders Prince William County,
and the presence of so much money can be felt in
nearby suburbs like Jordan and Andrews Heights,
which in many respects aren’t much different from
Irishtown itself. The houses and lawns are large, the
streets are well-patrolled by police and sheriff’s offi-
cers, and the shops and restaurants are highbrow
and elegant. A little further out, such as in Willow-
ford, things become more middle-class, but still on
the upper end of the scale.
Prince William County townships include:
Andrews Heights
Bedford
Belmont
Buena Vista
Carlyle
Haines Ridge
Iroquois
Rome
Sparta
Willowford
BENTON COUNTY
Benton County sits across the Stewart River
from Prince William County. Its towns are mostly
middle-class and working-class places; many a
Hudsonite has fond memories of having grown up
on the streets of East Maple, Elk Lake, or Pineville.
Maple Valley is the site of the famous Maple Valley
Pottery Works, which produces pots and jugs that
are often considered valuable collectibles.
SUBURBS
Hero System 5th Edition
90 ■ The Lay Of The Land
Benton County townships include:
Arlington
Blanton
Drexel Park
East Maple
Elk Lake
Harrington
Knoxboro
Maple Valley
Pineville
FRANKLIN COUNTY
This county, located southwest of Hudson City
proper, has only a few large towns. For the most
part, they’re black enclaves like Freetown, but safer,
better off economically, and more spread out. On
the Freetown streets, the term “Franklin” describes
a black from Franklin County who’s not as street-
smart as the speaker thinks he ought to be.
Franklin County townships include:
Bluefield
Clifton
Douglasburg
Stewartsville
SABINE COUNTY
Located directly south of Freetown, Elm-
view, and Latin City, Sabine County and its towns
(mainly Southport, which is along the coast) are
mostly working-class residential mixed with the
heavy industry and other businesses that cannot or
will not function within the city limits. For exam-
ple, the Hudson City Landfill is located just south
of Hamilton.
The towns of Southport and Easton include
land along the coast. The beaches here aren’t as nice
as those in Morgan, but Southsiders have just as
much fun swimming and enjoying the cool ocean
breezes as their Northsider counterparts.
Sabine County townships include:
Deweyville
Easton
Hamilton
Lukesburg
Southport
Windham
Sabine County’s territory also includes Fort
Butler Island, the site of Hudson City’s only large
defensework during the nineteenth century. The
Fort Butler Historical Society gives guided tours of
the fort’s ruins.
OUTLYING COMMUNITIES
Beyond the immediate ring of counties and
towns around Hudson City lie other, more rural com-
munities. Hudsonites willing to make long commutes
into work sometimes live in these places, where they
can own lots of land. These towns include: Beckett’s
Landing; Burkett’s Mill; Cookville; Eagle Springs;
Farmingdale; Huntington; Jonesburg; Manchester;
Raleigh Hills; Riverwood; Springfield; Stewartsburg
(site of Stewartsburg Penitentiary); and Westridge.
THE INNER AND OUTER BELTLINES
Not everyone driving through New Jersey
wants to go through Hudson City. After all, traffic
on Truman Boulevard can slow down to a crawl at
some times during the day... and what happens if
your car breaks down in Freetown or Lafayette?
To avoid these potentially unpleasant fates,
drivers can take either of two beltlines around the
city: the Inner and the Outer. The Inner Beltline, I-
8755, splits off from I-3275 south of Sabine County
and wends its way through Franklin, Benton,
Prince William, Corinth, and just a bit of Morgan
Counties before merging into I-4085 a little ways
south of the town of Raleigh Hills. The Outer Belt-
line (I-2379) arcs around all of the counties (except
for one corner of Benton) and joins I-4085 a couple
miles north of where the Inner Beltline does.
The Outer Beltline and I-2984 (Kurtland
Boulevard) both cross the Stewart River at a town
called Burkett’s Mill. As a result of all the trucking
traffic passing through there, Burkett’s Mill has
become notorious as a town of truck stops, prosti-
tution, and illegal gambling.
LAKE CHICAROA
Roughly eighty miles west of the Hudson City
limits is Lake Chicaroa, a large, deep lake whose
waters are usually too cold for swimming even at
the height of summer but ideal for fishing most
times of the year. Fed by underground springs and
rivers, Lake Chicaroa serves as a backup water
supply for Hudson City in the event of a calamity
with its current water sources (see page 23).
And Lake Chicaroa may hold more than just
fish. From the sasquatch of the Pacific Northwest,
to the yeti of the Himalayas, to the mokele mbembe
of the West African jungle, the world is suppos-
edly full of creatures man has not yet discovered
and catalogued. One such creature is the “Chicaroa
Beast,” Hudson City’s equivalent of the Loch Ness
Monster. Colloquially known as “Chickie,” and fea-
tured in cartoon form on countless t-shirts, base-
ball caps, billboard, and the like, Chickie is said to
resemble a gigantic, long-necked lizard with some
sort of “claw-flippers” along its sides. No one has
ever provided definitive proof that Chickie actually
exists. Several well-known “photographs” of the
creature, which tend to follow the description given
above, are inconclusive (and some of them have
been revealed as fakes or hoaxes in recent years).
Proving Chickie does (or does not) exist is an
obsessive quest for many residents of the area.
BERINGHURST
-ON-STEWART
Upriver from Hudson
City, well outside the
main ring of suburbs
surrounding the city
but not so far out in
the country that it’s
completely isolated, sits
a charming little resort
called Beringhurst-on-
Stewart. This bed-and-
breakfast occupies the
former home of the
Beringhurst family,
one of the area’s most
prosperous farming and
ranching families in the
mid- to late 1800s. In
addition to impeccable
service and delicious
food, the b-and-b offers
a superb view of the
Stewart River and many
other amenities, includ-
ing temporary fishing
licenses, horseback
riding, and “lawn sports”
like croquet. And the
B-on-S’s lemonade is so
good people often drive
out from Hudson City
just to have a glass or
three along with lunch.
91
Hudson City ■ Chapter Two
T
he Hudson City government has two
branches: the mayor’s office, which performs
executive duties; and the City Council, which
acts as a legislative and regulatory body.
Additionally, it has hundreds of “commissions” that
oversee certain city functions, such as Transporta-
tion, Sanitation, or historical preservation.
THE MAYOR
Hudson City’s chief executive is the Mayor.
He (no women have ever held the job) is elected by
the citizens at large for a four-year term. There’s no
legal limit on the number of terms a single person
can hold as mayor. The record is four terms (John
Gadsden, 1876-1892), but given the modern politi-
cal scene and mass media, the odds of someone
serving for more than two terms in a row are slim.
The mayor’s office is located at the very top of City
Hall, the largest building in Governmental Plaza
(see below).
The mayor’s duties are broad and far-reach-
ing. In addition to representing the city on the
national stage, he handles a wide variety of
executive functions, including law enforcement,
city personnel and hiring, city budgeting and
finance, economic development, and the like.
He also interacts frequently, and on many levels,
with the City Council to push his agenda for the
city, resolve problems in city government, and
otherwise keep the city operating as smoothly as
possible. In the rare event of a tie in a Council
vote, the mayor hold the tiebreaking vote.
The Honorable
Graydon T. Umstead
The current mayor of Hudson City is the Hon-
orable Graydon T. Umstead, a Republican.
Elected by a narrow margin in 2002 on a
reformist, anti-union, pro-law enforcement plat-
form, he came into office promising to trim the
city’s budget and bloated employee rolls, reduce
the crime rate, and curb the power of local unions.
His efforts to reduce city spending and employ-
ment have generally succeeded so far — but not to
the degree he’d like, and with the unavoidable side
effect of angering people who lost their jobs or now
have more difficulty accessing city services.
Other than that, his record is neutral or mixed.
His staunch support of the Hudson City Police
Department has received accolades in some circles,
but criticism in others, where he’s called a racist
and proponent of police brutality. His efforts to
control the crime rate have not accomplished much
(to no one’s surprise), but have earned him the
city’s respect.
Umstead’s dogged attacks on the city’s unions
(especially those that include city employees) have
been his biggest lightning rod for both praise and
criticism. On the one hand, Hudsonites are sick
and tired of union abuses (such as part-time school
janitors earning $60,000 a year, and the 2002 sanita-
tion workers’ strikes for more money for less work).
On the other hand, many citizens are union mem-
bers or know a union member, and they’re angry
about Umstead’s vilification of the unions.
CITY
GOVERNMENT
THE CHAIN
OF COMMAND
According to city law, if
the election for mayor
results in a tie, the cur-
rent City Council — the
one that was in existence
the day of the elec-
tion, not the new one
that may have resulted
from that same election
— chooses the mayor.
This has never happened
in city history.
Also according to
city law, if the mayor
and deputy mayor are
both unable to serve,
the Speaker of the
City Council becomes
mayor pro tem until an
election can be called,
which must take place
at the earliest reasonable
time (i.e., the city does
not wait until the next
November). The winner
serves a standard four-
year term. This hap-
pened in 1950, with the
long-term result being
that Hudson City may-
oral elections are not
held in the same year
as presidential elections
the way they once were
— they’re held two years
after each presidential
election.
THE HONORABLE
GRAYDON T. UMSTEAD
Mayor Of Hudson City
10 STR
10 DEX
10 CON
10 BODY
18 INT
14 EGO
20 PRE
14 COM
2 PD
2 ED
2 SPD
4 REC
20 END
20 STUN
Abilities: Bureaucratics 13-; Conversation 13-; Deduction
13-; High Society 13-; CK: Hudson City 11-; KS: Hudson
City Politics 13-; KS: Law 13-; KS: Political Science 13-;
Navigation (Marine) 13-; Oratory 13-; Persuasion 13-;
PS: Lawyer 13-; PS: Politician 13-; PS: Sailor 11-; Riding
11-; Seduction 13-; TF: Small Wind-Powered Boats;
WF: Small Arms; Contacts (50 points’ worth throughout
Hudson City, state politics, and federal politics); Favors
(15 points’ worth from various people he’s helped during
his career); Fringe Benefits: Mayor of Hudson City,
License To Practice Law; Money (10 points)
25+ Disadvantages: Hunted: Watched by the media and
various other groups; Hunted: various political oppo-
nents who want to defeat him in the next election; Psy-
chological Limitation: Must Do What He Feels Is Right;
Psychological Limitation: Devoted Family Man; Reputa-
tion (that fascist bastard of a mayor) 11-; Rivalry (various
political opponents); Social Limitation: Famous
Notes: Graydon T. Umstead
is the first Republican mayor
Hudson City’s had in 28 years.
A handsome man in his late 40s,
he’s got green eyes and hair gone
prematurely grey from the stress
of his job. He is a committed,
slightly moderate conservative
who’s firmly devoted to his prin-
ciples — no matter what the cost, he does what he thinks
is the right thing, even if it means taking on powerful,
entrenched special interest groups. He’s equally devoted
to his wife, Pat, and children, Graydon Jr. (age 10) and
Melissa (age 8), and does his best to shield them from the
ugly side of being the Mayor’s family. Umstead’s hobbies
include horseback riding and sailing.
Hero System 5th Edition
92 ■ The Lay Of The Land
With an election coming up in 2006,
Umstead is considered vulnerable in some circles.
Union support of his opponent alone could turn
the election against him, unless between now and
then he can break the unions’ power and show
that his actions have had a measurable benefi-
cial effect. Similarly, a real victory in the war on
crime could land him another four years in Gov-
ernmental Center... while one high-profile case
of police corruption or brutality could get him
tossed out on his ear.
Deputy Mayor Edward Wilson
Ranked immediately below the mayor in the
city hierarchy is the deputy mayor, who runs on
the same ticket with the mayor during elections.
The deputy mayor assists the mayor, stands in for
him when he can’t be present at various functions,
represents the city’s government at many different
events, and if necessary replaces the mayor in the
event he cannot serve out his full term.
Ed Wilson, a black man about the same age
as Graydon Umstead, serves with him as deputy
mayor. A moderate-to-conservative Democrat and
long-time friend of the Mayor’s, he was chosen
for Umstead’s ticket to balance it out both politi-
cally and racially. He plays an important role as
Umstead’s link to the black community — though
he’s angered the NAACP and some other groups
with his outspoken comments about the “poisonous
nature” of modern urban black culture and how it
holds black people back. He’s considered a potential
candidate for mayor or governor in the near future.
Other Deputy Mayors
Although press and public alike refer to Ed
Wilson is the Deputy Mayor, in fact he’s not the
only one Hudson City has — Chief Deputy Mayor
or Vice-Mayor would be more accurate titles,
reflecting his role as the Mayor’s second-in-com-
mand. The other deputy mayors handle specific
divisions of the executive branch of the city govern-
ment, and are always referred to by their full title
(deputy major for so-and-so) to distinguish them
from “the” Deputy Mayor. Each Deputy Mayor has
one or more Deputy Assistants serving under him.
Among the ranks of the deputy mayors,
the main ones (and their corresponding depart-
ments) are:
ADMINISTRATION
Often referred to as the “Administrative Ser-
vices Division” (its name under an older scheme
of city government organization), “Admin” is
considered the most important branch of the city
government by some people. It’s responsible for
managing all the city’s personnel and financial
matters. Its most important task is to draw up the
annual city budget for approval by the Mayor and
City Council, and its ability to suggest increased or
decreased funding for particular offices or projects
makes it feared throughout the city. Deputy Mayor
for Administration Myron Evans is known around
Governmental Center as “the Hangman” for his
ability to strangle policy initiatives through lack
of funding. His main assistant, Comptroller Ray
Krueger, knows more about the minutia of the city
budget than anyone else in the government.
One of the most important sections in this
Mayor: Graydon T. Umstead
Deputy Mayor: Edward Wilson
Deputy Mayor (Administration): Myron Evans
— Human Resources Division
Deputy Mayor (Commerce): Kevin Ramis
— Consumer Affairs Division
— Small Business Assistance Division
— Film and Broadcasting Division
— Labor Relations Division
Deputy Mayor (Community Development): William Froward
— Economic Development Division
— Planning Division
Deputy Mayor (Legal Affairs): City Attorney Regina Hallowell
Deputy Mayor (Operations): Roberta Medrano
— Children’s Services Division
— Environmental Protection Division
— Health and Human Services Division
— Information Services Division
— Taxi and Limousine Commission
The City Council (79 Councilmen elected by districts)
— Speaker: Tony Hyatt
City Commissions
— Parks And Recreation Commission
— Public Works Commission
— Sanitation Commission
— Schools Commission (School Board)
— Transportation Commission
— Utilities Commission
— Other Commissions
93
Hudson City ■ Chapter Two
department is the Human Resources Division,
which is in charge of all city hiring, payrolls, and
the like. Georgina Flynn, a large, no-nonsense
black woman, has held the position of Director
of Human Resources for fifteen years, through
three different mayors — although her job is an
appointed position, she has such extensive experi-
ence (and, some say, knowledge of which skeletons
are in which closets) that each incoming mayor
reappoints her. But that doesn’t mean she gets
along with her boss. She and Mayor Umstead have
clashed on several occasions over city staffing, and
she’s lost each time (much to her seething resent-
ment). She’s also mostly pro-union... some say
because she’s in the back pocket of the Mafia.
COMMERCE
Under the steady, if uninspired, leadership of
Deputy Mayor for Commerce Kevin Ramis, the
Commerce Department handles a wide variety of
trade- and business-related matters for the city. Its
divisions include Consumer Affairs, Small Business
Assistance, Film and Broadcasting, and Labor Rela-
tions. The latter is a particularly tense and touchy
place these days, given Mayor Umstead’s seemingly
ceaseless quarrels with the unions.
COMMUNITY DEVELOPMENT
This department, one of the largest (and
according to Umstead, most bloated) bureaucracies
in the city, has two main sections (and thus func-
tions). The first, and in terms of staffing the small-
est, is the Economic Development Division (EDD).
It’s responsible for monitoring the city’s economy
and suggesting ways to improve it, attracting new
businesses and jobs to Hudson City, and so forth.
It’s a thankless task that generally only attracts
notice when EDD fails. The EDD often butts heads
with Commerce over which department has pri-
mary authority over a given matter; Deputy Mayor
for Community Development William Froward
loathes Kevin Ramis, and vice-versa.
The second, and by far the larger, is the Plan-
ning Division. If you want to build a new building
or subdivision, or alter an existing one, this is where
you get the permit. When it’s time to have plans for
that building approved, these are the people who do
the review and make recommendations to the City
Council (which the Council follows over 85% of the
time). If you want to have an area rezoned or peti-
tion for a zoning variance, this is the department you
talk to. When it’s time for your building to undergo
an inspection for building and zoning code viola-
tions, Planning sends out the inspectors. In short, the
Planning Division is both bane and boon to the city’s
developers, contractors, and property owners.
For decades, one story or rumor after another
has claimed the Planning Division is rife with cor-
ruption, from the lowliest inspector all the way up
to the top office. Like his predecessors, Director of
Planning Phillip Taggart staunchly denies these
allegations, though some have resulted in pros-
ecutions whose findings of “guilty” he can’t argue
against. He says those “bad days” are behind the
department, and that he looks forward to proving
the Planning Department’s integrity to the people
of Hudson City.
LEGAL AFFAIRS
The Legal Affairs Department handles legal
matters for the city — in other words, it’s Hudson
City’s lawyer, the agency that handles civil suits
brought against the city, and files suit on behalf of
the city when the Mayor deems it prudent to do
so. It also includes divisions devoted to legal issues
such as Women’s Affairs, Children’s Affairs, Immi-
gration Affairs, Human Rights, and so forth.
Umstead’s appointee to this post, Regina Hal-
lowell, was formerly a partner at the high-powered
law firm of MacDougal, Shorte, and Abraham, but
left that job to devote her not-inconsiderable legal
skills to the public good. During her tenure the
city has paid out 42% less money in civil verdicts
against it, and won 21% more cases, than under the
past two City Attorneys.
OPERATIONS
Operations is a sort of catch-all department
for offices, boards, and authorities that don’t fit into
any other mayoral branch. Deputy Mayor Roberta
Medrano oversees such divisions as Health and
Human Services, the Taxi and Limousine Commis-
sion, Information Services, Environmental Protec-
tion, Children’s Services, and so forth.
THE CITY COUNCIL
The Hudson City Council (HCC) is a legisla-
tive body composed of 79 Councilmen — one for
roughly every 30,000 residents (though more than
a few people who work in the city illegally register
to vote there even though they actually live in the
suburbs). Councilmen are elected for two-year
terms by districts. Half of the Council is up for re-
election every year, ensuring that Hudson City has
to suffer through a plague of election advertising
on a constant basis.
The Council’s function is to write, consider,
and pass laws and ordinances for the city, create
and make appointments to the various city com-
missions (see below), oversee various other aspects
of city government, and generally act as a check
and balance on the Mayor’s power (as he does on
theirs). The Mayor has veto power over the laws the
HCC passes, but a two-thirds vote in the Council
overrides the veto. Throughout the city’s history, the
Mayor has almost never exercised his veto.
Although all Councilmen enjoy equal voting
privileges, every January (and occasionally at other
times) the members elect one of their number to
serve as Speaker. The Speaker nominally leads the
Council, and does have a certain amount of extra
prestige and pull (particularly among his own
party), but for the most part the position just tacks
some extra administrative duties onto the typical
Councilman’s responsibilities. The Speaker may
appoint other Councilmen to assist him, if desired;
so far the current Speaker, Tony Hyatt (see below),
has made no such appointments.
The City Council is in session most days of
DANIELLE
RICHARDSON
8 STR
8 DEX
9 CON
8 BODY
10 INT
10 EGO
10 PRE
10 COM
2 PD
2 ED
1 SPD
4 REC
16 END 17 STUN
Abilities: Bureaucrat-
ics 11-, CK: Hudson
City 11-, KS: City Plan-
ning 11-, KS: Hudson
City Zoning Code 14-,
PS: City Planner 12-,
Immovable (5 points)
Disadvantages: Social
Limitation: Subject To
Orders
Notes: Danielle Rich-
ardson is one of the city
planners who works
for the Planning Divi-
sion of the Hudson City
Department of Com-
munity Development.
Day in and day out, she
evaluates developers’
proposed plans, requests
for variances, and other
paperwork related to
building structures in
the Pearl City. She’s
earned herself a repu-
tation as a stubborn
battle-axe who won’t
budge an inch if she
feels a project’s not right
for the city, but also as
a fierce advocate before
the City Council for
projects she thinks are
worthwhile.
Hero System 5th Edition
94 ■ The Lay Of The Land
the year. Barring emergencies, it does not meet as a
formal body on Thursdays and Fridays so Council-
men can spend time in their local offices helping
their constituents. All Council sessions are open to
public viewing (and are broadcast on local cable
television), but not public participation. The Coun-
cil holds a special Monday night session every two
weeks at which citizens can address the council,
bring complaints and grievances to its attention,
and so forth.
As mentioned above, each Councilman
maintains an office in his district. Depend-
ing on the Councilman’s preferences, image,
and finances, an office may be as simple as a
two-room storefront staffed by volunteers, or
as elaborate as a suite of rooms in a skyscraper
with a well-paid staff of four to ten employees.
Each Councilman receives the same stipend for
office establishment and maintenance, but some
supplement it with leftover campaign contribu-
tions, their personal fortunes, or donations from
supporters specifically for this purpose.
In 2002, the City Council elections were
largely influenced by Mayor Umstead’s coattails,
giving him the muscle he needed in the Council
to achieve several of the items on his anti-union,
spending-cutting agenda... but not enough to push
his agenda through effortlessly, or do as he pleases.
Even worse, the Council had to authorize a minor
increase in city property taxes to cover certain city
expenses, which left some of them vulnerable to
attack. The 2004 elections were mixed, with a few
surprising changes, but didn’t do much to alter the
fundamental balances of power within the Council:
roughly 55% Democrat, 40% Republican, and 5%
other. Political consultants are already working on
next year’s campaigns.
NOTABLE COUNCILMEN
Here are brief descriptions of some of the
best-known members of the HCC.
Max Bishop: A black Democrat from the 65th
District, deep in the heart of Freetown, Bishop is
regarded as a smart, hardworking legislator who’s
constantly trying to improve conditions in his
district. Unlike racial agitator Reverend James
Pick (page 132), Councilman Bishop is regarded
as a positive influence in racial politics and a man
to whom both sides in a racial dispute will listen.
Some in the civil rights community regard Bishop
as a “dream candidate” for future mayoral elections;
others find him a little too moderate for their taste.
Henry Chen: Henry Chen represents the 41st Dis-
trict, which includes part of Chinatown. He’s been
on the HCC for 22 years, and most political consul-
tants in the city consider him unbeatable — he usu-
ally runs unopposed these days. Although he nor-
mally remains quiet during Council debates, he has
a lot of influence behind the scenes when Council-
men discuss issues privately. He is extremely pro-
business and has done a lot to encourage economic
growth in the city.
Tony Hyatt: The current Speaker of the HCC,
Anthony Hyatt represents the 10th District, which
covers part of Worthington. Although registered as
a Republican, he’s a moderate one who sides with
the Democrats as often as not; his centrism made
him an acceptable Speaker to both sides of the
Council aisle, and most observers expect him to be
re-elected to the position next year. He’s particu-
larly interested in health care issues, and has intro-
duced several bills on that subject.
Frank Jasinkiewicz: The Assistant Speaker of the
City Council is a Democrat from the 14th District.
Against the tapestry of waffling, ideological pan-
dering, and corporate ass-kissing that is Hudson
City politics, Jasinkiewicz stands out for being par-
ticularly evasive; pinning him down for his opinion
on an issue is like trying to catch a greased pig. The
one thing he’s known for is his ardent support of
the city parks system.
Catherine Lewis: Recently put into office in the 2004
elections, Catherine Lewis is a political newcomer,
having previously worked as a homemaker, Red
Cross volunteer, and home remodeler. She ran for
the 36th District seat on a fairly liberal platform, and
is expected to vote solidly with the Democratic bloc
in the Council. No one really takes her seriously
yet, though she’s already introduced a sweeping bill
aimed at improving teachers’ pay and benefits.
Richard Pendergrass: Pendergrass, an openly
homosexual male, represents the 43rd District,
which includes Ashwood and part of Crown Point.
He’s been elected several times, largely on the basis
of the fact that he seems to know everyone in his
95
Hudson City ■ Chapter Two
district on a first-name basis; as a moderate Demo-
crat, he’s actually not nearly left-wing enough to
satisfy more than a few of his constituents.
Larry Pettigrew: A Democrat from the 23rd Dis-
trict, which includes parts of the Blackbridge and
Worthington neighborhoods, Councilman Pet-
tigrew describes himself as a “champion of the
middle class,” but his actions in the Council don’t
necessarily support that position. For example, he’s
voted for property tax increases and more lenient
sentences for city crimes in the past — two issues
that nearly cost him his last election.
Joseph Ruggiero: If there’s a Councilman more
corrupt than Democrat Joseph Ruggiero, the FBI
would like to hear about it. Twice convicted of
taking bribes, and once of possession of illegal
narcotics, he’s avoided jail time by hiring the best
lawyers and cleverly using his numerous con-
nections. Despite his checkered background, his
constituents in the 34th District have re-elected him
several times, usually by overwhelming margins.
He’s known to be a personal friend of Michael
“Black Mike” Calvino, don of the Verontese crime
family, and most people think the Veronteses have
used their clout in Little Italy to ensure that Rug-
giero remains in office. The FBI and DEA suspect
Ruggiero in many more cases of corruption, and
believe he has some connection to Colombian and/
or Mexican drug cartels, but they have no proof of
this — yet.
Julia Shuman: A Republican from the 1st District
(Irishtown and environs), Councilwoman Shuman
is a tireless campaigner against pornography
(“smut”) and anything else she views as “tearing
apart the fabric of the American family.” She con-
stantly pressures the police to crack down on “the
Strip” and pushes for tighter regulation of what
local cable television providers can show. But even
her fiercest opponents — and they are legion —
admire Councilwoman Shuman for her fundraising
efforts on behalf of Habitat For Humanity and her
attempts to highlight the problem of sexual harass-
ment in the workplace.
Daphne Wong: Wong represents the 40th District,
which includes part of Chinatown. Well-liked
by both side of the aisle for her friendly manner
and unwillingness to engage in mudslinging, this
Republican serves as the HCC’s parliamentarian.
William Zogby: What Joseph Ruggiero is to corrup-
tion, Republican William Zogby of the 29th District
(which covers part of Bankhurst, Marwich, and
Gadsden) is to hard living. His three drunk driving
arrests testify to his love of good liquor, his four
marriages to his fondness for beautiful women (and
inability to remain faithful to just one). Despite
these problems, his extensive contacts in the Hud-
sonite business and financial community (and his
willingness to use his political clout to help them)
ensure he always has the fat warchest he needs to
keep getting re-elected.
CITY COMMISSIONS
In addition to standing mayoral depart-
ments like the Community Development Division,
Hudson City also has numerous city commissions.
Commissions are established by the Hudson City
Council, but staffed by the executive via mayoral
appointment and the Administrative Services Divi-
sion (though the mayor is expected to, and does,
consult with the Council on who it would like to
have in charge of a given commission). Commis-
sions range from ones so large, important, and
longstanding that they’re effectively permanent
(Public Works, Transportation) to minor ones
that only exist for a short time or about which the
public may never learn (Artistic Restoration, City
Bicentennial Celebration, Anti-Litter Campaign).
Although not specifically part of the executive
branch of the city government, the commissions for
the most part answer to, and take orders from, the
mayor. A stubborn commissioner who refuses to go
along with the mayor’s “requests” can cause havoc
throughout the city and Governmental Center.
Some of the better-known and more impor-
tant city commissions include:
PARKS AND RECREATION COMMISSION
The Parks and Recreation Commission is in
charge of building, maintaining, and promoting the
city’s cultural and recreational resources: every-
thing from LeMastre Park to the smallest, most
obscure museum. It also takes care of cemeteries in
the city, trees and other plantings along the streets,
and the Hudson City Zoo.
The Recreation Division of the Commission is
responsible for the many sports facilities around the
city, ranging from Devon Coliseum to local tennis
and basketball courts. It runs several recreational
sports leagues based on age groups (children, teen-
agers, adults, seniors), and sponsors advertising cam-
paigns encouraging people to exercise.
Juanita Salcedo, a former Councilwoman and
long-time Hudson City political veteran, runs Parks
and Rec. It’s an open secret that she’s not particu-
larly happy with the job — the best she could get
after losing her last Council election — and would
like to find something “better” to do.
PUBLIC WORKS COMMISSION
Run by Clarence Ingold, who’s worked for
it in one capacity or another for forty years, the
Public Works Commission takes care of a large
number of infrastructure-related duties for the
city: engineering on city buildings (and engineer-
ing inspections of other buildings); animal control;
road and parking facility maintenance and repairs;
and maintenance and repair of city vehicles and
equipment (most people refer to Maintenance Divi-
sion simply as “the Shop,” as in “OK, looks like it’s
broken — send it to the Shop for repairs”). In the
latter capacity, the Commission works closely with
the Transportation Commission, which plans the
roads, conducts traffic analysis studies, and so forth
— in fact, the two Commissions occupy adjoining
blocks of offices in Governmental Center 3.
ALICIA BROOKES
6 STR
8 DEX
8 CON
9 BODY
10 INT
8 EGO
10 PRE
8 COM
2 PD
2 ED
1 SPD
3 REC
16 END 16 STUN
Abilities: Bureaucratics
14-, High Society 8-, KS:
Hudson City Politics
11-, KS: Who’s Who
Around Governmental
Plaza 11-, KS: Govern-
mental Plaza Gossip 11-,
PS: Secretary 14-
Disadvantages: None
Notes: For the past
quarter-century, Alicia
Brookes has worked
as an administrative
assistant to one City
Councilman or another;
since 2002, she’s worked
for Larry Pettigrew. Her
knowledge of the ins
and outs of city govern-
ment, as well as her
consummate secretarial
skills, assure her of a job
somewhere in Govern-
mental Plaza as long as
she’s willing to work.
Hero System 5th Edition
96 ■ The Lay Of The Land
The average Hudsonite is most likely to inter-
act with Public Works employees from the Animal
Control Division. Animal Control officers show
up in their distinctive tan-colored vans to capture
stray dogs and cats (or even non-stray ones labeled
dangerous by a city court), remove unwanted ani-
mals from peoples’ houses, and collect the carcasses
of dead animals. In addition to having to deal with
potentially dangerous animals like trained pit bull
terriers or rabid raccoons, Animal Control officers
also have to cope with irate or distraught citizens
— in 2002, an Animal Control officer was mur-
dered by a Worthington woman when he tried to
take away her illegal pet cobra.
Public Works also enforces the city’s facade
law, which mandates that building owners pre-
serve and maintain the facades of their buildings
to prevent deterioration and collapse. The law
also imposes special restrictions and approval
requirements on changing the appearance of a
building’s facade. The law was put in place after a
building facade in Blackbridge collapsed, killing
a mother and child. Many building owners loathe
this law, and do anything they can to get around
its provisions.
SANITATION COMMISSION
The Sanitation Commission has three main
duties: waste pickup and removal, sewer construc-
tion and maintenance (see page 22), and street
cleaning. As such it’s one of the most important
agencies in city government, but also one of the
least appreciated. In the autumn the Commissions
also runs a leaf pickup and removal service in parks
and residential neighborhoods; during wintry
weather it operates the city’s sand and salt trucks to
keep the roads as safe as possible.
The Sanitation Commission maintains a
fleet of approximately 5,500 vehicles, ranging
from large garbage trucks (see page 23) to vari-
ous specialized vehicles and standard pickup
trucks and cars. Its 9,000 Waste Removal Divi-
sion employees (seven thousand of whom are
uniformed sanitation workers of some sort) use
these to collect and dispose of approximately
12,000 tons of residential and institutional waste
every day (as mentioned on page 23, businesses
must use private waste disposal companies).
Paul Olszewski, a small, quiet man, runs the
Sanitation Commission. For a Hudsonite, he’s shy
and retiring, with a nonconfrontational approach
to problem solving. His main goal is to do his job
so well that neither the Mayor nor anyone else ever
contacts him. He wishes he’d divorced his now ex-
wife before she egged him on to take this job, but
now that he’s got it, he’s going to stick with it.
SCHOOLS COMMISSION
Known to most Hudsonites simply as “the
School Board,” the Schools Commission is a light-
ning rod for controversy and public debate. If
there’s one thing people care fiercely about, it’s their
kids, and that means they have very strong opinions
about things that affect their kids... like schools.
They express those opinions to the members of the
School Commission. Shouting and swearing are
often involved, and on three occasions in the past
five years disturbed parents have brandished guns
during the Commission’s weekly public meetings
on Thursday nights.
Unlike most commissions, the School Board’s
fifteen members are chosen by citywide election
for three-year terms (five members are up for
re-election every year), though the City Council
retains the power to dissolve and remake the
Commission if necessary (something it’s never
done). The Commissioners elect a Chief Commis-
sioner from among their number; he serves for a
year, but can be re-elected as often as the Com-
mission likes. As of late 2004, the Chief Commis-
sioner (or “CC,” as he’s known in the bureaucracy)
is Wanda Cranwell, a former teacher and princi-
pal. The Commission oversees the public schools
bureaucracy (see page 116), approves teacher
and administrator pay scales, and deals with the
myriad of other issues pertaining to the city’s
elementary and secondary schools.
TRANSPORTATION COMMISSION
The Transportation Commission oversees all
aspects of travel and transportation within the city.
It manages the subways, buses, and other forms
of mass transit; builds, maintains, and repairs the
roads; and conducts traffic analysis studies. Its
major divisions include Rapid Transit (subways and
railways), Bus, Ferry, Traffic Engineering (i.e., road
building and maintenance), and Traffic Planning.
Many Hudsonites think of Transportation
Commission employees as lazy slobs. Every time
a citizen drives pass a roadwork project and sees
four or five big-bellied guys standing around doing
nothing, he wonders what the hell Commissioner
Dale Snodgrass is doing with his tax dollars. The
truth is, though, that roadwork projects don’t nec-
essarily proceed at an even pace. Even allowing for
what Mayor Umstead would describe as “outra-
geous” concessions that roadworkers’ unions have
obtained regarding work breaks and the like, most
roadworkers are reasonably diligent city employees.
The Transportation Commission also has a
reputation for corruption. It’s not unknown for the
Commissioner or other high-ranking employees
to pad their work schedules with unneeded proj-
ects and pocket the money for them, or to buy
cheap asphalt and other supplies, charge the city
for higher-grade stuff, and keep the difference for
themselves. No substantial allegations of corrup-
tion have ever been brought against Snodgrass, his
Assistant Commissioner Norman Embler, or their
immediate underlings, and none of the charges that
have been leveled have been proven.
UTILITIES COMMISSION
The ultimate responsibility for the city’s water,
power, and phone services rests with the Utilities
Commission, which oversees and regulates the pro-
viders of those utilities. Although most Hudsonites
don’t even think about these things, the truth is
that the Utilities Commission (or, more accurately,
the equipment and personnel at its headquarters)
LUCAS ROBINSON
10 STR
8 DEX
11 CON 10 BODY
8 INT
8 EGO
8 PRE
8 COM
4 PD
3 ED
2 SPD
4 REC
22 END 21 STUN
Abilities: Climbing 11-,
AK: Forsyth 11-, CK:
Hudson City 11-, KS:
Pro Football 8-, PS:
Sanitation Engineer 11-,
WF: Handguns
Disadvantages: None
Notes: Lucas Robin-
son — or “Luke,” to his
friends — is what city
officials refer to as a
“sanitation engineer”
and most people call a
“garbageman.” Five days
a week he’s out there
in all kinds of weather,
riding on the back of a
garbage truck to pick
up trash that’s too big
or bulky for the normal
city trashcans. He’s been
doing the job for nearly
ten years now, and has
learned the city pretty
well — he sees a lot
more than most people
would expect. It’s not
exactly the most upscale
job in the world, but it’s
hard to beat the benefits.
97
Hudson City ■ Chapter Two
could paralyze the whole city by denying it water or
power. Utilities works closely with the Sewers Divi-
sion of the Sanitation Commission; both Commis-
sions have their offices in Governmental Plaza 4.
In one corner of the Utility Commissioner’s
office there’s an unusual kind of clock — one that
runs by dropping tiny steel pellets down a track
at precise intervals, creating an effect of constant,
carefully controlled motion, and energy harnessed
for a good end. This clock provides a perfect
metaphor for the Commissioner himself: Patrick
Carrick, a man of untiring energy and enthusiasm
who’s continually trying to make the city’s water,
electric, and telephone systems run with the same
smooth efficiency as his clock. His bull-in-a-china-
shop manner infuriates the many bureaucrats for
whom double-talk and delay are a way of life, but
there’s no denying Carrick usually gets done what
needs done.
CITY POLITICS
“Bayside? Why in the world would you want to
build in Bayside? You’ll spend half your budget
paying off the Marcellis, and your people will
have to rub shoulders with longshoremen and
shipyard workers. Build in Eastwood. We’ve got
a top-notch hospital, a major mall, an eager
workforce, and plenty of other attractions that
make it the perfect place for you.”
— Eastwood booster May Crandall
Politics in Hudson City often boils down to
disputes between the Democratic and Repub-
lican political machines that mobilize voters
and try to sway public opinion. The Democrats
are often known as Bolton Hall, from the name
of the building where they used to assemble
for meetings and rallies. The building was torn
down decades ago, but the moniker remains. The
Republicans are saddled with a much less flatter-
ing nickname: the Ivory Club. The name comes
from the club where Republican leaders used
to meet, which had two large elephant statues
outside and was called the Ivory Club. Today the
name is often used in a cruel and sarcastic way
to refer to the racial composition, and allegedly
racist policies, of the local Republican Party.
The other major force in city politics is neigh-
borhood interest. The residents of the various
neighborhoods and districts in the city each want
to improve their home areas... and that often means
fighting with other neighborhoods for resources
and benefits. If a company wants to construct a new
building or factory in the city, the neighborhood
that gets it will benefit, so all the contenders fight
for it like dogs quarreling over a bone. If a federal
program might funnel some money into the city,
every neighborhood that thinks it’s entitled to a
slice of the pie bellies up to the table with knife in
hand — to use on each other as well as the pie.
Movers And Shakers
The Mayor’s office and the City Council aren’t
the extent of city politics. There are plenty of other
movers and shakers in the city, each pushing his
own agenda or cause. Some of them include:
Manuel Berillo-Costa: A former construction
worker who grew up in Latin City, Berillo-Costa is
a committed Democrat and a prominent member
of Bolton Hall. His main support group is the city’s
Hispanic community, but he also has many influen-
tial backers in the city’s universities, labor unions,
and working communities.
Basil Cromwell: The spokesman for the Hudson
City Republican Party (a.k.a. the Ivory Club),
Cromwell is regarded as an intelligent, clever
speaker by most people, making him a frequent
guest on Sunday morning political talk shows.
Many Democrats, including his opposite number
Mark Hathaway, think of him as a fascist apolo-
gist who represents everything that’s worst about
American society.
Mark Hathaway: The press secretary for the
Hudson City Democratic Party (or Bolton Hall,
as it’s often called) is a handsome man in his late
20s with a flair for public speaking and a razor-
sharp wit. His verbal confrontations with Basil
Cromwell at local events and on television are
the stuff of modern legend. As yet unmarried,
he’s often seen in the company of movie actresses
and pretty young heiresses.
Bob Jasperson: A former member of the House
of Representatives who lost his re-election
bid several years ago, Jasperson remains heav-
ily involved in politics on the local level. He is
almost Manuel Berillo-Costa’s opposite number,
since he’s a major Republican fundraiser and
often appears on local television shows to argue
the GOP position. Many people believe he’s con-
sidering a run for the City Council or the U.S.
Senate sometime in the near future.
Paul McClendon: McClendon, an independent,
was Mayor of Hudson City over a decade ago.
The media hounded him from office after allega-
tions of connections to organized crime surfaced.
Nevertheless he remains a powerful and influen-
tial man in the city. He currently runs a business
consulting firm, and the extent of his political
ambitions — and his contacts in the underworld
— are unknown.
James Scopetta: A former City Councilman from
Little Italy, Scopetta was convicted of racketeering
in 1984 in connection with a construction scam. He
served a short prison term and since his release has
continued to wield political influence despite the
fact that he’s not in office. Extremely popular with
the city’s Italian community and labor unions, he’s
frequently consulted by city politicians on issues
that might affect those groups.
NICOLE SULLIVAN
8 STR
8 DEX
8 CON
8 BODY
10 INT
10 EGO
13 PRE
12 COM
2 PD
2 ED
2 SPD
4 REC
16 END 16 STUN
Abilities: Bureaucratics
12-, Conversation 12-,
High Society 12-, KS:
Hudson City Politics
14-, Persuasion 12-, PS:
Political Consultant
13-, SS: Statistics 8-, 20
points’ worth of Con-
tacts in city politics
Disadvantages: Psy-
chological Limitation:
Hates To Lose
Notes: Nicole Sullivan is
one of the most talented
political consultants
in the city. She herself
really lacks strong
political convictions
— what she’s interested
in is taking a candidate,
grooming him, leading
him through the paces,
and seeing him through
to victory, not flogging
a particular political
agenda. Democrat,
Republican, indepen-
dent, Libertarian, Green
— she doesn’t care, as
long as she wins. The
issues don’t concern her,
but she hates to lose... so
much so that she might
resort to underhanded
tactics if she felt she had
to to secure a win for
her candidate.
Hero System 5th Edition
98 ■ The Lay Of The Land
Current Issues In
City Government
As of 2004, here are some of the most pressing
political and social issues confronting Hudson City.
BUSINESS DEVELOPMENT
AND JOB CREATION
The struggle to improve and grow Hudson City’s
economy, and provide jobs for all of her citizens who
want one, is an eternal task. In Mayor Umstead’s
administration to date, the city’s gained about 10,000
jobs — better than a loss, certainly, but a mere drop
in the bucket in the eyes of many. Economic devel-
opment proponents assert that the city should offer
more incentives to attract new employers; fiscal
conservatives believe that makes poor financial sense,
and in any event most incentives depend on state
action as much or more than city action.
CRIME
Hudson City’s reputation as crime-ridden is
well-deserved. Between violent street crime, vice,
and corruption at all levels of city government, it
sometimes seems as if the criminals outnumber the
honest citizens. The Hudson City Police Depart-
ment and other law enforcement agencies do their
best to combat the problem, but as they often tell
reporters, they’re outmanned, outgunned, and ham-
strung by the courts.
When Mayor Umstead took office, he
announced a bold “Anti-Crime Initiative” whose pro-
visions included increased funding for the HCPD so
it could hire new officers, a corresponding increase in
funding for building new courts and prisons (since
having more cops to take more crooks off the street is
meaningless if the system can’t handle the increased
load), a program to upgrade the Department’s
equipment and weapons, and a pilot program to
use modern GPS technology to track all felons, pro-
bationers, and parolees. He’s made a little progress
on improving HCPD equipment, but the state and
federal governments haven’t given him the money
for his “force and courts upgrade” proposal, and civil
rights and privacy organizations have lobbied hard
against his “tracking” idea.
INFRASTRUCTURE
Like so many other cities throughout the
United States and the world, Hudson City is fall-
ing apart. Many of its roads need repaving or
repairs, old buildings require extensive engineering
improvements, overpasses and bridges are weaken-
ing, and sewers and waterpipes spring leaks. But
once something’s built, people seem to think it will
last forever — it’s easier to get money and approval
for a new city building than funding to properly
maintain and upgrade an existing structure.
This is a rare issue on which Mayor Umstead
and the unions see eye-to-eye: he’d like to improve
the city’s infrastructure for the obvious reasons, the
unions want all the extra work that a program of
major repairs and maintenance would create. How-
ever, both Umstead and the City Council are reluctant
to deal with this issue full-on, since raising the neces-
sary money would undoubtedly require significant
tax increases. Until someone comes up with a safe
solution, is willing to put his hand in the tax increase
fire, or a major disaster prompts significant reform on
the issue, Hudson City’s probably just going to go on
patching things here and there as it has to.
SCHOOLS
Never let it be said that Hudson City (or any
other American city) is truly satisfied with its
schools. Everyone has an idea for what’s wrong with
them and how to fix them, but establishing any sort
of significant consensus, much less a coalition with
sufficient political power to actually accomplish
anything, is like herding cats.
Three main issues confront school reformers.
First, Hudson City’s public schools aren’t safe. Many
kids bring concealed weapons to school, gangs and
drug abuse are rampant, and assaults on teachers
a monthly (if not weekly) occurrence. Installing
metal detectors and stationing police officers at
every school has helped a little, but it’s really only a
Band-Aid slapped on a sucking chest wound.
Second, Hudson City test scores are miser-
able. It appears that many students learn little or
nothing in class (but still get promoted from grade
to grade), and illiteracy is shockingly common
among secondary school students. Mayor Umstead
has proposed both a standardized curricula pro-
gram and a school uniform policy to address this
problem, but his ideas have met with a lukewarm
reception. The Democrats in the City Council favor
increasing teacher salaries and school budgets, but
aren’t willing to take the political hit of increasing
taxes to pay for them.
Third, most Hudson City schools are in mis-
erable shape. Roofs leak, broken windows remain
unrepaired, graffiti doesn’t get cleaned up, stairways
sag. The entire physical plant needs major upgrades
and replacements, but there’s no more money avail-
able for this than for increased teacher salaries.
UNIONS
The ongoing conflict between Mayor
Umstead’s administration and the city’s unions
makes headlines almost every week. Umstead put
his position succinctly in a recent speech: “Unions
have gone from helping downtrodden laborers
regain their dignity and obtain fair working condi-
tions to helping today’s workers loot public and
private treasuries for everything they can. These
greedy and corrupt organizations no longer help
society — they only hurt it by increasing the cost of
the goods we all buy, the time it takes to finish any
public works project, and the size of governmental
budgets and payrolls. The time has come for the
unions to recognize that they’re doing more harm
than good and to mend their ways... before the
government has to mend them for them.” Scores of
union officials have fired back with similarly vitri-
olic statements defending the rights of workers and
extolling the good works that unions do. But until
one side or the other gains enough political power
to force its agenda down the other’s throat, the odds
are it’s just going to remain a war of words.
IN THE NEWS
IN 2004:
DEATH IN ASHWOOD
April — A mere two
weeks after Hudson
City’s annual Gay and
Lesbian Pride Day cel-
ebration, James “Jack”
Chatworth, an openly
homosexual man, was
found brutally beaten
and killed in an Ash-
wood alleyway. Pre-
liminary investigation
showed that Chatworth
had been tied up and
tortured with cigarette
burns and razor blades,
leading the police to
conclude that someone
had kidnapped him
several days prior to
the time his body was
found, though none of
his friends had reported
him missing. At the site
his head was smashed
in with a brick, resulting
in death due to severe
cranial trauma.
Amid cries of outrage
from the city’s gay and
civil rights communities,
the HCPD conducted
an intensive investiga-
tion which eventu-
ally focused on Gary
Miller, a repeat offender
released from Stewarts-
burg Penitentiary earlier
in the year. A member
of the white suprema-
cist group the Aryan
Brotherhood while in
prison, Miller eventu-
ally confessed to the
murder under intense
police questioning. As
of December 2004, he
remains in Longview
Correctional awaiting
sentencing.
99
Hudson City ■ Chapter Two
GOVERNMENTAL CENTER
The seat of Hudson City government is the
Governmental Center, located at 101 Centre Street
directly across the street from Courthouse Plaza.
Both the subway and the elevated railway have
stops at Governmental Center, and part of the
Hudson City Underground (page 21) is located
directly beneath it.
The Center consists of seven buildings. The
largest and most impressive is City Hall, a twelve-
story building done in a Greek Revival style with
broad front stairs. To each side of it are three build-
ings, designed and arranged so that the structures
create a C shape around a central plaza. In the
middle of the plaza is a fountain featuring a statue
of the Greek god Poseidon. When the weather’s
fine, Center workers often sit on the fountain’s edge,
or on various nearby benches, and eat their lunches.
The six smaller buildings, each eight to ten
stories tall, are known as Governmental Center
1 to 6, with the numbering beginning at the “top”
part of the C and proceeding counterclockwise.
They house various governmental offices. Number
5 is the City Council building, where the Council
Chambers are and the Councilmen and their staffs
have offices.
COUNTY GOVERNMENT
Hudson City occupies the entirety of Stewart
County. The city limits were long ago made the
same as the county borders. Similarly, government
functions that would ordinarily be part of a county
rather than a city — the planning office, the county
prosecutor, and so forth — were merged into the
city’s governmental structure. Thus, Hudson City
doesn’t have a separate “county government” to
contend with the way most cities do, though it often
has to liaise or deal with the governments of sur-
rounding counties.
STATE AND FEDERAL
GOVERNMENT
As large and prominent as Hudson City is,
it’s part of a greater state and country — and that
means Hudsonites participate in the political pro-
cess at a level above City Hall.
STATE GOVERNMENT
Due to its large population, Hudson City sends
several members to both the Senate and General
Assembly of the New Jersey Legislature. Hudson
City has also played a prominent role in the elec-
tion of every recent New Jersey governor (includ-
ing the current one, Democrat Patricia McCor-
mack); gubernatorial candidates (and potential
gubernatorial candidates) visit the city frequently.
In the world of Hudson City, the New Jersey
Legislature has two Houses: a 45-member Senate
and an 90-member General Assembly. In odd-
numbered years, the citizens in 45 legislative dis-
tricts elect one Senator (for a four-year term) and
two Assemblymen (each for a two-year term). To
be a Senator, you must be at least 30 years old and a
resident of the state for four years prior to election;
to be an Assemblyman, you must be at least 21 and
a resident for two years. All legislators must live in
the districts they represent. Service in either House
is considered a part-time job, so most legislators
have other occupations.
The greater Hudson City area elects five state
Senators and 10 Assemblymen. Some of the better
known of them include Senator Alan Taite, Sena-
tor Louisa Merrick, and Assemblymen Gerald
Roth, Henriette Cuyler, James daSilva, Christopher
Kaminski, and Augustus “Gus” Andreola.
FEDERAL GOVERNMENT
Besides federal aid, assistance, and grants
— which Hudson City receives billions of dollars
of every year for road maintenance, midnight bas-
ketball programs, anti-drug campaigns, business
development, and many other things — the Pearl
City’s main connection with the federal govern-
ment is through the Senators and Representatives
it elects. Hudson City usually goes strongly Demo-
cratic in presidential elections.
Senators
Like every other state of the Union, New Jersey
elects two senators. As the largest city in the state,
Hudson City has a major influence on these elec-
tions — there are nearly as many votes to be had
here as in the rest of the state put together — and
that means it receives a lot of attention from the
candidates come election time.
The two senators currently representing New
Jersey are Braxton Waite (a white Democrat) and
Alice Sheffield (a self-described “half-Hispanic”
Republican). Waite, a native of Hudson City, got
his start in politics on the City Council. He’s a well-
known figure in the city and often attends major
society gatherings. Sheffield comes from northern
New Jersey, but spends enough time in the Pearl
City to let Hudsonites know she’s looking out for
their interests. Both maintain local offices in the
Federal Building on Courthouse Plaza.
Representatives
In the world of Hudson City, New Jersey
elects 23 Representatives to Congress: 10 from the
greater Hudson City area, 13 from the rest of the
state. Some of the “locals” include:
Representative Alexander Goodman: A black Demo-
crat from the Freetown area, Goodman rode into
office in 1992 on President Clinton’s coattails and
has won re-election ever since. Known as a fiery
orator and a determined fighter for the welfare of
his constituents, the poor inhabitants of Freetown,
he suffers credibility problems in other circles due
to his tendency to label anyone who disagrees with
him a “racist,” and because of his connections with
the Reverend James Pick (page 132).
Representative Edward Kurtz: A Republican and
long-time representative whose district includes
the Irishtown area. An extremely wealthy man
THE MAPLE VALLEY
STRATEGIC METALS
DEPOSITORY
On the outskirts of the
suburb of Maple Valley,
in a secured facility set
well back from the road
and surrounded by a
lush, landscaped lawn
without any shrubbery
or trees, stands a series
of large, low to the
ground, grey cement
buildings. If they could
see them from the road,
passersby would prob-
ably take the place for
a aesthetically bland
office park, but in fact
it’s something far more
important: a United
States strategic materials
depository.
The United States
economy and military
require certain materials
which don’t exist in their
natural form in this
country, and thus have
to be purchased from
other nations. These
include aluminum,
beryllium, chromium,
cobalt, manganese,
platinum, titanium, and
various other metals.
To prevent shortages
from crippling the
nation during times of
crises, the government
maintains stockpiles
of these materials. The
Maple Valley Strategic
Materials Depository is
just one of many facili-
ties across the country
where the government
stores part of its stock-
piles.
Naturally, the MVSMD
is very well guarded,
with high-tech secu-
rity systems, Army
soldiers as guards, and
many other protective
resources. If a thief
could penetrate the
facility and somehow
manage to escape with
a sizable quantity of the
stockpile, he might make
himself a tidy profit... if
he could figure out who
would buy the stuff, and
how to sell it without
getting himself killed.
Hero System 5th Edition
100 ■ The Lay Of The Land
who made his millions as a stock-
broker, Kurtz has a lot of influence
in Hudson City — but he’s a con-
templative man who tries to make
as few waves as possible, which
sometimes makes it difficult for
him to get things done in Congress.
He has a modest reputation for his
preparedness and the thoroughness
of his examination of important
legislation, due in part to his effi-
cient staff.
Representative Caridad Montalván:
Representing Latin City and part
of Southport, this Democrat cru-
sades tirelessly for the welfare of
her constituents. She’s helped so
many people with so many prob-
lems that she’s run unopposed for
the past three elections because
everyone knows there’s no over-
coming her popularity.
THE DIPLOMATIC SCENE
As a major center of com-
merce and culture, Hudson City has
a thriving diplomatic community.
Most major nations have embas-
sies or consulates in the city; many
of them cluster along 4th Avenue
between N. Jefferson and Wash-
ington Streets, an area sometimes
known as “Embassy Row.” People
involved with diplomatic work
(trade representatives, government
officials, and the like) can expect
to receive an invitation to at least
one diplomatic reception or party a
week, each celebrating some impor-
tant event or holiday in the host
embassy’s nation (see page 59).
Diplomats sometimes take
advantage of their positions,
knowledge of American cul-
ture, and diplomatic immunity
to engage in spying or criminal
behavior. More than a few of them
drive any way they want and park
wherever they choose, since their
immunity protects them from traf-
fic tickets — much to the aggra-
vation of Hudsonites. But some
go further, using their status and
resources to get involved in the
drug trade or the like. For example,
in 1998, the son of a high-level
diplomat at the Brazilian embassy
committed a series of brutal rapes,
but diplomatic immunity protected
him from being charged with a
crime — all the authorities could
do was deport him.
LAHAB AL-BAKIYAH
10 STR
10 DEX
10 CON 10 BODY
14 INT
13 EGO
16 PRE
12 COM
3 PD
3 ED
2 SPD
4 REC
20 END 20 STUN
Abilities: Acting 12-,
Bribery 8-, Bureaucrat-
ics 13-, Computer Pro-
gramming 8-, Conversa-
tion 14-, Deduction 13-,
Gambling (Card Games,
Sports Betting) 12-,
High Society 12-, KS:
The Espionage World
13-, KS: The Hudson
City Diplomatic Scene
11-, KS: World Cultures
11-, KS: World Politics
11-, Language: English
(fluent conversation,
Arabic is Native), Per-
suasion 12-, Riding 11-,
Stealth 11-, Streetwise
12-, WF: Small Arms,
Knives, Fringe Benefit:
Diplomatic Immunity.
Disadvantages: Dis-
tinctive Features: Arab;
Hunted by the FBI
Counterintelligence
Section 8- (Mo Pow,
NCI, Watching); Psy-
chological Limitation:
Islamic Fundamental-
ist; Social Limitation:
Subject To Orders
Notes: Lahab al-Baki-
yah, an Arabic man in
his mid-forties, is one
of the highest-rank-
ing diplomats at the
Iranian Embassy in
Hudson City (and thus
receives full diplomatic
immunity). His duties
include serving as
cultural attaché, mean-
ing he often arranges
events to display Ira-
nian arts and culture
to other peoples, and
likewise attends many
cultural events. The
FBI suspects him of
being a spy, but it has
no proof.
chapter three:
chapter three:
chapter three:
A DAY IN THE LIFE
Hero System 5th Edition
102 ■ A Day In The Life
A
city isn’t just neighborhoods, buildings, and
roads. It’s also people, and if the buildings
and roads are the city’s body and arteries,
the people are its blood and soul — the
things that give it life, and make that life worth living.
THE RHYTHM OF THE CITY
Like any other major American metropolis,
Hudson City never really “sleeps” — there are
things going on all around the city at every hour of
the day and night. Some industries, like the hotel
and trucking industries, depend as much on night-
time workers as they do on daytime workers. But
for the most part, the Pearl City follows a certain
“rhythm” all its own.
In most parts of the city, the early risers get
up around 5:00 or 5:30 AM. This gives first-shift
workers time to get dressed and have some break-
fast before heading to work, commuters time to
travel to their offices, and workers in restaurants
and coffee shops time to get ready for the morn-
ing rush. But most people get to sleep a little later,
until sometime between 6:00 and 7:00 — it all
depends on how long a commute to work they
have, whether they have to get kids off to school,
and so forth.
Morning rush hour gets started no later than
6:30, and by 7:00 it’s usually in full swing. Traffic
clogs the city streets, particularly in the eastern half
of the Northside — even Truman, Kurtland, and
the parkways slow to a crawl. Radio station heli-
copters take to the air to report on the latest traffic
jams and wrecks as diners fill up with people who
want their daily OJ and eggs.
Since the first shift begins at 7:00 in most
companies, and most offices expect their employ-
ees to be at their desks by 8:00, rush hour usually
ends no later than 9:00 AM... but that’s not to say
the streets become empty. There are still plenty of
taxis, delivery trucks, bike messengers, shoppers,
and people driving to appointments. In many parts
of the city, there’s no time during daylight hours
when it becomes truly easy to make one’s way
along the streets.
Early eaters start to hit the restaurants for
lunch beginning at 11:00, but most people don’t
have their midday meal until noon or 12:30 at the
earliest. If the weather’s fine, this is the best time to
people-watch, since everyone takes to the streets
to walk to a nearby lunch counter, pushcart, or
restaurant (or to a park or other pleasant place
to sit and eat, for those who brown-bag it). When
it’s rainy, you’ll have more fun watching the mul-
ticolored parade of umbrellas from a skyscraper.
The cold winter weather cuts down on the crowds
a little, but not much — Hudsonites are tough
people and can stand a little nip in the air.
Evening rush hour starts around 3:00, when
the first shift’s ending and the second shift’s getting
underway. It remains reasonably light until 4:30 or
5:00, when workers heading home jam the roads.
Some companies offer flextime arrangements so
people can come in earlier and leave earlier, but this
hasn’t done anything to ease the pain of rush hour.
After people get home, what they do usually
depends on the time of year. In the spring and
summer, when it remains light for an hour or three
beyond 6:00 PM, many people take the time to do
yardwork or chores, play sports, or participate in
other activities before eating dinner. In the autumn
and winter, when it gets dark early, they’re more
likely to stay inside and relax with some indoor
activity — watching TV, working a puzzle, playing
computer games.
Hudsonites tend to eat dinner late. The earli-
est most people consider having dinner is 7:00 PM,
and it’s not uncommon for people to wait until
8:00, 9:00, or even 10:00 (particularly if they want
to catch a movie or a show beforehand). By 8:30
most restaurants are pretty crowded, with waits of
20 minutes or more; the really popular places may
be booked solid, or expect you to wait at least 90
minutes to get a table.
And after the dinner period, the entertain-
ment hours begin. Movies and shows tend to get
started relatively early at night, with showings
beginning around 7:00 and often occurring several
more times throughout the evening (depending on
show length). Nightclubs and the like usually open
around 10:00, though they don’t really get “jump-
ing” until after 11:00 at the earliest. Most of them
stay open at least until 2:00 AM, but more than
a few keep the night alive until 4:00 or 5:00 AM.
Among young professionals there’s a subculture
of partiers who stay out until the wee hours, yet
somehow make it to the office by 8:00 AM and put
in a full day’s work before going out and doing it
all again. And some people — gangsters and other
criminals, for example, not to mention the vigilan-
tes who hunt them — are more active at night than
during the day.
LIFE IN THE
BIG CITY
CALVIN ARCHER
10 STR
13 DEX
9 CON
8 BODY
10 INT
8 EGO
10 PRE
9 COM
3 PD
2 ED
2 SPD
4 REC
18 END 18 STUN
Abilities: Bugging 13-,
Bureaucratics 8-, Com-
puter Programming 11-,
Electronics 13-, SS: Elec-
tronic Engineering 11-,
Mechanics 8-, PS: Small
Business Owner 11-,
Security Systems 12-,
Shadowing 11-, Systems
Operation 8-
Disadvantages: None
Notes: Calvin Archer
runs Archer Electronics
& Security, a Pierpoint
company that sells
electronic components
and related services
and equipment. If you
want to build your own
ham radio, RC car, or
similar gadget, Archer
can sell you the parts,
tools, and instructions
to do it. Archer also car-
ries a wide selection of
surveillance and secu-
rity devices, which he
installs for a fee.
Hudson City ■ Chapter Three
103
ANNUAL EVENTS
There’s also an annual rhythm to life in
Hudson City, with a round of parades, celebrations,
and festivals that the locals enjoy year after year. In
chronological order, some of the most important or
interesting of them are:
New Year’s Day Parade: On January 1, elaborate
floats and gigantic balloons fill the streets of
Bankhurst, Highlands, and Worthington (and
the air above them) as the New Year’s Day Parade
wends its way from the river to the city limits. A
nationally televised event that attracts tens of thou-
sands of onlookers along its route, it’s also a major
marketing opportunity for many companies that
brings millions of dollars of revenue into Hudson
City’s advertising firms.
King Day Festival: On Martin Luther King Day,
MLK Park and the surrounding blocks in Freetown
are the scene of an enormous street festival featur-
ing prominent speakers, concerts, games, and other
events. Warring street gangs generally set aside
their differences for the day, but violence has been
known to break out.
Pearls Of Great Price Banquet: Held in late January,
this event honors the past year’s most active civic
and charity organizations and workers with various
awards, plaques, and certificates of recognition. It’s
considered a highlight of the annual social season,
and many who attend go all-out to look their best.
Chinese New Year: In mid-February, Chinatown
holds its own New Year’s celebration, though the
parade is much smaller, the secondary events some-
times a little strange to Western sensibilities, and
the fireworks much more common. Many Hud-
sonites trek over to the neighborhood for the food
and festivities.
St. Patrick’s Day Parade: Hudsonites of Irish
descent take this day to celebrate their heritage
with a parade from Irishtown to LeMastre Park,
generous helpings of corned beef and cabbage, and
gallons of green-dyed beer.
Gay And Lesbian Pride Day: Hudson City’s homo-
sexual community celebrates its lifestyle with a
street festival every year in Ashwood in early April.
Bigots have taken to calling it “April Queer’s Day.”
Easter Parade and Egg Hunt: Every year the Easter
Parade starts in Gadsden, progresses west through
Bankhurst, then turns north through Blackbridge
and Worthington to the city limits. Instead of
the floats found in most other city parades, this
one features mainly marching bands, civic and
charitable groups walking to raise money for their
causes, and so forth. Individuals dressed in their
best (or weirdest) clothing often join the parade for
a few blocks or miles. For the kids, there’s a massive
city-sponsored Easter Egg hunt in LeMastre Park
around the Dinosaur Garden.
Greek Festival: In May, the Dormition Greek
Orthodox Church (page 72) holds its Greek Festi-
val to showcase Greek food and culture.
Firetree Cotillion: An annual dance held at the Fire-
tree Country Club (page 135).
Hudson City Toy Fair: In mid-May the halls of the
Convention Center are filled with more toys than
even the greediest child could dream up. Toy and
game manufacturers from all over the world come
to display their wares to potential buyers and drum
up business for the year.
Memorial Day Celebrations: Hudson City doesn’t
have any specific Memorial Day event (such as a
parade), but every year a wide variety of speeches,
solemn remembrances, and celebratory acknowl-
edgements of America’s fighting forces take place.
Yacht Club Regatta and parties: The Hudson Beach
Yacht Club (page 135) holds a regatta and a series
of parties every summer. The date of the Regatta
varies, but it’s usually in late July or early August.
Hudson City Marathon: Held in early June, this race
starts in Gadsden and wends its way around the
Northside to end in LeMastre Park. (See page 115
for other annual sporting events.)
HudsonCon: In mid-June, over 20,000 science fic-
tion and gaming fans descend on Blackbridge for
HudsonCon, one of the nation’s premiere cons.
Hudson City Jazz Festival: Typically held in mid-
late June, this musical event attracts the top musi-
cians in jazz — as well as tens of thousands of jazz
fans — to the city’s concert halls and parks.
Hudson City Fourth: Every year the city sponsors an
elaborate Fourth of July festival in LeMastre Park.
There’s usually a major concert in the afternoon,
and at 9:00 PM sharp the fireworks begin.
Summer Kite Festival: Held in Mott Park every July,
this Chinatown event draws thousands of people
eager to watch the elaborate Chinese kites (and bet
on the kite fights).
Hudson City Military Exposition: Arms and mili-
tary systems manufacturers hold a trade show at
the Convention Center and Coliseum in August.
Admission to the show is closed to the public; only
persons with valid invitations and identity badges
can tour the halls to ooh and ahh at the latest in
firearm, tank, and UAV technology.
Labor Day Celebrations: For two days in early
September the city nearly shuts down as workers
(unionized or not) take a vacation to celebrate the
virtues of working. Various events take place all
around the city, but the enormous street festival in
Elmview and Red Hill is usually considered the best
party to go to. It usually includes at least one major
musical act in concert.
Halloween Celebrations: The city has no formal
Halloween event, but many civic and social organi-
zations hold costume parties, fundraisers, or trick-
or-treat substitute parties for the kids. (The Vrtis
Wildlife Trust’s bash in LeMastre Park, page 67,
is one of the best.) There’s usually an impromptu
“street festival” in Ashwood featuring some amaz-
ing (and often scandalous) costumes.
HELEN NEWSOME
6 STR
8 DEX
7 CON
8 BODY
8 INT
10 EGO
8 PRE
8 COM
2 PD
2 ED
1 SPD
3 REC
14 END 15 STUN
Abilities: Luck 8d6
(Only To Keep From
Hurting Herself Or
Others While Driving),
Bureaucratics 11-, High
Society 11-, KS: Hudson
City Volunteerism 11-,
Oratory 8-, Persuasion
11-, 20 points’ worth of
Contacts throughout
Hudson City, Money:
Well Off
Disadvantages: Age:
60+, Physical Limitation:
Nearsighted (needs cor-
rective lenses)
Notes: The recipient
of the 1996 “Pearl of
Great Price” award for
her selfless efforts as a
volunteer and coordina-
tor of volunteers, Helen
Newsome is well-known
to many segments of
Hudsonite society. A
spry 68-year-old widow
whose husband left
her more than enough
money to live on for the
rest of her life, New-
some is perpetually
optimistic and friendly,
always ready to try to
help those less fortunate
than herself. Refusing
to acknowledge that her
driving skills are atro-
cious, she drives herself
everywhere she wants
to go... but somehow,
despite the chaos and
fender-benders she
leaves in her wake, nei-
ther she nor anyone else
seems to get hurt as a
result.
Hero System 5th Edition
104 ■ A Day In The Life
Thanksgiving Day Parade: Taking place on the
morning of the third Thursday of each November,
the Thanksgiving Day Parade starts at LeMastre
Park, moves east briefly, then turns north and keeps
going until it reaches the city limits. It’s much like
the New Year’s Day Parade in most respects, though
the floats are usually built with different themes.
Christmas Parade: The last parade of the Hudson
City year takes place in mid-December to celebrate
Christmas. It starts near the river and heads north.
Riders on many of the floats throw candy or small
toys and gewgaws to the crowds.
SLANG
Hudsonites aren’t known for having a special
accent (they sound like most other northeasterners),
but they do have a few slang terms all their own.
General Slang
Blue (n.): An HCPD cop.
Buck (n.): A shotgun.
Cokely (adj.): Crazy; nuts. Derived from Cokely
Hospital (page 126), which has an extensive ward
for psychologically disturbed persons. Usually used
as, “he’s Cokely,” or “he’s gone to Cokely.”
Cool (n.): One thousand dollars. A large cool is ten
thousand dollars.
Crucified (adj.): Incarcerated in Longview Correc-
tional Center, which is a cruciform building. Usu-
ally used as, “been crucified.”
Ferranti style (n.): Anything made or done with a
maximum of beauty, opulence, and sophisticated taste.
Franklin (n.): A black person who’s not street-smart
(from Franklin County).
Free of Freetown (adj.): Has gotten out of the
ghetto.
G (n.): A gun. In gang subculture, also means
“gangster” (a gang member).
Grease (n.): Money
Grease Machine (n.): ATM machine
Grease Market (n.): In lower case, a bank; when
capitalized, the Hudson City Stock Exchange
Hudson City hardball (n.): The roughest, dirtiest way
to play. “He’s playin’ Hudson City hardball with ya,
pal — time to get down ’n’ dirty yourself.”
Hudson City heartbreak (n.): A tragedy brought on
one’s self, usually due to one’s own failings or inad-
equacies (especially moral or ethical). Derived from
the title and subject of a lurid 1878 play.
Irish (adj.): Rich, wealthy; luxurious; especially
elegant, sophisticated, or nice
Joke (adj.): Sentenced to Juvenile Offenders Cor-
rectional Hall. Often used as “getting the Joke” or
“telling a Joke.”
Mask (n.): Vigilante or costumed criminal.
Moose (n.): A large man, especially a clumsy,
dumb-looking one; a thug; a legbreaker
Needle Cowboy/Cowgirl (n.): A junkie, a heroin user.
Oyster (n.): A male Hudsoner (cf. “Pearl”).
Pearl (n.): An inhabitant of Hudson City, especially
a woman. In some cruder subcultures (such as
along the Strip), a “pearl” refers to a prostitute or a
lesbian.
The Pearl City (n.): Hudson City.
Player (n.): A person working for or associated
with Card Shark.
Punch ’n’ Judy (n.): A homosexual couple (usually
used derogatorily).
Ride the needle (v.): To use drugs (especially
heroin) (cf. Needle Cowboy).
Run the Numbers (v.): To live and survive in the
Numbers; going into the Numbers and coming
back out alive.
Shamrocks (n.): Paper money (especially $100 bills).
Skyline (v.): To ride the elevated railway.
Smokey (n.): A black person (hence Smokeytown,
a derogatory term for Freetown). This term derives
from the alleged distasteful odor emitted by blacks,
and from the smoke from the cookfires that hung
over Freetown when it was first established.
Steal candy (v.): To commit rape.
Tallie (n.): A person of Italian extraction (hence
Tallietown, a derogatory term for Little Italy).
V (n.): A vigilante crimefighter.
On The Strip
Daddy Warbucks (n.): A wealthy individual willing
to pay top dollar (either for the prettiest girls or
“unusual” services).
Greek (n.): A homosexual. Usually used of men; a
“Greek girl” is a lesbian.
Greek ride (n.): Anal intercourse.
Princess (n.): A prostitute, especially a high-class or
expensive one.
Sweet (n.): A prostitute, especially a low-class,
cheap, or broken-down one.
Tourist (n.): A person visiting North Elmview for
the purposes of obtaining sex or drugs.
PREACHER
8 STR
10 DEX
9 CON
9 BODY
10 INT
8 EGO
15 PRE
8 COM
2 PD
2 ED
1 SPD
4 REC
18 END 18 STUN
Abilities: Concealment
11-, Deduction 11-,
KS: The Bible 11-, KS:
Protestant Christian
Theology 11-, Oratory
14-, Persuasion 12-,
Streetwise 12-, WF:
Handguns, Knives
Disadvantages: Social
Limitation: Criminal
Record
Notes: “Praise the Lord
and follow his word!”
Hang around on the
Southside long enough,
and you’re bound to
run into Preacher. No
one knows his real
name, they just call him
what he is. Every day
he picks a streetcorner,
usually one somewhere
in Freetown, Forsyth,
or Riverside Hills, and
commences to preach
the Gospel. He doesn’t
put out a hat or cup
for money, though he
won’t turn down an
“offering” if you’d like to
make one. All day long
he exhorts passersby
to accept Jesus as their
Lord and Savior and to
follow the straight and
narrow path of righ-
teousness... and then, as
dusk falls, he stops talk-
ing and wanders away
to who knows where, no
doubt going to rest up
to gather his strength
for tomorrow’s sermon.
Hudson City ■ Chapter Three
105
“This is Daniel Petty, reporting live from Red
Hill, where the police have surrounded a
waterfront building. With me is Lieutenant
Gina Sparks. Lieutenant Sparks, can you tell us
what’s going on here?”
“We received a report of shots fired from this
building. We sent a patrol car to investigate, and
the suspects in the building shot at it repeatedly
with automatic weapons and a grenade, injur-
ing one officer. Reinforcements arrived, we sur-
rounded the place, and now we’re waiting for
the SWAT team to arrive.”
“What will SWAT do when they get here?”
“I’m sorry, but we can’t discuss that during an
ongoing incident.”
“What’s the word on the wounded officer?”
“He was taken by ambulance to Vreeland
Memorial. The last thing I heard was that
he’s going into surgery, but is expected to pull
through.”
“Have the police contacted DarkAngel? Do you
anticipate vigilante involvement?”
“The Hudson City Police Department does not
work with or contact vigilantes, who are not
authorized law enforcement officers.”
— crime scene interview by
Daniel Petty, WJYG
They say the media is an omnipresent fact of
life in modern America, and that’s certainly true in
the Pearl City. Many different television and radio
stations broadcast in the greater Hudson City area,
and some of its newspapers are among the most
highly-regarded in the nation.
TELEVISION
Like the rest of the United States, Hudson
City is served by four major television networks:
ABS (the American Broadcasting System); CBC
(the Central Broadcasting Corporation); NBS (the
National Broadcasting System); and the Adair Net-
work. Additionally, two cable TV “superstations”
that reach most of the country are based in Hudson
City: Worldview News (an all-news station known
for its accurate reporting) and Berkely Entertain-
ment Television (BETV).
These networks’ affiliates in the Hudson City
area are:
WCNB, CHANNEL 2
Hudson City’s CBC affiliate has fallen on hard
times in recent years. Trailing ABS and NBS locally
in the ratings, it’s also lost some of its core viewer-
ship — adults 35 and up — to WEML. The station’s
managers are beginning to contemplate extreme
solutions for regaining market share.
WCNB’s best-known on-air personality is
Patricia Eisenhart, the station’s weekend news
anchor and its full-time reporter on entertainment
and fashion issues. Although extremely pretty and
extremely popular, she’s generally regarded as a
journalistic lightweight.
WEML, CHANNEL 5
WEML is the Adair affiliate in Hudson City.
The Adair Network’s blend of hip, young shows
for hip, young people combined with reality TV
and “trash TV” has given it a solid foothold in the
Hudson City market. WEML even produces a show
of its own: War Zone, a trash TV show starring
Tony Kendall that’s often shot on location around
the city. It focuses on “stories about the modern
urban battleground” — gang warfare, police activ-
ity, vigilantes, street life, and so on. Kendall is a
wisecracking, fast-talking loudmouth who spends
his time looking for the juiciest dirt he can find,
and then broadcasting it. He thinks “the public has
a right to know!”, regardless of the consequences,
and cares little for the pain his shows cause as long
as his ratings stay high.
WJYG, CHANNEL 7
The ABS affiliate in Hudson City occupies
Channel 7 on the dial. It does pretty well with its
national shows, but its news broadcast has lagged a
little in recent months. The one thing WJYG news
has going for it is Daniel Petty, “eyewitness action
reporter” par excellence. Petty has a well-deserved
reputation for going after the most dangerous sto-
ries (such as organized crime exposés) and getting
right in the thick of the action (such as the time he
covered a police chase of a bank robber from the
passenger’s seat of the police car). Tenacious and
determined, he won’t let a story rest once he’s on it.
WPJD, CHANNEL 20
A small local station that broadcasts only
within the Hudson City area, WPJD focuses on
community events, local news, and the like. Its
Hudson City Focus program of local human interest
and “offbeat humor” stories has become surpris-
ingly popular.
ON THE SCENE
IN THE NEWS
IN 2004:
MEDIA
SHENANIGANS
September — Following
an expose by the Star-
Gazette, Phillip Sut-
cliffe, a reporter for the
Hudson City Agenda,
admitted to fabricating
or plagiarizing mate-
rial for over two dozen
stories in the past three
years. Sutcliffe, a gradu-
ate of Stanford, began
working for the Agenda
in 1998 and quickly
became one of the lib-
eral paper’s star report-
ers thanks to his witty,
biting prose and incisive
investigative journal-
ism. It now appears that
much of Sutcliffe’s “inci-
sive” reporting was more
fiction than fact.
In commenting on the
scandal, Agenda pub-
lisher Robert Dawes
stated, “As a newspaper,
our first obligation is to
the truth, and we deeply
regret that oversights on
our part allowed Phillip
Sutcliffe to publish as
factual material which
was not. However, the
fundamental truths
behind his articles
— corruption in city
government and the
police, the brutality of
the HCPD, the back-
room dealings of the
Ivory Club, corporate
financial chicanery
— remain both true and
incontrovertible.”
Hero System 5th Edition
106 ■ A Day In The Life
WSLH, CHANNEL 8
Hudson City’s NBS affiliate not only has a
strong slate of national programming, it enjoys a
strong lead in the local news competition. The latter
advantage is mainly due to Frederick Tarnauer, the
evening news anchor. He’s held that job for over 20
years, and has become something of a Hudson City
institution. Surveys consistently rank him as one of
the city’s most trusted public figures. However, he’s
nearing retirement age, and WSLH has no idea who
it would get to replace him.
WSQS, CHANNEL 36
Based on the Southside, this independent
station covers mostly news, events, and stories per-
taining to Freetown and Lafayette. It gets enough
viewers in those areas to keep going, but its strident
left-wing rhetoric turns off most other people.
WTBV, CHANNEL 10
The “mother station” of Ben Berkely’s BETV
network, WTBV has been a Hudson City institu-
tion for over thirty years. Its programming mostly
consists of syndicated shows, though it added a news
broadcast in the late Nineties that has done reason-
ably well. Vivacious reporter Sandra Huston, who
hosts the Hudson Beat news program every week,
has attracted a lot of attention both for her no-holds-
barred reporting style and her on-air charm.
RADIO STATIONS
Several dozen radio stations’ broadcasts can
reach the greater Hudson City area. Among those,
a few stand out because they’re specifically based in
Hudson City or designed to appeal to Hudsonites,
they’re particularly popular, or the like. They include:
WCBR (105.0 FM): “Cobra-105 FM” broadcasts
so-called “urban contemporary” music — rap and
hip-hop with a little blend of soul, in other words.
It also covers Freetown Community College sports
(such as they are).
WHCX (94.3 FM): The “Hudson City Extreme” sta-
tion offers a blend of classic rock and contempo-
rary rock with an irreverent twist. Its “Chris and
Kelly Morning Show” is one of the most popular
in the city and often features bizarre or titillating
guests such as strippers, midget entertainers, and
local fringe politicians.
WJGL (98.1 FM): A Christian contemporary station,
WJGL doesn’t have a very large group of listen-
ers — but the ones it does have are intensely loyal,
giving it more clout with advertisers than most sta-
tions its size.
WJKF (98.5 FM): “K-98 FM” is Hudson City’s
main country and western station. For many
years it was virtually Hudson City’s only C&W
station, but the rise in popularity of country
music over the past fifteen years caused several
other local stations to switch to that format. How-
ever, none of them has acquired an audience any-
where near as large as WJKF’s.
WJWM (92.9 FM): Rock station “J-92 FM” is known
throughout the city both for its cartoon logo (a sly-
looking fox) and for a seemingly non-stop series of
giveaways, promotions, and contests. If there’s an
event of any consequence going on somewhere in
town, you can bet the J-92 prize van will be there to
hand out t-shirts and similar freebies.
WNRO (99.0 FM): “Oldies-99 FM” plays rock and
pop music from the Fifties, Sixties, and Seventies,
with occasional forays into the early Eighties. Its
“Friday Night Fifties” and “Saturday Night Seven-
ties” programs are both local favorites.
WRGL (100.5 FM): Billing itself as broadcasting
“relaxing music you can enjoy,” R-100 FM is an
easy listening/adult contemporary station played
in many offices and stores throughout the city. It
achieved some notoriety last year when one of its
most popular DJs accidentally revealed his illegal
drug habit to the public by having a major acid
flashback at a live remote broadcast.
WTCJ (102.3 FM): If WRGL’s music is still a little
too much for your sensibilities, check out WTCJ
instead. Its mix of “timeless classic” oldies (i.e.,
Sinatra, Bennett, Martin, Como, and so on), light
jazz, and big band music draws in a lot of older
listeners and people tired of the same old rock, pop,
and country songs.
Hudson City ■ Chapter Three
107
WTRA (790 AM): “Talk Radio America” is the pre-
miere talk radio and news station in the Hudson City
area. Its local programming mostly consists of vari-
ous call-in talk shows; otherwise it mostly broadcasts
syndicated national talk and news programs.
WTWF (97.1 FM): This station claims that its call
letters stand for “We’re The Weirdness Factory,” and
it sets out to prove it by broadcasting an unusual
blend of odd and obscure rock, pop, and jazz. After-
noon and evening drivetime DJ Stephanie “Storm”
Sullivan does her best to live up to her nickname by
ranting about everything under the sun. She’d make
an interesting political candidate if anyone could
figure out where she actually stands on the issues...
or if there was such a thing as the Annoyed With
Everything Party.
WVSN (640 AM): “V-Sun 640” plays classical music
mixed with some news and other talk program-
ming (such as a wine appreciation show). The
soothing voice of the station’s main DJ, Bernard
Lundquist, can also be heard doing voice-overs on
many local television commercials.
WWRD (96.3 FM): “The Word” is WCBR’s chief
competitor in the urban contemporary format. It’s
attempting to draw in more listeners by adding a
dose of Latin contemporary music to its playlist,
but it remains to be seen whether this will work.
WZQK (93.7 FM): The “Zaqk attack!” is another
competitor in the rock arena. It focuses more
on contemporary rock, with only the occasional
classic rock song for good measure. Morning per-
sonality Deborah “Double D” Danson has helped
the station gain several points in the ratings over
the last year or two with her blend of wit and wry
cultural observations.
NEWSPAPERS
Television may be more popular and pay better,
but real journalists are newspaper journalists — just
ask any of them, they’ll tell you — and the real news
can only be found in print. Hudsonites have a wide
variety of papers to choose from, ranging from the
intensely intellectual to the blatantly crude. Several of
the outlying counties and suburban areas have their
own papers that concentrate on news of local interest.
THE CITY NEWS
One of the two most popular papers in
Hudson City, the City News is in a no-holds-
barred competition with the Star-Gazette for the
hearts and minds of millions of readers. With
its blend of wire service stories and hard-hitting
local reporting, presented with writing that flows
easily and eye-catching graphics, the City News
appeals to the tens of thousands of newspaper
readers who want solid reporting they can digest
in a minimum of time.
In the take-no-prisoners mindset of the news-
paper wars, any day the City News can scoop the Star-
Gazette is a great day; any day it gets scooped is an
unmitigated disaster that sends Chief Editor Norman
Kail into a frenzy of yelling and door-slamming. The
reporter he counts on the most to deliver in-depth
stories that no one else can get is Danica Easley. Her
stories about life in Freetown and the effects of pov-
erty on the lives of its residents have won most major
journalism awards, including the Pulitzer. She also
teaches journalism classes at City College.
THE HUDSON CITY AGENDA
Most newspapers at least pretend to editorial
balance. The Agenda is not one of them. It’s a left-
wing paper through-and-through, and makes no
bones about it. When questioned about his lack of
objectivity, publisher Robert Dawes says, “We’ve got
freedom of the press in this country — so you’re free
to go get your own goddamn press and stop telling
me how to use mine.” Conservative critics respond
that it’s refreshing to see at least one member of the
media have the guts to admit his bias.
The Agenda has been a major thorn in Mayor
Umstead’s side since the day he declared his candi-
dacy, and it has no intention of letting up. As far as
most of the paper’s reporters and all of its editorial
columnists are concerned, his form of fascism is
only slightly more tolerable than Hitler’s, and every
day he remains in office is a travesty of justice. Sev-
eral of them are convinced he’s got some skeletons
in some closets, and they’re not going to stop look-
ing until they find them.
The Agenda also has a strong anti-vigilante
bias. It regards vigilantes as thinly-disguised tools
of Big Brother used to keep the “little people” down,
and regularly alleges conspiratorial links between
Mayor Umstead and the likes of Scarecrow or the
Harbinger. Even when a vigilante does something
good (like saving a group of kids from a fire), the
Agenda usually spins things against the crime-
fighter (for example, by alleging that he may have
caused the fire in the first place).
THE HUDSON CITY DAILY STAR-GAZETTE
The Star-Gazette is Hudson City’s other main-
stream paper. It varies from year to year who has
the most subscribers and ad revenue, it or the City
News, so there’s no time to relax or rest on its laurels
— every day is another foray onto the battlefield.
Leading the charge for the Star-Gazette are publisher
Frances “Frankie” Plimmons (herself a reporter for
the paper, years ago) and City Editor Stuart Tormey,
who in the past few years have transformed the paper
a little. They’ve made the stories shorter, emphasized
graphics a little more, and expanded features such as
the Lifestyles section, the comics and puzzles page,
and the advice columns.
Most people would say the best reporters the
Star-Gazette has on staff are the “Wonder Twins,”
Allan Webster and Margaret “Peggy” Ellefsen.
They’re not actually twins, of course, but they’ve
worked together on so many award-winning sto-
ries — the “Park Police bordello” story, the Mafia
in the construction industry story, the children of
battered women story — that they’re thought of as
a team even though each of them does at least as
much work on his or her own. There’s been some
talk of getting the two of them to do their own
news/opinion show on TV, but nothing’s come of it.
STEWART
MCDERMOTT
10 STR
10 DEX
10 CON 10 BODY
14 INT
10 EGO
15 PRE
12 COM
3 PD
3 ED
2 SPD
4 REC
20 END 20 STUN
Abilities: KS: Con-
spiracy Theory Stuff 11-,
KS: Layman’s Arcane
And Occult Lore 11-,
KS: Literature 11-, KS:
Myths And Legends
11-, KS: The Tarot 14-,
KS: Philosophy 11-, KS:
Rock And Pop Music
14-, PS: Disk Jockey
11-, PS: Tarot Reading
11-, Stealth 11-, Systems
Operations 8-
Disadvantages: None
Notes: One of many
unusual DJs working
for WTWF radio, Stew-
art McDermott hosts
a show on Saturdays
called “72 Pickup” in
which he plays Seven-
ties music, talks about
various mystic or weird
topics, and muses
philosophically, all of
this laced with frequent
references to the tarot
or other matters mysti-
cal. Sometimes he takes
calls from listeners. No
one’s quite sure if he’s a
true believer or a cynic
amusing himself, but
either way it makes for
good entertainment.
Hero System 5th Edition
108 ■ A Day In The Life
THE HUDSON CITY MIRROR
For readers who find both the City News and
the Star-Gazette too lowbrow, there’s the Hudson
City Mirror. Founded over 120 years ago, the Mirror
has a rock-solid reputation for the depth and qual-
ity of its reporting and news analysis. It pulls no
intellectual punches, expecting its readers to be
able to keep up with the details. For any given time
period you care to examine, it’s earned more Pulit-
zers and other major journalism awards than the
Star-Gazette and the City News combined.
The Mirror is particularly well-known for
its ability to ferret out and expose corruption in
city government, thanks in large part to reporters
like Cindy Gutierrez-Sosa. This pretty, diminutive
women strikes fear into the hearts of Hudson City
politicians; she seems to have a “sixth sense” for
backroom dealing and illegal collusion.
THE HUDSON SUN
In everything, a balance exists. While the
Mirror takes the highbrow approach to reporting,
it’s offset by the Hudson City Sun, a tabloid-format
paper that seems determined to find the sleaziest,
most sensationalistic way to report the news. In the
past, Sun reporters have snuck into hospital rooms
to photograph accident and shooting victims, lured
politicians into compromising situations with pros-
titutes, and generally engaged in the sort of tactics
that give journalists a bad name.
Chief among the legions of Sun bottom-feed-
ers is Jack Williamson. One of the most obnoxious
reporters on the face of the planet, Williamson is
known all over the city for his rude, abrasive manner,
his willingness to uncover and publish the most
embarrassing facts he can find about famous people,
and his loud sports jackets and ties. Besides writing
for the Sun, he also submits “stories” to the National
Inquisition and other supermarket tabloids.
THE NATIONAL INQUISITION
Bat-boys! Aliens! Thousand-pound Siamese
twins! Elvis’s secret celery and mayonnaise diet!
All this, and more, you can read about in the pages
of the National Inquisition, one of America’s most
popular supermarket tabloids. Most people con-
sider its “reporting” nothing more than entertaining
fiction, but a surprising number of people actually
believe the nonsense it publishes.
OTHER JOURNALISTS
Not every journalist works exclusively for one
paper. Some of them freelance, digging up whatever
stories they can find and selling them to whichever
paper pays the best. Some of Hudson City’s most
noteworthy unaffiliated newshounds (and a few
others who’ve achieved notoriety outside of the
city) include:
Jack Berlin: The City News’s star politics reporter
is a thirty-year veteran of the news game. He
started pounding out stories on a manual type-
writer, and even though he uses a computer
today he’s prone to reminiscing about the “good
old days” when men dominated the newsrooms
and alcoholism was practically a prerequisite for
the job. He’s exposed numerous cases of corrup-
tion in local, state, and national politics, making
him an iconic figure to many reporters. He’s writ-
ten several books; many people know him better
for them than for his reporting.
Sophie Dulfer: When there’s no photographer avail-
able... or willing... to cover dangerous assignments,
newspaper editors call Sophie Dulfer. She’ll go any-
where — Freetown, Lafayette, Baghdad, the Sudan,
City Hall — to get the top-notch pictures her
employers demand. She’s been threatened, beaten
up, spit on, and shot at... but she always gets the
pics. In addition to her newspaper work, she’s pub-
lished several books of photos, including one photo
essay of southern Hudson City, Southside Portraits.
Frank Keaton: Sometimes called “Fedora” for
his trademark hat, Frank Keaton is a freelance
crime reporter — and a good one. He’s got a well-
deserved reputation for having the latest, most
accurate information about the Hudson City
underworld (rumor has it he even provides infor-
mation to vigilantes like Renegade and DarkAngel).
He’s written for the City News, the Mirror, and the
Star-Gazette at various times, and has also authored
two books: Evil Ascendant: The Coming Rise Of
The Mafia and Eastern Evil: The Rise Of Russian
Organized Crime In America. He’s said to be work-
ing on a third book, this one about Chinese orga-
nized crime. His biggest story to date was an exposé
of Mexican Mafia activities in Hudson City that
was nominated for a Pulitzer Prize.
Carl Lundberg: Known as the “wild-mannered
reporter,” Lundberg has a well-deserved reputation
for taking crazy risks to get his stories for the City
News and Star-Gazette (he sells mainly to the latter,
though he’s really profited from the “bidding war”
their competition has forced them into). Without a
thought for his own safety he’ll walk into the depths
of Freetown or Latin City to interview gangbangers,
ride along with the cops in some of the worst
precincts in town, or barge into society functions
to conduct “shock interviews.” It’s a good thing
he comes up with such great stories, or his antics
would have gotten him fired long ago.
Robert L. Stephenson: Stephenson used to work for
the City News, but became a freelancer after a falling
out with his editors there. He primarily covers the
courthouse beat, and to a lesser extent police matters.
He knows a lot of cops and judicial officials.
CINDY
GUTIERREZ-SOSA
8 STR
12 DEX
10 CON 10 BODY
13 INT
12 EGO
18 PRE
14 COM
2 PD
2 ED
2 SPD
4 REC
20 END 19 STUN
Abilities: Bureaucratics
14-, Bribery 8-, Combat
Driving 8-, Computer
Programming 8-, Con-
cealment 12-, Conversa-
tion 13-, Deduction 13-,
High Society 13-, Lock-
picking 8-, Persuasion
13-, Seduction 13-, Con-
tacts (30 points’ worth,
throughout Hudson
City), Fringe Benefit:
Press Pass
25+ Disadvantages: Psy-
chological Limitation:
Stops At Nothing To Get
The Story; Reputation:
pain in the ass reporter;
Rivalry (Professional,
with other reporters);
Social Limitation: Sub-
ject To Orders
Notes: A 32 year-old
Hispanic woman born
in Latin City, Conchita
“Cynthia” Gutierrez-
Sosa knew from an early
age that she wanted to
be a reporter. She put
herself through HCC
working odd jobs for
various newspapers,
then wrangled a job
as a cub reporter at
the Mirror. She soon
showed her editors that
she knew what she was
doing, and they began to
turn her loose on bigger
and bigger stories. Today
she’s one of the most
highly respected report-
ers in Hudson City, one
whose stories almost
always get picked up by
the wire services.
Hudson City ■ Chapter Three
109
“Yeah! Yeah! Go, man, go, go, go... touch-
down!!!”
“!$&*%@’ A, man. The Thunderbolts are goin’
all the way this year!”
“I’ll drink to that! *%&!, I’m outta beer. You
wanna ’nother?”
“Yeah, I’ll go with you. C’mon.”
It wasn’t much of a walk down to the beer
stand, but the going was slow because of the
crowds. Start of the season and the Thunder-
bolts were winning, so everyone wanted to be
part of the action. “They oughtta have a special
lane just for season ticket holders like you ’n’
me, huh, Jerry?
“No *%&!, man. This crowd sucks.”
“Here we are. Christ, look at the line! By the
time we get back it’s gonna be fourth quarter.”
“Maybe — but what fun would it be to watch
the game without beer, man?”
— conversation overheard at
Stewart County Stadium.
From the richest resident of Irishtown to the
poorest Southside slum-dweller, every Hudsonite
wants to have a good time once in a while — and
some people devote their whole lives to keeping
entertained. Fortunately, Hudson City offers count-
less opportunities for relaxation and fun.
AMUSEMENT PARKS
Lots of Hudsonites have kids, and most of
those kids don’t want to go to museums or the
opera — they want to have fun! And fun often
means amusement and theme parks built with the
young (and young at heart) in mind.
CARNIVAL WORLD
Built largely (though not entirely) around a
“circus” theme on several dozen acres of land out-
side Benton County, Carnival World has rides and
games for all ages, a large petting zoo, and excellent
popcorn. Every year in March it stages a major
“Mardi Gras” promotion complete with parades,
parties (both for kids and adults-only), and lots of
free, gawdy fake jewelry.
DINO-LAND
Located in south Stewartville, this amuse-
ment park was designed to appeal to kids who like
dinosaurs... and what kid doesn’t like dinosaurs? All
of its rides and attractions are structured around
various dinosaurs or other “prehistoric” themes,
with just a dash of education mixed in so the park
can bill itself as a “learning center.” Its chief mascot,
loveable cartoon character Wally D. Dinosaur, is a
red humanoid tyrannosaur often seen on tee-shirts,
stadium cups, and other memorabilia.
HUDSON GARDENS
While this park’s name emphasizes its large
and well-stocked arboretum and bird sanctuary,
what appeals most to the kids are all the rides
— particularly Maximum Panic, one of the largest
and fastest roller coasters in America. Located just
outside Rockwell in Corinth County, Hudson Gar-
dens remains open year-round, though not all rides
operate during cold weather.
SPLASH MOUNTAIN
Located a little ways south of Burkett’s Mill
and easily accessible from the Outer Beltline, Splash
Mountain is “the water park to end all water parks!”
(or at least, that’s what its commercials say). Open
from Memorial Day to Labor Day, it’s the perfect
place to cool off during those hot summer days if
you like your waves and water without the accom-
panying sand and seagulls.
CULTURAL EVENTS
AND FINE ARTS
On the opposite end of the spectrum from
amusement parks are cultural events and facilities
— everything from the most high-brow opera to gal-
leries containing the latest, weirdest post-modern art.
Dance
Hudson City has two major dance companies.
The first, the Ferranti Ballet, performs year-round in
the Ferranti Auditorium (see below), typically offer-
ing six shows per year in addition to performances of
The Nutcracker every December. The second, the New
City Dance Ensemble, conducts many different kinds
of dance performances, from modern, to folk dances,
to traditional ballet. One several occasions it has
come under fire for some of its rather risqué perfor-
mances set to popular music. Most of its shows take
place at the Dickens Center, a smallish auditorium
located on 24th Avenue near Centre Street.
ON THE TOWN
IN THE NEWS
IN 2004:
BLOOD AMONG
THE WAVES
June — Childrens’
laughter and shrieks of
amusement turned to
screams of terror when
a deranged man began
shooting at people visit-
ing the Splash Moun-
tain amusement park
outside Hudson City.
Two persons — one
adult, one child — were
killed, and three more
injured, before police
ended a tense standoff
by shooting and killing
the assailant.
The killer was Zach-
ary Creighton, a U.S.
Marine veteran trained
as a sniper who saw
action in the Middle
East during Operation
Desert Storm. In recent
years Creighton had
received treatment from
the Veteran’s Adminis-
tration for increasingly
severe mental problems.
According to medical
records released by the
government following
the shooting, Creighton
was given to fits of para-
noia, and occasionally
even hallucinations.
What precisely trig-
gered the episode that
led to the shooting at
Splash Mountain, or
why he picked that par-
ticular location to attack,
remains unknown.
Hero System 5th Edition
110 ■ A Day In The Life
Opera And Symphony
Classical music is alive and well in Hudson
City, from the finest auditoriums to the musicians
performing on streetcorners for whatever the
passing public is willing to toss into their instru-
ment cases.
The Hudson City Symphony Orchestra,
Maestro Ilario Riccobene conducting, is widely
regarded as one of the best symphonies in the
United States. It usually performs in the Kleinmann
Center (see below), but often goes on the road to
play other auditoriums both in Hudson City and
around the world. It also has a “pops” series of con-
certs offered every summer for people interested in
the lighter side of classical music.
The Hudson City Opera Company, based in
the Mulholland Opera House near Gadsden Park,
puts on three to five productions a year, and tours
every other year. Its stars include soprano Ashley
Fitzsimmons and tenor Giacomo Mastangelo. The
portly Mastangelo is something of an eccentric;
he’s known for descending on a restaurant with an
entourage of beautiful young women and various
hangers-on, demanding the best tables, ordering
one of everything for the group, and then eating
and drinking until the management has to pour
him into a cab and send him home.
Theatre
Hudson City also has two major outlets for
drama. The first is the “Golden Avenue” of theaters
and playhouses in Worthington (see page 87).
Hudsonites with a hankering to see live plays and
musicals can go to the Golden Avenue any day of
the year and see a show.
The other is the Hudson City Shakespeare
Company, which performs in the New Globe
Theatre in LeMastre Park. It offers four to six
major plays a year, plus several other smaller
productions, restricting itself to Shakespeare and
similar works. Its annual production of A Christ-
mas Carol is a Hudson City holiday tradition that
attracts thousands.
Beyond that, anything goes. There are many
small playhouses and other venues for perfor-
mance art, amateur plays, and various stage
performances. The avant garde of Hudson City
drama visits these places almost every night, but
most Hudsonites find the performances bizarre,
stupid, and even offensive. Performance artist
Lydia Rubinstein, whose act involves her humor-
ously masturbating on stage while audience
members throw paint-filled balloons at her, dis-
misses such critics as “grey-minded yokels.”
Visual Arts
Hudson City is home to a vibrant and active
visual arts scene, much of it focused around two
areas: the galleries and shops of Ashwood; and the
auction houses and galleries of Bankhurst, High-
lands, and Worthington.
GALLERIES AND AUCTION HOUSES
In addition to the art sellers described in
Chapter Two, there are many galleries and auction
houses displaying and selling the latest works of
modern creators as well as earlier artists. Some of
the best-known include:
Arte Fantastique (372 Trelham Avenue): Catering to
art collectors with more money than sense (or taste),
Arte Fantastique sells the latest, weirdest art it can
find. The average person walking into the Arte Fan-
tastique gallery would wonder where the art is, or at
the very least why those things are called “art,” but for
some people these abstract paintings and objects are
well worth their high pricetags.
The Landauer Galleries (744 Steele Street): Founded
over 80 years ago, the Landauer Galleries specializes in
paintings (particularly those of the early twentieth cen-
tury), but also carries some sculptures and other items
(mainly medieval and Renaissance pieces). Landauer
deals mostly with private collectors, but periodically
holds public auctions when it has a large number of
what it considers “low-value” paintings to sell.
Llewellyn’s (northwest corner of 11th Avenue and
Northampton Street): Considered by many the pre-
miere auction house in the city, Llewellyn’s special-
izes in fine art (particularly paintings and decorative
pieces), but will stage an auction of just about any-
thing if it feels there’s a market. For example, over
the past half-dozen years its auctions have included
“Treasures from the Ascención” (various artifacts
recovered from a Spanish treasure ship), “Rock and
Soul Memorabilia, 1966-1976,” and “Medieval Ivo-
ries of the Moeller Estate.” Llewellyn’s staff includes
experts in nearly every type of visual art.
Szalai House (southwest corner of Onslow Avenue
and Lennox Street): If Llewellyn’s has any competi-
tion in town, it’s the Szalai House. Founded in 1971
by Hungarian artist and immigrant Viktor Szalai,
and now managed principally by his son Theodore,
Szalai House covers the entire gamut of the art
world, including fine housewares such as expensive
china and silverware collections. Compared to
Llewellyn’s it’s technologically savvy, often conduct-
ing auctions of minor pieces online or delving into
the up-and-coming world of techno-art.
ARTISTS
Some of the most popular Hudson City artists
in the early twenty-first century include:
Fractal: An eccentric techno-artist who answers
to no other name. Fractal made his mark on the
Hudson City art world with his 1987 exhibit of
computer-generated abstract art, and has remained
popular ever since. His originals now command
upwards of $50,000 apiece.
KRISTEN
MCCULLEN
8 STR
12 DEX
8 CON
8 BODY
10 INT
10 EGO
13 PRE
16 COM
2 PD
2 ED
1 SPD
4 REC
16 END 16 STUN
Abilities: High Society
12-, KS: The Classical
Music World 13-, PS:
Play Clarinet 13-, PS:
Play Oboe 16-, Sleight Of
Hand 8-, Streetwise 8-
25+ Disadvantages:
Psychological Limita-
tion: Artistic Tempera-
ment
Notes: One of the most
gifted oboists in Hudson
City Symphony history,
Kristen McCullen was
fired from the Sym-
phony after a bitter dis-
pute with the conductor
which she refuses to
discuss. Unable to find
other steady musical
work, she supplements
her meager income
from performing at
weddings and similar
events by performing
for tips on the street
with two of her friends
(a violinist and a cellist).
She’s become a lot more
street-smart than she
used to be, and may see
and hear things the cops
or vigilantes would find
useful to know. She can
be difficult to get along
with, though... particu-
larly if you interrupt one
of her performances.
Hudson City ■ Chapter Three
111
J. Piero Grinyi: A sculptor from Italy, Grinyi cre-
ated the statues of Blind Justice that grace the
steps of Courthouse Plaza. Many of his other
works, both representational and abstract, appear
elsewhere in the city. Having a Grinyi in front of
your offices or in your home is considered a sign
of high class and taste.
Curtis Keiths: Trained primarily as a draftsman,
Keiths has built a name for himself as an artist by
rendering exquisite, artistically-drawn maps of
peoples’ homes, hometowns, favorite parks, or even
fantastic locations from books.
Scot N. Rook: Known for his angular abstract
human figures and for his offbeat landscapes, Scot
Rook has become one of Hudson City’s favorite
artists. Critics sometimes compare his work to that
of Edvard Munch. He’s recently been experiment-
ing with color and non-traditional media, and no
doubt these forays will yield some bold and inter-
esting works in years to come.
Gregory Smythe: A painter and drawer best known
for his exquisitely-drawn pen-and-ink sketches of
odd human figures. Noted for their clarity and style,
his drawings have revolutionized some corners of
the art world.
Auditoriums And Halls
Performers — both local companies and visit-
ing troupes — need a place to put on their perfor-
mances. Some of the audiences and performance
halls in Hudson City include:
The Ferranti Auditorium (southeast corner of Dunlop
Avenue and Van Buren Street): Funded by the
wealthy Ferranti family around the turn of the
century, this hall is noted for its luxuriousness and
beauty. Frescoes, murals, paintings, and other works
of art fill every available space. The city’s saying
“in the Ferranti style” refers to anything done or
created with a maximum of beauty, opulence, and
sophisticated taste.
The Kleinmann Center for the Performing and
Visual Arts (southwest corner of 4th Avenue and
Caxton Street): Built primarily with donations
from Abel and Nancy Kleinmann and their four
children, this remarkable arts complex is half a
series of performance auditoriums, half an art
museum. Some of the greatest performers and
artists in the world have shown their work here.
The Center is also known for its fabulous Foun-
tain Gardens, a series of “water sculptures” that
decorate its main courtyard.
MUSEUMS
Hudson City has dozens of museums and sim-
ilar attractions, ranging from small ones established
as tax shelters and devoted to obscure subjects (for
example, the Hudson City Clock Museum in Black-
bridge) to large, world-class institutions like the
Natural History Museum. More than a few of them
have been the targets of robbers, forgers, or other
criminals from time to time.
THE HUDSON CITY GANGLAND MUSEUM
This museum at the corner of Van Buren and
11th in Blackbridge captures in vivid detail the life
and times of the gangster era of the Twenties and
Thirties. Featured displays include the car used by
Albert “Al the Rhino” Torccone during the infa-
mous “Slaughterhouse Run”; a collection of guns
from various members of the Murder Syndicate;
one of Al Capone’s hats; and a life-size recreation of
a Scatucci speakeasy/casino.
THE HUDSON CITY HISTORICAL MUSEUM
Anyone interested in the history of Hudson
City should visit the Historical Museum at 18th
Avenue and Mathews Street, right near the head-
quarters of the Historical Society (which owns and
maintains the museum). Its relics and records of life
in the Pearl City over the past 200 years contain all
sorts of interesting tidbits of information. Accord-
ing to some experts, the Museum’s records of pre-
1895 property records and related documents are
more complete than those owned by the city itself,
since the city’s were damaged in the Independence
Day fire.
THE HUDSON CITY MUSEUM OF ANTHRO-
POLOGY AND NATURAL HISTORY
Located in an enormous building at the
corner of 8th Avenue and N. Adams Street directly
across from Gadsden Park, the “MANH” is
devoted to the subject of Humanity and the world
it lives in. Separate wings of the museum deal with
different subjects (such as Insects, Paleontology,
Early Man, or Snakes and Reptiles); the facility
also features a small aquarium and a planetarium.
Among its many valuable collections, the “Gems
and Minerals of the World” exhibit stands out as
a particularly tempting target for criminals. In
addition to its displayed collections, its several
underground levels maintain extensive research
collections in various fields.
THE HUDSON CITY MUSEUM
OF MODERN ART
If an object was created in the last thirty or
forty years and is considered “art,” there’s a good
chance you’ll find it at the HCMMA, at the south-
west corner of 17th Avenue and Watts Street. From
abstract paintings, to bizarre sculptures, to “sound
sculptures” that aren’t even tangible, the Museum of
Modern Art has it all.
FREDERICK
TANNENBAUM
8 STR
10 DEX
10 CON
8 BODY
8 INT
8 EGO
10 PRE
8 COM
3 PD
3 ED
2 SPD
4 REC
20 END 17 STUN
Abilities: KS: Reptiles
13-, KS: Snakes Of The
World 14-, PS: Museum
Curator 11-, SS: Herpe-
tology 12, SS: Ophidiol-
ogy 14-
Disadvantages: None
Notes: Many scientists
work at the Museum
of Anthropology and
Natural History in some
capacity, and Frederick
Tannenbaum is one of
them. An expert on her-
petology (the study of
reptiles), and in particu-
lar snakes, he’s one of
the curators responsible
for the museum’s reptile
collection and exhibits.
A shy, retiring man, he
doesn’t socialize much,
preferring the company
of his snakes and books
to that of people.
Hero System 5th Edition
112 ■ A Day In The Life
THE KLEINMANN CENTER
Described in more detail above, the Center
devotes one wing of its building to an art museum.
It has an extensive and valuable collection of paint-
ings and sculpture, including Japanese netsuke figu-
rines and a large selection of the works of El Greco.
THE MUSEUM OF WORLD ART
An institution devoted to preserving forms
of art from all over the world, whether they’re
ancient pottery, modern abstract art, or anything in
between. It also has a valuable collection of medi-
eval arms and armor (both European and Oriental).
OLDE HUDSON CITY
A “living museum” that attempts to immerse
its visitors in the historical experience, Olde
Hudson City is a small section of the city around
Ferry Street and South River Drive that’s been
restored to an early 1800s state. Visitors and natives
alike come here for a taste of American history.
Olde Hudson City’s attractions include demonstra-
tions of various crafts (blacksmithing, weaving, and
the like) and its Olde Time Ferry (which provides a
charming 90-minute trip around the scenic parts of
the Hudson City coastline).
THE THORSON MUSEUM OF ARCHAEOLOGY
Originally funded by Lars Thorson, an immi-
grant from Iceland, in the early twentieth century,
the Thorson has grown into one of the biggest and
most highly regarded archaeology museums in
the world. Since 1981 it’s been housed in a large,
intricately-designed building at the corner of Vance
Avenue and Iroquois Street in Guilford.
The Thorson covers all time periods and places
of human history, but its Mesoamerican, Colonial
American, and Chinese collections are particularly
extensive and fascinating. It also funds archaeology
expeditions all over the world.
THE MUSIC SCENE
Hudson City’s no Nashville, Seattle, or L.A.,
but it still has an active music scene. Many major
record labels have offices here and are always on the
lookout for new talent.
THE PERFORMERS
Hudsonites have plenty of opportunities to
listen to national or international performers who
perform concerts in the city, but they’ve also got
lots of local favorites, such as:
Blended Neon: Not exactly a rock band, not exactly
a jazz band, Blended Neon defies easy description,
though comparisons to Steely Dan aren’t unknown.
It’s smooth, precisely-crafted music sometimes
soothes, sometimes energizes, but always pleases.
Lead singer and occasional keyboardist Mickey
Asbury is a particular favorite with female fans due
to his roguish good looks and single status.
Flog My Nixon: Hard alternative rock and heavy
metal are the order of the day at Flog My Nixon
concerts, where the band’s as likely to start throw-
ing cans of beer and chocolate bars out into the
audience as to finish a song. The band is well-
known outside of Hudson City; it’s toured the
country together with other bands several times.
Hy On Lyf: The five soulful balladeers of Hy On Lyf
are teens from Freetown who were “discovered” by
a record exec when they sang at a rent party. Critics
have savaged their boy band pop offerings, but the
fans clearly do not agree.
Maximum Color: Hudson City’s most famous rap
group, Maximum Color was nearly wiped out when
two of its members were murdered in a drive-by
shooting thought to be part of the long and bitter
“East Coast versus West Coast rap wars” of the
Nineties. But the surviving rappers regrouped and
found two new members, so Maximum Color’s
come back stronger than ever.
Napalm Martini: A rock band that can be found
playing local clubs nearly every week, Napalm Mar-
tini plays both classic and alternative rock covers
as well as a few songs of its own. It keeps hoping
for a major record deal, and has come close several
times, but somehow success always seems to elude
it at the last minute.
Slices Of Psychosis: Despite the fact that all of its
members grew up in good homes in Guilford and
Ardmore and essentially wanted for nothing, Slices
Of Psychosis has achieved notable success with its
alternative rock songs of teen angst, disaffection,
loss, and misery. One critic claimed that listening to
LEGALIZED
GAMBLING
Given Hudson City’s
relative proximity to
Atlantic City, some
segments of the popu-
lation have pushed for
legalized gambling in
Hudson City for years,
but they’ve failed to
make much headway.
Local politicians point
out that gambling
really doesn’t seem to
have done a whole lot
for Atlantic City other
than increase its orga-
nized crime problem
— something Hudson
City really doesn’t need
(though it could, admit-
tedly, use the casino
jobs). For now the issue
seems permanently
stuck in the “ain’t gonna
happen” category, but
you never know which
way the political winds
will shift....
Hudson City ■ Chapter Three
113
their albums set his therapy back two years, which
the band took as high praise.
The Solitaires: A favorite doo-wop group from
the Fifties and Sixties, the Solitaires still perform
at local benefit concerts and other charity events.
Some of the members hope for a Tony Bennett-
style comeback, but so far it’s not happening.
Syncopation: A critically- and commercially-
acclaimed instrumental jazz band, Syncopation was
led by saxophonist by Jeffrey Hayes until his death
at the hands of a mugger in 2002. Behind new
leader Marcus Robelle, the band has continued its
successful career. It has a gig almost every night at
some jazz bar/nightclub or other in the city.
Woodrow Crashes The Scooter: This alternative
rock band creates its distinctive sound by mixing
orchestral instruments, like cellos and bassoons,
into its lineup. Lead singer Ricky Curwin is a musi-
cal genius who can play nearly three dozen instru-
ments, so he handles most of the unusual playing
without the need to hire outside performers.
THE CLUBS
If you want to keep up with what’s going on
in the Hudson City music scene, you gotta hit the
clubs. In addition to some of the ones described in
Chapter Two, check out these places for the latest
in tunage:
Club H (northwest corner of Garland Avenue and
Northampton Street): No one knows exactly what
the H stands for. Most people think it’s “hot music,”
because that’s the only type that gets played at this
place. National stars and local bands alike take the
stage at Club H, and the dance floor’s always packed
with students from nearby HCSU, young profes-
sionals trying to stay on the cutting edge of things,
beautiful people looking to meet other beautiful
people, and plenty of others.
Emerald (450 Ilderton Street): Jazz, blues, soul, and
even a little bit of pop/rock are what you’ll hear at
Emerald, where the dance floor is small because
most patrons prefer to remain seated and listen to
the music in peace. The owner, Gil Osterman, keeps
the back corner table reserved exclusively for him-
self and his guests.
R Cadia (3670 Kiser Street): Local music critics will
tell you that R Cadia is the hottest rap and hip-hop
club in Freetown, and they’re right. Several acts that
got their start here, like the Split Peez, went on to
national fame. But most patrons don’t care about
that — they’re just looking to hear some great
music, and R Cadia’s managers make sure they’re
not disappointed.
The Warehouse (430 Gorham Street): This place is
just what it says: a former warehouse converted
into a live music club. It usually books heavy metal
bands, acts on the harder side of alternative rock,
and the like, but every now and then a classic rock-
oriented group shows up in the mix.
RESTAURANTS
Let’s eat! Besides the many restaurants listed in
Chapter Two, here are some others enjoyed by both
Hudsonites and visitors.
Botticelli (southwest corner of Dunlop Avenue and
Watts Street): Renowned for the “living painting”
version of the eponymous artist’s The Birth Of
Venus that it stages every evening between 8:00 and
10:00 PM, Botticelli is one of the most elegant... and
expensive... restaurants in Hudson City. Its Oysters
Botticelli and Filet Botticelli are so popular that
they’ve passed into the American gourmet recipe
book — but they’re always better when eaten at the
place that created them.
The Green Room (southwest corner of Lewiston
Avenue and Centre Street): Traditionally visited by
Golden Avenue actors either before or after they
go on stage for the evening, the Green Room has
been described as “an elegant deli.” It’s not the sort
of “joint” most people think of when they hear the
term “deli” — diners sit at wooden tables on nice
chairs, and the decor is definitely a cut above diner
chic — but the food is mostly deli fare, if slightly
upscaled. Many people say the pastrami and pickles
at the Green Room are the best in the city.
The Gumbo Shack (northwest corner of Teller Avenue
and Burke Street): Despite its rustic-sounding name,
this is a nice, almost upscale restaurant. Serving the
best in both traditional and modern Cajun and Creole
cuisine, it’s experienced a surge in business recently
since renowned celebrity chef “Louisiana Lucien”
Madrelle bought it. If you want the best crayfish,
gumbo, or jumbalaya in the city, this is the place to go.
La Maison Continentale (northwest corner of Kemp
Avenue and DeWitt Street): Among the many elegant,
expensive restaurants in Hudson City, La Maison
Continentale stands out. From the moment a patron
pulls up in front and the uniformed valets hurry out
to park his car for him while the doorman holds
the door open, his every desire and need is fulfilled
by the attentive staff. One critic described the food
at the Maison Continentale — a mix of continental
dishes and American favorites, with a slight empha-
sis on French food — as “beyond five-star,” and the
weeks- or months-long waiting list to get a table
there indicates that Hudsonites agree.
RICKY SULLIVAN
9 STR
10 DEX
11 CON
9 BODY
8 INT
8 EGO
13 PRE
12 COM
3 PD
3 ED
2 SPD
4 REC
22 END 20 STUN
Abilities: KS: Comic
Books 11-, KS: Hudson
City Music Scene 13-,
KS: Kung Fu Movies
11-, KS: Rock Music
11-, PS: Play Guitar 13-,
PS: Rock Musician 12-,
PS: Singing 13-, Seduc-
tion 12-, Streetwise 8-,
Trading 8-
Disadvantages: Money:
Poor
Notes: Ricky is the lead
singer and guitarist for
the rock band Tarnish,
a hometown group
described by the local
music press as “alter-
native, lightly frosted
with heavy metal.” So
far the group hasn’t
achieved any real degree
of commercial success,
and though it usually
manages to find gigs
at least four nights out
of the week, what little
money the members
earn mainly goes to
rent, food, and band
upkeep. But despite the
sometimes angst-ridden
nature of the group’s
songs, Ricky’s a pretty
optimistic guy — he’s
certain their big break’s
right around the corner.
Hero System 5th Edition
114 ■ A Day In The Life
SPORTS
Hudsonites are as sports-crazy as the rest of the
world — and fortunately for them, they live in a city
that provides dozens of opportunities every year to
watch professional and collegiate sporting events.
Pro Sports Teams
Hudson City has teams competing in all major
professional sports.
BASEBALL: THE HUDSON CITY HEROES
The Hudson City Heroes belong to the
National League, Eastern Division. Owned through
various proxies by local sports mogul Thomas
Allen, the Heroes had a 2004 record of 70-91 and
failed to make the playoffs. Some observers attri-
bute this to injuries that kept several star players,
including shortstop and strong hitter Randy Wil-
liams, off the field — but most people blame the
coaching. Allen apparently agrees, since he fired the
former coach and hired David Curtis to take his
place. Under Curtis, the Heroes and their fans hope
for a better record in the seasons ahead.
The Herodome
The Heroes play in the Herodome, a domed
stadium located near the intersection of Coleman
Avenue and S. Madison Street (teams from nearby
City College also use the Dome). It seats about
50,000 people. In addition to the Heroes, one of its
biggest attractions is the HeroDog (an 18” hot dog
with the works) and an accompanying cup of beer
for only $3.50.
BASKETBALL: THE HUDSON CITY
COUGARS
Part of the Atlantic Division of the NBA, the
Cougars were an expansion team founded in 1998.
So far they haven’t done very well, unfortunately:
their 2003-04 record was 30-52, not good enough
for the playoffs. However, they recently recruited
several players from Duke University, so their
future success is assured.
Clarence Harris, a former pro basketball
star who played for the Lakers and the Clippers,
owns the Cougars together with media mogul Ben
Berkely. A flamboyant man who likes funky-look-
ing suits and big cigars, Harris watches every game
from his ultra-luxury box in the Sports Metroplex.
The Berkely Sports Metroplex
The Cougars play at the Berkely Sports Metro-
plex, a 33,000-seat arena attached to the Berkely
Commercial Center (page 30). Featuring a state of
the art scoreboard weighing nearly 50,000 pounds
(22,700 kg) and a plethora of luxury boxes for well-
heeled sports fans, it’s also the home of the Hellions
(see below) and many collegiate sports events.
FOOTBALL: THE HUDSON CITY
THUNDERBOLTS
Also owned by Thomas Allen, the NFL’s
Hudson City Thunderbolts (NFC Eastern Divi-
sion) went 10-6 in 2003-04 but lost in the playoffs.
Led by quarterback Andy “Stonehand” Mawser and
wide receiver Dan Petanowski, they’re sure to make
another run for the Super Bowl in years to come.
Stewart County Stadium
Hudson City’s newest and largest stadium,
the SCS seats 85,000. It was built as a joint venture
between Thomas Allen and the city as a venue
not only for the Thunderbolts, but for many other
major events. Hudsonites have already begun to
complain that its location, on the far western edge
of Guilford, isn’t served by either the EL or the
subway. In response Allen has set up a free shuttle
service between Salem Station and the stadium,
and is investigating the possibility of having an EL
line built.
HOCKEY: THE HUDSON CITY STORM
The Hudson City Storm plays as part of the
Atlantic Division of the NHL. It had a 2003-04
record of 37-27-13-5, and lost in the first round
of the playoffs. Despite its relatively poor record,
the Storm remains one of the most popular of the
Hudson City professional teams.
Beverly Fioretta, the widow of financier Merlin
Fioretta, owns the Storm. She has no real interest in
professional sports, and is simply holding onto the
team out of respect for her deceased husband, who
loved it. Rumor has it she’s already begun shopping
around to sell it.
The Jason Devon Memorial Coliseum
Built to honor Hudson City’s greatest World
War II hero and his fellow veterans, the JDMC seats
28,000 and is the home of the Hudson City Storm
as well as many other sporting events. But it’s more
than just a sports arena — it hosts many conven-
tions and trade shows in conjunction with the
nearby Hudson City Convention Center (to which
it’s connected by both skybridges and underground
tunnels). It’s also a popular concert venue.
OTHER TEAMS
Hudson City’s arena football team is called the
Hellions, and plays at the Sports Metroplex. It had
trouble drawing crowds its first few years, but it’s
become popular enough now that the future of the
franchise seems solid. Its fans affectionately refer to
it as “the Brats” due to its players’ seeming attempts
to live up to their team name on occasion.
Hudson City also has a soccer team, the Harri-
ers. It plays at Stewart County Stadium.
DANNY VISCONTI
10 STR
9 DEX
10 CON 10 BODY
8 INT
8 EGO
10 PRE
8 COM
3 PD
2 ED
2 SPD
4 REC
20 END 10 STUN
Abilities: Concealment
11-, AK: Stewart County
Stadium 13-, CK: Little
Italy, Guilford, And Ard-
more 14-, CK: Hudson
City 8-, PS: Security
Guard 11-, Fringe Ben-
efit: Membership (Stew-
art County Stadium
staff)
Disadvantages: Social
Limitation: Subject To
Orders
Notes: Danny Visconti
is one of dozens of
security guards who
help keep things under
control at the Stewart
County Stadium. He
calms down rowdy fans,
ejects fans who violate
Stadium policy and the
law, and does his best
to make sure everyone
who comes to an event
at the Stadium is safe
and has a good time.
Sometimes he sneaks in
friends of his who don’t
have tickets, and he
scarfs up a lot of free hot
dogs from the vendors,
but that’s the extent of
his “corruption.”
Hudson City ■ Chapter Three
115
Other Sports Venues
In addition to the stadiums and arenas described
above, Hudson City has several other venues for
sporting events, concerts, and similar activities.
Pierpoint Arena: This 20,000-seat arena is located in
Pierpoint at the intersection of 24 Avenue and N.
Adams Street. The Cougars played here before the
Sports Metroplex was built. Today it’s most often
used for concerts and boxing. There’s been some
talk of tearing it down to make way for a tennis
complex.
Gary Yancey Stadium: The stadium at Hudson City
University, which seats 50,000. Much to the annoy-
ance of HCSU, the annual HCU-HCSU football
game always has to be played here, because the
HCSU stadium has insufficient seating and parking
to handle the crowd.
Annual Sporting Events
In addition to the Hudson City Marathon
(page 103), the following major sporting events
take place in or near Hudson City every year.
Berkely Enterprises Hudson City Open: A tennis
tournament held every August at the Hudson City
Country Club.
Boudreau’s Hudson City Open: A golf tournament
held every April at Firetree Country Club. Part of
its proceeds go to the Hudson City Jaycees and
other charitable organizations.
Hudson City Fighting Arts Tournament: An enor-
mous martial arts competition staged every Octo-
ber at the Jason Devon Memorial Coliseum. A full-
contact tournament open to any qualified martial
artist (regardless of style or school) provided he
passes the qualification tests, the FAT is roundly
condemned in some circles as sheer bloodsport. A
related tournament for amateurs and non-contact
fighters is held the week after.
Tour de Hudson: A bicycle race throughout the city,
disliked by many Hudsonites because of the way it
ties up traffic.
TONY AVANZI
10 STR
10 DEX
14 CON
13 BODY
10 INT
8 EGO
14 PRE
8 COM
6 PD
3 ED
3 SPD
7 REC
35 END
30 STUN
Abilities: Martial Arts (Boxing — Jab, Martial Block,
Martial Strike, Offensive Strike), Combat Driving 8-,
Gambling (Sports Betting) 12-, KS: Boxing 13-, KS: New
Jersey Sports Laws 11-, Stealth 11-, Streetwise 12-, WF:
Small Arms, Contacts (10 points’ worth in the Mafia and
the boxing world), Fringe Benefit: Athletic Control Board
Employee
Disadvantages: Social Limitation: Subject To Orders
Notes: Tony Avanzi is Hudson City’s chief representative
of the New Jersey State Athletic Control Board — the
body that regulates and licenses boxing, martial arts
competitions, and other combative sports. While licens-
ing applications and final decisions all get taken care of in
Trenton, he handles matters on the local front and make
recommendations to his bosses. What it comes down to
is, if you want to box professionally in Hudson City, you
need Avanzi’s blessing. And if you’re his friend, he can get
you front-row seats to any bout you wanna see.
A former boxer himself, Avanzi is a real afficionado of
the sport, and can talk about it for hours. Unfortunately,
his love for it hasn’t kept him from exploiting it. He will-
ingly takes kickbacks and bribes to approve fights that
shouldn’t go forward, exploits fighters and managers for
his own benefit, and bets heavily based on inside infor-
mation. While not a member of the Mafia, he’s a known
associate of several soldiers in the Verontese and Marcelli
families and often does “favors” for them.
Hero System 5th Edition
116 ■ A Day In The Life
It’s not uncommon to refer to “Hudsonites” as
if they were one big, homogenous group of people
— but of course they come from a thousand differ-
ent walks of life and believe in a thousand different
things. There are lots of subcultures within any
major urban area, and Hudson City’s no exception.
THE ACADEMIC WORLD
“Mayor Umstead, Superintendent Hughes, and
the Schools Commission want to assure the
parents of Hudson City that they take incidents
such as this one very seriously. All reasonable
steps are being taken to ensure the safety of
every child in the school system.”
“Rob! Rob! Rob! Rob! Rob! Rob!”
“Marjorie.”
“Rob, what’s the status on the injured student
and Principal Michaels?”
“I haven’t spoken to the hospital since this press
conference began, but the latest information I
have is that Principal Michaels was shot in the
arm. The wound is superficial and he’s expected
to make a full recovery. The student who was
shot, Rudy Beck, is in serious condition at Vet-
eran’s Memorial Hospital; we’re awaiting an
update on his progress. The suspect, DeShawn
Watson, was pronounced dead on arrival at
VMH after being shot by the police during the
encounter.”
“Rob! Rob! Rob! Rob! Rob! Rob!”
“Fred, then Julia.”
“Rob, what started the incident?”
“We don’t know yet for sure. Both students were
in gangs, but not rival gangs, and as far as we
know at this point there wasn’t any bad blood
between them. As soon as we find anything out,
we’ll let you know.”
“Rob, how did Watson get the gun past the
school’s metal detectors?”
“The metal detectors at Riverside have been
offline for the past week and a half due to the
City Council’s failure to vote more money for
school security matters.”
— press conference following a shooting
incident at Riverside High School
Thousands of students of all ages live in
Hudson City. Here’s where they do their learning.
ELEMENTARY AND MIDDLE SCHOOLS
Hudson City operates approximately six
hundred elementary and middle schools covering
grades K through 8. These schools employ 70,000
teachers and other staff. By most measures, the
schools are doing a poor job of educating Hudson
City’s children, only 40% of whom read at an
acceptable level (and 20% of whom score at the
lowest possible level above “illiterate” on stan-
dardized tests).
Hudson City organizes its schools into sixteen
districts for administrative purposes. The chief
administrator of the system (and of the city’s high
schools; see below) is the Superintendent of Public
Schools, an appointee hired for the job by the Schools
Commission, to which he answers. As the most vis-
ible school administrator in the city, the Superinten-
dent catches a lot of parental flak that should more
properly be addressed to the Commission or the City
Council... but that’s why he gets the big bucks.
As of 2004, Leticia Hughes, a 46 year-old
black woman and mother of three, fills the Super-
intendent’s chair. A former teacher who also has a
law degree from HCU, she’s a tough old bird who
doesn’t hesitate to voice her opinions about the
subject at hand... no matter whom she happens to
be talking to. She once caused a minor scandal by
referring to a parent to his face as a “damn idiot”
during a Schools Commission meeting, and that’s
not the only time her name’s made the papers by
any means. However, she’s got an excellent record
as an administrator of various schools and districts
within Hudson City, so Mayor Umstead’s willing to
support her and give her a chance to turn the whole
system around... at least for now.
HIGH SCHOOLS
Hudson City has a little over 200 high schools,
with approximately 25,000 teachers and staff. Most
of the schools are general educational schools, but
some specialize in a particular curriculum, such as
arts, sciences, business, computers, international
affairs, or foreign languages.
Unfortunately, the high schools aren’t doing
any better a job than the elementary and middle
schools. Only about 65% of students overall com-
plete high school successfully; that number drops
to 42% for black students and 38% for Hispanic
students. In some school districts on the Southside,
less than 30% of the students pass the city’s Reading
and Math exams.
HUDSON CITY
SUBCULTURES
ANGIE PENDRY
7 STR
9 DEX
8 CON
8 BODY
10 INT
10 EGO
13 PRE
8 COM
2 PD
2 ED
2 SPD
4 REC
16 END 16 STUN
Abilities: +5 PRE (only
to resist Presence
Attacks), Concealment
11-, Deduction 11-, KS:
Civics 11-, KS: Geogra-
phy 11-, KS: History 13-,
KS: Social Studies 13-,
PS: Teacher 13-, Fringe
Benefit: Membership
(teacher in Hudson City
public school system)
Disadvantages: Social
Limitation: Subject To
Orders
Notes: Angie Pendry
teaches high school his-
tory, civics, and social
studies in Hudson City.
Despite being only 5’3”
tall, she’ll stand up to the
biggest, toughest gang
kid or football player
and back him down if
he disrespects her or
doesn’t pay attention in
class. She rides her stu-
dents hard, but it’s worth
it to see even a few of
them go on to college
and escape the poverty
and harsh conditions
they grew up in.
Hudson City ■ Chapter Three
117
School safety is also a problem — fights, shoot-
ings, arrests of students for drug dealing and other
crimes, and assaults on teachers and staff occur
every week (and daily, at some schools). As a gen-
eral rule, Northside schools are better than those
on the Southside, but each area of the city has its
model schools and abject failures.
The accompanying table lists some of the
major high schools in Hudson City and surround-
ing areas, along with their mascots and colors.
Rivalries
As in any school system, strong rivalries exist
between certain schools (even though most schools
don’t have any particular major rival). In Hudson
City, the high school rivalries include:
Central-Southern
Eastlake-Hudson Beach
Freetown-Southwestern
Gadsden-Daniels
Harrington-Western
Riverside-Jackson
Rockwell-Andrews Heights
COLLEGES AND UNIVERSITIES
In addition to about a dozen small commu-
nity colleges and technical schools, Hudson City is
home to four major institutions of higher learning:
Freetown Community College (FCC; see page 52);
Hudson City College; Hudson City State University
(HCSU), and Hudson City University (HCU).
Hudson City College
Built in the 1950s, City College is located in
Riverside at the intersection of Day Avenue and S.
Jackson Street — right on the border with Forsyth
and Freetown. The second smallest of Hudson
City’s four major colleges, it has an undergraduate
enrollment of about 10,000. Like FCC, it’s a minor-
ity institution, with about 70% of the undergradu-
ates being black, Hispanic, or members of other
minority groups. City College also offers about a
dozen different courses of post-graduate study.
With its relatively low tuition, flexible class
scheduling, and community outreach programs, HCC
has helped many people who never would have gone
to college obtain a degree and become “free of Free-
town.” It’s well-known for its emphasis on group proj-
ects and community assistance. One excellent exam-
ple of this is its acclaimed Peer Study Group program,
in which freshmen and sophomores are required to
belong to a regularly-scheduled study group.
City College’s mascot is an eagle; its colors are
royal blue and white. It’s not considered much of a
powerhouse at any sport, though its basketball team
does fairly well within its conference most years.
Hudson City State University
Hudson City’s second-largest college is
HCSU, whose campus is located where N. Jack-
son Street terminates at 1st Avenue. It has an
undergraduate enrollment of about 15,000. Its
programs in Engineering and Philosophy are
especially well-regarded, attracting many students
from all over the country each year. It also has
about a thousand graduate students enrolled in
its business school, law school, and large selection
of graduate degree programs.
HCSU’s mascot is the catamount, and its
colors are gold and grey. It has a strong rivalry with
HCU, especially in football.
Hudson City University
With 18,000 undergraduates and about
2,000 grad students, HCU is Hudson City’s larg-
est university. It’s also the city’s oldest, having
been founded in 1818 by Sebastian Mays, a pros-
perous merchant of the day. Although originally
a private institution, it became a public univer-
sity in the 1840s. Its undergraduate program is
generally ranked in the top 50 in the country,
and it has a full complement of graduate pro-
HUDSON CITY HIGH SCHOOLS
Name Of School
Mascot
Colors
Caldwell
Comets
Red and Orange
Carter
Mustangs
Dark Green and White
Central
Knights
Blue and Silver
Daniels
Wolves
Grey and White
Dwight School of the Arts
Wildcats
Gold and Grey
Eastern
Spartans
Gold and White
Eastlake
Tigers
Orange and White
Faraday Science Academy
Lightning
Gold and Light Blue
Gadsden
Mariners
Burgundy and Gold
Gibson
Grizzlies
Silver and Black
Hammerskjold School of International Studies Blue Demons
Blue and White
Hayes
Phantoms
Grey and Blue
Jackson
Falcons
Purple and White
King
Red Raiders
Red and White
Langley
Jaguars
Gold and Black
Northeastern
Cardinals
Scarlet and White
Northern
Golden Eagles Gold and Brown
Northwestern
Ravens
Black and White
Riverside
Buccaneers
Gold and Blue
Southeastern
Bulldogs
Dark Blue and White
Southern
Gators
Green and White
Southwestern
Apaches
Red and Gold
Upton
Warriors
Green and Black
Western
Redhawks
Red and Black
SUBURBAN HIGH SCHOOLS
Name Of School
Mascot
Colors
Andrews Heights
Kings
Blue and White
Arcadia
Panthers
Red and White
Cambria
Thunderbirds
Red and Grey
Clifton
Tornadoes
Burgundy and White
Harrington
Lions
Light Blue and White
Hudson Beach
Sharks
Light Blue and Green
Maple Valley
Minutemen
Dark Blue and White
Northdale
Eagles
Crimson and White
Rockwell
Spiders
Black and Gold
Rome
Chiefs
Red and Black
Southport
Hornets
Yellow and White
Stewartville
Giants
Purple and White
Willowford
Pirates
Gold and Purple
PRIVATE HIGH SCHOOLS
Name Of School
Mascot
Colors
Ashmont-Tate Day School
Hawks
Blue and White
Bremerton Christian Academy
Crusaders
Red and White
Hudson City Day School
Bengals
Orange and Black
New Hope Friends School
Cyclones
Blue and Red
Hero System 5th Edition
118 ■ A Day In The Life
grams and schools (including the Lange School
of Law, HCU School of Medicine, and DeGraff
Business School).
The HCU campus is located at the intersection of
4th Avenue and N. Lincoln Street in Guilford. Exten-
sively redesigned after the 1895 fire, most of the build-
ings feature a Georgian style of architecture. More
recent buildings feature different styles.
HCU’s mascot is the Pioneer, and its colors are
scarlet and blue.
The Community College System
The Community Colleges of Hudson City
(usually referred to simply as “CCHC”) is Hudson
City’s network of community colleges. Its facili-
ties are scattered throughout approximately three
dozen separate locations, slightly over half of them
on the Southside. They serve as two-year junior
colleges for students who want to go on to other
colleges, vocational training schools for students
who want to go to work in a particular trade, and
continuing adult education facilities. Their class
offerings are always broad and eclectic, ranging
from traditional academic subjects to odd offerings
like “Star Trek and Popular Culture.” In a typical
year about 15,000 to 20,000 students enroll in the
CCHC system.
Prominent Scholars
There are many renowned scholars living and
teaching in Hudson City. They include:
Seth T. Coine: Doctor Coine teaches at HCU, lectur-
ing both to undergraduates and business school
students. He is an expert on human resources man-
agement and the health care industry, and has writ-
ten extensively on both topics. His work exposes
him both to Hudson City’s business community
and its social services agencies, so he knows a lot of
people from all walks of life throughout the city. He
is married and the father of three.
Alice Estes: Professor Estes is a faculty member at
HCSU and at both of the city’s law schools. Possess-
ing both a Ph.D. in Criminology and a law degree,
she’s considered a national expert on criminology
and criminal law. Unlike many purely book-learned
academics, she gets some of her knowledge from
time in the trenches: she’s a former Assistant
County Prosecutor.
Ginny Hernandez: An expert physicist who teaches
at HCSU and HCU. Rumor has it she once worked
on nuclear bombs and other important high-tech
weapons projects for the federal government.
Robert Perrine: Doctor Perrine, a talented civil and
mechanical engineer, teaches at City College. He’s
done freelance engineering work for the city and
several major architectural firms in the region, and
knows a lot about Hudson City’s infrastructure.
Suhail Ravnashaputra: “Professor R,” as he prefers
to be called, is one of the most popular profs at
HCU. He teaches psychology to undergraduates
and psychiatry to medical students (he has both a
Ph.D. and an M.D.). A friendly man who’s always
willing to try to help people, he has a reputation
as one of the most likeable professors on campus.
The odd thing about this is that one of his areas of
special knowledge is the psychology of serial killers
and rapists, police psychology, and criminal psy-
chology in general; he’s even served as a consultant
for the FBI’s Behavioral Sciences Unit on several
serial killer cases and similar murders. Somehow
the grim subjects he deals with every day don’t rub
off on him and spoil his cheerful disposition.
OTHER NOTEWORTHY
SCHOLARS
Here are the names of a few other notable academicians.
FCC
Baruti Sukuma (history, anthropology)
Barry Sylvester (journalism, political science)
HCC
Nathan Abbott (accounting)
Gerald Fort (journalism, literature)
Joelle Zimenic (computer science)
HCSU
Norman Newell (engineering, chemistry)
Malcolm Prevett (philosophy, literature)
Kenneth Simms (oceanography)
HCU
Howard Alexander (religion)
Arthur Hobbes (criminology, criminal psychology)
Amy Saunders (engineering)
Hudson City ■ Chapter Three
119
William Simmons: Better known to people as “the
Roach Professor” due to several stories about his
work in the media, this City College biologist has
made a career out of studying urban vermin: rats,
roaches, silverfish, and more. If you want to know
something about Hudson City’s native “wildlife,”
Bill Simmons is the man to ask.
THE BUSINESS WORLD
“So where do we stand on the McCluskey
deal?”
“Good and bad, sir. The bank’s agreed to loan
us the money we need to complete the transac-
tion, so we’re good to go on financing. The seller
still wants to sell. But we’ve hit a snag on the
zoning end.”
“What sort of “snag,” Jack?”
“Well, the Planning Department has raised
some serious concerns about the “remodeling”
you want to do. They don’t think it’s within the
parameters for the area’s zoning — in fact, they
think you’re pretty much just rebuilding the
building, not remodeling it.”
“They’re smarter than we gave them credit
for, I guess. Who do we know in the Planning
Department?”
“No one, sir — not anymore. We used to be able
to get O’Riordan to “handle” these things for us,
but he retired a couple months ago.”
“Dammit. Well, who do we know on the City
Council that could put a little pressure on
Planning?”
— just another Hudson City business meeting
To paraphrase Calvin Coolidge, “the business
of Hudson City is business.” Billions of dollars
flow through Hudson City every year in the form
of electronic money transfers, goods bought and
sold, financial deals, stock purchases, and much,
much more.
General Commerce
And Industry
Hudson City has been a center of commerce
and manufacturing from its earliest days. While
the industrial sector of the economy isn’t as strong
as it once was, factories and similar businesses
still employ hundreds of thousands of Hudsonites
— and the high-tech, service-oriented businesses
of the “New Economy” are also doing their part to
keep Hudsonites working hard.
AVERY INDUSTRIES
A leader in the furniture and textile industry,
Avery has several manufacturing plants in the
greater Hudson City area as well as many show-
rooms. The executive in charge of all Hudson City
operations is Claude Homer, a skilled and clever
businessman. Avery Industries’s headquarters in
Hudson City is located near the intersection of 16th
Avenue and N. Monroe Street (not far from the
Garment District), and it also has a major manu-
facturing facility at the intersection of Centre Street
and King Avenue in Forsyth.
BARRON PHARMACEUTICALS
Barron Pharmaceuticals is one of America’s
leading manufacturers of medicines and other
medical supplies (and, through its subsidiary
Barron MedTech, medical equipment and
machines). It’s got a reputation in the business
world for playing hardball when it comes to
product development and marketing (in fact, a
few allegations of industrial espionage have been
indirectly made against it). But despite that, it
has a solid public reputation due to its extensive
donations to charity (including its own Barron
Foundation), distribution of free cold and flu
medicines to inner city neighborhoods in the
winter, and other charitable acts.
Barron’s world headquarters, and one of its
largest manufacturing plants, is located in the
suburb of Cambria. Company president Rob
Schalken is one of Hudson City’s best-known and
best-liked businessmen; he and his wife Alicia
are frequent guests at charitable and civic events
throughout the city.
BERKELY ENTERPRISES
Media and entertainment giant Berkely Enter-
prises (BE) is the creation of maverick businessman
Ben Berkely, one of the wealthiest men in Hudson
City. He began years ago with one small televi-
sion station he bought with a loan, and over three
decades has parlayed it into one of the world’s larg-
est and most influential media empires.
The linchpin of BE is Berkely Entertainment
Television (BETV), which operates WTBV, a national
“superstation” (page 106) that broadcasts mostly
syndicated and rerun shows. Some of BE’s other
holdings include the Berkely Marketing Group (a
marketing and advertising firm), half ownership of
the Hudson City Cougars (a professional basketball
team), and long-term contracts with various sports
and entertainment figures. BE also owns the Berkely
Commercial Center and Sports Metroplex (usually
known as “the BCC”), a single enormous complex
encompassing BE’s companies’ offices, a sports arena
for his basketball team, and the Berkely Grande Plaza
Hotel (see page 30).
BLOUNT PHARMACEUTICALS
Although smaller and much younger than
Barron and many other pharmaceuticals giants,
Blount Pharmaceuticals has achieved notable suc-
cess in the marketplace. Most analysts attribute this
in part to the geniuses in Blount’s R&D labs, who’ve
made several notable breakthroughs that proved
highly profitable, and partly to the brilliant leader-
ship of company founder and CEO Tobias Blount.
Known (but not to his face!) as “the Whale of Wall
Street” due to his bulk, his financial acumen, stra-
BEN BERKELY
10 STR
10 DEX
12 CON 10 BODY
18 INT
13 EGO
20 PRE
14 COM
3 PD
3 ED
2 SPD
4 REC
24 END 21 STUN
Abilities: Bureaucratics
13-, Conversation 13-,
Gambling (Card Games)
13-, High Society 13-,
CK: Hudson City 11-,
KS: The Business World
14-, KS: The Media And
Entertainment Industry
14-, KS: High Finance
11-, Oratory 13-, Per-
suasion 13-, Riding
11-, TF: Snow Skiing,
SCUBA, Small Planes,
Small Wind-Powered
Boats, WF: Small Arms,
Well-Connected and 60
points’ worth of Con-
tacts throughout the
Hudson City and world
business and political
communities, Money
(15 points)
25+ Disadvantages:
Hunted (Watched) by
the media; Psychological
Limitation: Worka-
holic; Reputation (cut-
throat businessman)
14-; Rivalry (with other
media industry giants);
Social Limitation:
Famous.
Notes: The business
genius behind the
creation of the WTBV
cable TV “superstation”
and numerous other
media and entertain-
ment companies is a
real workaholic — a
man who puts in 20-
hour days that leave
his aides asleep on the
office couch. He’s also a
brilliant self-promoter
with a big ego, which
has contributed to his
business success. He is
45 and has a lovely wife,
Charlene, who’s slowly
becoming popular on
the social circuit.
Hero System 5th Edition
120 ■ A Day In The Life
tegic planning, and ruthless tactics have brought
Blount Pharmaceuticals a lot farther in a much
shorter time than anyone expected when Tobias
founded it.
FORDHAM CHEMTECH
Begun nearly a century ago as a chemical
manufacturing company, Fordham ChemTech has
weathered the economic storms of the twentieth
century with its adaptability, flexibility, and smarts.
It moved into electronics, computers, and other
forms of high technology as they were developed,
and today competes on a global scale against a vari-
ety of industrial giants.
Throughout the company’s history, the Ford-
ham family has retained a large enough chunk of
stock to control the business. The current CEO,
Jeffrey Fordham, is the son of the now aged and
infirm Robert Fordham whose grandfather and
great-grandfather founded the business. Known
as a patron of the arts and something of a “party
boy” besides being a captain of industry, Jeffrey
is in his early 30s but has not yet married (much
to his parents’ perpetual chagrin). He lives in a
plush Bankhurst penthouse and commutes to
work via helicopter.
The company maintains its world headquar-
ters in the Fordham ChemTech Tower in Worthing-
ton (page 87). Additionally, it has several satellite
offices and manufacturing facilities throughout the
greater Hudson City area. Over the past ten years
Fordham’s shut down a lot of its stateside factories
and outsourced the work to Asia or Latin America,
but seems intent on keeping the remainder open
and operating.
HARPCOR
The Harper Corporation — better known as
Harpcor — isn’t the world’s largest mega-corporation,
but according to many estimates it’s within the top
twenty. Through an enormous pyramid of subsidiar-
ies, it’s got its hands in everything from energy, to
high-tech manufacturing, to investment services,
to aerospace and defense contracting, to advertis-
ing. Company CEO Daniel Manley has a lavish set
of offices in the company’s headquarters at Combs
Avenue and Northampton Street (page 87).
RAVENSCROFT DEVELOPMENT
One of the largest real estate and commercial
development firms in Hudson City, Ravenscroft
Development owns part or all of many buildings
throughout the city. It’s also a majority owner of
Tyndall Residential Realty, a real estate brokerage
chain that sells houses and other residential prop-
erties. The semi-reclusive head of the company,
Richard Ravenscroft, cares little for the social scene
that’s so important in modern deal-making; he
prefers to stay focused on his work or the charitable
organization he founded in 1996, the VOLT Foun-
dation (page 136).
STARRTECH
High-tech companies are often said to be the
wave of the future as well as the present. If that’s the
case, then riding the crest of that wave is StarrTech,
the creation of scientific and financial genius Ran-
dolph Starr. Often described as “a modern Edison,”
Starr not only has two dozen significant patents
to his name, he’s got the business acumen to know
what to do with them. He used his early discoveries
to finance the creation of his company, and his later
creations (including the StarrSoft software suite) to
turn it into a business giant.
STRAKE INDUSTRIES INTERNATIONAL
This international corporation has busi-
ness interests ranging from auto manufacturing,
to computers, to military defense work, to food
sales. It has a reputation as being more interested
in profits than in its employees or the environ-
ment, though it strongly denies any such accusa-
tions. Various government officials and whistle-
blowers have also alleged that SII has engaged in
criminal dealings and bribery around the world,
but no one’s ever proven any serious wrongdoing
by the company in court.
SII’s founder, president, and CEO Michelan-
gelo Strake doesn’t live in Hudson City, though he
frequently visits the company’s local headquar-
ters at the Hudson City Corporate Center. SII’s
executive City in Hudson City, Franklin Frazier,
is thought to be a favorite of the higher-ups and
destined for a continued rapid climb up the cor-
porate ladder.
Finance
All that business and industry requires financ-
ing to keep it going through the lean times and to
launch new projects. As one of the world’s leading
banking centers, Hudson City is home to many
major lending and investment institutions.
CHEROKEE BANK & TRUST
Headquartered in the distinctive Cherokee
Tower (page 58), Cherokee Bank & Trust (CB&T)
is a multinational investment bank that got its
start in Hudson City at the turn of the twentieth
century. CB&T has been involved with much of the
city’s development and growth over the past 100
years, and has also become a significant player in
the money market and financial advice industries
through its various subsidiaries.
In recent years, CB&T has come under fire
from political correctness mavens concerning its
name (not to mention its logo, a noble Cherokee
Indian in three-quarter profile). American Indian
activists have demanded, loudly and repeatedly,
that the company change its name. CB&T’s Board
of Directors has voted down resolutions suggesting
this several times, but has tried to soothe hurt feel-
ings with significant donations to Indian charities.
FLAG NATIONAL BANK
As both a business and consumer lending and
investment institution, Flag National Bank (FNB)
is best known to most Hudsonites from its “Flag
— We’re Here To Help” commercials and advertise-
ments. Many a Hudson City resident has gone to
FNB to obtain a mortgage, a loan to start a small
THE EMERALD
SOCIETIES
Years ago, Irish work-
ers and businessmen in
Hudson City banded
together to help one
another in their respec-
tive trades. They formed
social organizations/
business clubs that came
to be known as emerald
societies after the name
of one of the earliest
ones. Each major trade
or industry that had a
substantial number of
Irish workers or mem-
bers eventually got its
own emerald society.
In time, as the Irish
worked their way into
the cultural fabric of
the city and advanced
in the business world,
the emerald societies
became an important
part of the local busi-
ness scene.
Today the emerald soci-
eties still exist. Most are
private fraternal-style
organizations that only
admit descendants of
former members or
other persons who can
prove their Irish ances-
try to the society’s sat-
isfaction, but a few have
opened their rolls to
anyone who cares to join
and can pay the dues.
For many a businessman
in Hudson City, the first
thing he does when he
needs to get something
accomplished at work is
contact a fellow emerald
society member who
can help him.
Hudson City ■ Chapter Three
121
business, or the money to send his kid to college.
FNB maintains its local headquarters in the Flag
National Bank Building (page 58), but also has
dozens of branches throughout the city.
INTERNATIONAL FINANCE BANK
This blandly-named institution is an invest-
ment bank with worldwide financial connections
and resources. It has no direct dealings with
consumers — it finances megacorporations, gov-
ernments, and a variety of international organiza-
tions. Its financiers are masters at moving money
around the world to put it in the safest and/or
most profitable places for its clients. And it treats
those clients royally — anyone who sends a lot
of business IFB’s way gets free trips to luxury
resorts, lavish gifts ($5,000 Rolex watches being a
favorite token of IFB’s esteem), and invitations to
parties all over the world.
Originally established in Saudi Arabia, the IFB
has offices in every major city around the world.
Its Hudson City “branch” occupies fifteen floors
of the Prosser Building at the corner of 16th and
Washington in central Bankhurst. Anjum “Allen” al-
Rashid, a distant cousin of one of the Bank’s origi-
nal founders, runs the office with crisp efficiency.
He’s known to have a thing for blondes, and rarely
appears in public without one or two gorgeous ones
on his arm.
FINANCIERS AND MONEY MEN
Not everyone associated with high finance
is a bank or brokerage. Sometimes individuals
become known for their skill as investors, earners,
and lenders.
Thomas Allen
Thomas Allen started his career as, believe it
or not, a sportswriter. After several years of this
work, he wrote a book about corruption in profes-
sional sports that broke several major scandals
and became a runaway bestseller. Using the money
from the book and his speaking engagements, Allen
began to dabble in the stock market, and discov-
ered he had a talent for it. Four years and many
millions of dollars later, Allen got involved in other
fields, such as real estate. As a present to himself
he bought Hudson City’s professional baseball and
football teams, the Heroes and Thunderbolts, which
he still owns.
Yuri Fyodorevski
A Jewish native of the Soviet Union, Fyodorev-
ski immigrated to the United States in the early
Eighties and quickly put his intuitive mind to work
making money in the stock market. Today he oper-
ates an investment firm that promises its clients it
invests only in environmentally sound businesses.
Oscar Hicks
Known as “Oscar the Grouch” because of his
irascible temper, Hicks is one of the “old men” of
Hudson City finance. His investment brokerage firm,
Hicks Brothers, was founded in the Twenties and
barely made it through the Depression intact (his
brother and partner committed suicide in 1931).
Nevertheless Hicks persevered and eventually made
himself a fortune. Thousands of people all over the
country have benefitted from his and his firm’s expe-
rience in the areas of mutual funds, municipal bonds,
and other forms of personal investment.
James Roman
Roman is one of the youngest of the city’s
financial wizards. Sometimes known as “the
Markham Guffey Kid” because he works for the
brokerage firm of Markham Guffey Cartwright
Sacks, he’s got an uncanny ability to pick stocks and
find deals. Right after he got out of college he came
to Hudson City and astounded seasoned profes-
sionals with his ability to consistently pick winning
stocks — in fact, he’s so good at it that he’s already
being investigated by the SEC for insider trading.
He seems confident that they’ll find nothing amiss.
Law
Businesses don’t just need financing — they
need legal advisors, legal protection, and legal
warriors to fight their enemies in the courts. And
plenty of Hudsonites rely on attorneys to protect
their rights, obtain justice for them, and resolve
legal difficulties. The Hudson City Bar Association
has thousands of members, ranging from small
solo practitioners to high-powered members of the
largest corporate law firms. Some of the best known
legal eagles in the Pearl City are described below.
LAW FIRMS
Most lawyers don’t practice by themselves —
they belong to law firms so they can share resources
and combine their knowledge of the law, and thus
offer better service to their clients. Major law firms
often exert influence far beyond what most individ-
ual attorneys could muster. Some of Hudson City’s
most prominent firms include:
Edwards, Edwards, Kennedy & Edwards: Three
brothers and their sister combined forces to
create this firm. Specializing in employment
discrimination, personal injury, and civil rights
cases, they’ve become quite the thorn in the side
of many local companies that they’ve accused of
discriminatory practices.
Goldstein, Douglas, Jakubowski & Key, P.A.: High-
powered corporations need high-powered legal
help, and that’s just what Goldstein Douglas pro-
vides. With major practice areas covering just about
every aspect of business — Banking & Finance,
International Trade, Energy, Mergers & Acquisi-
tions, and many more — the firm has both the
knowledge and the legal muscle to get the deals
done and keep its clients protected.
Harlan, Fiske & Stone: Located in Tower A of the
Harpcor Towers, the lawyers of Harlan, Fiske & Stone
are renowned for their expertise in the fields of cor-
porate law, securities law, and bankruptcy. If you’re
ready to get your IPO up and rolling, Harlan Fiske is
the firm to talk to... and if you crash and burn, they
can help you out with that problem as well.
THE HUDSON
CITY GEMSTONE
EXCHANGE
Located in Highlands
just a few blocks east of
Courthouse Plaza, the
Hudson City Gemstone
Exchange is the center
of the diamond and
gemstone trade in the
Pearl City, and the heart
of the city’s small but
lucrative “Gemstone
District.” A small but
heavily secured building
that features gemstone
receiving and shipping
areas, showroom/display
areas where members
can display gems while
negotiating their sale, a
state of the art vault, and
advanced cutting tools
for use by Exchange
members are just some
of the facilities and
features the Exchange
provides. A group called
the Gemstone Exchange
Authority oversees the
management of the
Exchange.
Membership in the
Exchange is open to
accredited gemstone
and jewelry dealers
who obtain a referral
from at least two exist-
ing members and pass
a background check. As
in Brussels, New York
City, and other locales,
the gemstone trade in
Hudson City is often
dominated by Ortho-
dox Jews and persons
of Eastern European
extraction; it’s not at
all unusual for Jewish
Exchange members
wearing distinctive dark
clothing to walk around
the neighborhood car-
rying hundreds of thou-
sands of dollars of gems
on their persons. Need-
less to say, the police
keep a close eye on the
area; robberies are, sur-
prisingly, extremely rare.
Hero System 5th Edition
122 ■ A Day In The Life
Lefler, Gregson, Downs & Livingston: Although
this firm has a general practice, it’s become best
known for its high-profile criminal defense and
divorce cases. Its victories in actress Jessica Litch-
field’s child custody case and the Rudy Salvestro
murder case have made it a household name
among Court TV fans.
MacDonald, Peterson & Greer: Experts on intel-
lectual property law — patents, trademarks,
copyrights — contracts, and technology law, the
attorneys of MP&G have represented some of the
most successful entertainers, sports figures, scien-
tists, and writers in the world. It’s said that part-
ner Rayson Greer’s address book would be worth
a fortune due to all the actresses’ personal phone
numbers it contains.
McLawhorn, Karns, Carr & Long, P.A.: You know who
they are. You’ve watched their ads on TV, heard
their commercials on the radio, seen their faces on
posters on the sides of buses. McLawhorn Karns
is one of Hudson City’s most successful personal
injury and professional malpractice firms, with a
roster of clients numbering in the many thousands
and million-dollar victories in more than a few
cases. Other lawyers often dismiss them as ambu-
lance chasers, but it’s hard to argue with success.
Motsinger, Hatch & Fields: This corporate law firm
specializes in shareholder suits and related forms of
litigation, but also provides a wide variety of legal
services to businesses. Its Tax department is highly
regarded in some circles.
Riley, Culpepper, Shuler, Petrocelli, Montague & Fouts:
Criminal defense attorneys par excellence, the law-
yers of Riley Culpepper fiercely and gleefully chal-
lenge “the system” every day. While it’s best known
for its work in several high-profile murder, drug,
and organized crime cases, Riley Culpepper also
runs several pro bono legal aid clinics in Freetown
and Forsyth.
Sandbeck & Associates: Who says a little guy can’t
beat a big guy? In the 1990s, the three-lawyer firm
of Sandbeck & Associates took on the pharmaceuti-
cal industry in a massive class action lawsuit and
won despite being out-lawyered by about a hun-
dred to one. Its coffers now filled to bursting, it’s on
the lookout for other major cases to tackle.
LAWYERS
Among the thousands of attorneys in Hudson
City, a few stand out from the crowd for one reason
or another.
Bill Gregson: In his thousand dollar suits and
$25,000 diamond pinkie ring, Bill Gregson looks
as much like an upscale rap star as one of the city’s
best divorce lawyers. But the fact that he can afford
his lavish lifestyle — which includes a mansion in
Belmont — just goes to show how good he is at
obtaining generous settlements for his clients.
Milton Jacobi: One of Goldstein Douglas’s top guns,
Milt Jacobi is a threat in both the boardroom and
the courtroom. His understated, clever litigating
style complements his hard-nosed negotiating style,
allowing him to close deals and settlements that
would elude lesser attorneys. His knowledge of the
Hudson City business community (including a lot
of things companies would rather keep secret) is
practically unparalleled. On his rare days off, he can
be found playing golf at Firetree.
Jacquelyn Lydick: A member of the Stewart
County Regional Office of the Office of the City
Public Defender, Jackie Lydick has been lead
defense counsel for several celebrated criminal
trials. Although she doesn’t get paid nearly as
much as she would if she were in private practice,
she enjoys her job because it gives her a chance to
represent people who would otherwise be ignored
by “the system.”
Rudolf Thomas: A talented trial lawyer who’s rep-
resented several major Mafia figures, Thomas is
known for his flamboyant courtroom manner as
well as his extensive grounding in state and fed-
eral criminal law. People pack the room to watch
his wild gesticulations and listen to him shout,
cajole, and wheedle until a witness tells him what
he wants to hear.
Stefan Zlowinski: A media darling who appears as
a commentator on news programs and cable TV
shows whenever there’s a big trial going on, Zlow-
inski makes his money as a litigator. He likes to be
in the courtroom, and he’ll take any case, civil or
criminal, that he thinks will get him there... espe-
cially if there’s likely to be a big payoff at the end.
Retail
Chapters Two and Six describe dozens of the
most interesting or prominent stores in Hudson
City. In addition to those local places, Hudson City
is home to the outlets or local franchises of count-
less national or chain stores. A few of the best-
known not described elsewhere are listed below.
AUTOMOTIVE
Ready to gas up and go? Any of these places will
help you fill up your car and get it ready for the road.
Eastern: Founded years ago as the retail arm of
the Eastern Oil Company, the Eastern chain of gas
stations was bought by the Athens Group, a con-
sortium of wealthy investors and financiers, when
Eastern Oil declared bankruptcy twenty years ago.
With some new financing and an image facelift,
Eastern stations have increased in earnings since
then; the chain’s added about 20% more stations
than it had at the time of Eastern Oil’s bankruptcy.
GO!: The initials stand for “General Oil,” the chain’s
parent company. With its bright orange signs and
catchy jingles, GO! is one of the most recognizable,
and trusted, brands in America. Some of its stations
still have full-service pumps.
Monarch Gas: “Give Your Car the Royal Treat-
ment!” was once one of the most familiar slogans
in America. But then the Monarch Gasoline Com-
pany became caught up in its founder and CEO’s
messy divorce, a bankruptcy, and an estate dispute
involving several of the major stockholders... and
OTHER CHAINS
Here are some other
chains you might visit in
Hudson City:
Buccaneer Burger (and
its sister seafood chain,
Cap’n Pat’s Fish &
Chips)
Calypso Delight (“CDs”,
Jamaican fast food)
The Corner Office (pho-
tocopying and shipping)
Discount City (general
retail goods)
Donut Shack
Excalibur Computers
(computer and software
superstores)
Four-Color Afternoons
(comic books and toys)
Furniture Factory
(home furnishings)
Gateway Books
Grande Taco (Mexican
fast food)
Holliday Homes
(residential realtors
— “There’s no place like
Holliday for a home”)
Nolan’s (coffeeshops)
Noramco (gas stations)
Pastimes (sporting
goods)
Roundball Express
(sporting goods super-
store)
Szechuan Palace (Chi-
nese fast food)
Verity Computers (com-
puters and software)
Hudson City ■ Chapter Three
123
the company simply ground to a halt. The multiple
levels of litigation are still going on today, and will
keep going on for the foreseeable future — and all
the while, Monarch stations across Hudson City
and the country sit unused. Many have become
homes for squatters, gangs, or the homeless; most
Hudsonites have learned to avoid Monarch stations
like the plague.
CLOTHING AND SHOES
Haven’t got a thing to wear? Stop by one of
these places.
Amanda DeLaine’s: Founded by the former house-
wife of the same name as a secondhand and con-
signment clothing store for women, “AD’s” did well
enough for her to convert into an ordinary clothing
store, and then to spread across the country. Its
“pink tag specials” are a great bargain for many
shoppers, but the phrase has become something of
a joke among the snide and irreverent.
Pumps And Pearls: Although mainly a women’s
shoe store, P&P also sells costume jewelry, hand-
bags, and various other fashion accessories. A
brother chain, Shirts And Slacks, carries men’s suits,
shoes, and fashions.
Rainfall: Rainfall sells women’s clothing, usually mid-
to upper-end. A spin-off, Silk Rainfall, sells lingerie.
ELECTRONICS AND MEDIA
Home entertainment and computing are big
businesses these days, and several chains have risen
to the challenge of keeping consumers supplied
with the latest gadgets and goodies.
Electronic Alley: If you’re in the market for a DVD
player, CD player, digital camera, camcorder, tele-
vision, or any other sort of consumer electronics,
you can find it at the Electronic Alley. The Alley
also carries DVDs and CDs; larger stores have
computers and sometimes even a small section of
electronic supplies for home tinkerers, ham radio
enthusiasts, and the like.
Harlix Computer Games And Software: A software
store usually found in malls and similar locations.
Despite its name, it carries plenty of software other
than games, and has one of the largest selections of
computer programs in the city.
Rhialto Video: One of the first video rental chains,
Rhialto Video sometimes seems to have one of its
distinctive green-and-yellow stores on every street-
corner. In recent years it’s shifted away from VHS
tapes to almost all DVDs, and is now getting into
the DVDs-by-mail service business.
Silverton’s: “Lifestyle items” for people with plenty
of money and a desire for stylishness. It sells all
sorts of electronic gadgets, doo-dads, and gift items,
such as PDAs, oddly-shaped clock radios, desk toys,
and sleek, high-tech looking stereos.
FOOD
Hungry? Hudson City has plenty of places
where you can get a bite to eat.
Burger Monster: “A monster of a meal!” Built around
“monster” and “sci-fi” themes, this chain of fast-food
restaurants is particularly popular with kids, parents
who have kids, and pop culture afficionados. Each
restaurant chooses a particular motif and styles its
decor around it. Most choose “Classic Sci-Fi” (aliens,
flying saucers, menacing robots...) or “Classic Movie
Monsters” (Frankenstein, Dracula, the Wolfman...)
as their themes, but some go in for “Comic Book
Heroes” (featuring the chain’s own line of superheroes
and villains), “Fantasy and Legend” (knights, wizards,
dragons...), or other themes. But regardless of the
way a Burger Monster looks, you can always get a
great Monster Burger, Super Monster Burger, Captain
Cosmic Ultra-shake, or Martian Fries. About 60% of
the Burger Monsters in the greater Hudson City area
are owned by Patrick O’Sullivan, a local entrepreneur.
Chisholm Trail Steakhouse: With its mix of delicious
appetizers, steaks cooked any way you like, and
enormous desserts, the Chisholm Trail chain has
become a popular segment of the “casual dining”
market. Where possible, these restaurants have a
“Curbside Cookout” service that allows you to call
ahead and they bring your order to your car when
you arrive.
Lightning Burger: Don’t have time to eat at Burger
Monster or Buccaneer Burger? Just pull up to
a Lightning Burger, shout your order into the
speaker, and in just a minute or two you’ll be driv-
ing away with a sackful of burgers and fries. Even
by fast food standards it’s not exactly healthy, but
sometimes speed is of the essence.
Macho Nacho: Diners tired of burgers, chicken, and
subs can get some tacos, nachos, and burritos at their
local Macho Nacho. The chain lost ground against
competitors like Grande Taco in the late Nineties, but
its clever “cute animals in little sombreros” advertising
campaign helped it pull even again.
Mars Needs Pizzas!: Hudson City’s main pizza
delivery chain, brought to you by the same people
who dreamed up Burger Monster. Usually referred
to simply as “Mars Pizza,” it uses distinctive bright
green delivery vehicles and deliverymen in green
caps, jackets, and shirts. The company’s “Zreebotz”
mascot, a little green Martian, is a popular charac-
ter recognized by everyone.
Sandwiches Plus: Fans of true delis wince at the
idea of eating at Sandwiches Plus, which serves
deli-style meals (pastrami sandwiches, potato salad,
homemade chips, and so on) with fast food speed.
It’s not bad food, but compared to a real deli there’s
not much to recommend it.
OBADELE JONES
8 STR
10 DEX
9 CON
8 BODY
10 INT
8 EGO
10 PRE
8 COM
3 PD
3 ED
2 SPD
4 REC
18 END 17 STUN
Abilities: Running +2”
(8” total), Bureaucratics
8-, CK: Hudson City’s
Eastern Northside
11-, CK: Lagos 8-, KS:
Hudson City Nigerian
Community 11-, Lan-
guage: Yoruba (basic
conversation; English
is Native), PS: Pushcart
Operator 11-, Streetwise
8-, WF: Handguns
Disadvantages: None
Notes: A native of
Nigeria, Obadele Jilo
emigrated to the United
States in 1983, later
changing his last name
to “Jones” to better fit
in with his adopted
homeland. A resident
of Hudson City since
1991, he runs a pushcart
that sells hot dogs, sau-
sages, chips, and sodas
to hungry Hudsonites.
Regardless of the
weather, you can find
him out on the street
365 days a year, serving
his regulars, chatting
with customers, and
keeping an eye on things
going on around him.
He usually sets up his
cart somewhere in north
Bankhurst or Highlands,
since he’s found that
people there tip better,
but you might find him
just about anywhere else
on the eastern North-
side (especially if there’s
a sporting event or other
major activity he can
cater to).
Hero System 5th Edition
124 ■ A Day In The Life
Labor And Unions
No discussion of business and industry would
be complete without a look at labor and unions. In
Hudson City, the unions tend to be fairly power-
ful; some of the largest include the Teamsters, the
International Dockworkers’ Union, the Policeman’s
Protective Association, the Restaurant and Hotel
Workers, numerous construction-oriented unions,
and various unions whose ranks include city and
state employees. Stories of abuse and corruption by
some unions have made them unpopular (and led,
in part, to Mayor Umstead’s election), since they’re
perceived as making exorbitant demands — but
others remain intensely popular, and all enjoy
strong loyalty from their members. So far Mayor
Umstead’s policies have done relatively little to
decrease unions’ power.
Hudson City unions have an often well-
deserved reputation for being associated with orga-
nized crime, particularly the Mafia. Several unions,
including the Hotel and Restaurant Workers, Dock-
workers, Teamsters, and construction workers are
thought to be firmly in the grip of racketeers. Con-
flict over control of certain construction unions
was one of the underlying causes of the current
“war” between the Scatuccis and the Torccones.
Some of the leaders of the Hudson City labor
movement include: Dave Cody (carpenters), Bob
Lauder (Teamsters); Al Maressa (plumbing contrac-
tors); Sergeant Hector Hernandez (policemen); and
Paul Segretti (hotels/restaurants).
THE ESPIONAGE WORLD
“You got the disk?”
“You got the money?”
“Yeah, it’s out back.”
“Then we’ll go out back and check. If it’s as you
say, you’ll get the disk.”
— mysterious exchange
overheard near Embassy Row
Hudson City isn’t the hotbed of espionage that
New York City, London, Moscow, or Berlin are (or
at one time were), but there are still some shad-
owy activities playing out among the streets and
high-rises. The Pearl City contains many embas-
sies (the employees of whom are often spies), and
international trading and dealmaking which may
serve as a front for espionage takes place all the
time. Homegrown spying in the form of corporate
espionage and sabotage is common in some circles,
and it’s possible that other nations (such as China)
engage in the same conduct in an effort to steal
technological secrets from America’s cutting-edge
scientific companies.
THE MARTIAL WORLD
“It’s not all training and strength. There’s still
the matter of heart. None of those Black Cobra
guys has heart — that’s their weakness. Rely on
your own skills, don’t give into fear, and your
heart is the edge that you can use to win.”
— pre-tournament pep talk
Most of the dangerous people on the streets of
Hudson City are the ones carrying guns and knives,
but a few of them are armed with nothing but their
fists. The unarmed fighting arts are alive and well in
Hudson City, which has dojos and schools teaching
dozens of different styles, and numerous shows and
competitions throughout the year. Whether you’re
interested in taking martial arts classes, or you want
to size up the competition before the next tourna-
ment, these are some places you should check out.
Aikido Unlimited: By most estimates the best school
for Aikido and Judo in the city, “AU” sometimes
also offers classes in the less philosophical, more
fighting oriented counterpart styles, Aikijutsu and
Jujutsu. Its founder and main instructor, Stacey
Robinson, earned her black belt in Japan.
Black Cobra Dojo: This school, located in Riverside
Hills, has a reputation for turning out tough, skilled
students who tend to use their martial abilities in
bullying ways. The main sifu, Kien “Ken” Wing, sup-
posedly has tong and Triad ties.
Eight Harmonies School: One of many schools in
Chinatown that teach the fighting arts, the Eight
Harmonies specializes in the traditional Chinese
styles: Hsing-I, Kung Fu, Tai Ch’i Ch’uan. The pri-
PHIL MARIANI
10 STR
10 DEX
10 CON
8 BODY
9 INT
8 EGO
10 PRE
8 COM
4 PD
2 ED
2 SPD
4 REC
20 END 18 STUN
Abilities: Bureaucratics
11-, KS: Tile 11-, KS: The
Union World 11-, PS:
Tilelayer 11-, PS: Union
Official 11-, Streetwise
8-
Disadvantages: Depen-
dence (Addiction to
alcohol)
Notes: Phil Mariani is
the Chief Steward — the
boss, in other words
— of the union to which
most tile layers and
workers in Hudson City
belong. A friendly, glad-
handing sort of guy, he’s
never been the subject
of much controversy,
much less any investiga-
tions for corruption or
malfeasance. Cynics in
the union say that’s just
because he’s too good to
get caught, and because
his Mafia friends protect
him.
Hudson City ■ Chapter Three
125
mary instructor is Master Hong, an old, inscrutable
Chinese man who’s practically a stereotype from a
martial arts movie. He expects absolute obedience
from his students, but in return teaches much.
Hidden Fist Academy of Ninja Arts: “Learn the
deadly arts of the ninja!” the commercials say, and
a lot of people believe it. Experts on real Ninjutsu
scoff, but with five “academies” opened already, the
Hidden Fist seems to be doing just fine financially.
Three Worlds Martial Arts Academy: The brainchild
of Karate, Jeet Kune Do, and Pentjak-Silat black
belt-level practitioner Mike Vergnier, the Three
Worlds Academy of Blackbridge bills itself as a sort
of “community college for martial arts.” It attracts
teachers from many different styles and traditions,
who agree to teach as personal and student inter-
est dictate. Students sign up for the courses that
intrigue them. Most students, who come to Three
Worlds after first studying the martial arts some-
where else, end up learning an eclectic hodgepodge
of techniques rather than progressing toward “black
belt” in any one... but the school prefers to empha-
size personal growth and enjoyment anyway.
THE MEDICAL
WORLD
“Code blue! Code blue!”
“OK, OK, what’ve we got?
Talk to me, people!”
“Hispanic male, late teens
early
twenties,
gunshot
wounds to the left chest
and left leg. I think the first
bullet may’ve ended up in
his lung.”
“OK, we’re gonna lift him
onto the table — one, two
three! Now we’ve gotta sta-
bilize him and get him into
surgery. You, go tell them to
get OR 3 cleared for us. You,
10 ccs of adrenalin, stat!
You,...”
“I’m not getting a pulse!”
“Dammit, I am not going
to lose this boy. Where’s
that adrenalin? OK, inject
him; I’m going to work the
heart.”
Two seconds of furious
action. Five. Ten.
“Still no pulse, doctor.”
Shoulders slump with the weight of the inevi-
table. “OK, he’s gone. Dammit. I make time of
death at 2335 hours.”
— another night at the Vreeland Memorial ER
Since vigilantes and other adventurers have
a tendency to get shot, stabbed, set on fire, run
over, smashed in the head with rifle butts, burned
with cigarettes, and otherwise mangled, it’s helpful
to know where to find medical assistance in the
Hudson City metropolitan area.
Hospitals
Hudson City has approximately sixty major
hospitals with about 30,000 beds (plus roughly
another hundred smaller or specialized medical
facilities). Here are descriptions of some of the
best... or at least most interesting.
ALEXANDER MEDICAL CENTER
Location: Freetown, northeast corner of King
Avenue and S. Jackson Street
Status:
Public
Specialties: Trauma medicine, endocrinology
Description: Located across the intersection from the
northeast corner of the Numbers, Alexander Medical
Center is on the front lines of the urban battlefield.
KING OF THE HILL
So, who’s the best fighter
in Hudson City? No
one can say for sure,
but there are plenty of
opinions.
Some “experts” look to
the Hudson City Fight-
ing Arts Tournament
(page 115) to provide
an answer. The way they
figure it, whoever can
come out on top in a
full-contact tournament
is the best all-around
fighter. Unfortunately,
no one person has ever
won the Grand Prize
more than once... and
everyone who’s won in
a given year has lost in
several other years.
Proponents of the
“hard” fighting arts
often give the nod to
John “Johnny K” Kuí,
a Chinese-American
man with black belts in
both Shaolin Kung Fu
and Isshin-Ryu Karate
who’s won the Fight-
ing Arts Tournament
once and placed second
another time. Others
favor Malcolm Livitnov,
a big, heavily-muscled
ex-Israeli Defense
Forces commando who
sometimes teaches Krav
Maga at Three Worlds
Academy.
“Soft” or “circular” styl-
ists argue that their
techniques can prevail
even over the strength
and force of the likes
of Karate. Among other
things, they point out
that most real fights
end up with both fight-
ers on the ground, and
the techniques of the
hard styles usually don’t
work well in ground-
fighting. These “experts”
claim that Roberto
“Bobby” de Queiroz,
a master of Brazilian-
style Jujutsu, can take
anyone in the city.
Hero System 5th Edition
126 ■ A Day In The Life
Its emergency room doctors and nurses long ago
became experts at trauma and combat medicine,
since they deal with gunshot wounds, stabbings,
deliberately inflicted burnings, and car crash victims
practically every day... not to mention the overdose
patients. But AMC does a lot of general medicine that
most people never hear of — everything from dia-
betes management, to sickle cell anemia studies, to a
fairly advanced Pediatrics department on Floor 8.
BLACKBRIDGE HOSPITAL
Location: Blackbridge, northwest corner of 12th
Avenue and Onondaga Street
Status:
Public
Specialties: Neurology, oncology, nephrology
Description: Originally founded by the Methodist
Church, and still closely associated with it in many
ways, Blackbridge Hospital is a general medical
care facility. Seven stories tall and with about 2,000
beds, it provides most of the major medical services
for Blackbridge, and often receives patients from
nearby neighborhoods as well.
COKELY HOSPITAL
Location: Gadsden, at the intersection of 17th
Avenue and Oxnard Street
Status:
Public
Specialties: Psychology/psychiatry, neurology
Description: Although it serves as a normal hos-
pital, Cokely is best known for its extensive psy-
chology ward/asylum. The HCPD typically brings
people here for commitment or for mental testing.
Hence the slang terms, “gone to Cokely” or “he’s
Cokely” (both basically signifying “that guy’s nuts”).
EASTWOOD MEDICAL CENTER
Location: Eastwood, at the intersection of 1st
Avenue and N. Madison Street
Status:
Public
Specialties: Physical therapy, otorhinolaryngology,
pediatrics
Description: Located, rather unenviably, not far from
both the Northshore Sewage Treatment Plant and the
Northsea power station, Eastwood Medical Center
was built in the 1960s in response to a growing need
for a major hospital in the area. It’s beginning to show
its age, but there’s no money available for the general
course of physical plant upgrades it needs.
EVERETT MEMORIAL HOSPITAL
Location: Guilford, at the intersection of Trenton
Avenue and Richland Street
Status:
Private
Specialties: Cardiology, pediatrics, plastic surgery
Description: Built primarily with donations from
the Everett family, and so named after them, this
hospital serves the people of Guilford, Irishtown,
and Little Italy. It’s considered an excellent facil-
ity, with state-of-the-art equipment and some of
the best doctors in the city, and so tends to charge
higher prices than many other hospitals.
HCU HOSPITAL
Location: Guilford, on the HCU campus
Status:
Public, university-affiliated
Specialties: Thoracic surgery, obstetrics and gynecol-
ogy, oncology, psychiatry
Description: This is a teaching hospital attached to
the HCU School of Medicine. It conducts ground-
breaking research in a variety of fields, and is con-
sidered a Top 50 national hospital.
PLAYING DOCTOR
Hudson City is home to many well-known physicians.
Some of them include:
Melinda Farwell: An HCU- and Johns Hopkins-trained
oncologist, Dr. Farwell researches how cancer spreads
throughout the body. She’s part of a world-wide team of
doctors, informally dubbed the “Cancer Hunters,” who
are trying to wipe out this deadly disease.
Reginald Green: Doctor Green is one of the city’s most
prominent cardiologists. Over the course of his career
he’s made several major advances in the treatment of
heart disease. According to some reports, he’s close to
patenting a revolutionary new form of artificial heart;
the speculation has increased the price of shares of
stock in his company, CardiOhm, significantly.
Alicia Manzanetti: A general practitioner on the staff at
Southwest General, Dr. Manzanetti is an expert on the
effects (both physical and psychological) of rape and
child abuse, and is frequently asked to testify in trials of
these crimes as an expert witness.
Howard Paulson: A personal friend of Thomas Allen’s,
Dr. Paulson is specialist in orthopedics and sports
medicine who works as a consultant to the Hudson
City Heroes and Thunderbolts. As “doctor to the sports
stars” and a youngish, handsome man himself, he’s
become a sort of minor celebrity.
Kyle Reichart: A renowned and respected neurosur-
geon with a master’s degree in biophysics in addition
to his M.D., Dr. Reichart has spent much of his career
working on procedures and devices to help paraplegics
and quadriplegics walk again. He hasn’t succeeded
yet, but as an eternal optimist he’s convinced there’s a
breakthrough right around the corner.
ELIZA BERKLEY
10 STR
13 DEX
10 CON
8 BODY
13 INT
11 EGO
15 PRE
16 COM
2 PD
2 ED
2 SPD
4 REC
20 END 18 STUN
Abilities: KS: The
Hudson City Medical
Community 11-, Lan-
guages: French, Spanish
(both basic conversa-
tion), Paramedics 14-,
SS: Medicine 14-, SS:
Neurology 14-, SS: Sur-
gery 13-, Fringe Benefit:
License To Practice
Medicine
Disadvantages: None.
Notes: Eliza Berkley
is one of the many
dedicated doctors
working at Alexan-
der Medical Center.
A neurosurgeon, she
often handles incred-
ibly delicate operations;
her surgical technique
and bedside manner
are both respected by
her colleagues. Despite
being overworked and
in her early thirties, she’s
every bit as beautiful as
she was when she was
Homecoming Queen at
Northwestern High.
Hudson City ■ Chapter Three
127
KATZ MEMORIAL HOSPITAL
Location: Bankhurst, at the intersection of 12th
Avenue and Centre Street
Status:
Private
Specialties: Cardiology, neurology, vascular surgery
Description: Often used by Hudson City politicians
and businessmen due to its proximity to downtown,
Katz Memorial is generally considered a top-notch
hospital. It lost a major medical malpractice lawsuit
in 2002, as part of the resolution of which it recently
installed a revolutionary new Patient Status Moni-
toring Computer. Hospital administrators around
the country are observing Katz to see how the PSMC
works out; if it does well, medical centers around the
country will undoubtedly adopt it.
QUEEN’S HOSPITAL
Location: Mint Ridge, at the intersection of LeMas-
tre Avenue and Onondaga Street
Status:
Public
Specialties: Gerontology, internal medicine, virology
Description: One of the oldest major hospitals
in the city, Queen’s Hospital takes its name from
Queen Victoria of England, who made a gener-
ous donation to the charitable society that built
it. Its doctors treats many residents of Little Italy,
Moscow West, and Chinatown in addition to Mint
Ridge residents and people who suffer injuries
while in LeMastre Park.
SOUTHWEST GENERAL HOSPITAL
Location: Freetown, 975 Polder Avenue
Status:
Public
Specialties: Trauma medicine, pediatrics, gerontol-
ogy, addiction treatment
Description: A huge, sprawling, ancient medical
complex that’s the main provider of medical ser-
vices to much of Freetown. Approximately 85% of
its revenues are from public assistance programs
such as Social Security, Medicare, and Medicaid.
STEWART COUNTY GENERAL HOSPITAL
Location: Crown Point, at the intersection of Cutler
Avenue and S. Madison Street
Status:
Public
Specialties: Endocrinology, thoracic surgery,
neurology
Description: Formerly one of the smallest of
Hudson City’s major hospitals, Stewart County
General ascended in the rankings with the opening
of the Richard and Maria Fordham Wing in 2002.
Featuring the latest in medical technology and
patient care systems, the Fordham Wing doubled
the hospital’s bed capacity and did wonders for its
overall reputation.
VETERAN’S MEMORIAL HOSPITAL
Location: Riverside Hills, 500 Cutler Avenue
Status:
Public
Specialties: None
Description: Built in the late Teens and early Twen-
ties and named in honor of the veterans of the
Great War, Veteran’s Memorial has served genera-
tions of residents of Riverside Hills, Crown Point,
and Chinatown. To accommodate patients from the
latter neighborhood, the hospital makes a special
effort to hire nurses and doctors who speak Asian
languages (particularly Mandarin and Cantonese).
In recent years the hospital has also treated many
veterans of the Gulf War, Iraq War, and Balkans
peacekeeping missions.
VREELAND MEMORIAL HOSPITAL
Location: Elmview, at the intersection of King
Avenue and S. Jefferson Street
Status:
Public
Specialties: Neurology, cardiology, radiology
Description: The main hospital in Elmview, Vree-
land Memorial also serves residents of Red Hill and
North Elmview. Its emergency room has become
accustomed to handling overdose and stabbing vic-
tims from the areas around the Strip. Vreeland also
maintains a “North Elmview Outreach Program” that
attempts to monitor the health of the Strip’s prosti-
tutes, and to provide them medical care if possible.
Health Clinics
With the assistance of various state and federal
agencies, the city’s Health and Human Services
Division operates a series of health clinics through-
out Hudson City; several charitable organizations
maintain similar facilities. Usually known as “free
clinics” because they provide low-cost or no-cost
health care services to the poor, they’re mostly
located on the Southside. A typical clinic has 3-
10 doctors and about twice as many nurses and
physician’s assistants, and can provide most basic
medical services (though they can’t handle major
traumas like gunshot wounds, nor perform sur-
gery). If a clinic encounters a medical condition it’s
not equipped for, it refers the patient to the nearest
hospital. Because health clinics maintain stocks of
drugs and other medical supplies, they’re usually
heavily secured against theft.
KEVIN WATTERS,
M.D., PH.D
8 STR
9 DEX
9 CON
9 BODY
14 INT
11 EGO
15 PRE
10 COM
3 PD
2 ED
2 SPD
4 REC
18 END 18 STUN
Abilities: Conversa-
tion 14-, Deduction
12-, High Society 12-,
KS: The Hudson City
Psychiatric Community
13-, KS: Serial Killers
And Serial Killing 13-,
Paramedics 12-, Persua-
sion 13-, SS: Abnormal
Psychology 14-, SS:
Medicine 12-, SS: Psy-
chology 14-, WF: Hand-
guns, 10 points’ worth of
Contacts in the HCPD
and FBI
Disadvantages: None.
Notes: A psychologist
in private practice in
Hudson City and who
also teaches at the HCU
School of Medicine, Dr.
Watters is a nationally-
recognized expert in the
psychology of violent
crime. He’s worked with
the HCPD and FBI on
several occasions to help
develop profiles of serial
killers and other repeat
offenders, and has also
served as a consultant to
TV shows and movies
dealing with those sub-
jects.
Hero System 5th Edition
128 ■ A Day In The Life
THE MILITARY WORLD
“Terms?”
“A thousand per week per man for soldiers,
twice that for officers and any personnel you
deem “essential,” though that number can’t
exceed twenty percent of your force. Estimate a
two-week mission, possibly three.”
“Equipment?”
“You supply your own personal weapons and
what you estimate as one week’s worth of
ammo. We supply a second week’s ammo, and
that’s yours to keep after the mission. Other
personal gear you want and don’t already have,
get me a list and we can negotiate it. We’ll pro-
vide transport to the mission zone, and vehicles
there, but those must be returned at the end of
the mission, as undamaged as possible.”
“Extraction?”
“By air, same way you’ll go in. I can’t tell you
more until you agree to the job. Then I can
reveal specifics.”
“Okay, we’re in. What’s the job?”
“Ever hear of a place called Zarafshon?”
“No.”
“It’s in central Uzbekistan. An oil company
exec there to cut a deal went and got himself
kidnapped by some particularly nasty bandits.
Your job is to get him out... without involving
the Uzbeki government in any way.”
— conversation between two
unidentified individuals
While there are no large military facilities in
the immediate vicinity of Hudson City, the U.S.
Army, Navy, Air Force, and Marines all impact the
city in various ways.
MILITARY BASES
The closest major military bases to Hudson
City are Fort Houke (an Army base about thirty
or forty miles northwest) and Wendover Air Force
Base (about fifty miles west). There are no naval
bases nearby, but U.S. Navy ships sometimes dock
at Hudson City for repairs, shore leave, or the like.
Local businesses are happy to cater to military per-
sonnel, who often come to the city on leave.
MILITARY PROJECTS
The military does more than just build and
maintain bases. It also needs weapons, vehicles,
and other equipment to get its job done — and
that means it has to get involved in research and
contracting. Many Hudson City companies, such
as Fordham ChemTech and StarrTech, are involved
in research projects (be they standard, classified,
or top secret) for some branch of the military,
the Defense Advanced Research Projects Agency
(DARPA), the CIA, or some other governmental
agency. Fordham, for example, is said to be working
on a new, lighter type of body armor for the Army.
THE NATIONAL GUARD AND ARMED
FORCES RESERVES
Hudson City is home to units of the Reserves
of the various armed forces. These Reserves are
sometimes called out to assist the National Guard
in times of crisis, such as natural disasters or riots.
As of 2004, many of them are serving, in whole or
in part, in Iraq or Afghanistan.
Hudson City has three armories for use by the
National Guard and Reserves. The first is located near
the South Pumping Station (Parsons Avenue and
Centre Street). The second is on the southern river-
front near the Adams Street Bridge. The third and
smallest one is in west Worthington area. All three are
heavily secured and guarded around the clock.
THE MERCENARY WORLD
In addition to legitimate military personnel,
Hudson City has to deal with its share of merce-
naries. Public mercenary companies like Military
Solutions and Executive Resolution Services have
offices in the city where they meet with prospec-
tive clients and do a small amount of recruiting.
It’s also said that various bars and clubs around
the city are meeting places for less aboveboard
mercenary transactions.
Hudson City ■ Chapter Three
129
THE MYSTIC WORLD
“I’m Detective Lancaster — you wanted to see
me?”
“Yes. Thank you very much for agreeing to
speak with me.”
“That’s quite all right, Mrs....?”
“Rigo. Madame Rigo, if you prefer, though few
call me that outside my place of work.”
“And that is...?”
“I am what you would call a “fortuneteller,”
Detective.”
“And what would you call it?”
“I am a seer. I see things, and those things in
time come to pass — not always exactly as they
have been revealed to me, but close enough.”
“O-kay. Look, Madame Rigo, I’m pretty busy
right now....”
“I know. With the Suzanne Matheson case,
yes?”
“How did you know about that? That hasn’t
been released to the press. You a friend of her
family or something? Do you know where she
is?”
“As I said, Detective, I can see things unknown
to others.”
“Sure. Why are you so interested in this case,
then?”
“Because I have seen more of it than simply her
name. I have seen a large man, dark, strong,
drag her from her house. And I know that he
has killed her.”
“Where and how?”
“That, I am sad to say, I have not seen. But
this much I can tell you: you will find her to
the north, in a green place, beneath a blan-
ket of red, yellow, and brown. That is why I
came here — to tell you this, that you might
find her soon and bring some comfort to her
grieving family.”
— conversation at the 98th precinct house
To most people, Hudson City is a mundane
and worldly place — in fact, many would say it’s
too worldly, too dirty and corrupt and materialistic.
But lurking in the shadows is another Hudson City:
one of mystics and occultists, tarot card readers
and fortunetellers, New Agers and people of beliefs
far more unusual. Ever since the Thirties, when
the renowned crimefighter the Raven reputedly
used occult powers in his war on the underworld,
Hudson City has had a reputation as a place where
mystics gather.
MYSTICS
While lots of Hudsonites claim to believe in
the mystic, and even to know a thing or three about
the occult, a few true experts stand out from the
pack of dabblers.
“Father Miguel” Bressard: Unlike the leaders of the
Church of Humbalu Areya Aye (page 131), Michael
“Father Miguel” Bressard, who runs the Randall
Avenue Hounfort in North Elmview, openly claims to
have magical powers... and a willingness to use them.
From his dingy little hounfort — really as much of
a shop as a place of religious gathering, despite its
name — the self-styled Father Miguel sells his ser-
vices in the form of curses, finding-charms, love bath
potions, fortunetelling, and protection from malign
spirits. Business isn’t exactly booming, but somehow
the place manages to stay open.
Amanda Gallagher: Some of Hudson City’s wealth-
ier and more influential citizens believe in various
mystic doctrines — but they wouldn’t be caught
dead visiting a shop like Madame Rigo’s (see below)
for a wide variety of reasons. Instead, they have an
occultist come to them. With her youthful good
looks, vivacious personality, and absolute discre-
tion, Amanda Gallagher brings visions of the future
directly to her clients’ homes. She mainly relies on
tarot cards, but also does some of what she calls
“psychic aura readings” and even channeling. She’s
also a big proponent of crystal therapy, often selling
her clients one or more crystals which she “specially
psychically attunes” to them and their problems.
Professor Adolph Gottlieb: A professor of anthro-
pology and folklore at Hudson City University,
Adolph Gottlieb has earned an international
reputation as a scholar of the occult. Among his
other accomplishments are the translation into
English of several German and Hindu grimoires,
the publication of numerous scholarly articles on
subjects ranging from “Demonic Beings of the
Japanese Islands” to “The Influence of the Lemege-
ton on Golden Dawn Occult Theory,” and testify-
ing as an expert witness at three trials involving
accounts of “demonic possession” and “Satanic
cults.” On top of all that, he speaks twelve lan-
guages fluently, is an expert on European wines,
and plays a mean game of racquetball.
Madame Keja Rigo: From a tiny shop in Gadsden,
Madame Rigo — “Fortuneteller, Astrologer, and
Palm Reader,” according to the sign out front —
dispenses “advice,” as she calls it, about any subject
her clients need to know about. A full-spectrum
occult services provider, she can read tarot cards,
gaze into crystal balls, read palms, and cast horo-
scopes. She claims to have developed the power to
foresee the future as a little girl in Romania, and
that these various “devices” merely enhance her
natural abilities. A kindhearted soul, she’s tried on
several occasions to offer her services to the HCPD,
but they’ve snubbed her.
“I HEARD THERE
WUZ ALLIGATORS IN
THE SEWERS...”
Urban legends exert
a strange hold on the
modern American
mind. Despite their
often manifest absurdity,
somehow they remain
alive long after they’ve
been debunked. There
are plenty of them float-
ing around the streets of
Hudson City, too:
Fireball: In the spring
of 2004, the story cir-
culated throughout
Hudson City, largely by
e-mail, that Freetown
gangs had come up with
a new form of enter-
tainment: pulling up
alongside cars stopped
in traffic and lobbing
Molotov cocktails into
them. The HCPD insists
it’s never received any
reports about this, but
more than a few people
keep their windows
rolled up tightly even in
the hottest weather... just
in case.
In a related story, it’s
been reported that some
Hudson City gangs like
to drive around at night
without their headlights
on. When someone
flashes his headlights at
their car to alert them to
this, they shoot him.
First Hit’s Free, Baby:
According to what
“they” say, some Free-
town gangs hand out
drug-laced lollipops to
kids as a way of getting
’em hooked young.
Dust In The Wind: Didja
hear about the burglars
who thought the ash in
an urn was cocaine?
Nature Gone Wild: The
old chestnut about
alligators in the sewers
has been around for
decades now, but it’s not
the only rumor featur-
ing dangerous animals.
The Hudson Sun has
published several stories
Continued on next page
Hero System 5th Edition
130 ■ A Day In The Life
MYSTIC PLACES
The Mystic World includes places of arcane
import as well as knowledgeable people. Some of
the mystic locations in Hudson City include:
The Belltower Of St. Ignatius: The belltower of the
St. Ignatius Cathedral (page 57) was the site of a
mutual suicide pact between two lovers in 1875
who, despairing that their families would never
agree to let them marry, killed themselves. Medi-
ums claim their anguished thoughts and passions
have charged the tower with mystic energy that has
attracted various spirits, thus making the tower one
of Hudson City’s best-known haunted sites.
Chinatown: The people of Chinatown tend to be
more superstitious, and more willing to accept and
work with people who claim to have mystic powers
(such as feng shui specialists), than the average
Hudsonite. Some Chinatowners claim that various
places in and beneath Chinatown are loci of lines of
mystic force, or otherwise possess arcane power.
Hangman’s Hill: According to “sensitives,” the spirits
of the many people who were executed on Hang-
man’s Hill in the early years of the city still linger
there, full of malice, anger, regret, and lust for ven-
geance. Once or twice park visitors have reported
seeing “strange lights” there.
The Owl’s Roost Bookstore (northeast corner of
Onslow Avenue and Cayuga Street): Stuffed to the
brim with used books of every shape, size, and
subject, the Owl’s Roost is particularly well-known
for its collection on the occult. The owners, Jim and
Margaret Schoen, know a thing or two about mat-
ters arcane (strictly as dilettante scholars, though;
they’ve never taught), and have made an effort to
acquire books on the subject for their store. They
keep the rarest books in their collection under lock
and key in special temperature-controlled book-
cases, and show them only on appointment.
The Pilkenton Mansion (380 Taylor Street): This
abandoned home, located in the Burnside neigh-
borhood of Guilford, was the scene of a gruesome
triple murder in 1936 — Abraham Pilkenton, his
wife Alice, and their teenage daughter Florence
all lost their lives at the hands of a killer. No one
has ever uncovered the reasons for the killing or
the murderer’s identity — as near as anyone can
tell, it was a simple burglary gone wrong, since the
family jewels and other easily-carried valuables
were missing. But many people have reported
seeing the ghosts of one or all of the Pilkentons in
the house, and “sensitives” feel something deeply
“wrong” about the place. The ghosts are most likely
to appear to people interested in buying the house,
but have also made themselves visible to historic
tours and various intruders. The Hudson City His-
torical Society owns, maintains, and offers tours of
the Mansion.
RELICS AND ARTIFACTS
Sometimes special items can become charged
with great magical power... or so some mystics
claim. Here are a few items from Hudson City his-
tory that might meet that description:
The Pendant of Patricia Arkwright: In the early,
early days of the city, a mysterious old woman
named Patricia Arkwright was hung for killing
four children. She claimed it was for purposes of
“witchcraft,” and though most people were skeptical
of that, there was no question of her guilt for the
murders. For reasons lost to history, the hanging
took place on a tiny island in the Stewart River that
no longer exists (in the 1880s, it was removed as a
hazard to navigation); it was near the present-day
Centre Street Tunnel. While helping to construct
the Tunnel, an Italian laborer found an antique
pendant which he turned over to the Hudson City
Historical Society. Experts date it to the mid-1700s
or early 1800s, and some people believe it was Ark-
wright’s personal “talisman.” The Historical Society
placed it in the Hudson City Historical Museum,
where it remains on display to this day.
The Raven’s Tarot: When the famed crimebuster
known only as the Raven fought the underworld
in the Twenties and Thirties, it was rumored he
had mystic powers that helped him with his war on
crime. Chief among these powers was the Raven’s
Tarot, a special deck of tarot cards supposedly
designed by the Raven himself and possessing even
greater oracular authority than normal tarot cards.
While the Raven is surely dead by now, no one has
ever found his Tarot... if it exists at all.
The Scarlatti Mirror: At the Hudson City Historical
Museum (page 111) there’s a large, ornately-framed
mirror that’s over 200 years old. An heirloom of
the Scarlatti family, the mirror was in the room
where Gina Scarlatti murdered her parents, brother,
and baby sister with a butcher’s knife in 1886. It’s
said that in the right light, at the right time of
day, during the right seasons of the year, you can
sometimes see the entire murder re-enacted in the
mirror by apparitions. “Sensitives” claim to find the
mirror disturbing.
The Zodiac Book: In the Rare Book Room at the
Hunneford Library (pages 58-59) there’s a large
incunabula bound in featureless black leather.
Experts believe it was printed in Germany or Swit-
zerland sometime in the late 1400s, but when you
get right down to it no one has any firm informa-
tion about where and when it originated, much
less who wrote and printed it. It consists of 144
densely-printed pages, twelve for each of the signs
of the Zodiac. Occultists say that hidden among its
mundane astrological lore and diagrams are true
secrets of high magic that would allow an adept to
foretell the future... but since the Library won’t lend
the book out or allow anyone to copy it, they can’t
test their theories.
about packs of feral
dogs “allegedly” attack-
ing people in LeMastre
Park, though the HCPD
says no one’s ever
reported any such attack
to it. There are also tales
of a pack of “carnivorous
rats” that roam various
parts of the city attack-
ing babies in their cribs
and small children left
unattended.
Slightly Used Auto...
Cheap!: Another
favorite that’s made the
rounds for years is about
a woman who sells her
husband’s incredibly
expensive sportscar
— usually a Porsche, but
it changes from year to
year and teller to teller
— for next to nothing
(usually $50 or $100)
either because (a) he
cheated on her, or (b)
he died and she didn’t
know the car’s value (in
this version of the story,
it’s a “classic” car of some
sort). Ask around long
enough and you’ll find
someone who claims
that “a friend of his”
“knows a guy” who took
advantage of this deal.
Svelte: You know all
those ultra-thin models
and actresses you see
on TV and in maga-
zines? Well, they’ve had
ribs removed to keep
their hourglass figures
perfect. And guess
what!? There are some
underground clinics
in Hudson City who’ll
perform this service for
non-famous women for
a nominal fee....
In a related story, gangs
of organleggers have
been striking around
Hudson City. They
kidnap healthy-looking
people off the streets.
The victim wakes up in
the bathtub in a hotel in
the suburbs to find that
one of his kidneys has
been removed for sale
on the black market.
Continued on next page
Continued from last page
Hudson City ■ Chapter Three
131
THE RELIGIOUS WORLD
“Bless me, Father, for I have sinned. It’s been six
months since my last confession.”
“And what sins have you committed since then,
my son?”
“Well... quite a lot, actually. Smoking, drink-
ing, consorting with women of low morals. But
most recently I killed five men.”
“What? What did you say, my son?”
“I said I killed five men. Five men.”
“Why, my son?”
“Because they had it comin’. Not everyone
deserves to live, Father.”
“My son, no man can take that power unto
himself. The power of life and death is God’s
alone.”
“Oh, boy, is that wrong. Anyone who can afford
a gun can take that power unto himself. And
this isn’t going to be the last time, either, I can
promise you that.”
“My son, what is it you want of me? I cannot
offer absolution unless you repent of your sins...
and cease them.”
“That’s not what I’m after, Father. I don’t need
forgiveness — I told you, they had it comin’.
What I want is a witness. When you read about
this in the paper tomorrow... and you will,
Father, trust me on that... I want you to come
forward and explain to people that I’m not
crazy. I have a purpose. My acts have meaning.
And I need you to tell them that.”
— a rather unusual confession
As the vital statistics on page 16 indicate,
Hudsonites belong to many different religions. The
original founders of the city were Protestants, but
since that time many different waves of immigra-
tion have brought new religions from all over the
world into the picture.
CHURCHES AND TEMPLES
The neighborhood descriptions in Chapter
Two include several of the prominent religious
buildings in Hudson City, including St. Andrew’s
(page 19) and St. Ignatius Cathedral (page 57).
Some of the others include:
Beth Israel Temple (655 5th Avenue): One of the
oldest Jewish houses of worship in Hudson City,
Beth Israel has established an enviable record for
community service. But it’s also attracted some
controversy as the home temple of Rabbi Solomon
Stern (see below) and a prominent sponsor of the
Star Project, an organization that hunts Nazi war
criminals and neo-Nazi “terrorists.”
Christ Lutheran Church (northeast corner of 14th
Avenue and Van Buren Street): Some aesthetes argue
that this Lutheran church in Blackbridge is the
most beautiful building in the city. Constructed in
a sort of “modern Gothic” style with the finest grey-
green marble, its soaring towers and steeple echo
the skyscrapers of the surrounding city in a way
that both uplifts and humbles.
Church Of Humbalu Areya Aye (434 Bayle Street):
Dismissed by some people as a “Voodoo cult,”
Hudson City’s most prominent Santería congrega-
tion meets here to worship the orishas and engage
in social activities. An attached botanica sells icons,
herbs, and other Santería supplies.
First Baptist Church (6902 Steele Street): Standing
strong and proud amidst the rampant commerce
and materialism of the Lowdown and Pierpoint,
First Baptist Church has been a part of the Hudson
City community for nearly 200 years. It has a small
museum inside featuring artifacts from the original
church, which was destroyed in the 1895 fire.
Golden Buddha Temple (southeast corner of Avon
Avenue and Covent Street): This Chinese temple is a
mainstay of life in Chinatown. Despite its name, it
allows Taoist worship as well as Buddhist, and pro-
motes the social tenets of Confucianism as well.
Our Lady of Mercy Catholic Church (southwest corner
of Birch Avenue and Rotterdam Street): After St.
Ignatius, Our Lady of Mercy, in Little Italy, is prob-
ably the largest Catholic church in Hudson City.
The recipient of several extremely generous dona-
tions over the past four decades, it’s used the money
not only to expand and update its facilities, but to
establish outreach, missionary, and charity pro-
grams throughout the city and the world.
Sacred Path Temple (near the intersection of Riv-
erfront Drive and N. Madison Street): This Indian
Buddhist temple is less than 20 years old, but has
already become a focal point of Hudson City’s
Indian immigrant community, Buddhists, Hindus,
and Sikhs alike. The latter two groups both have
their own temples elsewhere in the city, but major
events, such as celebrations of Indian holidays,
always seem to take place at Sacred Path.
Weitzmann Synagogue (northwest corner of Ashmont
Avenue and Oneida Street): Founded in 1993, this
temple is part of the Weitzmann Hebrew Academy,
a private preparatory school for young Jewish men.
MEN OF THE CLOTH
Religions are about more than special build-
ings and books. Men and women of faith often do
more to help worshippers than all the holy writ in
the world.
Thomas Cardinal Alessi: The Archbishop of the
Catholic see that includes Hudson City maintains
his offices at St. Ignatius Cathedral. Appointed to
his office by his good friend Pope John Paul II,
he’s considered by some a potential candidate to
become the next pope upon John Paul II’s death.
Veteran Vatican-watchers think the selection of an
American candidate unlikely, but stranger things
have happened in the annals of the Church.
That’s Mighty White Of
You: More than once,
the story has spread
throughout Hudson
City that a particular
company — usually a
national one, but some-
times a major local
business like Boudreau’s
Department Store — is
owned by the Ku Klux
Klan, or some similar
organization. No proof
is ever forthcoming, but
it inevitably results in a
loss of business for the
company in question.
That Wasn’t In The
Recipe...: The list of
things supposedly mixed
into, or found in, food
served in Hudson City
would just about fill
a book itself: roaches
(or roach eggs); semen;
blood; various body
parts (particularly fin-
gers); used condoms;
medical waste... the list
goes revoltingly on. True,
verifiable accounts of
persons who’ve success-
fully sued restaurants
over contaminated or
spoiled food have only
fueled this particular fire.
Sometimes the story has
a gruesome ending, such
as the version in which
insect eggs consumed in
a burger/taco/hot dog/
knish lodge in the eater’s
throat or stomach and
hatch....
One of the most horrific
of these rumors started
in 2001, when “they”
claimed that the radi-
cal gay activist group
HONUR (page 42) was
putting HIV-laced blood
in ketchup dispensers
so that victims would
“feel our pain.” Nothing
was ever proven, and
HONUR even won a
libel suit over the matter,
but the use of ketchup
in city restaurants plum-
meted for months.
This Is Your Brain On
Drugs: Various stories,
including some reported
in the Sun or other
Continued on next page
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Hero System 5th Edition
132 ■ A Day In The Life
Reverend James Pick: This hot-tempered and
antagonistic black Baptist preacher is a leader
in the Hudson City civil rights community and
one of the most controversial figures in the city.
Known for his loud, belligerent speeches, he fre-
quently denounces the white citizens of Hudson
City (especially those who disagree with him) as
racists, bigots, and Nazis. His enemies describe
him as a race-baiter and a bigot himself. His 1995
championing of two black youths who claimed
white police officers beat them but who turned
out to be total liars has lent credence to his
enemies’ charges against him but done little to
damage his standing in the black community.
Rabbi Solomon Stern: An influential figure in the
city’s Jewish community, Rabbi Stern has achieved
some notoriety with his outspoken denunciation
of several organized crime groups, such as outlaw
motorcycle gangs that include Nazi symbols as part
of their outfits or “colors.”
FRINGE RELIGIONS AND CULTS
Not every religious group in Hudson City
enjoys the legitimacy accorded to faiths like
Catholicism, Buddhism, or the Baptist Church.
Several are more commonly labeled “cults” or fringe
religions. They include:
The Church Of Holy Unity: This cult preaches a doc-
trine that Man himself is the one true god. The
Church’s leader, Dr. Ken Fowler, describes all other
organized religions as “evil” and “deceptive.” Follow-
ers of the Holy Unity must surrender all of their
worldly possessions to the Church and live in one
of its large farming compounds. There is one such
compound to the west of Pineville and Blanton,
and the Church’s blue-robed “acolytes” do a lot of
proselytizing and fundraising in Hudson City.
The Church Of The True Messiah: With its world
headquarters in Mint Ridge (page 71), the Church
of the True Messiah presents itself as the “correct”
form of Christianity, one that worships the true
Messiah — the Church’s founder, Jonathan James
Ross. Most people would simply call it a cult that
bilks weak-willed people seeking acceptance out of
their life’s savings. The authorities have investigated
the Church several times, but have never pros-
ecuted it.
Ross, a recluse now in his seventies who’s
believed to live in Hudson City, leads the Church
as its “Holy Eminence.” Serving him are a corps of
“Holy Fathers” and “High Fathers” (roughly, bish-
ops and priests) who minister to the faithful in his
name. The Church expects worshippers to donate
generously to it and its causes.
The First International Church Of Satan: Urban leg-
ends of baby-sacrificing Satanic cults aside, Hudson
City is home to an organization that calls itself the
First International Church of Satan. It rents an old
warehouse on South River Drive in Elmview for
use as a church, where its High Priest and Priestess,
a couple named Alasdair and Sophia Lovasz, con-
duct “Black Masses” and other rituals to “honor our
lord and master, Lucifer.” Legitimate religious fig-
ures in the city have noted an alarming increase in
the number of “converts” to the church, especially
among young people.
Voodoo: Besides the Church Of Humbalu Areya Aye
(see above), several Voodoo groups (not to men-
tion a few voodoo posses) exist in Hudson City. The
best known of them is the aptly-named Church of
Voodoo (3217 Moore Street in Freetown).
THE SCIENCE AND
TECHNOLOGY WORLD
“Hey, Jim, come check this out.”
“Whaddaya got?”
“Just take a look at it. See the micro-gear there
on the right?”
“Holy crap! It worked! I can’t believe it finally
worked!”
“Now all we gotta do is figure out a way to
make money off of it.”
— a recent conversation at
Nanoverse Enterprises R&D
Hudson City isn’t Silicon Valley, but neverthe-
less it’s the scene of a lot of pioneering technologi-
cal development and experimentation. Most of this
work takes place at the three local universities or at
major companies in the area, but there are plenty of
smaller tech start-up firms and backroom tinkerers
hoping for a big discovery that will make them rich.
LABORATORIES AND TECH COMPANIES
Besides Fordham ChemTech, StarrTech, and
Strake Industries International, all described in the
Business World section beginning on page 119, here
are some of the leading lights of the Hudson City
technological firmament.
Albemarle Laboratories: Based in the suburb of Bed-
ford, Albemarle Labs is on the cutting edge of bio-
engineering and genetics research and development.
It also has cryonics and agricultural sciences divi-
sions. Company founder and CEO Bennett Moran
is something of a maverick in the scientific world
thanks to his blatant commercialism and willingness
to insult other scientists.
Nanoverse Enterprises: Nanotechnology is all the
rage these days, and Nanoverse was founded to
exploit that interest and push back the boundaries
of the scientific frontier. From their Corinth County
facility, the scientists of Nanoverse have already made
several significant breakthroughs, and more are
expected soon.
Sewell Computing Laboratories (northeast corner of
Pierce Avenue and N. Kimberly Street): Started by
computer programmer Martin Sewell in his parents’
basement in the early Eighties, Sewell Computing has
risen to become one of the most profitable and suc-
cessful companies in the computing industry. While
much smaller than many of its fellows, it concentrates
on subjects it excels in — producing minor but defi-
papers more concerned
with sensationalism
than fact-checking,
claim people have
done all sorts of hor-
rific things while high.
Examples include the
babysitter who cooks
the baby in the oven, the
acid trip that causes a
man to slice off bits of
his flesh, the kids who
stared at the sun until
they went blind, and
many “creative” forms of
suicide.
You’re Gonna Be A Star:
Verified stories about
women (from one coun-
try or another, including
the U.S.) being lured
into the sex trade in
some other country
have been around for
years. “They” say that
the latest twist on this
in Hudson City is “film
crews” luring women
away from crowded
areas with promises to
put them in commer-
cials, then kidnapping
and raping them.
Continued from last page
Hudson City ■ Chapter Three
133
nite improvement to computer chips and other tech,
and certain specialized programming tasks — and
produces results on deadline.
SCIENTISTS AND INVENTORS
Tech companies provide the funding for
research and development — but it’s people that do
the work and make the discoveries. Some of Hudson
City’s best-known researchers and inventors include:
Doctor Li “Lee” Baoxian: An escapee from Commu-
nist China and a professor at HCSU, Dr. Baoxian is
an expert on laser physics and the industrial use of
lasers. In appreciation for the millions of dollars he’s
brought in through grants and patents, the university
built him a special lab just for his own experiments at
one of its satellite campuses.
Doctor Robert Keenan: Head of the R&D lab at Strake
Industries International, Dr. Keenan oversees a
variety of projects involving military and industrial
applications. Despite being relegated to a mostly
administrative role these days, he’s a brilliant scientist
with advanced degrees in physics, materials science,
and business. He donates a lot of money to charities
in Freetown, where he grew up.
Doctor Bryce Krueger: Often described as “eccentric”
(“bizarre” and “chronically late” would be more accu-
rate), the young Dr. Krueger (“Call me Freddie!”)
earned his Ph.D in computer science at the tender
age of 18. He specializes in advanced computer
design and supposedly teaches at HCU, though
whenever possible he foists his teaching duties off on
grad students so he can go on working.
Doctor Janet Shane: An employee of Fordham
ChemTech, Dr. Shane designs computer guidance
systems and related parts for missiles and similar
military devices. According to one report, her work
has improved the efficiency of Army missiles by 11%.
THE SOCIAL WORLD
“Spare change? Got any spare change, mister?”
— heard on streets all around Hudson City
Beyond business, beyond law, beyond religion
and learning and everything else, people simply
have to live with one another. The Social World
of Hudson City is one of contrasts — great highs
matched by great lows.
The World Of The Wealthy
Fancy cars, opulent mansions, glittering
jewels, and the best of everything — such are the
realities of life for the rich and fabulously rich of
Hudson City.
THE WEALTHIEST PEOPLE
In addition to Ben Berkely (pages 30, 119),
Thomas Allen (page 121), Brad Quinn (page
21), Candace Vanderburg (page 55), and Jeffrey
Fordham (page 87), a few more of Hudson City’s
richest individuals are listed below. According to
most rankings, the three wealthiest Hudsonites are
Berkely, Fordham, and Allen, in that order.
Jacques Boudreau: Scion of the Boudreau family
that founded the famous department store, Jacques
Boudreau does relatively little with the family
business except to show up at major board meet-
ings and lend his name to various charity drives
and promotional campaigns. He prefers to use his
money to travel around the world in search of new
thrills, take up exotic hobbies, and seemingly try
to date every good-looking single woman on the
planet. His latest craze is building and flying repli-
cas of Twenties and Thirties airplanes.
Jennifer Constanza: Jennifer Constanza was born
in Latin City. She started her show business career
at 16 as a model and quickly graduated to “super-
model” status. After that, she got into acting, then
fashion design... and at every step she made even
more money, always investing it wisely. Despite
the 2002 discovery that her former business man-
ager had siphoned off millions from her empire (a
matter currently in litigation), she still has several
hundred million dollars to her name... and she’s
only 31.
Andy “Stonehand” Mawser: The star quarterback
for the Hudson City Thunderbolts is one of the
most photogenic and personable athletes in the
NFL... and that translates into major endorsement
deals. He earns $8 million a year on the field, but
his promotional deals and clever investments have
brought him hundreds of millions beyond that.
Other men sometimes buy their wives flowers;
Mawser sends his beloved Lyn weekly gifts such as
furs, jewelry, and $10,000 an ounce perfume.
ARIZONA DUPREE
12 STR
14 DEX
14 CON 12 BODY
13 INT
11 EGO
15 PRE
16 COM
4 PD
4 ED
3 SPD
6 REC
30 END 25 STUN
Abilities: Martial Arts
(20 points’ worth of Kung
Fu), Combat Driving 12-,
KS: Modern Pop Culture
11-, KS: Rock And Pop
Music 11-, PS: Singing
13-, SS: Biology 11-, SS:
Chemistry 11-, SS: Phys-
ics 13-, TF: Basic Para-
chuting, Advanced Para-
chuting, SCUBA, Snow
Skiing, WF: Small Arms,
Money: Filthy Rich
Disadvantages: Psy-
chological Limitation:
Thrillseeker; Psychologi-
cal Limitation: Noblesse
Oblige; Social Limitation:
Famous
Notes: When she’s not
competing on the semi-
pro racing circuit, partici-
pating in team sky-diving
tournaments, assisting
her friends at HCU with
particle physics experi-
ments, attending a Hol-
lywood premiere, or help-
ing a friend of the family
with some sort of charity
event, you’ll usually find
Arizona Dupree front-
ing her band, Anxiety
Fountain, as lead singer.
Sole heir to the enormous
Dupree dry cleaning
fortune, she’s used her
money, good looks, and
plethora of natural talents
to build a one-woman
nonprofit business empire
around her “career” as a
“thrillseeking adventur-
ess.” Her fans think she’s
the greatest thing ever.
Her relatives think she’s a
little disturbed... but most
of them figure her ways
of relieving boredom are
better than taking drugs
and sleeping around.
Arizona doesn’t care what
any of them think; she’s
just having a ball being
herself and occasion-
ally making the world a
better place.
DOCTOR JANICE SELLERS
8 STR
10 DEX
10 CON
10 BODY
10 INT
10 EGO
13 PRE
12 COM
3 PD
3 ED
1 SPD
4 REC
20 END
19 STUN
Abilities: Animal Handler (Birds, Canines, Felines) 12-,
KS: The Academic World 11-, KS: The Hudson City Geo-
logical Profile 13-, KS: The Hudson City Underground
Environment 8-, SS: Chemistry 8-, SS: Forensic Geology
11-, SS: Geology 14-, SS: Geophysics 11-, SS: Physics 8-
Disadvantages: Psychological Limitation: Animal Lover
Notes: A tenured professor at HCSU, Janice Sellers is
one of the country’s foremost geologists. She’s conducted
numerous studies of the geology of Stewart County and
southern New Jersey, and has become such an expert on
the soils of the region that the police often call her in as a
consultant and expert witness regarding soil evidence.
Doctor Sellers spends most of her free time tending to
her menagerie of pets — an unabashed animal lover, she
can’t say “no” when she sees an abandoned animal or
hears of a friend who has a pet looking for a home. So
far she’s got a dog, three cats, a guinea pig, and a macaw...
and heaven only knows what she’ll bring home next.
Hero System 5th Edition
134 ■ A Day In The Life
THE WEALTHIEST FAMILIES
Sometimes known as “the dynasties” because
of their long-lasting wealth and influence on
Hudson City society and politics, these families
possess vast resources of many kinds. Their chil-
dren want for nothing, and they’ve all had members
prominent not only in business, but in local, state,
and national politics.
The Bankhursts: The descendants of Revolutionary
War hero General Richard Bankhurst parlayed his
name and hard work into an even more prosperous
farming and ranching business than his own... then
into industry and publishing... and eventually into
the high-tech sector of the modern global economy.
Bankhurst Holdings, the family’s partnership, has
assets valued at over $100 billion. The clan remains
relatively small, but most of them don’t live in
Hudson City full-time anymore; only Eugene and
Renee Bankhurst, renowned as patrons of the arts,
stay in the city year-round.
The Fraziers: Jeremiah Frazier was a friend of Emil
Hudson’s who accepted Hudson’s invitation to move
to his “new Eden in the Americas.” He didn’t regret
it. At first he raised horses, but he and his sons later
became involved in fur trapping and trading. In time
they moved beyond supply to manufacturing, creat-
ing clothes and other goods. By the Jazz Age they
were among America’s most prominent industrialists,
but after World War II they wisely diversified into the
finance and services industries. Today the main part
of the family consists only of Jeremiah “Jem” Frazier
IV, his wife Audrey, and their four children (ages 6 to
14), but there are any number of cousins and other
distant relatives who feed, to one degree or another, at
the Frazier trough.
The Willoughbys: In contrast to both the Bankhursts
and the Fraziers, the Willoughbys are numerous
throughout the greater Hudson City area. Their
patriarch, William Willoughby, was a staunch Cath-
olic, and bred his beliefs, including a desire for large
families, into his heirs. As a family they’ve got their
hands in every economic pie you could imagine,
from manufacturing, to publishing, to high tech, to
entertainment, to oil, and far beyond.
MAVENS OF SOCIETY
Among the wealthy in any society, certain
people stand out. They may be more flamboyant,
more extravagant, better entertainers, or simply
more personable, but something about them
attracts other well-to-do people (and hangers-on)
like moths to a flame. In Hudson City, the ranks of
such people include:
Philip and Martha Andrews: Philip is a top executive
at the Hudson City branch of Avery Industries; his
wife, Martha, retired from the publishing industry
in 1998. Martha is an incurable gossip, making her
a good source of interesting information about
Hudson City’s social set if you can get close to her.
Adriene and Jake Davidson: This young couple is a
darling of the Hudson City social scene. Though it’s
not clear where their money comes from (software
engineering? art treasures looted from the Nazis?
lottery winnings? stock market? inheritance?), two
things are for sure — they’ve got plenty of it, and
they enjoy spending it. They live in a turn-of-the-
century house in Irishtown (known as the “Mustard
Mansion” for its distinctive yellow-brown color)
with two Maltese dogs, three Abyssinian cats, and a
parrot named Mr. Feathers who curses friend and
foe alike in fluent Latin. They frequently throw par-
ties or entertain houseguests.
Leon and Rachel Edwards: Leon Edwards is one of
the most successful attorneys in Hudson City his-
tory. Although he’s now retired from the practice
of law, the millions of dollars he brought in, and
his wife’s clever investing, have left them extremely
well-off. They now spend much of their time run-
ning a small charitable organization, the Edwards
Foundation, and making grants to area universi-
ties. The recently-completed Edwards Computer
and Video Center at City College is just one of the
couple’s many fine works.
Brad L. Patrick: Heir to the Patrick candy fortune,
Brad Patrick is a handsome young man whom
many people consider Hudson City’s most charm-
ing and eligible bachelor. So far he seems content to
lead a life of aimless luxury, often in the company
of his friend Jacques Boudreau (see above).
Marion Stuart: A wealthy widow, “Stu” Stuart is
nonetheless relatively young and in big demand
on the Hudson City social circuit. Her renown as
a hostess means that receiving an invitation to one
Hudson City ■ Chapter Three
135
of her parties is a major social coup. The guest lists
typically read like a “who’s who” of Hudson City
society, and all sorts of networking and dealmaking
go on at them.
LIFESTYLES OF THE RICH AND FAMOUS
Besides the City Club (page 59) and simi-
lar places described in Chapter Two, not to
mention the Skyline Club (page 196)here’s a
list of a few of the exclusive “hangouts” and
playgrounds of the wealthy citizens of the
greater Hudson City area.
Blackbridge Racquet Club (4330 Iroquois Street):
A sports and health club for the wealthy, located
in the eastern part of Blackbridge. It features an
indoor basketball court, racquetball and handball
courts, a well-equipped weight room and fitness
center, private masseuses, gold-plated fixtures in the
bathrooms, a large sauna, an equally large jacuzzi,
and many similar amenities. Many high-powered
business deals take place here.
Cambria Country Club: CCC is a small club in the
suburb of Cambria. Its golf course is not particu-
larly noteworthy, but its dinner facilities are some
of the best around.
Firetree Country Club: Located in the suburb of
Andrews Heights only a few minutes’ drive west of
the city proper, this club (the most expensive one in
the area) has a dozen tennis courts, two Olympic-
sized pools (plus several smaller pools for exercis-
ers and young children), an award-winning 18-hole
golf course, and excellent dining facilities. The
annual Firetree Cotillion, held in May, is one of the
biggest social events of the season.
Hudson City Country Club: The HCCC is in Rome,
right on the border of the main part of the city.
It’s the least expensive of the area’s country clubs,
and membership is considered the “first step” on a
person’s climb up the city’s social ladder.
Hudson Beach Yacht Club: A club for people inter-
ested in sailing and/or attending seaside parties.
The biggest yacht in the place is Ben Berkely’s
Sea Queen, a 200-foot ship with the most luxuri-
ous accommodations available. The club’s annual
Regatta and its “summer circuit” of fabulous parties
are big events in the city’s social calendar.
Stone Ridge Country Club: A large club located in
Northdale. In addition to its golf course and base-
ball diamond, Stone Ridge has acres of meadows,
fields, and woods suitable for picnics, volleyball,
hiking, school field trips, and other activities.
The World Of The Poor
There’s a flip side to everything — including
wealth. Some people have far more of it than aver-
age, but some people barely have enough to live
on. Unfortunately, like all major American cities,
Hudson City has a substantial number of citizens
living below the poverty line, and some of them
don’t have any place to call home other than the
streets. Most of the poor live on the Southside; in
some neighborhoods, such as Freetown, Lafayette,
and North Elmview, it often seems like the only
people with any money are drug dealers and other
criminal scum.
HOMELESSNESS
According to the best estimates, Hudson
City has a homeless population of around 45,000.
As of late 2004, average occupancy of the city’s
homeless shelters totaled approximately 38,000
(15,000 children, 23,000 adults), but experts
believe several thousand more live on the city’s
streets, park benches, and subway trains/tunnels.
Approximately 80% of them suffer from severe
mental illnesses and are afraid of the authorities
in general, and homeless shelters in particular.
The largest congregation of them is in Boxtown
(page 48), but other gathering places crop up
here and there throughout the city.
The homeless are regarded in some circles
as a nuisance, or even dangerous. While most
Hero System 5th Edition
136 ■ A Day In The Life
just want to survive and get
by, there’s no denying that
the more desperate, deeply
disturbed, or drug addicted
ones can pose a threat to
other people. They steal and
rob to support themselves,
and sometimes attack people
whom they regard as threats
or easy marks.
CHARITIES AND SHEL-
TERS
Many different chari-
table institutions help the
needy citizens of Hudson
City in one way or another.
Besides the Barton Street
Mission (page 62) and others
described in Chapter Two,
here are a few more:
Barron Foundation: A chari-
table organization founded
by Barron Pharmaceuticals
as part of the settlement of a
large class action lawsuit. Its
main projects include drug
and alcohol abuse treatment
programs, drug awareness
education, and the like, but
it also maintains a scholar-
ship fund for pharmacology
students.
Richard and Maria Fordham
Foundation: Started by Fordham ChemTech head
Jeffrey Fordham, this foundation is responsible for
a wide variety of charitable works. One of its main
projects is a series of Fordham Youth Centers on
the Southside to provide activities for children and
teens to keep them off the street. So far the Foun-
dation’s only built one (at the intersection of Polder
Avenue and Van Allen Street), but half a dozen
more are planned so far.
Thirty-Fifth Street Mission: A shelter and soup
kitchen on Thirty-Fifth Street in the Numbers in
Freetown. It has about a hundred beds, most of
them occupied by homeless mothers and their
children at any given time. A coalition of several
churches operates it, though most of the staff are
part-time volunteers.
King Avenue Urban Center: A large soup kitchen
and shelter on King Avenue in Lafayette. Due to the
large population of nearby Boxtown, it sees heavy
traffic at mealtimes, though its shelter is sometimes
underused (particularly in the summertime).
The VOLT Foundation: Created by real estate mag-
nate Richard Ravenscroft, the Victims Of Law-
lessness and Terror (VOLT) Foundation is a two-
pronged organization. One half of it is a think
tank devoted to issues of criminology, public
safety, and national security; this branch also
lobbies for tougher anti-crime laws. The other
half is a community outreach program with two
purposes. The first is to “help people help them-
selves,” as VOLT literature puts it. This means
assisting with the development of “Neighborhood
Watch”-style safety programs, conducting per-
sonal safety seminars, and the like. The second is
to compensate the victims of violent crime who
need immediate assistance due to their victimiza-
tion. For example, the Foundation will pay for a
short hotel stay for a family that can’t remain in
its home due to damage suffered during a break-
in. The Foundation also maintains several bat-
tered women’s shelters (page 146).
CRAZY LENNY
6 STR
8 DEX
9 CON
7 BODY
10 INT
8 EGO
10 PRE
7 COM
3 PD
2 ED
2 SPD
3 REC
18 END 15 STUN
Abilities: Bribery 8-,
CK: Hudson City 11-,
Language: Vietnamese
(basic conversation),
Shadowing 11-, Stealth
11-, Survival (Urban)
11-, TF: Common
Motorized Ground
Vehicles, WF: Small
Arms
Disadvantages: Money:
Destitute; Psychological
Limitation: Alcoholic;
Social Limitation:
Homeless Person
Notes: Crazy Lenny is
just one of the thou-
sands of homeless
people roaming the
Hudson City streets.
He gets his nickname
because he tends to talk
to himself a lot, and
sometimes stops what-
ever he’s doing to swat at
imaginary flies buzzing
all around his head —
he’s not dangerous, just a
little disturbed. Despite
that, he’s smarter and
more observant than
most people give him
credit for. He still
remembers the snippets
of Vietnamese he picked
up during the war, as
well as traces of other
military skills... and he
keeps his wits (such as
they are) about him as
he walks the paths of
the decidedly different
jungle he now lives in.
chapter four:
chapter four:
chapter four:
LAW ENFORCEMENT IN HUDSON CITY
THE LONG ARM OF THE LAW
Hero System 5th Edition
138 ■ The Long Arm Of The Law
THE HUDSON
CITY POLICE
“Hey, Dillon, how ya doin’? First week going
OK?”
“Yeah, I guess. Nothing too heavy — talking to
rowdy neighbors and a couple of street busts
and stuff.”
“Good, just keep alert out there — the bad
people aren’t going to take it any easier on ya
’cause you’re a rookie. Here, this is for you.” He
handed Dillon a couple of rolled-up bills.
“Twenty-five bucks? What’s this?”
“Your share of the pad, kid,” he said, speaking
more softly now. “It’s not much ’cause you’re
new, but give it time.”
“I don’t get it.”
He leaned in closely, whispered fiercely. “Look,
rookie, take it. People in the precinct pay us to
keep more of an eye on their places... or maybe
not to look so closely at some things. It’s the way
things are. If you don’t want it, fine — more for
me. But keep your trap shut, got it?”
“...No... no, I’ll keep it. Thanks, Sarge.”
“No sweat, kid. All part of learnin’ the ropes. See
ya ’round.”
— conversation in the locker
room of the 12th Precinct
Law enforcement in Hudson City first and
foremost means the Hudson City Police Depart-
ment (HCPD), a force of approximately 32,000
officers plus another 9,000 clerical workers — far
too few of both to handle the city’s enormous
crime problem.
ORGANIZATION AND
STRUCTURE
The HCPD organizes itself in three ways: first,
by rank; second, geographically; third, by function.
Ranks
The HCPD has a five-tier rank structure. At
the very top of force is the Police Commissioner,
who’s appointed to his job by the mayor. The cur-
rent Commissioner is Alexander Ringwald, whom
Mayor Umstead appointed upon taking office (see
text box).
Immediately below the Commissioner are two
ranks. First are the several Deputy Commissioners,
each commanding one of the main bureaus of the
Department (see below). Second are the Com-
manders, each in charge of one of the twelve Dis-
tricts the HCPD divides the city into (see below).
The “leader” of the officers at this level is the First
Deputy Commissioner, who serves as special
assistant to the Commissioner. If the Commis-
sioner cannot perform his duties, the First Deputy
becomes Commissioner Pro Tem until the mayor
appoints a new Commissioner. Commissioner
Ringwald’s First Deputy is Ronald Garrone, a big,
hearty fellow who reminds some people of a hard-
nosed Sidney Greenstreet.
The third tier in the rank system is Captain.
A captain commands a precinct (see below) and
answers to the commander in charge of his area.
Serving beneath captains are Lieutenants. Each pre-
cinct has several lieutenants to see that the station
runs smoothly on a day-to-day basis. Many of the
men in the various detective squads (such as Homi-
cide or Burglary & Robbery) are also lieutenants.
Sergeant is the last level of command, the one
that takes care of things on the street and handles
many of the day-to-day major chores in the pre-
cinct houses. Theoretically, police regulations call
for at least one sergeant to respond to every major
call for assistance, but in practice there aren’t nearly
enough sergeants to go around.
Below the sergeants are the patrol officers, in
two ranks: P1 and P2. To become a P2, an officer
must have at least two years’ experience as a P1 and
pass an exam. An officer cannot advance further
in the ranks (for example, become a sergeant or a
detective) without first serving as a P2 for at least
six months. HCPD patrol officers generally ride in
squad cars in groups of two.
In some situations, rank matters less than one
might expect. For example, police regulations spec-
HUDSON CITY CRIME STATISTICS
According to the data in the FBI’s Uniform Crime Report, here’s how many crimes were
committed in Hudson City standard metropolitan statistical area in 2003:
Violent Crimes
Number
Murder and non-negligent manslaughter 1,038
Forcible rape
2,512
Robbery
30,112
Aggravated assault
36,758
Property Crimes
Number
Burglary
32,991
Larceny
168,730
Motor vehicle theft
26,554
139
Hudson City ■ Chapter Four
ify that the officer who first investigates a crime is
in charge of the crime scene, regardless of his rank,
until a lieutenant or captain arrives. Thus, it’s pos-
sible for a lowly P1 to end up in charge of a situa-
tion even if P2s and sergeants are around. Similarly,
cops quickly learn what they and their “brothers in
blue” are good at, so it’s not uncommon for higher-
ranking cops to defer to lower-ranking ones who
are particularly skilled in the task at hand (such as
interrogation, crime scene analysis, or the like).
Geographic Organization
Geographically, the HCPD organizes itself into
twelve Districts (see accompanying text box), each
commanded by a Commander who reports to the
Commissioner. Every commander designates one
of the precinct houses in his district as his District
Headquarters and keeps his personal offices there.
Within each district are several precincts, each
responsible for patrol and investigation duties
within a given neighborhood or area within the
district. As of 2004, there are 120 precincts in
the city, for an average of ten per district, but the
number varies wildly. For instance, there are more
precincts in the Southwest, South Central, and
Riverside Southeast districts, all of which have very
high crime rates, than in the quieter North Central
and Riverside Northeast districts. A Captain com-
mands each precinct. Most precincts have 200-300
officers and around 75 support personnel, but again
the numbers tend to vary based on the crime rate
within the precinct.
Bureaus And Squads
Lastly, the HCPD organizes itself by func-
tion. It refers to its functional branches as bureaus;
within each bureau are divisions, squads, and other
specialized groupings (and sometimes geographi-
cal subgroupings that don’t necessarily match the
overall Department’s geographical scheme).
COUNTERTERRORISM BUREAU
Formed in early 2002, the Counterterrorism
Bureau’s mission is to investigate alleged terrorists
and related suspicious activity with the intent to
prevent terrorist incidents from occurring in or
POLICE COMMISSIONER
ALEXANDER RINGWALD
10 STR
11 DEX
12 CON
11 BODY
13 INT
12 EGO
20 PRE
10 COM
3 PD
2 ED
3 SPD
4 REC
24 END
22 STUN
Abilities: +2 PER with Sight Group, Martial Arts (Police
Self-Defense [Commando Training], Use Art with
Tonfa), Acting 8-, Bureaucratics 13-, Combat Driving
11-, Criminology 13-, Deduction 12-, Gambling (Cards)
8-, KS: Criminal Law And Procedure 11-, KS: The Law
Enforcement World 14-, KS: Hudson City Underworld
12-, KS: Hudson City Government 11-, Lockpicking 8-,
Security Systems 8-, Shadowing 12-, Stealth 11-, Street-
wise 13-, WF: Small Arms, Tonfa, SS: Forensic Pathology
8-, Fringe Benefits: Law Enforcement Rank, Local Police
Powers, Weapon Permit, Well-Connected and 20 points’
worth of Contacts in city government, other law enforce-
ment agencies, and the street.
25+ Disadvantages: Hunted: various organized crime
groups 8- (As Pow, NCI, Kill); Hunted by the media
11- (Mo Pow, NCI, Watching); Psychological Limitation:
Perpetually Suspicious.
Notes: Police Commissioner Alexander Ringwald is a
bold, confident man in his mid-40s. He started work-
ing with the HCPD right out of high school as a beat
patrolman. His quick wits and sharp eye soon earned
him promotions, and after seven years he found himself
where he had wanted to be all along — the Homicide
Squad. As a homicide detective, Ringwald worked some
of the most horrifying cases in the city’s history, and even
had to go undercover a time or two to locate particularly
dangerous killers, but he handled every job with skill
and aplomb. The enemies he made with his driven, no-
nonsense working style were far outweighed by the cops
and citizens who admired his hard work and the results
he achieved.
After five years on the Homicide Squad, Lieutenant Ring-
wald was tapped for a promotion to Captain of the 94th
Precinct, in one of the worst sections of the city. He con-
tinued to perform at his usual level, and after his sensitive
handling of what could have become a nasty racial riot
he was promoted to commander of the South Central
District. This position brought him to the attention of
then-Councilman Graydon Umstead, who frequently
consulted the hard-nosed career cop on police issues.
When Umstead won the mayor’s seat, he chose to get rid
of the current commissioner, a reputedly corrupt man
named Keith Green, and put Ringwald in his place.
As Commissioner, Ringwald is a tough but fair chief cop.
He absolutely will not tolerate corruption, and earned
some enmity in the department during his first few
months by ruthlessly pursuing a number of officers he
knew to be “on the take” until he got them convicted of
accepting bribes. However, unlike many commissioners,
results matter more to Ringwald than appearances or
“going by the book.” This attitude has made him more
tolerant of some vigilantes than is good for him politi-
cally; some groups have accused him of being “soft on
people who take the law into their own hands.” However,
he has expressly instructed his people not to enter into
any sort of “arrangement” with any vigilantes. It’s one
thing to focus police efforts on fighting real criminals
instead of costumed adventurers; it’s another thing
entirely to rely on outsiders to do the jobs the cops
should do themselves.
HCPD DISTRICTS
District
Region
Northwest (NW)
Irishtown, Guilford
North Central (NC)
Central Worthington, Blackbridge
Northeast (NE)
Eastwood, Highlands, east Worthington
Riverside Northwest (RNW)
Little Italy, Ardmore, Mint Ridge, Moscow West
Riverside North Central (RNC) Blackbridge, LeMastre Park
Riverside Northeast (RNE)
Bankhurst, Gadsden, Bayside, Pierpoint
Riverside Southwest (RSW)
Chinatown, Riverside Hills
Riverside South Central (RSC) Crown Point, Ashwood, Riverside Hills
Riverside Southeast (RSE)
North Elmview, northern Elmview, Red Hill
Southwest (SW)
Freetown
South Central (SC)
Forsyth, Lafayette
Southeast (SE)
Elmview, Latin City
COP GEAR
A typical Hudson City
patrol cop is issued the
following standard gear
before he hits the streets:
Uniform and hat
Glock 21 .45 ACP hand-
gun
Two extra ammo clips
Body armor (Level II
[DEF 7], Activation Roll
11-)
1 set handcuffs
Baton flashlight
Tonfa
Pepper spray
Many officers, par-
ticularly detectives who
spend most of their time
on the street, carry one
or two extra guns (“hold-
out pieces”). Patrol cops
often have shotguns, first
aid kits, and other gear in
their cars.
Hero System 5th Edition
140 ■ The Long Arm Of The Law
affecting Hudson City. It works closely with many
federal organizations — the FBI, the Department of
Homeland Security, NEST, the INS, Customs, and
so forth — and often relies on them for informa-
tion and assistance, since it’s woefully understaffed.
CRIMINAL JUSTICE BUREAU
The Criminal Justice Bureau should actually
be called the “Law Enforcement Liaison Bureau” or
something similar. Its primary responsibility is to
work with other state and federal law enforcement
agencies to mount collaborative investigations and
operations — a thankless task pretty much every
day of the week, given the territoriality and touchi-
ness of most cops.
CRIMINALISTICS BUREAU
The Criminalistics Bureau provides scientific
investigative services. Its three main divisions are:
the Crime Scene Technician Division, which sends
trained officers to crime scenes to gather forensic
evidence; the HCPD Crime Laboratory, which ana-
lyzes the evidence the CSTs gather, analyzes finger-
prints, runs DNA tests, and so forth (see below);
and the Bomb Squad. Criminalistics also liaises
with the medical examiner (page 145) to obtain
autopsy results and work together to solve crimes.
Deputy Commissioner Rita Clemente runs
the Criminalistics Bureau. A former Crime Lab
researcher and administrator, and later an assistant
medical examiner, she knows the ins and outs of how
Hudson City gathers and analyzes physical evidence
better than just about anyone
in the Department. Years of
looking at the most gruesome
crime scenes and bodies have
left her somber and humorless.
DETECTIVE BUREAU
According to the award-
winning TV show HCPD
72, the life of a Hudson City
detective is one of drama,
adventure, tension, insight, the
occasional sexual interlude
with a grateful citizen, and
bringing hardened crimi-
nals to justice by the end of
the day. Real life may not be
that glamorous, but there’s
no denying that many cops’
main ambition is to get out
of Patrol and become detec-
tives. Officers in the Detective
Bureau not only have high
rank (Detective One, Two, or
Three [all roughly equivalent
to Sergeant], Lieutenant, or
Captain), but better pay, more
prestige, more responsibility,
and more authority.
Not all detectives in the
Department belong to the
Detective Bureau. Some other
bureaus, such as Organized
Crime and Internal Affairs,
field their own investigators.
The bureau assigns most detectives to specific
precincts; they work in teams of two and wear
ordinary clothes. Other detectives are organized
into divisions based on specific function. These
specialized detectives usually operate within an
entire district, but sometimes they have jurisdiction
throughout Hudson City. Some of the divisions
include:
Citywide Task Force
The CTF is an “elite” squad of cops with city-
wide jurisdiction — they can go anywhere (or be
called anywhere) at any time, and can follow the
threads of an investigation across the city without
having to check in with different precinct captains.
Many of their investigations involve narcotics or
organized crime.
Detectives regard appointment to the CTF as
a real “plum” not only because of the extra power
(including the right to carry concealed weapons)
but also because of the increase in pay and prestige.
However, there are more than a few rumors about
some of the Force’s unorthodox practices, including
everything from vigilante-style beatings of crimi-
nals to taking bribes or conspiring with criminals.
CTF detectives generally work in three- or four-
man teams called squads and designated by alphabet
codewords — Alpha, Bravo, Charlie, Delta, Echo,
and so forth. Perhaps the most notorious of them
is Bravo Squad, led by Lt. Roger “Roj” Stokes. Stokes
and his men have a case clearance rate 30% higher
THE PERSONNEL
AND TRAINING
BUREAUS
Among the many other
bureaus in the HCPD,
two of the most impor-
tant to the average cop
are Personnel and Train-
ing.
The Personnel Bureau is
responsible for all admin-
istrative matters relating
to the HCPD’s employ-
ees: paychecks and pay
schedules; vacation time;
and a thousand other
little things. Most cops get
to know their precinct’s
Personnel staff pretty
darn well.
The Training Bureau han-
dles all matters relating to
the training and continu-
ing education of Hudson
City cops. It maintains
the bureau’s Police Acad-
emy to the north of the
city, where it teaches new
hirees all about how to be
a cop and offers a series
of courses to help veteran
cops keep their edge on
the streets.
141
Hudson City ■ Chapter Four
than most other squads, though rumors say they get
those results by cutting a few procedural corners and
ignoring the occasional constitutional right.
Homicide
Although not as prestigious or powerful as the
CTF, Homicide Division is considered a desirable
assignment because it puts detectives right in the
middle of exciting, high-stakes, high-profile murder
cases. More than one Homicide cop has gone on to
greater things when he broke a big case and made
a name for himself in the papers. Some of the best-
known Homicide detectives include: D-3 Stewart
Long, an expert on serial killers and cult murders;
Lieutenant Theresa O’Sullivan, who heroically
rescued three elementary school students from
a deranged hostage-taker in April 1999; Lieuten-
ants Blake and Christopher Squires, twin brothers
known for their reckless style of investigation; and
Sergeant Nick Konstantinides, who captured the
infamous murderer Vincent Scoria.
Major Crimes
Before Robbery-Homicide was spun off as
a separate division, the Major Crimes Division
(MCD) mostly handled such cases. Since then,
it’s redefined itself to focus largely on crimes
committed by so-called “costumed” or “weird”
criminals, such as Card Shark, Diomedes, or the
Kyphotic Man. Regardless of the crime involved,
if that type of criminal’s committing it, the MCD
gets the call.
Narcotics
The drug trade is a major problem in Hudson
City, and the detectives of Narcotics Division are
on the front line fighting it. They often work closely
with officers from the Organized Crime Bureau,
since so many major drug operations involve orga-
nized crime to some degree.
Because anti-drug operations often focus
on ethnic criminals, Narcotics Division contains
a higher than normal percentage of officers who
speak fluent Spanish or Chinese. For example, Ray
Meléndez and his team in Latin City have had
such success there because most of them speak the
language, and Detective Harry Lo can gain access
to places in Chinatown that would never admit a
“round-eyes.”
Robbery and Burglary
Major property crimes, such as jewelry store
robberies or the depredations of car theft rings, fall
to the “R&B” division. As a general rule, R&B gets
the case if the take from the robbery is $30,000 or
more, or if there are unusual circumstances sur-
rounding the crime. One type of case that they do
not investigate extensively is bank robbery, which is
the province of the FBI.
Robbery-Homicide
When a robbery goes bad and someone gets
killed, or a skilled robbery crew takes out the target
with lethal force, Robbery-Homicide investigates
the case. Like Homicide, it’s considered a plum
assignment because of the higher pay and higher-
profile cases.
Vice
The Vice Division covers the whole gamut of
human degeneracy, outside of drugs: prostitution;
gambling; child pornography; sexual slavery. Many
of its detectives, particularly those involved in child
pornography and related investigations, are dedi-
cated crusaders who go the extra mile to protect
the people of Hudson City. Others are burned out
by everything they’ve seen and heard during their
careers, and just coast along half-heartedly enforc-
ing the laws as long as no one’s getting hurt.
KURT DENNAHY
8 STR
10 DEX
10 CON
8 BODY
10 INT
10 EGO
15 PRE
12 COM
3 PD
3 ED
2 SPD
4 REC
20 END 19 STUN
Abilities: Combat Driv-
ing 8-, Concealment 11-,
Criminology 13-, Foren-
sic Medicine 8-, KS:
Criminal Law And Pro-
cedure 11-, KS: The Law
Enforcement World 11-,
Paramedics 11-, Stealth
11-, Streetwise 12-, WF:
Small Arms, Tonfa, Con-
tacts (6 points’ worth),
Fringe Benefits: Law
Enforcement Rank,
Local Police Powers,
Weapon Permit
25+ Disadvantages: Dis-
tinctive Features (uni-
form); Hunted (Watched
by HCPD); Social
Limitation: Subject To
Orders
Notes: Kurt Dennahy is
one of the Criminalistics
Bureau’s many Crime
Scene Technicians
(CSTs). When a call
comes into his precinct
for someone to gather
physical evidence, he
hops into his CST vehi-
cle (a sort of mini-van
with all sorts of equip-
ment and containers in
the back for collecting
and storing evidence).
He frequently testifies in
court, and knows the ins
and outs of the Hudson
City justice system
pretty well.
SERGEANT FAITH PADRUSKI
12 STR
14 DEX
14 CON
10 BODY
13 INT
12 EGO
15 PRE
13 COM
5 PD
4 ED
3 SPD
7 REC
35 END
25 STUN
Abilities: +1 with Sight Group PER Rolls, Running +2”,
Martial Arts (Karate, Use Art with Tonfa, +2 DCs),
Bureaucratics 8-, Combat Driving 12-, Concealment 12-,
Criminology 13-, Deduction 12-, Forgery (Documents)
8-, Interrogation 12-, CK: Hudson City 11-, KS: The Law
Enforcement World 12-, KS: Hudson City Underworld
12-, Shadowing 11-, Stealth 13-, Streetwise 14-, WF: Small
Arms, +3 with Karate, +2 with Glock 21, Contacts (12
points’ worth on the streets), Fringe Benefits: Local Police
Powers, Weapon Permit
Disadvantages: Hunted: Doom Fever posse 8-; Psycho-
logical Limitation: Loyalty To CTF Comrades; Repu-
tation: renegade cop with a penchant for “curbstone
justice” 11- (among the CTF); Social Limitation: Subject
To Orders
Notes: Sergeant Faith Padruski, a member of the CTF,
was the HCPD’s citywide female martial arts champion
of 1999. She does her job well — so well, in fact, that the
Doom Fever posse wants to kill her because she busted
one of its biggest cocaine rings a while back. However,
Sgt. Padruski isn’t all sweetness and light — she has a
reputation among the CTF as a “renegade” cop who likes
to dish out a little curbstone justice when she feels the
situation calls for it. After all, it saves the city a few bucks
and probably does more to teach the punk a lesson than
a joyride through the court system. Her partners don’t
really mind this attitude, but some corrupt CTF cops may
use it against her if they ever come into conflict.
Sgt. Padruski is divorced; she raises her young daughter
with the help of her mother. Despite her good looks,
she has trouble attracting men because she’s a little too
aggressive and “masculine” for them.
Hero System 5th Edition
142 ■ The Long Arm Of The Law
Deputy Commissioner Larry Graves
Also known simply as Chief of Detectives,
Deputy Commissioner Larry Graves leads the
Detective Bureau. He spent nearly thirty years in
the trenches as a Narcotics, Vice, and Homicide
detective before the Commissioner tapped him
to ascend to the lofty rank of Deputy Commis-
sioner. He’s been on the job nearly eight years now,
and some people whisper that he’s thinking about
retirement. An old-school cop, he’s mostly been
content to keep things on an even keel. He only ini-
tiates “reform programs” or “internal investigations”
when he has no other choice.
HOUSING BUREAU
Housing Bureau cops provide police services
for the dozens of public housing projects and hun-
dreds of thousands of project residents in Hudson
City. It’s a dangerous task that takes cops into some
of the worst, most crime-ridden neighborhoods
in the Pearl City — places where the only citizens
who support them are too scared of the gangs and
drug dealers to offer so much as the slightest word
of encouragement or thanks. Housing cops usually
work in teams of two or four. They often engage in
foot patrols as part of the bureau’s “Community-
Friendly Policing” project (which aims to acquaint
local civilians with their “neighborhood cop” so
they’ll be more inclined to help him).
INTERNAL AFFAIRS BUREAU
The cops all the other cops love to hate. “IA”
investigates departmental corruption and wrong-
doing, holds officers accountable for the mistakes
(or perceived mistakes) they make, and otherwise
watches the watchmen. It also investigates any
incidents in which a policeman shoots
someone and either clears the incident
as a “justified shooting” or refers the
matter to the County Prosecutor’s office.
ORGANIZED CRIME BUREAU
Since Hudson City has a major
organized crime problem, the Depart-
ment has a special bureau of officers
devoted to combating it. Experts on
the nature of organized crime, the local
members of various “families” and car-
tels, and organized crime methodology,
they investigate organized crime activi-
ties using every legal method at their
disposal. In addition to wiretapping
and bugging, they often use under-
cover agents to try to get inside and
bring a whole group down at once. The
OCB often works jointly with the local
FBI office’s Organized Crime Section.
PATROL BUREAU
The largest bureau in the Depart-
ment, the Patrol Bureau includes nearly
all of the cops who hit the streets every
day to keep the peace and preserve
public safety. Most of its divisions are
geographical ones that match the pre-
cincts (though some large precincts
have multiple Patrol divisions), but it also has a few
special ones, such as the Park Police (page 67).
Thomas “Boston Tommie” Black commands the
Patrol Bureau. His accent tells you that he was born
and raised in Massachusetts, but he’s been a Hudson
City cop for over three decades, and the Pearl City
is definitely his true hometown. Extremely popular
with his men, he’s been known to go to extraordinary
lengths to help them, up to and including shouting
matches with the Commissioner to get the funding
or other resources he wants.
PUBLIC INFORMATION AND COMMUNITY
AFFAIRS BUREAU
It’s important that the people of Hudson City
know how good a job their cops are doing, and that
they can get information about the HCPD when
they need it. That’s the job of Public Information
and Community Affairs, which also runs many
other public relations programs (such as sending
cops to schools to talk to students).
SPECIAL OPERATIONS BUREAU
The Special Operations Bureau handles all
sorts of non-standard assignments calling for
special training or resources. It most prominently
includes SWAT (Special Weapons and Tactics), the
HCPD’s heavy-weapons “commando” team for ter-
rorist and hostage situations. Team members are all
highly-trained combatants, ready to lay down their
lives for the people of Hudson City... though they
prefer to make the other guy lay down his before he
hurts anyone.
Other SOB divisions include Hostage Negotia-
tion, Aviation, and Canine.
143
Hudson City ■ Chapter Four
SUPPORT BUREAU
“Support Bureau” is another way of saying
“clerical support section.” It includes all the police
record clerks, property and evidence clerks, fleet
and weapon maintenance technicians, and other
cop jobs that can’t be entrusted to civilians but
which don’t involve patrolling the streets or directly
solving crimes. It’s not the most glamorous of
bureaus by any stretch of the imagination, but it’s
arguably the linchpin that holds the whole Depart-
ment together: without information and equip-
ment, the cops would be crippled.
TRANSPORTATION BUREAU
What the Housing Bureau is to public hous-
ing projects, the Transportation Bureau is to public
transit. Transportation cops ride the railways and
subways to keep on the lookout for fare jumpers,
muggers, and other troublemakers. Most people
call them “transit cops.”
TASK FORCES
The HCPD periodically creates a “task force”
of officers from various bureaus to tackle special
problems. Examples include the Youth Crime Task
Force (which focuses on certain street gangs), the
Vigilantism Task Force (which pursues vigilantes
deemed a danger to society, such as Renegade or
the Harbinger of Justice), and the Aberdeen Anti-
Robbery Task Force (which tries to curtail crime at
Aberdeen International’s facilities). Some of these
task forces are short-term groups that disband after
completing a specific task; others are nigh-perma-
nent groups that effectively become highly special-
ized mini-bureaus.
NOTABLE LOCATIONS
“Whaddaya got for me today, Roj?”
“Oh, you’re not gonna believe this — 20 kilos of
coke and two machine guns.”
“Holy *%&!! Where’d you find that stuff?
“I ain’t even sure I believe it myself, but here’s
what happened. We were workin’ with some
Vice guys trying to find some kidnapped kids
they thought might be used for child porn or
some other sick *%&!. I get this tip from one
of my CIs that he’s seen some guys in — where
else — North Elmview with a couple of kids he
knows ain’t theirs. So we head over there and
kick in the front door. These scumbags run like
rabbits. Faith’s chasing one of ’em and steps on
the wrong floorboard in the hallway. The board
breaks, her leg goes through and hits a kilo of
coke. They had it all stashed there in a hidey-
hole, gonna move it soon to some gang in Free-
town, they said.”
“*%&!, man, you get all the lucky breaks. Time
for another medal, huh?”
“Hope so. Ain’t had my picture in the paper in
a while.”
“How’s Faith — she hurt herself?”
“Twisted her ankle. Gary took her over to Katz
Memorial to get it taped up.”
— conversation at the Evidence
Depository intake window
When you’re a Hudson City cop, you end up
spending a lot of time in certain places.
POLICE HEADQUARTERS
Hudson City Police Headquarters is a ten-
story building (plus a basement and three subbase-
ments) on the north side of Courthouse Plaza. It
includes the Commissioner’s office, other admin-
istrative offices, a press room, and various other
facilities. The “basement” level is mostly a parking
deck but also includes some storage areas, a shoot-
ing range, and a gym.
Evidence Depository And Armory
The second subbasement floor of Police
Headquarters contains the HCPD’s Evidence
Depository, where the Department carefully takes
in, catalogs, and stores evidence pending trial —
everything from dozens of kilos of drugs, to pow-
LIEUTENANT
FRANK GUERRINI
12 STR
15 DEX
14 CON
12 BODY
14 INT
11 EGO
18 PRE
10 COM
5 PD
4 ED
3 SPD
6 REC
30 END
25 STUN
Abilities: +1 with Colt M1911A, +3 versus Range Modi-
fier with Rifles, Running +1”, Leaping +1”, Swimming +1”,
Martial Arts (Commando Training, +2 DCs), Climbing
12-, Interrogation 13-, CK: Hudson City 12-, KS: The
Law Enforcement World 12-, KS: The Military/Merce-
nary/Terrorist World 12-, Languages: Italian, Vietnam-
ese (basic conversation, English is native), Mechanics
12-, Security Systems 8-, Shadowing 12-, Stealth 13-,
Streetwise 13-, Survival (Temperate/Subtropical, Tropi-
cal) 12-, Tactics 12-, Tracking 12-, TF: Small Motorized
Boats, Two-Wheeled Motorized Ground Vehicles, Basic
and Advanced Parachuting, WF: Small Arms, Knives,
Grenade Launchers, Heavy Machine Guns, Shoulder-
Launched Missiles, Fringe Benefits: Law Enforcement
Rank, Local Police Powers, Concealed Weapon Permit
50+ Disadvantages: Distinctive Features (uniform);
Hunted (Watched by HCPD); Hunted (Watched by the
media); Reputation (uses excessive force) 11-, Social
Limitation: Subject To Orders
Notes: Lieutenant Frank Guerrini commands the HCPD
SWAT team. A tough, no-nonsense cop straight out of
central casting, he speaks in blunt, clipped phrases that
do little to endear him to those who value tact and diplo-
macy but which earn him a lot of respect and loyalty
from his men. A former Marine sniper who served in
Vietnam with distinction, he tends to favor a fast-paced,
hard-hitting approach to resolving the situations he’s
called in to deal with — his most frequent recommenda-
tion in most SWAT cases is to shoot the perpetrators.
This use-of-force “policy” has gotten him in trouble many
times and leads both the brass and the media to keep a
close eye on him.
OFFICER
TODD FRENCH
10 STR
11 DEX
12 CON 10 BODY
13 INT
8 EGO
10 PRE
10 COM
4 PD
3 ED
2 SPD
5 REC
24 END 21 STUN
Abilities: +1 PER with
Sight Group, Combat
Driving 8-, Criminology
12-, Forensic Medicine
8-, AK: Hudson City
Waters 11-, CK: Hudson
City 11-, KS: Criminal
Law And Procedure 11-,
KS: The Law Enforce-
ment World 11-, PS:
Police Officer 11-, PS:
Underwater Criminal
Investigations Proce-
dures 11-, Streetwise
11-, TF: SCUBA, WF:
Small Arms, Contacts
(4 points’ worth on the
streets), Fringe Benefits:
Local Police Powers,
Law Enforcement Rank,
Weapon Permit
Disadvantages: Distinc-
tive Features: Uniform
and/or Badge; Hunted
(Watched by HCPD);
Social Limitation: Sub-
ject To Orders
Notes: When a crime or
disaster scene involves
the river, the ocean,
or one of the ponds
in LeMastre Park, the
HCPD often has to
call in its Underwater
Criminal Investiga-
tion (UCI) team to
gather evidence, collect
bodies, and so forth.
Todd French is one of
the officers assigned
to UCI. A five-year vet
who’s spent uncounted
thousands of hours in
the water performing
some messy tasks, he
likes to think he’s seen it
all... but somehow every
month brings new and
disgusting surprises.
Hero System 5th Edition
144 ■ The Long Arm Of The Law
erful weapons, to scraps of cloth from a homicide
scene. Officers carry small items down to the
Depository; things too large to get down the
stairs easily can be brought in by special subway
car on the line that runs underneath Courthouse
Plaza and carted in via a special corridor. Much
of what’s held in the Depository (under very tight
security) is extremely valuable on the street; from
time to time allegations arise of cops stealing
stored objects and selling them (or disposing of
them to protect an accused criminal).
Immediately below the Depository, on the
third and lowest subbasement floor, is the HCPD’s
Armory. This is where it stores weapons and
ammunition, tests new weapons, and so forth.
Again, security is extremely tight.
THE HCPD ACADEMY
The HCPD’s Police Academy is in the suburb
of Arlington. New recruits spend months there
learning the basics of their job — advanced driv-
ing skills, conflict resolution and basic negotiation,
firearms, unarmed combat, and more. But gradua-
tion isn’t the end of their relationship to the Acad-
emy. Even experienced officers periodically return
there for additional training, re-training, police
skills competitions, and more. The “headmaster” of
the school, Walter Russo, holds the rank of Com-
mander even though he’s not really in the main
chain of command.
THE HCPD CRIME LABORATORY
The first subbasement floor of Police HQ con-
tains the Crime Laboratory and the offices of the
Medical Examiner (see below). The Crime Labora-
tory is one of the most sophisticated such facilities
in the state (+2 to Criminology rolls involving the
examination of physical evidence), but it’s not big
enough to handle all the work the HCPD needs
done. Some is jobbed out to other labs around the
state, or to the even more advanced FBI labs in
Washington, D.C.
Doctor Samantha Ferrell-Taft, a highly
respected criminalistics expert who’s published
three books and countless journal articles in her
field, heads the Crime Laboratory. Her staff thinks
she must be some sort of robot; she’s almost always
the first person to arrive in the morning, and often
the last one to leave at night.
JULIANO’S
There are several “cop bars” around the city
— places where police officers gather to drink to
the good times and commiserate over the loss of
fallen comrades. But if you asked most cops to
name the cop bar in Hudson City, they’d answer
“Juliano’s” without even having to think about it.
Located at the intersection of Kemp Avenue and
Oxnard Street in Bayside, Juliano’s was founded back
in the 1950s by Tony Juliano, a cop who had to retire
due to injury. Most of his kids became cops, but one
of them preferred to run the bar. He’s still running it
today, and one of his sons will take over after him.
POLICE
CORRUPTION
Like any major city,
Hudson City has its share
of police corruption
— actually, more than
its share, truth be told.
Compared to past times,
the modern HCPD is
much “cleaner,” but there
are still more than a few
officers who take bribes
from criminals to look
the other way or to go
after their rivals. In many
areas this bribery takes
the form of a “pad,” where
the money is collected
monthly and split among
all the officers in a squad
or precinct proportion-
ately to rank (i.e., a P1
patrol officer gets one
share, a P2 two shares,
and so forth). Of course,
this requires the coopera-
tion of the entire precinct
(or at least a substantial
part of it).
A more common form
of corruption occurs
when a suspect bribes
the small group of offi-
cers who are about to
arrest him to let him go.
Some officers actively
solicit such bribes
(“shakedowns”). Narcot-
ics cops are especially
susceptible to this form
of bribe because of the
enormous amounts of
cash involved in the
drug trade (“Look, that
suitcase over there is
full’a cash. Lemme go
and you c’n keep it”).
Cops in Chinatown and
Little Italy are also likely
to receive more bribe
offers than normal.
Federal law enforcement
is subject to corrupt-
ing influences just like
the HCPD — FBI and
DEA agents can easily
take money to look the
other way (or protect a
particular gang), pass
classified informa-
tion to enemy agents,
or steal evidence. The
1998 Venturini case, in
which an FBI agent was
found to have essen-
Continued on next page
145
Hudson City ■ Chapter Four
The customers at Juliano’s are almost all cops
(or people who like to hang around with cops).
Police officers come from around the city just to
have a beer there, and Department legend has it
that a rookie’s not really a cop until he’s bought a
round at Juliano’s. Having all those cops around
makes it the safest bar in the city. The only time
anyone ever made trouble there was back in 1997,
when some out of town schmuck who didn’t know
any better tried to rob the place. He had so many
guns pulled on him that he fainted dead away.
STARS OF THE FORCE
The HCPD contains literally tens of thousands
of brave men and women who put their lives on the
line every day to help keep Hudson City as safe as
possible. But even among their number, a few cops
stand out for their valor, self-sacrifice, or exploits.
Lt. William “Wild Bill” Daniels: A detective in Rob-
bery-Homicide, “Wild Bill” Daniels has a well-
deserved reputation for doing whatever it takes to
catch his man. Captains and commanders dread
to hear the words “Lt. Daniels is in pursuit” come
over the radio, because they know that’s going to
mean wrecked cars, pedestrians jumping wildly
off of sidewalks to avoid speeding automobiles,
smashed-up scenery, and lawsuits by the dozen. But
they also know that if Daniels is chasing someone,
that person’s as good as caught... which is the only
reason he hasn’t been given the boot already.
D-3 Andrew Lau: The HCPD doesn’t have many
officers who can speak Chinese and know enough
about Asian culture to make much headway stop-
ping crime in Chinatown. Andy Lau is one of the
exceptions. Born in China but raised in Hudson
City’s Chinatown from age six, he speaks Manda-
rin, Cantonese, and Vietnamese, and his partners
in Narcotics swear that half the people in China-
town either know him, are related to him, or owe
him favors. Over the past five years, he’s almost
singlehandedly made it possible for the County
Prosecutor to charge and convict several Chinese
gangsters. Lau now carries a heavy price on his
head from the tongs, who want more than any-
thing to get rid of him.
D-2 Joe Nardini: Almost no one outside of the
HCPD’s heard of Joe Nardini — but within the
department he’s treated with the same regard
physicists reserve for Einstein, Fermi, and Hawk-
ing. A brilliant undercover investigator, he’s helped
to bring down numerous Mafia and Russian Mafia
crews. The FBI’s tried to hire him away from the
Organized Crime Bureau many times, but he likes
it just fine in his hometown.
Lt. Julia Sandoval: A 2002 recipient of the “Pearls
of Great Price” award for her work with various
battered women’s shelters and children’s charities,
Lt. Sandoval spends her days (and more than a few
of her nights) investigating murders as a detective
in the Homicide Division. Her capture of the Tally-
man in early 2004 made national headlines.
OTHER LOCAL LAW
ENFORCEMENT
The fight to prevent crime and preserve public
safety is a difficult one. Fortunately, the HCPD has
allies it can call on.
THE HUDSON CITY MEDICAL EXAMINER
The Medical Examiner’s office is responsible
for performing autopsies on all bodies involved
in mysterious, unexpected, or sudden deaths —
murders, automobile wrecks, and the like. From
its operating rooms, morgue, and laboratories on
the first subbasement floor of Police Headquar-
ters, it can perform all sorts of tests to determine
the time of death, cause of death, and other rel-
evant information.
The ME’s office has a simple structure for max-
imum flexibility (and thus, its administrators feel,
efficiency). The Chief Medical Examiner (CME),
Dr. Gunther Buncombe, is in charge overall. He
works closely with both the County Prosecutor’s
office and the HCPD, but answers to no one except
the mayor to preserve his office’s impartiality.
Working beneath him is a corps of Assistant Medi-
cal Examiners (AMEs), medical technicians, and
clerical personnel — death is sometimes a messy
(and paperwork-intensive) affair.
tially gone into business
with one of his Mafia
“informants,” is a perfect
example of how far a
fed can fall. But corrup-
tion tends to be less of a
problem in federal law
enforcement, for several
reasons. First, many fed-
eral agents did not grow
up in Hudson City, and
as newcomers are less
likely to have “friends”
on the “other side of
the law.” Second, federal
agencies can transfer
agents to other offices to
discourage or prevent
corruption.
Continued from last page
RESPONSE TIMES
All the cops in the world don’t do any good if they can’t get to a crime in progress in
time to stop it. The average HCPD response time to calls for police help varies from
district to district and ranges from very good to abysmal. The following table lists the
average response time to the highest-priority calls by neighborhood (see the HCPD
Districts table for the full names of the districts).
Neighborhood
District
Average Response Time
Ardmore
RNW
5 minutes, 20 seconds
Bankhurst
RNE
4 minutes, 40 seconds
Bayside
RNE
7 minutes, 43 seconds
Blackbridge
RNC, NC
5 minutes, 51 seconds
Chinatown
RSW
6 minutes, 44 seconds
Crown Point
RSC
7 minutes, 31 seconds
Eastwood
NE
7 minutes, 35 seconds
Elmview
RSE, SE
6 minutes, 42 seconds
Forsyth
SC
7 minutes, 53 seconds
Freetown
SW
9 minutes, 37 seconds
Gadsden
RNE
6 minutes, 3 seconds
Guilford
NW
5 minutes, 24 seconds
Highlands
NE
3 minutes, 30 seconds
Irishtown
NW
3 minutes, 14 seconds
Lafayette
SC
9 minutes, 32 seconds
Latin City
SE
7 minutes, 11 seconds
Little Italy
RNW
5 minutes, 39 seconds
Mint Ridge
RNW
5 minutes, 20 seconds
Moscow West
RNW
6 minutes, 24 seconds
North Elmview
RSE
8 minutes, 32 seconds
Pierpoint
RNE
6 minutes, 36 seconds
Red Hill
RSE
7 minutes, 8 seconds
Riverside Hills
RSC, RSW
7 minutes, 5 seconds
Worthington
NC, NE
6 minutes, 18 seconds
Hero System 5th Edition
146 ■ The Long Arm Of The Law
THE CRIMINAL INVESTIGATION BUREAU
Headquartered in Trenton, the New Jersey
State Police are responsible for various criminal
matters through their Criminal Investigation
Bureau. The CIB maintains an office in Police
Headquarters in Hudson City. Whenever the
HCPD feels it needs some extra investigative
resources, or a criminal flees beyond its jurisdic-
tion, it contacts the CIB for help.
INSPECTORS
Various departments and branches of the
Hudson City government have groups of inspec-
tors attached to them. For example, the Health
and Human Services Division conducts health
inspections of restaurants and similar facilities.
These inspectors aren’t police officers, but they are
empowered to make note of and issue citations
for violations of the relevant regulations. As such
they have a limited police-like authority, and many
people think of them as being a type of cop.
BATTERED
WOMEN’S SHELTERS
Domestic violence is as big a problem in Hudson City
as it is throughout the country. To help women escape
abusive relationships, various private charitable orga-
nizations maintain battered women’s shelters. Most
of these shelters are more or less ordinary houses and
apartment buildings converted to this special use.
When a woman contacts the shelter to request assis-
tance, the shelter’s staff arranges to pick her up at her
home or at a neutral location. If an encounter with
the alleged abuser could occur, the shelter workers
obtain a police escort. When the shelter workers pick
the woman up, they take her to a hospital if she needs
immediate medical attention. Otherwise they drive
around at random for a long time to throw off any
pursuit and make it difficult (at best) for the woman
to know where she is. (Otherwise, the possibility exists
that she will “change her mind” and tell her abuser
where the shelter is, thus destroying its effectiveness.)
In extreme cases they may blindfold her for a short
period. When the shelter workers feel everything is safe,
they take the woman to the shelter.
Domestic abuse victims remain at the shelter as long as
they need to, provided the shelter has the resources to
support them and the shelter workers genuinely feel a
victim is trying to improve herself and her life. Eventu-
ally, when the victim is ready, the shelter assists her
with establishing a new home (often in another city, or
a different part of Hudson City than where she used to
live) and sends her on her way.
147
Hudson City ■ Chapter Four
“You gettin’ all this, Harv?”
“Yeah, yeah, I’m gettin’ it, the pickup’s fine. The
bugs are working fine. Gimme one’a those sand-
wiches.”
“What’s he sayin’ now?”
“They’re talkin’ about Perotti... some hotel ser-
vices kickback scheme... they’re not happy with
how it’s going. He’s yelling now....”
“Holy *%&! — what was that?!!??”
“I don’t... I think he shot him!”
“Jesus Christ, are you sure?”
“Pretty sure...”
“!$&*! So much for waiting for him to lead us
to bigger fish. Blue Team, shots have been fired.
The mission is a go. Repeat, go, go, go!”
— another day in the trenches for the FBI
The United States government also has a
strong law enforcement presence in Hudson City.
All major enforcement branches of the Depart-
ments of Justice and the Treasury have large offices
in the city, located in the Federal Building right
next to the federal courthouse on Courthouse
Plaza. The Federal Building, a large fifteen-story
structure, also includes the offices of many other
federal agencies (such as the Equal Employment
Opportunity Commission, the Internal Revenue
Service, and the Social Security Office).
The FBI
By far the largest federal law enforcement
agency in Hudson City is the FBI, which has several
hundred agents stationed in the area. Its Organized
Crime Section stays particularly busy, and often
works cases jointly with the Organized Crime
Bureau of the HCPD. Other branches of the FBI
handle bank robbery cases, perform background
checks on prospective federal employees, conduct
counterterrorism operations, and assist the HCPD
with investigations of violent serial criminals.
The head of the Hudson City FBI office is
Special Agent in Charge (SAC) Cameron Cozort. A
fifteen-year veteran of the Bureau, she brought her-
self to the Director’s attention with an unblemished
record of solid investigation work, professional raids
and captures, and convictions obtained as the result
of her efforts. An efficient, by-the-book administrator,
she expects her underlings to run the office and their
investigations like clockwork, and often gets upset
over relatively minor blunders or missed opportuni-
ties (not to mention major ones). In a crisis she issues
rapid-fire orders in a clipped voice, seemingly unper-
turbed by the pressure. She’s particularly sensitive to
implications that she got her job just because she’s a
woman, or can’t do her job as well as a man; she once
decked an HCPD detective who made some snide
remarks about “that FBI broad’s” abilities.
The DEA
The Drug Enforcement Administration also has
a lot of agents in its Hudson City office. Many of them
are trained undercover agents who try to infiltrate
drug rings and make “controlled purchases” of illegal
drugs, thus giving them the means to build a solid
case against an entire drug conspiracy. They usually
go after large drug-dealing operations because federal
law only punishes drug distribution or possession
with intent to distribute, not simple possession.
The local DEA office has a special squad of about
half a dozen Asian agents who work specifically in
Chinatown trying to stop the tongs’ heroin trade. The
brass occasionally “loans out” these agents, sometimes
nicknamed “the Gang of Four” even though there are
more than four of them, to the FBI or HCPD if they
need help making a case in the Asian underworld.
Special Agent Walter Kowalski runs the Hudson
City DEA operations. He’s only been in charge for a
couple of years, and he’s already regretting his deci-
sion to take a desk job. He’d rather be back out in the
field, making cases and chasing down perps, and he
takes any opportunity that comes along to get directly
involved in an investigation. But he’s not as young
and spry as he once was....
The BATF
The Bureau of Alcohol, Tobacco, and Firearms
has a smaller presence in Hudson City than the FBI
or DEA, but it’s still a large field office compared
to others around the country. Most BATF special
agents spend their time investigating illegal arms
dealers or alleged liquor law violations, or trying to
stop gangs that smuggle cigarettes up from North
Carolina and sell them on the black market.
In the summer of 2004, the local BATF office
was rocked by the death of two of its special agents,
who were gunned down by members of the Overlords
street gang whom they were trying to arrest for arms
dealing. With assistance from the FBI, the BATF has
begun an intensive crackdown on the Overlords that
may significantly upset the balance of power in Free-
town and knock Buckshot’s plans into a cocked hat
(see page 173).
FEDERAL LAW
ENFORCEMENT
SPECIAL AGENT
DALE MURDOCK
10 STR
12 DEX
11 CON 10 BODY
13 INT
10 EGO
15 PRE
10 COM
4 PD
4 ED
3 SPD
4 REC
22 END 25 STUN
Abilities: +1 PER with
all Sense Groups, Bug-
ging 8-, Criminology
12-, Deduction 12-,
Forensic Medicine 8-,
Interrogation 12-, KS:
Federal Criminal Law
And Procedure 11-, KS:
The Law Enforcement
World 11-, KS: Orga-
nized Crime 11-, PS: FBI
Agent 11-, Shadowing
12-, Stealth 11-, Street-
wise 12-, WF: Small
Arms, 8 points’ worth of
Contacts on the Hudson
City streets, Fringe Ben-
efits: Federal/National
Police Powers, Law
Enforcement Rank,
Weapon Permit
Disadvantages: Distinc-
tive Features: Uniform
and/or Badge; Hunted
(Watched by the FBI);
Social Limitation: Sub-
ject To Orders
Notes: Dale Murdock is
just one of hundreds of
FBI agents assigned to
Hudson City on a more
or less permanent basis.
He’s had several Bureau
assignments over the
years, and has learned a
lot from each of them.
Currently he’s tasked to
the Organized Crime
section. He spends his
days conducting surveil-
lance on, and putting
together cases against,
Mafia and Organizatsiya
figures in the Pearl City.
Sometimes it’s a boring
job, and sometimes dan-
gerous, but he genuinely
enjoys the chance to
make society a better
place.
Hero System 5th Edition
148 ■ The Long Arm Of The Law
C
atching criminals isn’t all there is to the
justice system. After the HCPD or FBI nabs
someone, he’s entitled to his day in court...
and to a nice, cozy cell if convicted.
THE COURT SYSTEM
“All right, counsel, let’s hear your argument.”
“It’s fruit of the poisoned tree, your Honor. The
search of my client’s apartment was invalid,
therefore the guns, drugs, and other items the
police seized are inadmissible in court. Without
them, the state has no basis on which to charge
Mr. Ramirez.”
“Why was the search invalid?”
“The search warrant, your Honor. It’s in error.”
“How so?”
“My client’s address is 124 Pender Street. The
warrant names 412 Pender Street as the loca-
tion to be searched. It’s invalid, your Honor.”
“Ms. Shippman?”
“Your Honor, this is another one of Mr. Lei-
bowitz’s “creative” arguments. We all know that
good faith errors aren’t grounds for invalidat-
ing a warrant. This was just a typographical
error. There isn’t even any such address as 412
Pender.”
“Your Honor, the state has to be held account-
able! The power to search and to arrest is an
awesome one that has to be exercised with the
most scrupulous attention to detail. The war-
rant has to properly specify the location to be
searched, as Ms. Shippman is well aware, and
this one doesn’t. It’s open and shut.”
“Sorry, Mr. Leibowitz, but I have to agree with
the assistant CP. This looks like nothing more
than a typo to me, and that’s not sufficient
grounds to invalidate. Your client’s trial will go
forward as scheduled.”
— a pretrial motion in the
case of Alphonso Ramirez
Like law enforcement, the criminal court
system is divided into two parts: the state courts
and the federal courts.
State Courts
The New Jersey state court system has four
main levels. At the lowest level are the municipal
courts, which are local courts of limited jurisdic-
tion. They handle traffic cases, various ordinance
and penalty enforcement actions, some minor
quasi-criminal offenses (such as disorderly con-
duct), and the like.
The next level is the trial courts, which handle
most criminal, civil, and family law trials. The trial
courts have several divisions dedicated to specific
types of cases, such as Family Division and the
General Equity Division. When a cop, or a player
character, has to go to court to testify, he’ll be in a
trial courtroom.
If someone’s not satisfied with the outcome
of his case and believes prejudicial legal error
occurred, he can appeal to the next level up: the
Appellate Division of the courts. Appellate Division
chambers (courtrooms) are located in several cities
throughout the state, including Hudson City. At this
level, three-judge panels hear legal arguments about
the outcome of trial court cases; they don’t recon-
sider the evidence, take testimony from witnesses,
or anything like that. A party who loses at this level
can appeal to the highest court in the state: the
New Jersey Supreme Court, which sits in Trenton.
The Court’s justices hear only a few hundred cases
each year, most of them of major importance.
THE STATE COURTS IN HUDSON CITY
Courthouse Square, at 1000 Centre Street, con-
tains the city’s courts (as well as HCPD headquar-
ters and the Federal Building). The largest structure
on Courthouse Square is the fifteen-story State
Courts Building, which houses the local machinery
of Justice. Flanking the majestic steps leading up to
the first floor are two magnificent statues of Blind
Justice by famed Italian sculptor J. Piero Grinyi.
Hudson City has the largest, most convoluted,
and by some accounts most corrupt municipal
court system in the state. Every day hundreds of
citizens clutching traffic tickets, penalty citations, or
other legal documents trudge through municipal
courtroom doors and sit (im)patiently until their
case is called. Smartly-dressed lawyers zip in and
out, taking advantage of their knowledge of the
system and friendships with the courtroom work-
ers to bypass the long lines and seemingly intermi-
nable delays.
The floors above the municipal courts contain
trial courts, where trials and motion hearings take
place almost every day. These floors also include
jury waiting rooms where people report for jury
COURTS AND
CORRECTIONS
DETECTIVE
BILL ATWATER
10 STR
10 DEX
10 CON 10 BODY
10 INT
10 EGO
10 PRE
10 COM
3 PD
3 ED
2 SPD
4 REC
20 END 20 STUN
Abilities: +1 PER with
Sight Group, Combat
Driving 8-, Computer
Programming 12-, Con-
cealment 11-, Criminol-
ogy 11-, Electronics 8-,
CK: Hudson City 11-,
KS: Criminal Law And
Procedure 11-, KS: The
Law Enforcement World
11-, PS: Police Officer
11-, Security Systems
11-, Streetwise 11-, WF:
Small Arms, Contacts
(10 points’ worth, in
the online community),
Fringe Benefits: Local
Police Powers, Law
Enforcement Rank,
Weapon Permit
Disadvantages: Hunted
(Watched by HCPD);
Social Limitation: Sub-
ject To Orders
Notes: Bill Atwater is a
detective in the HCPD’s
small Computer Crimes
bureau. He spends his
days trolling online for
child abusers, child por-
nographers, hackers, and
other people who use
computers to commit
crimes. He’s grown
to hate these sorts of
people with a passion,
and goes after them with
tenacity and a fierce
glee. Other detectives
sometimes call him in
when they need to hack
through computer secu-
rity to get at the files in a
suspect’s computer.
149
Hudson City ■ Chapter Four
duty, and holding rooms where prisoners brought
in from Longview or other facilities for their hear-
ings are kept shackled until their cases are called.
One floor above the trial courts are the Appel-
late Division courtrooms for Hudson City. Com-
pared to the courts below, where all sorts of people
mix and mingle and the halls bear the smell of
decades of human sweat, anxiety, and anticipation,
the Appellate Division floor are quiet — an oasis of
calm where only lawyers and other professionals
walk the corridors. The courtrooms themselves are
much nicer, even luxurious by some standards.
The remaining floors of the building contain
offices — of judges, of the Prosecutor and his staff,
the Public Defender and his staff, and numerous
other courthouse employees. You’ll also find court-
house facilities in the two subbasements, which
include the Clerk of Court’s office, the Register of
Deeds, records storage, and the like.
THE COUNTY PROSECUTOR
In New Jersey counties, including Stewart
County (i.e., Hudson City), in criminal cases an
official called the County Prosecutor represents the
people. (In many other jurisdictions, the title “Dis-
trict Attorney” is used.) In other words, the County
Prosecutor tries cases against accused criminals.
A group of Assistant Prosecutors and other sup-
port staff help the County Prosecutor get his job
done. The County Prosecutor is appointed by the
governor and is responsible to the state’s Attorney
General; the Assistant Prosecutors are hired by the
County Prosecutor.
The Stewart County Prosecutory, Alvin Kim-
brell, is a hard-nosed, opinionated man who’s held
his job for nearly twenty years. He knows exactly
how he wants things done, and he expects his staff
— which includes slightly over 500 Assistant Pros-
ecutors — to process the 130,000 cases they handle
annually with efficiency and a proper appreciation
for the nature of their job. As he’s fond of saying,
“Remember, people, when we screw up, Justice loses.”
Most observers believe Kimbrell and his staff
do a good job at their appointed duties, though as
with any prosecutor’s office occasional charges of
malfeasance, misfeasance, or nonfeasance some-
times arise. The worst of these occurred in 1995,
when a story in the Mirror revealed that Assistant
Prosecutor Allison Gish had taken bribes from sev-
eral major organized crime figures to recommend
favorable pleas or bungle the cases against them.
Divisions
The Stewart County District Attorney’s office
is organized into many different divisions, each
responsible for a particular function or type of case.
Some of the major divisions include:
Appeals: The Appeals Division handles any appel-
late work involving the office in either state or
federal court. Most of the attorneys working in
Appeals are highly experienced, long-time employ-
ees of the County Prosecutor’s office who have
decided, for whatever reason, to get out of regular
trial work and into the more cerebral world of
appellate argument.
Crime-Specific: The Stewart County Prosecutor
maintains several divisions devoted to specific
types of crime: Crimes Against Children; Domestic
Violence; Gangs Crime; Narcotics; and so on. The
attorneys assigned to these divisions are experts at
a specific area of criminal law and how to try cases
relating to it.
Investigation: Attorneys in the Investigation Division
work with law enforcement officers, forensic accoun-
tants, analysts, and other experts to help build the best
possible cases against major criminals and criminal
conspiracies. Their targets are usually organized crime
groups, white collar criminal conspiracies, official
corruption, and like matters that require delicate han-
dling. They advise and work with the team assigned to
a particular case to ensure that the investigation pro-
ceeds in the way most likely to result in a conviction
of a guilty felon.
Major Crimes: The most experienced trial attor-
neys in the office work in the Major Crimes Divi-
sion, which handles cases so large, complex, or
(in)famous that they require special attention, a
clever mind, and a steady hand. Major Crimes
attorneys typically work in teams of two or more,
depending on the nature of the case. For example,
the 1998 trial of infamous serial killer Vincent
Scoria was tried by the team of Corrin Lowell and
Allen Hubbard, two of the stars of the MCD.
Trial: The largest division of the Stewart County
Prosecutor’s office is just called “Trial” — mean-
ing lawyers who try cases that don’t fall within
another division’s purview, or who otherwise
appear in court.
Trial Zones
To foster good relations between specific
police precincts and specific Assistant Prosecutors,
the Stewart County Prosecutor has established a
“trial zones” program. Basically this means that
most attorneys are assigned to specific geographic
areas (as defined by HCPD precincts). This allows
them to become familiar with the area, develop
strong working relationships with the cops in that
area, and tailor their prosecution efforts to best
serve that community.
THE PUBLIC DEFENDER
All persons accused of a crime are entitled
to effective assistance of counsel to defend them-
selves... but not everyone can afford an attorney.
To help people too poor to hire their own counsel,
the State of New Jersey maintains the Office of the
Public Defender (OPD). The New Jersey Public
Defender is appointed for a five-year term by the
governor, and oversees a staff of attorneys who
try cases throughout the state (these include the
Deputy Public Defenders who run the various
regional offices of the OPD). The OPD’s staff also
includes investigators, appellate attorneys, and sup-
port personnel, but has only about half as many
lawyers as the number of prosecutors in the state.
Hudson City falls within the Stewart County
Regional Office of the OPD. Deputy Public
Defender Willem Bryce heads a corps of roughly
NATHAN JACOBSON
8 STR
8 DEX
9 CON
9 BODY
10 INT
8 EGO
10 PRE
8 COM
2 PD
2 ED
1 SPD
4 REC
18 END 18 STUN
Abilities: Bureaucratics
11-, Deduction 11-, KS:
Civil Law And Proce-
dure 11-, KS: The Court-
house World 11-, KS:
Criminal Law And Pro-
cedure 11-, KS: Family
Law 11-, KS: The Law
Enforcement World 8-,
Streetwise 8-, Contacts
(30 points’ worth in the
Hudson City judicial
system and bureau-
cracy), Fringe Benefit:
License To Practice Law
Disadvantages: None
Notes: Nathan Jacobson
isn’t exactly the best
lawyer in Hudson City
— at most he could be
described as average.
What gets him by is his
extensive knowledge of
the city court system.
He’s been practicing for
nearly twenty years now,
and he’s spent most of
his days (and not a few
nights) trolling around
the courthouse, work-
ing angles on cases for
clients who’ve already
hired him and trying
to pick up a few more
clients from the hordes
of the desperate that
haunt the halls before
their cases are called. He
knows just about every-
one there is to know in
the court system, and
between his experience
and his contacts, he can
often get things done
that other attorneys
couldn’t.
Hero System 5th Edition
150 ■ The Long Arm Of The Law
250 public defenders who represent indigent cli-
ents throughout the state courts in Stewart County
(nearby counties, such as Corinth and Prince Wil-
liam, belong to other regional offices). Bryce went
to law school in the early 1970s after spending most
of the late Sixties as a Vietnam War protester, and
went to work for various public defenders’ offices
as soon as he graduated. After a brief stint teaching
law school in the early Nineties, he returned to the
public sector, and took his present job in 1997. A
passionate and tenacious defender of the rights of
the accused and downtrodden, he’s been mentioned
as a possible Democratic mayoral or gubernatorial
candidate on several occasions.
HUDSON CITY JUDGES
Dozens of state court judges have their cham-
bers in Hudson City (and the state can bring in
more from other counties to handle periods of
heavy caseload if necessary). Some of the most
notable or colorful include:
Judge Celeste Austin (Trial Court, Family Division):
Judge Austin was once a state legislator, and in that
role was responsible for several laws that strength-
ened and expanded the role of the Family Division
of the trial courts. After she tired of state politics,
she ran for and won a judgeship in Stewart County.
She’s well-known for the severe sentences she hands
down to men convicted of domestic abuse and
parents found to have neglected or abused their
children. In fact, her sentences are sometimes so
severe that defense attorneys have questioned her
objectivity and tried (sometimes successfully) to
have her removed from such cases.
Judge Randolph Halsey (Municipal Court): Judge
Halsey’s been on the Municipal Court bench so
long that most courthouse employees claim they
can’t remember when he first donned the black
robes. A workaholic, he’s usually in the office no
later than 6:00 AM, works until around 6:00 PM,
and in the process hears more cases than any other
municipal court judge.
Judge Sterling Keller (Trial Court): Judge Keller
is known as one of the most liberal local judges;
defense attorneys do a little jig when his name gets
drawn for their cases. He’s harsh on cops and prose-
cutors, loathes vigilantes (whom he considers “con-
spirators” with the HCPD despite the Department’s
constant disavowal of them), and tends to hand
down light sentences.
Judge Rennie Purcell (Trial Court): Judge Purcell
is the oldest and most experienced judge in the
Hudson City courthouse. Although he hears fewer
cases these days than the other judges do, he more
than makes up for it with the advice and assistance
he provides to other judges. His knowledge of the
Hudson City legal community and the Hudson City
underworld are both legendary.
Judge Paul Trevor (Trial Court): Judge Trevor has a
reputation as a brilliant legal scholar and a firm but
fair jurist. With the help of his secretary, Eve, he has
also become known as one of the most prepared
and well-read judges on the court. He is talented
enough that he should probably be a judge on the
Appellate Court or Supreme Court, but political
enemies have kept him away from them.
Federal Courts
In the federal district court system, Hudson
City falls within the Southern District of New
Jersey — in fact, all the courtrooms for the South-
ern District are in the eight-story Federal Courts
Building on Courthouse Square. Twelve District
Court judges have chambers there: Chief Judge
Allen Bates; Judges Conrad D’Angelis, Margaret
Gold, Garrett Andretti, Albert Knox, Melinda
Foster, John Burbage, Calvin Blalock, and Edward
Pepper; and Senior (semi-retired) Judges Roberta
Dawes, Lyle Warriner, and Harlan Younce. There
are also four Magistrate Judges, who handle civil
motions and other “minor” matters to assist District
Judges: Bruce Gathers, Lloyd Stern, Andrea Zodie,
and George Fletcher.
New Jersey is part of the Third Circuit.
Appeals from the Southern District of New Jersey
courts are heard in the appeals courtrooms in the
Federal Courts Building in Hudson City. Six appel-
late judges hear appeals in panels of three.
THE UNITED STATES ATTORNEY
The United States Attorney for the Southern
District of New Jersey serves the same role as the
county prosecutor in state court: he represents
the state (in this case, the federal government) and
attempts to get accused criminals convicted and
punished. Much of the federal criminal caseload
involves major drug or organized crime cases, but
the US Attorney also handles bank robbery cases,
mail and wire fraud cases, and violations of other
federal laws.
As of 2004, Adrian Mazurek serves as USA
for the Southern District. During her twelve-year
career as an Assistant USA, she compiled a record
of wins that no one else in the office could match.
Upon the untimely death of her predecessor in
2002, President George W. Bush appointed her to
her current post. She’s been particularly aggressive
in pushing cases against organized crime, and has
developed a good working relationship with SAC
Cameron Cozort of the FBI.
THE FEDERAL PUBLIC DEFENDER
The Southern District of New Jersey also has
a federal public defender’s office, based in Hudson
City. Richard Waggoner oversees a staff of several
dozen attorneys who work to protect the rights
of indigent federal defendants (well over half of
whom are black gang members from Freetown
accused of major drug crimes).
JUDICIAL
CORRUPTION
Hudson City is no
stranger to judicial
corruption. Among the
dozens of state judges
working in the city, sev-
eral are rumored to be
“for sale” or otherwise
willing to compromise
their position. A few of
these judges supposedly
work hand-in-hand
with certain corrupt
cops in the interest of
mutual profit.
Far fewer rumors
of corruption swirl
around the federal
judges of Hudson City.
Periodically whispered
stories about some
judge taking mas-
sive amounts of drug
money to dispose of
a case make their way
around the underworld,
but no local federal
judge has been seri-
ously investigated for
corruption, much less
been indicted, for over
a decade.
151
Hudson City ■ Chapter Four
CORRECTIONS
I got to where I could tolerate the rapes. The first
couple of times, right after I got in, I tried to
fight back. But what good’s that gonna do me?
I’m just an accountant. Some of these steroid
queens could snap me in half if they wanted to
— and that’s what they did. All I got for my trou-
bles was a broken arm and a couple of broken
ribs. And it wasn’t as if being in the infirmary
stopped them — some of those guys worked as
attendants. My being laid up just meant a softer
bed where they could pound my ass when none
of the docs were around.
If you can’t protect yourself in prison, you have to
find someone who can... and pay for it. No way
I could hook up with the Brotherhood, not with
a last name like Goldman, and I figured being
one guy’s bitch was better than being the whole
prison’s. So I cut a deal with the biggest bull fag in
the place — Jefferson. I still dread lights-out, but
not as much as I did before. Prison’s all about get-
ting by, and that’s what I’m doing: getting by.
— from the memoirs-in-progress of Aaron
Goldman, former mob accountant
Like the judicial system, the penal system in
Hudson City is split between the state and fed-
eral systems.
State Corrections
Besides the Longview Correctional Center
(page 192), there are four primary jails or prisons
in or around Hudson City (as well as many other
minor facilities). The total inmate population of the
facilities in or near Hudson City (excluding Stew-
artsburg Penitentiary) is approximately 25,000.
JUVENILE OFFENDERS CORRECTIONAL
HALL (JOC)
Usually known simply as Juvenile Hall or “the
Joke” (from its initials), Juvenile Offenders Correc-
tional is a facility for the incarceration of offenders
under 18 who are not tried as adults. Most juveniles
sentenced to the JOC serve less than a year there,
and by law a juvenile cannot be confined here
past his eighteenth birthday — in other words, no
matter what he did, the day he turns 18 the state
must release him. This is why particularly vicious
juvenile criminals are tried as adults and, if con-
victed, sentenced to an adult prison.
The JOC occupies a large building at the north-
east corner of 7th Avenue and N. Jefferson Street. It
has sufficient cells and dormitories to hold as many
as three thousand detainees, though at several times
during the past decade it’s experienced significant
overcrowding. The warden, Elliott Rosenzweig, leads
a staff of dozens of jailers, guards, nurses, and clerical
support personnel who attempt to keep order in the
face of thousands of adolescents for whom the con-
cepts of “morality,” “responsibility,” and “respect for
authority” are as alien as the planet Saturn.
OLDEMYER PRISON
This state prison, located several miles from
Hudson City in Franklin County, houses minimum
and medium custody prisoners. It can hold 2,250
prisoners. Warden Marshall Bannock runs the facility.
STEWARTSBURG PENITENTIARY
Located a few miles north and east of the town
of Stewartsburg, “the Stew” is the maximum-cus-
tody prison nearest Hudson City. Most of the city’s
worst criminals spend time as part of its inmate
population of approximately three thousand at
some point during their careers.
Stewartsburg Penitentiary consists of one
main six-story building in a rough H shape, its four
wings designated A through D. The administrative
offices, including those of Warden David Grace and
his main staff, and other major facilities are located
in the central area, while various outlying buildings
contain the motor pool, storage areas, and so forth.
Enormous walls with numerous guard towers, as
well as many other intense security measures, keep
the inmates from escaping. There hasn’t been a suc-
cessful jailbreak from the Stew since 1989.
TODDBERRY ASYLUM
Named after a famous nineteenth century psy-
chiatrist, Toddberry Asylum (or, more correctly, the
Toddberry Hospital for the Criminally Insane) is a
facility where the state incarcerates criminals with
severe psychological problems that render them a
significant danger to themselves or to others. The
inmates include numerous sex offenders, felons expe-
riencing various psychoses, and the like; over 75% of
them were charged with murder, rape, or other vio-
lent offenses before being found unfit to stand trial.
Some of the most infamous inmates kept in
Toddberry under the supervision of Warden Dr.
Adam Sarkesian and his staff include: arsonist
Frank Cornell; Jackson DeVere, the lawyer turned
serial killer who nearly won his own acquittal
at trial; Raymond “Eyekiller” Dunnagan, who
assaulted people and drained the fluid from their
eyes with a syringe; Vincent Scoria, the serial killer
who killed nearly two dozen Hudsonite women
(mostly prostitutes) from 1992 to 1996; and the
cannibalistic Hale twins, Karen and Jerry.
Toddberry Asylum occupies a large, well-
guarded estate several miles west of Hudson City
on the outskirts of the suburb of Rockwell. It was
once the mansion of a wealthy physician, who left it
to the city for use in the care of the mentally ill.
Federal Corrections
There’s only one federal prison near Hudson
City: the Federal Correctional Institution at Farm-
ingdale, about forty miles south of the city. It’s a
maximum-security facility housing dangerous, hard-
ened criminals from around the country. The federal
Department of Corrections transfers inmates fre-
quently, so someone sent to Farmingdale might only
spend a few weeks or months there before being sent
to FCI: Milan, Michigan, FCI: Atlanta, or any one of
many other federal prisons throughout the country.
OTHER JAILS
Longview Correctional
takes care of most of the
city’s jail needs... most,
but not all. Even a facil-
ity as large as Longview
can’t hold the city’s
entire short-term crimi-
nal population. The city
maintains several other
small jail facilities. Many
are attached to specific
police precincts, and
mainly serve those
precincts (and the sur-
rounding areas), but
two are independent
facilities: Elmview Cor-
rectional Center on
Booth Boulevard, which
has space for roughly
750 detainees; and the
Charlesburg Correc-
tional Center, a 500-bed
facility in the shadow of
S. Truman Boulevard in
southwest Freetown.
Hero System 5th Edition
152 ■ The Long Arm Of The Law
“What a mess. I didn’t think there were this
many stuffed animals in the world.”
“Were there a lot of kids here or something?”
Hartsell flipped through the pages of the pre-
liminary report. “No, no kids — they only found
one body, of a middle-aged woman. Must’ve
had a stuffed animal collection or something.”
“Jesus. Looks like they make really good
tinder.”
Hartsell knelt down, sniffed carefully. “They
sure do, when they’re soaked in that much gaso-
line. Can’t you smell it?”
Fredricks took a deep breath. “Yeah. He must’ve
used a lot of it, to leave a smell this strong after
a fire that intense.”
“OK, so who do we know that would start a fire
this way?”
“A dozen guys, at least, though I think most of
’em are locked up right now. But I don’t think
this was a pro job. A pro could’ve gotten it done
more easily and efficiently.”
“Unless someone’s trying to send some sort of
message....”
— conversation between Deputy Fire Mar-
shalls Frank Hartsell and Craig Fredricks
From the days of the earliest cities, one threat
has caused more anxiety than any other: fire.
To protect the citizens of Hudson City from this
danger, the city established the Hudson City Fire
Department (HCFD) over a century ago. Prior to
that time, fires were fought mainly by neighbor-
hood “fire companies” which were often little more
than social clubs, or which competed with each
other by sabotaging equipment and doing other
things that just made the overall job of fighting fires
more difficult. These conditions contributed, in
part, to the burning of the city in 1895, prompting
a call for reform that eventually led to the creation
of the HCFD.
Structure And Organization
The HCFD has a five-tier structure. Com-
manding the Department is the Fire Commissioner,
who’s appointed to his position by the Mayor. Since
Mayor Umstead was elected, Robert “Bert” McGee
has served as his Fire Commissioner. A friendly,
telegenic man who’s popular with the people in the
Department (in part because he was once a rank-
and-file fireman himself), McGee could easily hold
onto his job even after Umstead eventually leaves
office. During his tenure he’s fought for (and won)
increased funding not only for actual firefighting
equipment and personnel, but for fire prevention
and education programs. The HCFD’s well-known
cartoon mascot, Dalmatian Dan, was his creation.
Below the Commissioner are numerous Deputy
Commissioners, each responsible for a specific
branch of the Department (such as Public Rela-
tions, Administration, Legal Affairs, Technology, and
Budget). The two most important Deputy Commis-
sioner-level officials have special titles: the Fire Mar-
shal (see below) and the Chief of Department. “The
Chief,” as he’s known, commands the Fire Operations
Division that’s responsible for actually fighting fires
and performing similar tasks (such as the Emer-
gency Medical Technicians [EMTs]).
The HCFD divides Hudson City into twelve
fire districts, identified by letter (A-L), each under
the authority of a District Commander who answers
directly to the Chief of Department. District com-
manders work closely with the captains in their dis-
tricts. A captain commands one of Hudson City’s
dozens of fire stations, each with its complement
of personnel ranked Lieutenant, Sergeant, or Fire-
fighter. To become a firefighter, an applicant must
have EMT or Paramedic training (or equivalent)
and pass rigorous physical and written tests.
The HCFD has a total of approximately 18,000
employees: 11,000 firefighters and 7,000 civilian
support personnel.
THE HUDSON
CITY FIRE
DEPARTMENT
JOE STOKOWSKI
13 STR
12 DEX
15 CON 12 BODY
13 INT
10 EGO
13 PRE
10 COM
4 PD
5 ED
3 SPD
6 REC
30 END 27 STUN
Abilities: Climbing 8-,
Combat Driving 8-, CK:
Hudson City 11-, KS:
Fires 12-, KS: Magic
Tricks 11-, KS: Pro
Sports 11-, PS: Barbecu-
ing 11-, PS: Firefighter
13-, PS: Stage Magician
8-, Sleight Of Hand 11-,
TF: Fire Trucks, WF:
Handguns, Fringe Ben-
efit: Membership (Fire-
fighter in HCFD)
Disadvantages: Social
Limitation: Subject To
Orders
Notes: Joe Stokowski is
one of the thousands of
firefighters who work
hard and risk their
lives every day to keep
Hudson City safe from
fire and other disasters.
He’s on the usual two
days on, one day off
schedule that HCFD
firefighters have; he has
a studio apartment in
Blackbridge for his days
off. In his spare time he
sometimes makes a few
extra bucks as a magi-
cian at kids’ birthday
parties, though as often
as not the kid is one of
his countless little cous-
ins such-and-such times
removed and he does it
for the price of a piece
of birthday cake. Most
women consider him
handsome; he’s been an
“item” in several char-
ity bachelor auctions
around the city.
153
Hudson City ■ Chapter Four
THE FIRE MARSHAL
The Fire Marshal and his office investigate fires
to determine their causes. Usually the source of a fire
isn’t particularly mysterious, but in some cases it’s
important to establish the exact cause for insurance
purposes and determine whether arson was involved..
The Fire Marshal and his Deputy Fire Marshals are
sworn law enforcement officers who carry badges and
guns and can make arrests. Hudson City has approxi-
mately 100 Deputy Fire Marshals; they work in teams
of two; as a unit they investigate around three to four
thousand “suspicious” fires a year.
As of late 2004, Lawrence “Larry” Petrocelli
serves as the Hudson City Fire Marshal. A large,
broad-shouldered man with extensive burn scars
on his partially-crippled left arm (caused by a
collapsing roof that caught him when he was a
firefighter), he comes across as gruff and brusque
at first, but warms to friendliness with people who
earn his trust and respect. He seems to have a spe-
cial hatred for arsonists, as if by setting fires they
were attacking him personally.
Fire Statistics
In a typical year, the HCFD responds to over
45,000 fires (structural and non-structural), over
300,000 non-fire events (medical emergencies, utili-
ties emergencies, and the like), and nearly 40,000
false alarms. Of the fires it responds to, it classifies
over 3,000 of them as “serious” (meaning they are
“all hands” fires, with a minimum of four fully-
engaged fire units, or the even worse 2-, 3-, 4-, or
5- or more alarm fires). The department’s average
response time to any of these incidents, city-wide, is
approximately five minutes.
GREAT FIRES IN
HUDSON CITY HISTORY
Since the 1895 fire, Hudson City has been victimized by
numerous major fires, though none anywhere near as
deadly and devastating as that one. Some of the more
recent ones include:
September 17, 1975: A fire broke out in a warehouse in
Bayside and eventually spread to several nearby ware-
houses. Unbeknownst to the HCFD, hazardous materi-
als were illegally stored in one of the burning buildings.
The fire and toxic materials caused an explosion that
killed three firefighters.
March 29, 1983: An arsonist set a building in Elmview
on fire as part of what was later determined to be an
insurance scam. One adult and two children died of
smoke inhalation, and the building was so badly dam-
aged it had to be demolished.
June 21, 1996: The Mt. Zion Baptist Church in Free-
town (page 52) burned down, killing two persons.
The Fire Marshal’s tentative conclusion was that faulty
wiring caused the fire, but some Freetowners remain
convinced it was arson.
August 6, 1997: While patrons danced the night away,
the psychotic arsonist Firebug locked the doors of the
Black Jade dance club in Riverside Hills, then triggered
firebombs he’d previously planted. Nearly 100 people
died from fire, smoke inhalation, or being trampled
before the HCFD rescued the remaining clubgoers.
December 16, 2002: A badly-maintained Christmas
tree in a Guilford apartment caught fire, eventually set-
ting the whole building aflame. Sparks spread to several
nearby buildings, igniting them as well. No lives were
lost, but tens millions of dollars of damage were done.
The city considered an ordinance banning live Christ-
mas trees in residences, but backed down in the face of
massive public opposition.
FRANK HARTSELL
10 STR
10 DEX
10 CON 10 BODY
10 INT
10 EGO
13 PRE
10 COM
4 PD
3 ED
3 SPD
4 REC
20 END 20 STUN
Abilities: Bureaucrat-
ics 8-, Conversation
11-, Criminalistics 13-,
Forensic Medicine 8-,
KS: Known Hudson City
Arsonists 11-, KS: The
Law Enforcement World
11-, SS: Arson/Explosion
Investigation 14-, Street-
wise 11-, WF: Small
Arms, Fringe Benefit:
Law Enforcement Rank,
Weapon Permit
Disadvantages: Distinc-
tive Features: Badge;
Social Limitation: Sub-
ject To Orders
Notes: Frank Hartsell
is one of Hudson City’s
deputy fire marshals.
Together with his part-
ner Craig Fredricks, he
investigates dozens of
fires every year, sifting
through ash and rubble
to try to determine the
cause of a particular
blaze. He affects a sort of
air of detached objectiv-
ity, even cynicism, but
he actually cares deeply
about people and feels a
cold fury at the destruc-
tion and death that
arsonists cause.
Hero System 5th Edition
154 ■ The Long Arm Of The Law
T
he cops and the feds aren’t the only ones
fighting crime in Hudson City. The crime
problem is so severe that a few private citi-
zens have chosen to take the law into their
own hands and combat the underworld as vigi-
lantes. Hudson City’s tradition of masked crime-
fighters dates back to the Raven in the 1920s, but
it’s never been as prominent as in the past twenty
years or so.
Whatever their private feelings on the sub-
ject might be, Mayor Umstead, Police Commis-
sioner Ringwald, and all other major city officials
publicly condemn vigilantes and vigilantism and
insist that private citizens leave enforcing the law
to the police. Police officers who observe vigilan-
tes in action must attempt to apprehend them,
and detectives often investigate matters pertain-
ing to vigilantes. However, not all HCPD officers
are quite as diligent in their pursuit of vigilantes
as they might be. If cops understand anything, it’s
just how widespread and dangerous crime is in
Hudson City: they’re fighting a losing battle, and
they know it. If someone wants to help them —
particularly with the costumed or “weird” crimi-
nals who’ve cropped up in recent years — some
cops don’t object all that much.
As of late 2004, the major crimefighters active
in Hudson City include:
DARKANGEL
The only woman among the ranks of the
prominent vigilantes, DarkAngel is also the only
one to achieve any level of popular acceptance or
support. Unlike her “colleagues,” DarkAngel doesn’t
routinely use deadly force. While some of her
weapons — such as her sword-shaped throwing
blades — are unquestionably dangerous, she uses
them to wound rather than to kill. When she’s done
at the scene of a crime, the cops don’t find corpses,
they find a bunch of unconscious crooks tied up
with her trademark golden-hued rope.
DarkAngel is most active on the Northside, par-
ticularly in Blackbridge and LeMastre Park, and to a
lesser extent in Bankhurst, Highlands, Worthington,
and Guilford. But she’s struck at crimelords and con-
spiracies all over the city, making herself many ene-
mies in the underworld... and more than a few silent
admirers on the force. (See the Dark Champions: The
Animated Series sourcebook for more information
about DarkAngel.)
DarkAngel is known to have (reluctantly)
worked with Renegade on a few occasions, and to
have teamed up with LIBRA once or twice since
that group’s debut, but otherwise seems to keep
to herself.
THE HARBINGER OF JUSTICE
The modern era of vigilantism in Hudson
City began with the March, 1986 appearance of the
Harbinger of Justice, by far the deadliest and most
tenacious crimefighter in the city’s history. During
a nearly twenty-year career, he’s killed, by most esti-
mates, somewhere between three and five thousand
persons — exact numbers aren’t available, since
there’s no uniform forensic evidence, he doesn’t
necessarily claim credit for every kill, the fact that
“copycats” may commit crimes like his, and many
similar factors. Most of his victims had extensive
records (often for violent crimes), but approxi-
mately fifteen percent of them are not known to
have been involved in any criminal activity. This
chronicle of slaughter has earned the Harbinger the
dubious distinction of being the currently-active
vigilante on whom the Vigilantism Task Force
(page 143) focuses the majority of its efforts.
Even other vigilantes don’t particularly like
the Harbinger; he’s inflexible, judgmental, and
condescending. But he seems to know more about
the Hudson City underworld than anyone else, so
sometimes he’s the only person another vigilante
can turn to for help... assuming you can find him.
VIGILANTES
HCVIGILANTE.NET
Vigilantes have their fans just like anyone else who
gets enough media coverage. In Hudson City, one of
the major outlets for the fascination with crimefight-
ers (costumed or otherwise) is HCVigilante.Net, a
website maintained by a twentysomething computer
programmer and self-described “crime buff” Kevin
Ramini. HCVigilante.Net has FAQs and information
files about known vigilantes (including “Kill Coun-
ters” showing confirmed or suspected victim numbers
for individual vigilantes), an essay on the history of
vigilantism in Hudson City, links to related sites, and
an extensive “news” section where it tracks vigilante
activity (real or supposed) in the city. More than one
reporter has relied on HCVigilante.Net for informa-
tion relating to a story; the site has a well-deserved
reputation for thoroughness, accuracy, and indicating
when information is based on supposition.
The most active part of HCVigilante.Net is its mes-
sage boards, where vigilante fans from Hudson City
and around the world debate the merits of vigilantism
and the activities of specific vigilantes. Fair warning to
newcomers: the conversations often turn vitriolic.
PATRICIA
LLEWELLYN
8 STR
10 DEX
8 CON
8 BODY
9 INT
8 EGO
10 PRE
10 COM
2 PD
2 ED
2 SPD
4 REC
16 END 16 STUN
Abilities: Bureaucratics
11-, Conversation 11-,
High Society 8-, CK:
Hudson City 11-, KS:
Hudson City Vigilantes
14-, PS: Photography
8-, PS: Reporter 11-,
PS: Writer 11-, Stealth
11-, Streetwise 8-, WF:
Handguns
Disadvantages: None
Notes: A former
reporter for the Star-
Gazette, Patricia
Llewellyn left journal-
ism in 2000 to launch
a career as a true crime
writer. Her first book,
Masks Of Justice: The
Vigilantes Of Hudson
City, debuted in 2003
and quickly became a
bestseller not only in
the city, but nationwide.
Since then she’s been
in high demand as a
speaker. She’s said to
be working on another
book, one focusing on
the vigilante DarkAngel
and her chief nemeses.
She owns an extensive
collection of vigilante
paraphernalia, including
a shell casing from one
of the late Captain X’s
assault rifles, one of the
Harbinger’s blue moon
“calling cards,” and a
piece of cloth torn from
the Headless Hangman’s
cloak.
155
Hudson City ■ Chapter Four
THE HEADLESS
HANGMAN
With his tattered,
hooded black cloak,
razor-sharp sickle, and
rope-and-noose, the
Headless Hangman
presents a terrifying
picture to underworld
denizens and innocent
citizens alike. A ruth-
less foe of the Mafia
in particular, he seems
willing to endanger
ordinary people in his
quest to see Justice
served. For example, in
2002 he crashed a car,
killing three Mafiosi
but also killing two
bystanders and injur-
ing four more. Both
the police and the mob
would happily see
him behind bars... or
dead. He’s clashed with
several vigilantes who
tried to bring him in,
but escaped from all of
these encounters; he’s
thought to be respon-
sible for ending the
short-lived career of
the costumed crime-
fighter Prodigal, who
vanished in 2000.
LIBRA
The most recent
vigilante to hit the
streets of the Pearl
City is actually a team
of vigilantes that
calls itself LIBRA.
The authorities are
unaware of the exact
size of this private
army, though they
have identified at
least six separate indi-
viduals, and possibly
as many as ten, asso-
ciated with the group.
LIBRA members wear
similar uniforms and
have clearly practiced
paramilitary assaults
and urban combat
together, but it’s not
known where they
train or who supplies
their funding. (See
Chapter Nine of Dark
Champions for more
details on LIBRA.)
Hero System 5th Edition
156 ■ The Long Arm Of The Law
RENEGADE
Most people would describe Renegade as
Hudson City’s most destructive vigilante. He seems
to have a penchant for crashing cars, accidentally
or purposely blowing things up, and using other
methods of fighting crime that
involve reducing his surroundings
to rubble. He favors high-powered
weapons — USAS-12 combat shot-
guns, high-caliber handguns, gre-
nades, and the like. He doesn’t seem
to have any defined “territory,” and
rarely works with other vigilantes.
THE SCARECROW
The Harbinger of Justice may
have killed more criminals, but the
mysterious Scarecrow ranks as the
most brutal of Hudson City’s vigi-
lantes. The corpses of his victims
are marked by burns, cuts, missing
digits (or other parts...), flayed flesh,
broken bones, and various other
mutilations. The Scarecrow seems
to eschew the Harbinger’s advanced
weaponry, DarkAngel’s and the
Headless Hangman’s fancy gadgets,
and Renegade’s over-the-top meth-
odology in favor of a grim, low-key
approach — he relies on simple
gear like brass knuckles, .45 pistols,
knives, and spike-studded leather
armor to get the job done.
SIDDHARTHA
The murderer who identifies
himself as Siddhartha is a “vigi-
lante” only in the loosest sense of
the term; other crimefighters hate
him as much as the public does. The
“criminals” Siddhartha fights are
mostly victims of social ills such
as homelessness and welfare. He
occasionally lashes out at drug deal-
ers or other obvious lawbreakers,
but seems to prefer to “clean up” the
streets by shooting homeless people,
blowing up welfare clinics, and the
like. He’s considered responsible
for well over 300 deaths, and few
people in Hudson City would be
sorry to see him captured or killed.
chapter fi ve:
chapter fi ve:
chapter fi ve:
THE HUDSON CITY UNDERWORLD
PREDATORS
Hero System 5th Edition
158 ■ Predators: The Hudson City Underworld
H
udson City has long been infamous for
the extent of its crime problem and the
size of its underworld. From the power-
ful Mafia families who skim millions
of dollars a year out of society through threats,
violence, and conspiracy, to the street punks who
make life in Freetown and Lafayette so danger-
ous, to the so-called “costumed criminals” that
have sprung up like fungus after a rainstorm
in the past twenty years, there seems to be no
end to the depth and variety of evil that men in
Hudson City are capable of.
Two accompanying graphics illustrate the
current state of the Hudson City underworld.
First, the maps on pages 159 and 162 mark the ter-
ritories of the major organized crime groups and
powerful criminals as of late 2004. Some of these
territories (such as the Mafia’s domination in Little
Italy, or the tongs in Chinatown) are more or less
permanent, though even within a given territory
which family, clan, or gang controls what streets
and businesses can change quickly. In other cases,
such as the patchwork of gang turf that is Free-
town, the situation remains perpetually fluid, sub-
ject to change on an almost weekly basis. Areas not
marked as being the territory of a specific group or
gang (such as most of the Northside) are generally
“open territory,” where anyone can commit a crime
without incurring any obligation or special desire
for vengeance.
Second, the diagram on page 278 provides
a basic “map” of the relationships among the
Hudson City underworld: double arrows indi-
cate antagonism, even if it’s only mutual mistrust
and loathing (this is the default state of affairs
between the families or gangs within a particular
type of organized crime, such as all Russian Mafia
gangs); a single arrow indicates a friendly or
allied relationship (with the arrow pointing to the
dominant group); and a dashed line indicates a
drug supplier relationship (with the arrow point-
ing toward the buyer). However, this diagram
can’t represent the subtleties of how many of
these groups interact. Nor can it show the pres-
ence of the many smaller, less powerful, gangs
and groups in the city, or all the relationships
involving various costumed crimelords (whom
can generally be considered as hostile to everyone
else, including each other, though temporary alli-
ances between two or more aren’t unheard of). As
always, see the text for the complete information.
This chapter only covers the current state
of the Hudson City underworld as of late 2004,
including brief descriptions of some of the major
underworld players. For general information about
criminal groups and activities, see The Underworld
Sourcebook or Chapter Seven of Dark Champions.
Additionally, you can find character sheets for, or
additional information about, some of the people
mentioned in this chapter in Chapter Seven of this
book (the GM’s Vault).
THE MAFIA
Vito Falcone, caporegima in the Torccone
family, got up at 6:30 in the morning, as always.
He did some stretching exercises quietly, so he
wouldn’t wake Rosa, then took a shower and
shaved. After he finished, he put on a flannel
robe and went downstairs. He put two slice of
bread in the toaster, poured himself a glass of
orange juice, and then went to the front door
to get the paper.
He opened the door and bent down to pick up
his morning copy of the Star-Gazette. As he
stood back up, he saw a man in a suit get out of
a parked car and walk toward him. It’s too late,
he thought to himself. Nothing I can do now.
Goodbye, Rosa.
The man in the suit pulled a .45 from under-
neath his jacket as another car came speed-
ing around the corner. “Don Carlo sends his
regards, fat man,” he snarled. Three quick shots
broke the morning stillness; Vito fell back inside
his house with three holes in his chest. The car
picked the hitman up and sped away with a
screech of tires.
—another battle in the Scatucci-Torccone War
The longest-lived and most powerful orga-
nized crime group in Hudson City is unquestion-
ably the Mafia. Though rigorous state and federal
prosecution, combined with the aging of the Mafia’s
formidable leadership structure, has weakened the
Mafia over the past two decades, and newcom-
ers like the Organizatsiya are always nipping at its
heels, it remains entrenched and powerful. Some
experts believe the Mafia in Hudson City is due for
a resurgence, with a new crop of younger, hipper,
more violent mafiosi soon to hit the streets.
ORGANIZED
CRIME
NICK VILLANI
8 STR
8 DEX
7 CON
7 BODY
8 INT
8 EGO
10 PRE
9 COM
3 PD
2 ED
2 SPD
4 REC
14 END 15 STUN
Abilities: AK: Little
Italy 11-, KS: The
Hudson City Mafia 8-,
Streetwise 8-
Disadvantages: Social
Limitation: Juvenile
Criminal Record; Social
Limitation: Teenager
Notes: Nick Villani is a
street-smart kid from
Little Italy. He’s only
14, but he’s already
got a juvie record for
shoplifting and petty
theft. These days he
spends most of his time
running errands for
members of the Marcelli
family and their associ-
ates. If someone doesn’t
do something soon, he’ll
end up as a gangster
himself within a few
years and throw away
whatever legitimate
future he might have.
159
Hudson City ■ Chapter Five
Hero System 5th Edition
160 ■ Predators: The Hudson City Underworld
Territory
The Mafia got its start in Hudson City in Little
Italy over a century ago, and Little Italy remains its
base of power today. The five families (see below)
usually maintain a more-or-less stable truce, with
territories clearly understood based on decades
of interaction and a slow shifting of strengths and
advantages — though more intense conflicts, such
as the current Scatucci-Torccone “war,” still flare up
from time to time.
But the Mafia’s tentacles reach far beyond
Little Italy. The Mafia dominates much of the
city’s underworld, particularly on the Northside.
Its scams and conspiracies, control of various
unions, hijacking rings, loansharking operations,
illegal gambling outfits, and heroin distribu-
tion networks affect virtually everyone in the
city, even if only indirectly. All the families but
the Scatuccis control significant sections of the
waterfront as well. The only areas where the
Mafia’s influence is muted are ethnic enclaves
where other groups hold sway. For example, the
Mafia has relatively little penetration in Moscow
West, Chinatown, Freetown, or Latin City.
Over the course of the twentieth century,
five borgatas, or Mafia “families,” have evolved
in Hudson City. Some got their start back in the
Twenties and have remained on the top of the heap
ever since; others grew out of now-defunct families,
or arose when two small families “merged” through
marriage or business partnerships. The so-called
“five families” are:
MARCELLI
Begun in the Twenties by mob genius Juliano
“Mac” Marcelli, the Marcelli family has always been
one of the most stable and prosperous Mafia borgatas
in Hudson City. But in recent years it’s experienced
something of a fall from its previous lofty heights.
Guiseppe “Joe Guns” Tauriello, who took over leader-
ship of the family in 1978, finally ran afoul of the law
and was sent to prison for life in 2001. The family
floundered, essentially leaderless, until mid-2003,
when Mario “the Prince” Maneti, a caporegima under
Tauriello, eliminated his chief rival and emerged as
the pre-eminent member of the family. He’s spent the
past eighteen months consolidating his power, and
now seems ready to move forward with the full sup-
port of the family behind him.
The Marcellis have their fingers in a wide
variety of criminal pies. In addition to their “hold-
ings” in Little Italy, they dominate the underworld
in Bayside, including the Hudson City Shipyards.
They maintain ties to the Qi On tong in the city,
and the Yung Sat tong in Canada, obtaining heroin
from both for distribution in the Pearl City and
elsewhere along the eastern seaboard.
Mario Maneti’s underboss is his brother-in-law
Gregorio “Wheels” Spagnola, a fast-driving, hard-
living guy who can drink more whiskey than any
other three men put together. His consiglieri, Anthony
“Tony D” Diodati, is just the opposite — a quiet,
reflective, cautious man who tries to minimize every
risk. Between the two of them, they keep Maneti on a
pretty even keel. The family’s captains include Alberdo
“Chips” Marcelli (owner of a snack food distribution
business), Peter “Maestro” Carelli, Guido “Hambone”
Vachelle, Art “Ladder Man” Benetti (a former burglar),
and Joseph “Jonny Blue” Galbone. Other prominent
Marcellis include Anastasio “Stoss The Sword” Rocca
(a well-known hitman), Paolo “Pally” Sallucio, James
“DH” Arrese, and Sonny “Sunshine” Lambesti. Total
family membership is about 300 men.
MORELLI
The Morelli family takes its name from Antonio
“Crash” Morelli, a bootlegger who took control of a
semi-confederation of other bootleggers in the Twen-
ties and Thirties and forged them into a unit. Unfor-
tunately, given that background, the Morelli family
has always suffered from a lot of infighting, factional-
ism, and backbiting — even today, lots of different
Morellis figure they have as much claim to positions
of power and wealth as anyone else in the family.
Prosecution and misfortune nearly ended the Morel-
lis in the early Seventies, but the family survived
because Alphonse “The Brain” Malerno got it heavily
involved in the heroin trade. That in turn brought
unwanted DEA attention, and in the early Eight-
ies Malerno fell victim to a joint FBI/DEA/HCPD
operation and went up for life on multiple RICO
counts. The family drifted through a series of largely
powerless leaders until Robert “Bobby Bucks” Bellini
took over the top spot in 1996 by shotgunning his
predecessor to death. Bellini has a lot more author-
ity within the family than anyone since Malerno, but
many of his captains remain powerful enough to set
their own course most of the time.
The Morellis control part of the North Elm-
view waterfront. This puts them in a position to
exert some influence over other North Elmview
activities, though it’s been decades since the Mafia
had any real power over the Strip. They remain
deeply involved in the heroin trade as well. In the
past fifteen years they’ve partly drifted away from
getting their heroin from the tongs, instead buying
from Armenian, Balkan, and Turkish gangsters
who transship Golden Crescent heroin into the
States. Their other major activities include union
racketeering (particularly in the waste removal and
restaurant industries) and illegal gambling — they
control many numbers operations and illicit
casinos. This frequently brings them into conflict
with Card Shark. Furthermore, many captains and
soldiers feel obliged to “show respect” not only to
Bellini but to each of the powerful captains who
might one day take his place, which reduces their
profits and causes some discontent.
The Morelli sottocapo is Jimmy “the Rose” Ros-
sellino, a longtime friend of Bobby Bellini’s. The
family’s consiglieri is Bobby’s attorney, John Giatta
(who took the place of another man, Anthony
“Tony A” Albangetti, whom the Headless Hang-
man killed in 2002). Richard “Lucky Ricky” DeLuca
(who loves to gamble), Mickey “Numbers” Tosconi,
Albert “the Hawk” Manneri, John “Fireball” Sanelo,
Mario “the Milkman” Santonelli, and Jack “Jackie
Fingers” Poroni are the most powerful Morelli cap-
tains. The family numbers about 260 made men.
MARTY
10 STR
10 DEX
10 CON
8 BODY
10 INT
8 EGO
10 PRE
8 COM
2 PD
2 ED
2 SPD
4 REC
20 END 18 STUN
Abilities: Concealment
11-, Gambling (Card
Games, Sports Betting)
14-, KS: The Vice World
11-, Persuasion 11-,
Stealth 11-, Streetwise
11-, WF: Handguns
Disadvantages: Rivalry
(Professional, with other
bookies); Social Limita-
tion: Criminal Record
Notes: Marty (no one
seems to know his last
name) is one of the
many bookies work-
ing in the Hudson City
shadows. From a dis-
reputable-looking office
in south Arlington he
takes bets, lays off bets
when the action gets too
hot, accepts payment on
losses, and pays out win-
nings. He’s got an office
girl named Judy to help
with the details, and a
big black guy known as
“Dolph” who collects
from gamblers who are,
one might say, less than
cooperative when they
lose. To keep Card Shark
off his back, he pays
protection money to the
Mafia. He only accepts
new “clients” if they
come with a recommen-
dation from an existing
client or someone else
he can trust.
161
Hudson City ■ Chapter Five
SCATUCCI
The Scatucci family rose to prominence during
World War II, when the government persuaded
Charles “Pretzels” Scatucci to use his influence over
the Southside docks to keep the waterfront open in
support of the war effort. Scatucci’s men ruthlessly
suppressed any labor agitation that threatened ship-
ping. By the war’s end, so many powerful men owed
Charles Scatucci so many favors that his fortune
was made. His successor, Donnie “Chopper” Colleti,
strengthened Scatucci ties to corrupt politicians
and labor figures.
When Colleti died in 1960, Charles’s young
son Carlo “Charlie Snake-Eyes” Scatucci took over.
Despite being only 33, he firmly took hold of the
reins and steered the family where he wanted it
to go. He defused a brief war that had sprung up
with the Torccones (thus earning the respect of the
Commission) and increased the family’s profits.
He’s still capo today, but he’s nearing 80 and has
weakened considerably in the past few years. His
weakness infected the family, allowing various
gangs from Latin City to push the Scatuccis out
of the Southside waterfront (at least for the time
being...). Even worse, the Scatuccis’ old rivals, the
Torccones, sensed the weakness coming a couple
years ago and started a second Scatucci-Torccone
War. It may fall to “Don Carlo’s” successor to stop
this one; he no longer has the fire.
According to the best FBI analyses, the Scatuc-
cis are the main family behind Mafia control of the
waste disposal, janitorial, and deliverymen’s unions.
One of the underlying causes of the War is the Sca-
tuccis’ competition with the Torccones for control
of the city’s construction
unions. Additionally, they
do a lot of loansharking
and hijacking.
The Scatucci under-
boss, Piero “Leonardo”
Scarlotti, is considered
Carlo’s likely successor;
the old don has no sons
to whom he’d wish to pass
on his legacy. Scarlotti, on
the other hand, is clever,
creative, and quick-witted
(hence his nickname), and
will make a fine leader.
The family consiglieri,
Stefano “Whitey” Vasario,
is a skilled lawyer who
often gets Scatucci men
off the hook when they’re
arrested. The Scatucci cap-
tains include Joseph “Thin
Man” Adrissi, Joseph “Big
Joey” Bonavolente, Ricardo
“The Penguin” Rosconi,
and Anthony “Drummer
Boy” Lambesti. The family’s
biggest earner right now is
probably Alfredo “Shades”
Giordano, a skilled smug-
gler and hijacker. Before
the War, the Scatuccis
numbered 320 or so, but their current numbers have
reportedly dropped to around 280.
TORCCONE
Most underworld observers consider the Torc-
cones a family on the rise. Having not evolved until
after World War II, for many years they were a sort of
“second fiddle” to more powerful families. Their pro-
file dropped even lower when their late Fifties capo,
Thomas “Jacques” Antonelli, tried to make himself
capo di tutti capi and was gunned down on the orders
of the Commission. The first Scatucci-Torccone War
in the early Sixties didn’t help matters... but after that,
things took a turn for the better. Under the deft lead-
ership of Theodore “Teddy Undertow” Landano, the
Torccones outmaneuvered the other families to estab-
lish firm control over the docks between 8th and 12th
Avenues, including the highly profitable Hudson City
Fish Market (page 188). After Teddy’s death of cancer
in 1978, the family went through a period of uncer-
tainty and directionlessness, during which the FBI and
HCPD hit it hard. That ended in 1992, when Albert
“Hacksaw Al” Ciasca took over. He’s led the family
ever since, even starting a war with the Scatuccis in an
effort to take territory and influence from them.
The Torccones have never “specialized” in
any particular type of crime; they spread them-
selves out well, and command a power base both
deep and broad. Their profits mainly come from
gambling, drug sales, loansharking, kickbacks, and
extortion. The Torccones are the only family with
any connections in Freetown; they supply heroin
to some gangs there, including the crimelord Strad.
HEROIN IN
HUDSON CITY
As of late 2004, the
“wholesale” price of a
kilo of heroin in Hudson
City varies between
about $13,000 (for the
cheapest, lowest-grade
Mexican heroin) to
around $200,000 (for
the best South Ameri-
can, Golden Triangle,
and Golden Crescent
heroin), depending
on purity, who it’s
bought from, amount
purchased, and many
other variables. The
wider variation in price
compared to cocaine
(see page 165) reflects
the multiple sources of
supply, the many differ-
ent groups involved in
producing and distribut-
ing heroin, the current
political and military
state of affairs in South-
east and Southwest Asia,
and similar factors.
After “stepping on”
(diluting) the pure
heroin, a street dealer
usually sells it on the
street for about $85-600
per gram, or $4,000
to $7,000 per ounce
— though many sales
are in small amounts,
such as $5 “nickel bags”
or $10 “dime bags,” not
whole grams/ounces.
Hero System 5th Edition
162 ■ Predators: The Hudson City Underworld
They’ve long competed with the Scatuccis for con-
trol of various lucrative construction unions.
Hacksaw Al remains firmly in charge, thanks
in part to the help of his loyal underboss, Vito “the
Watchmaker” Jesselli and his half-brother and con-
siglieri Robert “Bobby Red” Finelli. The family’s cap-
tains include Umberto “Uzi” DePastori (whom most
people consider to be more than a little deranged, and
give a wide berth to), James “Torchie” Torccone (Al’s
favorite cousin), Ignatzio “Iggy” Scafoddi, and Frank
“Cooler” Tarantelli. Since the beginning of the Sca-
tucci-Torccone War, a large number of hitmen, such
as Vincent “Two-Spot” Pigellio (who likes to shoot
his victims twice) and Salvatore “Happy Sal” Lanza-
nore, have become associated with the Torccones.
The Torccone ranks include about 240 men, though
before the War that number was considerably higher.
VERONTESE
If you asked most experts on the Hudson City
underworld who the most dangerous mafioso in
town was, they’d answer “Black Mike” — Michael
Calvino, the Verontese capo. In 2000 he took over
a family that got its start back in the Fifties when
Frederick “Stinger” Verontese took over the Pol-
loni family and eliminated virtually all of the old
Polloni loyalists. Black Mike himself took control
when his predecessor, Verontese’s son-in-law Nick
“Nails” Travanti, was sentenced to life in prison.
The Verontese family is more heavily involved
in the drug trade than any other family. They obtain
heroin from both the Chinese and the Golden
Crescent; some rumors claim they’re negotiat-
ing with the Colombian and Mexican cartels for
cocaine, or that they’ve set up labs to develop and
produce designer drugs. The Veronteses also have
plenty of gambling and hijacking operations, sig-
nificant influence over the waste removal industry
and the hotel workers’ unions, and control of the
Pierpoint waterfront (though they’ve been fighting
with Speargun over the latter, and seem to have lost
the Flower Market to him; see pages 179, 208).
Black Mike’s underboss and consiglieri are
Thomas “Slugger” Carrera and Frank “the Wizard”
Madonari (so called because of his ability to juggle
the family’s finances). The Verontese captains
include Charles “Charlie Spats” Gambini, William
“Willy the Pick” Scapetta (a feared hitman, known
for his sadism and viciousness), George “Aces” Del-
larubia, and Paul “Smiley” Baldesti. The family has
around 250 made men.
Underworld Relationships
As the “top dog” in the underworld, the Mafia
constantly comes under attack from outside groups
that want to take over (or suffers internal conflicts
of its own for much the same reason). The Rus-
sian mobs, Card Shark, and the yakuza all struggle
with the Mafia (or, more accurately, various Mafia
families) for power, profits, and turf. The crimelord
Speargun has been eating away at the mob’s control
of Hudson City’s waterfronts for years now, and all-
out war may soon result.
But the Mafia has its allies as well. Geographic
proximity to Chinatown, and mutual interest with
the Chinese tongs, has led to some profitable work-
ing relationships — the tongs smuggle heroin into
the country, then sell it to the Mafia for distribu-
tion. This sometimes creates tensions with the
Mexican and Colombian cartels, but those groups
usually restrict themselves to Latin City and Free-
town, so actual disputes are rare.
163
Hudson City ■ Chapter Five
CHINESE TONGS
This part of the tong hall was magnificently
decorated: beautiful Chinese paintings set
off against the opulent red and gold tracery
of the silk wallpaper; Ming vases and ancient
statuary on delicately carved tables and stands.
Cheng Yi-Fe always felt nervous coming into
his master’s domain — a nervousness which
was only increased by the fear he felt for the
master himself.
Cheng walked into the anteroom of the Dragon
Head’s office. His master’s secretary opened the
large double doors into the main office with-
out a word, then stood aside to let Cheng pass
through, closing the doors quietly behind him.
The Dragon Head’s office was, if anything, even
more lavishly appointed than the rest of the
hall, for it was here that he kept his favorite
pieces of art and his photos and mementoes
of past days. “I am here to report,” Cheng said,
barely keeping a quaver out of his voice.
“Good,” said Kun Feng, Dragon Head of the
Sing Chun. “I hope for your sake that you were
successful.”
“We were. My Scarlet Dragons gunned down
Kwan Yu as he left the Thousand Sunsets res-
taurant. No longer will he tell his tales to vigi-
lantes. Three others who got in our way were
also killed.”
“And the heroin?”
“The rest of the Scarlet Dragons broke into his
house while he was at the restaurant. They
found it hidden underneath the floorboards
of his kitchen. Because his wife showed them
where it was immediately, they spared her life
and the lives of her children.”
Kun Feng sat and thought in silence for a few
moments. “Very well,” he said when he finally
spoke. “You have performed adequately, and I
shall remember. Return to your usual duties; I
shall summon you when we need speak once
more.”
“Yes, great leader,” said Cheng Yi-Fe, bowing as
he exited the room.
— after-action report at
Sing Chun tong headquarters
Descendants of criminal organizations dating
back centuries and which still exist in China today,
the tongs of Hudson City are the greatest power in
the Chinatown underworld. Known in the Twen-
ties and Thirties as purveyors of every sin mankind
could dream up, they still specialize in the vice
trade in all its depraved forms.
Territory
The five major tongs, various minor tongs that
exist in their shadows, and their associated street
gangs restrict themselves to Chinatown exclusively,
except to the extent that they might prey on Chi-
nese people living elsewhere in the city. They may
ally with other groups if they want to expand their
reach — for example, they sell heroin to the Mafia.
All the tongs participate in the same sorts
of criminal activities: illegal gambling (not even
Card Shark can break their control over Chinatown
gambling); drug smuggling and distribution; the
Chinatown sex trade; and even some street crimes
like robbery. The tongs differentiate themselves by
territory and attitude rather than activities; the map
on page 162 shows which parts of Chinatown each
tong controls. Areas not controlled by a particular
tong are “open territory” or “up for grabs” (depend-
ing on one’s viewpoint).
CHOY SING
The smallest of the Hudson City tongs with
fewer than 200 members (at least according to FBI
estimates, which aren’t nearly as accurate as they
are for the Mafia due to the difficulty of infiltrating
Chinese organizations), the Choy Sing controls the
northeast corner of Chinatown proper — the area
along the waterfront immediately west of S. Lincoln
Street. Its street gang, the Emerald Doors, takes its
name from the prominent green doors that lead
into the tong’s hall.
Charles Zhou, who was born in China but
emigrated to this country with his family as a very
young boy, is the Dragon Head of the Choy Sing
(and, in the tong’s role as a simple “benevolent
association,” its president as well). Now in his early
70s, he lacks the “fire” that some of his younger fol-
lowers have, but more than makes up for it with his
experience, insight, and contacts. His vice-chair-
man is Lan Hou, his English secretary Yip Tao, his
street secretary Han Fei. Phillip “Jackie Duck” Hsaio
leads the three dozen members of the Emerald
Doors — the gang used to have closer to four dozen
members, but a group of them had an unfortunate
“encounter” with the Harbinger of Justice.
GOLDEN SERPENT ASSOCIATION
The youngest and least traditional of the
Hudson City tongs, the Golden Serpent Association
makes no pretense of being a “benevolent associa-
tion,” “merchant’s confederation,” or the like. It’s a
gang, pure and simple — but a tough, violent gang,
one that’s already made a mark for itself in the five
years since it appeared. It took bits of territory from
the Choy Sing and On At-Zhang to create its “turf,”
thus earning the special enmity of both tongs.
Members of the Golden Serpents wear distinc-
tive gold armbands, sashes, or clothes when they want
to identify themselves publicly (which isn’t often).
Their sons often belong as well, creating a “street
gang” of sorts for the tong (though it isn’t considered
quite as separate as most tongs’ gangs are).
The authorities have never identified the
leader (and presumably founder) of the tong, a man
HUANG ZHU
5 STR
8 DEX
8 CON
8 BODY
13 INT
13 EGO
13 PRE
7 COM
2 PD
2 ED
1 SPD
3 REC
16 END 15 STUN
Abilities: Bribery 12-,
Bureaucratics 12-, Con-
versation 12-, High Soci-
ety 12-, AK: Chinatown
14-, KS: Chinese Orga-
nized Crime 14-, Martial
Arts (28 points’ worth
of Hsing-I and Kung Fu
maneuvers), Persuasion
14-, Streetwise 8-, Trading
14-, WF: Common Melee
Weapons, Common Mar-
tial Arts Weapons, Con-
tacts (40 points’ worth,
throughout Chinatown),
Reputation (influential
and revered arbitra-
tor, in Chinatown, 14-,
+3/+3d6)
Disadvantages: Age: 60+
Notes: In Chinatown,
criminal and civilian alike
know that if you have a
dispute that can’t be settled
any other way, you don’t
take it to the round-eyes’
courts — you go see
Huang Zhu. One of the
most revered men in all of
Chinatown, Huang Zhu
has offered his “services”
as an arbitrator for as long
as anyone can remember.
They say he used to be a
big-time Triad boss back
in China, but retired to
Hudson City for some
peace and quiet... and fell
into the role of arbitrator
when people began asking
him for advice. Of course,
he’s been in Hudson City
for at least 30 years, so if he
“retired” here he must be
well over 100 by now.
By some unwritten law,
everyone in Chinatown
defers to Huang Zhu’s
pronouncements. Every
tong upholds his word as
law, even if it goes against
one of them... because
without this court of law
resort, even trivial dis-
agreements might result in
bloodshed. Anyone who
harms, or even threatens,
him immediately makes
dozens of enemies.
Hero System 5th Edition
164 ■ Predators: The Hudson City Underworld
known simply as the Golden One. He definitely
seems to command from the rear, sending out his
lieutenants (known as hongji, or Red Thorns) and
soldiers (huanghu, Golden Tigers) to shake down
local merchants for “tea money,” sell drugs, and
fight other tongs for money and influence.
In addition to the usual tong activities, the
Golden Serpent Association has supposedly become
involved in the international black market for art
and antiquities. The DEA recently intercepted a
smuggled drug shipment that also included some
rare, and very valuable, Chinese and Southeast Asian
artworks the authorities believe were destined for
private collections in the United States.
ON AT-ZHANG
With an estimated 220 members, the On At-
Zhang isn’t much larger than the Choy Sing, but
enjoys greater respect due to its longevity, skill, and
ruthlessness. The tong controls the area around the
intersection of South River Drive and S. Harrison
Street — a valuable piece of turf indeed.
The On At-Zhang tong has adopted a Triad-like
structure. The 489 or Dragon Head is Wu Kien. His
chief lieutenants are Hsaio Loo (a 432) and the tong’s
recruiter, Chang Peng (a 438). The tong’s Red Pole, or
enforcer, is William Haifeng (a 426). A 415, Lai Yuwei,
administrates the tong and oversees its finances. At
age 37, Wu Kien is a relatively young tong leader; he
rose rapidly in the tong due to his shrewd mind and
intense willpower — he balks at nothing to get what
he wants. He has not-so-subtly “eliminated” some
rivals who threatened his position, and is thought to
have done the same to two DEA officers who haven’t
been seen since summer, 2004.
Like most other tongs, the On-At Zhang pro-
vides a variety of community services in the guise of
being a protective and helpful organization for Chi-
nese persons in America. It’s well-known for the elab-
orate street party it throws to celebrate Chinese New
Year (in February). The tongs usually mutually agree
to suspend all violence during this festival, but no one
knows when one of them will change its mind....
When the On At-Zhang needs someone
to watch its gambling halls or do its dirty work,
it turns to the thirty-odd members of the Dark
Fist gang, which takes its name from the Chinese
ideograms for bravery, loyalty, and superiority that
every member has tattooed on the backs of his
hands (a Distinctive Feature). The gang’s leader is
Xu Te-Wu, a vicious fighter highly skilled at Shao-
Lin Tiger Kung Fu.
QI ON
The Qi On controls the northwestern corner of
Chinatown proper. That’s not a very good territory
compared to some, but the tong’s approximately
300 members give it enough fighting force and
prestige to hold its own in the Asian underworld.
The chairman of the Qi On is the venerable
Mah Sze, a 64-year-old veteran of tong life. Mah
Sze is known throughout Hudson City as an art
collector and a connoisseur; some experts believe
his collection of Chinese art is one of the greatest
in the world. He goes to great lengths to protect his
collection and acquire new pieces. His vice-chair-
man is Chang Shi-Ping, his English secretary is
Shiu Ning, and his street secretary is Lan Lieh.
The Qi On delegates many of its less pleasant
duties to the Amber Moon gang, which has around
40-50 members and is led by Johnny Fang. Having
properly served the tong for many years, the Amber
Moons were recently allowed to start a high-stakes
floating dice game that’s already become a favorite
of many Chinese gamblers.
For the past several years, the Qi On has been
involved in a minor turf war with the Sing Chun.
For the most part the two tongs’ gangs carry out
any actual fighting that’s required — in fact, they
have a “shoot on sight” policy toward each other
that’s starting to worry leaders in both tongs.
SING CHUN
The largest tong in Chinatown with approxi-
mately 400 members, the Sing Chun controls all of
southwest Chinatown, including the businesses and
neighborhoods near Duvall Parkway. Its leaders
would like to expand east into the unclaimed terri-
tory around S. Harrison Street, but the tong’s cur-
rent conflict with the Qi On (see above) makes that
impractical at this time.
The Dragon Head of the Sing Chun is Kun
Feng, a cold, calculating individual who only
looks at others with an eye to how much profit or
trouble they can bring him. His vice-chairman is
Qui Yixiao. His English secretary is Jewi Meizhu;
his street secretary Sun Kuang. A clever, brutal
young man named Cheng Yi-Fe leads the forty-
odd members of the Scarlet Dragon gang that
serves the Sing Chun.
Underworld Relationships
The tongs quarrel and fight with other China-
town groups — the yakuza, the Korean and Viet-
namese gangs — for more power and profits within
Chinatown as a whole. Outside of Chinatown, the
tongs sell heroin to the Mafia (and sometimes other
buyers as well), but for the most part they prefer
to keep to themselves, and have others stay out of
their business.
KOREAN GANGS
The part of Hudson
City’s Chinatown
known as Koreatown
(or sometimes Little
Seoul) is claimed as
“turf” by various gangs
of Korean adolescent
boys and young men.
These gangs gener-
ally don’t have names,
and usually coalesce
around one or two par-
ticularly powerful or
charismatic individu-
als. Like Vietnamese
gangs, the Korean
gangs often lack rigid
structures or firm
loyalties — members
drift in and out as they
please, gangs break up
and form quickly, and
quarrels between gangs
or gangsters are settled
with intense violence.
The only constant
is that the people of
Koreatown suffer.
165
Hudson City ■ Chapter Five
HISPANIC
ORGANIZED CRIME
Jaime really started to sweat when he saw the
chainsaw.
<“Look, man, whaddayou want, man? I swear,
whatever it is, you got it! You want us to stop
doing something, that’s cool, we’ll stop!”>
<“You know what I want,”> said the big, ugly-
looking Mexican with the bull’s head tattooed
on his right bicep. <“I want to know where La
EME’s bringing in its next shipment of cocaine,
niño.”>
<“Awww, man, if I tell you, they’ll kill me, man.
C’mon, please!”>
<“At least then you’d’ve lived a few hours
longer,”> the big man said. Jaime screamed
when the big man bent down to start the chain-
saw. For the next few minutes, the rest of Jaime’s
screams were drowned out by the saw.
When he was done, the big man wiped the blood
and bits of flesh from his face. Then he turned
to Jaime’s friend Armado, who was puking up
his guts nearby. <“Now, do you wanna tell me
where the shipment’s coming in... or do I haveta
go to work again?”>
— part of the Los Toros hostile takeover strategy
Three large gangs dominate the underworld
in Latin City (and, to a lesser extent, southern Elm-
view and the Southside waterfront). Each of them
has alliances with one or more Colombian or Mexi-
can cartels, and makes most of its money selling
heroin, crack, and cocaine. They use their profits to
buy guns, cars, and businesses, and they fight each
other using some of the most vicious, brutal meth-
ods imaginable. A variety of smaller gangs round
out the Hudson City Hispanic underworld.
THE MEXICAN MAFIA
The biggest gang in Latin City is the Mexican
Mafia, or “La EME,” which controls roughly half
of the turf. With the help of its connections to the
Reynosa and Coahuila cartels in Mexico, and the
Montalvo cartel in Colombia, it can get all the
heroin and coke it needs. While its base of power
remains in Latin City, EME gangs now range fur-
ther afield into Elmview, North Elmview, Red Hill,
and sometimes even Forsyth and Lafayette to sell
their product.
Three brothers — Juan, Leandro, and Simón
Castares — hold sway over most of the EME gangs
in Hudson City. They’re not absolute rulers by any
means, but they’re clearly the most powerful of the
Mexican Mafia leaders in this area. Anyone who
doesn’t do what they say had better have a damn
good reason.
LOS REYES
Los Reyes — the Latin Kings — got its start a
few years ago when Félix CarreZo-Madrazo, a sur-
vivor of the destruction of one of the Cali cocaine
families in Colombia, came to Hudson City to
set up shop for himself. With the help of several
partners he took over a few of smaller street gangs
and led them on a bloody crusade that caught both
La EME and the cops off-guard. Today Los Reyes
controls about a third of the crime in Latin City.
If someone defies the orders of Los Reyes or dis-
respects one of its members, the gang kidnaps the
offender, takes him to an isolated locale, and brands
its symbol — a stylized crown — into him with a
coathanger bent into shape and then heated red-
hot in a fire.
LOS TOROS
Marked by their distinctive bull’s-head tattoos,
the members of Los Toros are the newest players
on the Latin City streets. They’re known to have
the backing of one of the most ruthless and blood-
thirsty of the latest crop of Mexican druglords, a
man from Tamaulipas who calls himself simply El
Azteca (“the Aztec”). Not content with his chunk
of the massive Mexican drug trade, he apparently
financed Los Toros by backing a couple of smaller
gangs and giving them the money, muscle, and
pipeline necessary to become a major force on the
streets. As of late 2004, the Toros have about a quar-
ter of the drug market in Latin City... but they’re
clearly not ready to settle for just that.
The leader of the Toros is a big, ugly Mexican
known only as “Chuco” whose face and body bear
the scars of numerous knife-fights. Chuco is as
violent as El Azteca himself is rumored to be. Not
content simply to shoot or stab anyone who stands
in his way, Chuco prefers to set his enemies on
fire, cut them into pieces with a chainsaw, or hack
them to bits with a machete. His own people are
absolutely terrified of him... but that makes them
incredibly loyal.
COCAINE IN HUDSON CITY
As of late 2004, the “wholesale” price of a kilo of
cocaine in Hudson City varies between about $15,000
and $20,000, depending on purity, who it’s bought
from, amount purchased, and many other factors. That
kilo yields about 70 ounces of cocaine once it’s “stepped
on” (diluted with baby powder or similar substances).
That translates into close to 2,000 grams of coke. Each
gram retails on the street for about $100, yielding a
street value of about $189,000 per kilo of cocaine.
Powder cocaine can be cooked into crack, or rock,
cocaine. A “hit” of crack weighs about .2 grams and
costs around $10. That’s only about half the absolute
value of powder coke, but because addicts can buy it in
such tiny amounts and it gives such an intense, short-
lasting high (meaning lots of repeat purchases), a dealer
can move a lot more crack than he can coke, making it
more profitable than powder for most dealers. (It’s also
easier to carry and hide.)
JESUS GARRIDO
10 STR
11 DEX
11 CON
8 BODY
8 INT
8 EGO
10 PRE
8 COM
3 PD
2 ED
3 SPD
4 REC
22 END 19 STUN
Abilities: AK: Latin City
11-, KS: Latinista Gangs
And Gangsters 11-, Lan-
guage: English (fluent
conversation; Spanish
is Native), Stealth 11-,
Streetwise 11-, WF:
Small Arms, Knives,
Fringe Benefit: Member-
ship (Los Reyes)
Disadvantages: Social
Limitation: Criminal
Record
Notes: Jesus Garrido
is a typical member of
Los Reyes — the Latin
Kings, one of the major
gangs in Latin City. He
spends his days hanging
around on the street,
selling coke and crack,
committing crimes,
drinking cerveza and
getting high. If it weren’t
for his selfishness, will-
ingness to ruin others’
lives for his own per-
sonal gain, and intoler-
ance for societal author-
ity, he wouldn’t be much
more than just another
burnout teenager; as it
is, he and his compadres
are a major menace to
society.
Hero System 5th Edition
166 ■ Predators: The Hudson City Underworld
Underworld Relationships
For the most part, the gangs of Latin City
remain in Latin City, though they sometimes
spread out to nearby neighborhoods that aren’t
dominated by some other gang. By keeping to
themselves they minimize conflicts with other
groups. Technically, they compete with the posses
and street gangs for cocaine sales, and with the
tongs for heroin sales, but rarely has that competi-
tion flared into open conflict — each side seems
content with its turf. On the other hand, efforts by
Mexican gangs to make and sell PCP and designer
drugs have put them at odds with various outlaw
motorcycle gangs, and those “arguments” are fought
with guns and bombs. In some parts of Latin City,
the sound of multiple motorcycles in the distance is
enough to make innocent people scurry for cover.
RUSSIAN ORGANIZED
CRIME
The hard-eyed man in the dingy-looking over-
coat sat on a bench smoking a cigarette. He
looked like he was waiting for the bus, but
when the bus pulled up, he didn’t get on. The
puzzled driver had to close the doors and keep
the bus on schedule.
He had to wait nearly another hour before the
man he was looking for appeared. The man
looked more like a young laborer than any-
thing, but everyone who knew the street knew
he was a mafioski. What they didn’t know was
that the young pup had agreed to pay End-
game ten percent of what he earned... and had
reneged on the deal.
The hard-eyed man snubbed out his cigarette
and crossed the street. It was child’s play to
get close to the cocky young mafioski without
being seen; he’d done it easily enough with CIA
agents, back in the day. He waited for just the
right moment, then stepped up beside the gang-
ster and pushed him into an alley.
<“Hey! What’s going on?”> the young man
shouted... then quieted down when he saw the
silenced pistol the hard-eyed man had pulled
out from beneath his overcoat. <“Wait, there’s
no need to....”>
The hard-eyed man fired once, hitting the
mafioski square in the chest. The mafioski fell
backward into a pile trash, gurgling helplessly
as his damaged heart and lungs tried to func-
tion properly. The hard-eyed man took another
stop forward and shot twice more, once in each
of the mafioski’s eyes. Almost immediately the
gurgling stopped and the twitching began.
Looking around quickly to make sure no one
had noticed anything unusual, the hard-eyed
man tossed his pistol down beside the corpse and
hurried back out to the street, where he caught
the first cab he saw. “Aberdeen International,” he
said with a sigh. In another two hours he’d be in
the air and on his way back to Moscow, where
there was good vodka to be had.
— dealing with deadbeat
debtors, Organizatsiya style
Russian organized crime — usually referred
to by Hudson City cops as “the Organizatsiya,” the
“Russian Mafia,” or “the Mafioski” — is one of the
youngest, and smallest, organized crime groups in
Hudson City, but it has made up for its late start
with a viciousness and ruthlessness that has sur-
prised even experienced law enforcement officers.
The Russian Mafia does not hesitate to murder,
maim, or torture those who stand in its way.
While the authorities often refer to “Russian
organized crime” as if it were a monolithic orga-
nization, the truth is it’s one of the least organized
forms of organized crime in the city. The gangs
adopt an “every gang for itself” approach that shows
far less cultural or neighborhood loyalty than, say,
the Mafia or the yakuza. No single Russian criminal
has ever arisen who could even have made a seri-
ous attempt to “unite” the local Organizatsiya gangs,
much less succeeded. If the Russia Mafia were ever
truly organized, it would likely become even more
powerful, wealthy, and violent than it is now.
Organizatsiya activities in Hudson City mostly
take place in the Moscow West and Vidersea areas
(both of which have fairly large Russian and Eastern
European immigrant populations), but over the
past several years Mafioski gangs have slowly but
surely expanded into other parts of the city (mainly
on the Northside). They’re quick to take advantage
of “power vacuums” left by the arrest or death of
members of more traditional crime groups, or to
start city-wide schemes that aren’t limited to particu-
lar neighborhoods. Their preferred crimes include
protection rackets, fraud, theft, counterfeiting, smug-
gling, weapons trafficking, and contract murder.
The principal Organizatsiya figures in Hudson
City include:
ENDGAME
The largest gang of mafioski in the city is led by
a man known only as “Endgame” for his love of chess.
His real name is unknown, though the FBI’s files sup-
posedly contain several guesses. Experts believe his
gang is extensively involved in weapons smuggling,
protection rackets, fraud, and contract murder.
ANATOLII KASARAVICH
A former GRU agent, Kasaravich is a sadistic
butcher who employs many former Soviet military
and espionage personnel in his gang. Well-armed
and highly feared in Moscow West, the gang’s main
criminal activities include protection rackets, weap-
ons smuggling, theft, and contract murder.
GAVRIL KOSTANZY
Kostanzy is a slick, skilled, thief who pulled
jobs and scams throughout the Soviet Union and
never got caught. When the heat got to be too much
near the end of the Eighties, he fled to the United
COLOMBIAN AND
MEXICAN CARTELS
The cartel scene in both
Colombia and Mexico
shifts frequently in light
of rivalries between and
within groups, under-
world wars, the efforts
of law enforcement, and
in Colombia the activi-
ties of revolutionary and
counter-revolutionary
armies who are now
major players in the
cocaine trade. As of late
2004, here are some of
the major Colombian
and Mexican drug car-
tels supplying narcotics
to Hudson City:
Colombian cartels
Acosta-Cazares
Carillo-Mendoza
de Fonseca
Montalvo
Gallegos-Madera
Mexican cartels
El Azteca
Coahuila
Caborca
Reynosa
Romanos-Salcedo
167
Hudson City ■ Chapter Five
States and set up shop in Hudson City. His gang is
involved in theft, fraud, counterfeiting, smuggling,
and similar crimes. He has an extensive network of
“comrades” in Russia.
VIKTOR MOLENKO
The oldest pakhany in Hudson City, Molenko
came to the United States in the early Eighties
during one of the times when the KGB exploited
easing emigration restrictions to cleanse Soviet
prisons. For several years he was unquestionably
the most powerful mafioski in the city, but the pass-
ing of time has dimmed his fires somewhat (though
not his propensity for violence or his touchiness
about being “insulted”). His gang’s principal activi-
ties include protection rackets, theft, fraud, and
counterfeiting.
Underworld Relations
The Russian mobs don’t play well with others.
As far as they’re concerned, the whole city is up for
grabs, and anyone who thinks he has a prior claim
is just another target. This attitude has led to fre-
quent clashes with the Mafia (though some gangs
have more wisely found ways to work with the Ital-
ians to everyone’s mutual benefit). They also quarrel
with the yakuza insofar as the Japanese gangsters
operate outside Chinatown; the Russians seem con-
tent to leave Chinatown proper to the Asians.
VIETNAMESE GANGS
“It’s not the money — it’s about respect. We
have the power on these streets, and people
have to respect that. They show their respect
by paying us to keep them safe and leave them
alone. That’s how we live. We provide a service
in exchange for money, just like a lawyer or a
doctor — pay us and stay safe. If you don’t, it’s
your fault, not ours. If you don’t respect us, we
have to make things right.”
— excerpt from an interview with Vietnam-
ese gangster Little N.G. as part of a story
on Chinatown crime in the Hudson City
Star-Gazette
The Little Saigon section of Hudson City’s
Chinatown has its own particular breed of native
criminal. However, unlike the Chinese tongs, Viet-
namese gangs don’t usually restrict themselves
just to Little Saigon. Some of them prey upon
Chinatown residents of other ethnic backgrounds,
or strike out into the rest of the city, committing
crimes as the mood takes them. Also unlike the
tongs, Vietnamese gangs tend to be “loose” — they
form, break up, and gain and lose members fre-
quently and without any particular repercussions
for anyone involved.
As of late 2004, the major factions in the Viet-
namese underworld are:
DUC LIEU THO
Several years ago, there was a gang in Little
Saigon known as the Purple Eagles. They were
doing pretty well... until the leader and most of
the members got their brains splattered against an
alley wall by the vigilante Renegade. One of the
few survivors of that attack was a young gangster
named Duc Lieu Tho, and he decided to pick up for
himself where the Purple Eagles left off. By keep-
ing a lower profile than his former comrades, he’s
formed a gang and made pretty good money with-
out attracting Renegade’s attention again. But these
days his name is pretty well known on the streets of
Chinatown, so it may not be long before some rival
or vigilante comes gunning for him.
NGUYEN NOC TRANH
Nguyen Noc Tranh was one of the most
vicious and sadistic officers in the South Viet-
namese army. When Saigon fell, he fled to Amer-
ica. Lacking any better thing to do with his skills,
he soon established a criminal gang by banding
together members of his old unit. For nearly
thirty years now, Tranh and his men have terror-
ized Little Saigon, using their military skill and
discipline to retain power and influence while
lesser gangs came and went. Anyone who dared
to defy General Tranh soon learned just how
sadistic and cruel he can be.
But thirty years can change a man. Tranh is
now old and weak, a shell of the man he used to be.
Several of his “junior officers” have already begun
jockeying for position, each hoping to take over the
gang when “the Old Man” dies. It seems unlikely
that Tranh’s power shall survive his passing... much
to the relief of the residents of Little Saigon.
SHADOW TIGERS
The Shadow Tigers aren’t really of Little
Saigon so much as they like to visit it. They have
no particular home; Asian crime experts believe
the gang actually formed in Philadelphia in the late
Nineties. Like many Vietnamese youth gangs, the
Shadow Tigers are nomadic: they breeze into town,
often driving the souped-up “classic cars” they like
so much, do whatever they feel like doing (home
invasions, buying and selling drugs, shakedowns,
robbery...), then get out before the cops can draw
a bead on them. The apparent leader, a sunglasses-
wearing, slick-haired punk who goes by the name
“Fast Louie,” has a penchant for kidnapping teenage
girls, doing as he pleases with them, then dropping
them by the side of the road several states away.
TU’ONG SON COY
A few years ago, Tu’ong Son Coy was a
second-stringer in a Viet Ching gang — a group
of Vietnamese-Chinese youth working for one of
the tongs (in this case the Choy Sing). But then he
got his growth, and suddenly the scrawny kid from
Little Saigon had the brawn to match his brains.
He returned to his home turf, determined to make
a name for himself... and that’s just what he’s done.
Through a mix of intimidation, cleverness, and gen-
erous “rewards” for loyalty, he’s assembled a gang
RASPUTIN
The FBI and HCPD only
know about the four
powerful pakhany in
Hudson City (as well as
several others of lesser
power). However, on the
streets of Moscow West
and Vidersea muted
voices have begun to
whisper about a man
known only as “Raspu-
tin.” Whether he’s a gang
leader, an assassin, or
something else, no one
seems willing to say...
but everyone, even the
four pakhany, seems
fearful of him.
Hero System 5th Edition
168 ■ Predators: The Hudson City Underworld
that’s wreaked havoc throughout the Southside
with its home invasions, drive by-shootings-and-
robberies of drug dealers, protection rackets, and
pimping. But he’s made a lot of enemies in the pro-
cess, and it’s probably only a matter of time before
someone takes him out hard and bloody.
Underworld Relations
The Vietnamese gangs don’t even get along
with each other, much less anyone else. They some-
times work for or with the tongs, but usually they’re
out for anything they can take, regardless of who
asserts a prior claim.
THE YAKUZA
Calm, confident, and wearing a suit that cost
thousands, Nakamura Hideo walked into the
boardroom. Every seat around the table was
already filled, as he knew they would be. None
of his kobun would dare to come late to one of
his weekly meetings.
As he took his seat at the head of the table,
a pretty young woman wearing traditional
garb served him tea and food, but he ignored
them just as he ignored her. “Report,” he said
in a flat voice.
One by one his underlings stood and reported on
the current status of their “business affairs.” Noth-
ing he heard surprised him, for he made a point of
keeping tabs on everything that happened in his
organization. But there was still value in having
these meetings, as he was about to demonstrate.
“Nishi Noboyuki, your report, please.”
Nishi shifted nervously and began his report.
“My men were successful in obtaining the guns
you asked us to steal, oyabun. Unfortunately one
of them was pulled over while driving one of the
trucks carrying the guns. The police found the
guns.”
“Is it not part of your job to be certain that
your kobun can perform their assigned duties
adequately?”
“Y-yes,” stammered Nishi.
“Nishi Noboyuki, you have failed me, and you
have failed the Sawakiri-gumi. You know what
price you must pay if you wish to atone for
your failure.”
At those words, a servant who had been stand-
ing silently in the corner walked over to Nishi.
He carried a tray, and on that tray was a small
silver knife, a piece of fine cloth, and some cloth
bandages. He placed the tray before Nishi. With
trembling hands Nishi picked up the silver
169
Hudson City ■ Chapter Five
knife, which he placed blade-up on the table.
He set his right pinky against the blade, and
began to lean forward. He stifled a cry of pain
as the blade bit though his finger and sheared
off the top joint of his pinky. The others watched
wordlessly, no trace of emotion on their faces,
a few rubbing their own hands thoughtfully.
Pale and bleeding, Nishi wrapped the severed
joint in the cloth and placed it on the tray. As he
slumped into his chair and began to bandage
his finger with some help from his neighbors,
the servant brought the tray and severed finger
over to Nakamura Hideo.
“Very good,” said Nakamura, picking up the
cloth and putting it on the table next to him.
“Hiyata Miseo, I believe that you are the next
to speak.”
— business as usual for the Sawakiri-gumi
Until the mid-Seventies, there was very little
Japanese organized crime presence in Hudson City.
As the Japanese became more and more of a global
economic powerhouse, they and their corporations
inevitably migrated to the seats of economic and
political power around the world, such as Hudson
City... and where Japanese business goes, the yakuza
follows like a malevolent shadow.
By late 2004, of the dozen or so major yakuza
gangs in Japan, five have established a significant pres-
ence in Hudson City. In addition to exploiting the citi-
zens of Little Tokyo through protection rackets, illegal
gambling, and similar schemes, they smuggle Western
goods, guns, and sometimes women back to Japan,
and prey on Japanese corporations throughout the
city. Slowly but surely they have been expanding the
scope of their operations beyond Chinatown, bring-
ing them into conflict with the Mafia, Card Shark, and
other organized crime groups. In recent years they’ve
clashed most intensely with various outlaw biker
gangs over the right to sell methamphetamines, PCP,
and designer drugs in various parts of the city.
Through the delicate diplomacy and nego-
tiation that so often mark their dealings, the five
yakuza clans have carefully delineated their respec-
tive territories within Little Tokyo. That’s not to say
they don’t fight over territory or power — they do.
They just want to make sure everyone knows where
the front lines of the battles begin.
THE HINAGAWA-KAI
Although it’s arguably the largest and most
powerful yakuza clan in the world, the Hinagawa-
kai is generally considered the weakest yakuza clan
in Hudson City. In the yakuza’s scramble over the
past two decades or so to establish a presence in the
city, it ended up with a territory that includes Mott
Park, which holds little appeal for gangsters. (And
more than a few members of the clan sacrificed
fingers to atone for that particular shame.) Still,
the FBI estimates that it may have as many as 200
members in Hudson City, or nearly as many made
men in any of the Mafia families. A “businessman”
named Ohara Takashi is thought to be the leading
oyabun in the Pearl City.
THE MIYAMIJI-KAI
The Miyamiji-kai has an average-size pres-
ence in Hudson City, with about 100 members.
Miyamiji Junzo is the oyabun of the gang (like
all of the chief bosses of the Miyamiji-kai, he
changed his family name to that of the gang). His
chief lieutenant is Tsurimi Eiji, and just below
him are three other powerful bosses: Nakatoni
Kenji, Morita Yoshio, and Sasaki Akio. Each of
these three men have responsibility for eight
wakashu, and each wakashu has command of
two or more street-level operatives.
Miyamiji-kai activities in Hudson City aren’t
particularly unusual, though they have more
sokaiya (financial blackmailers) in the city than
most clans. The FBI also suspects the clan of
involvement in the white slave trade, but has not
yet been able to prove it.
THE SAWAKIRI-GUMI
Large and strong, the Sawakiri-gumi was one
of the first clans to come to Hudson City. Today it
has somewhere between 175 and 250 men in the
city. The ruthless Nakamura Hideo is the unques-
tioned chief oyabun of the Sawakiri-gumi in the
city. His chief kobun are Kajitani Shun, Ono Kiyo-
shi, Sakiyuri Akira, Hayata Miseo, Takemoto Hisato,
and Shirai Seiki. Each of these men is a minor
oyabun in his own right, with numerous men under
his command.
As of late 2004, experts describe the Sawa-
kiri-gumi as the most powerful clan in Hudson
City. Nakamura Hideo is immensely wealthy and
controls many men; he seems intent on seizing as
much Tsukihama-gumi territory as he can. If any
other clan shows weakness, he’ll try to take advan-
tage of that, too.
THE TSUKIHAMA-GUMI
The Tsukihama-gumi, formerly the yakuza
clan with the largest presence in Hudson City, has
experienced disaster in recent years. In 2001, a
valuable sokaiya ring was exposed and smashed by
DarkAngel, and in early 2004 an unknown vigilante
traced many of the gangs’ leaders by monitoring
junior members’ incautious use of cell phones
and slaughtered them one by one. Nomura Isao,
the chief oyabun in distant Nippon, sent one of
his most favored and trusted kobun, a powerful,
sharp-witted man named Hamada Yoshinaga, to
hold on to the clan’s territory in the Pearl City. So
far “Yoshi” (as his men affectionately call him) has
done so — barely — but the other yakuza clans
(not to mention Takayama Shinsaku) know the
Tsukihama-gumi remains weak and continue to
press their attacks.
THE YAMAZAKI-RENGO
The Yamazaki-rengo is a confederation of
twenty-two gangs, some large, some small. By
agreement of the six most powerful oyabuns,
who act as a “governing council” for the rengo, a
deputation of fifty gangsters from various of the
gangs came to Hudson City in the early Eighties
to establish the gang’s presence there. Since then
IN THE NEWS
IN 2004:
FINANCIAL
GANGSTERS
March — A type of
crime that’s well-known
in Japan seems to have
made its way to the
skyscrapers and board-
rooms of Hudson City.
In Japan, the sokaiya,
or financial gangsters,
are well known. They
extort money from cor-
porations by threaten-
ing to cause trouble at
shareholders’ meetings,
put poison in company
products, or the like.
Historically, Japanese
companies responded
by paying these men
off — bribing them, in
effect, to leave the com-
pany alone. In recent
years some companies
have fought back, but
even today the sokaiya
are often feared and
powerful.
The HCPD, in a joint
operation with the FBI,
reported the arrest of
three Japanese men on
extortion and several
related charges stem-
ming from what appear
to be sokaiya activ-
ity. The men allegedly
threatened to disrupt
an annual meeting of
the Cherokee Bank
shareholders unless the
company paid them
$10,000. It remains
unknown whether other
companies have been
approached by these
men, or similar crimi-
nals.
Hero System 5th Edition
170 ■ Predators: The Hudson City Underworld
their ranks have swollen to around 100; the exact
number in the city at any given time depends
partly on internal rengo politics and what else the
gang has going on around the world. Disputes and
personality conflicts between some of the local
rengo leaders — such as Fujikawa Konyo, Arakida
Oyori, Miura Akiuji, and Yosida Ichiro — keep the
Yamazaki-rengo from being as powerful in Little
Tokyo as it might be.
Underworld Relations
Most yakuza activities focus on the Japanese
community, and so don’t bring the clans into con-
flict with other organized crime groups (other
than Takayama Shinsaku, see below). To the extent
the yakuza wants unquestioned authority in Chi-
natown, it fights with the tongs, Vietnamese, and
Koreans, but these clashes rarely amount to any-
thing. As the yakuza has expanded its operations
into the rest of Hudson City, it’s come into conflict
with the Mafia, the Russians, Card Shark, and vari-
ous outlaw biker gangs.
Takayama Shinsaku
Hudson City’s Japanese residents also suffer
from the attentions of a crimelord who’s not part
of the yakuza — in fact, he seems to be the yakuza’s
sworn enemy. His name is Takayama Shinsaku, and
he calls himself “the Shogun of Little Tokyo.” Public
records show that he worked in Hudson City for
years as a high-ranking employee of the Japanese
corporation Nimaki. A little less than ten years ago
he quit his job and began his quest to take over the
Chinatown underworld. Most observers expected
he’d be killed within a few months, but he survived
three assassination attempts and managed, through
skill and ruthlessness, to carve himself a niche.
He stands alone, having antagonized not only the
yakuza (which he seems to consider a personal
enemy) but several Chinese tongs as well... but he
seems unwilling to bend or break despite the odds
against him.
OUTLAW BIKER GANGS
“Okay, is everyone in for the night?”
“Yeah, Jack — Deek and the boys just got back
from Hog Heaven.”
“Good. Lock the place down; we don’t wanna
get caught with our pants down around our
ankles and get butt-!$&*ed like the Skulls did.”
“You got it.”
An hour passed, then two. The compound qui-
eted down as bikers one by one passed out or
went to sleep; only here and there could lights
be seen and laughter heard. The guys in the
guardroom tried to remain alert, but what did
it matter? With the dogs out in the yard, no one
was getting in.
Then one of the guards was awakened by some-
one pounding on the gate. “Hey, Hoss, wake
up!” he said, shaking his partner awake. “Who’s
that out there?”
“Looks like... *%&!, it’s Sam, he was on patrol.
He’s been shot!”
Hoss smacked the gate control and the doors
to the compound opened. Sam rode in, slowly,
carefully, as groggy, half-dressed bikers came
running up from all over the place to see what
was going on.
“Killers!” Sam gasped, falling off his motor-
cycle and into someone’s arms. And then they
all heard it — the ominous thunder of motor-
cycles... lots of motorcycles... approaching from
the south.
“!$&*!” Jack Maxwell shouted. “Everyone get
your guns and get ready!”
— just another night at the
Forbidden compound
Hudson City isn’t home to a “mother chap-
ter” for any outlaw motorcycle gangs, and in fact
only a few maintain any sort of permanent base
in the area. But several of the major biker gangs
visit the city on a semi-regular basis, either for
relaxation, to sell drugs (mainly methamphet-
amines, PCP, and heroin), or to do dirty deeds
for the Mafia (with whom some of them have a
solid “working relationship”).
Whether they stay in Hudson City full-
time or only visit, most biker gangs stick to the
southeast part of the city — the more run-down
parts of Elmview, primarily — or stay in the
industrialized suburbs and outlying areas south
of the city limits. That gives them some freedom
of movement without attracting too much police
attention. Although they don’t necessarily seek
out confrontations with their competitors (the
yakuza and some street gangs, primarily), they
don’t avoid them, either... and it’s not unknown
for two rival biker gangs to bring their feud to
the streets of Hudson City.
JAMES “JIMMY”
GUERIN
12 STR
13 DEX
12 CON 10 BODY
10 INT
8 EGO
10 PRE
10 COM
5 PD
4 ED
3 SPD
5 REC
24 END 25 STUN
Abilities: Martial Arts
(Dirty Infighting),
Bribery 8-, Combat
Driving 13-, Electron-
ics 8-, Fast Draw (Small
Arms) 12-, Mechanics
8-, PS: Designer Drug
Manufacturing 11-, SS:
Chemistry 8-, Stealth
12-, Streetwise 11-, TF:
Two-Wheeled Motor-
ized Ground Vehicles,
WF: Small Arms
Disadvantages: Dis-
tinctive Features: For-
bidden’s colors; Social
Limitation: Criminal
Record
Notes: One of the big-
gest, baddest, rough-
est, toughest members
of the Forbidden in
Hudson City, James
Guerin — often called
“Jimmy” by his buddies
— has been an outlaw
biker since he was a
teenager. He ran away
from home when he was
fifteen, and hooked up
with the Forbidden a
couple years later while
he was pulling a stretch
in Longview on a rob-
bery charge. Always
ready for trouble, he
usually carries a .45
automatic and a sawed-
off shotgun with him
wherever he goes.
171
Hudson City ■ Chapter Five
Some of the most prominent biker gangs in
the Hudson City area include:
THE FORBIDDEN
The Forbidden (whose name signifies that
the members feel they’ve been “forbidden” to be
part of normal society, though some people mis-
takenly believe it has occult significance) have a
large chapter in the Hudson City area — nearly
150 total members. The gang’s headquarters is
an old industrial building in Sabine County, not
too far from the landfill. The gang has heavily
fortified and secured the building: electric fence;
closed-circuit surveillance cameras; patrols;
guard dogs; steel doors; and so forth. The gang’s
colors are black with a pattern of red blood drip-
ping down from the shoulders.
The leader of the “HC” chapter of the For-
bidden is “Slammin’ Jack” Maxwell, a seemingly
friendly, live-and-let-live kind of guy who’s actu-
ally a vicious bastard. He has a thinly-disguised
hatred of “slants” (Asians, particularly the Japanese
gangsters with whom his club sometimes fights)
and “spics,” but most of all for the Killers, his club’s
biggest enemy. He likes nothing better than to get
wasted on PCP and lead his gang on a “raid” against
any group of Killers they can find.
THE HIGHWAY MOBSTERS
Primarily based in the Southeast and Midwest,
the Highway Mobsters sometimes come to Hudson
City to party — or to fight with the local chapter of
its rival, the Satanic Skulls. The Mobsters’ national
president, Brian Kelly, spent some time in the Pearl
City as a kid and often accompanies his men on
these trips. When the Mobsters blow into town,
they’re usually looking for a good time, and woe
unto anyone who gets in their way The last time
someone tried to “calm them down,” the result was
a running gun battle with the HCPD. The gang’s
colors feature a snake and a rose.
THE KILLERS
The Killers gang got its start in the North-
east in the late Seventies, and has had a chapter
in Hudson City almost since its inception. When
many Hudsonites think of “biker gangs,” the first
thing that comes to mind is the Killers’ colors,
which feature a knife and a pistol crossed heral-
dic style. The gang doesn’t have any one national
leader; the leaders of local chapters meet peri-
odically to set “club policy.” A big, bald, ZZ Top-
bearded fellow called “Cueball” Patterson runs the
Hudson City chapter.
Although it’s definitely still a biker gang
— as its occasional battles with the Forbidden
demonstrate — over the past few years the Kill-
ers have “upscaled” themselves a bit. The gang has
often worked closely with various Mafia families,
and their money and (relative) sophistication has
worn off on the bikers. Some of them have shifted
from the in-your-face biker gang style to wearing
suits and driving expensive cars: brutal thugs all
spruced up for the big dance.
THE SATANIC SKULLS
The Satanic Skulls is a major national biker
gang with dozens of chapters. The Hudson City
chapter, which has its headquarters in a compound
a little south of the Inner Beltline, was once one of
the largest and most influential chapters. An unfor-
tunate (for the gang) run-in with LIBRA left several
dozen members dead and the chapter a shadow
of its former self. In recent months that gang has
devoted most of its efforts to fending off rivals and
building itself back up.
The aptly-named “Big Eddie” Malinowski, a
loud, obnoxious, brutal man given to alternating
moods of anger and hedonism, survived that attack
and now leads the Skulls. He proudly wears his
gang’s colors, a flaming demon’s skull insignia, at all
times, and almost always carries a big-bore revolver.
Underworld Relations
Biker gangs aren’t exactly shy and retiring
— if they want something, they go after it, and that
can bring them into conflict with other groups. In
Hudson City, they fight with the yakuza (which also
sells meth, PCP, and designer drugs), some Latin
City and Freetown gangs (with whom they compete
for the heroin trade), and even Card Shark (who’s
insulted them and tried to horn in on their “turf”
plenty of times). On the other hand, some of them
have a powerful ally in the Mafia. If the Italians
need a job done and don’t want to get their own
hands dirty, a quick payoff to a biker gang takes
care of the matter.
Hero System 5th Edition
172 ■ Predators: The Hudson City Underworld
STREET GANGS
AND POSSES
“No !$&*%@’ way, man. Nowell Street don’t
bow t’ no one, ’specially not some oreo in a
fancy suit.”
The man in the suit was sitting in a booth far
enough away from the speakers that he could
talk without having to shout. “You sure you
don’t want to think that over a little more,
LDog? One gang doesn’t have the juice to stand
up to Shango or Buckshot. Once they decide
they want your turf, they’ll just kill you and
take it. I’m offering you a chance to be a part
of something bigger than yourself... and keep
your life.”
LDog looked around nervously, aware Strad’s
bodyguard had him surrounded even though
they weren’t standing close by. Strad didn’t seem
scared of him at all. “OK, say we down w’ you,
G. Wha’s in it f’ LDog?”
“You work for me. Your people work for me. You
don’t do what you’re told, you’ll be eliminated
— I’ve squashed roaches like you before, and I’ll
do it again if I have to. But if you play right, I’ll
double your drug sales and keep Shango, Buck-
shot, and everyone else off your back.”
“Even that two-headed !$&*er? He’s been
makin’ noises ’round F’syth.”
“Yes, I’ll handle Diomedes. You won’t have to
worry about it — you’ll just answer to me.”
LDog thought it over a few minutes more. “K,
we solid,” he finally said. “Nowell Street yours.
But you better come across like you promised,
or we walk.” He turned and walked out of the
club.
Strad waited until LDog was gone, then
retrieved the pistol he’d been hiding under the
table. “I think that went well, don’t you, gentle-
men?” he asked his guards.
— business is war in Freetown
The underworld in Freetown and Lafayette is
fractured, chaotic, and extremely dangerous even to
those who know it well. Two crimelords, three large
gangs, several posses, and dozens of smaller gangs
all compete for turf, profits, power, and respect. The
HCPD estimates that over 80,000 children, teenag-
ers, and young adults belong to some type of gang.
Territory
Territory is a touchy subject on the Southside.
Throughout Freetown and Lafayette, dozens of
gangs — many owing allegiance to some leader
or larger group — claim a streetcorner or block as
their own and fight to the death to defend it. All
of the major players control a pretty significant
chunk of the neighborhoods, but rarely in unified
geographical area. Instead, each one has a pocket
of control here, a group of loyal sets there. When
drawn on a map (see page 159), the territories look
like puddles of oil pooling on dirty water.
The major “playas” in the struggle for control
of the neighborhoods are:
SHANGO
In 2001, a big Nubian gangsta named Everett
Robinson, known on the streets as ER (mainly
because he’d sent so many people to one, not
because of his initials), decided he could do better
for himself. He broke away from the gang, taking
several sets with him, and set out to prove he knew
how to handle the streets better than anyone else.
Turns out, he did. Christening himself
“Shango” (a name he learned studying African his-
tory and legends), he built a small criminal empire
by crushing some of his enemies and cleverly
manipulating others. Today he controls a large
chunk of southern and western Freetown, and he’s
always scheming to get more. Most observers think
he and Strad are going to be the ones to fight for
all the marbles, since they’ve got organization and
smarts the Nubians and Warriors lack, but Shango
isn’t stupid enough to count the large gangs out of
the picture.
STRAD
Everything Shango is, Strad is not. Shango
came up from the streets; Strad just appeared one
day and began taking over the territory he now
controls. Shango is big, loud, and strong; Strad thin,
quiet, culturally sophisticated. Shango blusters and
yells; Strad never seems to lose his temper. In short,
Strad looks like a weakling and an also-ran com-
pared to Shango... but everyone on the streets has
learned that crossing Strad means a one-way trip to
the morgue.
As of late 2004, Strad doesn’t control quite as
much of Freetown as Shango; his bases of power
are in the northeast and north central parts of the
neighborhood. He also seems to have fewer men,
but his are better trained and equipped than Shan-
go’s (who are essentially just gang kids with a little
more discipline and organization). But he’s holding
his own in the struggle for Freetown, and some
people think his combination of brains, willpower,
and ruthlessness will make him the winner.
THE NUBIANS
The Nubians gang was founded in 1986 by
Roosevelt Graves, then a high school student.
Because school rules forbade students to wear
“gang colors,” the members identified themselves
by wearing large gold chains, and gold eventually
DERRICK WEBB
10 STR
10 DEX
9 CON
9 BODY
9 INT
8 EGO
10 PRE
9 COM
3 PD
3 ED
2 SPD
4 REC
18 END 19 STUN
Abilities: Bureaucratics
8-, Conversation 11-,
KS: Hudson City Street
Gangs 13-, Persuasion
11-, PS: Social Worker
11-, Streetwise 11-, WF:
Handguns, Knives
Disadvantages: Social
Limitation: Subject To
Orders; Social Limita-
tion: Criminal Record
Notes: Time was, Der-
rick Webb was out on
the street, running
with the Nubians, sell-
ing drugs and getting
into major trouble. But
an encounter with an
understanding priest
during his last term in
Longview put him on a
better path. He earned
his GED, went to col-
lege, and got a degree
in social work. Now he
works for the Hudson
City Department of
Health and Human
Services as part of its
gang outreach program,
trying to do the same
thing for gang kids that
someone once did for
him: save them from
the streets. It’s a thank-
less task, one that often
gets him sneered at by
gangstas and cops alike,
but that just makes
every little victory all
the sweeter.
173
Hudson City ■ Chapter Five
became the group’s color when they dropped out
of school and were free to wear what they chose.
They were so successful as a gang that other gangs
started adopting their “style” and allied with them;
all of the original members eventually founded
sets (gangs) of their own. Graves was killed in a
drive-by shooting in 1997, but long before then the
Nubians had taken on a life of its own.
Most Nubians wear one or more large gold
chains. They mark their territory with yellow or
gold graffiti.
Currently, the HCPD’s Youth Crime Task Force
estimates that at least thirty to forty sets associate
themselves with the Nubians. Some of them include
the Lancaster Nubians, True Nubians, Oakdale
Nubians, and Blood Nubians. When they’re not sell-
ing crack, pimping, or getting high, they fight with
their main rivals, the Warriors and the Overlords;
some weeks not a day passes without a drive-by
shooting or two.
THE OVERLORDS
The Overlords got its start in the early Nineties
when several gangs banded together for protection
against the Warriors. It didn’t look like that was
going to be enough — the Overlords were about
to be wiped out — until the criminal mercenary
Buckshot showed up and took over. With his skill,
firepower, and will to back them up, the Overlords
fought off the Warriors and not only held onto their
turf, but expanded it.
Buckshot could leave the Overlords behind
and make better money for himself as a mercenary
or freelance criminal, but he has bigger goals in
sight than just money: he wants power, and he
senses he can achieve that power by taking control
of the independent gangs in the city. With not only
the Overlords, but the independents, and eventually
the Nubians and the Warriors, under his thumb, he
can get rid of Shango (whom he bitterly hates) and
Strad (whom he doesn’t quite understand... yet) and
take over the whole Southside. He thinks the black
gangs of Freetown could be, and should be, as pow-
erful a force in the Hudson City underworld as the
Mafia or yakuza.
THE WARRIORS
The Warriors formed in 1988 at Upton High
School. The gang takes its color (green) and name
from the UHS mascot and color. No one knows
exactly who started the gang, but experts believed
it formed to protect its members from being pres-
sured into joining the Nubians. The gang expanded
fairly rapidly, and as of late 2004 has about 25-30
sets, such as the Black Warriors, Two-O Street War-
riors, and Halcyon Village Warriors.
OTHER GANGS
Not every gang in Freetown and Lafayette
belongs to one of the major sets — there are plenty
of “independents” eking out a living on the streets
and alleys they can claim and hold. In fact, inde-
pendent gangs control most of “Fayettenam,” and
all of the major playas in Freetown look on that
area as a place to expand into.
Hero System 5th Edition
174 ■ Predators: The Hudson City Underworld
Posses
Since the late Eighties, Hudson City has also
seen an influx of criminal gangs from Jamaica —
posses. The early posses, like the Calypso Dreamers
and the Trenchtown Rumblers, hit the scene hard,
causing one DEA agent to predict that they’d take
over crime in Freetown within five years. Instead,
what happened is that they ran out of steam and
either merged with existing gangs or got killed off.
Beginning in the late Nineties, a second wave
of Jamaican crime hit Hudson City, often in con-
junction with Dominican gangs. Some of these
were so-called “voodoo posses,” which mixed their
bizarre religion with crime. These posses learned
from their predecessors and found ways to take and
control turf without being obliterated or absorbed
by the local gangs. Instead, they’ve done the obliter-
ating whenever they had to.
As of 2004, four posses control significant ter-
ritories on the Southside:
DOOM FEVER
This voodoo posse carved out its turf among
the housing projects and squalor of North Elm-
view by killing off several local gangs and taking
their business. The posse’s name comes from the
members’ saying that anyone who opposes them
has “the doom fever” upon him and will surely
die — if not at their hands, then because of the
evil powers of the loas and spirits their leader,
Therrence “Red Hand” Upchurch, commands.
Their loyalty to Upchurch and his foul gods gives
them a loyalty and bravery that few other posses
can match... and that makes them even more
dangerous than normal.
ELIZABETH STREET
The original members of this posse used to live
on Elizabeth Street in Tivoli Gardens, a poor sec-
tion of Kingston, Jamaica. They maintain strong ties
to Jamaica and to the de Fonseca cartel in Colom-
bia that supplies them with the cocaine they sell.
Elizabeth Street’s leader, Edward St. John
Smythe, was once heavily involved in Jamaican
politics as a major supporter of the Jamaican
Nationalist Party (JNP). But he fell from favor with
the party’s leaders and moved to the United States
to avoid any possible “repercussions” (i.e., death
squads). Secretive and paranoid, he’s said never to
go out of doors in the daytime.
GHEDE
Taking its name from a powerful Voodoo loa,
the Ghede posse has a reputation for violence, bru-
tality, and killing that eclipses that of other posses.
Under the leadership of the sociopathic houngan
Brother Namaan, the posse kills anyone who stands
in its way, tortures captured enemies for informa-
tion, and uses other terror tactics to intimidate
potential opponents. The last group to fight Ghede,
the Radiance posse, backed off after a car bomb
killed half of its members.
HURRICANE
This posse’s name comes from the fact that
when they fight their enemies, “it’s like a hurricane
of bullets,” according to one gangsta. Under the
leadership of Alfred “Alfie” Page, Hurricane has
developed its crack distribution network together
with some groups of prostitutes it controls. The
girls refer their johns to Hurricane’s crackhouse for
their drugs, and sometimes give a hit or two away
as a “free sample” to bring in new business. They
also act as couriers from stash house to crackhouse
and from city to city.
Underworld Relations
The posses don’t get along with anyone — not
even each other. They’re not interested in negotiat-
ing with other gangs, maintaining the peace, or
anything other than making money and having
good times. If that means they have to go after
some rival gang and gun down every one of its
members, so be it.
OTHER POSSES
Some other posses
active in Hudson City
from time to time
include:
Kingston Boys
Radiance
Spaldings
Whitfield
175
Hudson City ■ Chapter Five
B
eginning in the mid-Eighties, Hudson
City experienced an influx of what people
quickly came to call “costumed” or “weird”
criminals: nontraditional crimelords who
attempted to make their mark on the underworld
through a combination of wits, brutality, and style.
The latter often took the form of strange costumes
or modus operandi, such as the playing card-influ-
enced uniforms of Card Shark and his men or
Anagram’s habit of leaving clue-filled puzzles for
the police at the scene of her crimes. Since then
these strange killers and crooks have become a per-
manent part of the Hudsonite underworld, though
more than a few have fallen to the bullets of vigi-
lantes or been arrested by the HCPD.
Describing the costumed criminals as a cat-
egory is difficult, since they’re a diverse group. They
range from professional criminals like Card Shark
and Janus (who commit crimes with precision and
react ruthlessly to any opposition) to psychotic
or deeply disturbed individuals like Diomedes,
the Astrologer, and Penny Dreadful (who seem to
thrive as much on the fear and chaos they cause as
on the profits from their criminal activities). Some
of them are semi-permanent residents at Tod-
dberry Asylum, while others could never qualify
for the insanity defense. Some want money, others
desire bloodshed, some have a fixation on a partic-
ular subject or goal. The only thing experts can say
for certain about them is that they’re all dangerous.
CARD SHARK
“Freeze!” the six cops shouted almost simulta-
neously.
The man they were pointing their guns at
looked like something that stepped off a playing
card: red v-neck tunic, white ascot, blue pants
and boots, gold sash, white mask with a spade
symbol over the left eye. A casual onlooker
would assume he was unarmed... but the cops
weren’t that stupid.
Card Shark turned slowly from the jewelry
case he’d been working on. He knew he hadn’t
tripped any alarm, so some cop on the street
must have seen him coming in or something.
Usually his luck was a lot better than that... but
he still had plenty of aces up his sleeves.
“Are you sure you want to do that, gentlemen?
Let me make a suggestion: put down your guns
and walk out of here and I’ll let you live. You
have three seconds to decide.”
“Bull*%&!,” one of the cops said matter-of-
factly. “Lay down on the ground and put your
hands on the back of your head, or we will open
fire! Now!”
Card Shark shrugged. “Your funeral,” he said.
Before any of the cops could even squeeze their
triggers, he plucked two cards from inside his
sash, then threw them as he dove to the side
behind another jewelry case. The cop who
spoke and the guy next to him got hit — one
in the throat and one in the eye — and both
went down screaming, their blood spurting all
around them.
The four surviving cops opened fire, but Card
Shark wasn’t behind that case anymore — all
they killed was glass and jewelry. Without
warning he stood up behind a case several
meters away and flung another card. This
one exploded with a flash of light so bright
that all four of the cops were blinded. One
slipped in the blood on the floor and went
down; the others started firing wildly. It was
a simple matter to get behind them and slit
their throats, one by one.
— a jewelry heist in Bankhurst
Hudson City’s most notorious costumed
criminal is also one of its longest-lived. Card Shark
first appeared on the scene in 1986, and over the
past two decades has grown from being a one-
man crime wave to the leader of the most unusual
organized crime groups in the city — one powerful
enough to challenge the likes of the Mafia and the
yakuza for underworld supremacy.
Organization And Structure
When Card Shark started his career, he worked
by himself, or at best with temporary gangs. He
soon realized the folly of that approach and began
building himself an organization from the best
criminals, mercenaries, and killers he could find.
Card Shark’s organization has four levels.
He’s at the top: the sole, unquestioned leader who
plans the group’s strategies and major crimes. But
he’s no lead-from-the-rear general. Quick, strong,
smart, clever, confident, and cruel, he still likes to
get out “into the field” as much as he ever did. He’s
been known to go along and lead his men on jobs,
and sometimes pulls off solo crimes as a way of
keeping in practice. He frequently visits his illegal
gambling dens, mixing with the big spenders to add
a dangerous thrill to their night (and get his own
COSTUMED
CRIMINALS
PAUL ROGERS
10 STR
8 DEX
8 CON
8 BODY
13 INT
10 EGO
10 PRE
8 COM
2 PD
2 ED
2 SPD
4 REC
16 END 20 STUN
Abilities: +1 PER with all
Sense Groups, Martial
Arts (Aikido — arm-
based Maneuvers only),
Combat Driving 8-,
Criminology 12-, Deduc-
tion 12-, CK: Hudson
City 11-, KS: Card Shark
14-, KS: Criminal Law
And Procedure 11-, KS:
Hudson City Costumed
Criminals 11-, KS: The
Law Enforcement World
11-, PS: Police Officer 11-,
Streetwise 11-, WF: Small
Arms, Fringe Benefit:
Weapon Permit
Disadvantages: Physical
Limitation: Paraplegic
(0” Running)
Notes: Paul Rogers used
to be an HCPD cop. Then
he had an unfortunate
encounter with a group
of Card Shark agents
being led by Blackjack
on a heist. Blackjack
beat him nearly to death,
breaking his spine and
leaving Rogers a paraple-
gic. Now retired from the
force on a full disability
pension, he spends his
time researching Card
Shark and bugging the
crap out of his former
colleagues with elabo-
rate “reports” about the
masked mastermind’s
activities. He knows a
lot about Card Shark,
and his reports are often
useful, but his constant
insistence on “immedi-
ate” police action often
annoys people.
Hero System 5th Edition
176 ■ Predators: The Hudson City Underworld
ego stroked). Cops or vigilantes who think he just
sits back and gives orders will quickly learn to their
sorrow what a deadly adversary he can be, both
personally and as a leader.
The second level of Card Shark’s organization
are his trusted lieutenants (see below). “Trusted”
may actually be too strong a word, since it’s doubt-
ful Card Shark truly trusts anyone, but he seems
willing to let these men take charge of major crimes
and command large groups of his followers.
The bottom two levels of the group are Card
Shark’s rank-and-file “soldiers”: the “Face Card”
agents, who serve as field commanders and leaders
of specific criminal gangs or operations (such as a
particular illegal casino); and the “Deck” agents, who
take the orders and do the dirty work. Both types of
agents wear uniforms patterned after Card Shark’s
costume unless circumstances dictate otherwise.
Card Shark also divides his organization into
four “suits” based on function: Spades (assas-
sination, enforcement, and counterintelligence);
Diamonds (burglary, theft, smuggling); Clubs
(gambling); and Hearts (information acquisition,
interrogation, money laundering). It’s unclear to the
authorities whether a given agent is permanently
assigned to a “suit,” and what other functions the
suits arrangement might serve.
CARD SHARK’S LIEUTENANTS
Card Shark relies on five lieutenants to help
him run his organization:
Blackjack: A huge, hulking man dressed in black
with a black hood-like mask. Although not espe-
cially bright, Blackjack can hit like a Mack truck
and is said to be capable of tearing a man in two
with his bare hands.
Deadman’s Hand: This sadistic killer wears spe-
cial gloves that deliver electric shocks of varying
strengths. If he gets his hands on someone, that
person’s as good as dead.
Jack o’ Diamonds: A lithe, agile fighter who wears
a costume patterned after his namesake card. Jack
is deadly accurate with his trademark diamond-
shaped throwing blades.
One-Eyed Jack: Card Shark’s longest-serving and
most trusted lieutenant. He wears a full face mask
(black on the left side, red on the right, with no eye-
hole in the black) and a finely-tailored man’s suit.
He’s slightly lame and uses a walking stick which
has weapons concealed inside it.
Pokerface: A brutish and sadistic enforcer and
assassin whose face never betrays any emotion
whatsoever and who seems oddly resistant to pain.
In many situations he serves as Card Shark’s body-
guard or field commander.
177
Hudson City ■ Chapter Five
It’s possible Card Shark would expand the
ranks of his elite operatives if he found anyone he
thought both worthy and capable of living up to a
card-based nickname. For example, he once had a
bodyguard named Wildcard (a man highly skilled
with nearly any weapon one could name), who was
killed during one of Card Shark’s frequent run-ins
with the Harbinger of Justice.
Activities
Card Shark’s organization specializes in crimes
relating to gambling, smuggling, burglary and
theft, assassination, and the provision of “high-tech
services” to the underworld. While the spectacular
thefts and murders the group pulls off earn the
biggest headlines, gambling is Card Shark’s staple
— approximately half of the organization’s income
comes from its extensive network of hidden casi-
nos, high-stakes poker games, and other such
establishments. The HCPD believes that he con-
trols illegal gambling in most of Hudson City. The
only areas where he’s not in charge are Chinatown
(where the tongs run things), Little Italy (where
Card Shark competes with the Mafia); and Free-
town (where he competes with illegal numbers
operations run by black organized crime groups).
The authorities have no record of Card Shark being
involved with drug trafficking or the sex trade.
Underworld Relations
Through arrogance or necessity (some say
both), Card Shark stands alone: he regards the
Mafia, the yakuza, and every other criminal group
in the city as an enemy — a threat to his goal of
increasing his power, wealth, and influence. He
covets some of their resources (particularly the
Mafia’s deep penetration of city government and
industry), and would gladly seize them if he could.
If he allies with a group (especially another cos-
tumed crimelord), it’s a temporary thing that’s
likely to end with Card Shark betraying his erst-
while comrade.
CHARLEMAGNE
“Really, my good man, did you think you could
scare me with that show of bravado? I’ve faced
down many others like you, and their graves
are hidden all around this city. Now please, let’s
be reasonable — pay the twenty percent you
owe me for the right to steal in my dominion,
or I’ll have to let my man Caber here take the
price out on your bones.”
— Charlemagne’s business technique
He names himself after a Dark Ages king, and
he dresses like some sort of eighteenth-century
dandy. But those who underestimate Charlemagne
because of his appearance make a grave mistake:
the sleeves of his silk shirts hold strongly-armed
muscles, and behind his handsome face there’s a
brain both devious and daring. An expert shooter,
fencer, and boxer, he’s got a certain “macho” qual-
ity to him and enjoys challenging his enemies to
duels and one-on-one battles... confrontations
that invariably end badly for his foes. And if Char-
lemagne himself weren’t bad enough, his body-
guard Caber (see the sidebar, or The Ultimate Brick,
page 126) is tough enough to beat hardened merce-
naries to a bloody pulp.
Charlemagne claims a territory in part of
Riverside Hills and Crown Point where he runs
protection rackets, commits robberies, sells drugs,
and involves himself in any other activity he thinks
he can safely make money at. (He’d like to get more
involved in illegal gambling, but can’t break Card
Shark’s stranglehold on that particular side of the
underworld, and perhaps in high-class prostitu-
tion.) He insists, forcefully if necessary, that anyone
committing a crime there pay him a one-fifth
“tribute.” Drug dealers and burglars who choose
to ignore this “tax” wind up very, very dead. His
own gang of thugs and thieves keeps an eye on the
neighborhood for him so he doesn’t have to soil his
hands on the streets every day.
CABER
25 STR
14 DEX
22 CON 17 BODY
10 INT
10 EGO
20 PRE
10 COM
10 PD
8 ED
4 SPD
9 REC
44 END 41 STUN
Abilities: Martial Arts
(Dirty Infighting), HA
+2d6 (Requires A Brick
Tricks Roll), Physical
Damage Reduction 25%,
Resistant (Requires
A Brick Tricks Roll),
Gambling (Card Games)
11-, Interrogation 14-,
Power: Brick Tricks 14-,
Stealth 12-, Streetwise
13-, WF: Small Arms,
Blades
Disadvantages: Distinc-
tive Features (Scottish
accent); Hunted: HCPD
8-; Psychological Limi-
tation: Enjoys Hurting
People; Psychological
Limitation: Greedy And
Self-Centered
Notes: For a full
description of Caber, as
well as a complete char-
acter sheet, see page 126
of The Ultimate Brick.
Hero System 5th Edition
178 ■ Predators: The Hudson City Underworld
DIOMEDES
“Jesus, that guy. I don’t never get used to being
around that guy. Two sets of cold eyes staring at
you, one head’s voice finishing the sentences the
other begins... it’s just !$&*%@# creepy.”
— professional thug George “Lefty”
Bissell, on working for Diomedes
The strangest crimelord in Hudson City is
undoubtedly Diomedes, a dicephalic (two-headed)
mastermind with mental abnormalities to match
his physical ones. Born Phillip and Reginald Anders
in 1975, he drifted into crime after emancipating
himself from his parents in his late teens.
Diomedes has two heads (each containing an
insidiously clever brain), two spines, two hearts,
and two stomachs. His spines join at his hips, but
his upper bodies merge just below the neck, so
that he only has two arms. Each of his heads sleeps
separately (effectively allowing him to remain func-
tional almost 24 hours a day), thinks separately, and
can talk and eat separately. Because each part of
him has a separate nervous system, one side doesn’t
necessarily feel pain the other does... but since his
body is all one system, a drug administered to one
part of him affects “both” of him equally. He only
has one set of legs, and each part of him controls
the leg on that side, but through long practice he
can walk, run, and jump with as much grace as any
other athletic man of about age 30.
Diomedes’s monstrously evil psyche mirrors
his monstrous appearance. His quick wits and intel-
ligence become obvious to anyone who speaks with
him for even a short period of time... but so does
his cruelty. Cut off from people by the deformity of
his body, he seems to think no more of humanity
than he thinks of ants or rats. They’re just things to
be crushed, manipulated, and exploited as he sees
fit. He’s quick to take offense and quick to kill; he
sometimes has trouble recruiting criminals to help
him because of his reputation as a psychotic killer.
JANUS
“God, I don’t ever wanna go through that again.
We was just getting ready to close, gathering up
the jewelry trays and carrying them back to the
safe in the back room, when this car drove right
through the front window! Janie got cut bad by
all the flying glass, but before we could help her,
all these guys piled out of the car.
“Most of ’em were guys in jumpsuits wearing ski
masks, but the guy in charge — Janus, I think
that other reporter said his name was — was
different. He had on this brown suit, with a hat
and a black mask. All the other guys had guns,
but he just had this walking stick with a funny-
looking knob on top. His guys herded us all into
one corner at gunpoint while he went around
smashing all the jewelry cases with his cane.
About half of his men gathered up all the jew-
elry they could carry in these bags they brought
while the others watched us. Mister Drummond
tried to say something, to plead with them, but
that Janus guy hit him so hard with his cane
that he fell over unconscious with a big cut in
his forehead.
“When they had all the jewelry they wanted,
they got back in the car quick and backed outta
there. We didn’t even hear the first siren until
after they’d gone.
“I sure hope Janie’s OK — we haven’t heard
anything from the hospital yet.”
— interview with robbery
victim Abby Mersinger
Unlike Diomedes, who actually has two heads,
Janus simply named himself after a god with two
faces. As far as the police know, this mysterious
figure is just a crime boss with a flare for drama.
The “Janus Gang” has been striking around Elm-
view and North Elmview for nearly two years,
racking up an impressive record of robberies,
shakedowns, extortion, and murder. That Janus —
assuming he’s just one person and not a group — is
clever and cautious shows in his planning, which
usually allows the gang’s jobs to come off without a
hitch long before the cops can arrive.
Janus and his gang have avoided contact with
police and vigilantes to date because they don’t
commit crimes that would require them to main-
tain an open presence on the street. Janus doesn’t
sell drugs, pimp, or anything similar; he and his
gang steal things, mostly, and fight other gangs that
encroach on their hunting grounds. Attempts to
trace him through the fences he uses have so far
failed, leading some to believe he sells his goods
through contacts in other cities.
GEORGE “LEFTY”
BISSELL
10 STR
12 DEX
12 CON 10 BODY
8 INT
8 EGO
10 PRE
8 COM
4 PD
3 ED
3 SPD
4 REC
24 END 21 STUN
Abilities: Brawling
(HA +1d6), Bribery 8-,
Concealment 11-, KS:
Hudson City Costumed
Criminals 11-, KS:
Hudson City Vigilan-
tes 11-, Lockpicking
8-, Security Systems 8-,
Stealth 11-, Streetwise
11-, WF: Small Arms
Disadvantages: Social
Limitation: Criminal
Record; Unluck 1d6
Notes: “Lefty” Bissell is
just one of the legions
of half-rate crooks and
losers with delusions of
grandeur who earn most
of their money as thugs,
legbreakers, and flunkies
working for costumed
or “weird” criminals
like Charlemagne,
Janus, Anagram, or the
Astrologer. Not skilled
or talented enough
to join up with Card
Shark or to make it on
his own, he turns to the
more bizarre criminals
of Hudson City to give
him a job and little self-
identity.
179
Hudson City ■ Chapter Five
THE KYPHOTIC MAN
“Ya gotta help me, doc — I’m cut bad.”
“Let me take a quick look. Move your hand, you
idiot. Do you think I can see through it?” The
hunchbacked physician examined the wound
carefully for a few moment. “Yes, that’s bad, all
right. The blow nicked an artery. You’re going to
bleed to death if you don’t get some help.”
“So, help me!”
“Even you can’t be stupid enough to think I
work for free. If you want me to take care of
this, it will cost you ten thousand dollars, pay-
able now.”
“A large cool? But I don’t have that kind of
money, doc!”
The hunchback sighed deeply. “All right, what
do you have?”
“I can give ya a cool now, and another in the
morning. Please, doc!”
“All right, all right. Give me the money. But if
you’re not here with the other thousand by 9:00
AM tomorrow, my men are going to find you
and I’ll personally rip your stitches out myself.”
— the Kyphotic Man’s bedside manner
Since doctors must, by law, report gunshot
wounds and stabbings to the police, the denizens
of the underworld are always on the lookout for a
doc who can do good work fast and keep his mouth
shut. For the past few years, the best man on the
street for this sort of thing is a twisted little hunch-
back who calls himself “the Kyphotic Man.” Every-
one else calls him “Quasimodo” or “the Hunchback.”
Over the past several months, the Kyphotic
Man’s priorities have shifted. Apparently no longer
content to be an underworld doctor, he’s set out to
make himself a power in the underworld. With a
gang of hired guns at his back, he’s pulled robber-
ies, hijacked trucks, shaken down businesses, and
killed people. Rumor on the street has it that he
got one of his patients to spill his guts about some
big secrets, and is now using those secrets to make
himself a crimelord.
Experts believe the Kyphotic Man is a socio-
path; he seems to have no feelings of guilt or shame,
no regard for consequences, no compunctions
about killing and maiming. His most noticeable
trait is his intellectual arrogance, which oozes
through every conversation he has. He regards
everyone else as his intellectual inferior, and freely
says so.
So far the Kyphotic Man hasn’t staked out a ter-
ritory or developed any particular pattern or modus
operandi — he just commits crimes at random for
reasons all his own. The police worry that if he ever
settles down, his intellect will make him one of the
most effective crimelords the city has ever seen... and
his psychosis one of the most deadly.
SPEARGUN
“Hold his arm down,” said the dark-haired man
holding the speargun.
The two men with him, both dressed in wetsuits
like he was, grabbed the man he was referring to
— the guy in the suit, who obviously didn’t much
like being out on the river, at night, in a speedboat.
They carefully held his arm against one of the
boat’s chairs. “Please, no, you don’t gotta...” he said.
The man with the speargun took careful aim,
steadying himself against the rocking of the
boat. Before the man in the suit could finish
speaking, he fired. The man in the suit screamed,
his shrieks carrying a long way over the water.
“Throw him over,” the man said. His two help-
ers wrenched the spear out of the chair, being
careful to leave it in the victim’s arm, then tied
the rope attached to its end to a ring at the back
of the boat. They tossed him overboard as he
moaned and cried, holding his arm so the spear
would move as little as possible.
The dark-haired man moved forward to the pilot’s
chair, sat down, and pressed the accelerator to the
floor. The man in the suit was soon dragging behind
them at forty miles an hour, desperately trying to
keep enough slack in the rope to spare his arm.
After a minute of this, the dark-haired man
slowed down to a crawl, then swung back
around to pick the injured man up. He reached
down and heaved the man out of the water
with one hand. “I’ll ask you again, Turetti —
who controls the waterfront in Pierpoint?”
“You do, Speargun! You do!”
— Speargun’s idea of a pleasant trip out
on the water
Two years ago a new crimelord arose to challenge
the Mafia’s control of most of the Hudson City water-
fronts. Calling himself “Speargun” from his trademark
weapon, he declared himself “Ruler of Dockland”
and put out the word that waterfront businesses and
unions had better start doing business with him, not
the Mafia, or suffer the consequences. No one, not even
the cops, took him seriously — until mafiosi and union
officials began turning up dead every week.
Speargun moved quickly, first establishing his
authority over the Stewart River docks where the
Mafia’s hold was weaker. Then he went after the rest
of North Elmview and Pierpoint, and at that point
his march stalled. The Morellis and Veronteses now
knew just how serious he was, so they marshaled
their resources to stop him. Since then, it’s been a
bloody battle along the docks, with no end in sight.
The FBI and HCPD believe that Speargun must
have some sort of military training, probably as a
SEAL or UDT specialist, given the military precision of
his attacks and the tactics he uses. However, an exami-
nation of the relevant military records has turned up
no possible suspects. Until someone captures him, his
identity and background will remain a mystery.
INDEPENDENT
COSTUMED
CRIMINALS
Not every costumed
or weird criminal is a
crimelord with a per-
manent gang. A lot of
them are “independents”
who work for them-
selves — or, at most,
with gangs of crooks
hired for a specific caper
or purpose. Many of
them are too loony, or
obsessed, to run a real
gang for any length of
time. They include:
Anagram: Most crimi-
nals are content to get
away with the goods.
Not Anagram. She has to
prove how much more
clever she is than the
police, and she does it by
leaving puzzles, riddles,
and games containing
clues to where the cops
can find her. They rarely
do... but the vigilante
DarkAngel has figured
out Anagram’s twisted
logic and brought her to
justice many times.
The Astrologer: If it’s in
the stars, the Astrolo-
ger will steal it. Using
a “Star-Staff” that fires
pyrotechnic blasts, he
steals objects associ-
ated with the stars or
outer space, or which his
astrological predictions
“tell” him to.
Penny Dreadful: Most
people who have a love
of literature just get
a library card. Penny
Dreadful takes things a
few steps further — she
steals first editions, kid-
naps authors, and plans
crime sprees around the
events of specific books
and poems.
Raptor: Some com-
mentators have called
Raptor an “evil twin”
of DarkAngel’s. He
uses similar weapons,
gadgets, and methods,
but for crime rather
than crimefighting. His
schemes or targets may
involve birds in some
fashion, but not always.
Hero System 5th Edition
180 ■ Predators: The Hudson City Underworld
T
he Hudson city underworld is a large and
varied thing. Not every crime and criminal
is part of organized crime or some weird
criminal’s gang — some parts of the under-
world are practically islands unto themselves amid
the sea of wrongdoing.
ARMS TRAFFICKING
I met the mafioski Ludyanov in Room 2884 of
the Hudson Plaza Hotel.
“Zdorovat’sya,” he said in a deep voice, at once
friendly and menacing. I looked at him blankly,
pretending not to understand Russian.
“Hello,” he said again, in thickly accented Eng-
lish. “You are ready to deal with me, no?”
“Yes,” I replied, “I’m here to deal with you.” I
took out a pack of cigarettes and put one in
my mouth. He asked for one and I held out the
pack to let him take one.
“Ah,” he said gruffly, after I gave him a light,
“American cigarettes — much better than cheap
Soviet leftovers I get in Moscow. Now business.
You were interested in the rifles, no?”
“And the rockets,” I said. “Don’t forget the rock-
ets; my client is very... anxious to obtain them.”
“Da, da, the rockets. SA-7 Grail missiles, a case
of twenty, a bargain to you for only....”
That was as far as he got before the tranquil-
izer in the cigarettes knocked him out; the anti-
dote I’d taken beforehand protected me. By the
time he awoke, I’d taken him far away from the
Plaza — and from anyone who might hear him
screaming. Within an hour I knew how many
weapons Zelevsky was trying to move through
the city, where his men were keeping them, and
how heavily they were guarded. I left a call-
ing card with Ludyanov’s corpse and went to
execute his comrades. With luck, the trail might
lead me right back to Zelevsky himself.
— an excerpt from the journals
of the Harbinger of Justice
The international black market for weap-
ons, weapon systems, and military hardware is
enormous... and profitable, for those clever and
connected enough to work the angles. Hudson
City isn’t a major center of the arms trade the way
Beirut, Rome, and a few other cities are, but it sees
its fair share of illegal weapons. Some of the major
arms smugglers who run weapons to or through
Hudson City include:
MARZUQ AL-FASHTRI
A Pakistani, formerly an official in that nation’s
government and a highly-placed executive of the
Pakistani International Commerce Bank (which the
CIA has accused of financing terrorists on several
occasions). Apparently he got tired of simply loan-
ing money to terrorists, arms merchants, and drug
dealers and became one himself. Today he and his
organization, headquartered at his palatial estate
near Shikarpur, control an extensive international
network that sells weapons and heroin to all buyers
(including several Hudson City gangs). Because of
his influence, the Pakistani government has made
no move to stop him, despite pressure from the
United States to do so.
Since the death of Romanian arms dealer
Nico Enesco in 1988, al-Fashtri’s organization has
become the chief supplier of arms to both Iran and
Iraq. A fervent Muslim, al-Fashtri prefers to sell to
fellow Muslims... but when it comes right down to
it, money speaks louder than religious affiliation.
CARD SHARK
Card Shark sometimes sells high-tech weapons
systems to buyers all over the world. Typically his
organization steals these systems from the govern-
ment or defense contractors, but some experts
believe he has a corps of scientists who develop
weapons for him.
VINCENT DUBOIS
A registered international arms dealer with
offices in Madrid, New York, Hudson City, San
Francisco, Hong Kong, Budapest, Belgrade, and
Stockholm, Dubois has allegedly been involved
in various illegal weapon smuggling operations.
However, he’s never been arrested, much less
prosecuted, for any such activities, and continues
to protest his innocence.
MILOS JANOVICZ
A former general in the Bulgarian army,
Janovicz got his start in the Enesco smuggling
organization, and took over the remnants of it after
Enesco’s death in 1988. Although currently based
in the Balkans, it’s thought he frequently travels to
Hudson City, masquerading as an innocent busi-
nessman, to close deals. Janovicz is not likely to
remain a problem much longer; rumors say he has
a fatal kidney disease and doesn’t have long to live.
OTHER CRIME
OTHER ARMS
DEALERS
There are plenty of men
throughout the world
willing to profit from
the blood and misery
of the arms market, but
who don’t necessarily
interact with Hudson
City. They include:
Chen Yan-Fat: Yan-Fat,
of southern Chinese
descent, lives in Sin-
gapore, Thailand, or
someplace nearby;
no one has been able
to ascertain his exact
location. CIA analysts
believe he has some
military experience,
but the details, if any,
remain unknown. He
dominates the ille-
gal arms markets of
the South China Sea,
China, and Korea.
United States authori-
ties have never been
able to pinpoint his
exact location, his
suppliers, or what he
does with his money,
indicating that he must
be a very cautious and
clever planner.
Artur Baltasar Morence-
los: Morencelos, a
formerly a high-ranking
officer in the Brazil-
ian military, presently
lives on an enormous
estate just outside Rio de
Janeiro. From there, he
controls an organization
that supplies arms to
groups throughout South
and Central America,
and the world. He is
said to be an extremely
greedy man, willing to
sell anything for a dollar,
no matter how much
suffering it brings.
181
Hudson City ■ Chapter Five
VADIM ZELEVSKY
A former member of the KGB’s
Third Directorate, Zelevsky is the
dominant figure in the vast and chaotic
Russian black market for arms. He has
strong ties to Russian organized crime
and to many terrorist organizations.
FBI officials fear he will soon succeed in
smuggling fissionable nuclear material
out of Russia — if he hasn’t already.
GAMBLING
Illegal gambling — mostly in secret
“underground” casinos — is a major
part of the Hudson City underworld.
At first glance this seems strange, given
how little time it would take someone
to get from Hudson City to Atlantic
City, where gambling is legal. But illegal
gambling thrives for several reasons.
First, not everyone likes to travel, even if
it’s only an hour or two’s drive. Second,
there’s a “thrill” to breaking the law that
appeals to even the most jaded gambler,
and you can’t get that in Atlantic City.
Third and most importantly, the payoffs
in illegal gambling games are much
higher... and the winner doesn’t have to
report them or pay taxes.
The major player in illegal gam-
bling in the city is Card Shark, who’s
said to control an entire network of
secret casinos, floating poker and
craps games, sports book, and other
forms of wagering. The Mafia also has
a heavy hand in sports betting, num-
bers running, and similar pursuits, and
the tongs control the frenetic China-
town illegal gambling scene.
THE SEX TRADE
“That’s it baby... just like that... a little lower... a
little harder... oh, God....”
I couldn’t believe what a great angle I had. I
don’t wanna think about what Worm uses this
peephole for normally, but it’s perfect for using
my videocam. Looks like the Councilman’s wife
was right about him running around on her...
but I bet some of his enemies on the City Coun-
cil would pay me a lot more for this film than
she was gonna.
— a good day at work for private
detective Angela Bianchi
While it lacks the grotesque profitability of
drug trafficking, the sex trade is one of the most
money-intensive segments of the Hudson City
underworld. Not only are parts of it legal (or nearly
legal), and thus at least borderline respectable,
most cops consider this stuff a pretty minor crime
compared to the killers and muggers, so they don’t
interfere with business too much. As long as things
don’t verge anywhere close to kiddie porn — a
crime that even many hardened criminals won’t sit
still for — or sexual slavery, the HCPD usually finds
other things to worry about than what’s going on
on the Strip.
Hero System 5th Edition
182 ■ Predators: The Hudson City Underworld
Pages 77-78 describe the Strip and the sur-
rounding neighborhood in detail. Here’s the rest of
the story — the people who keep the whole sordid
area running like a well-lubricated machine.
CALIGULA
This immensely fat vicelord (real name:
Calvin Gilbertson) owns a series of strip clubs and
live sex show theaters up and down the Strip. All
of his registered businesses are legal — if disgust-
ing — but the police suspect that he uses them as a
front for prostitution. HCPD detectives believe he
took over the stable of a pimp named Glitter sev-
eral years ago and parlayed it into an underground
empire that mirrors his aboveboard one. Some cops
even think he’s gotten into more serious crimes,
such as white slavery, child prostitution, child
pornography, and even drug trafficking, but they
lack the proof necessary to bring formal charges.
Unfortunately, Caligula’s businesses have made him
extremely wealthy, and his battalion of high-priced
attorneys works night and day to keep the police
at bay. After he successfully sued the Department
for harassment in 2002, the Commissioner gave
instructions to leave him alone until there’s enough
proof to justify a thorough investigation beyond a
shadow of a doubt.
North Elmview can be a dangerous place, and
Caligula’s in no shape to defend himself against
anyone, so he long ago hired a full-time bodyguard
named Hotspur. An expert martial artist, Hotspur
keeps everyone from bums, to noisy reporters, to
vigilantes from getting close to Caligula.
CLEOPATRA
Despite the fact that most sex trade workers
are female, women rarely have any power in the
Vice World — they do their work on their backs or
on their knees. The biggest exception in Hudson
City is the woman everyone calls Cleopatra. Once a
prostitute, exotic dancer, and pornography actress
herself, she used her brain, took advantage of a
few opportunities that fell her way, and set herself
up as a strip club owner. Her picturesque club,
Little Egypt (page 190), was so successful that she
launched a line of “Little Egypt Studios” adult films
that’s become an even more profitable enterprise.
Compared to most of the other vicelords on the
Strip, she’s pretty tame, but as long as the money
keeps rolling in she doesn’t care what comparisons
people make.
ERNEST “KING” COLE
Cleopatra has a large pornography publishing
empire, but it pales in comparison to “King” Cole’s
magazine titles, film studios, and websites. Start-
ing with one store on the Strip (the Emporium,
page 77), Cole built what one industry expert has
described as “the Microsoft of porn.” He no longer
lives in the city, preferring his enormous mansion
with even more enormous grounds in Arcadia.
To look at him, you’d never think Ernest Cole
was one of America’s premiere smutmongers. A
handsome late 50-ish man with dark hair, he’s mar-
ried to a beautiful woman named Monique and
has three children, all in their teens. Anyone who
doesn’t know better mistakes him for some kind
of executive... especially since he gives lavishly to
charity and shows up at many social functions
despite the obvious distaste some people show for
him. He enjoys his life immensely and could give a
damn what anyone thinks of him. Besides which,
he knows that all those highbrows who look down
their noses at him secretly order his movies by mail
and visit his websites every day.
CARL SPEARS
The most recent power to arise on the Strip is
a man named Carl Spears. White but of indetermi-
nate ancestry, handsome, in his thirties, he looks
and dresses more like a businessman or a lawyer
than your typical pimp... but then again, he’d point
out that he’s not a typical pimp. As near as the cops
can figure out, he “persuaded” a few more tradi-
tional procurers to “hand over” their business to
him, then recruited still more women.
As of late 2004, Spears’s “organization” has two
levels. The first are the girls on the street. He runs
them with the help of a group of more traditional
pimps who joined ranks with him rather than find
themselves dispensed with in a most permanent
fashion — men with street names like Apollo,
Paulie, Shaft, and Teddy J. The second level, where
Spears himself devotes most of his attention and
efforts, takes the form of brothels and call girls,
both of which allow him to keep better girls and
charge more for their services.
Like Caligula, Spears is no fighter — after all,
he might ruin his manicure or scuff his $500 Ital-
ian shoes. If it looks like push is about to come to
shove, he whistles for his bodyguards, Paul “Mr.
Red” Provenzano and Gabriel “Mr. Black” Salvucci
(who look nearly identical except for their ties,
which match their nicknames). The two of them
can handle just about anything long enough for
him to get away.
BEYOND THE STRIP
The infamous Strip isn’t the
only place you can find sex
for sale in Hudson City.
Bayside: Hookers often
gather down on the very tail
end of 23rd and Needham
Avenues. Most of them are
old — late 20s, early 30s, but
they look like they’re going
on 50 — and broken-down
from years of the trade,
drug abuse, and alcoholism.
But they work cheap and
quick, and for some guys
that’s all that matters.
Eastwood: Businessmen
from Bankhurst and High-
lands who don’t have time
to go all the way down to
the Strip for a lunchtime
quickie sometimes head
over to Northshore, to the
area around the sewage
plant, power station, and
medical center. The work-
ing girls there are a little
bit better than the ones in
Bayside, but not by much.
Chinatown: Chinatown
doesn’t have streetwalkers
or anything else so crude
and obvious. The sex trade
here takes the form of
brothels, all carefully kept
secret and protected by
the tong or gang who runs
them. The girls are illegal
immigrants from China,
most working off a debt to
the snakehead who smug-
gled them into America.
Latin City: The men of
Latin City — and occa-
sionally a “tourist” looking
for a cheap Latina thrill
— often use their home-
grown fleshpots instead of
going north to the Strip.
A motley group of pimps,
gangstas, and other street
folk run the hookers, and
there are a few dirty little
brothels. Most of this
trade congregates on the
south/east ends of Willow
Street and Ring Avenue.
Some of the girls were
kidnapped by gangs who
wanted ransoms from
their families, then raped,
beaten into submission,
and forced to work the
street when no ransom
was paid.
chapter six:
chapter six:
chapter six:
HOT SPOTS FOR COOL HEROES
Hero System 5th Edition
184 ■ Hot Spots For Cool Heroes
“So I said to her, “Look, you’ve got two choices:
go on living with the bastard, suck up the pain,
and hope he doesn’t keep doing it; or divorce
him and nail his balls to the wall.” I mean, that’s
all there is to it, y’know?”
“So wha’d she ’cide to do?”
“Hasn’t made up her mind yet. If it was me,
there wouldn’t be any question — I’d be at my
lawyer’s right now ironing out the strategy. No
one !$&*s around on me and gets away with
it. But I don’t think Suzi’s learned yet that once
a cheating bastard, always a cheating bastard
— she still thinks she can “make it work,” the
poor little fool.”
— idle gossip exchanged over tea
and cakes at the Shade Tree Café
Beginning in the 1930s, elm trees in the United
States came under attack from an insidious fungal
infection known as Dutch elm disease. The north-
ern half of the country was particularly hard-it,
with over half of the elm trees in the area destroyed.
Many urban areas, including Hudson City, suffered
the loss of nearly all of their elm trees. Streets once
shaded by the branches and leaves of majestic elms
were laid bare to the sun. Today, there are virtually
no elm trees in or around Hudson City at all.
By some small miracle, one tiny patch of Hud-
sonite elms was spared. Along Blanchard Street,
a short stretch of road in Worthington, the elm
trees survived, their tall boughs creating an almost
cathedral-like vault above the street. In apprecia-
tion of this beautiful site, the city renamed the
street “Avenue of the Elms” and dedicated parks
moneys to ensure that the trees would remain well-
tended and healthy.
Blanchard Street was a residential area, but
businessmen quickly recognized the commercial
potential of Avenue of the Elms, which became a
minor tourist attraction. Beginning in the 1960s,
they bought up the brownstones along the street
and converted them into shops and stores. Today,
the Avenue of the Elms is one of the city’s premiere
shopping areas, frequented by native and tourist,
rich and nearly-rich alike.
The Avenue of the Elms runs from Vance
Avenue to Chatham Avenue between Richmond
and Newport Streets in west Worthington, just
north of Highlands and the Governmental Center.
Closed to traffic on both ends, it’s a pedestrian mall
that remains remarkably cool and refreshing in the
summertime thanks to all the shade.
The Shops
The Avenue of the Elms isn’t the sort of place
you’d find a Daily Grind or Durango Denim
— every shop along the street is a one-of-a-kind,
lovingly crafted to fit the local ambience and thus
rake in maximum profit. They include:
CHRISTINE TYLER CUSTOM
Some of the most elegant gowns and dresses
available in the city are designed by fashion maven
Christine Tyler right here on Avenue of the Elms.
While she’s got a few “stock” designs available at all
times, most of her work is specially commissioned,
and there’s a five-month waiting list for most cus-
tomers — better get your order in now!
DESIRE UNDER THE ELMS
Many restauranteurs take advantage of the
Avenue’s atmosphere by establishing sidewalk cafés
outside their establishments. Desire Under The
Elms is one such place. Inside you’ll find elegant
decor, silk-covered chairs, perfect lighting, and
the delectable creations of chef and part owner
Andreana DeSimone. Outside you can have the
same delectable creations, but by the light of sun or
candle in the fine fresh air.
Those who appreciate fine food enjoy Desire
Under (as it’s often called) generally, but especially
for its desserts. With the assistance of dessert chef
René Gauvin, DeSimone works wonders with sugar
and pastry. The Desire Cheesecake is rich enough
to put a Bankhurst to shame, and the raspberry tort
ehas won both city and national awards.
FORGOTTEN TREASURES
Estate jewelry, precious antique glassware, dec-
orative items from the houses of European royalty
— all this and more you can find in Forgotten Trea-
sures, an antique and collectibles store for people
with a taste for quality and the unusual. If you’ve
got money to spend, it’s the perfect place to find a
gift for that special someone or just the right piece
to fill that “empty spot” in your living room.
HARRELSON’S SPIRITS
“For the Connoisseur” reads the tagline
beneath the sign, and Harrelson’s lives up to that
motto. Carrying an enormous selection of wines,
liqueurs, and other expensive spiritous beverages
for so small a shop, it’s not the sort of place where
the faint of heart should tread. The clerks are as
snooty as Frenchmen — if you have to ask about
something in Harrelson’s, you clearly don’t know
enough to appreciate it, so be off with you! The one
concession made to the hoi polloi are weekly wine
HOT SPOTS
This chapter provides
detailed descriptions of
eight interesting loca-
tions that might play a
part in any campaign set
in Hudson City. Players
can make these locales
part of a PC’s origin or
daily life; GMs can use
them as battlefields, sites
where the PCs need to
conduct investigations,
or inspiration for plots
by themselves. See page
220 for campaign use
suggestions and plot
seeds.
AVENUE OF
THE ELMS
185
Hudson City ■ Chapter Six
and spirit tastings condescendingly conducted by
the store’s owner, Arthur Harrelson, as he attempts
to educate people to the proper level needed to
enjoy his fine wares.
THE HERMITAGE
If, for some bizarre reason, the desserts at
Desire Under aren’t quite your thing, stop by the
Hermitage coffee shop instead. It serves a lot more
than just the best coffee for miles around — it
also has teas, finger foods, pastries, and especially
desserts. After all, what’s a cup of coffee without a
scone or piece of pie to go with?
PRINTER’S DEVIL RARE BOOKS
AND CURIOS
Among the city’s rare and collectible book
stores, Printer’s Devil stands out. For one thing,
unlike most rare book stores, it’s not meticulously
organized. It’s more of a jumble, like some used
bookstores — you probably have to ask the propri-
etor, Rhona Wainwright, if she’s got the book you’re
looking for. And there’s a good chance she will have
it; among the Devil’s eclectic stock lurk all sorts of
surprising and interesting books. Second, the Devil
doesn’t just sell books, it also sells other intriguing
curios, antiques, and oddities (often ones related to
books or reading somehow). For example, tucked
away here and there amidst the books you might
find a tiny medieval ivory depicting a monk work-
ing in a scriptorium, a captain’s chronometer from a
clipper ship, or a signed photo of F. Scott Fitzgerald.
THE SHADE TREE CAFÉ
Yet another of the sidewalk café establish-
ments along the Avenue, the Shade Tree takes
a more relaxed approach to things than Desire
Under. Although it’s by no means a cheap place to
eat, it’s not nearly as expensive or time-consuming
as most other Avenue restaurants. If you want, you
can stop by for a quick sandwich and a cream soda
— a sandwich that’ll cost you at least $15, admit-
tedly, but still a sandwich. The Shade Tree also has
a small deli area where patrons can buy delicious
pies, containers of salad, and other goodies to go.
STRING AND REED
In the spring and summertime, the
delightful strains of classical music waft out
over the Avenue from the ever-open door of
String and Reed, where the finest in musi-
cal instruments and musicians’ accessories
are sold. Owner Marlon Tischman was first
chair violin for the Hudson City Symphony
Orchestra ten years ago, and sometimes gives
his customers a treat by retrieving his Stradi-
varius from its climate-controlled safe and
playing a few melodies.
The People
The Avenue of the Elms is more than just
shops and stores — people are a big part of it, too. If
you go to the Avenue often enough, you’ll encoun-
ter certain “regulars” most of the time... and maybe
even become something of a regular yourself.
ELECTRO
No one knows Electro’s real name — they call
him that because his hair often looks like he just
stuck his fingers in a light socket. He makes his
living drawing caricatures for Avenue shoppers;
when not busy with a caricature, he usually amuses
himself (and others) drawing sidewalk art with
colored chalk.
THE ELM STREET CHESS CLUB
In the middle of the Avenue, the city built
several permanent chessboard tables, much like
the ones in LeMastre Park. Every morning, and
some afternoons, you’ll find a group of old men
there playing chess and talking about everything
under the sun. They call themselves the Elm
Street Chess Club, and they’re as much a part
of the street as any merchant or shopper. They
gladly welcome others of any age or gender, as
long as their temperaments are mild and chess
skills decent. The Club members love to gossip
about the people on the Avenue, and often con-
sider it their duty to “keep an eye” on the place.
JARRED RUSSELL
Owner and operator of the Olde Fashioned
Candy Store, Jarred Russell is also the head of the
Avenue of the Elms Merchant Association — the
perfect job for him, since he’s a nitpicky fussbudget
and petty tyrant par excellence. If another merchant
moves a display out just an inch too far into the
sidewalk, Russell’s there to make him move it back;
if someone causes a disturbance on the street, he
calls the cops right away (he’s got 911 on speed
dial). As much as the other merchants complain
about his heavy-handedness at times, the truth is
no one else really wants the job.
IN THE NEWS
IN 2004:
ELMS CHARITY
DRIVE
October — The mer-
chants of Avenue of the
Elms were pleased to
announce that that their
annual Elms Charity
Drive, which starts in July
and runs through the
end of September, netted
nearly $100,000 in mone-
tary donations and almost
a ton of canned food.
According to Jarred Rus-
sell, head of the Avenue
Merchants Association,
that constitutes a record
for the Charity Drive,
which has been held every
year since 1990.
“We’re always pleased to
be able to help the com-
munity this way,” said Rus-
sell. “But we couldn’t do
it without the help of our
loyal customers. They’re
the ones who bring in the
canned food and make
the donations — we just
handle the administrative
end of things. It just goes
to show that Avenue of
the Elms customers are
the best!”
Donations made to the
Charity Drive are given
by the Merchants Assoca-
tion to various charities
and food banks around
Hudson City.
Hero System 5th Edition
186 ■ Hot Spots For Cool Heroes
“So there I am, stuck in the middle of nowhere,
behind enemy lines, and my goddamn M-16
jams on me.”
“Sonuvabitch. Piece of crap guns. Do those
things ever not jam?”
“No kidding. Not like a Kalashnikov. You can
drag an AK through the mud all day and it’ll
still fire like new. But that’s what you get when
you let the !$&*ers give the job to the lowest
bidder. Anyhow, the damn thing jams — and I
ain’t got my kit with me. It didn’t matter that it
was night; I coulda taken that thing apart and
put it back together, I’d done it plenty’a times
blindfolded just to be sure. But I sure as *%&!
couldn’t do it without tools. So I slung it on my
pack and drew my Armbruster 4500D.”
“The D? What’re you, kidding? You’d never use
a D; they suck. Crappy sights, feed problems,
low capacity clip — why’n’t you have a J?”
“This was 1969, smartass. They didn’t make the
J yet. The D was almost the latest thing. Yeah, it
sucked, but it didn’t suck any more than any other
semi-auto at the time. Now, as I was sayin’ before
I was so rudely interrupted, I was stuck behind
enemy lines with nothin’ but this Armbruster
4500D. Charlie’s all around, see? I found out my
rifle was jammed when I tried to pick one’a the
gooks off, but fortunately he di’nt see me. So I draw
the Armbruster and start creeping forward for a
better shot. Then I see some other gooks off in the
distance and I know I’m !$&*ed — even if I get
close enough for a good shot, the others’ll hear.
“Only solution is to get really close. So I keep
movin’, knowing every step could be my last.
I’m waitin’ thirty, forty seconds between steps so
there’s no chance they’ll hear a pattern of move-
ment. Finally I’m in position — I’m right behind
this gook and he don’t even know I’m there. Before
he can figure it out, I grab his head, putting my
hand over his mouth so he can’t shout. Then I jam
the Armbruster into his side as hard as it’ll go and
fire, using his body as a natural silencer. I held
him until he stopped twitching, got his map and
his rifle, and snuck back out the way I’d come.”
“Why’n’t you shoot the others now that you had
a rifle, Eddie?”
“Are you nuts? One guy with a Kalashnikov
against a whole squad of gooks? I may be crazy,
but I ain’t suicidal.”
— reminiscing down at Collins Guns
As Second Amendment advocates often say,
criminals can get all the guns they want, so it’s
important that law-abiding citizens be able to
do the same. In Hudson City, when a law-abid-
ing citizen decides it’s time to arm himself, one
of the places he’s most likely to go
to buy his piece is Collins Guns and
Military Surplus.
Located at the southeast corner of
Hastings Avenue and Admiral Street in
Blackbridge, right next to an EL track,
Collins Guns (as most people call it)
occupies a large, old brick building that
looks like it was accidentally passed
over during the last round of urban
renewal. There’s a reasonably large
parking lot with faded lines painted on
it and grass growing up between the
cracks in the asphalt, and a set of cin-
derblock stairs that lead up to the front
door, which is made of solid wood
and looks newer than the walls (Eddie
installed it himself some years ago; the
back door matches it).
Inside, things pick up a bit. The
floor is ordinary poured cement,
but Eddie and his staff keep it swept
clean and nicely polished. To the right
there’s the main counter area, and in
front of you some long racks hold-
COLLINS GUNS
AND SURPLUS
187
Hudson City ■ Chapter Six
ing surplus military clothing. While Collins Guns
makes most of its money selling firearms, the mil-
itary surplus end of the business can hold its own,
and clothing is a big part of that. Fatigues and
fatigue jackets in every pattern available, caps and
old helmets, all kinds of boots and shoes — you
name it, you can probably find it here somewhere
if you look long enough. Toward the back end
of one rack there’s a section with a hand-lettered
sign reading “The Bastards Lost — Now Buy Their
Stuff!”. This is where he keeps a small selection of
surplus Soviet clothing, mainly officers’ greatcoats
(the most expensive clothing item in the store).
For a map of Collins Guns, see page 277.
A LITTLE LIGHT READING
The entire back wall of Collins Guns is taken
up by a long rack holding magazines, books, and
other military literature. Ranging from lurid issues
of Mercenary Weekly, to serious studies of the great
battles of the past, to books on how to build silencers
in your home workshop, to turgid texts discussing
the Big Brother Government Conspiracy To Watch
Every Move You Make And Take All Your Guns, it’s
a thorough library if not a broad one. If it’s got to do
with military matters, firearms, personal survival and
security, or related subjects, you can find it here.
If for some reason you want to read your new
book in the field at night, walk over to the right side of
the store. There you’ll find a wide selection of surplus
military optics — binoculars, mini-scopes, Gen-1 and
-2 nightvision devices, and so on. None of it’s cheap,
but it’s mostly in pretty good condition.
GUNS, GUNS, GUNS!
The southeast corner of the store is walled off
from the rest of the place, with its own steel door.
This is where the guns are kept and sold. There are
always at least two employees in this room, and one
of them remains behind the counter at all times.
There are display cases of long arms, handguns, and
gun accessories for easy viewing by the customers,
but the most valuable firearms and gear are kept
in the gun vault, or behind the counter in special
locked display cases. Both the employees in the
room have keys to open all the display cases.
When the store is closed, all guns and
related items are kept in the store’s walk-in gun
vault. Only Eddie himself knows the combina-
tion to the safe, and he only opens it when no
one else is in the room.
Collins Guns prides itself on having every-
thing a gun enthusiast wants — or at least being
able to order it, given a few days’ notice. The display
cases are arranged for maximum efficiency so they
can hold as much as possible. If a customer buys a
gun, the staff is quick to fill the empty space in the
case so things continue to look orderly and precise.
SECURITY BLANKET
Some people would call Eddie Collins para-
noid. He prefers to think of himself as “prepared
for any eventuality.” If Vietnam taught him
anything, it’s to get ready for the worst. Accord-
ingly, he acts like he expects someone to try to
rob him every single day. Since he has, in fact,
been robbed on several occasions, it’s hard not to
think of his approach as justified.
The security systems at Collins Guns begin
with the doors, which are sturdy and solidly-built
(BODY 5, DEF 4 for the two wooden ones, BODY
6, DEF 6 for the steel door to the gun room). Each
one has an electronic combination lock with a key
pad (-6 to Lockpicking rolls to bypass); Eddie and
all of his employees know the combination for each
of the three doors (front, back, gun room).
Once a prospective thief gets inside, he should
smile — because he’ll be on camera the entire time.
Eddie has positioned cameras so he can watch
every inch of the store. The cameras feed to moni-
tors and recorders kept behind the counter in the
gun room, and also to an offsite computer that
stores the images digitally. That way if anyone does
rob Eddie, he can damn sure let the police know
what the guy looked like.
The last line of defense in the store is the gun
vault (BODY 14, DEF 14; -8 to Lockpicking rolls to
bypass). During a daytime robbery, the first thing
Eddie does (if he can) is to slam the vault’s door
shut, thus protecting his most valuable stock.
All of the alarm systems at Collins Guns have
direct links both to the HCPD and to Sureway
Security (the firm that installed and maintains
them). There are also alarm buttons underneath all
the counters that the employees can press if there’s
an emergency.
EDDIE COLLINS
10 STR
10 DEX
12 CON 12 BODY
10 INT
10 EGO
13 PRE
8 COM
4 PD
3 ED
3 SPD
4 REC
24 END 23 STUN
Abilities: +1 with Fire-
arms, +2 versus Range
with Firearms, AK: Viet-
nam 8-, CK: Hudson
City 11-, KS: Guns
14-, KS: The Military/
Mercenary/Terrorist
World 8-, KS: Military
Science 13-, Language:
Vietnamese (basic
conversation), Mechan-
ics 8-, PS: Gun Dealer
11-, Security Systems
8-, Tactics 11-, Tracking
8-, Weaponsmith (Fire-
arms) 8-, Fringe Benefit:
License To Sell Firearms,
Weapon Permit
50+ Disadvantages:
Psychological Limita-
tion: Loves To Show Off
What He Knows; Psy-
chological Limitation:
Security-Conscious
Notes: Eddie Collins
owns Collins Guns,
which he founded back
in the early Eighties.
He’s friendly and easy to
get along with, though
he has a tendency to
talk too much and can’t
resist showing off how
much he knows about
guns and militaria (or,
really, anything else).
And he knows a lot
about guns, there’s no
question about that
— he’s fired hundreds
of different types, and
those he hasn’t fired he’s
read about extensively.
Eddie is a Vietnam vet-
eran, and claims to have
killed over a dozen Viet
Cong personally while
on “special missions.”
His skills aren’t what
they once were, but he
can still hold his own in
a crisis situation.
HUDSON CITY GUN LAWS
In Hudson City, it’s legal to purchase rifles and shot-
guns without a permit, and to buy handguns with
a permit (which is obtained from the HCPD and
requires the submission of name, address, and other
identifying information, which become public records).
The seller must perform a national instant background
check at the time of sale, and all guns must be sold with
a locking safety device. All federal laws pertaining to
gun sales must also be obeyed.
Possessing a rifle or shotgun does not require a license.
Possessing a handgun requires a license separate from
the license to purchase; obtaining the license involves
a similar procedure to obtaining the purchase license.
The possession license lasts for three years, but can be
renewed for successive three-year periods.
The right to possess a gun does not give the right to
carry it within the Hudson City limits (though it does
grant the right to carry it elsewhere in the state unless
specific laws indicate otherwise). Carrying a gun in
Hudson City requires a special permit from the HCPD
based on “proper cause” (i.e., a damn good reason for
needing to carry a gun). The HCPD rarely grants this
permit, though some reporters have cynically noted
that rich and famous people seem to be a lot more
likely to get one than average joes.
A person must be 21 or older to purchase or possess
a handgun, but persons 14 and older may possess and
use rifles and shotguns for hunting purposes when
accompanied by an adult.
Hero System 5th Edition
188 ■ Hot Spots For Cool Heroes
“C’mon, what’re you talkin’ about? This is top-
notch stuff!”
“It stinks, Paulie — it stinks to high heaven,”
Roberto said in his strange accent. “How long’s
it been outta the water — a day, two days?”
“Two hours, smart guy — it just came in offa Al
Mussachia’s boat this mornin’! I was here when
it was delivered. It’s top-notch, I tell ya!”
Roberto considered. He definitely needed the
fish — the Trocadero did heavy business every
day! But he would only serve the best... unless
there was a way he could make a good deal.
“OK, Paulie, I tell you what. I’ll take the fish if
you throw in a basket a’them crabs there... and
send a couple’a them lobsters over to my house
for me and Maggie tonight.”
“You want crabs and lobster? Whadda I look
like, King’a the Sea? I gotta lotta bills to pay, I
can’t give away the store. I’ll throw in the crabs,
but not the lobsters.”
“No deal, Paulie — all or nothin’.”
Paulie sighed... but it was a fake, he was making
out all right. “OK, you got it. Stevie’ll box up
the stuff and bring it over to the Trocadero and
your house no later than eight, OK?”
— dickering on the dock at the
Hudson City Fish Market
Located on the Gadsden waterfront where
Spray Street and Fish Street intersect, just west and
north of where the Gadsden Cliffs start to rise,
the Hudson City Fish Market is one of the larg-
est wholesale fresh seafood markets in the United
States. It got started in the mid-1800s, when fishing
boats would sail right up to the docks there, unload
their catches, and then sell them as quick as they
could so the fish wouldn’t spoil. Eventually a group
of middlemen — fish sellers — started buying the
catches in bulk and then selling them retail, thus
freeing the fishermen to go back out to catch more
fish, tend to their boats, or take care of other tasks.
By the turn of the twentieth century, the Fish
Market had become such an established thing
that a group of the most successful fish merchants
banded together to form the Hudson City Fish
Sellers’ Association for the purpose of building two
permanent structures to house their businesses.
As the fish selling industry continued to grow
— thanks in large part to advances in railroading
and refrigeration that made it possible to bring
fresh fish to Hudson City from all over the country
— more sellers moved in, renting the stall space the
older merchants had vacated.
Today the Fish Market moves thousands of
tons of fish, shellfish, and other bounty of the sea
every day. Buyers come from all over Hudson City
and the surrounding area to purchase seafood for
restaurants, grocery stores, and other retailers (few
dealers will sell to individual customers, and in any
event there aren’t many shoppers who want to get
up at 4:00 AM to buy fish). Many of the fish dealers
— Eastside Fish, Cannatella Fisheries, Spray Street
Fish Company, and more — have been in business
for decades (some since the 1800s), creating a real
feeling of community.
THE DAILY ROUTINE
The Fish Market’s “day” gets started at around
midnight, when the deliveries start. Most of the fish
doesn’t reach the Market by sea anymore; it comes
in on trucks or trains (certain railroad companies
have a special arrangement with the Transportation
Department that lets them run refrigerated cars
carrying fish on the commuter tracks to the depot
at the Fish Market). Workers at the various stalls
sort the fish into ice-filled containers, cut up fish
that aren’t sold whole, and make any other prepa-
rations necessary for the arrival of the customers.
Since there’s no heat, the Market becomes bitterly
cold in winter.
Around 4:00 AM, buyers arrive. Most work for
seafood wholesalers, restaurants, and similar busi-
nesses, and come to buy in bulk. They often have
favorite dealers they buy from using credit terms
negotiated long ago, but that doesn’t mean they
don’t shop around every morning looking for good
deals or the nicest fish. Other customers — various
restauranteurs, owners of gourmet grocery stores,
and the like — come to buy in smaller amounts and
always comparison shop very carefully to get the
best fish for their money. They buy in cash, so on
any given morning there’s a lot of money floating
around the Market in the hands of the sellers.
After the buying and selling’s done, the sellers
have to pack up the fish and ship it out with the
help of various local trucking companies. All this
gets taken care of by around 9:00 AM. Then there’s
a couple hours of cleanup, and the Market quiets
down until it’s time to start the routine all over
again the next evening.
HUDSON CITY
FISH MARKET
RUDY KALANOWSKI
10 STR
10 DEX
10 CON 10 BODY
8 INT
8 EGO
8 PRE
8 COM
4 PD
3 ED
2 SPD
4 REC
20 END 20 STUN
Abilities: Combat Driv-
ing 8-, KS: Opera 11-,
CK: Hudson City 11-,
TF: Common Motorized
Ground Vehicles, Two-
Wheeled Motorized
Ground Vehicles, Fringe
Benefits: Licensed
Truck Driver, Opera
Season Tickets
Disadvantages: None
Notes: Rudy Kalanowski
is a truck driver for the
Cardinale Seafood Sales
Company. He delivers
orders of seafood to
restaurants and other
buyers around the city
every morning. A big
fan of opera, he sings
arias badly while he
drives, much to the
amusement of other
people on the road.
189
Hudson City ■ Chapter Six
TOP DOGS
While it may seem at first blush that every
seller at the Fish Market has an equal chance to snag
customers’ dollars, in truth there are definite levels
of status among them. First, seniority counts — the
longer a seller’s been around, the more respected he
tends to be. If a newcomer tries to “poach” a customer
from an established firm, that’s regarded as a serious
breach of etiquette which may result in some not-so-
subtle “punishment” being dealt out to the offender in
the form of vandalism or a beating.
Second, being in one of the two buildings
— East Building and West Building — is more
“prestigious” than having a stall outside. Even
among the sellers in the buildings, East Building
is considered “better.”
Selling space at the Fish Market is strictly
regulated by the Hudson City Fish Sellers’ Associa-
tion, which owns the land. Anyone who wants to
sell fish has to become a member of the Association
and “buy” a stall for prices beginning at around
fifty thousand dollars (better locations, larger stalls,
and stalls in the buildings cost more, up to around
a hundred thousand). Thereafter he has to pay a
monthly lease based on location, seniority, sales
volume, and other factors. All sellers must display
a distinctive brass “badge” (actually more like a
plaque) featuring the Fish Market’s three-fish logo.
THE CATCH OF THE DAY RESTAURANT
Fish sellers and buyers get hungry just like
everyone else — and what else are they going to
want to eat but seafood? If you’re looking for the
absolute freshest fish in Hudson City, you should go
where they do: the Catch Of The Day restaurant,
right on the edge of the Fish Market. It’s not exactly
the most elegant restaurant in the city, but the chefs
there can prepare seafood any way you want it, and
the portions are enormous. Catch Of The Day is
open 24 hours a day.
THE MEN IN CHARGE
As mentioned above, the Hudson City Fish
Sellers’ Association owns the Market’s land and
buildings and controls who can sell fish there.
Every two years the Association elects a president,
who in turn appoints an Executive Board (vice-
president, secretary, treasurer) that’s subject to the
approval of the Association’s Board of Directors.
For the past eighteen years, only one man has
run for president: Aldo Cardinale. The popular
owner of the Cardinale Seafood Sales Company,
he’s won every election he’s run in by a nearly
unanimous vote. Cardinale knows virtually every-
one associated with the Fish Market on a first-name
basis, and usually well enough to ask after their
wives and kids. But he’s also hard-nosed and fair
when it comes to settling the countless minor dis-
putes that arise between sellers. Once Aldo makes
a decision, that’s the end of the matter, and anyone
who keeps arguing about it is likely to find his
Association membership “up for review.”
For the past decade, Cardinale has preferred
to keep the Executive Board “all in the family,” so to
speak. His vice-president is Mike Rubino, one of his
brothers-in-law; his treasurer is another brother-in-
law, Nunzio “Nick” Viscio (it’s a good thing Cardinale
had so many sisters!). Not everyone in the Association
is entirely comfortable with having the leadership
so tightly bound together, but it’s hard to argue with
results — since Cardinale took the presidency, Fish
Market revenues have climbed nearly forty percent.
Hero System 5th Edition
190 ■ Hot Spots For Cool Heroes
There was a quick knock on her door, then
Marcelina opened it up and stepped inside.
“Ma’am, there’s a gentleman down on the floor
who’s been asking to see you personally. His
name’s Chuck Ingold, or at least that’s what he
says.”
“Doesn’t sound like he’s lying — Ingold’s not
the sort of name a guy makes up. What does
he want?”
“He wouldn’t say, ma’am — wants to talk
about it with you only. All he said was that he
was interested in some “special services.” His
words.”
“Well, either that’s what it usually means, or
he’s some rich guy who wants to have a really
big bachelor party. Has he been here all night?”
“Since about nine, ma’am.”
“What’s he been doing?”
“Mostly sitting near the stage, spending big on
the girls and getting lots of lap dances. He went
to one of the private rooms for a “Pharaoh’s
Gold” special, too.”
“Good. He’s legit, then — there’s no way he
could be a cop with a wire, not if he’s had that
many girls all over him. Go ahead and send
him on up.”
“Yes, ma’am.” She left quickly. Five minutes later
there was a knock on the door and Marcelina
entered again with a man in tow — thirtyish,
dirty blond, casual clothes, businessman sort of
look to him. “Ma’am, this is Mr. Ingold.” She left
again as quickly as she had the first time, leav-
ing the two of them alone.
“How do you do, Mr. Ingold?”
“Fine. I’m fine, Miss....?”
“Cleopatra will do.”
“Cleopatra. I’m fine. I really like your place,
come here a lot.”
“Thank you; we appreciate our regulars. Mar-
celina said you had some question about “spe-
cial services”?”
Ingold shifted uncomfortably in his chair. “Well,
yeah. I’m... not quite sure how to ask about
this.”
“Just come right out with it, Mr. Ingold. I assure
you, nothing you can say will shock me.”
“I... hear that you can get more here than just
exotic dancing, if you know what I mean.”
“I do. Are you a cop, Mr. Ingold? A police officer,
a fed?”
“What? N-no, no, I’m a financial analyst.”
“Then I believe we can accommodate you. How
much were you thinking of spending?”
“Ummm... th-three hundred?”
“That should be satisfactory for some of our
girls.” She wrote something on a piece of paper,
then rang a small bell on her desk. In a moment
Marcelina entered.
“Marcelina, please take Mr. Ingold and this
note to Aurora.”
“Yes, ma’am.”
— just another night at Little Egypt
Located in a prime position on the Strip — the
northeast corner of Redwine Avenue and Parrot
Street — Little Egypt is the most striking, and
definitely the most famous, “gentlemen’s club” in
Hudson City’s notorious vice district. The outside
of the building has been resurfaced with a dusty
red sandstone designed to make it look like an
Egyptian ruin restored to glorious life. Two large
statues of cat-headed women flank the steps lead-
ing up to the front door.
When a customer approaches, two tuxedoed
men open the doors for him from the inside.
Though obviously bouncers from their size, they’re
unfailingly polite and friendly... until a “guest” starts
to cause problems, in which case they become
decidedly unpleasant.
After passing through the purple-painted
“entrance chamber,” guests walk through two
leather-covered swinging doors into the “main
chamber.” The walls are painted blue, with a motif
of gold stars on the ceiling. Touches of Egyptian
decor appear — gold lamps shaped like Egyptian
cat statues on private tables, tomb painting-like
murals in a couple places, hieroglyphic designs and
cartouches here and there — but it’s not overdone.
The point of the place isn’t to teach the customers
about ancient Egyptian culture, after all.
To the right of the doors runs a long bar stocked
with all the best liquor. All the bartenders are women.
They’re heavily dressed compared to most of the other
women in the place, but couldn’t wear their skimpy
tuxedo-inspired “uniforms” in public.
The bar pales in comparison to the T-shaped
stage that dominates the room. Usually two
LITTLE EGYPT
191
Hudson City ■ Chapter Six
“exotic dancers” work the stage at any given time,
but sometimes four or more crowd the stage to
put on a special show. Cleopatra’s pays well and
hires only the best; all the dancers are pretty and
talented. A row of comfortable chairs and small
tables lines the stage so guests who want to can
get close to the dancers; larger tables and booths
fill most of the rest of the main floor. Dancers
who aren’t on “stage rotation” circulate among
the tables, talking to the guests and selling lap
dances. One or two “floor managers” keep watch
at all times to make sure everyone behaves him-
self. Loudmouths, troublemakers, and guests who
are a little too free with their hands are uncer-
emoniously tossed out of the place.
The areas behind the stage, as well as the
second floor of the club, are generally off-limits
to guests. Mostly it’s just dressing rooms for the
girls, but there’s also a series of “private rooms” that
guests who’re willing to spend a little extra can rent
for parties or private dances. This is the only place
where the girls perform any of the club’s special
“signature dances,” including the Pharaoh’s Gold,
which promises “more skin-on-skin contact than
any exotic dance in Hudson City!”.
Personnel
The queen bee of this hive of debauchery is
Cleopatra herself. She keeps her real name secret,
preferring her more exotic “trade name.” Probably
in her forties, she remains strikingly beautiful, with
long, dark hair, a perfect complexion, and a figure
most women would kill for. Contrary to many
guests’ expectations, she doesn’t wear Egyptian-
styled garb — she dresses in well-tailored but prac-
tical business attire most of the time, though often
with pieces of Egypt-inspired jewelry.
Cleopatra spends most of her evenings in her
office on the second story of the club, from where
she can watch what’s going on on the floor via
closed-circuit TV. Her office has more of an Egyp-
tian theme to the decor, including a few genuine
artifacts she’s purchased on trips to the land of the
pharaohs. She also maintains lavish living quarters
on the second floor. Periodically — maybe once or
twice a week — she’ll come down to the floor her-
self to get a taste for what’s going on.
Since she can’t be everywhere at once, and
doesn’t care to deal with certain matters in any
event, Cleopatra has a staff of employees who
help her run the place and maintain its reputation
for excellent service. Her right-hand man, Burt
Zeplowski, is head floor manager — a polite way
of saying he’s chief bouncer and troubleshooter. A
former college football player, Burt has the beefy-
but-quick look of a guy who’s been in a lot of fights
and won most of them. Rumors around the club
say he’s also Cleopatra’s lover, but he never seems to
conduct himself with anything less than the utmost
discretion and professionalism.
Behind the bar, Ginny Marlowe is in charge.
She doesn’t have quite the body that the girls on
stage do (or most of the other bartenders, for that
matter), but with her friendly demeanor and quick-
witted replies to the guests she gets tips that are
almost as good. She doesn’t plan to work here for-
ever — she goes to business school during the day
— but she kind of enjoys it, much to her surprise.
TAWNY
8 STR
10 DEX
11 CON
10 BODY
8 INT
8 EGO
10 PRE
13 COM
2 PD
2 ED
2 SPD
4 REC
22 END
20 STUN
Abilities: Acrobatics 8-, Contortionist 8-, PS: Exotic
Dancer 13-, Streetwise 11-
25+ Disadvantages: None
Notes: “Tawny” (real name: Antonia Jean Ricardi) mar-
ried her high school sweetheart right after graduation
and soon had two kids. Unfortunately, a romance that
seemed perfect in high school didn’t hold up well in the
face of real-world pressures like jobs, kids, and unpaid
bills. When her first daughter was 20 months old, her
husband walked out on her and never came back.
Antonia had her high school diploma, but she knew there
was no way she could get a college degree — and no
ordinary jobs she could get would support her and her
daughters. But she had something better than a diploma:
a drop-dead gorgeous body. Her face wasn’t much to
look at, she thought, but she didn’t figure on becoming a
model.
It took a little asking around and persistence, but she
finally got a job at Little Egypt as an exotic dancer. It’s not
exactly what she pictured for herself when she was little,
but it’s not the worst job in the world either. It pays better
than she could make in some factory or office job (espe-
cially with the tips!), and her mother can look after the
girls at night. Every time her circumstances start to get
her down, she grits her teeth, thinks of her daughters, and
signs up for some overtime.
DENNY “ANIMAL”
MAXWELL
15 STR
12 DEX
15 CON 12 BODY
10 INT
8 EGO
15 PRE
8 COM
6 PD
3 ED
3 SPD
6 REC
30 END 28 STUN
Abilities: Martial Arts
(Dirty Infighting, plus
a couple of Karate and
Jujutsu maneuvers), +10
PRE (Only For Fear-
/Intimidation-Based
Presence Attacks), KS:
Mixed Drinks 8-, KS:
Professional Sports 8-,
PS: Bouncer 11-, PS:
Bartender 8-, Stealth
11-, Streetwise 8-, WF:
Small Arms, Knives
Disadvantages: Social
Limitation: Criminal
Record
Notes: Denny Maxwell,
better known by his
nickname “Animal”
because of his long,
shaggy hair and rowdy
past, is one of the
bouncers at Little Egypt.
Looking distinctly
uncomfortable in his
tux, he keeps a close eye
on the club’s patrons to
make sure no one takes
any liberties with the
girls or causes trouble.
In his nearly ten years
as a bouncer he’s gotten
pretty good at calm-
ing down potentially
explosive situations and
“escorting” troublemak-
ers out the door with a
minimum of fuss.
Hero System 5th Edition
192 ■ Hot Spots For Cool Heroes
“It all went down one day out on the rec yard,
just like we all figured it would. Calvin’d been
makin’ a lot of noise ever since he got in, talkin’
about how he was gonna be top man and “kick
that punk-ass Hanshaw to the curb... after he be
my bitch for a while.” We all thought it was just
loudmouth talk at first, but he was serious. The
first time a couple’a Hanshaw’s boys turned up
dead in the shower and Calvin took their turf,
we knew what was gonna have to happen.
“What we couldn’t figure was what was takin’
Hanshaw so long. The last time someone tried
to push him around was Purnell a few months
back — and they’re still feedin’ Purnell through
a tube down in the infirmary. But Hanshaw
let it slide for a few days. What we didn’t know
then was that he was just greasin’ the skids so
he could take care of things himself and get out
clear. It takes a long time to spread that much
scratch around the guards.
“Then all Hanshaw needed was some time
alone with Calvin. In this case “alone” meant
“in the middle of a few hundred other cons”
and “with two of Hanshaw’s boys along for the
discussion,” but whatever. Calvin was talkin’
*%&! out on the yard with a couple of his own
boys when they saw Hanshaw comin’ through
the crowd. I could see the looks on their faces
— they didn’t dare say nothin’, ’cause if they did
Hanshaw’d kill them, too — but Calvin was too
stupid and full of himself to figure it out.
“It was over almost before it began. Hanshaw’s
boys grabbed Calvin’s arms. He started to
struggle, but Hanshaw stepped around and
shanked him four or five times in the gut. That’s
a *%&!ty way to die, bleeding out slow, but
Hanshaw had a point to make.
“Of course, none’a the guards saw anything
— not even the ones in the towers.”
— a lesson in why you should keep your mouth
shut, as told by LCC inmate Darryl Wilkins
Every city needs an institution to house
suspects awaiting trial and criminals given short-
term sentences. In Hudson City, that place is the
Longview Correctional Center. An ominous, tow-
ering structure built of rust-red brick and grey
stone, it looms large in the minds of Hudson City’s
underworld, whose members know all too well how
disturbing and dangerous a place it can be.
Longview is a jail, not a prison — it houses
arrestees who couldn’t make bail (or weren’t given
the option to bail themselves out) and prisoners
serving sentences of one year or less for various
minor offenses. Convicted felons sentenced to
longer prison terms serve their time in Oldemyer,
Stewartsburg Penitentiary, or some other facility
(see page 151). Longview has relatively few true
prisoners, though — anything trivial enough to
get someone a sentence of less than a year usually
results in immediate parole, since Longview needs
all the space it can get just to hold Hudson City’s
large population of pretrial detainees (see below).
The Facility
Named for a famous nineteenth-century
prison reformer, Longview Correctional (or “LCC,”
as it’s often called) occupies a large area just south
of the terminus of 12th Avenue at the Gadsden
Cliffs. Presently ten stories tall and with two base-
ment levels, it has the shape of a square cross
(hence, people on the street refer to getting sent to
Longview as “being crucified”).
Each of the four wings of the prison (starting
in the north and going clockwise, A, B, C, and D) is
over 600 feet long and has approximately 50 cells
per side per story. Stories four and seven have full
floors; the other floors have only walkways running
along the edges, creating an “atrium” effect three or
four stories tall. During the day these atria are often
noisy, with prisoners shouting across the way to
friends on their floor, or at prisoners on the floors
above and below them. Each wing is divided into
four “blocks” per atrium, with a full stairway at the
intersection of each block. Blocks have numerical
designations. Thus, in A Wing, the blocks for the
atrium that covers the first through fourth floors
are A1, A2, A3, and A4 (with A1 being closest to the
prison center and A4 the furthest away). The blocks
for the second and third atria are A5 through A8
and A9 through A12, respectively.
The prison administration uses each wing for a
specific purpose. A Wing is the maximum security
wing, where it keeps the most dangerous pretrial
detainees. B Wing, and part of C Wing, are used
for other detainees and for prisoners serving a sen-
tence. Prisoners are kept segregated from detainees
in specific blocks. D Wing is the women’s part of
the prison, housing both detainees and prisoners.
Longview has its own generators, located in
the basement areas below Prison Center.
LONGVIEW
CORRECTIONAL
CENTER
AMY CREIGHTON, R.N.
10 STR
8 DEX
9 CON
8 BODY
10 INT
8 EGO
10 PRE
10 COM
3 PD
2 ED
2 SPD
4 REC
18 END 18 STUN
Abilities: +10 PRE (Only
To Resist Presence
Attacks), Bureaucrat-
ics 8-, Deduction 11-,
Forensic Medicine 8-,
Paramedics 14-, PS:
Nurse 13-, SS: Medicine
8-, Contacts (10 points’
worth, with now-released
prisoners grateful for her
medical help while they
were inside), Fringe Ben-
efit: Licensed Nurse
Disadvantages: Psy-
chological Limitation:
Devoted To Helping And
Caring For Others
Notes: Amy Creighton
is one of the nurses who
works in the medical
facility at LCC. A caring
and compassionate
woman, she does her
best to administer qual-
ity medical care to all
of the prisoners who
need it, no matter how
vile or depraved they
may be... though she
doesn’t take any guff
from any of them, and is
quick to report them to
the guards if they don’t
behave themselves. On
her own time, she likes
to read trashy romance
novels, paint, and take
her dog Max for long
walks.
193
Hudson City ■ Chapter Six
PRISON CENTER
The central “hub” between the four wings is
known as Prison Center (despite the fact that LCC
isn’t a prison). It’s the heart of LCC, where Warden
Drayton and his staff have their offices, the guards
their locker rooms, and the facility support staff
their storage and records rooms.
The first floor of Prison Center contains both
a lobby where visitors to the prison enter, and
an intake facility where prisoners come into the
system. From the lobby one can walk to the Visitor’s
Center (where loved ones and friends can come
to talk with a prisoner during visitors’ hours) or
various meeting rooms and other places where the
public might need to go.
The jail’s dining hall and kitchens fill most of
the second floor; this is where prisoners go every
day to eat their meals. The jail store (where prison-
ers can buy small personal items, magazines, snack
foods, and the like using their jail accounts) fills an
all-too-small space next to the dining hall. On the
third floor are the prison laundry and other sup-
port facilities where many low-risk prisoners work
during the day to earn a small amount of money.
The fourth floor includes the jail’s medical facilities.
Most of the rest of the floors contain administrative
offices, storerooms, and the like.
The roof of Prison Center is flat and has a helipad.
THE YARDS
Between the four wings are the yards, where
most prisoners get to exercise in the fresh air for
an hour a day. The yards contain some exercise and
sports facilities (a weightlifting area, some basket-
ball courts) but are mostly just open ground with
some benches here and there. Some of the yard
areas also contain additional buildings along the
walls — the prison garage, additional storage space,
and so forth. Prisoners aren’t allowed to approach
these buildings without special permission.
THE WALLS
Longview has two walls. The inner wall is a
25-foot (4”) tall brick wall topped with concertina
wire. It has guard towers roughly every 100 feet
along its entire length; two guards armed with
high-powered rifles man each tower 24 hours a day.
The outer wall is a 15-foot (2.5”) tall sturdy cyclone
fence, also topped by concertina wire. Between the
two walls is a space 32 feet (5”) wide, stripped of all
vegetation or other features and filled with roll after
roll of concertina wire. To get over the first wall,
through the no-man’s-land, and over the second
wall without getting cut to ribbons by all the wire, a
prisoner would probably have to wear plate armor.
SECURITY
The walls and guards aren’t the only security
features at LCC. The place is a potential pow-
derkeg filled with some of the most dangerous
people in Hudson City, so the authorities go to
great lengths to make sure no one can get out
unless they let him out.
First, there are cameras in virtually every
public area of the jail, including every fifty feet
(8”) along both walls. Guards in the “camera
room” in Prison Center can pan any camera
through roughly a 150-degree angle, and have
limited zoom features as well.
Second, there are locks — everywhere, locks.
Every cell door and other door in the wings is
locked electronically from a room at the entrance
to the wing. If a guard wants one open, he has to
call down to the “lock room” via a closed-circuit
TV system with terminals located at every stairwell
and floor along the wing. The same applies to all of
the important doors in Prison Center, where the
CCTV system connects to the camera room. The
jail’s architects designed the prison so that shut-
ting and locking the key doors throughout Prison
Center would cut off prisoners’ abilities to move
freely throughout the prison in the event of a riot
or major jailbreak.
Personnel
Longview employs several thousand people
who do everything from guarding the prisoners, to
preparing food, to keeping the place clean. Low-risk
prisoners can also have jobs around the facility to
earn a small amount of money and get good marks
on their records.
WARDEN DANIEL DRAYTON
The warden of Longview Correctional, and
thus effectively the most important person in the
Hudson City Department of Corrections, is Daniel
Drayton, a slightly paunchy man in his early fif-
ties. Drayton got his start decades ago as a guard
at Juvenile Offenders Correctional. After achieving
the rank of sergeant there, he transferred to admin-
istration and spent nearly twenty years working as a
prison admin or DOC bureaucrat. In 1997 he took
the Warden’s position at Longview.
Although not exactly the most imaginative
or adaptable person in the world — he is a career
bureaucrat, after all — Warden Drayton does his
job well because he’s been down in the trenches
and knows what it’s like to work at the lowest level
of a jail. Like most wardens, he’s deeply concerned
about the safety of his facility and his employees; he
constantly badgers the DOC and City Council for
more money for security systems, safety equipment,
and so forth — and, of course, getting turned down
due to budgetary restrictions. With overcrowding at
an all-time high, he’s terrified that a riot or similar
incident could result... and he really doesn’t have
any way to defuse the situation.
COMMANDER JERRY COLEMAN
Warden Drayton’s right-hand man is Jerry
Coleman, the commander of the jail’s guards. Where
Drayton is a cautious thinker who proceeds slowly,
Coleman, a military veteran, is a man of decisive
action. In his view, the world only works right if you
make it work right, and that means riding the prison-
ers with an iron hand whenever they so much as look
at a guard the wrong way. He doesn’t abuse them, or
tolerate his guards abusing them, but he’s quick to slap
an inmate down with solitary confinement or other
A NEW PRISON?
Noting the overcrowd-
ing in LCC, some city
officials have called for
the building of a new
jail. However, not only
can they not say how
Hudson City would
afford to build this new
facility, they have no
idea where to put it.
There aren’t any good
locations for one inside
the city limits. North of
the city would work, but
the powerful and often
wealthy residents of the
northern suburbs have
already indicated their
opposition to any such
arrangement in the most
stark terms. It would
be easier to drum up
support for a location
south of the city, but
that would require the
jail to transport prison-
ers as far as a dozen
miles to get to court
every day, which poses
logistical and security
problems. For now, the
idea remains one that
everyone seems to favor,
but no one’s willing to
do anything about.
RIOT!
The last major riot
experienced at LCC
took place in 1996,
when prisoners broke
free, took nearly three
dozen guards hostage,
and held the authorities
at bay for nearly a week.
In the end, almost fifty
inmates and five guards
were murdered, and the
jail was retaken without
granting any of the pris-
oners’ demands. Security
was beefed up afterward,
but it’s still not enough.
It would take just the
right set of circum-
stances to spark another
riot... but if those cir-
cumstances arise, God
help anyone inside the
prison when the inmates
take over.
Hero System 5th Edition
194 ■ Hot Spots For Cool Heroes
punishments if he thinks the inmate deserves it. As a
result, he’s probably the most hated man in LCC, and
if there’s ever any sort of riot the inmates will make
sure he dies slow.
Coleman is a three-times-divorced bachelor with
two grown kids and a small apartment in Bayside. A
workaholic, he spends most of his time at Longview.
The Guards
Commander Coleman has a staff of several
hundred guards, both men and women (though
women serve only in D Wing, where male guards
generally don’t work). Guards undergo a training
course and must pass qualifications tests, but it’s
not exactly a job that attracts a lot of intelligent,
thoughtful people — it’s more the sort of thing
that attracts people who couldn’t make it into the
military or HCPD but don’t have any other real
prospects, or who enjoy bullying others. Working at
LCC takes a hard mind, a tough body, and a strong
stomach, not brilliance or creativity.
The rank structure below Coleman is fairly
simple. He has about two dozen Lieutenants who
answer to him directly; one of them is in command
of the guard staff whenever he’s not on the premises
or otherwise unavailable. The lieutenants command
Sergeants (who are in charge of the cell blocks in
shifts) and Correctional Officers (i.e., ordinary
guards). The jail also has a twenty-man Crisis
Response Team, a SWAT-like group of guards
trained to handle heavier weapons and react to
hostage taking, riots, and other extreme situations.
Longview’s guards don’t carry firearms — they
can’t take the chance that an inmate would get
a guard’s gun and use it against him and other
inmates. They don’t even have nightsticks. They go
up against some of the most dangerous scum in
Hudson City every day armed with nothing but
touch tasers and handcuffs. In the event of a riot or
other emergency, Commander Coleman can issue
the guards pistols, shotguns, tear gas, body armor,
riot helmets and shields, and similar gear.
The Daily Routine
For the inmates and most staff, the LCC day
begins at 6:00 AM with lights on. Inmates get sent
to the cafeteria in groups every fifteen minutes. If
someone needs medical attention, he tells the guard
and gets put on the list to be taken to the hospital
in order of priority (the sicker or more hurt he
genuinely seems to be, the sooner two guards come
to escort him to the docs; if the guard the inmate
reports to thinks he’s faking, he automatically goes
to the bottom of the list).
If a prisoner is due in court that day, he has to go
to (or be escorted to) 2 Yard to board one of the buses
going to Courthouse Square. The buses run every
half an hour beginning at 8:00 AM for most of the
morning, and again on the same schedule in the latter
half of the afternoon to bring prisoners back. Each
bus carries two guards in addition to the driver, and
inmates remain shackled during the trip.
Inmates who don’t have to go to court spend
the day working (if they have jobs) or sitting
around in their cells and the common areas (if not).
The less danger an inmate poses, the more freedom
he’s allowed; the maximum security inmates must
remain in their cells most of the day. In addition
to lunch (served from 11:00 AM until about 1:00
PM), each inmate who’s not in lockdown as a pun-
ishment is entitled to one hour’s recreation time in
the yard per day. Given the large LCC population,
rec hours run throughout the day in shifts — each
hour a certain number of inmates are brought back
in, and others allowed out. This constant motion of
inmates allows for more prisoner interaction than
the administration likes, with the attendant risks
of fights, murders, rapes, and other problems, but
there’s no way around it since state law mandates
the rec hour.
Prison visiting hours are from 10:00 AM until
4:00 PM most days, with longer hours on major
holidays. All visitors have to pass through a metal
detector and are subject to a full search if the
guards deem it necessary. If a prisoner has a visitor,
he gets a call and goes down (or is escorted down)
to the Visitor’s Center. Depending on his classifi-
cation, he may have to talk to his visitor through
bulletproof glass via a direct phone system, or may
be allowed to sit at a table with them and talk pri-
vately. Visitors can bring inmates gifts, but all gifts
are thoroughly searched, even x-rayed if necessary.
The dining hall serves dinner from 6:00 PM
until about 8:00 PM. From after dinner until lights
out at 11:00 PM, prisoners’ time is generally their
own; the prison often shows movies or has other
special events in the common areas to keep them
occupied. Despite this, fights and other problems
are common; the guards dread this time of day, and
may react to minor difficulties quickly and harshly
to keep them from getting worse. By 11:00 PM, all
inmates must be in their cells for lights out.
Life Inside
Longview Correctional is built to hold about
eight thousand inmates. As of late 2004, at most
times it actually contains ten to twelve thousand,
resulting in a horrendous overcrowding problem
that only makes life more difficult and dangerous
for everyone inside.
Most inmates are predators of one type or
another, and they regard other inmates as prey. An
inmate who doesn’t want to be everyone’s victim
has three basic choices. First, he can join a gang
(see below) so his “brothers” have his back. Second,
he can become the bitch of some inmate with
enough power and influence to protect him. Some
inmates get forced into that sort of “relationship”
before they can join a gang, or because they get into
debt to their victimizer — but however it happens,
it’s not pleasant for the bitch. Third, he can snitch
out to the guards and spend the rest of his stay in
protective custody. In short, he’s screwed no matter
what he tries.
CORRECTIONAL
OFFICER LARRY
CHURCH
10 STR
10 DEX
11 CON 11 BODY
8 INT
8 EGO
10 PRE
8 COM
4 PD
2 ED
3 SPD
4 REC
22 END 22 STUN
Abilities: Guard Train-
ing (Choke Hold,
Martial Disarm,
Martial Grab, Martial
Strike, Takedown),
+10 Presence Only
To Resist Presence
Attacks, Bureaucratics
8-, Criminology 8-, AK:
Longview Correctional
Center 14-, KS: The Law
Enforcement World
8-, KS: The LCC Com-
munity 11-, PS: Prison
Guard 11-, Streetwise
11-, WF: Small Arms,
Fringe Benefit: Sergeant
25+ Disadvantages:
Hunted: prisoner who
wants to kill him if
given the chance; Social
Limitation: Subject To
Orders
Notes: Larry Church
has been a guard at
LCC for thirteen years;
he attained the rank of
sergeant three years ago.
His usual assignment
is Block A7, one of the
roughest and most dan-
gerous in the jail. In his
time he’s been beaten up
(and dished out more
than a few beatings in
the process of restrain-
ing unruly inmates),
stabbed twice, spit on
repeatedly, had flam-
ing rolls of toilet paper
thrown at him, been
sexually propositioned
by more inmates than
he can remember, and
talked two potential
suicides out of killing
themselves. Sometimes
he wonders why he
comes in to work every
day. But hey, there’s the
crappy pay, and all the
half-stale doughnuts he
can eat in the guards’
canteen — who could
pass that up?
195
Hudson City ■ Chapter Six
GANGS
Most inmates protect themselves in prison
by joining a gang. (If they already belong to some
organized crime group, like the Mafia, the Nubians,
or a tong, they usually join up with their fellow
members instead of joining a different gang.) It’s
not exactly the easiest life — junior gang members,
particularly newcomers, are expected to do what
the more senior members tell them, from providing
sexual favors, to forking over their dessert, to fetch-
ing cigarettes — but for most it’s the lesser of the
evils available. Longview Correctional has numer-
ous gangs, all racially based.
White Gangs
A white prisoner joins the Aryan Brotherhood.
Despite the name, not every member is some sort of
Nazi or white supremacist — more than a few are, and
members often have tattoos featuring Nazi symbols
and the like, but most just want protection from the
Hispanics and blacks. The Brotherhood loosely allies
itself with the Mexican Mafia — they don’t really like
one another, but they have common enemies.
The only other white
“gang” in LCC is a group of
prisoners who follow “Big
Bill” Barnett, one of the
meanest, toughest prisoners
in the entire place. Barnett
bucked the trend by killing
two men who tried to make
him their bitch and refusing
to join the Aryans. Instead,
he ended up attracting his
own gang, though he doesn’t
really think of himself as
a gang leader per se. He
doesn’t let just anyone hang
around him — a prospective
“member” has to impress
him somehow, or have some-
thing Bill needs or wants.
Black Gangs
The black gangs at
Longview are the most pow-
erful, since over half the
inmates in the jail are black.
The biggest is the Black Guer-
rilla Family, which espouses
far left-wing political ideals
(including the overthrow of
the U.S. government) and an
end to racism — but it’s really
just another gang, interested
only in itself. BGF members
tend to be very anti-authority,
and thus prone to disruptive-
ness, so the guards keep a
close eye on them. The gang is
allied with La Nuestra Familia, and thus opposed to
La EME (not to mention the Aryan Brotherhood;
the two hate one another).
The other major black gang within LCC is
the Islamic Brotherhood, whose members are all
devout Muslims. They preach a message of peace,
understanding, and not using alcohol or drugs.
Most other gangs regard them as punks and sissies,
but despite their preference for peace they can fight
just as well as any other gang.
Hispanic Gangs
Two Hispanic gangs compete in LCC for
power and profits. The largest and most violent
is the Mexican Mafia, or La EME, which has long
since become a power outside the prison as well
as in. Another gang, La Nuestra Familia, formed
in opposition to La EME, but has never achieved
that group’s size or prominence. LNF allies with the
Black Guerrilla Family to enhance its stature and
provide further protection.
ROBERT HANSHAW
13 STR
14 DEX
13 CON 11 BODY
11 INT
10 EGO
16 PRE
8 COM
5 PD
4 ED
3 SPD
6 REC
26 END 25 STUN
Abilities: Martial Arts
(Dirty Infighting; Knife-
fighting), Bribery 12-,
Concealment 13-, AK:
Longview Correctional
Center 11-, KS: Free-
town Street Gangs 11-,
PS: Drug Dealing 11-,
Stealth 12-, Streetwise
13-, WF: Small Arms,
Knives, Fringe Benefit:
Membership (Nubians)
Disadvantages: Psy-
chological Limitation:
Viciously Self-Centered;
Social Limitation:
Criminal Record
Notes: Hanshaw (almost
no one remembers his
first name, much less
uses it) has spent so
much time inside LCC
that he’s practically a
permanent resident. A
member of the Nubians
since he was 13, he’s got
a record for drug deal-
ing, assault, and other
crimes as long as your
arm. His time inside
LCC and Stewartsburg
has hardened him,
making him a cruel,
vicious man who’ll kill
anyone who crosses
him. But he knows how
to work prison the right
way, get things done
without getting caught.
He’s killed five men
inside so far without so
much as being inves-
tigated. Right now he’s
one of the most power-
ful crucified Nubians,
and makes a lot of
money dealing drugs to
other prisoners.
Hero System 5th Edition
196 ■ Hot Spots For Cool Heroes
“Evening, Mr. Gilbertson. What’ll it be
tonight?”
“Just the usual, Gloria, thanks.”
“One Bombay Sapphire martini, two olives,
coming up.”
She returned in a couple minutes with the
drink, and Gilbertson settled back into his seat
to enjoy it. He needed a few minutes to collect
his thoughts before the meeting.
The few minutes ran out all too quickly. He saw
the elevator doors open and Mardosian step
out. He took off his thousand-dollar overcoat
and handed it to the girl at the coatcheck coun-
ter — that hot redhead Bob Keiser’d told him
sleeps around with a lot of the club’s members
— and walked right over to him. Didn’t even
have to look around, he seemed to know exactly
where Gilbertson was sitting.
“Good evening, Howard,” he said smoothly,
with his usual easy, disarming manner. “How
are you tonight?”
“Fine, just fine! Havin’ a little drinkski. You
want one? I was just about to order another.”
“No, that’s all right. Let’s not drink just now.
We have other things to discuss,” Mardosian
replied, waving Gloria away before she could
respond to Gilbertson’s upraised hand.
“Sure, sure.”
“Let me get right to the point. You owe me
money, Howard... a lot of money.”
“I know, I know, and I’m going to pay you back,
with interest, I told you I would. It’s just that
business has been a little slow these past couple
months — I need the Christmas season to get
me back on top.”
“It’s too late for that, Howard — I’ve been
patient and waited more than long enough. I’m
calling in the marker, right here and now.”
“N-now? But I don’t have it, I can’t pay you.”
“Then you’ll have to give me something of equal
value.”
“Uhhh... what’d you have in mind?”
“Effective immediately, I own half your business.”
“What?!??! But that wasn’t what we agree...”
Mardosian leaned in close before Gilbertson
could finish talking, spoke softly. “No protests,
Howard. This is going to happen, so you might
as well accept it. Cause trouble for me now, and
you’re going to regret it. So will your family.
How’s your daughter doing these days?”
Gilbertson paled. “She’s... uhhh, she’s fine.
Boarding school and all.”
“I’m glad to hear it. I hope she remains “fine,” if
you understand what I mean.”
Gilbertson’s shoulders slumped in defeat. “Okay,
okay, I got it. Send the papers over tomorrow
and I’ll sign them... partner.”
“I’m glad we understand one another. See
you tomorrow, Howard.” Without a backward
glance, Mardosian got up, collected his coat,
and left.
Gilbertson raised his hand wearily. Now he
really needed a drink.
— doing deals up at the Skyline Club.
There are plenty of places all over Hudson City
where the rich and powerful can go to relax, have
a drink, enjoy pleasant music and conversation, or
simply have a good time: the City Club; Top Of
The World; the Carthage Club; the Garden. But if
you ask some people, all of those pale in compari-
son to the world-famous Skyline Club.
So called because it looks south from the top
of the Cherokee Tower at 8th Avenue and Newport
Street toward the most striking part of the Hudson
City skyline, the Skyline Club is a members-only
facility. The annual dues as of late 2004 are $20,000
per year, making the Club inaccessible to all but the
wealthiest people in Hudson City society. And as if
the dues weren’t enough, the Steering Committee of
the Club has to approve all prospective new mem-
bers, and their standards are often excruciatingly
proper. In the past they’ve denied membership to
people with even a whiff of scandal about them...
but the Steering Committee’s radar for such things
does seem to depend on just how rich and influen-
tial a prospective member is.
AMENITIES
For his twenty cool a year, a member of the
Skyline Club receives:
■ access to the Club’s bar, the Cutty Sark, which
carries every type and brand of liquor you can
possibly think of, and has some of the most skilled
bartenders in the city
■ access to the Club’s restaurant, the Bon Homme
Richard, for parties of up to eight at any time,
THE SKYLINE
CLUB
PAULA BONTINE
8 STR
8 DEX
8 CON
9 BODY
10 INT
8 EGO
10 PRE
12 COM
2 PD
2 ED
1 SPD
4 REC
16 END 17 STUN
Abilities: Bureaucratics
8-, Conversation 11-,
Deduction 11-, High
Society 11-, KS: High
Finance 14-, Persuasion
11-, PS: Stockbroker 14-,
Fringe Benefit: Licensed
Stockbroker
Disadvantages: Reputa-
tion: a business failure
8- (in the Business
World)
Notes: A couple years
ago, Paula Bontine
was flying high. After
an incredible run as a
stockbroker, she started
her own brokerage and
was really raking in the
dough. Then she made a
few bad decisions... and
one of her employees
was investigated by the
SEC for insider trad-
ing... and her divorce
cost her a bundle and
played havoc with her
emotionally. Before she
knew it, she was out of
business and living on
her savings. One of the
few assets she has left is
her membership in the
Skyline Club — her bro-
kerage paid for several
years’ worth in advance.
Today she spends a
lot of time at the club,
trying to make connec-
tions and find a new job.
197
Hudson City ■ Chapter Six
and larger parties with a reservation. The service
at the Richard is impeccable, and its chefs con-
sistently rank among the best in Hudson City in
food critics’ surveys.
■ access to the Club’s smoking room, the Golden
Hind, which also features pool tables, chess tables,
and similar amusements.
■ the utter servility of the Club’s staff and
management.
Most importantly, a member has the ability to
mingle with and meet other members. There’s no
one in the Club who isn’t rich, successful, powerful,
influential, an expert in his field, or all of the above.
The contacts a member can make, the networking
he can do, and the deals he can make over brandy
and cigars more than justify the membership cost
for many.
LAYOUT AND FACILITIES
The Club keeps its layout fairly simple, arrang-
ing things to allow the members to enjoy the spec-
tacular view as much as possible. The elevator up
requires a card key to access the Club’s floor. The
elevator doors open onto a small lobby area where
members can check their coats and hats. The lobby
leads directly into the Cutty Sark, with the long
bar over to the left. From their tables and chairs, or
small conversation pits made of elegant sofas and
endseats, members can look out the window at the
city below.
Members who want to eat at the Bon Homme
Richard continue on through to the west wall of the
bar and go through the restaurant’s front door. The
most desirable seats are near the window, but from
any table in the place a patron can take in the view.
The Golden Hind doesn’t share the view — it’s
off to the left as one enters the Club, through a
leather-covered door just to the left of the bar. The
rest of the Club contains the kitchens, storage areas,
and other practical things the members don’t want
to see or think about.
PERSONNEL
One of the reasons the Skyline Club hums
along so efficiently is its employees, who all have
two things in common: first, they’re very, very
good at whatever they do; second, they’re willing to
cater to a Club member’s every whim in exchange
for the large salary and tips they receive.
Armand Pelletier, a short man with a fero-
cious temper toward his employees but a voice of
silken sweetness for his employers, oversees the
Club as its General Manager. He’s there every day
from when the Club opens at 11:00 AM until it
closes at 2:00 AM the next morning, and never
once can anyone claim to have seen him look-
ing tired, harried, or stressed. Based on the way
Armand behaves, you’d think that everything
was always all right with the world... even if the
world were plunging into sheer chaos all around
you. He speaks with an accent that seems a little
French, a little Spanish, and all haughty.
After Armand, the Club employee most
members know best is Giles Rossiter, the maitre’d
at the Bon Homme Richard. Forced to cope with
a Club charter that promises members a table
for up to eight at any time without a reservation,
he sometimes has to juggle table space and wait
staff schedules like mad, but somehow he always
gets the job done.
The fine food at the Bon Homme Richard is
the responsibility of a head chef known as Head
Chef. No one can pronounce his real name — “it’s
some Romanian thing, all consonants,” according
to Rossiter, one of the few people who can even
remember it — so they just refer to him by title.
And it’s a title he richly deserves; there’s not a dish,
soup, or dessert yet created that he can’t prepare to
perfection. If anyone questions his talents or his
instructions, he’s prone to throwing cookware.
CAROL COLLINSON
8 STR
9 DEX
8 CON
8 BODY
10 INT
8 EGO
13 PRE
16 COM
2 PD
2 ED
1 SPD
4 REC
16 END 16 STUN
Abilities: Conversation
12-, Gambling (Card
Games) 8-, High Society
8-, KS: Skyline Club
Members 11-, KS: Soap
Operas 11-, PS: Coat-
check Girl 11-, Seduc-
tion 12-, Trading 8-
25+ Disadvantages: Psy-
chological Limitation:
Greedy
Notes: Carol likes
money and nice things.
Carol meets men who
have a lot of money and
nice things through her
job at the coatcheck
counter at the Skyline
Club. Carol has a pretty
face, a sexy figure, and
an active imagina-
tion. Put two and two
together and you can
figure out how Carol
spends most of her eve-
nings after work.
It’s an open secret
around the club that
Carol’s “easy,” at least
with men who don’t
look too bad and/or are
really generous. What’s
not so well-known is
that Carol is smarter
than she seems, and
a pretty good listener.
She picks up all sorts
of interesting snippets
of information while
on the job or lounging
between the sheets with
one of her “friends”...
information they might
not always want her to
have. Given the right
opportunity, Carol could
turn that information
into a chance to build
a better life for herself
— if she’d dare to take it.
Hero System 5th Edition
198 ■ Hot Spots For Cool Heroes
“Officer, I must insist that you arrest those two
young men and take them away from my store.
They are selling drugs.”
“I’m sorry, Mr.... how do you pronounce your
last name again, sir?”
“Kalanadhabhatala. My name is Vajramani
Kalanadhabhatala.”
“As I was saying, Mr. Candlebattle, I’ve got
nothing to arrest them for. I searched them;
they don’t have any drugs on them.”
“They are loitering!”
“Loitering? Oh, come on. With all the stuff
going on down at the police station, you think
I’m going to run someone in for loitering?”
“They are driving away my business! You must
stop them.”
“I’m sorry, sir, the HCPD doesn’t get involved
in economic matters. If those boys commit
an actual crime, call us again and we’ll come
arrest them. But as long as they’re not causing
any public disturbance, we’re going to leave
them alone, and I suggest you do the same.
Good evening.”
The officer walked out the front door and
toward his squad car. Glancing back over his
shoulder to make sure the guy wasn’t watch-
ing, he stepped over to where the two boys were
standing. “Hey, you take care of it, man?” one
of them asked.
“No problem, cough it up.” One handshake later
and fifty bucks changed hands with no one else
the wiser. The officer turned around and went
back to his car.
The older boy looked inside and gave the clerk
the finger. “G’wan back home, Hindu bitch,” he
said to no one in particular.
— the racial politics of QuickCorner
You can see them all over the city, squatting on
streetcorners from the depths of Freetown to the
heights of Highlands: bright orange and blue signs,
lots of gaudy posters in the windows, sometimes
two gas pumps out front. The QuickCorner — yet
another of America’s answers to the question, “how
can I get things done quicker?”.
Better known in some circles as the “Stop ’n’
Rob,” QuickCorner provides all the basics some-
one needs to get through the day: magazines and
newspapers; coffee; soft drinks; condoms; snacks;
prepackaged sandwiches; beer; beef jerky; lottery
tickets; smokes. The fact that QuickCorners have
public restrooms makes them a godsend to the
city’s homeless community.
The exact layout of a QuickCorner depends
on the shape of the building, but most of them
follow more or less the same floorplan, as shown
by the map on page 277. The front counter, where
you’ll find the clerk, cash register, and closed-circuit
televisions used to monitor the premises (if any), is
located just to the left as you enter. Right next to it
is one of the magazine racks; this usually contains
the higher-priced magazines, including any “adult”
magazines the store carries.
Along the front wall of the store is a larger
magazine rack holding a wide selection of maga-
zines: sports weeklies; diet and beauty magazines;
hot rod picture mags; you name it. Right next to
that rack is a larger one containing miscellaneous
toiletries and other goods — everything from
kitchen cleanser, to diapers, to motor oil.
Behind the toiletries rack are two racks of
food. Most of this is snack or fast food — bags of
chips and pretzels, all sorts of candy, individually
packaged toaster pastries, and so on. To wash all
that down, go to the refrigerated drink container on
the back wall and grab yourself a soda, iced tea, or
bottled water.
If you’d prefer something hot to drink, try the
coffee station near the front counter; it’s got both
caf and decaf. Next to it is a long row of toys and
other such knickknacks. Older kids seeking amuse-
ment try the video game machines in the front
corner — though in a lot of QuickCorners those
things don’t draw much business anymore, not
since the advent of Nintendo and Xboxes.
The far back corner has two bathrooms. Most
QuickCorners keep them reasonably clean, though
a few have given up on that losing battle. If the
condoms out front aren’t quite your speed, the
machines in the bathrooms might have what you’re
looking for.
The back quarter of a QuickCorner serves as a
storeroom for pallets of product that hasn’t sold yet.
If the store has a back door (not all of them do),
you’ll find it here.
QUICKCORNER
VAJRAMANI KALA-
NADHABHATALA
8 STR
8 DEX
9 CON
9 BODY
10 INT
8 EGO
10 PRE
8 COM
2 PD
2 ED
1 SPD
4 REC
18 END 18 STUN
Abilities: AK: India 8-,
CK: Bombay 8-, CK:
Hudson City 8-, KS: The
HCC Community 11-,
PS: Convenience Store
Clerk 11-, PS: Student
11-, SS: Biology 11-
25+ Disadvantages:
None
Notes: Vajramani Kala-
nadhabhatala came to
this country from his
native India nearly ten
years ago — though
you might guess he just
stepped off the boat
from the thickness of
his accent. (Despite that,
he speaks very good
English.) He’s studying
biology at Hudson City
College, with the hope
of going on to medical
school and becoming
a doctor. Since he has
to hold down two jobs
to support his wife and
three young children,
it’s been slow going; he’s
gotten to know the HCC
community well, even
though he doesn’t have
much time to socialize.
Vajramani is a smart guy
who takes his work seri-
ously. He doesn’t regard
it as a dead-end job, but
as an opportunity he
needs to make the most
of. He’s unfailingly polite
to the customers (even
the many who are rude
to him), finds things to
do during the downtime,
and runs the place effi-
ciently. He’s also pretty
observant; not much that
goes on in or around the
store escapes his notice.
The store’s owner wishes
he had half a dozen more
like Vajramani.
chapter seven:
chapter seven:
chapter seven:
GAMEMASTERING
HUDSON CITY
Hero System 5th Edition
200 ■ Gamemastering Hudson City
R
eady to run a game set in the Pearl City?
Here are a few suggestions to help you
get started, plan your game, and make the
experience as fun as possible for you and
your players.
CAMPAIGN TYPES
As it’s presented in this book, Hudson City is
primarily intended for Vigilante Crimefighting and
Law Enforcement campaigns — it’s a gritty modern
city with a major crime problem that needs solv-
ing. For the most part things remain as “realistic”
as they can get in an adventure gaming context,
though a few characters have unusual, “weird,” or
paranormal abilities that don’t break the setting’s
paradigm or “feel.” But all this is not to say you
can’t use it for other types of Dark Champions cam-
paigns; it works well for many of them.
CAPER
Since Caper Hero campaigns tend to involve
a lot of travel — after all, targets for daring, high-
profit robberies are few and far between — setting
an entire Caper campaign in Hudson City might
be implausible. But it’s definitely possible for Caper
Hero characters to visit Hudson City once, or over
the course of a campaign several times, to pull off
a robbery.
Here are three Caper Hero plot seeds involving
Hudson City:
Home Run: Hudson City businessman Warren Stadt
has one of the world’s most valuable collections of
baseball cards, the rarest of which he displays in
museum-quality cases in one wing of his home in
Irishtown. Plenty of private collectors would pay
big money for the cards if the characters can get
them....
The Caspian Star: A few years ago, Russian dia-
mond miners dug up from the ground one of the
largest uncut diamonds ever seen — over 220
carats. Christened the Caspian Star, it was eventu-
ally sold to a diamond merchant in Hudson City,
who’s already begun the process of cutting it into
several large, brilliantly-faceted stones. Now’s
the time to steal it... but naturally, the security
surrounding the dealer’s business is intense. To
complicate matters, the HCPD detective assigned
to investigate the group’s activities is distractingly
attractive and sexy....
Turning Japanese: The Kleinmann Center’s col-
lection of netsuke figurines is a tempting target:
they’re small, easily carried, currently trendy, and
very valuable. But the Kleinmann Center is a tough
nut to crack, not only because of its security but
because there are so many people in it for so much
of the day. Can the characters pull off the job?
DARK CHAMPIONS: THE
ANIMATED SERIES
Hudson City works excellently as a setting for
Dark Champions: The Animated Series campaigns
— all you have to do is tone down the grittiness
and lethality a bit, and perhaps inject a little more
“weirdness” and comic book-style technology. See
the Dark Champions: The Animated Series sub-
genre book for a complete discussion of the subject,
including sample campaigns and many plot seeds.
ESPIONAGE
Hudson City isn’t exactly Berlin, London,
Beirut, or Moscow, but there’s more than enough
political intrigue (not to mention industrial espio-
nage) to make it a worthwhile destination or home
for Espionage characters. Between the diplomats
on Embassy Row, the technology companies and
defense contractors working on military hardware,
the threat of terrorism, and the large immigrant
population, there’s a lot of spying going on that PCs
can get involved with.
Here are three Espionage plot seeds involving
Hudson City:
Business Is War: A friend of one of the PCs owns a
small tech company. He confides in the PC that his
company has suffered some mysterious data losses
and other difficulties lately — and what makes this
all the more distressing is that it’s interfering with
the company’s ability to complete a major defense
contract by deadline. Suspecting espionage of some
sort, the PCs have to investigate and resolve the
situation... hopefully without getting the authorities
involved and thus imperiling the company’s ability
to win future defense contracts.
The Enemy Of My Friend: The British prime minis-
ter is coming to the States, and his visit includes a
stop in Hudson City. The PCs’ agency has informa-
tion suggesting that Islamic terrorists might try to
kill the P.M. in revenge for his support of American
activities in the Middle East... and it assigns the PCs
to make sure no harm comes to the man.
Yellow And Red: The agency the PCs work for sus-
pects that a diplomat at the Chinese embassy is a
spymaster running a network of spies in the north-
eastern U.S. They assign the PCs to follow him,
investigate the situation in general, and take appro-
priate steps to protect American interests.
HUDSON CITY
CAMPAIGNING
SOME CAMPAIGNS
Here are a few more
suggestions for types of
campaigns you could
run in Hudson City
other than the typical
Urban Abyss crimefight-
ing or law enforcement
game:
Hudson City: Fallen
Angels: The PCs are
cops who got caught on
the take. Given a second
chance because of their
otherwise stellar records,
they’re now back on the
streets, trying to do the
right thing and not give
in to the temptations
around them... and yet
still get their jobs done.
Hudson City: La Vida
Loca: The PCs are part
of one of the lesser
Latinista gangs, trying
to survive and make a
name for themselves on
the hard streets of Latin
City.
Hudson City: Rat Bas-
tards: The PCs are
criminals — typically a
robbery crew or nascent
gang of some sort
— trying to make their
mark on the Hudson
City underworld and
avoid the unpleasant
attentions of cops, rivals,
and vigilantes.
Hudson City: Wolf In The
Fold: The PCs (typically
a small group, no more
than three) are under-
cover cops infiltrating
the mob. Can they do
their job, week after
week, without exposing
themselves... or getting
too friendly with the
enemy?
201
Hudson City ■ Chapter Seven
MONSTER HUNTER AND WEIRD
CONSPIRACY
On the surface, Hudson City might not look
like a good location for campaigns involving weird-
ness, the paranormal, or similar phenomena — it’s
a bit too “normal,” so to speak. But weirdness isn’t
very weird without normalcy to contrast it against,
is it? By tailoring Hudson City to the type of cam-
paign you have in mind, it becomes an excellent
venue for tracking down monstrous beings, strange
aliens, people with unexplainable “powers,” and
other Things Man Was Not Meant To Know. For
example, if you want to run a Monster Hunter cam-
paign which pits the PCs against a secret worldwide
culture of vampires and werewolves who prey on
mankind, all you have to do is decide that many
of the organized crime groups in Hudson City
are actually fronts for the bloodsuckers or lycan-
thropes, and then turn the PCs loose to protect the
city from them.
Here are three Monster Hunter/Weird Con-
spiracy plot seeds involving Hudson City:
Angles Of Attack: A series of grisly murders strikes
Hudson City. The cops think there’s a new serial
killer on the loose, but the PCs suspect it’s some-
thing else: a particular type of extra-dimensional
horror that can “extrude” itself into this dimension
through certain types of angles in architectural
structures. They have to track it down (and, possi-
bly, the cult that’s helping it manifest in this world)
and stop its depredations.
Pyromania: Several mysterious fires burn down
buildings in Hudson City over the course of a
month. The Fire Marshal suspects arson, but there’s
absolutely no proof of it. Could there be some sort
of pyrokinetic on the loose?
Up In The Sky: A rash of UFO sightings occurs
throughout Hudson City. UFOs are weird enough
in themselves, but it’s very odd to have sightings in
a major urban area. Time for the PCs to figure out
what’s going on!
OTHER GENRES
Even though it’s primarily intended for Dark
Champions campaigns, you can adapt Hudson City
as a setting for other genres and styles of play with-
out too much trouble.
CHAMPIONS
As a modern-day city, Hudson City is an excel-
lent setting for Champions campaigns. All you have
to do is decide that true superpowers do exist in the
city, and some people have them. Then adapt the
city to cope with these strange beings in its midst.
For example, you’ll probably want to add a MARS
(Metahuman Activities Response Squad) team to
the HCPD, and may even need to define the city’s
policy toward superheroes — do they have “official
relationships” with any of them, are they all out-
laws, or something in between?
Assuming you want to maintain the gritti-
ness and “realism” of Hudson City, your best bet
for a “Pearl City Champions” campaign is probably
either a street-level supers game or an Iron Age
Champions game. See Dark Champions, pages 19-
21, for more information.
CYBER HERO
Advance the Hudson City timeline fifty or
sixty years and introduce cyberware, the Cybernet,
and the cyberpunk aesthetic, and you’ve got the
perfect setting for a Cyber Hero campaign. The
Hudson City of Cyber Hero probably has a much
less effective government; it exists, but it’s tooth-
less in the face of mega-corporations. Organized
crime still exists, but the Mafia, the Russians, and
just about everyone else have been eclipsed by the
yakuza and the tongs, who struggle for supremacy
on many battlefields.
FANTASY HERO
At first glance, Hudson City doesn’t look like
much of a place to run a Fantasy campaign. But
looks can be deceiving.
First, if you’re willing to do a little work, you
can transform Hudson City into a typical Fan-
tasy campaign city. The cars become horses and
wagons, the skyscrapers towers, the mayor a king,
the HCPD the City Guard, and organized crime
various gangs and guilds seeking to dominate the
city’s underworld. In short, keep the landscape, but
change everything into its Fantasy equivalent.
Second, if you want to stick to the modern day,
Hudson City can become the canvas on which you
paint an Urban Fantasy campaign. You may want
to damp down on the grittiness, cruelty, corruption,
and selfishness that seems to mark so much of what
goes on in Hudson City (since too much of that
ruins the “sense of wonder” that’s so often impor-
tant to Urban Fantasy), but otherwise you can keep
things the same. In this sort of game, the Mystic
World — ranging from fortunetellers, to minor
mages who run occult bookshops, to faerie-folk
and other magical beings lurking in the shadows
— becomes the most important aspect of the city,
eclipsing (but not obliterating) the usual concern
RAINART
EISENBACH
6 STR
8 DEX
7 CON
8 BODY
18 INT
15 EGO
15 PRE
7 COM
2 PD
2 ED
1 SPD
2 REC
14 END 15 STUN
Abilities: Bribery 8-,
Bureaucratics 12-, Con-
cealment 13-, Deduction
15-, KS: Art History
11-, KS: Nazi Germany
14-, Language: English
(fluent conversation;
German is native); Stealth
11-, WF: Small Arms, 20
points’ worth of Contacts,
Money: Wealthy
Disadvantages: Age: 60+
(83); Hunted (various
Nazi-hunting organiza-
tions); Psychological
Limitation: Desperately
Seeking Absolution; Social
Limitation: Harmful
Secret
Notes: A member of the
partnership that owns
the Moskowitz Building
and other properties,
Rainart Eisenbach gives
the appearance of being
a prosperous, if aged,
businessman. He is that...
but he’s much more. Sixty
years ago his name was
Manfred Theissen, and he
was commandant of the
concentration camp at
Ravensbruck. Under his
command tens of thou-
sands of Jews were herded
into cages like animals,
and eventually herded
back out again and sent to
the extermination camps
at places like Sobibor
and Auschwitz-Birkenau.
Theissen escaped the fall
of Nazi Germany via the
Odessa route. In time
he changed his name to
“Rainart Eisenbach” and
made his way to America,
where he became a suc-
cessful investor and
financier. So well did
he hide his secrets that
not even his American
wife knows of his past.
But as he grew older,
guilt gnawed at him like
a cancer. He came to see
that the Nazis were wrong,
Continued on next page
Hero System 5th Edition
202 ■ Gamemastering Hudson City
with crime. You might even go so far as to replace
street criminals with malign Unseelie faeries, ghosts
and poltergeists, vampires, werewolves, and other,
more subtle, adversaries.
NINJA HERO
A Ninja Hero campaign set in Hudson City
would probably have to be of limited scope — the
characters restrict themselves to Chinatown, using
their fighting skills, Oriental magic, and other abili-
ties to keep the streets safe and make life better
for everyday folk. Even though Chinatown’s only a
small part of the overall city, there are lots of people
living there and lots of strange things going on that
might tempt PCs to get involved.
POST-APOCALYPTIC HERO
After society collapses, an urban area like
Hudson City could become a mostly-abandoned
wasteland where tribes of scavengers prowl
through concrete canyons in search of “treasures”
that have survived while trying to avoid enemy
tribes or mutant monsters. In short, it’s an ideal
setting for an urban post-apocalypse campaign
— instead of organized crime, corrupt cops, and
vigilantes, the PCs cope with hostile tribesmen,
warlords who want to rule the entire city, and of
course mutants. All you have to decide is how soci-
ety fell: if it was a nuclear war, Hudson City might
be a “rad zone” where no one can survive; if it was a
plague, the entire city might be virtually intact.
PULP HERO
Hudson City was definitely around in the
Twenties and Thirties, and even had its own
masked mystery-man keeping the streets safe: the
Raven (see page 11). If you want to base a Pulp
Hero campaign around crimebusting in a specific
city (as opposed to a “globetrotting adventure”
campaign inspired by the likes of Doc Savage and
Indiana Jones), Hudson City works perfectly — it
provides the detail you need for verisimilitude, but
doesn’t tie you to a city like New York or London
that might require a lot of research to use properly.
Pull the city limits in a mile or two on all edges and
make other changes appropriate to the period, and
you’re set — time for some two-fisted adventure!
STAR HERO
To use Hudson City in a Star Hero campaign,
you’ll probably have to transplant it to another
planet, or even transform it into a gigantic space
station or orbital mega-structure — most Science
Fiction games don’t limit themselves to a single city
on Earth. Other than that, the changes are mainly
cosmetic. Traditional organized crime groups
become gangs and “families” of criminals from
specific alien species, the HCPD becomes Station
Security or the Galactic Police Patrol, and so forth.
Plenty of Science Fiction stories focus more on
crime and other “gritty” goings-on than on starship
battles or exploring alien worlds, and your cam-
paign will do the same.
VICTORIAN HERO
Since most city-based Victorian Hero cam-
paigns take place in London, Hudson City might
not make a good location for one. However, it can
provide you with plenty of ideas and inspiration.
You can transplant locations and people (with
appropriate changes, of course) to the Greatest City
In The World and make just as much use of them
there as you could leaving them in their native turf.
and that he himself, as one
of them, had to atone for
the countless evils he had
done.
Desperate to find some
way to mitigate his
sins, Eisenbach began
performing all the good
deeds he could set his
hands to. But still he
sees so much evil in the
world around him, and
wishes to find some way
to end it as he believes
his should have been
ended so long ago.
To that end, he might
become the patron or
sponsor of a group of
high-minded crime-
fighters....
Continued from last page
203
Hudson City ■ Chapter Seven
T
his section contains additional and/or secret
information about Hudson City that’s for the
GM’s eyes alone. If you’re playing in, or plan
to play in, a campaign based on the Hudson
City setting, do not read this section!!
The GM’s Vault is organized by chapter and
page number. If the Vault doesn’t comment on
some part of the main text, it’s usually safe to take
what’s written there as accurate (or as left for each
GM’s individual interpretation). As always, you’re
free to change anything in this book to suit your
own preferences or campaign.
CHAPTER ONE
PAGE 8 — THE DELAWARE INDIANS
The local Indian tribes left the Hudson City
region due to concern about European settlers.
They could read the writing on the wall and see
that the influx of “white-skinned men” wasn’t going
to end, so they packed up and moved to new lands
west of the Delaware River...
...unless, of course, you prefer a more sinister
explanation. For campaigns emphasizing horror,
maybe a group of colonists slaughtered the Indians,
leaving a host of phantoms that still haunts the area
today. For mystic-oriented games, maybe a curse or
a foretelling prompted the Indians to leave, and that
curse or foretelling is about to come home to roost.
And of course, even if the Delaware left peace-
fully, there’s always the possibility that an ancient
Indian burial ground or two exists in the area....
PAGE 9 — THE HUDSON CITY RIOTS
Flint and the White Riders didn’t start the
fires in Hudson City. The standard historical view
— that blacks involved in the riots set them — is
correct.
PAGE 11 — THE FATE OF THE GREAT PULP
HEROES
Captain Battle and the Science Police were
killed by the Nazi mastermind Dr. Gerhardt Spre-
gen, who had developed a new, incredibly powerful
germ warfare weapon that could easily have won
the war for Germany. Battle and his men destroyed
the weapon, and nearly killed Spregen, but died in
the resulting explosion.
The Scarlet Shadow did go to work for the
Office of Strategic Services. He survived the war
(though not without injuries), and retired from
adventuring to become an industrial chemist after
the war.
PAGE 13 — BLACK WHISPER II
Hudson City Police Department files describe
the killing of Black Whisper II as a justified shoot-
ing. According to several witnesses, including
another cop, the Whisper attacked Officer Ronald
Jefferson when Jefferson attempted to apprehend
him. There’s no evidence to indicate that the shoot-
ing was, in fact, a murder. Jefferson and his partner
took money from several street gangs to “remove”
the Black Whisper. Jefferson’s partner and all of
the gangstas involved are now dead; the only one
who knows the truth is Jefferson himself, who has
worked as a construction manager since being con-
victed of taking bribes.
CHAPTER TWO
PAGE 21 — BENEATH THE CITY
The ground beneath Hudson City holds plenty
of other surprises for the explorer (including kids
looking for a thrill, vigilantes and criminals seek-
ing new hideouts or secret bases, and engineers
in search of leaks or other problems). A network
of old pneumatic tubes dating from the late Teens
still exists, though it hasn’t seen much use since
World War II days. Some of the turn-of-the-cen-
tury experimental pneumatic subway tunnels still
exist on the Northside, though they’re not marked
on any official map. Here and there are subway
stations, abandoned and sealed off because they
were too small for the newer, larger subway cars.
And over in east Blackbridge, a little south of 12th
Avenue, there are a few blocks of a six-lane under-
ground highway system that a private firm started
building back in the late Fifties and early Sixties,
but eventually abandoned when the company went
bankrupt.
PAGE 23 — JAMES STEFONELLI
Stefonelli was murdered by Paul “Paulie G”
Giametti, a Verontese soldier with interests in a
Verontese-controlled waste removal company.
The public suspicion — that the killing was a way
of protecting Mafia “turf” — is absolutely correct.
Anyone else who tries to break La Cosa Nostra’s
stranglehold on private waste disposal will get the
same treatment.
PAGE 23 — THE HUDSON CITY LANDFILL
To say that the Landfill now meets EPA stan-
dards is not entirely correct. It’s operated in a safer
fashion than before, but officials in charge of the
facility bribe EPA inspectors so they don’t have
to spend the tens of millions of dollars needed to
THE GM’S
VAULT
ALBERT KREBS
10 STR
15 DEX
12 CON 10 BODY
16 INT
10 EGO
15 PRE
8 COM
4 PD
3 ED
3 SPD
4 REC
24 END 21 STUN
Abilities: Combat
Driving 8-, Conceal-
ment 12-, Demolitions
12-, Electronics 8-, KS:
Fences 12-, KS: Thieves
And Thieving 11-, Lock-
picking 12-, Mechanics
8-, Security Systems 12-,
Stealth 12-, Streetwise
12-, WF: Small Arms
Disadvantages: Social
Limitation: Criminal
Record
Notes: Albert Krebs
used to lead a crew of
hard-core robbers and
hijackers who worked all
up and down the East-
ern Seaboard, including
frequent hits in Hudson
City. But six years ago
the feds caught up to
them after a bank job
in Massachusetts went
sour, and how he’s pull-
ing a 10-to-life stretch
in federal prison. He’s
currently incarcerated in
FCI: Farmingdale, about
40 miles fro Hudson
City. If the cops need
a little advice about a
job or a crew, he might
be willing to cooperate,
provided he gets a sig-
nificant sentence reduc-
tion and no one learns
he’s a rat.
Hero System 5th Edition
204 ■ Gamemastering Hudson City
upgrade the Landfill — or worse, the hundreds of
millions required to build a new one. The Landfill
continues to pollute the nearby area, though at a
slower pace than before.
PAGE 24 — PAUL WILSON
The reports of Wilson’s honesty are well-
founded: he’s virtually unbribable. He tries to instill
the same spirit in his underlings, but some of them
are happy to take money on the side to let drugs or
other things “slip through” onto a plane. The PLRL
bomb (which did exist) wasn’t one of these, though
— not even the most callow Customs agent would
knowingly allow something like that on a plane for
any amount of money. It was snuck on board with-
out Customs’s knowledge.
PAGE 30 — THE HUDSON CITY STOCK
EXCHANGE
A license to be a broker on the HCSE floor is
a 1-point Fringe Benefit, but characters can’t get it
simply by forking over a Character Point — they
have to justify it during character creation or game
play, since the number of licenses is limited and
they’re in very high demand. A character has to
have a lot of influence, or work for a company that
does, to get one of the coveted licenses.
A skilled computer operator with some knowl-
edge of high finance who could gain access to the
HCSE’s sophisticated financial transfer computers
could steal billions of electronic dollars in a matter
of minutes. However, the computers are heavily
secured (minimum of -10 to the Computer Pro-
gramming roll... and of course the computer has
Computer Programming and Security Systems with
which to protect itself).
PAGE 31 — IAN MCANDREWS
Ian McAndrews is not the simple servant he
seems to be. In the Sixties and Seventies he was an
agent for British intelligence... and a double agent for
the KGB. He escaped from the UK just days before
his superiors discovered his treachery. After hiding
out in South America for several years, he moved to
Hudson City and became a concierge at the Stewart
Regency, eventually working his way up to head. He
considers this “hiding in plain sight,” since though
it’s a rather public job he’s changed his hair and facial
hair so that he doesn’t look much like he used to. He
has the Disadvantage Social Limitation: Harmful
Secret in addition to his Psychological Limitation.
PAGE 31 — ACES HIGH
Aces High has a “silent partner” who owns
most of the business through various front com-
panies: Card Shark. There’s a secret room in the
basement, its door cleverly concealed behind some
“boxes of bottles of whiskey.” Luxuriously fur-
nished, the room is an illegal casino where Card
Shark’s flunkies deal out the cards and rake in the
profits from well-heeled gamblers. Scantily-clad
“waitresses” keep the gamblers’ drinks full and their
minds on things other than their cards.
PAGE 32 — SATIN ANGELS
For most members — those with black card-
keys — Satin Angels is just what it seems: an
upscale adult club with beautiful employees. To
“special” members with a gold card-key, it’s some-
thing more: a high-class brothel. Gold members
can have their pick of the girls for the evening.
Though the prices are extremely high (far higher
than most places on the Strip, since after all Satin
Angels is both more elegant and safer), the manage-
ment is quite willing to accommodate “unusual”
requests such as threesomes, foursomes, B&D,
S&M, and just about anything else a client can
think of that won’t permanently hurt the girls.
PAGE 33 — ANGELO CAMPANARO
The rumors that Campanaro still runs his
crew from jail are true — between phone calls and
frequent visits from relatives and associates, it’s
not that hard to stay on top of things, even from
Stewartsburg Penitentiary. Plus, he has the help of
his wife Maria, who keeps a close eye on things in
his absence... much to the annoyance of some of
his more traditional-minded colleagues, who don’t
like having a woman involved in their business in
any way.
The Marcelli schemes in the area are mostly
garden-variety Mafia activities: domination and
exploitation of unions; stealing from ships and
warehouses; control of service industries related to
local businesses. But its scheme in the Shipyards is
both more creative and highly profitable. A decade
or so ago, a couple of the smaller shipbuilding firms
got into financial trouble and borrowed money
from Marcelli loansharks. That was all the in the
Marcellis needed, and soon they were running
both firms. Through their union connections, the
Marcellis were able to grow their own shipbuild-
TOM SIMMS
9 STR
13 DEX
10 CON
8 BODY
11 INT
10 EGO
13 PRE
10 COM
2 PD
2 ED
2 SPD
4 REC
20 END 18 STUN
Abilities: Combat Driv-
ing 8-, Computer Pro-
gramming 8-, Forgery
(Documents) 14-, Gam-
bling (Sports Betting)
11-, PS: Paper Artist 14-,
PS: Printing 11-, Seduc-
tion 8-, Streetwise 12-,
10 Deep Covers, Fringe
Benefits: Press Pass,
International Driver’s
License, Passport
Disadvantages: Social
Limitation: Criminal
Record
Notes: Tom Simms is a
“paper artist” — a forger
who specializes in creat-
ing false documentation.
Whatever you need, from
a phony driver’s license
to a passport good
enough to fool any Cus-
toms agent in the world,
Simms can make it for
you... if you can meet his
price. He only works for
people he trusts, and that
usually means getting a
rock-solid referral from
an existing customer
(which is about the only
way someone could find
him anyway). A some-
what paranoid individual,
he’s used his skills to set
up ten elaborate false
identities for himself,
any one of which he can
vanish into with just a
few minutes’ preparation.
205
Hudson City ■ Chapter Seven
ing businesses at the expense of their rivals. Once
they were in a position to compete fairly, they
made it known that they’d deeply undercut their
rivals... unless each rival was willing to pony up a
hefty annual “fee” to keep things fair. Sensing the
inevitable, the other shipbuilders went along with
the arrangement — especially after the Marcellis
killed one of them, a man named Bill Price, who
stubbornly refused to give in. The shipbuilders have
been paying through the nose ever since... but it’s
cheaper than cutting prices.
PAGE 33 — ANDY POLEVSKI
While he’s not openly or greedily corrupt,
Assistant Harbormaster Polevski is definitely ame-
nable to a bribe in the right circumstances. He’s got
a solid working relationship with several Marcelli
soldiers and associates — they pay him to turn a
blind eye to some of their activities (and, if neces-
sary, mislead the cops). He’s hoping he can use his
“connections” to make a play for the Harbormas-
ter’s job in a few years... though the truth is he’d
have to become a lot more helpful to the Marcellis
to deserve that kind of help.
PAGE 33 — THE SHIPYARDS
Although there’s no overt military shipbuild-
ing going on at the Shipyards, if you’re running
a campaign that involves military, espionage, or
government matters you can easily have some of
the businesses there working on secret, small-scale
naval projects.
PAGE 35 — DARKANGEL
The speculation is correct: in her secret
identity, Stacy Hunter, DarkAngel does live in
Blackbridge. That’s why she works so hard to
keep the neighborhood safe. See the Dark Cham-
pions: The Animated Series subgenre book for
more about DarkAngel.
PAGE 37 — COMRADE CAPITALISTS
Koslov and McBryde sometimes work as
vigilantes, though it’s not their preferred modus
operandi. They’ve clashed with the Russian Mafia
(which Koslov has some connections to) on several
occasions, and gotten involved in various other
matters that affected them or their clients. A rather
cautious pair, they’ve taken advantage of renova-
tions to their building (#3, the six-story building
to the east) to make the place a little more secure
without the building’s owners being any the wiser.
For example, the large planters in front of the
building are now made of reinforced concrete so
they function as a vehicle barrier.
PAGE 37 — THE JACKHAMMER
No one knows how, but the Jackhammer long
ago became a favorite meeting place for mercenar-
ies seeking work in Hudson City (see page 212 for
more on mercenaries). Maybe it’s because the Jack-
hammer is the last sort of place anyone would look
for mercs and recruiters, or maybe some important
recruiter really liked the place — but regardless,
most weekends a merc or two is hanging around,
hoping to make a business connection.
PAGE 37 — THE MIDNIGHT STAR
Oliver Younce runs a high-stakes poker
game in the club’s back room on Wednesday and
Friday nights. Most of the players are regulars
who kid around a lot more than most hard-core
poker players do, but every game features a few
new faces. Just about anyone can play, provided
he has the money to buy in and Younce doesn’t
think he’ll cause trouble.
PAGE 38 — CHINATOWN
Chinatown’s reputation as a vice den back in
the Twenties and Thirties was entirely deserved.
What most Hudsonites don’t know is that it’s still
deserved. While the main vice in Chinatown is
gambling, there are more than a few carefully-
hidden houses of prostitution — most of them
staffed by girls from China who “indentured”
themselves to the tongs in exchange for the money
to leave their homeland, but now find themselves
pressed into a career very different from the ones
they were promised. Some of the brothels in China-
town rival the most depraved places on the Strip...
and more than one young girl’s body has been qui-
etly dumped into the Stewart River after an “enthu-
siastic” client took things a little too far.
PAGE 40 — GREAT WALL ORIENTAL GIFTS
Chu Shou-Ming’s art and antique business isn’t
entirely aboveboard. Most of his pieces are legitimate
objects legitimately obtained, but he occasionally deals
with art thieves and smugglers when offered a par-
ticularly desirable piece. His friends in the tongs help
him forge certificates of authenticity for the items.
PAGE 40 — BUDOKAN
Budokan is a mizu shobai (“water business,” or
front/money laundering operation) for a group of
Japanese “businessmen” belonging to the Sawakiri-
gumi yakuza gang (page 169). Many of the gang’s
local top leaders meet here frequently to socialize
(and sometimes conduct business).
PAGE 42 — CARIBBEAN KARMA
Caribbean Karma is actually owned by the
surviving remnants of the Calypso Dreamers posse
(page 174) through a series of front corporations.
They mostly try to keep it separate from their crim-
inal dealings, but they do sell cocaine, crack, and
other drugs there. The shootings were committed
by rival gangs... and it’s likely there’ll be more such
incidents in the future.
PAGE 42 — KRAZY KARL’S
Karl Jorgenson wasn’t in the Rangers... that’s
just what he tells people. He served in the Army for
a couple years, then got dishonorably discharged
for selling Army weapons on the black market (his
superiors hushed it up and didn’t hold a court-mar-
tial for fear of the bad publicity). He drifted into
the Mercenary World and spent nearly 20 years as a
soldier of fortune. His contacts in the Military/Mer-
cenary/Terrorist World and the Espionage World
are extensive, and his bar is a place where mercs
looking for work come to meet recruiters — and of
course Karl gets a “finder’s fee” from each hire.
SING HO
10 STR
8 DEX
10 CON
8 BODY
10 INT
8 EGO
13 PRE
8 COM
4 PD
2 ED
3 SPD
5 REC
20 END 20 STUN
Abilities: Martial Arts
(Kung Fu — Martial
Block, Martial Dodge,
Martial Grab, Martial
Strike), Bribery 12-,
Bureaucratics 8-, Gam-
bling (Dice Games) 11-,
KS: Hudson City Tongs
13-, Language: English
(fluent conversation;
Cantonese is Native), PS:
Grocer 11-, Streetwise
12-, WF: Common Mar-
tial Arts Weapons, Small
Arms, Money: Well Off
Disadvantages: Hunted
(Watched by HCPD
Organized Crime
Bureau); Social Limita-
tion: Subject To Orders
Notes: Sing Ho owns
and operates a small
but profitable grocery
store in Chinatown. He
carries mostly Asian
foodstuffs, but with a
reasonable selection of
American foods that his
customers like. To all
intents and purposes,
he seems like an ordi-
nary member of the
Chinatown community
— friendly, hardwork-
ing, always looking for
another way to make a
buck. But he’s a member
of the On At-Zhang
tong, which gives him
an edge both socially
and in business. His
activities for the tong
include storing some
drugs and other contra-
band in concealed areas
in his storeroom, and
helping with some gam-
bling rackets.
Sing Ho’s family — his
wife and four children
— all help him run the
store. Together with
his mother and aunt,
they live in some rooms
above the store.
Hero System 5th Edition
206 ■ Gamemastering Hudson City
PAGE 45 — THE COPPER SAMOVAR
The owner of the Samovar, a shadowy Rus-
sian emigre named Dominik Gromov, has con-
nections to Endgame’s Organizatsiya gang. He
sometimes uses his shipments of authentic Rus-
sian furnishings and art to smuggle over drugs or
women from Russia.
PAGE 47 — LARDNER’S DRUGSTORE
Arthur Lardner has been padding his retire-
ment account by selling prescription drugs illegally
to drug abusers and unscrupulous doctors. When
he’s got a big enough nest egg, he plans to sell the
pharmacy and move to Florida.
PAGE 47 — HOG HEAVEN
Despite the Police Department’s suspicions,
there’s nothing going on at Hog Heaven. The
patrons may plot their own schemes in the dark-
ened booths or over a game of pool, but the bar
itself remains strictly neutral in the conflicts and
crimes committed by the area’s outlaw biker gangs.
Walt Jasons is a gun afficionado and amateur phi-
losopher, but he’s no criminal.
PAGE 49 — CLUB TWENTY
The owners of Club Twenty — a married
couple named Gary and Janice Halman — do more
than just provide a place for the college kids to
dance. They also supply Ecstasy and other designer
drugs to students, and have been known to bring
hookers down from the Strip for fraternity par-
ties. Their own sexual proclivities are somewhat
unusual, and a time or two they’ve plied a college
girl with “date rape” drugs so they could have their
way with her.
PAGE 52 — MT. ZION BAPTIST CHURCH
The exact cause of the 1996 fire is left to your
fiendish imagination. It’s entirely possible that it
was just faulty wiring... but if you have a scenario
idea in mind, nearly anyone (or anything) could be
to blame.
PAGE 53 — THE PARADISE CLUB
Buckshot is more than just a favored cus-
tomer at the Club — he’s secretly part owner. He’s
using it to size up some of his gang rivals, gather-
ing information about them and sometimes even
trying to get one of his women close to them.
And the usual perks of owning a sex club cer-
tainly aren’t lost on him.
PAGE 56 — GUILFORD
It’s true that Guilford has little in the way of
street crime — but it’s not crime-free. The Mafia
has its greedy fingers in quite a few Guilford pies,
such as trucking firms near Kurtland Boulevard,
concessions and other businesses connected with
the Stadium, and various companies to which it’s
loaned money or established other ties. Many Guil-
ford residents would be shocked to discover just
how much is really going on in their neighborhood
behind the scenes.
PAGE 57 — THE JUNCTION
Gino “the Stick” Carbelli, a soldier in the Sca-
tucci family, secretly has a controlling interest in
the Junction. He uses the place both to launder
money and to sell small quantities of drugs to HCU
students. If he ever thinks the cops are getting too
close to him, he plans to run up huge beer and food
orders from his distributors, sell what he gets cheap
on the black market, torch the place for the insur-
ance money, and disappear before the distributors
can catch up to him.
PAGE 58 — CHEROKEE TOWER
Though it’s only been hinted at in a few news-
paper stories, the corruption and fraud related
to the Cherokee Tower renovations is staggering.
Not only was money lavishly spread around to get
the permits for the work without any fuss, but the
Mafia-dominated construction firms that did most
of the work skimmed off a lot of money during
the project. If the situation became public, it would
embarrass Cherokee Bank and lead to indictments
against several city officials.
207
Hudson City ■ Chapter Seven
PAGE 58 — FLAG NATIONAL
BANK BUILDING
As the headquarters of a bank that does a lot
of consumer business, the Flag Building stockpiles
cash every Friday for shipment to its local branches
to cover paychecks. Given that there’s a subway line
running right underneath the building, a gang of
clever thieves who timed things just right might be
able to steal millions of dollars and get away with-
out having to take to the streets.
PAGE 59 — FACES
Unbeknownst to even the Back Room mem-
bers, Faces is largely owned by the mysterious
international assassin Timothy G. Gersh. It’s a good
way for him to launder some of his earnings, and
the Back Room gives him a secure place to meet
prospective “clients” on his home turf.
PAGE 61 — CLUB IRISH
The bartenders at Club Irish are more than
happy to supply a little Ecstacy or other designer
drugs to the club’s patrons... for the right fee,
of course. They’re used to accommodating
“unusual” requests from spoiled rich kids, since
that means big tips.
PAGE 65 — CLUB AZTEC
Club Aztec is a legitimate business, but it’s also
a front for less scrupulous doings. A flamboyant
Mexican cartel leader who calls himself El Azteca
(“the Aztec,” see page 165) built it both as a way
to launder drug profits and as his toehold in the
Hudson City market. The Los Toros, who work for/
with him, spend a lot of time here.
PAGE 70 — VIVA ITALIANA
Unbeknownst to the authorities, Mickey
“Numbers” Tosconi, an influential caporegima in
the Morelli crime family, owns half of this restau-
rant. He eats there frequently at a dark table in the
back where most of the patrons can’t see him.
Charles Harmon owns the other half of the
restaurant. His rumored connections to the Mafia
aren’t just rumors; he’s been associated with the
Morellis for decades. He has the Social Limitation
Harmful Secret.
PAGE 71 — HORACE OAKLEY
The text notes that Oakley “claimed to” have
made his money selling cotton and indigo. That’s
probably true... but if you prefer, he might actually
have earned it in some less ordinary, more sce-
nario-inspiring way. In a mystic-oriented campaign,
maybe he was a cruel slave-trader, and the evil of
his deeds has left a taint and curse on his former
property in Hudson City. Or maybe he was a pirate
whose wealth came from plundered gold, and
the remains of his treasure lay buried somewhere
beneath Mint Ridge!
PAGE 72 — DOLMAN’S CONFECTIONERS
One of Dolman’s managers, Fred Warnecke,
is a serial child abuser who uses the store as the
linchpin of his crimes. He spots little girls he
finds “appealing” when they come into Dolman’s,
gets their addresses from their mothers’ credit
card slips and such, and then finds ways to
kidnap them. If necessary he uses free candy to
lure the girls into situations where he can prey
upon them. He’s also killed two of them who
accidentally got too good a look at his face. If he
keeps it up, it’s only a matter of time before the
police make the connection and catch him... but
so far he’s been pretty cautious and clever.
PAGE 74 — IRON CURTAIN IMPORTS
Alexandrov occasionally uses his contacts back
home to buy Soviet weapons — up to and includ-
ing things like tanks — on the black market. He
then resells them to “special customers” (mercenary
units, organized crime families, and the like) for a
stiff markup (but still far less than they’d pay if they
tried to buy direct on their own). He won’t import
any illegal goods into Hudson City, or transport
them to his store, unless there’s no other way to get
them to the buyer.
PAGE 74 — LUKIN TOBACCONISTS
Selivan Lukin also smuggles in cigars from
Cuba for a few of his wealthier clients. As Hudson
City crimes go, it’s pretty pedestrian, but you never
know when the BATF may stumble onto his doings
and take offense.
PAGE 77 — CRIME ON THE STRIP
The rumors about occasionally “cleaning up”
the main parts of the Strip are true. The people who
own businesses along that part of the street have
an informal organization they call the Redwine
Avenue Protection Association. When they think
it’s necessary, they pool their money and pay the
Morelli family to get rid of anyone who’s causing
problems: greedy thieves; anyone who uses vio-
lence on a “tourist” (as the locals call anyone who
comes in to patronize the Strip); the homeless; too-
persistent panhandlers; and the like. Usually a gang
of Morelli thugs is enough to scare most of these
people away, but more than one body of someone
too disturbed, greedy, or desperate to heed the
warnings has been dumped into the river off a
North Elmview pier.
The Doom Fever posse has worked out an
“arrangement” with the Redwine Avenue Protection
Association to sell drugs along the Strip. The deal is
that the posse keeps it low-key and inobvious — no
clothes or cars that would look out of place, specific
areas where they can sell — and the merchants in
turn take a tiny cut and refer customers to them. So
far it’s worked to everyone’s advantage.
PAGE 77 — FUNGI IN THE DARKNESS
In case you want to run adventures in the
darker, more degenerate parts of North Elmview,
here are descriptions of a few of the underground
businesses there. They’re not marked on the map
so players can’t learn about them and you can put
them wherever you want. None of them advertise;
they attract customers through word of mouth
among the dregs of society, and often “vet” prospec-
tive customers carefully.
FISKE
15 STR
15 DEX
16 CON 13 BODY
15 INT
13 EGO
20 PRE
8 COM
6 PD
5 ED
3 SPD
6 REC
32 END 35 STUN
Abilities: Running
+2” (8” total), Martial
Arts (Shotokan Karate,
+2 DCs), +1 with All
Combat, +1 HTH,
Breakfall 12-, Combat
Driving 12-, Deduction
12-, CK: Hudson City
14-, Shadowing 13-,
Stealth 13-, Streetwise
14-, WF: Small Arms,
Common Martial Arts
Weapons, 30 points’
worth of Contacts in
the Hudson City under-
world, Reputation (bad-
ass underworld courier,
among the Hudson City
underworld, +3/+3d6)
Disadvantages: Psy-
chological Limitation:
Gotta Make The Deliv-
ery; Social Limitation:
Criminal Record
Notes: Sometimes
people in the under-
world need to make
deliveries of stuff
— money, important
papers, that sort of thing
— and they either can’t
or won’t do it them-
selves. They’ve got to
have a third party they
can trust. In that situa-
tion, they usually turn
to a proven underworld
courier like Fiske.
Fiske works for anyone;
he doesn’t play favorites.
He gets a commission
of 25% of the value of
whatever he’s carry-
ing, paid in advance.
Once he accepts a
contract, the goods will
get through — on that
you have his personal
guarantee. And he’s got a
well-deserved rep in the
underworld for living up
to that guarantee.
Hero System 5th Edition
208 ■ Gamemastering Hudson City
Cherry Pie: A live sex club in which young girls,
mostly Thai or Russian and supposedly virgins, are
raped onstage for the audience’s amusement. Tapes
of the evening’s “performance” are available for a
stiff fee.
Hotel: That’s all the sign out front says. From the
front, it looks like just another North Elmview hotel
used by prostitutes and their johns. But in the back
part, where the public doesn’t go, there are rooms
and studios set up for filming rape films, snuff
films, and other illegal pornography. It also includes
some locked, soundproofed rooms where the
unwilling participants in these films are kept before
the cameras start rolling.
The Marketplace: Not actually known by any
particular name, “the Marketplace” is a group of
pornography merchants who sell the sickest of
the sick: snuff films, kiddie porno, rape videos,
and more. It moves around from one abandoned
building or unused backroom to another from
month to month so the authorities can’t find it.
Locating it should take a few hours and a Street-
wise roll at -5 or better; KS: The Vice World or
the like is Complementary.
The Showroom: Run by a group of hardened Bos-
nian criminals who are veterans of Balkans warfare,
the Showroom kidnaps beautiful young American
women, dopes them up with drugs, and then sells
them to wealthy foreigners for their “amusement.”
The Showroom is where the customers come to
pick out their purchases.
PAGE 77 — THE EMPORIUM
The main text should more properly read
“Cole wouldn’t endanger his various businesses
by stocking anything illegal in the Emporium.” As
discussed on page 219, an underground empire
of child pornography and the like mirrors Cole’s
aboveground empire of smut. He’s just very, very
careful not to associate it with his legitimate opera-
tions any more than he has to.
PAGE 78 — THE BLUE DOOR
Instead of just having places in back where
the girls can quickly prostitute themselves, the
Blue Door is actually a full-blown brothel. The
owners secretly converted the extensive base-
ment, and a few rooms upstairs above the club
floor, into rooms for the girls and their custom-
ers... and more than a few of those rooms are
filled every night of the week.
PAGE 78 — JERICHO
HCPD detectives, and some private eyes,
consider Jericho a good place to pick up infor-
mation — several of the bartenders and other
employees are more than willing to “snitch” in
exchange for a few bills.
PAGE 80 — THE HUDSON CITY
FLOWER MARKET
For a place that sells such beautiful wares, the
Hudson City Flower Market seethes with under-
ground animosity. Because time is of the essence,
the Flower Market’s always been vulnerable to dis-
ruption, and the Verontese family took advantage
of that to sell its “services” to the wholesalers. For a
“small monthly emolument,” the Veronteses ensure
that nothing delays a wholesaler’s shipments, his
stall isn’t vandalized or torched, and his customers
aren’t “persuaded” to buy elsewhere.
A few years ago, Speargun (page 179) upset
the flower cart. Determined to fulfill his prom-
ise to take control of Hudson City’s docklands,
he made his move on the Flower Market. A few
bloody months of fighting were all it took to
drive the Verontese family out and take their
place. The Veronteses want the Flower Market
back (they still retain control of the rest of the
Pierpoint waterfront), but so far Speargun’s held
on to what he took.
Michael “Tulips” DeAngelo is a soldier in the
Verontese family. He should also have KS: Veron-
tese Family 13-, KS: Mafia 11-, 12 more points’
worth of Contacts in the Hudson City underworld,
and Psychological Limitation: Brutal And Greedy.
PAGE 83 — BOB’S GUN RACK
Bob was a Marine sniper to about the same
extent that FDR was a Republican. He’s never been
in the military — he’s just a high-grade military
history geek and gun nut who can recite enough
facts, figures, and trivia about military hardware
to choke an Army firearms maintenance officer.
He’s a pretty good shot on the targeting range, but
whether that would carry over to a combat situ-
ation is another thing altogether. His big dream
is to parlay his knowledge and stock of firearms
(including a large personal collection with dozens
of weapons, including many from the 1845-1945
period) into a job as a gun consultant on Holly-
wood movies.
PAGE 83 — HANNIGAN’S
WATERFRONT DIVE
People who want to drink beer aren’t the only
sorts of customers Jake Hannigan has. Through
no particular effort or connections of his own,
the Waterfront Dive has become a meeting place
for mercs looking for work, or who want to put
together a team to tackle a particular job. Hannigan
himself doesn’t get anything out of it — in fact, he’s
barely aware of it — but the mercs drink plenty of
beer, so he’s content to let sleeping dogs lie.
PAGE 84 — MELISSA THOMASON
Melissa Thomason has the Disadvantages
Psychological Limitation: Compulsive Gambler and
Social Limitation: Harmful Secret, because she’s not
entirely the sweet and helpful lady she’s described
as being. She likes to play the ponies and the slots,
and years ago she got in way over her head with
Card Shark. He didn’t really have much use for her,
so he traded her to the yakuza in exchange for a
future favor.
The yakuza knew exactly what to do with
Melissa. She has access to a large number of girls
with no societal connections... and the yakuza can
use young Western women. When the orphanage
JEFF MACILROY
9 STR
10 DEX
10 CON
8 BODY
9 INT
8 EGO
12 PRE
10 COM
3 PD
2 ED
2 SPD
4 REC
20 END 18 STUN
Abilities: Bribery 8-,
Concealment 12-,
Deduction 11-, KS: The
Kiddie Porn World 13-,
KS: The Vice World 13-,
PS: Photography 11-, PS:
Stockbroker 11-, Street-
wise 8-, WF: Handguns,
Money: Well Off
Disadvantages: Psy-
chological Limitation:
Child Abuser; Social
Limitation: Harmful
Secret
Notes: Jeff Macilroy and
his wife Marcia look
like an ordinary upper
middle class suburban
DINK couple: big
detached home in Swan’s
Quarter, an SUV and a
nice car in the garage,
widescreen plasma TV
in the living room, lots
of weekend getaway
trips to nearby resorts.
Their neighbors would
be shocked to discover
that they don’t use
their basement to store
things. Instead, they’ve
got part of it tricked
out to look like a child’s
playroom. They lure
kids — never kids from
the neighborhood, mind
you — back to their
house and down to the
room, where they abuse
them sexually and take
pornographic pictures
of them. The rest of the
basement includes a
darkroom for develop-
ing the film and a large
walk-in safe where they
store their pictures,
videos, and other illegal
pornographic material.
Each picture or film is
original; they don’t make
copies. Sometimes they
get together with other
couples like them and
trade or sell pictures.
209
Hudson City ■ Chapter Seven
is ready to release a woman
who’s turning 18, sometimes
Melissa alerts the yakuza, and
they kidnap the girl. No one
misses her — she’s got no rela-
tives and no job, and it’s not
exactly uncommon for former
wards of the orphanage to
disappear into the city and
never be heard from again
— and she soon enough ends
up somewhere in Asia, the
victim of a well-developed
white slavery ring.
PAGE 92 — DEPUTY
MAYOR EDWARD
WILSON
As the text notes, Wilson
is Mayor Umstead’s long-time
friend... but he’s also a politi-
cian. If he saw a real chance
to gain a major electoral office
for himself — mayor, gover-
nor, senator, or the like — by
turning on Umstead, there’s
a good chance he’d stab his
friend in the back and go for
the brass ring. But he might
have a hard time rehabilitating himself in the eyes
of many black power-brokers in the city, who dis-
like him a lot more than they’ve ever let on publicly.
PAGE 93 — HUMAN RESOURCES
DIRECTOR GEORGINA FLYNN
The rumors about Flynn being corrupt are
completely untrue — and she’ll sue anyone who
repeats them publicly. She’s pro-union because she
thinks unions are a good thing.
PAGE 93 — DEPUTY MAYOR FOR COM-
MERCE KEVIN RAMIS
Ramis himself isn’t corrupt — but his Deputy
Assistant, George Mikowlski, is. Mikowlski gladly
lines his pockets any way he can (provided he
thinks he can get away with it), and often exagger-
ates the extent of his influence over Ramis and the
Mayor to make himself look more important.
PAGE 93 — DEPUTY MAYOR FOR
COMMUNITY DEVELOPMENT
WILLIAM FROWARD
Like George Mikowlski, Froward is plenty
corrupt. The two of them have “worked together”
on a few schemes that brought them both plenty
of moola, and Froward’s considering ways to
manipulate city politics to oust Kevin Ramis and let
Mikowlski take his job.
PAGE 93 — DIRECTOR OF PLANNING PHIL-
LIP TAGGART
Taggart’s lying through his teeth. While he
himself isn’t particularly corrupt — he made his
pile as a developer years ago and isn’t willing to
risk his public profile just to get more money — he
knows full well that plenty of people in his depart-
ment are. Inspectors “overlook” code violations for
a bribe... or threaten to note non-existent violations
if not paid off. More than one planner has taken
money from a contractor or developer to approve
building plans that aren’t as safe, efficient, or good
for the city as they could reasonably be. Some long-
time employees of the Planning Division have done
quite well for themselves under the table, and no
one in the system has anything to gain by rocking
the boat. If Mayor Umstead found out about this,
he’d blow a gasket — but the odds are he wouldn’t
be able to do much about it unless he were willing
to gut the department and start over, which really
isn’t feasible in a city with as much development
and construction going on as Hudson City.
PAGE 95 — COUNCILMAN JOSEPH
RUGGIERO
The feds’ suspicions about Ruggiero are cor-
rect: he takes just about any bribes he can, and he’s
“mobbed up” with the Colombians as well as the
Mafia. Only the constituents for whom he’s shov-
eled up so much porkbarrel money could possibly
like this repellent man.
PAGE 95 — COUNCILMAN
WILLIAM ZOGBY
Although he’s currently married, Zogby keeps
a mistress in a nice Westhurst apartment, and also
is a “regular” with several of the prettier and less
inhibited girls on the Strip. It’s only a matter of
time before he does something so scandalous, or so
deadly, that it ruins his career.
Hero System 5th Edition
210 ■ Gamemastering Hudson City
PAGE 96 — TRANSPORTATION
COMMISSION
The Commission’s reputation for corruption
is well-deserved, though Commissioner Snod-
grass himself is not corrupt (or at least, not yet).
In addition to the illegal acts described in the
main text, the Mafia exerts a lot of control over
various roadworkers’ unions and uses that influ-
ence to skim money from roadwork projects.
As a result, getting even the smallest new road
built in Hudson City is an enormously expensive
proposition; the odds of the city ever build-
ing something like Kurtland Boulevard or the
Coastal Parkway again are virtually nil.
PAGE 97 — PAUL MCCLENDON
McClendon remains very much in the Mafia’s
pocket. He often uses his influence behind the
scenes on behalf of various mobsters, and most of
his “business consulting” work is for firms owned
or dominated by La Cosa Nostra. He’d like to run
for office again, but overcoming his negative repu-
tation would be difficult at best.
PAGE 100 — CARIDAD MONTALVÁN
There’s no denying Montalván’s devotion to
her constituents, or her genuine desire to help them
and look out for their interests. However, her judg-
ment in other matters is questionable. She’s friends
with several prominent Latin City residents whose
money allegedly comes from the cocaine trade, and
has had an on-again-off-again relationship with a
local man who’s now serving prison time for drug
possession. There have been no allegations that
she’s involved in the drug trade personally, but she
has pulled strings to helps some of these “promi-
nent” voters out with various matters.
PAGE 100 — LAHAB AL-BAKIYAH
Al-Bakiyah is an Iranian spy; he should also
have the Disadvantage Social Limitation: Secret
Identity to reflect this. Since 9/11, he’s had to curtail
his activities to avoid making the FBI even more
suspicious of him than it already is, but he hopes
that will change soon.
CHAPTER THREE
PAGE 105 — PATRICIA EISENHART
Patricia Eisenhart is much more intelligent
than the average Hudsonite or station manager
realizes. She’s tired of her current job and wants
to become the full-time anchor — a move which
could definitely improve the station’s standing, if
only the managers could see past their dismissal of
her. She might be tempted to try something risky or
unusual to get their attention.
PAGE 108 — FRANK KEATON
The rumors that Keaton provides information to
vigilantes are absolutely correct. But he only does so on
a quid pro quo basis — he expects information from
them in return, and possibly an exclusive on what they
do with the information he provides (if he thinks the
outcome will be particularly newsworthy). He makes
a great Contact for PCs; he costs +2 points for “very
useful Skills or resources” and +1 point for “significant
Contacts of his own” (total +3 Character Points).
PAGE 109 — AMUSEMENT PARKS
Wicked GMs should remember that amuse-
ment parks and similar places are good locations
for terrorist attacks, kidnappings, bombings, and
the like: they’re filled with crowds of people in
search of innocent American fun (making them
a tempting target for anti-American fanatics) and
generally have lax security. You can find a map for
an entire amusement park in Chapter Three of
Champions Battlegrounds, though you may want to
change the names and themes of some of the rides
to better suit the world of Dark Champions.
PAGE 109 — CARNIVAL WORLD
Park officials have gone to great lengths to
conceal this problem, but in recent years Carnival
World has suffered a rash of kidnappings. One or
two clearly seem to relate to child custody disputes
between divorced parents, but the rest are unex-
plained, and none have been solved by the police.
Most are committed by people who want to use the
children for child pornography and prostitution; a
few kids were taken by psychotic individuals who
wanted a child to raise “of their very own.”
PAGE 110 — KRISTEN MCCULLEN
McCullen’s falling-out with the Symphony had
to do with her mild drug habit — mainly mari-
juana, very occasionally heroin. She’s not addicted
yet, but it’s only a matter of time. It’s possible that
the right person could turn her back to the light,
but getting close to her is going to be tough due to
her sometimes waspish temper.
PAGE 110 — THE LANDAUER GALLERIES
Herman Landauer IV, the reclusive, secretive
owner of the Landauer Galleries, is himself an accom-
plished painter... and smuggler, and forger. Most of his
company’s business is entirely aboveboard, but some-
times he does “favors” for his wealthier clients that
involve illegal activity. He knows the art demimonde
very well, and has even advised the FBI or other law
enforcement organizations in the past.
JUNGLE DOG
10 STR
12 DEX
10 CON
8 BODY
10 INT
10 EGO
13 PRE
10 COM
4 PD
3 ED
2 SPD
4 REC
20 END 18 STUN
Abilities: Bribery 8-,
Combat Driving 11-,
Electronics 8-, Forgery
(Automotive Documen-
tation) 11-, KS: Automo-
biles 14-, Lockpicking
11-, Mechanics 13-, PS:
Auto Mechanic 13-, PS:
Car Thief 13-, Street-
wise 12-, Fringe Benefit:
Membership (Strad’s
gang)
Disadvantages: Psy-
chological Limitation:
Loves Fine Cars; Social
Limitation: Criminal
Record
Notes: Jungle Dog (real
name: Joaquim Harris)
belongs to Strad’s orga-
nization. He runs a chop
shop for Strad where he
cuts up cars for parts,
repaints stolen cars for
resale, and forges auto-
mobile documentation.
He does the same sort
of work “on the side” for
friends, provided they’re
not enemies of Strad’s.
His knowledge of auto-
mobiles is encyclopedic,
his appreciation for a
fine automotive machine
deep and true.
211
Hudson City ■ Chapter Seven
PAGE 112 — LEGALIZED GAMBLING
The real reason the idea of legalized gam-
bling never makes any headway is that the people
with a major interest in illegal gambling — Card
Shark, the Mafia, the tongs, and others — pay hefty
bribes to city officials to keep the issue dead. Legal
gambling in the area would cut their profits signifi-
cantly, and they can’t allow that. Even if the idea
made it past the “maybe” stage, the Mafia would use
its control over the unions to make any actual con-
struction work grind to a halt.
PAGE 113 — EMERALD
Gil Osterman does a little drug dealing from
his back corner table — nothing heavy, just a
little coke here and there to people he trusts. His
real dream is to become a music promoter and
producer, and he’s always on the lookout for the
one group that he thinks could catapult him into
the big leagues.
PAGE 114 — BEVERLY FIORETTA
Fioretta definitely wants to sell the Storm
— she honors the memory of her husband, but not
enough to keep the team, given her general disin-
terest in sports. She’ll let it go for a pretty reason-
able price, but not cheaply.
PAGE 118 — DR. GINNY HERNANDEZ
The rumors about Dr. Hernandez are true:
she did once work on nukes for the United States
government. She’s been out of that line of work for
about ten years, so her knowledge is a little out-
dated, but that probably wouldn’t matter to a ter-
rorist or criminal who targeted her for kidnapping
and interrogation.
PAGE 119 — BLOUNT PHARMACEUTICALS
Though there’s no denying that Tobias
Blount is a brilliant businessman, his success has
as much to do with his criminal tendencies as
his leadership. Embracing the Japanese saying
“business is war” and the Eighties mantra “greed
is good,” Blount does whatever he must to make
sure his company succeeds. If that means corpo-
rate espionage, his spies go out to steal competi-
tors’ secrets and sabotage their factories. If it
means cutting deals with Colombian and Mexi-
can cartels, and creating new “designer drugs,” to
get into a different end of the “pharmaceuticals”
business, so be it. And if it means a particularly
bothersome adversary has to be “eliminated,” the
Whale of Wall Street gives the order.
PAGE 120 — RANDOLPH STARR
Starr is no more likeable or honest than Tobias
Blount. Although he’s unquestionably a brilliant
inventor, a lot of “his” discoveries are technologies he
stole from other scientists through deception, black-
mail, strong-arm tactics, or corporate espionage.
To protect him from the many enemies he’s made,
he has two lines of defense: first, a corps of lawyers
that make pit bulls look warm and cuddly; and two
female bodyguards, nicknamed StarrLight and Starr-
Bright, who accompany him everywhere he goes.
PAGE 120 — STRAKE INDUSTRIES INTER-
NATIONAL
The general allegations regarding SII are true.
Michelangelo Strake really only cares about profit,
and if obtaining profit means he has to pollute the
environment, expose some of his employees to dan-
gerous working conditions, or pay his workers in
Third World countries substandard wages, so be it.
Company publicists and attorneys can deal with the
fallout while he’s counting the money.
PAGE 121 — INTERNATIONAL
FINANCE BANK
While it presents an innocent front to the
world (and in fact the vast majority of its busi-
ness is legal), the IFB is deeply involved with
backing and laundering money for certain crimi-
nal organizations (such as Colombian cartels)
and terrorist groups (including the PLRL). Its
main concern is making money — lots of money
— not where its clients get their money or what
they do with it.
PAGE 121 — JAMES ROMAN
James Roman isn’t an insider trader. He’s just
very skilled at picking stocks.
PAGE 122 — RUDOLPH THOMAS
Thomas is a skilled attorney, of that there’s no
doubt — but he’s also a cheat. He’s more interested in
getting his clients off the hook than he is in conduct-
ing himself ethically — he’ll cut corners, or even break
the law, to help his clients if he has to. As far as he’s
concerned, the whole system is corrupt and oppres-
sive, and it’s his job to see that the tables are turned
on the government every once in a while. He keeps
a detailed diary of his work with the Mafia that he
hides in his safe deposit box; its contents could break a
bunch of Mafia operations wide open.
PAGE 123 — RHIALTO VIDEO
A few of the Rhialto Video outlets in Hudson
City secretly deal in pornographic videos and other
products they’re not supposed to — in a few cases,
even child porn. The employees sell this stuff out
of the back after hours, and sometimes even hold
“screening parties” in the store to drum up sales.
PAGE 124 — THE ESPIONAGE WORLD
There’s more espionage going on in Hudson
City than the main text alludes to — any city with
so many people, companies, and money is bound
to attract spies of one sort or another. In short, feel
free to set any espionage-oriented adventure or
Danger International campaign that you’d like in
Hudson City. The accompanying sidebar has an
example spy you can use.
PAGE 124 — THE MARTIAL WORLD
You can easily make just about any of the
people or schools mentioned in this section an ally
(or pawn) of organized crime, the focus of a fight-
ing tournament storyline, or the source for all those
pesky ninja that keep attacking the PCs. The text
hints at this a bit here and there, and you can take
those hints as truth if you prefer.
SAYYID EL-GHAZALI
10 STR
14 DEX
13 CON 13 BODY
18 INT
14 EGO
15 PRE
10 COM
5 PD
4 ED
3 SPD
5 REC
26 END 25 STUN
Abilities: Acting 12-,
Bribery 8-, Bugging 8-,
Bureaucratics 13-, Com-
puter Programming
13-, Conversation 14-,
Deduction 13-, Demoli-
tions 13-, Forgery (Doc-
uments) 8-, High Soci-
ety 12-, KS: The Espio-
nage World 13-, KS: The
Hudson City Diplomatic
Scene 11-, KS: The Mili-
tary/Mercenary/Terror-
ist World 8-, KS: World
Politics 11-, Language:
English (fluent conver-
sation, Arabic is Native),
Persuasion 12-, Stealth
12-, Streetwise 12-, WF:
Small Arms, Knives, PS:
Spy 11-, Well-Connected
and Contacts (20 points’
worth in the Espionage
and Political Worlds),
Fringe Benefit: Diplo-
matic Immunity
75+ Disadvantages:
Distinctive Features:
Arabic; Hunted (FBI
Counter-Intelligence
8-), Psychological
Limitation: Islamic
Fundamentalist; Psy-
chological Limitation:
Hates America And The
West; Social Limitation:
Secret Identity (is a spy);
Social Limitation: Sub-
ject To Orders
Notes: Sayyid el-Ghazali,
an Arabic man in his
early thirties, works in
a high administrative
position at the Syrian
Embassy in Hudson City
(and as such has full
diplomatic immunity).
Secretly he spies for the
Syrian government. In
his cover identity he
is affable and politely
talkative — the perfect
diplomat — but secretly
he hates all Westerners,
particularly Americans,
and loves the fact that
he’s working to bring
about their downfall.
212
Hero System 5th Edition
PAGE 128 — MILITARY BASES
All of the military bases listed in the main text
are fictional, for ease of game play. The GM is wel-
come to use nearby real-world bases, such as Fort
Dix and Dover Air Force Base, if he prefers.
PAGE 128 — NATIONAL GUARD ARMORIES
To say that the armories are “guarded around
the clock” is something of an exaggeration. They’re
usually guarded... but sometimes the guards take a
little nap, or go for a bite to eat. After all, the place
is locked up tighter than a drum, and everything in
it is heavy and bulky — who could steal any of this
stuff in the time it takes to grab a sandwich?
One of the guards at the Adams Street Armory
has a little scam going. When he gets the chance
he “borrows” a couple of guns, or some ammo
— anything he can carry easily — and sells the
stuff on the black market. When it comes time to
take inventory, he just makes sure he’s in charge of
checking those sections, and he notes that every-
thing’s in place.
PAGE 128 — THE MERCENARY WORLD
As the text hints, mercs gather in Hudson
City to hook up with prospective employers, form
squads and teams, exchange information, and inter-
act with others of their kind. Some of the favored
locations for this are clubs and bars like Hannigan’s
(page 83), Krazy Karl’s (page 42), Faces (page 59),
and the Jackhammer (page 37).
A lot of mercenaries like to meet their
employers at Devon Coliseum, which they con-
sider “safe” because of the crowds and numerous
avenues for escape. Usually the meetings and
negotiations take place in corridors or other
secluded areas, not in the arena itself, but it
depends on personal preference: the mercenar-
ies most likely to use this place are those with
such a reputation for skill and professionalism
that they can dictate the location of the meeting
to prospective employers.
The House Of Cards, a brothel and under-
ground casino in an “abandoned” warehouse in
Eastwood run by Card Shark, is another popular
meeting place. Since Card Shark often hires merce-
naries himself, he finds it convenient to use one of
his businesses as a mercenary market. Employers
making deals there pay Card Shark a 2% commis-
sion, but are assured of complete security and the
use of the House’s “services.”
PAGE 129 — THE MYSTIC WORLD
The extent, prevalence, power, and nature of
the Mystic World in Hudson City depends on the
type of campaign you’re running. If it’s a completely
mundane game with nothing unusual or paranormal
involved — such as many Vigilante Crimefight-
ing and Law Enforcement campaigns — then the
Mystic World is nothing but crackpots, fakers, and
delusional people. There are no such thing as true
mystic powers, ghosts, or the like. On the other hand,
some campaigns (such as Monster Hunter games,
and many Weird Conspiracy games) presuppose that
mystic people and beings do exist, or at least could. In
that case you’ll probably want to develop the Mystic
World of Hudson City even further.
PAGE 129 — FATHER MIGUEL BRESSARD
Whether “Father Miguel” actually has Voodoo
powers is up to the GM (see The Ultimate Mystic,
pages 116-20, for more on Voodoo, including
sample spells). His real name is Michel Brillard,
and he was once one of the feared Tonton Macoute
enforcers of the Duvalier regime in Haiti. When
Baby Doc Duvalier fell, Brillard fled the country,
finally ending up in Hudson City with a generous
chunk of the Haitian national treasury to finance
his new life. Figuring it was easier than working, he
set himself up as a Voodoo priest (since he’d been
one in Haiti previously).
PAGE 130 — THE RAVEN’S TAROT
The Raven did, in fact, use a special tarot deck of
his own design possessing unique symbolism whose
origin he never revealed. Upon his death, it passed
into the hands of his widow — Irene Dubois, who
fought crime at his side in the guise of the Velvet
Phantom. She’s still alive, though as of 2004 she’s 91
years old (albeit a rather spry and feisty 91), and still
has the Tarot. She lives by herself in a nice (almost
luxurious) condominium in Worthington, and no one
has any idea she was once a famous crimefighter.
PAGE 131 — WEITZMANN SYNAGOGUE
Some faculty members of the Weitzmann
Hebrew Academy secretly raise money for, and pro-
vide other support to, Jewish terrorist organizations
in the Middle East.
PAGE 132 — FIRST INTERNATIONAL
CHURCH OF SATAN
The truth behind the Church of Satan depends
on the type of campaign you’re running. In games
with no mystic or paranormal element, it’s just
another oddball religion, possibly one with some
criminal connections. In Monster Hunter, Weird
Conspiracy, and other games that could involve
magical phenomena, you can make it a full-fledged
agent of Evil that performs regular Black Masses
involving all sorts of criminal activity.
PAGE 133 — DOCTOR ROBERT KEENAN
Despite his charity work, Dr. Keenan is nearly as
unethical and greedy as his boss, Michelangelo Strake
(pages 120, 211). He won’t take unnecessary risks, but
he gladly cuts corners when he feels he can get away
with it and it won’t affect the results of his work.
MASTER JAMES
7 STR
9 DEX
9 CON 14 BODY
10 INT
8 EGO
8 PRE
7 COM
2 PD
2 ED
1 SPD
3 REC
16 END 23 STUN
Abilities: Conversation
11-, KS: Astrology 11-,
KS: Layman’s Arcane
And Occult Lore 13-, KS:
The Tarot 11-, KS: World
Religion And Mythology
11-, PS: Occultist 11-, PS:
Tarot Reading 11-, Fringe
Benefit: Membership
(leader of mystic group/
cult)
Disadvantages: Physical
Limitation: Morbidly
Obese; Social Limitation:
Game Designers Have
An Easier Time Getting
A Date Than This Guy
(-2 to all Interaction Skill
rolls involving women)
Notes: “Master James”
(real name: James Jessup)
fancies himself a latter-
day Aleister Crowley.
Unfortunately for him,
he’s got too little brains,
too little learning, way too
little charisma, and about
250 too many pounds to
qualify for the position.
The best he’s been able
to do is to wheedle and
bully his way to a posi-
tion of leadership in a
group of similar social
rejects with a penchant
for the occult. As “Arch-
Magister” of the Circle
of Esoteric Wisdom, he’s
entitled to command the
group as it conducts its
magical rituals and “seeks
the true Lore of the Ages.”
The group is just cult-like
enough that he can force
the other members to
do things for him, like
“loan” him small amounts
of money or occasion-
ally sleep with him. In
the right circumstances,
it might become even
worse, leading to Master
James developing delu-
sions of grandeur with
possible tragic conse-
quences.
213
Hudson City: The Urban Abyss
CHAPTER FOUR
PAGE 140 — CITYWIDE TASK FORCE
The rumors have more than a little truth to them
— a lot of CTF cops are crooked. They use their rela-
tive freedom and authority to conspire with criminals,
run criminal groups of their own, or skim money and
drugs from busts for their own use. Allegations of
CTF brutality also have grains of truth to them. But
not all CTF detectives are bad seeds; most are damn
good cops doing a damn good job.
PAGE 141 — KURT DENNAHY
Kurt Dennahy should also have Social Limita-
tion: Harmful Secret, since he’s corrupt. He takes
money to lose or contaminate evidence, or some-
times to spoil an evidence test so it gives wrong or
conclusive results. He also sells contraband from
police property when he gets the chance.
PAGE 141 — NARCOTICS DIVISION
Narcotics detectives are notoriously corrupt.
With all that money floating around the drug trade,
it’s no wonder so many of them choose to enrich
themselves by taking bribes, stealing from dealers,
working with a particular drug dealer in exchange for
a cut of his profits, or the like. Not all Narcotics cops
are on the take, but many people assume they all are.
PAGE 143 — THE ARMORY
Unbeknownst to even longtime Armory cops,
there’s a second entrance — from the sewers. When
the subbasement was built long ago, the engineers
encountered an old, disused sewer tunnel. Rather
than make major changes to their plans, they
simply bricked up the “entrance” and then plastered
over the bricks.
PAGE 150 — JUDGE RANDOLPH HALSEY
Judge Halsey has developed a nice little “side
business” taking money from defense attorneys to
reduce their clients’ traffic tickets and other minor
offenses. For even more money he’s willing to try
to “throw his weight around” in other ways, but he
doesn’t promise any results.
PAGE 150 — JUDGE STERLING KELLER
If ever there was a man who didn’t live up to
his name, that man is Judge Sterling Keller. He’s
not only tilted way too far toward the defendants,
he’s about as dirty and corrupt as they come. Only
luck and the assistance of powerful “friends” in the
Mafia have allowed him to avoid impeachment
and prosecution... so far. In the past he’s consorted
with organized crime figures, taken bribes to throw
cases, and committed similar breaches of judicial
ethics and the law.
PAGE 150 — ADRIAN MAZUREK
Some people in the Hudson City law enforce-
ment and judicial community whisper that AUSA
Mazurek and SAC Cozort have more than just a
“working” relationship, “if you know what I mean.”
This is complete nonsense (they’re both happily
married), but in the male-dominated world of cops
and courts, two women working so closely together
are bound to generate cruel rumors.
PAGE 154 — OPINIONS ON VIGILANTES
As the main text notes, the city’s official posi-
tion is anti-vigilante. Both Mayor Umstead and
Commissioner Ringwald have a sneaking admira-
tion for “heroic” vigilantes like DarkAngel, and
wish they could support them publicly. But while
they may not exactly quibble with the deaths of
a bunch of hardened criminals, they regard the
“lethal” vigilantes as a threat to the fabric of society
and an evil almost as bad as the ones they fight.
Publicly, all high police officials support this
position. However, plenty of them privately favor
the “lethal” vigilantes a lot more than they let on.
Some have developed informal working relation-
ships with the crimefighters, exchanging informa-
tion from time to time in their mutual interest.
PAGE 155 — LIBRA
As explained in Chapter Nine of Dark Cham-
pions, LIBRA is actually working with/for the Har-
binger — though not quite as he might want it to.
See that book for more information.
CHAPTER FIVE
PAGE 162 — THE VERONTESE FAMILY
Nick Travanti is not happy that Black Mike
Calvino replaced him as Verontese capo. He
planned to run the family from prison by proxy,
only to have his hopes dashed by the ambitious and
clever Calvino. Travanti’s now scheming to try to
get rid of Black Mike and take back over, and his
machinations might lead to a civil war within the
family, or open it up to further attack by the FBI.
The rumors about the Veronteses expanding
their role in the drug market are true. Working
with outlaw biker gangs they control, they’re trying
to create new designer drugs and other products
they can market instead of just relying on the “old
standbys.”
Most of the Verontese family is behind Black
Mike — he’s a large, friendly man who inspires
loyalty and enthusiasm. However, some of the men
feel he’s too laid back, and that the family should
be more aggressive in expanding its territory (par-
ticularly now, while the Scatuccis and Torccones
are fighting). The leader of the dissatisfied men is
Harold “the Shark” Ruggiero, a family captain. If he
sees an opportunity, Ruggiero may try to take over
as the Verontese boss.
PAGE 163 — THE CHOY SING TONG
Han Fei, the tong’s street secretary, thinks
Charles Zhou is a poor Dragon Head — too cau-
tious, too lacking in ambition. He believes the Choy
Sing will come to ruin if it does not throw Zhou
out and make himself chairman. He has tried to
recruit followers to support a bid for power, but has
had only moderate success so far.
JAKOB PONZI
6 STR
8 DEX
7 CON
8 BODY
13 INT
10 EGO
6 PRE
8 COM
2 PD
2 ED
1 SPD
3 REC
14 END 15 STUN
Abilities: Luck 2d6,
Bribery 10-, Bureau-
cratics 10-, Cramming,
High Society 10-, KS:
High Finance 14-, KS:
Business And Finan-
cial Chicanery 14-, KS:
Business Law 11-, KS:
Tax Law 11-, KS: Mafia
11-, KS: Verontese
Family Finances 14-, PS:
Accounting 16-, PS: Play
Violin 11-, Streetwise 8-,
Fringe Benefits: License
To Practice Accounting,
Membership (Verontese
family), Money: Well
Off, Eidetic Memory,
Lightning Calculator,
Perfect Pitch
Disadvantages: Psy-
chological Limitation:
Abject Coward; Social
Limitation: Subject To
Orders
Notes: Jakob Ponzi is
a mathematical genius
and one of the country’s
most skillful under-
world accountants. He
knows just about all
there is to know about
“voodoo accounting,”
and has mental records
of many Verontese
family business crimes.
Ponzi is an utter coward,
totally unwilling to
fight or place himself in
danger; if captured, he’ll
fold at the first threat. As
a Jew, he can’t be made,
but still commands great
respect in Mafia circles.
214
Hero System 5th Edition
PAGE 163 — THE GOLDEN SERPENT
ASSOCIATION
Who or what is the Golden One? That’s a
mystery left for you to resolve for your own cam-
paign. “He” could be a woman, hiding her gender
behind an enigmatic disguise because women aren’t
permitted in tongs. Or he could be a member of
another tong secretly establishing a power base
for himself, an infiltrator from another organized
crime group, or the like.
The authorities’ suspicions that the Golden Ser-
pents are involved in art smuggling is correct. For this
reason, the Golden Serpent Association often works
with the Qi On tong, because its chairman, Mah Sze,
uses them to help improve his art collection.
PAGE 166 — ENDGAME
Endgame’s real name is Nikolai Rodion Kos-
tiurin. He was once a high-ranking field agent and
assassin for the KGB... and a valuable double agent
working for the CIA and FBI. He was no idealist
— he sold his country out for money, not some-
thing as ephemeral and stupid as “democracy” or
“liberty” — and his involvement with the American
espionage effort was extensive and quite valuable.
So far the FBI has treated him with kid gloves
because it’s concerned what might be revealed if
Kostiurin were subject to official investigation or
media scrutiny.
PAGE 167 — RASPUTIN
Rasputin (real name: Dominik Vladimir Igo-
rovich) is a powerful vor v zakone in Russia. Having
become tired of the chaos that is modern Russia,
he’s decided to move to Hudson City. He already
has people in place to prepare for his arrival, and
part of that is to alert the underworld. The existing
pakhany justifiably fear him; he’s reputed to have
killed more than a dozen men with his bare hands,
and his power and wealth in Russia have been leg-
endary for nearly two decades.
PAGE 169 — THE MIYAMIJI-KAI
The FBI is right. Eager for the profits the white
slave trade brings, the Miyamiji-kai has set up sev-
eral talent agencies and temporary-employment
agencies in Hudson City to lure in unsuspecting
Western women. The clan then either (a) keeps the
women in Hudson City for use in illegal sex clubs it
maintains in Little Tokyo, or (b) tricks the women
into going to Japan, where they find themselves
held captive and exploited in various unpleasant
ways. The Miyamiji-kai has spent a lot of time,
effort, and money to set up these organizations, and
will go to great lengths to protect them.
Not all members of the Miyamiji-kai are
pleased with the clan’s operations beyond Japan.
This “isolationist” faction would prefer to restrict
gang activities to Japan and Southeast Asia. As yet,
their resentment is not very strong, but a significant
setback in American could fan the flames of their
anger to the point where they would rebel.
PAGE 169 — THE SAWAKIRI-GUMI
Nakamura Hideo is interested in power, both
criminal and political. He agreed to come to the
United States for two reasons: first, his rivals are
there, so he must be as well; second, the profits he
can earn there will help him in Japan — ultimately
he wants to return home and become the chief
oyabun of the entire gumi. For these reasons, the
Sawakiri-gumi in Hudson City avoids high-profile
activities like white slavery and contract murder,
concentrating instead on sure money-earners like
gambling and gun smuggling.
PAGE 171 — THE SATANIC SKULLS
The Hudson City chapter of the Skulls recently
achieved a real coup: two of its “women” have
gotten jobs in the HCPD as Records Clerks. This
gives the gang a way to check on prospective new
members (and maybe even tamper with evidence if
the circumstances are right).
PAGE 172 — SHANGO
See page 264 for more information on, and a
character sheet for, Shango. While his first inclina-
tion is to fight his enemies, Shango realizes that
might not be the best approach right now — he’s
got too many of them. He’s trying to figure out a
way to get one of the major gangs to join up with
him. He thinks the Overlords would be ideal,
assuming he could convince Buckshot to put his
own ambitions on hold and become second fiddle
to Shango himself....
215
Hudson City: The Urban Abyss
PAGE 172 — STRAD
Strad — or Daniel Strademyer, to give his
real name — was born in Georgia, not Hudson
City. He got his start in the underworld after
joining the Army; he set up a smuggling ring
that stole weapons and military supplies and sold
them on the black market. When the Army found
out, he fled the base just seconds ahead of the
MPs; the Army hushed up the whole incident for
fear of bad publicity. Strademyer spent several
years as a mercenary and adventurer, but after
stumbling across a cache of conflict diamonds in
central Africa, decided it was time to return to
his homeland. But he didn’t want to go back to
rural Georgia. He was going to set himself up in
style and become the power he always wanted to
be. With his background, politics and business
were out — the only thing suitable to his tem-
perament was the underworld. With the help of
a couple of merc buddies, he established himself
as the Pearl City’s newest crimelord... and the
money’s been rolling in ever since.
PAGE 175 — CARD SHARK
See pages 236-53 for complete details on Card
Shark and his organization.
PAGE 178 — JANUS
The police want various members of Janus’s
gang for crimes ranging from murder and assault
to theft and forgery. Janus himself has carefully
avoided any sort of exposure that would give the
police the means to identify him, so as yet the
HCPD only knows that someone very intelligent
is running “the Janus Gang”; they don’t know who
that person is or what crimes he has committed
personally, only that he calls himself Janus.
216
Hero System 5th Edition
PAGE 179 — THE KYPHOTIC MAN
THE KYPHOTIC MAN
Val Char
Cost Roll
Notes
10 STR
0
11-
Lift 100 kg; 2d6 [2]
14 DEX
12
12-
OCV: 5/DCV: 5
16 CON
12
12-
10 BODY 0
11-
20 INT
10
13-
PER Roll 13-
13 EGO
6
12-
ECV: 4
15 PRE
5
12-
PRE Attack: 3d6
6 COM
-2
10-
5 PD
3
Total: 5 PD (0 rPD)
4 ED
1
Total: 3 ED (0 rED)
3 SPD
6
Phases: 4, 8, 12
5 REC
0
32 END
0
23 STUN
0
Total Characteristics Cost: 53
Movement:
Running: 4”/8”
Cost Powers
END
-4
Has Difficulty Walking: Running -2”
(4” total)
Perks
1
Fringe Benefit: License To Practice Medicine
5
Money: Well Off
2
Reputation: underworld doctor and
crimelord (in the Hudson City underworld)
14-, +2/+2d6
Talents
5
Eidetic Memory
Skills
3
Bribery 12-
3
Computer Programming 13-
3
Electronics 13-
3
High Society 12-
3
Inventor 13-
3
Mechanics 13-
3
Paramedics 13-
3
PS: Doctor 13-
3
Stealth 12-
3
Streetwise 12-
2
WF: Small Arms
3
Scholar
2
1) KS: Art History 13-
2
2) KS: History 13-
2
3) KS: Literature 13-
2
4) KS: Serial Killers 13-
3
Scientist
2
1) SS: Biology 13-
2
2) SS: Chemistry 13-
2
3) SS: Human Anatomy 13-
2
4) SS: Medicine 13-
2
5) SS: Physics 13-
2
6) SS: Psychology 13-
Resource Points
0
Equipment Points: 60
10
Vehicle/Base Points: 30
10
Follower/Contact Points: 25
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 87
Total Cost: 140
100+ Disadvantages
15
Distinctive Features: hunchback (Not Con-
cealable; Noticed And Recognizable
20
Hunted: HCPD 8- (Mo Pow, NCI, Capture)
20
Psychological Limitation: Antisocial Person-
ality Disorder (Very Common, Strong)
15
Psychological Limitation: Intellectual Arro-
gance (Common, Strong)
5
Rivalry: Professional, with other Hudson
City crimelords
Total Disadvantage Points: 175
Background/History: Edgar stubbed out his ciga-
rette in the ashtray next to him. There were four
other butts in there already, and he’d only been in
the waiting room an hour. Having to sit and stew
was unbearable.
It still didn’t seem quite real — him and Elise,
about to be parents. It hadn’t really hit him until
about an hour and a half ago, when the hospital
called to say she’d gone into labor and been rushed
to the ER. He cursed himself for not being there
to take her, but there’d been so much to do at the
office, he didn’t dare take the time off. Now more
than ever, he had to keep in Mr. Bostick’s good
graces.
He reached into his jacket pocket for another
cigarette and realized the pack was empty. He got
up and went to look for a cigarette machine to
buy another pack. He spent fifteen minutes walk-
ing nervously up and down the hospital corridors,
looking for one, until he realized the hospital
probably didn’t have them, what with that Surgeon
General’s warning and all. Dejectedly, he returned
to the waiting room.
There was a nurse waiting for him there — an
old battleaxe looking kind of nurse, a chunky
woman in white with a sour look on her face. It
wasn’t exactly how he’d envisioned getting the news,
but what the hell — any port in a storm. “Boy or
girl?” he asked eagerly.
“It’s a boy, Mr. Williams....”
Before she could continue, he threw his fist in the
air and did a little dance, like he’d just scored the win-
ning basket. A boy! Baseball, football, fishing!
“Mr. Williams, please restrain yourself. I need
you to come with me, please.”
He stopped celebrating. “Huh? Is there some
problem? It’s not Elise, is it? She’s okay?”
“Your wife is fine, sir. Please follow me, Dr.
Carver would like to talk to you.”
Unsure why she was being so serious, Edgar
followed her.
Doctor Carver was a younger doctor, with
a short-trimmed black beard. When Edgar was
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
Colt Detective +0
+0
1d6
1d6-1
6
9
Scalpel
+0
—
1 point
0
—
3
Can Be Thrown
Armor: None
Gear: Doctor’s bag, including a selection of useful drugs
Clothing: Nice men’s clothes, tailored for his unusual frame
217
Hudson City: The Urban Abyss
escorted into his office, he rose from his chair and
extended his hand. “Good evening, Mr. Williams.
I’m Dr. Carver,” he said pleasantly.
“Edgar Williams,” Edgar said, shaking it.
“What’s going on? Is there something wrong with
my son? The nurse wouldn’t tell me anything.”
“Please have a seat, Mr. Williams,” the doctor
said. Edgar sat down, feeling a little numb.
“Mr. Williams, your son’s health is fine, but I’m
afraid there are some... physical complications.”
“What sort of “complications”?”
“Well, there really isn’t any gentle way to put
this, Mr. Williams. Your son was born with certain
deformities to his thoracic and cervical spine.”
“In English?” Edgar said weakly.
“In layman’s terms, Mr. Williams, your son is a
hunchback.”
Edgar felt dizzy all of a sudden. Little black
spots appeared in front of his eyes. The doctor went
on as if he didn’t notice.
“As I said, there aren’t any health problems
— he doesn’t have any sort of disease. It’s just a
physical deformity. It will affect his appearance,
and maybe his ability to walk, run, or lie down, but
that’s all. Do you understand?”
Edgar nodded, unable to say anything.
“All right. If you like, I can take you to see your
son now.”
Edgar just shook his head. It was too much to
take in. He couldn’t look at him right now.
“Edgar! Guess what!” Elise’s voice was ecstatic.
“What, honey?”
“Little Edgar’s reading!”
“What? Elise, he’s only three.”
“I know, I know, but he’s reading!”
“What did he read?”
“TV logos — “The Merv Griffin Show,” things
like that. Then I gave him a Dr. Seuss, and he read a
couple of words in that, too.”
“Okay, okay, he’s reading then! Give him a copy
of War And Peace next; maybe he can explain it to
me when he’s done, I never did understand it.”
“Very funny. Listen, pick up a half-gallon of
milk on your way home, okay?”
“Okay. See you about 5:45, then.”
“Bye, honey.”
“Bye.”
Edgar first realized his son’s mind wasn’t quite
right when the boy was eight years old. He saw Little
Edgar sitting on the ground in the backyard, playing
contentedly with something. He walked over to get a
closer look. “What are you playing with, son?”
“Squirrel,” Little Edgar said, not looking up.
Two steps later, Edgar was close enough to see
what he was talking about, and it nearly made him
vomit. It was a squirrel, all right — or it used to be.
The skin across its stomach had been cut open and
peeled back and pegged to the ground with sharp-
ened twigs. Little Edgar’s hands and the kitchen
knife he had were red with blood.
“See, Daddy? That’s the heart! And that’s his
stomach.”
Too angry and frightened to speak, Edgar
picked his son up roughly, grabbed the knife
away from him, and marched him into the house
and sent him up to his room. Little Edgar, con-
fused and scared at the way his father was acting,
burst into tears.
After he had buried the remains of the squir-
rel and washed off the knife so Elise wouldn’t see it,
Edgar threw up in the sink. He stood there with his
head resting against the cool chrome of the faucet
for a long, long time.
“You wanted to see us, Mr. Matthewson?”
“Ah, good afternoon, Mr. and Mrs. Williams.
Please have a seat.”
“Is Edgar in some kind of trouble again?” Elise
asked worriedly.
“Well, yes, ma’am, he is.”
“What happened this time?”
“Well, as I’m sure you know, the other children
pick on Edgar a lot — with his back problem he’s a
natural target for that kind of abuse, unfortunately.”
“We know,” said Edgar.
“Well, today they were doing it again, out on
the recess field. I don’t know why, but this time
something happened — Edgar fought back. He
began beating one of the boys with a baseball bat.”
Elise drew her breath in sharply.
“Was he hurt?” Edgar asked.
“The other boy, Billy Lowell, was taken to the
hospital; he’s got some broken ribs and contusions.
Some of the other children jumped on Edgar, but
THE KYPHOTIC MAN
PLOT SEEDS
A lot of wanted crimi-
nals have “disappeared”
lately. The PCs get a
tip that they’ve simply
“gone underground”
with the help of a little
plastic surgery from the
Kyphotic Man. They
need to track the hunch-
backed crimelord down
and find out what’s
going on.
A strange epidemic
strikes Hudson City. The
PCs need to find the
Kyphotic Man and get
him to help cure the dis-
ease — and who knows,
maybe he’s the one who
unleashed it on the city
in the first place.
The Kyphotic Man
captures the PCs and
performs plastic sur-
gery on them to give
them all hunchbacks.
He says that if they do
what he wants them to,
he’ll reverse the process
— otherwise they’re
stuck with them.
218
Hero System 5th Edition
a teacher got to the scene before he suffered more
than a few bruises. He’s down in Detention Hall
now.”
Edgar stood up. “We’ll take him home with us,
Mr. Matthewson. I promise you he’ll be severely
punished for this. It won’t happen again.”
The principal looked a little nervous at the
vehemence in Edgar’s voice. “Well, Mr. Williams,
do as you think best, but I believe the best thing for
Edgar right now might be some counseling.”
Edgar Williams, Jr. smiled. College had been
ludicrously easy, and med school only marginally
less so. Those frat-boys and their blonde girlfriends
might laugh at him behind his back, his hunched-
up back, but they were dolts, all of them. Let them
have their beer and their cheap sex, he had some-
thing greater — knowledge. You could take every-
thing all of them knew and add it all together, and
it would only equal a fraction of the information
in his finely-tuned brain. Now that he was done
with medical school, he was going to get a job at a
research hospital. While they went on about their
boring, petty little lives, he was going to be saving
lives, developing cures and new techniques. They’d
read about him in the paper one day, and be sorry
they laughed.
Or so Edgar thought. He was unable to find a
job in a research hospital... or any hospital for that
matter. What few administrators his appearance
didn’t put off, his arrogance did. Swallowing his
pride, he began looking for lesser jobs, but no one
he interviewed with would hire him. Defiantly, he
opened his own practice in a tiny, run-down build-
ing in Hudson City. He was sure that once word of
his skill got out, he’d have plenty of patients.
It didn’t quite work out that way. In fact, he
couldn’t attract many patients at all. Edgar was
close to despair, knowing financial ruin was near,
when one night a man stumbled into his “clinic.”
He’d been shot in the shoulder. Expertly, Edgar
removed the bullet and stitched up the wound. He
knew the law required him to report any bullet
wounds, but the man offered to pay him a cool if
he kept his mouth shut. Edgar didn’t even have to
think about it.
After that, the word got around about the “doc
who keeps quiet.” Soon he had a patient or two
every evening, all of them willing to pay him hand-
somely to fix their injuries and not tell the cops. He
learned how to dispose of bodies without anyone
finding out about it. He bought new medical equip-
ment and began to turn a nice profit.
Opportunity walked into his office one night
in the form of Vinnie Poletti, a Mafia hanger-on
who figured he could set up his own gang. The
Mafia got wise and sent someone to have a “talk”
with Vinnie. Two of Vinnie’s men brought him in;
he was bleeding from major wounds in his stomach
that would certainly prove fatal if not operated on.
Edgar had the men bring Poletti into his little oper-
ating room and then told them to wait outside.
Instead of operating immediately, Edgar put
on his surgical gown and sat back and waited a few
minutes while Poletti lay there and moaned in pain.
Then he opened the door slightly, said he needed
some help, and beckoned one of the men inside.
Nervously the man came in, expecting to be asked
to assist in the operation. Edgar grabbed him from
behind and slit his throat with a scalpel before he
could cry out. The warm, red blood sprayed all over
the operating table and Vinnie Poletti, mixing with
his own blood.
Edgar reached into the thug’s jacket and pulled
out his gun — and his silencer. Opening the door
again, he shot the other gunman twice in the chest,
then dragged his body inside where no one on the
street might see it.
Edgar injected Poletti with a stimulant to keep
him awake, then began interrogating him. After a
couple of hours, Poletti was dead, and Edgar knew
everything he’d known about the underworld.
Using this information, Edgar took over what was
left of Poletti’s gang, recruited new men, and set
himself up as a crimelord. Now this was something
worth doing. Christening himself “the Kyphotic
Man,” Edgar fell into his new role with relish.
After avoiding a few pitfalls, the Kyphotic Man has
become a minor, but increasingly important, figure
in the Hudson City underworld.
Personality/Motivation: Although intellectually
gifted, the Kyphotic Man suffers from certain
neurological abnormalities. These, combined with
being raised by a father who could barely stand
to look at him and a mother who pampered him
out of subconscious guilt, have made his morals
as twisted as his spine. He is a sociopath, but an
unusual one in that he can clamp down on his anti-
social tendencies just enough to function — at least
a little — within mainstream society. Thus, he com-
pleted medical school, even though most socio-
paths drift from one meaningless job to another.
He can act quite cultured and urbane if necessary
— though he can only keep the act up for so long
before someone annoys him with their “stupidity.”
The Kyphotic Man is evil and cruel, capable of
engaging in the worst sorts of excesses to satisfy his
cravings for power and knowledge. He has almost
no interest in sex (what little exists he satisfies with
the occasional prostitute or rape); rather, his mind
is bent towards acquiring information and power.
He’ll take any steps he can to increase his power
in the underworld, regardless of who he hurts or
what he has to do, provided he can avoid putting
himself in too much danger. He uses his knowledge
of medicine and anatomy to commit the cruelest
sorts of tortures upon those who offend him (or
who simply attract his malefic attention), and his
background in psychology to pick apart someone’s
psyche and find out what bothers him the most...
and then refer to it again and again in conversation.
The Kyphotic Man’s most noticeable trait is his
towering intellectual vanity, which is apparent in even
the most casual conversation. He thinks no one knows
as much as he does, and that anyone who disagrees
with him or cannot match him intellectually is a dolt.
He uses his knowledge as a club to beat people down
and make them feel inferior. He’s quick to point out
the errors in anything anyone says to him, and is quite
219
Hudson City: The Urban Abyss
free with harsh, bitter insults. His vanity is even appar-
ent in his nom du crime: any other crimelord would
have called himself “the Hunchback,” or “Quasimodo”
(in fact, his men do call him that), but not Williams
— he had to pick something that sounded scientific, a
name most people have to look up in the dictionary.
Quote: “No, no! You’re just too stupid to live; I’m
surprised your parents didn’t have the sense to
kill you when you were little — but then again,
if they’re the ones that gave you your genes, they
weren’t all that bright, either. [To henchman] Here,
you! make yourself useful for once. Shoot him.”
Powers/Tactics: The Kyphotic Man fills several
roles in the Hudson City underworld. First and
foremost, he’s a crimelord — a minor one, perhaps,
but a crimelord nonetheless. He competes with the
likes of Charlemagne and Janus, and sometimes
with organized criminal groups such as the Mafia.
Second, he still performs services as an underworld
doctor if the price is right (and it usually is; he’s as
good as he claims to be). Third, he’s developed a
sideline as a “professional crime planner” and/or
gadget designer for other gangs for about 50% of
the profits.
Despite his deformity, the Kyphotic Man is not
wholly incapable of combat. He can shoot reason-
ably well, and is stronger than he looks. But he pre-
fers to run rather than to fight if possible.
When appropriate, the Kyphotic Man usually
has at least half a dozen thugs with him. Most of
his thugs are at least competent, but sometimes he
deliberately hires men who are stupid so he can
insult them with big words and they won’t know
what’s going on.
The Kyphotic Man often allies himself with
Diomedes, another minor crimelord. The two of
them quarrel incessantly, but nevertheless seem to
work pretty well together.
Campaign Use: The Kyphotic Man is a crimelord with
a bit of a twist. If you don’t need another crimelord
in your game at the moment, fall back on his roles as
underworld doctor, inventor, and planner. When the
time is right, he can make his play for power and step
into your underworld’s upper ranks.
To make the Kyphotic Man tougher, enhance his
physical abilities to match his mental ones: increase
his STR and SPD to represent maniacal fury; his PD
and ED to represent the tolerance for pain he’s devel-
oped over the years. He generally doesn’t need weak-
ening, since he’s not a combatant, but you can always
decrease his Characteristics a bit.
The Kyphotic Man is a malevolent and imagi-
native Hunter. He rarely goes after his foe directly,
preferring to use his intelligence and knowledge of
psychology to play with his quarry’s mind and ruin
his life before lowering the boom. It may take him a
long time to get his revenge, but he never forgets a
wrong done him.
Edgar Williams, Jr. has no criminal record.
The police have not, as yet, connected him with the
Kyphotic Man, of whom they’ve heard.
Appearance: The Kyphotic Man is an ugly little
man in his early 30s. His hair is dirty blonde and
wispy. Due to his hunchback, he only stands a
little over five feet tall; however, he can walk and
run pretty well despite this, and does not need
a cane. He usually dresses in typical men’s suits
or (when performing illegal surgeries and such)
doctor’s uniforms.
PAGE 179 — SPEARGUN
Speargun is Titos Spargiros, a former Navy
SEAL who got his nickname when his command-
ers couldn’t pronounce his real surname properly.
One of the most highly-skilled men the SEALs ever
trained, he performed missions so secret that their
existence, and his, was removed from military files.
After receiving several reports of his increasing
brutality and sadism, the Navy took him off front-
line duty and assigned him a desk job.
Spargiros wasn’t about to put up with a desk
job, so he went AWOL. That was when the Hudson
City crimelord Card Shark contacted him and
asked: how’d you like to put your skills to work
making some real money? Spargiros bit, and the
rest is as described in the main text.
Card Shark keeps the links between himself
and Speargun very secret; not even his own lieuten-
ants know what’s really going on. He wants Spear-
gun to take over the Mafia’s lucrative “monopolies”
along the waterfront and run the docks for his
(Card Shark’s) own purposes — and if Speargun’s
not cooperative enough, Card Shark can simply
eliminate him when the time’s right.
PAGE 180 — VINCENT DUBOIS
Dubois is involved in a few somewhat shady
arms deals, but nothing blatantly illegal (like know-
ingly selling military-grade weapons to street
gangs). He might even be willing to provide vigi-
lante PCs with some behind-the-scenes informa-
tion about the arms trade to “clear his name” or
harm one of his competitors.
PAGE 182 — CALIGULA
Caligula is deeply involved in all the crimes
the police suspect him of. He goes to great
lengths (and great expense) to keep that side of
his business protected and secret, because he has
no desire to go to prison. If anyone — cops, vigi-
lantes, reporters — gets too close to his secrets,
he won’t hesitate to take whatever steps are nec-
essary to get rid of them.
PAGE 182 — CLEOPATRA
See page 221 for more information about Little
Egypt, including Cleopatra’s character sheet.
PAGE 182 — ERNEST “KING” COLE
Cole’s front as some sort of post-modern
Hugh Hefner conceals all sorts of rancid secrets,
not the least of which is that he used to force his
wife to act in pornographic videos. Although not
a consumer of it, he trafficks in kiddie porn, not
particularly caring about the lives he ruins in the
process. He has a second mansion, in Thailand,
where he keeps dozens of women in what amounts
to sexual slavery for his own personal gratification
(and sometimes that of his best clients). He comes
THE COLONEL
10 STR
14 DEX
12 CON 12 BODY
15 INT
11 EGO
16 PRE
8 COM
5 PD
4 ED
3 SPD
4 REC
24 END 23 STUN
Abilities: Martial Arts
(Commando Training),
Climbing 12-, Conceal-
ment 12-, AK: Africa
13-, AK: Central And
South America 11-, CK:
Hudson City 8-, KS:
The Military/Merce-
nary/Terrorist World
14-, KS: Military Science
11-, Paramedics 12-, PS:
Mercenary 13-, PS: Merc
Recruiter 11-, PS: Play
Chess 11-, Streetwise
12-, Systems Opera-
tion 8-, Tactics 13-, WF:
Small Arms, Grenade
Launchers, Shoulder-
Fired Weapons, Contacts
(30 points’ worth, in
the Mercenary World),
Fringe Benefit: Con-
cealed Weapon Permit
Disadvantages: Rivalry
(Professional, with other
mercenary recruiters)
Notes: If you’ve got an
ear on the streets, you
might hear about the
Colonel. No one knows
his name; they just call
him by his rank. They say
that back in the day, he
was wherever the action
was — Africa, mostly, but
a few missions in Central
America as well. But he’s
older now, slower and
weaker, so he’s taken to
serving as a recruiter
for mercs instead of a
merc himself. You can
sometimes find him in
LeMastre Park, play-
ing chess or checkers at
those cement tables the
city set up. He’s usually
got his dog Dog with
him. He won’t talk to just
anybody, but if you can
convince him you’re for
real, that you won’t bring
any heat down on him,
and that he can make
money off you, you’ll get
his attention.
220
Hero System 5th Edition
across as a liberated defender of First Amendment
rights and a champion of innocent hedonism, but
he’s got more in common with the scum you scrub
out of a toilet.
PAGE 182 — CARL SPEARS
Born Carlo Spirretti, Spears looked like he was
destined for the Mafia from an early age — he got
involved with running numbers, and taking care
of errands for gangsters, and all the other stuff that
Mafia “apprentices” do. But one of his uncles rec-
ognized how smart he was and steered him first to
college, then business school.
That wasn’t enough to rescue him, though.
The idea of slaving away for some corporation
for years just to get a corner office and a gold
watch when he retired disgusted him. Instead, he
figured: why not take the best of both worlds?
Since it was too late for him to go into the Mafia,
he decided to try applying his business school
acumen to the Strip. So far he’s been very pleased
with the results on every level. He’s even begin-
ning to wonder if he might pull off a merger with
a bigger organization, or let someone buy him
out, and make even more money....
CHAPTER SIX
PAGE 184 — AVENUE OF THE ELMS
Electro’s real name is Gerald McBradden. He’s
a distant cousin of the Bankhurst family and actu-
ally very wealthy — he just doesn’t show it. Money
means nothing to him; he gets more satisfaction
out of life amusing himself and others with his art
skills.
Here are three plot seeds for Avenue of the
Elms:
The Devil’s In The Details: Penny Dreadful has
just robbed the Printer’s Devil! The store isn’t
yet sure what she took, but desperately wants
to get its valuable property back. A reward has
even been offered. Can the PCs track down the
larcenous literary lady and get the goods without
destroying them in the process?
Pentacatta: Someone’s stolen Marlon Tischman’s
Stradivarius violin. There are no signs of a break-
in, no fingerprints, no damage to the safe, nothing.
Who took it, and why?
There’s A Fungus Among Us: An unidentified crimi-
nal sends a letter to the city, and all the Avenue
merchants, threatening to unleash Dutch elm
disease on the Avenue unless he’s paid a million
dollars. The PCs hear about the situation and have
to resolve it before one of the city’s most beloved
landmarks is dead.
PAGE 186 — COLLINS GUNS
Eddie Collins is a Vietnam veteran, but he
didn’t go on any “special missions” to speak of. He
just got a lot of in-the-field experience — enough
to give him fodder for a lifetime of half-real, half-
embellished/made up stories. Despite the fact that
it’s illegal, Eddie usually carries an unlicensed
concealed handgun with him at all times... and of
course his store has loaded guns hidden behind the
counters as a further security precaution.
One of Collins’s employees, a slightly scruffy-
looking guy named Pete Waters, is crooked. He
sometimes sells guns out the back door to gang
kids and the like, then doctors the books so no one
can tell. He can’t do this often, since it would be too
obvious, but he does it when he thinks he can get
away with it.
Here are three plot seeds for Collins Guns:
The Armorer: One of the PCs develops Eddie Col-
lins as a Contact (maybe he saves Collins’s life or
something). Eddie gets in touch and offers to keep
the PC in guns and ammo for next to nothing as
his way of “contributing to the war on crime.” Is
the offer legit, or part of some sting operation that
Eddie’s helping the police with?
Documentation: Eddie orders a batch of surplus
training manuals from the Army. When they arrive,
there’s something else in the box — plans for some
sort of new weapon system or something. He takes
them home to study them... and the next day he’s
dead, shot twice in the head. The documents are
nowhere to be found (assuming he bothered to
221
Hudson City: The Urban Abyss
tell anyone he had them so they know to look for
them). Who killed him, and what’s going on with
the documents?
Supply Side: The police have evidence that guns
used in several recent murders (none of them
related to the others) were obtained from Collins
Guns — yet Eddie has no record of their being
sold! What’s going on?
PAGE 188 — THE HUDSON CITY
FISH MARKET
The Fish Market stinks — and not because of
all the fish. It’s been a Torccone family cash cow for
decades, and nothing goes on there that they don’t
know about or approve. Aldo “the Fish” Cardinale
is a high-ranking family caporegima, and his broth-
ers-in-law soldiers.
The Torccones skim hundreds of thousands of
dollars out of the Fish Market every year in numer-
ous ways:
■ the “buy-in” fees for stalls, and the monthly stall
“lease fees,” are grossly excessive in light of demand
and the Association’s operating costs. The overage
goes into the Torccones’ pockets.
■ Hudson City Fish Sellers’ Association dues and
fees are likewise excessive.
■ fish sellers have to pay a monthly “badge leasing
fee” to the Association for the plaques they have to
display at their stalls. It’s not much, but it’s essen-
tially free money for the Torccones (who got the
plaques made cheap years ago).
■ anyone who wants to move fish through or from
the Fish Market has to pay a “cartage fee” to the
Association.
■ the Torccones control the unions associated with
the Fish Market, and the owner of the Catch Of The
Day restaurant is a family member as well.
If anyone protests any of these arrangements,
is slow to pay what he owes, or — God forbid
— threatens to go to the cops, Cardinale and his
boys “take care” of the matter. A beating is the least
a troublemaker can expect; the Torccones might
also vandalize or burn down his stall, bring his
membership or stall rights “up for review” by the
Association, scare customers away from him, or
the like. If necessary, they’ll simply have him killed.
The FBI and HCPD have both investigated the Fish
Market in the past, but to no avail — it’s mostly a
closed world that undercover agents have trouble
penetrating, and several such officers have disap-
peared mysteriously.
Here are three plot seeds for the Fish Market:
A Little Help: The FBI’s been trying to investigate
the Fish Market again... and another of its agents
has failed to make contact after going undercover.
Through “back channels,” the feds ask the PCs to
help find their man... and find out the real story
behind the Fish Market.
Some Heroin With Your Salmon, Ma’am?: The Torc-
cones begin using deliveries to the Fish Market to
smuggle drugs into Hudson City. The PCs have to
locate the new source of high-quality H hitting the
streets and shut down the pipeline.
A Whale Of A Tale: A well-liked seafood restauran-
teur is found dead in his home, brutally beaten and
shot twice in the chest. The PCs must investigate
to uncover the cause of the murder and bring the
killers to justice. If they dig deep enough, they’ll
discover the restauranteur heard something he
shouldn’t have when visiting the Fish Market and
was “rubbed out” to keep him from talking.
PAGE 190 — LITTLE EGYPT
There’s more to Little Egypt than meets the
eye. For the most part, the place is just as described:
an upscale strip club that’s kind of on the tame side
for the Strip. But most guests don’t know anything
about the brothel right beneath their feet. Behind
the stage, near the stairs going up to Cleopatra’s
office, there’s a locked door. Go through that door
and down the plushly-carpeted stairs behind it and
you’ll come to the second part of the club — the
elegantly-appointed “parlor” with several hallways
of rooms leading off it. Most of those rooms are
bedrooms where Cleopatra’s string of prostitutes
provide “services” that make the Pharaoh’s Gold
dance look PG. A few other rooms contain jacuzzis,
massage tables, or other amenities; most of these
have Egyptian-themed decor, though the bedrooms
and parlor usually don’t.
Cleopatra keeps this side of her business as
secret as possible. She only allows a “client” access
to the brothel after she’s personally met him, or if
he has a strong recommendation from someone
she trusts. She doesn’t mind if knowledge of her
brothel is an “open secret” in some parts of the Strip
— as long as it doesn’t become open knowledge to
the cops... or at least not those she hasn’t bribed.
Here are three plot seeds for Little Egypt:
Disappearing Act: One of Little Egypt’s dancers
hasn’t shown up for work two nights in a row, and
no one can get in touch with her. Someone who
works at the club (maybe even Cleopatra herself,
if she’s had amicable contact with the PCs) asks
the heroes to look into it, since they can’t call the
HCPD — naturally, no one at the club wants to get
regular cops too mixed up in Little Egypt’s affairs.
For The Children: The County Prosecutor brings a
child pornography case against Cleopatra — and it
looks like a strong one. But she knows it’s a set-up.
Desperate to clear her name, she calls in a favor
from the PCs (or promises one) and asks them to
find out what’s going on and who’s doing this to her.
An Offer You Can’t(?) Refuse: Cleopatra runs into
financial woes and approaches a wealthy PC about
investing in her businesses. Is the PC willing to
become a smut king in exchange for potentially
enormous profits?
Cleopatra
There’s nothing going on between Cleopatra
and Burt Zeplowski. She has lovers aplenty, but he’s
not one of them — she doesn’t fool around with her
employees, it’s not good for morale.
RUSSELL NEWKIRK
8 STR
8 DEX
9 CON
8 BODY
8 INT
8 EGO
10 PRE
8 COM
3 PD
3 ED
2 SPD
4 REC
16 END 17 STUN
Abilities: Bureaucratics
8-, AK: The Strip 11-,
KS: History 13-, KS:
Social Studies 11-, PS:
Teacher 11-
Disadvantages: Psycho-
logical Limitation: Sex
Addict; Social Limita-
tion: Harmful Secret
Notes: To look at Russ
Newkirk, you’d think
he was pretty much a
normal guy — junior
high history and social
studies teacher, husband,
father of two, bicyclist,
weekend garage tinkerer.
What you wouldn’t
see is that Russ is a
sex addict who visits
the Strip three or four
times a week because
his wife won’t satisfy his
frequent, and sometimes
odd, demands. If anyone
found out about it he’d
lose his job, so he does
everything he can to
keep his secret.
222
Hero System 5th Edition
CLEOPATRA
Val Char
Cost Roll
Notes
10 STR
0
11-
Lift 100 kg; 2d6 [2]
12 DEX
6
11-
OCV: 4/DCV: 4
12 CON
4
11-
10 BODY 0
11-
14 INT
4
12-
PER Roll 12-
13 EGO
6
12-
ECV: 4
18 PRE
8
13-
PRE Attack: 3½d6
16 COM
3
12-
3 PD
1
Total: 3 PD (0 rPD)
3 ED
1
Total: 3 ED (0 rED)
2 SPD
0
Phases: 6, 12
4 REC
0
24 END
0
21 STUN
0
Total Characteristics Cost: 33
Movement:
Running: 6”/12”
Cost Powers
END
10
Lucky Lady: Luck 2d6
0
Perks
20
Contacts: 20 points’ worth, around the Strip
and throughout Hudson City
8
Favors: various, from clients whom she’s
helped
10
Money: Wealthy
Skills
3
Acting 13-
3
Bribery 13-
1
Bureaucratics 8-
3
Conversation 13-
2
Gambling (Card Games) 12-
3
High Society 13-
2
AK: The Strip 11-
1
KS: Egyptology 8-
2
KS: Movies 11-
3
KS: The Pornography Industry 12-
5
KS: The Vice World 14-
3
Persuasion 13-
2
PS: Exotic Dancer 11-
2
PS: Pornographer 11-
2
PS: Prostitute 11-
3
Seduction 13-
3
Streetwise 13-
Resource Points
0
Equipment Points: 60
0
Vehicle/Base Points: 10
5
Follower/Contact Points: 15
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 96
Total Cost: 129
100+ Disadvantages
10
Hunted: HCPD 8- (Mo Pow, NCI, Watching)
10
Psychological Limitation: Vain (Common,
Moderate)
10
Reputation: vice queen of Hudson City, 11-
10
Social Limitation: Criminal Record (Occa-
sionally, Major)
Total Disadvantage Points: 140
Background/History: “No, Daddy... don’t!....”
So began far too many of Juanita Best’s child-
hood nights. The daughter of a prostitute and
her pimp, both black, Juanita had a much lighter
complexion than either of her parents — she could
almost pass for white or Latina. Her father figured
that meant her mother’d been cheating on him and
she wasn’t his... which meant he despised Juanita
and looked on her as something to be used, the
same way he looked at most women. At first he
simply ignored her, but as she grew older he began
to abuse her, both physically and sexually. Her
mother, terrified of the man and grateful that he
wasn’t attacking her so much anymore, did nothing
to stop him. Juanita can count herself fortunate that
she made it out of childhood without any scars... at
least, not any physical ones.
Juanita’s only escape from this
horrible existence was through
movies and books. Her favorite
was Anthony and Cleopatra —
what elegance, what beautiful cos-
tumes! When no one was looking,
she played Cleopatra, pre-
tending that fawning admir-
ers and men who would kill
to do her bidding waited on
her every word.
Not long after she
hit adolescence, Juanita’s
father put her out on the
street to turn tricks. She
put up with that only until
she looked close enough
to 18 that she figured she
could find work in porn.
She ditched him and headed
for California. It took a few
months and a lot of sleeping
around, but she finally hooked
up with someone — porno
actor/producer Rod Spectacu-
lar — and convinced him she
was really 18. He quickly put
her to work, giving her the
stage name “Cleopatra” at her
request, and began to make
big money off of her.
But Juanita didn’t intend
to keep on making films
until her breasts sagged
— probably about the time
she turned 25, she figured — and Rod dumped her
for some newer, hotter girl. She had far grander plans,
schemes worthy of Cleopatra herself. When she
turned 18, she secretly informed on Rod and had him
arrested for producing and distributing pornographic
films with models under 18 years of age — and then
she took over his organization. One or two people
tried to fight her for it, but she had a few friends from
the street help her out by murdering them, and after
that no one gave her any trouble.
With her first-hand experience in the indus-
try and eye for talent, it didn’t take long for Juan-
ita — who now referred to herself exclusively by
CLEOPATRA
PLOT SEEDS
One of Cleopatra’s girls
doesn’t come into work.
The cops won’t take the
case seriously, so she
turns to the PCs for help
in finding the girl.
Caligula begins moving
against Cleopatra
— hard. Her own people
aren’t up to the task of
stopping him, so she
appeals to the PCs for
help, pointing out that
he’d be a lot worse to
have around than her.
Cleopatra’s mother
claims that her real
father is now a promi-
nent Hudson City politi-
cian. Cleopatra asks the
PCs to help her look
into the matter without
raising any suspicions.
223
Hudson City: The Urban Abyss
her stage name — to build a real empire of sleaze,
with a pornographic film “studio” that’s one of
the largest in the country. But just being in the
film biz wasn’t enough for her. She returned
home to Hudson City and founded Little Egypt
as a dance club, then expanded into true pimping
by having a couple of friends murder her father
so she could take over his stable. Through a com-
bination of smarts, treating her girls far better
than most pimps do, and money, she’s made her-
self into a true queen of vice. Like the Hollywood
image of her namesake, Cleopatra rules over an
empire of sin, ignoring the fact that she destroys
many young lives just as hers was destroyed.
Personality/Motivation: The constant abuse Cleopa-
tra suffered as a child and adolescent has left her
with a raging case of low self-esteem that she
covers with her glamorous street personality and
extreme vanity. Despite all she’s accomplished, her
feelings of self-worth are just a surface thing; deep
down inside she knows how loathsome her life is.
If confronted with adversity she can’t handle with
her usual wiles, her facade breaks down and she
becomes eager to please, willing to do anything to
keep the suffering from starting again.
Although outwardly she seems friendly and
warm, Cleopatra’s experienced a lot of suffering in
her life and has become a hard, cold person because
of it. She has no qualms about killing people who
bother her or interfere with her businesses, but she
doesn’t do the work personally — she delegates.
Quote: “I would advise you not to interfere in my
activities, little man — and I do mean little.”
Powers/Tactics: Cleopatra is a businesswoman, not
a combatant. Her “tactics” are to call her bouncers
and flunkies to help her out. If that doesn’t work,
she’ll resort to lawyers and underhanded methods
like siccing the IRS on someone. Her chief concern
is expanding her empire of sin and depravity, not
fighting her way to the top. She’ll use her seduc-
tiveness as a weapon if she must, but prefers to
leave such things to the girls on her payroll — she’s
beyond that now.
Campaign Use: Cleopatra is one of four major “play-
ers” in the Hudson City vice world, and despite her
many problems probably the most likeable — she
doesn’t exploit children the way Caligula and Cole do,
nor abuse and degrade her girls as Carl Spears does
his. The PCs might see her as an ally, albeit a tempo-
rary one, in their quest to clean up worse messes on
the Strip. She’d be willing to “sell” information to them
in exchange for them leaving her alone (or even pro-
viding “protection,” should she need it).
Don’t try to make Cleopatra significantly
tougher; she’s not intended to be a fighter. At the
most, give her a concealed poisoned knife, or per-
haps a pet asp. To weaken her, reduce her wealth,
Contacts, and Favors.
Cleopatra generally doesn’t Hunt anyone; it’s
not good business. If someone does her wrong, she’ll
remember it, and she’ll take advantage of any oppor-
tunities for revenge that come her way, but she won’t
go out of her way to track an enemy down.
Cleopatra has a criminal record as a prostitute
from years ago, and the authorities certainly sus-
pect her of pimping, but her more serious crimes
(murder, occasional drug-dealing, ventures into
blackmail) have not yet been linked to her.
Appearance: See page 191. Cleopatra stands 5’8”
and weighs about 120.
PAGE 192 — LONGVIEW CORRECTIONAL
CENTER
Longview Correctional is a harsh, depressing
place no matter how you slice it. Life is cheap, the
inmates regularly abuse and degrade each other in
ways normal people can’t even imagine, and crime
— drug dealing, robbery, rape — is even more
common inside than outside.
While many LCC guards just wants to do their
job well and make it home safely at the end of the
day, more than a few of them are on the take. They
accept bribes from inmates to smuggle things into
the prison (drugs, weapons, food, you name it), to
provide a prisoner with access to his wife or girl-
friend for a quick “conjugal visit,” or to overlook
criminal activity. Some guards make almost as
much as their salary in bribes.
And some guards are brutal bullies as well.
They answer backtalk with a punch to the offender’s
ribs or a knee in his groin; for them, “restraining”
a prisoner usually means administering a severe
beating. This type often carries “holdout” weapons
— small pistols and knives — in blatant violation of
jail policy.
Here are three plot seeds for Longview Cor-
rectional:
Breakin: The PCs desperately need to talk to an
LCC inmate — he’s got information they have to
have right away and can’t get anywhere else. They
have to break in to Longview Correctional to
“interview” him.
Riot!: A riot breaks out! The PCs have to do what
they can to resolve the situation with minimum
loss of life... or take advantage of the chaos to dis-
pose of a few old enemies.
Something’s Rotten...: If the PCs are cops or have
other “official” standing of some sort, the HCPD or
Department of Corrections might recruit them to
go undercover to investigate allegations of guard
corruption and brutality. Once inside, the PCs will
find themselves on a battlefield unlike any other
they’ve fought on before.
PAGE 196 — THE SKYLINE CLUB
One thing the main text doesn’t discuss is
that the Skyline Club used to have something of
a reputation as a haven for wealthy drug users
— cocaine and designer drugs, mostly, but any-
thing they could get away with using discreetly
would do. Over the past ten years the drug use
here has dropped considerably, but it’s never
gone away altogether. After all, the one thing the
Club’s members have in common is that they’re
used to getting everything they want... and if
what they want today is to get high, that’s what
they’ll do.
KANAN “KEN”
CHANDRASHAKAR
10 STR
10 DEX
8 CON
8 BODY
15 INT
8 EGO
10 PRE
8 COM
3 PD
2 ED
2 SPD
4 REC
16 END 17 STUN
Abilities: Computer Pro-
gramming 13-, Electron-
ics 12-, KS: The High-
Tech World 11-, PS:
Small Business Owner
11-, SS: Computer Sci-
ence 13-, SS: Electronic
Engineering 11-, Money:
Well Off
Disadvantages: Rivalry
(Professional, with vari-
ous other programmers/
inventors)
Notes: With a B.S. and
a Masters in Computer
Science from Stanford,
a Ph.D. from HCU,
and a headful of ideas,
Ken Chandrashakar set
out several years ago
to take the high-tech
world by storm. He
didn’t exactly become
the next Steve Jobs, but
he did well enough with
the patents he already
had, and a few more he
acquired, to keep his
company Chandronics
going strong. Today it
has offices in the Stailey
Towers, a dozen or more
projects going on at any
one time, and a solid
reputation as a firm of
high-tech innovators.
224
Hero System 5th Edition
Here are three plot seeds for the Skyline Club:
I Know What You Did Last Summer: Two dozen
or more Club members receive blackmail notes
— serious blackmail notes, revealing intimate
knowledge of all sorts of indiscretions and secrets
they don’t want to get out. A few of them have
learned a little something of the scope of the prob-
lem because they’re good enough friends to confide
their problems to each other, but no one knows the
full extent of what’s going on... except, of course,
the blackmailer. One of the victims turns to the PCs
for help in resolving the problem without causing a
scandal — or dozens of scandals.
The Maltese Giraffe: Periodically the Club brings
in new decorative art, or temporarily exhibits art
belonging to the members. Recently they displayed
African art from one member’s collection of Afri-
can artifacts, including a valuable gem-encrusted
statuette of a giraffe. Now the whole exhibit’s been
stolen! The PCs get involved somehow, and must
trace the theft and recover the goods.
Was It The Soup?: A prominent foreign diplomat
comes to the Skyline Club as a guest of one of the
members... and drops dead in the middle of dinner!
Preliminary forensics tend to indicate he was
poisoned. Head Chef, furious, threatens to quit if
his name isn’t cleared post-haste. The Club’s man-
agement or Steering Committee turns to the PCs
(through back channels, of course) to investigate
and solve the mystery.
PAGE 198 — QUICKCORNER
Here are three plot seeds for use with Quick-
Corner stores:
Epidemic Of Convenience: Over a dozen people in
Hudson City have gotten seriously ill with a rare
and deadly disease over the past week or so; two
have already died. The only common thread the
investigators can find is that they all visited Quick-
Corner stores (or, if you prefer, a single Quick-
Corner) in the previous week. Is someone adulter-
ating QuickCorner products... and if so, why?
And I Want A Car... A Big One That Gets Crappy Gas
Mileage!: A “disturbed” individual decided to rob a
QuickCorner. The clerk, being an edgy sort of guy,
pulled a concealed pistol, and the robber shot him
in the shoulder. The robber then took everyone in
the store hostage. The cops now have the place sur-
rounded, but they’re not making much headway
dealing with the robber, who’s issued some pretty
odd demands. The PCs have to resolve the situa-
tion... hopefully without any more bloodshed (or at
least, innocent bloodshed).
Pack ’a Smokes, Man: An enterprising QuickCorner
clerk has hit on a great way to supplement his income:
sell drugs on the side. All someone has to do is come
in and request “Gold Bar 999s, unfiltered” (there is
no such brand — all 999s have filters) and he’ll get a
nickel bag of H along with his cancer sticks. The PCs
have to track down the source of the heroin flooding
the streets... and then trace the chain from the clerk, to
his supplier, and beyond.
DEWAYNE
SIMMONS
8 STR
10 DEX
8 CON
8 BODY
10 INT
8 EGO
10 PRE
8 COM
2 PD
2 ED
2 SPD
4 REC
16 END 16 STUN
Abilities: Computer
Programming 11-, Elec-
tronics 13-, Inventor 11-,
AK: Freetown 11-, KS:
Freetown Gangs 11-,
Stealth 11-, Streetwise
11-, Systems Operation
8-, WF: Handguns
Disadvantages: Social
Limitation: Criminal
Record
Notes: Although only
14 years old, DeWayne
Simmons is a budding
electronics genius.
He started taking his
family’s stereo and other
electronic items apart
and putting them back
together when he was
only 8. These days he
can not only fix just
about about any piece
of electronics someone
brings him (and make
pretty decent money
doing it), he’s building
his own creations. He
figures it’s only a matter
of time before he comes
up with an invention
so valuable that he can
patent it, sell it, and use
the money to get him-
self, his mother, and his
brothers and sisters the
hell out of Freetown for
good.
225
Hudson City: The Urban Abyss
L
ife on the streets can be tough... and danger-
ous. Sometimes your heroes may need a
little help in their war on crime and injustice
— and other times they may find themselves
butting heads with characters who approach situa-
tions differently than they do.
THE HARBINGER OF JUSTICE
Val Char
Cost Roll
Notes
15 STR
5
12-
Lift 200 kg; 3d6 [3]
23 DEX
48
14-
OCV: 8/DCV: 8
20 CON
20
13-
15 BODY 10
12-
30 INT
30
15-
PER Roll 15-
15 EGO
10
12-
ECV: 5
40 PRE
50
17-
Presence Attack: 8d6
10 COM
0
11-
8 PD
5
Total: 11 PD (3 rPD)
6 ED
2
Total: 9 ED (3 rED)
5 SPD
27
Phases: 3, 5, 8, 10, 12
10 REC
6
40 END
0
33 STUN
0
Total Characteristics Cost: 213
Movement:
Running: 9”/18”
Leaping: 5”/10”
Swimming: 4”/8”
Cost Powers
END
80
Super-Skills: Variable Power Pool, 40 pool
+ 20 control cost, Cosmic (+2); Only For
Super-Skills And Like Abilities (-½)
var
Martial Arts: Various Styles
Maneuver
OCV DCV
Damage/Effect
4
Block
+2
+2
Block, Abort
4
Choke
-2
+0
Grab One Limb,
4½d6 NND (2)
4
Dodge
—
+5
Dodge all
attacks, Abort
4
Escape
+0
+0
55 STR versus
Grabs
3
Hold
-1
-1
Grab Two
Limbs, 50 STR
to hold on
5
Joint Break
-2
-2
Grab One Limb,
HKA 1d6+1
(2d6+1 with
STR), Disable,
Target Falls
4
Joint Lock/
Throw
+1
+0
Grab One Limb,
3½d6 NND (7),
Target Falls
5
Kick
-2
+1
12d6 Strike
4
Knifehand
Strike
-2
+0
HKA 1d6+1
(2d6+1 with
STR)
4
Nerve Strike
-1
+1
4½d6 NND (1)
4
Punch/
Elbow Strike
+0
+2
10d6 Strike
5
Takeaway
Throw
+0
+0
Grab Weapon,
45 STR; Target
Falls
3
Throw
+0
+1
8d6 Strike +
vel/5, Target
Falls
20
+5 Damage Classes (already added in)
2
Use Arts with Blades, Clubs
Martial Arts: Zen Riflery
Maneuver
OCV/DCV Rng Damage/Effect
4
Accurate Shot +2/+0
+0 Weapon +4 DC
4
Defensive Shot +0/+2
+0 Weapon +4 DC
3
Diving Shot
+0/+2
+1 Weapon +4
DC, Half Move
Required, You
Fall
5
Far Shot
+1/-1
+4 Weapon +4 DC
3
Leg Shot
+0/ -1
+0 Weapon +4
DC, Throw
4
Offensive Shot -1/-1
+0 Weapon +8 DC
4
Trained Shot
+0/+0
+2 Weapon +6 DC
16
+4 Damage Classes (already added in)
65
Quick Fire: Autofire (5 shots; +½) for
any non-Autofire firearm built on up to
130 Active Points, Reduced Endurance
(0 END; +1); OIF (firearms of opportunity;
-½), Requires A Shooting Tricks Roll
(no Active Point penalty; -0), Not While
Targeting (-½)
0
3
Gun Muscle: +10 STR; Only To Meet
STR Modifier For Using Firearms (-2)
1
30
Shrug It Off: Physical and Energy
Damage Reduction, Resistant, 50%;
Requires A CON Roll (no Active Point
penalty; -¼), STUN Only (-½), Must Be
Aware Of Attack (-¼)
0
6
Swift: Running +3” (9” total)
1
9
Combat Running: Running +9”; Only
To Make Half Moves In Combat (-1)
2
2
Strong Leaper: Leaping +2” (5” forward,
3” upward)
1
2
Combat Leaping: Leaping +5”; Only
To Make Half Moves In Combat (-1)
1
2
Strong Swimmer: Swimming +2” (4” total) 1
6
Disappearing Act: Teleportation 9”;
Can Only Teleport To Places Harbinger
Could Normally Go (-½), Must Cross
ALLIES
226
Hero System 5th Edition
Intervening Space (-¼), No Noncombat
Multiple (-¼), Only To “Vanish” When
No One Is Looking (-½), Requires A
Stealth Roll (-½)
2
1
Relaxation Techniques: Life Support
(Diminished Sleep: only needs about an
hour of sleep per night)
0
Perks
6
3 Deep Covers (see sidebar)
10
Improved Equipment Availability:
Advanced Military Equipment
15
Money: Filthy Rich
15
Reputation: ruthless vigilante (throughout
the US and the underworld) 14-, +5/+5d6
Talents
6
Combat Luck (3 PD/3 ED)
15
Combat Sense 15-
20
Deadly Blow: HKA +2d6 with All HTH
Attacks
20
Deadly Blow: RKA +2d6 with All Ranged
Attacks
5
Eidetic Memory
3
Resistance (3 points)
Skills
40
+5 with All Combat
24
Range Skill Levels: +8 versus Range Modifier
with all attacks
24
Targeting Skill Levels: +8 versus Hit
Location modifiers with all attacks
5
Accurate Sprayfire
3
Acrobatics 14-
3
Acting 17-
3
Analyze Style 15-
3
Analyze Combat Technique 15-
3
Breakfall 14-
3
Bugging 15-
3
Combat Driving 14-
3
Combat Piloting 14-
3
Computer Programming 15-
3
Concealment 15-
5
Concentrated Sprayfire
3
Contortionist 14-
3
Criminology 15-
3
Cryptography 15-
3
Deduction 15-
10
Defense Maneuver IV
3
Demolitions 15-
3
Disguise 15-
3
Electronics 15-
3
Fast Draw (Common Melee Weapons,
Small Arms) 14-
3
Forensic Medicine 15-
4
Forgery (Documents, Money) 15-
4
Gambling (Card Games, Dice Games) 15-
3
High Society 17-
3
Interrogation 17-
3
Inventor 15-
3
CK: Hudson City 15-
2
CK: Fell’s Point 11-
2
AK: Hudson City Underground Systems 11-
3
Lipreading 15-
3
Lockpicking 14-
3
Mechanics 15-
3
Mimicry 15-
3
Paramedics 15-
5
Rapid Attack (Ranged)
5
Rapid Autofire
3
Security Systems 15-
3
Shadowing 15-
25
Shooting Tricks 25-
5
Skipover Sprayfire
3
Sleight Of Hand 14-
5
Stealth 15-
3
Streetwise 17-
3
Systems Operation 15-
3
Tactics 15-
12
Transport Familiarity: Common Motorized
Ground Vehicles, Two-Wheeled Motorized
Ground Vehicles, Tracked Military Vehicles,
Small Planes, Large Planes, Fighter Planes,
Helicopters, Small Motorized Boats, Para-
chuting (Basic & Advanced), SCUBA
10
Two-Weapon Fighting (HTH)
10
Two-Weapon Fighting (Ranged)
12
WF: Common Melee Weapons, Common
Missile Weapons, Common Martial Arts
Weapons, Small Arms, Flamethrowers, Gre-
nade Launchers, General Purpose/Heavy
Machine Guns, Shoulder-Fired Weapons
8
Weaponsmith (Muscle-Powered HTH,
Muscle-Powered Ranged, Firearms, Missiles
& Rockets, Chemical Weapons, Biological
Weapons, Incendiary Weapons) 15-
3
Linguist
1
1) Arabic (fluent conversation; English is
Native)
1
2) Cantonese Chinese (fluent conversation)
1
3) French (completely fluent)
1
4) German (completely fluent)
1
5) Italian (completely fluent)
2
6) Japanese (completely fluent)
1
7) Mandarin Chinese (completely fluent)
1
8) Russian (fluent conversation)
2
9) Spanish (completely fluent)
3
Scholar
2
1) KS: Arcane And Occult Knowledge 15-
4
2) KS: Card Shark And His Organization 17-
2
3) KS: Chinese Organized Crime 15-
2
4) KS: Drug Cartels And Drug Trafficking 15-
2
5) KS: The Espionage World 15-
1
6) KS: High Finance 11-
2
7) KS: Hudson City Telephone And Utility
Systems 15-
2
8) KS: The Hudson City Underworld 15-
2
9) KS: The Law Enforcement World 15-
2
10) KS: The Mafia 15-
2
11) KS: The Martial World 15-
1
12) KS: Mental Health Professionals 11-
2
13) KS: Mexican Organized Crime 15-
2
14) KS: The Military/Mercenary/Terrorist
World 15-
2
15) KS: Military Science 15-
2
16) KS: Serial Killers And Serial Killing 15-
2
17) KS: Street Gangs And Posses 15-
2
18) KS: The Vice World 15-
2
19) KS: World Criminals 15-
1
20) KS: World Literature 11-
227
Hudson City: The Urban Abyss
2
21) KS: The Yakuza 15-
3
Scientist
2
1) SS: Accounting 15-
2
2) SS: Bloodstain Interpretation 15-
2
3) SS: Chemistry 15-
2
4) SS: Criminology 15-
2
5) SS: Entomology/Forensic Entomology 15-
2
6) SS: Fingerprint Analysis 15-
2
7) SS: Hair And Fiber Analysis 15-
2
8) SS: Human Biology 15-
1
9) SS: Materials Science 11-
1
10) SS: Metallurgy 11-
2
11) SS: Pharmacology/Toxicology 15-
1
12) SS: Physics 11-
2
13) SS: Psychology/Criminal Psychology 15-
2
14) SS: Serology 15-
Resource Points
88
Equipment Points: 500
95
Vehicle/Base Points: 200
50
Follower/Contact Points: 105
0
Miscellaneous Points: 0
Total Powers & Skill Cost: 1,057
Total Cost: 1,289
100+ Disadvantages
25
Hunted: organized crime group of GM’s
choice 11- (Mo Pow, NCI, Kill)
15
Hunted: Card Shark 8- (As Pow, NCI, Kill)
25
Hunted: HCPD 11- (Mo Pow, NCI, Capture)
25
Psychological Limitation: Vigilante Mental-
ity (Very Common, Total)
25
Psychological Limitation: Obsessed With
Crimefighting (Very Common, Total)
20
Reputation: Murderous vigilante, 14-
(Extreme)
20
Social Limitation: Secret Identity (Fre-
quently, Severe)
1,034 Experience Points
Total Disadvantage Points: 1,289
Harbinger uses a wide variety of weapons in
his never-ending war on crime. Most are of his own
design and incorporate the latest advances in weap-
ons technology. Here are a few of his favorites.
Mark I Handgun: This is a .50 AE handgun with a
12-round magazine typically loaded with Hybrid
Frangible/HP ammunition with improved propel-
lant, and personalized to Harbinger so no one else
can fire it. He typically carries two of them in fast-
draw shoulder holsters.
Cost Power
35
Mark I Handgun with Polygonal Rifling
firing Improved Propellant Hybrid
Frangible/HP Ammunition: RKA 3d6+2,
+2 Increased STUN Multiplier (+½),
Penetrating (+½), 8 clips of 12 Charges
each (+¼) (124 Active Points); OAF (-1),
STR Minimum (12, STR Minimum
Doesn’t Add/Subtract Damage; -1),
Beam (-¼), Real Weapon (-¼)
3
Silencer: -3 to PER Rolls; see Dark
Champions, page 237
7
Features: AccuTech Barrel Coating;
AccuTech Cryotreatment; Fine Tuning II;
Improved Firing Pin; Improved Trigger;
Personalization; Streamlining
5
x2 Mark I Handguns
1
One clip of Standard ammunition
(RKA 2½d6+1)
1
One clip of AP ammunition (RKA 2d6+2,
Armor Piercing)
1
One clip of Reversed Ogive ammunition
(RKA 3d6+2, Armor Piercing, +1 Increased
STUN Multiplier)
Total cost: 53 points.
Final Gun: RKA 3d6+2, +2 Increased STUN Mul-
tiplier, Penetrating, 8 clips of 12 Charges each, +3
OCV, +1 Fast Draw
MAWS: The Multiple Assault Weapon System
(MAWS, or “Mouse”) is Harbinger’s advanced
assault rifle. It fires 5.56x45mm rounds from a heli-
cal 125-round magazine. In addition to standard
assault rifle mode, it converts into a sniper rifle
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
Mark I Handgun +3
+0
3d6+2
1d6+1
12
12
8 clips, +1 Fast Draw
MAWS
+4
+1
2d6+1
1d6
125
14
+3 OCV and +10 RMod, all OBS
Mark I Tranq
Pistol
+3
+0
8d6 NND
—
12
8
+1 Fast Draw
Combat Knife +0
+0
1d6
1d6-1
—
8
Can Be Thrown
Armor
DefTex Body Armor (DEF 10, Activation Roll 15-, anti-IR coating)
DefTex Armored Clothing (DEF 2)
DefTex Trenchcoat (DEF 2, Activation Roll 11-)
Polarized Mask Lenses: Sight Group Flash Defense (8 points)
Wolf’s Ears: Hearing Group Flash Defense (8 points)
Gear: Harbinger often carries other equipment when fighting crime, but his exact kit depends on the mission he’s
performing. In combat situations, he usually uses a variety of communications and sensory devices built into his
mask, and carries the equivalent of a Utility Belt (Dark Champions, page 283, about 20 gadgets) in the pockets and
pouches on his uniform.
Clothing: See Appearance for his uniform, which he wears on most combat missions; when in disguise, he could wear
just about anything.
228
Hero System 5th Edition
with a barrel attachment, and also has an under-
slung integral automatic-fire grenade launcher that
fires Harbinger’s advanced CCD 20mm grenades.
The Multipower below assumes fragmentation gre-
nades, but many other types could be loaded.
In addition to Harbinger’s standard polygonal
rifling and Accutech treatments, the MAWS comes
equipped with an advanced targeting computer,
sights, a camera, and related devices. These devices
link to the electronics in Harbinger’s mask, if
appropriate, making aiming even easier.
Cost Power
23
MAWS: Multipower, 87-point reserve; all
OAF (-1), Real Weapon (-¼), STR Minimum
(14, STR Minimum Doesn’t Add/Subtract
Damage; -1), Two-Handed (-½)
2u
1) Assault Rifle: RKA 2d6+1, Autofire
(5 shots; +½), +1 Increased STUN
Multiplier (+¼), 125 Charges (+¾)
(87 Active Points); OAF (-1), Beam (-¼),
Real Weapon (-¼), STR Minimum
(14, STR Minimum Doesn’t Add/Subtract
Damage; -1), Two-Handed (-½)
1u
2) Sniper Rifle: RKA 2d6+1,+1 Increased
STUN Multiplier (+¼), No Range
Modifier (+½) (61 Active Points); OAF
(-1), Beam (-¼), Extra Time (Full Phase
to prepare before use; -¼), Real Weapon
(-¼), STR Minimum (14, STR Minimum
Doesn’t Add/Subtract Damage; -1), Two-
Handed (-½), Uses Same Charges Pool
As Slot #1 (-0)
2u
3) Underslung 20mm CCD Grenade
Launcher: RKA 2d6, Explosion (+½),
Autofire (3 shots; +1¼) (82 Active Points);
OAF (-1), Real Weapon (-¼), STR
Minimum (14, STR Minimum Doesn’t
Add/Subtract Damage; -1), Two-Handed
(-½), 12 Charges (-¼)
11
Features: Inherent Accuracy (+1 OCV,
+1 RMod); AccuTech Barrel Coating;
AccuTech Cryotreatment; Fine Tuning II;
Improved Firing Pin; Improved Trigger;
Personalization
20
Targeting Computer: see Dark Champions,
page 237
10
Camera: see Dark Champions, page 232
1
Thermal Sight: see Dark Champions,
page 236
10
Flash Suppressor: see Dark Champions,
page 232
1
Rangefinder: see Dark Champions, page 232
5
GPS Tracker: Detect Exact Position On
Earth 15- (Radio Group) (10 Active Points);
OAF (-1)
1
Compass: Bump Of Direction (3 Active
Points); OAF (-1)
Total cost: 88 points.
Mark I Tranq Pistol: For situations in which Harbin-
ger doesn’t want to use lethal force, he carries this
small but handy gun. It has two barrels in an over-
under configuration, one firing tranquilizer darts in
sabots, the other break-on-contact pellets contain-
ing knockout gas.
Cost Power
32
Mark I Tranq Pistol: Multipower, 105-point
base; all OAF (-1), STR Minimum (8, STR
Minimum Doesn’t Add/Subtract Damage;
-1), Real Weapon (-¼)
2u
1) Tranquilizer Darts: Energy Blast 8d6,
NND (defense is Life Support [Self-Con-
tained Breathing or appropriate Immunity];
+1) (80 Active Points); OAF (-1), STR
Minimum (8, STR Minimum Doesn’t
Add/Subtract Damage; -1), Limited
Range (50”; -¼), Real Weapon (-¼),
12 Charges (-¼)
3u
2) Tranquilizer Gas Pellets: Energy
Blast 6d6, Area Of Effect (One Hex; +½),
Continuous (+1), NND (defense is
Life Support [Self-Contained Breathing
or appropriate Immunity]; +1)
(105 Active Points); OAF (-1), STR
Minimum (8, STR Minimum Doesn’t Add/
Subtract Damage; -1), Limited Range
(20”; -¼), Real Weapon (-¼), 8 Continuing
Charges lasting 1 Extra Phase each (-¼)
7
Features: AccuTech Barrel Coating;
AccuTech Cryotreatment; Fine Tuning II;
Improved Firing Pin; Improved Trigger;
Personalization; Streamlining
Total cost: 44 points
Other weapons Harbinger often carries
include the Mark I “Firestorm” SMG (RKA 3d6+2,
AF5, 125 Charges), the Mark I Automatic Combat
Shotgun (RKA 2½d6, AF5, 12 Charges each of shot
and slugs), the Mark VI Handgun (RKA 2d6+1, 8
Charges, a “holdout” pistol carried in a springsleeve
holster), the Mark II “Silent Thunderbolt” Handgun
(RKA 2d6+1, a plastic gun with maximum silenc-
ing and concealability features), Shock Gloves
(gloves with a taser-like weapon built into them),
and various CCD grenades.
HARBINGER’S
DEEP COVERS
Harbinger maintains
three Deep Covers,
each described briefly
elsewhere in this
book: freelance crime
reporter Frank Keaton
(page 108); homeless
person Crazy Lenny
(page 136); and Free-
town peddler Flashman
Jackson (page 51). (If
Harbinger doesn’t actu-
ally have a Skill or Dis-
advantage that’s listed
on their character
sheets, it’s noted there
as a way of preserv-
ing the illusion for the
players; just substitute
the closest available
Skill he does have, if
necessary.) In any of
these guises he might
pass on information,
or provide other assis-
tance, to PCs without
their knowing it... or
spy on them.
229
Hudson City: The Urban Abyss
Background/History: Page 154 describes most of
what’s definitively known about the mysterious,
ruthless vigilante who calls himself the Harbinger
of Justice. (He’s often referred to by the public as
“the Blue Moon Killer” because of the distinctive
calling cards he sometimes leaves on his victims
— solid black with a royal blue crescent moon.)
The Vigilantism Task Force of the HCPD, which
has a section that works with the FBI in an effort to
track the Harbinger down, believes the following
deductions or suppositions about him are largely or
entirely accurate:
■ he has formal military training, probably as part
of a special forces or elite unit of some sort.
■ he may also have received formal espionage training
■ he is fabulously wealthy, though the source of his
wealth is unknown (most people on the VTF think
he started out with a nest egg obtained in some
legitimate manner, but now supplements that with
millions stolen from criminals he kills)
■ besides his obvious combat skills, he’s mastered
numerous other disciplines, including many sci-
ences. In particular, he’s shown phenomenal skill at
disguises and impersonation, forensics and crimi-
nalistics, stealthy movement, covert entry, and skills
related to manufacturing and using firearms and
other weapons
■ he has an extensive network of contacts, infor-
mants, and informal “assistants” who knowingly or
unknowingly help him prosecute his war on crime
Beyond that, the authorities know very little
with any certainty.
Personality/Motivation: Harbinger is motivated by
one thing, and one thing only: the desire to destroy
crime and those who commit it. So far as anyone
knows, he has no family, no desire for romance, and
no real friends. His entire life and being are devoted
to crimefighting and the upholding of Justice as
he believes it to be. He is a textbook example of
extreme monomania.
Harbinger will stop at nothing to kill (“exe-
cute,” as he insists) those he feels deserve killing,
though he’s never stated publicly exactly who quali-
fies for “execution” — he seems to prefer to let his
actions speak for themselves. Violent criminals
— murderers, rapists, robbers, and the like —
clearly qualify, as do drug dealers, most members
of organized crime groups, and anyone else who
contributes significantly to the crime problem. On
the other hand, while he’s often gone after pimps,
child pornographers, and the like, he usually leaves
prostitutes alone.
Based on the few statements he’s made to wit-
nesses, Harbinger seems to follow a straightforward
philosophy: everyone is free-willed and has the
capacity to act within the bounds of Justice. At a
minimum, people must leave one another in peace
and not hurt each other. Those who violate this
“rule” in minor ways deserve one chance to correct
their behavior and act as they should. If they fail to
act properly thereafter, he “executes” them as threats
to society. Other forms of behavior — murder or
rape, for example — are such extreme violations of
Harbinger’s code of Justice that they merit immedi-
ate execution.
Harbinger seems to prefer to work alone, since
he finds other crimefighters too “soft-hearted,”
“afflicted with moral cowardice,” or “inefficient” (his
words) to do their jobs properly. He tends to act
with ruthless efficiency, doing whatever he must
(short of harming innocent persons) to achieve
his goals. Since he doesn’t trust other crimefighters
(not surprisingly, given how many of them have
tried to capture him in the past), he goes to great
lengths to keep his secrets.
Quote: “The innocent know me as a Harbinger
of Justice. But criminals know me as a Harbinger
of doom.”
Powers/Tactics: Harbinger is a master combat-
ant — a man who can take on large numbers
of opponents and kill them quickly and cleanly
without suffering any injuries himself. He seems
to have mastered not only the use of firearms
and weapons, but a variety of unarmed combat
styles and techniques. If he knows in advance
what sort of opposition to expect, he’ll come pre-
pared with the best weapon load he can arrange
given the circumstances; if not, he’ll carry a stan-
dard multi-purpose “kit.”
When possible, Harbinger prefers to oper-
ate from secrecy and cover. Instead of charging
into a dangerous situation, he uses his disguise
and covert entry skills to infiltrate and gather as
much information as he can. To his way of think-
ing, things go best when his target has absolutely
no idea he’s being stalked... until that last few
seconds of life when Harbinger destroys him and
his operation. To minimize possible casualties to
innocent bystanders, and preserve evidence he
can use to track down other criminals, he uses
poisons, gases, and other “non-violent” weapons
when it’s feasible to do so.
If forced into open combat, the Harbinger
relies on cover and fast movement. Unless he’s got
a lot of cover and plenty of targets, he rarely stays
put in one place for more than a few seconds, pre-
ferring to keep moving so his enemies can’t draw a
bead on him. In these situations, his only concerns
are protecting innocents and winning the battle.
He’ll “cheat,” break his word, or fight “dishonorably”
to achieve this aim if he must; to his way of think-
ing, this is no-holds-barred a war, not some duel in
a Hollywood movie.
The Harbinger prefers to take his enemies
captive whenever possible. After the battle, he
takes his captives somewhere private, interro-
gates them extensively, and then “executes” them
after he’s gathered all the information he can.
He has no qualms about using torture or other
“extreme” interrogation methods if he must, but
he doesn’t inflict pain for pleasure — that would
reduce him to the level of the scum he fights.
Harbinger relies on his reputation and over-
whelming personal presence whenever possible.
There’s no need to fight or cause harm when he
can terrify a criminal into submission.
HARBINGER
PLOT SEEDS
A person dressed like
Harbinger has recently
murdered several prom-
inent individuals around
Hudson City. None of
the victims had a crimi-
nal record. Was it really
the Harbinger — and
if so, were the victims
secretly involved in the
underworld somehow?
Or is someone trying to
pin a few more murders
on him, figuring no one
will even question that
he’d do it... and if so,
what’s really going on?
The PCs desperately
need some information
— and the Harbinger’s
the only person likely to
have it. Do they dare ask
him to help? If so, how
do they find him? And
what do they do if he
only agrees to tell them
what they need to know
if he can help them
complete their mission?
The Harbinger contacts
the PCs. He says he
needs some information
they have... and if he
doesn’t get it right away,
thousands of people
could die. Can they trust
him? Are they willing
to work with him to
prevent this supposed
tragedy?
230
Hero System 5th Edition
Campaign Use: The Harbinger’s vast capabilities
and consummate skills make him a force to be
reckoned with. When running him, remember that
he’s a genius, one extensively trained in many fields
and with nearly two decades’ experience fighting
crime in Hudson City. He does not fight or act stu-
pidly, prepares intelligently for every contingency
or emergency he can think of, and acts as efficiently
and ruthlessly as he has to.
At first glance, it may seem that the Harbinger is
so powerful that Hudson City doesn’t need any other
crimefighters. But that’s demonstrably untrue; he’s
been on the job for nearly twenty years, and Hudson
City still has a significant crime problem (though
some experts do attribute a drop in the crime rate to
his actions and those of other vigilantes). The truth
is that he’s only one man, and thus can only do so
much. Even allowing for the fact that he only needs
to sleep about an hour a night, there’s a limit to what
he can accomplish. The vast majority of his time is
spent gathering and analyzing information, maintain-
ing Deep Covers, performing the maintenance and
administrative tasks necessary to support his war
on crime, and so forth — it’s not as if he’s out on the
streets 24 hours a day gunning down criminals. If he
ever had the “support staff” necessary to let him do
that, everyone in Hudson City would know it from
the flood of corpses.
As an NPC, the Harbinger can interact with
your PCs in several ways. The first is as an antago-
nist. Few, if any, crimefighters share the Harbinger’s
extreme views, and many of them have tried to
stop him (though none have succeeded for long).
Harbinger would never use lethal force on another
crimefighter — any true crimefighter, no matter
how much of a “moral coward” he is, is worth
keeping on the streets — but he’ll use nonlethal
weapons and inflict nonlethal injuries to keep them
from stopping him. But the PCs should realize that
if they do stop the Harbinger and the word gets
out, the Hudson City underworld is going to run
riot — whether the PCs like it or not, he does keep
crime in the Pearl City in check to some degree.
Second, he could be an ally (though admit-
tedly a difficult one to get along with at times). He
won’t fight the PCs’ battles for them in most cases
— he’s got plenty of his own to take care of — but
if he respects another crimefighter he’ll willingly
exchange information, offer advice, or provide
other assistance that seems reasonable to him.
Third, Harbinger could serve as a mentor or patron
for the PCs, much as he’s doing with LIBRA (see
Dark Champions).
You shouldn’t need to make Harbinger any
tougher; he’s already pushing the upper end of how
most campaigns define “Dark Champions charac-
ters.” To weaken him, get rid of (or substantially
reduce) his Variable Power Pool, decrease his Char-
acteristics, and/or get rid of some of his Skills.
As a Hunter, the Harbinger is an incredibly
dangerous opponent. He’ll use his Skills to gather
all the information he needs, then strike at the
target at the best opportunity, usually using a
sniper rifle or poison. The odds are the target
will never see him.
Harbinger is wanted by all local and national
law enforcement organizations for several thou-
sand murders and uncounted acts of assault and
kidnapping. However, convincing a jury beyond
a reasonable doubt that a particular person com-
mitted many, if not all, of them would be difficult
due to the evidentiary problems noted on page
154 — the Harbinger isn’t stupid enough to use
the same gun for long periods of time. Periodi-
cally he melts gun parts down and recycles the
metal into other guns, or discards the metal if it’s
no longer useful. The total reward money offered
for him, dead or alive, from both law enforce-
ment and criminal organizations exceeds five
million dollars.
Appearance: Harbinger is 6’0” tall, with a build
like a martial artist — muscular-looking, but
not overly so. When on patrol or performing a
combat mission, he wears a black, skintight, full-
face mask with a royal blue crescent moon over
the left eye. Atop the mask Harbinger wears a
black men’s fedora, though this often gets lost in
the heat of battle.
Harbinger wears one of two uniforms. On
standard surveillance missions, patrols, and other
operations where he doesn’t expect to engage in heavy
combat, he dresses “formally” — an all-black men’s
suit, shirt, tie, shoes, trenchcoat, and gloves. Under-
neath his clothes he wears a light armored bodysuit.
If he’s expecting combat or trouble, his uniform is
more like combat fatigues, with steel-toed boots, lots
of pockets, weapons slung/holstered/attached here
and there (plus other, hidden, weapons), much heavier
body armor, and an open trenchcoat.
231
Hudson City: The Urban Abyss
RENEGADE
Val Char
Cost Roll
Notes
18 STR
8
13-
Lift 300 kg; 3½d6 [4]
18 DEX
24
13-
OCV: 6/DCV: 6
18 CON
16
13-
13 BODY 6
12-
15 INT
5
12-
PER Roll 12-
12 EGO
4
11-
ECV: 4
20 PRE
10
13-
PRE Attack: 4d6
11 COM
1
11-
8 PD
4
Total: 8 PD (0 rPD)
8 ED
4
Total: 8 ED (0 rED)
4 SPD
12
Phases: 3, 6, 9, 12
8 REC
0
36 END
0
35 STUN
4
Total Characteristics Cost: 98
Movement:
Running: 6”/12”
Cost Powers
END
Martial Arts: Dirty Infighting
Maneuver
OCV DCV
Damage/Effect
4
Block
+2
+2
Block, Abort
4
Disarm
-1
+1
Disarm, 28 STR
to Disarm roll
4
Eye Gouge
-1
-1
Sight Group
Flash 4d6
4
Kidney Blow
-2
+0
HKA ½d6
(1d6+1 with
STR)
4
Low Blow
-1
+1
2d6 NND(3)
4
Punch/
Backhand
+0
+2
5½d6 Strike
5
Roundhouse/Two-
Fisted Smash
-2
+1
7½d6 Strike
3
Tackle
+0
-1
3½d6 +v/5
Strike; You Fall,
Target Falls
5
Lucky Guy: Luck 1d6
0
Perks
5
Improved Equipment Availability: Military
Equipment
Talents
3
Lightsleep
Skills
10
+1 Overall
8
+1 with All Combat
9
+3 with USAS-12, Spectre M4, and Desert
Eagle
3
Combat Driving 13-
3
Concealment 12-
1
Criminology 8-
3
Deduction 12-
3
Interrogation 13-
3
Mechanics 12-
3
Stealth 13-
3
Streetwise 13-
3
WF: Small Arms, Knives
Resource Points
12
Equipment Points: 120
10
Vehicle/Base Points: 30
5
Follower/Contact Points: 15
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 125
Total Cost: 223
100+ Disadvantages
5
Distinctive Features: various tattoos (Easily
Concealed; Noticed And Recognizable)
20
Hunted: HCPD 8- (Mo Pow, NCI, Capture)
20
Hunted: the Mafia 8- (Mo Pow, NCI, Kill)
20
Psychological Limitation: Vigilante Mental-
ity (Very Common, Strong)
15
Psychological Limitation: Devout Catholic
(Common, Strong)
15
Reputation: Murderous vigilante, 11-
(Extreme)
15
Social Limitation: Secret Identity (Frank
Scarpetta) (Frequently, Major)
10
Social Limitation: Criminal Record (Occa-
sionally, Major)
3
Experience Points
Total Disadvantage Points: 223
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
USAS-12
+0
+0
2½d6
1d6
28
13
AF5
Spectre M4
+1
+1
1d6+1
1d6-1
50
13
AF5, 4 clips
Desert Eagle
+1
+0
2d6+1
1d6
9
13
4 clips
Combat Knife +0
+0
1d6
1d6-1
—
8
Can Be Thrown
Armor
Level II-A body armor (DEF 6, Activation Roll 14-)
Armored Duster (DEF 2, Activation Roll 11-)
Sunglasses (Sight Group Flash Defense [5 points])
Gear: Radio headset (Radio Listen and Transmit), motorcycle
Clothing: See Appearance.
232
Hero System 5th Edition
Background/History: Think of every bad kid you’ve
ever known and roll them all into one, and you’d
have Frank Scarpetta. From the time he was old
enough to know what “crime” was, Frank was
involved in it. He started out bullying other kids
and taking money from them, then began shoplift-
ing, and graduated to auto theft as soon as his legs
were long enough to reach the pedals. He spent far
more time with his street gang than he ever did
with his family, and before too long he just stopped
going home altogether.
By the time most kids his age were gradu-
ating from high school, Frank was a hardened
criminal who’d killed more than once. His affin-
ity for his work did not escape the attention of
the local Mafia caporegima, who approached
Frank with an offer to bring him into his group
of “soldiers.” This was the sort of break Frank
had been waiting for, so he jumped at the chance.
Despite his undisciplined youth, he fit in well
and became a valuable part of the crew... and,
eventually, his boss’s right-hand man.
This was the best job that Frank had ever
had, and he loved every minute of it. It was a per-
fect combination of luxurious surroundings and
the opportunity to exercise his violent tenden-
cies. However, his opinion of his boss and his job
changed when he finally met the boss’s daughter,
Angela, a woman with a sad, pale sort of beauty. A
childhood illness had left her crippled, confined to
a wheelchair for life. Unlike the boss and his com-
patriots, who treated Frank as a sort of hired hand
or attack dog, Angela actually seemed to see some
good in him and treated him with a kindness that
was completely foreign to him.
Soon Frank was seeking excuses to be near
her, because she was the only person in the world
he really liked. He even listened to her when she,
a devout Catholic, tried to bring religion into his
life. It sounded like nonsense to him at first, but
the more time he spent with her and the more
he listened, the more he came to believe. Soon he
was accompanying her to church on the pretext of
“guarding” her, and before too long he’d converted
to Catholicism and even been baptized.
As Frank’s piety increased, his desire to do his
job decreased. After his baptism he decided he’d
had enough of the violence and bloodshed. He
asked Angela to marry him, and after she said yes
the two of them went to her father to tell him that
Frank was calling it quits and they were leaving.
But the boss had other ideas. He told Frank that no
daughter of his, crippled or otherwise, was marry-
ing a thug like him, and that the only way he was
going to leave “the family” was in a pine box.
That was when the shooting started, as Frank’s
former comrades in arms tried to gun him down
and he tried to shoot a way to safety for himself
and Angela. Three dead bodyguards and a lot of
bullets later they’d almost made it out of the house
when Angela saw that another one of her father’s
guards was about to shoot Frank in the back with a
shotgun. Screaming for him to run, she threw her-
self in the way of the blast.
Something in Frank snapped. The only person
he’d ever cared about was dead, killed by murder-
ous criminal scum like he’d once been. He looked
up from her body at the boss and his men with a
murderous glint in his eyes even more savage than
the one that had been there so many times before.
When Frank walked out of the house the boss and
every single one of his men were dead, each shot
cleanly through the head.
Frank realized God had sent him a mes-
sage. He wasn’t destined to fall in love and be
happy in the way normal men are — he was to
be an instrument of righteous vengeance, remov-
ing evil men from this life to face judgment in
the next. After equipping himself to fight this
“holy war” and christening himself “Renegade,”
he began patrolling the streets of the city, doing
“God’s work” with a fury that most people would
never associate with the divine.
Personality/Motivation: Renegade is an unusual
mix of piety and violence. Ever since he was a child
he’s been a ruthless and brutal person, and even
his religious conversion hasn’t purged him of these
tendencies. However, his new-found faith has influ-
enced who he uses force on. Where once he’d fight
or kill anyone he was ordered to, he now reserves
233
Hudson City: The Urban Abyss
his violent tendencies solely for criminals, “the
greatest sinners of all.” In a sense, he sees himself as
“God’s weapon on Earth,” though he’d never express
that sentiment out loud.
Deep in his heart, Renegade knows the path
of violence isn’t a truly Christian way to live — but
violence has been a part of his life for so long he
finds it impossible to become a truly peaceful
person without Angela by his side to help him.
Subconsciously he feels a great deal of guilt because
of both his past and present life. When he has no
immediate goal to focus on, the guilt begins to
haunt him, making him worry that someone like
him could never be admitted to the kingdom of
Heaven. So, fatalistically, he goes right on with his
vigilante crusade, willingly sacrificing his own sal-
vation to bring some safety and comfort to a few
people on Earth. And when the guilt just gets to be
too much to bear, he drinks it away.
Anytime Renegade takes money from drug
dealers and other criminals, he anonymously
donates everything but what he needs for basic
upkeep and survival to the Church or various
Church-affiliated charities.
Quote: “A little time in Purgatory is just what
you need.”
Powers/Tactics: Renegade is an experienced street-
fighter, crimefighter, and gunman, but his sense
of tactics isn’t all that well developed. It consists
mainly of an “I’m making this up as I go along”
approach that involves a lot of violence, smashing
things, and car crashes. For example, his version
of lockpicking is kicking or blasting the door in.
Although he can be stealthy when he wants to,
subtlety is not his strong suit, and the sort of dis-
guise-based infiltration mission favored by the Har-
binger of Justice is the farthest thing from his mind.
Usually he locates an appropriate target, gathers as
much information about it as he can through direct
observation and asking questions on the street,
and then attacks, counting on his extremely vio-
lent methods and powerful weapons to shock the
enemy into confusion and defeat.
Campaign Use: Renegade makes an excellent
ally for the PCs. He’s a little more experienced
than a starting PC, but his bull-in-a-china-shop
approach and personal demons should keep him
from making the PCs look weak or incompetent.
In truth, he needs their help as much as they
probably need his.
To make Renegade tougher, round out his
Skills and decrease the strength of his Psychological
Limitations, making him a more experienced, well-
rounded, well-adjusted person. To weaken him,
remove his Overall and All Combat Levels and/or
reduce his SPD to 3.
As a Hunter, Renegade isn’t subtle — he locates
the target and goes charging in. If that doesn’t work,
he’ll retreat, spend more time in observation, and
then charge right back in when he feels he’s got a
better grip on the situation.
Renegade is wanted by the Hudson City
Police for twenty confirmed murders and several
dozen acts of assault. He’s a suspect in many more
murders. The police are especially eager to catch
him because one of his victims was Officer George
Hurley, a cop accused of using excessive force
against black suspects.
Appearance: Renegade is a white male. He doesn’t
wear a costume per se, just jeans, a t-shirt of some
sort, combat boots, body armor, and a dark brown
duster with armored panels sewn into it. He stands
about 6’2” tall, weighs about 225, and has a solid,
muscular build. He ties his shoulder-length brown
hair back in a ponytail, and hides his eyes behind
a pair of sunglasses. Tattoos cover his arms and
chest, though the tats can’t be seen when he’s wear-
ing long sleeves. He usually carries his Desert Eagle
handgun and Spectre SMG in shoulder holsters
underneath his jacket and his USAS-12 combat
shotgun on his back.
RENEGADE
PLOT SEEDS
Renegade contacts the
PCs for some help. He’s
stumbled onto what
he thinks is a major
criminal conspiracy
involving smuggling,
but he doesn’t have the
skills to uncover the
full extent of the thing.
Want to team up and
kick some ass?
Renegade disappears
— no one’s seen him on
the street in weeks. Then
the PCs catch some
gang punks using what
appears to be his USAS-
12. What’s going on?
Renegade gathers some
information on the
street that suggests one
of the PCs is actually
working for the Mafia,
not against it. Can the
PCs find out what’s
going on and stop Ren-
egade before he kills
their friend?
234
Hero System 5th Edition
SCARECROW
Val Char
Cost Roll
Notes
13 STR
3
12-
Lift 150 kg; 2½d6 [3]
15 DEX
15
12-
OCV: 5/DCV: 5
15 CON
10
12-
10 BODY 0
11-
13 INT
3
12-
PER Roll 12-
10 EGO
0
11-
ECV: 3
20 PRE
10
13-
PRE Attack: 4d6
8 COM
-1
11-
6 PD
3
Total: 6 PD (0 rPD)
3 ED
0
Total: 3 ED (0 rED)
3 SPD
5
Phases: 4, 8, 12
6 REC
0
30 END
0
25 STUN
0
Total Characteristics Cost: 48
Movement:
Running: 6”/12”
Cost Powers
END
13
Brawler: HA +4d6; Hand-To-Hand
Attack (-½)
0
2
Observant: +1 PER with Sight Group
Perks
1
Fringe Benefit: License To Practice Law
3
Fringe Benefit: Membership (in the County
Prosecutor’s office)
1
Fringe Benefit: Weapon Permit
4
Reputation: psychotic vigilante (throughout
Hudson City) 14-, +2/+2d6
Skills
8
+1 with All Combat
3
+1 with Favored Weapons (see Suggested
Equipment Table)
1
Combat Driving 8-
1
Computer Programming 8-
3
Criminology 12-
3
Deduction 12-
3
Interrogation 13-
5
CK: Hudson City 14-
3
KS: The Hudson City Underworld 12-
2
KS: Law 11-
2
KS: The Law Enforcement World 11-
1
Lockpicking 8-
1
Mechanics 8-
2
PS: Assistant County Prosecutor 11-
2
PS: Police Officer 11-
3
Shadowing 12-
3
Stealth 12-
3
Streetwise 13-
2
WF: Small Arms
Resource Points
12
Equipment Points: 120
5
Vehicle/Base Points: 20
10
Follower/Contact Points: 25
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 102
Total Cost: 150
75+ Disadvantages
20
Hunted: HCPD 8- (Mo Pow, NCI, Capture)
20
Psychological Limitation: Vigilante Mental-
ity (Very Common, Strong)
10
Psychological Limitation: Addicted To
Spending Time In Alternate Identity
(Common, Moderate)
10
Reputation: Murderous vigilante, 8-
(Extreme)
15
Social Limitation: Secret Identity
(Jack Clauson) (Frequently, Major)
Total Disadvantage Points: 150
Background/History: Jack Clauson was born and
raised in Elmview and Red Hill, with drugs and
crime all around him. But his family was loving
and devoted, and he and his brothers and sisters
usually avoided the perils of inner-city life. Jack’s
father was a security guard, and this inspired
Jack to become a policeman.
Jack worked on the force for many years.
During that time, he was shot, stabbed, assaulted,
spit upon, harassed, and saw too many of the scum
he arrested released too soon by courts and prison
officials who didn’t seem to understand the crime
situation on the streets. Finally, this disgusted him
so much that he decided to do something about
it: he went to law school, became an attorney, and
went to work in the county prosecutor’s office. He
hoped he could make a difference, but his hopes
were soon dashed. He found he was now part of a
monolithic bureaucracy that was more interested
in processing criminals and getting them out of the
system than in making sure they got the punish-
ment they deserved.
The last straw was the day he was viciously
assaulted and almost killed by a burglar/rapist he
had convicted only three months before who was
already out on parole. As he recovered in the hos-
pital, Jack decided the time had come to abandon
“the system,” which wasn’t working, and try an
unorthodox approach to cleaning up the streets. He
began to train himself, augmenting his policeman’s
training with criminology skills, burgling skills,
and the like. After designing himself a suit of armor
and picking out the right weapons for the job, Jack
began to spend his nights stalking the streets as
“the Scarecrow,” a name he was given because of
the tattered overcoat he wore. During the day, he
works as an assistant county prosecutor; at night,
his brutal, vicious style of crimefighting evokes fear
and hatred in the underworld.
Personality/Motivation: The Scarecrow is extremely
devoted to his war on crime, but sees himself
almost as two different men: Clauson, who works
within the system; and the Scarecrow, who deals
with criminals in the “proper” way. As time has
passed, this attitude has become so pronounced
that Jack is nearly a split personality. He refers to
his two identities as separate persons, and has in
effect become addicted to spending time as Scare-
crow. The longer he has to remain in his “civilian”
identity, the more bizarre his behavior becomes
until he loses hold on Clauson’s polished exterior.
SCARECROW
PLOT SEEDS
It looks like the Scare-
crow’s finally gone over
the edge — he starts
shooting jaywalkers and
brutally torturing even
the pettiest of criminals
for no particular reason.
The PCs need to find
him and bring him in...
but when they catch up
to him, they discover
he’s been drugged or
brainwashed. Who did it
to him, and why?
The Scarecrow comes
to the PCs and asks
them to help him. He
thinks he’s uncovered a
conspiracy of corrup-
tion within the County
Prosecutor’s office, and
needs their help to take
it down. At the same
time, he has to be care-
ful not to expose his
Clauson identity....
One of the PCs wakes
up one morning to find
himself wearing the
Scarecrow’s armor and
uniform. Is it possible
he’s the Scarecrow, and
that he’s suffering from
multiple personality
disorder or something?
What’s going on?
235
Hudson City: The Urban Abyss
At some point in the future, he will completely snap
and spend all of his time as Scarecrow... but right
now, he’s far from reaching this point.
The Scarecrow side of his personality is much
more extreme than the Clauson side. Clauson is
certainly hard on crime, and punishes criminals to
the full extent of the law, but the Scarecrow goes far
beyond this. Scarecrow’s approach to crimefighting
involves torture, mutilation, and murder. He has no
compunctions about treating criminals this way, for
he considers them to be subhuman, bestial things.
The Scarecrow’s very name is enough to make
hardened criminals speak in hushed whispers, for
they know that any criminal who attracts his atten-
tion is bound to regret it.
Quote: “You still have one knee left. I still have a
sledgehammer. Where can I find Roberto Jimenez?”
Powers/Tactics: Scarecrow’s approach to fighting
crime depends mainly on his elaborate information
network, which not only includes his contacts in
the HCPD and the criminal justice system, but his
skill at finding information on the street. He often
supplements this by torturing information out of
captured criminals; he has a keen eye for knowing
who he can shoot right away and who he needs to
take prisoner. He knows he can’t tackle large num-
bers of opponents and win, so he uses his reputa-
tion and dirty tricks to make up the difference. He
hates to be drawn into open combat, preferring
instead to attack his enemies from ambush.
Scarecrow’s armor is a combination of
leather, chain mail, and Kevlar; it offers protec-
tion from both bullets and knives. The armor
is studded with sharp, tiny spikes in strategic
locations. His helmet not only offers him head
protection, but is built to keep him from being
injured in the face and neck (which would be
difficult to explain to his co-workers).
Campaign Use: The Scarecrow represents someone
who’s a little lower-powered than most PCs — he’s
only built as a Standard Heroic character — and
also a good bit closer to going “over the edge.” His
methods should make the PCs blanch, then wonder
what they can do to turn him into a more level-
headed crimefighter.
To make the Scarecrow tougher, upgrade him
to full Powerful Heroic status and spend the extra
50 points to boost his Characteristics and add a few
Skills. To weaken him, get rid of his Brawler ability
and/or decrease his Characteristics a bit.
The Scarecrow doesn’t usually Hunt anyone
for a long period; he doesn’t have the time, since
he can only afford to spend so many hours per
night on the street. He focuses primarily on the
current target of his investigation until he gets
the guy, then moves on to the next guy. When
pursuing someone, he watches them carefully,
waiting for an opportunity when his target is
unprotected enough for him to handle the situa-
tion. Then he moves in, fast and brutal.
The HCPD wants the Scarecrow for question-
ing regarding numerous acts of torture, aggravated
assault, and murder.
Appearance: Scarecrow is a white male 5’10” tall,
190 pounds, with an athletic (but not overly mus-
cular) build. He covers his dark brown leather-
and-chain armor with an old tan overcoat; the
spikes on the armor have made the overcoat
tattered and ragged. Scarecrow’s
weapons (a couple of .45
pistols, a couple of combat
knives, a touch taser, a set of
brass knuckles, and a tear gas
grenade or two) are attached
to holsters and sheaths on
the armor, and are posi-
tioned so he can reach
them quickly and easily.
His dull gray helmet is
adapted from a football
helmet; he wears a ban-
danna mask and set of sports
glasses underneath
to conceal his
identity
and pro-
tect his
eyes.
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
Colt M1911A
+1
+0
2d6-1
1d6
7
9
Carries two, and 6 clips
Combat Knife +0
—
1d6
1d6-1
—
8
Can Be Thrown, carries 2
Brass Knuckles +0
—
2d6 N
—
—
5
Touch Taser
+0
—
8d6 NND
—
8
—
Smoke Grenade +0
+0
CE
—
2
RBS
-3 Sight PER in 4” radius, lasts 3 Turns
Armor
Spiked leather-and-chain armor (DEF 4; spikes are an HKA ½d6 Damage Shield, Activation Roll 12-)
Sports Glasses (Sight Group Flash Defense [3 points])
Gear: Whatever he happens to find useful that he acquires during his adventures
Clothing: See Appearance.
236
Hero System 5th Edition
Membership: Card Shark, Blackjack, Deadman’s
Hand, Jack o’ Diamonds, One-Eyed Jack, Pokerface,
and various agents
Background/History: Emil Lagerfeld’s father was a
gambler, a hustler, and a second-rate second-story
man... and Emil adored him. By age six, he was
helping his father burgle businesses — a little boy
could easily fit through windows and ventilation
ducts too small for a grown man. By eight, he could
count cards flawlessly. By ten, he could shuffle like
a pro; by twelve, he could deal off the bottom of the
deck smoothly enough to fool most seasoned gam-
blers; by fourteen, he’d mastered the much more
difficult center-deck deal and was pretty much sup-
porting himself and his family playing cards.
By the time he was eighteen, Emil had real-
ized what a loser his father really was. He wasn’t the
slick criminal his young son had envisioned him
as being, just a jerk who’d never really amounted to
anything in life. Emil decided he wasn’t going to fall
into that trap — he would make a name for himself,
and a pile of money in the process. But first, he
wanted to see the world, so he joined the Navy.
And hated every minute of it. Sure, he made
pretty good money playing cards, developed some
contacts that would help him later on, set up some
profitable black market schemes, and did, in fact,
see the world — but he had to do it on someone
else’s schedule. He found out he couldn’t stand
taking orders, and hated those who bossed him
around. Twice during his tour of duty officers he
particularly loathed went “missing” in mid-sea and
were never found again... but no one ever suspected
Emil had anything to do with it.
When his hitch was up, he got the hell out
and returned home to Hudson City. He figured it
was time to go back to his roots and start his climb
to the top of the underworld — but how? The big
powers in Hudson City were organized crime: the
Mafia, the yaks, you name it. The best he could
hope for with those groups was to be a hanger-on;
he didn’t have the right blood to become a full
member. And that was no good; he intended to be
in charge, not a flunkie for the rest of his life.
He finally realized he needed to start his own
gang. He had the smarts and the ambition, so it was
only sensible to try to make a go of it on his own,
instead of as part of someone else’s stable. But he
needed a gimmick, something to attract attention
and give him a profile in an underworld crowded
with nobodies. The “weird” and costumed criminal
phenomenon gave him the key he needed — with
a costume and a flashy motif, he’d make a name for
himself a lot faster than as Emil Lagerfeld. Drawing
on his love of gambling, his skill with his hands,
and the criminal talents he’d mastered as a child, he
created the identity of Card Shark.
Card Shark debuted in 1982 and quickly
gained a reputation as a top-notch burglar and
assassin. Slowly but surely, he attracted other crimi-
nals, forming the nucleus of what would one day
be his large, powerful organization. As the Eighties
progressed, Card Shark became a major force in the
Hudson City underworld... and a very wealthy man.
The one stumbling block in Card Shark’s
path to glory was vigilantes. Time and again, these
“crimefighters” thwarted his efforts and exposed his
schemes, costing him uncounted millions. He killed
two of them — a caped, acrobatic buffoon known
as Nighthaunt, and a gun-toting muscle-brain who
called himself Captain X — but that was a cold
satisfaction compared to the humiliation and losses
they and their ilk inflicted on him.
The worst of the breed was a homicidal maniac
with the arrogance to title himself “the Harbinger
of Justice.” From the Harbinger’s first appearance
in 1986, he and Card Shark became each other’s
arch-nemeses. Time and again they clashed, each
narrowly avoiding death at the other’s hands sev-
eral times... but with the Harbinger inflicting such
damage on the organization every time that he
became intolerable. Finally, in 1992, in a desperate
attempt to swat this gadfly, Card Shark stuck his
neck out a little too far — and got it broken.
Lagerfeld’s death tumbled the organization
into disarray. The Harbinger took advantage of
the chaos to destroy a lot of its resources and
kill a lot of Card Shark’s people, but the core
of the organization — Card Shark’s lieutenants
— survived, retreated, and regrouped. For several
years the organization stumbled along, not much
better than a street gang, reaping what profits it
could and trying to rebuild. But it wasn’t work-
ing; what the group needed was another leader
— another Card Shark.
Enter Ryan DeLaney. He’d served as the first
Card Shark’s second Jack o’ Diamonds, replacing a
man killed by the Harbinger. Sensing an opportu-
nity to take the helm of the organization, he spent
years training himself to develop the criminal skills
he didn’t already have, and when the time was right
presented himself to the others as the new Card
Shark. Not all of them approved — some had ambi-
tions of their own, after all — but no one could
deny that the group needed a leader, and DeLaney
had the right skills and attitude for the job. In 1998,
they agreed to follow his lead.
In the years since then, the new Card Shark
has rebuilt the organization to the position of
prominence, power, and profitability it enjoyed in
CARD SHARK
ANNA-MARIE
DREWRY
13 STR
14 DEX
13 CON 11 BODY
13 INT
10 EGO
15 PRE
15 COM
4 PD
4 ED
3 SPD
6 REC
26 END 25 STUN
Abilities: Martial Arts
(Commando Training;
Aikido Throw, Boxing
Cross, Choke, Kung Fu
Block), Concealment
12-, Conversation 12-,
Gambling (Card Games)
13-, KS: The Hudson City
Underworld 8-, Persua-
sion 12-, PS: Card Shark
Agent 12-, Seduction 12-,
Shadowing 12-, Sleight
Of Hand 12-, Stealth 12-,
Streetwise 12-, WF: Small
Arms, Knives, Fringe Ben-
efit: Membership (Deck
agent in Card Shark orga-
nization)
Disadvantages: Distinc-
tive Features (Card
Shark uniform); Hunted
(Watched by Card Shark);
Psychological Limitation:
Amoral And Greedy;
Social Limitation: Subject
To Orders
Notes: Anna-Marie
Drewry is one of Card
Shark’s Deck agents. She’s
in charge of one of his
illegal casinos in Crown
Point, though at first glance
you’d have a hard time
telling it. She spends most
of her time there as a poker
dealer and makes one of
her underlings pretend to
be her. When necessary,
she gives orders to her
doppelganger with various
covert, subtle hand and
body signals. Card Shark’s
aware of how well she’s
running things, and has his
eye on her for promotion
when the time is right.
237
Hudson City: The Urban Abyss
1992. He strikes where he will throughout the city,
ignoring claims of turf or authority and answer-
ing to no one but himself. Vigilantes, including the
Harbinger, remain a major problem, but the organi-
zation has learned from its mistakes and plans to be
around and in business long after all those idiotic
do-gooders are dead and buried.
Organization And Structure: The Card Shark
organization has a simple hierarchical structure,
described on page 175. As noted there, Card
Shark’s agents are grouped into “suits” based on
function, but for the most part only a few receive
a permanent assignment to a suit — Card Shark
allocates agents to specific jobs and duties based
on their particular talents, not some predeter-
mined table of organization.
At any given time, Card Shark’s organization
has about 400-500 agents, and in some cases a
given agent might have a small group of associates
or hangers-on who do his bidding but don’t actu-
ally belong to the organization or wear the uniform.
Card Shark’s profile in the underworld is such that
he rarely has difficulty recruiting new agents when
he needs them.
Group Relations: Card Shark is no fool — he knows
a large organization needs discipline and efficiency
to function effectively. He expects three things of
his men, from his lieutenants down to the lowliest
Deck agent: obey his orders without question; obey
the orders of your superiors in the organization;
and don’t quarrel or fight with other members. If
he finds that an agent has attacked, stolen from,
or otherwise caused problems for another agent,
or has caused other problems he feels are harmful
to the organization as a whole, he simply kills the
offending agent out of hand.
Card Shark’s lieutenants are an exception to
this rule; they’re too important and powerful for
him to dispose of casually. He tolerates some fric-
tion between them as long as it doesn’t interfere
with their work. For example, Blackjack doesn’t
much care for Jack o’ Diamonds or One-Eyed Jack
(both are too “slick” and “uppity” for his tastes),
nor for Pokerface (who’s beaten him into line a
time or three). One-Eyed Jack finds all the others
but Jack o’ Diamonds a little too crude and thug-
gish for his tastes, and Jack o’ Diamonds seems to
agree. Pokerface never expresses an opinion about
anyone; Deadman’s Hand seems to get along well
with everyone.
Tactics: Card Shark doesn’t regard his agents as
combat troops — he has a gang, not a private army.
Whenever possible, he prefers for his men to avoid
armed conflict, relying instead on ambush, black-
mail, and assassination to get things done. But in
a world where crimefighters and rival gangs are a
constant threat, he and his men have to be ready
to fight at all times. He has Pokerface and other
personnel train all of his agents in basic tactics and
combat procedures.
Card Shark’s combat strategy usually depends
on how much he knows about his enemy and how
much time he has to plan. If possible, he and his
men come equipped with weapons and gear specif-
ically designed for use against their enemy. Lacking
any more specific plan, the usual procedure is “hit
hard, and keep hitting until we win or the battle
turns against us; in the latter case, everyone do his
best to escape.” Card Shark’s men use lethal force in
most situations, although Card Shark is not averse
to taking heroes prisoner if he can. In battle, Poker-
face has overall tactical command of the entire
CARD SHARK CODES
Card Shark transmits messages and orders to his men
by means of a “playing cards code,” detailed below. The
codes may change a little from time to time, but for the
most part they stay the same. In most cases, a note or
encrypted CD accompanies the note to explain the spe-
cifics of the job. Cards not listed usually refer to specific
Card Shark facilities or operations; these change much
more frequently.
Spades
Ace: Kill X
King: Destroy a particular object, building, or the like
Queen: Collect a debt from X and leave a “warning”
Jack: Assault X; provide X a “warning”
Diamonds
Ace: Kidnap X
King: Steal X object; smuggle X object from point A to
point B
Queen: Blackmail X
Jack: The organization will provide special help (such
as high-tech equipment) for this mission
Clubs
Ace: Harass X or X group
King: Watch (and/or follow) X (or X location)
Queen: Have X or X group seduced, subverted, infil-
trated, or corrupted; obtain potential blackmail infor-
mation on X
Jack: Guard X or X location
Hearts
Ace: Attend a meeting at X location with Y person(s).
King: X is wanted, a reward of $X is offered for him.
Queen: Report to X location to take part in a mission.
Jack: Obtain this information
Other Cards
Card Shark: an Ace of Spades with all four corners
folded
Blackjack: any two cards totaling 21 in blackjack bent
in half together
Deadman’s Hand: an Ace and an Eight bent in half
together
Jack o’ Diamonds: the Jack of Diamonds with one
corner bent
One-Eyed Jack: a one-eyed jack with one corner bent
Pokerface: a blank card
Face Card agent: that particular face card with two
corners bent
CARD SHARK
PLOT SEEDS
Card Shark decides
to commit a series of
crimes based on the
ascending hands in
poker (two of a kind,
jacks, two pair, three of a
kind...). The PCs have to
figure out what’s going
on, anticipate what the
next crime will be, and
put a stop to this odd
crimewave.
Card Shark contracts
with a dangerous Third
World nation to provide
it with certain weapons
and other types of mili-
tary technology. Getting
what he needs involves
various crimes — thefts,
kidnappings of eminent
scientists, blackmail,
smuggling — and if
the PCs don’t discover
what’s going on in time,
one of America’s most
fanatic enemies will
suddenly be much more
powerful.
A veritable horde of
hired assassins, killers,
mercs, and thugs begin
gunning for the PCs
for no apparent reason.
Unbeknownst to them,
Card Shark is staging
a “criminal scavenger
hunt” in which anyone
who kills a hero gets a
big reward... and Card
Shark’s “customers” bet
extravagantly on who’ll
get killed first.
238
Hero System 5th Edition
organization, except for Card Shark himself.
If one of Card Shark’s men is captured,
he knows to keep his mouth shut. Every agent
learns early on that loyalty to Card Shark is richly
rewarded — if Card Shark can recover the agent,
or otherwise help him, he’ll do so; if not, he makes
sure the agent’s family (if any) is well looked after
during his incarceration, and sets the agent up with
a generous bonus upon his release. On the other
hand, anyone who squeals — even a little — has
just bought himself a ticket to the morgue. As a
result, getting any information out of Card Shark’s
people is like pulling teeth.
Campaign Use: The Card Shark organization repre-
sents an alternative to traditional organized crime
groups — one that draws its influence as much
from comic books as crime literature. The costumes
and gimmicky weapons set it apart, “brand” it in
ways that make it distinctive and attention-grab-
bing. They also make it easy to adapt the group to
Dark Champions: The Animated Series games,
Champions games, and the like — just tone down
the group’s lethality a bit.
When you use the Card Shark organization,
portray it as smart, clever, and ruthless. Card Shark
and his men didn’t struggle their way up from the
bottom of the underworld — twice — by making
stupid mistakes or taking unnecessary risks. Just
because they look “comic book” doesn’t mean they
act like it. For example, if Card Shark has an enemy
on the ropes, he usually polishes him off — he
doesn’t capture him, put him in a deathtrap, then
walk away.
To make the Card Shark organization tougher,
give it more lieutenant-level members with code-
names and unique abilities. Sticking with the
“card” theme, you might create new lieutenants
with names like Wildcard, Deuce, Ladybird, Soli-
taire, Gambit, or Ace. If you want to expand it to
cover gambling in general, you could also consider
Snake-Eyes, Jackpot, Roulette, and so forth. Natu-
rally, the character’s abilities and temperament
probably fit his name; for example, Deuce might be
a two-gun fighter.
The best way to make the Card Shark orga-
nization weaker is to decrease the general compe-
tence and abilities of its members. If you need a
quicker solution, remove some of the lieutenants
and decrease the size of the organization to no
more than about 100 agents.
The Card Shark organization doesn’t usu-
ally Hunt characters — vendettas involve too little
profit, too much risk — but will go after people
that cause it enough problems. It Hunts cautiously
and cleverly, using its resources to gather as much
information as it can about the target before lower-
ing the boom. If he thinks he’s in the catbird’s seat,
Card Shark’s not above toying with an enemy (for
example, by threatening or killing his loved ones
first), but he usually goes straight for the kill.
CARD SHARK
Val Char
Cost Roll
Notes
15 STR
5
12-
Lift 200 kg; 3d6 [3]
23 DEX
48
14-
OCV: 8/DCV: 8
20 CON
20
13-
12 BODY 4
11-
20 INT
10
13-
PER Roll 13-
12 EGO
4
11-
ECV: 4
25 PRE
20
14-
PRE Attack: 5d6
16 COM
3
12-
8 PD
5
Total: 14 PD (6 rPD)
8 ED
4
Total: 14 ED (6 rED)
4 SPD
7
Phases: 3, 6, 9, 12
8 REC
2
40 END
0
40 STUN 10
Total Characteristics Cost: 142
Movement:
Running: 9”/18”
Leaping: 6”/12”
Cost Powers
END
40
Deadly Cards: Multipower, 60-point
reserve; all OIF (multiple OIFs stored
in sash; -½)
1u
1) Razor Card: RKA 1d6, Armor
Piercing (+½), 12 Recoverable
Charges (+¼); OIF (-½), Range Based
On STR (-¼)
[12rc]
3u
2) Flare Card: Sight Group Flash 8d6,
Explosion (+½); OIF (-½), 8 Charges (-½) [8]
3u
3) Blast Card: RKA 2½d6, Explosion
(+½); OIF (-½), 6 Charges (-¾)
[6]
Martial Arts: Kung Fu
Maneuver
OCV DCV
Notes
4
Block
+2
+2
Block, Abort
4
Disarm
-1
+1
Disarm, 45 STR
4
Dodge
+0
+5
Dodge all
attacks, Abort
4
Escape
+0
+0
50 STR vs.
Grabs
3
Joint Lock/Grab -1
-1
Grab, 45 STR
5
Kick
-2
+1
11d6 Strike
4
Knife Hand
-2
+0
HKA 1d6+1
(2d6+1 with
STR)
3
Legsweep
+2
-1
8d6, Target Falls
4
Punch
+0
+2
9d6 Strike
3
Throw
+0
+1
7d6 +v/5, Target
Falls
4
Tien-hsueh Strike -1
+1
4d6 NND (1)
20
+4 Damage Classes (already added in)
6
Fast: Running +3” (9” total)
1
3
Strong Leaper: Leaping +3” (6” forward,
3” upward)
1
20
Lucky Bastard: Luck 4d6
0
Perks
5
Fringe Benefit: Membership (leader of
Card Shark organization)
10
Improved Equipment Availability: Advanced
Military Equipment
15
Money: Filthy Rich
Talents
12
Combat Luck (6 PD/6 ED)
15
Combat Sense 13-
239
Hudson City: The Urban Abyss
8
Deadly Blow: HKA +2d6 with Razor Card
18
Evasive
6
Lightning Reflexes: +4 DEX to go first with
All Attacks
Skills
16
+2 with All Combat
12
+4 with Deadly Cards
12
Targeting Skill Levels: +4 versus Hit
Location modifiers with all attacks
3
Acrobatics 14-
3
Breakfall 14-
3
Bribery 14-
3
Bureaucratics 14-
3
Climbing 14-
3
Combat Driving 14-
3
Concealment 13-
3
Contortionist 14-
3
Conversation 14-
3
Computer Programming 13-
3
Deduction 13-
10
Defense Maneuver IV
3
Electronics 13-
3
Fast Draw (Deadly Cards) 14-
16
Gambling (Board Games, Card Games, Dice
Games, Roulette, Sports Betting) 16-
3
High Society 14-
3
Interrogation 14-
3
CK: Hudson City 13-
5
KS: Gambling 15-
5
KS: The Hudson City Underworld 15-
3
KS: The Military/Mercenary/Terrorist World 13-
3
KS: The Vice World 13-
3
Lockpicking 14-
3
Persuasion 14-
3
PS: Gambler 13-
3
Security Systems 13-
3
Seduction 14-
7
Sleight Of Hand 16-
5
Stealth 15-
5
Streetwise 15-
3
Tactics 13-
7
TF: Common Motorized Ground Vehicles,
Basic Parachuting, Helicopters, SCUBA,
Snow Skiing, Two-Wheeled Motorized
Ground Vehicles
6
WF: Common Melee Weapons, Common
Missile Weapons, Small Arms
Resource Points
48
Equipment Points: 300
45
Vehicle/Base Points: 100
60
Follower/Contact Points: 125
3
Miscellaneous Points: 3
Total Powers & Skills Cost: 561
Total Cost: 703
100+ Disadvantages
10
Distinctive Features: Style (Not Concealable;
Noticed And Recognizable by Large Group)
20
Hunted: HCPD 8- (Mo Pow, NCI, Capture)
10
Hunted: Harbinger Of Justice 8- (As Pow,
Kill)
20
Psychological Limitation: Vain, Arrogant,
And Overconfident (Very Common, Strong)
10
Psychological Limitation: Can’t Resist A
Wager Or Gambling Challenge (Common,
Moderate)
20
Reputation: Hudson City crimelord, 14-
(Extreme)
15
Social Limitation: Secret Identity (Ryan
DeLaney) (Frequently, Major)
498
Experience Points
Total Disadvantage Points: 703
Background/History: Ryan DeLaney was a bad seed,
and everyone could tell almost from the moment
he was born. He picked on the other kids, stole
things, and caused trouble constantly. Although
tests showed him to be extremely intelligent, he got
rotten grades in school because he wouldn’t pay
attention and didn’t give a damn what his teachers
thought or did.
As he got older, Ryan developed two hob-
bies: computer hacking and gambling. He was
never more than a second-tier hacker at best, but
he really excelled at gambling — he had good
hands, a good head for odds, and a natural lucky
streak. When he was old enough, he headed off
to Vegas to make his fortune.
Things didn’t quite work out: he ended up in
debt to the Mafia for tens of thousands of dollars.
Lacking any other way to pay them off, he did some
computer hacking jobs for them, succeeding so well
that he became a valued Mafia associate. He wasn’t
really happy with the situation — it seemed like a
dead end to him, no matter how much money he
was making — but he didn’t have any alternatives.
Then Card Shark offered him one. He’d
learned of the young man through his under-
world contacts, and he seemed like a perfect fit
for the Card Shark organization. “Work for me,
and you’ll be a full member of the team, able to
go as high as your talents will take you,” he said.
That was just what Ryan was looking for. He
jumped ship and never looked back.
After a couple years as a Deck agent, Ryan
advanced up the ranks to Face Card, becoming the
Jack of Clubs. When the first Jack o’ Diamonds was
killed, Card Shark tapped him to take the man’s
place... and when Card Shark was killed, Ryan saw
the opportunity he’d been waiting for. A few years
later, he’d maneuvered himself into the organiza-
tion’s top position and become a major figure in the
Hudson City underworld. Now he looks around
him and sees an entire city for the taking... if he’s
strong and smart enough to take it.
SUGGESTED EQUIPMENT
Armor
Ballistic cloth costume (DEF 2, Activation Roll 15-)
Gear: Generally speaking, Card Shark can obtain any sort of gear he needs, given
reasonable notice; his organization not only maintains stockpiles of equipment, it has
extensive black market contacts
Clothing: See Appearance.
CARD SHARK
PLOT SEEDS
Card Shark needs to
get himself a stake to
enter a major under-
world poker tourna-
ment. As a point of
pride, he wants to
obtain the money him-
self, not get it from one
of his bank accounts
or with the help of his
men. If the PCs can
figure out what he’s
doing and anticipate
his next theft, they’ll
have a chance to take
down one of the top
dogs of the underworld
in a team-on-one fight.
The PCs get a message
from Card Shark chal-
lenging them to a game
of Texas hold-’em. If
they win, he’ll give them
some very valuable
information about cur-
rent underworld doings;
if he wins, they have to
leave him and his opera-
tions alone for three full
months. Do they dare to
play cards against one
of the world’s greatest
gamblers?
Card Shark gets some
information that sug-
gest Emil Lagerfeld may
not really be dead — he
just faked his death to
hide from the Harbin-
ger, and now runs the
Card Shark organization
from behind the scenes.
Naturally, as the current
leader of said organiza-
tion, Card Shark doesn’t
like this possibility one
bit. He decides to tip off
the PCs to investigate
it... and, if it turns out to
be true, eliminate Lager-
feld for him.
240
Hero System 5th Edition
Personality/Motivation: Card Shark’s life has been
one success after another, culminating in his cur-
rent “job.” He’s never failed to get what he wanted,
and as a result he’s come to expect that he can do
anything he pleases. His arrogance and overconfi-
dence, compounded by his vanity and self-absorp-
tion, is his biggest Achilles heel. Running a close
second is his love of gambling and wagering. He’s
not a compulsive gambler — he can back away
when he really wants to — but he loves the thrill of
placing a bet on cards, dice, or anything else he can
participate in.
Card Shark has just the temperament needed
to make him an excellent crimelord. He’s daring
enough to take the risks that big-time crime entails,
canny enough not to overextend himself, and
level-headed enough to keep passion from over-
ruling sound judgment (most of the time, anyway).
Any group of PCs should find him a difficult and
supremely dangerous foe to tackle.
Quote: “Now I’ll deal you a real dead man’s hand!”
Powers/Tactics: In combat, Card Shark fights with
economy and ruthlessness, relying on his Deadly
Cards weapons to see him through to victory
(though he can use others if need be). He favors
his Razor Card, but will use his other weapons or
hand-to-hand combat skills if the situation calls
for it. If he’s alone, he throws himself into the fray,
moving quickly and dodging while focusing all of
his efforts on a single foe at a time until that foe
falls. If he’s with a group of his men, he usually
holds back, allowing his men to do the work while
he analyzes the opposition. When he feels it’s time
for him to get involved, out come the Deadly
Cards.
If beaten or thwarted in some way, Card
Shark regroups and spends time with his
most trusted bodyguards and advisors going
over the mistake and figuring out ways to correct it.
No one ever beats him the same way twice.
Campaign Use: See the introductory text for gen-
eral information. Except when his pride and arro-
gance get the better of him, Card Shark doesn’t act
without purpose. His every move is calculated to
bring him some sort of gain. His plans are usually
complex, multi-layered affairs, with double-blinds
and decoys masking his true purpose. He thinks
nothing of spending weeks or months carefully
planning and practicing a crime, because he knows
that such efficiency is the cornerstone of his reputa-
tion and skills.
Card Shark’s already pretty tough, so you
shouldn’t need to strengthen him to give him a
fighting chance against the PCs — at most, maybe
increase his SPD to 5 and/or add some super-skills
(particularly one involving Damage Reduction) to
give him a better chance against a whole group of
heroes. To weaken him, reduce his Characteristics
appropriately and start shaving away Skills and Tal-
ents until he’s not quite so deadly and competent.
Card Shark generally doesn’t Hunt anyone
himself; see above for information about how the
group as a whole Hunts its foes.
The police want Card Shark in connection
with an enormous number of crimes, ranging from
murder to relatively petty gambling offenses. As
Ryan DeLaney he had a juvie record, but it’s been
destroyed pursuant to the unrecorded orders of a
judge he controlled... and then killed.
Appearance: Card Shark is a white male 6’2” tall,
about 200 pounds, with an athletic (but not overly
muscular) build. He wears a red tunic, v-neck with
puffed sleeves, a gold belt sash in which he keeps
his weapon-cards, and blue pants and boots. His
gloves are white. He wears a white ascot around
his neck, and a white full face mask with a “spade”
symbol over the left eye.
241
Hudson City: The Urban Abyss
BLACKJACK
Val Char
Cost Roll
Notes
25 STR
20
14-
Lift 800 kg; 5d6 [5]
16 DEX
18
12-
OCV: 5/DCV: 5
20 CON
20
13-
20 BODY 20
13-
10 INT
0
11-
PER Roll 11-
10 EGO
0
11-
ECV: 3
20 PRE
10
13-
PRE Attack: 4d6
8 COM
-1
11-
10 PD
7
Total: 10 PD (0 rPD)
8 ED
4
Total: 8 ED (0 rED)
3 SPD
4
Phases: 4, 8, 12
10 REC
2
40 END
0
50 STUN
7
Total Characteristics Cost: 111
Movement:
Running: 6”/12”
Cost Powers
END
10
Blackjack: HA +4d6; OIF (-½), Hand-
To-Hand Attack (-½)
2
25
Bonebreaking: HKA 1½d6 (2½d6 with
STR), Penetrating (+½); Must Follow
Grab (-½)
4
34
Shrug It Off: Physical and Energy Damage
Reduction, Resistant, 50%; Requires A
CON Roll (no Active Point penalty; -¼),
STUN Only (-½)
0
8
Mask Lenses: Sight Group Flash Defense
(10 points); IIF (-¼)
0
Perks
4
Fringe Benefit: Membership (lieutenant in
Card Shark organization)
Talents
3
Resistance (3 points)
Skills
20
+4 HTH
4
+2 OCV with Blackjack
1
Gambling (Card Games) 8-
3
Interrogation 13-
2
CK: Hudson City 11-
2
KS: The Hudson City Underworld 11-
1
KS: The Military/Mercenary/Terrorist World 8-
1
KS: The Vice World 8-
3
Stealth 12-
3
Streetwise 13-
4
WF: Common Melee Weapons, Small Arms
Resource Points
6
Equipment Points: 90
5
Vehicle/Base Points: 20
2
Follower/Contact Points: 9
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 141
Total Cost: 252
100+ Disadvantages
20
Enraged: if taunted, mocked, or belittled
(Common), go 11-, recover 11-
10
Hunted: Card Shark 8- (Mo Pow, NCI,
Watching)
15
Hunted: Harbinger Of Justice 8- (Mo Pow,
Kill)
15
Psychological Limitation: Loves To Fight
(Common, Strong)
20
Reputation: Card Shark’s chief legbreaker,
14- (Extreme)
10
Social Limitation: Criminal Record (Occa-
sionally, Major)
62
Experience Points
Total Disadvantage Points: 252
Background/History: Desmond Thompson, an
obnoxious and brutal individual, was a bully and
a thug from the moment he could make a fist. As
soon as he was big and strong enough to make it
on his own, he quit school and became a part of the
underworld, where his size, muscles, and intimidat-
ing manner gave him an edge. After Ryan DeLaney
became the new Card Shark, he heard about Des-
mond, and decided to bring him into the ranks
under the name “Blackjack.” Desmond was grateful
for the break, and has worked loyally for the orga-
nization ever since, though he can be a nuisance at
times (Pokerface has had to dress him down a time
or two when he got particularly rude).
Personality/Motivation: Blackjack is a classic bully
who thinks he can solve any problem with violence.
He loves to beat on people, break things, and be
obnoxious when he has the upper hand; but he
often turns tail and runs if things go badly for him.
Still, he’s loyal to Card Shark and most of his com-
rades (in his own bull-in-a-china-shop sort of way),
and won’t abandon them. Well, OK, he might aban-
don Jack o’ Diamonds or One-Eyed Jack, whom he
regards as “sissies,” and Pokerface, whom he hates
— but he’ll stick around to help Deadman’s Hand
or Card Shark for sure.
Quote: “One hellacious beating, coming up!”
Powers/Tactics: Blackjack isn’t exactly a subtle or
sophisticated fighter. He uses an enormous black-
jack as his weapon, and he loves to hit and smash
things. In combat, he takes a simple, straightfor-
ward approach: hit it until it’s busted into little
bitty pieces, and then stomp on the pieces. This
predictability is his one major weakness.
Campaign Use: See the introductory text for gen-
eral information. Blackjack is a thug, pure and
simple (albeit a really tough one), and shouldn’t
pose any sort of threat to the PCs on his own. As
part of a group, though, he could really put a hurt-
ing on them.
To make Blackjack tougher, you have two
options. First, you could emphasize his “brick-ness,”
perhaps giving him some appropriate strength- and
BLACKJACK
PLOT SEEDS
The PCs spot an incred-
ibly big, beefy, broad-
shouldered black man
in an underworld bar.
Could this be Blackjack
slumming it in his civil-
ian identity? Could be;
mighty hard to tell in
this light. Maybe they’d
better follow him and
see what happens....
One of the few things
that scares Blackjack is
suffering an injury so
bad that he’d be con-
fined to a wheelchair
— maybe a spinal injury
or something. He hears
about a new, experi-
mental exo-skeleton-
like device that allows
crippled people to walk,
so he steals it to keep as
“insurance” in case he
ever gets hurt. But the
company that invented
it needs that prototype
to continue work on the
project. The PCs have to
track him down and get
the device back.
The cops find the body
of an incredibly big,
beefy, broad-shoul-
dered black man lying
in a Southside alley. Is
this Blackjack, and if
so, what happened to
him?... and what will
Card Shark do when he
finds out someone iced
one of his men?
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
Combat Knife +0
+0
1d6
1d6-1
—
8
Can Be Thrown
Armor
Ballistic cloth uniform (DEF 3, Activation Roll 15-)
Gear: Blackjack rarely carries other gear, but if he needs some can usually get whatever
he needs from the organization.
Clothing: See Appearance.
242
Hero System 5th Edition
toughness-related abilities from The Ultimate Brick
or the super-skills section of Dark Champions.
Second, you could expand his range of abilities,
giving him additional Skills and weapons so he’s
not so much of a one-trick pony. To weaken him,
just reduce his Characteristics until he’s at the right
level for your campaign.
Blackjack doesn’t Hunt people unless ordered
to by Card Shark, in which case he follows his
orders.
Desmond has been captured before as
Blackjack, so the police know his identity
even though the public at large does
not. He has never committed a murder
(though not for lack of trying), but he’s
wanted on dozens of charges of aggra-
vated assault, kidnapping, and rape.
Appearance: Blackjack is a black male.
He’s a huge brute, 6’6” tall and extremely
well-muscled (yet not so much so that
it would slow him down). He wears a full
black bodysuit of rough, leathery weave, with
a full black face mask that has a sort of peaked
hood (sort of like an executioner’s hood). He
wraps his hands in leather thongs to help him
keep a grip his blackjack.
243
Hudson City: The Urban Abyss
DEADMAN’S HAND
Val Char
Cost Roll
Notes
10 STR
0
11-
Lift 100 kg; 2d6 [2]
14 DEX
12
12-
OCV: 5/DCV: 5
15 CON
10
12-
12 BODY 4
11-
10 INT
0
11-
PER Roll 11-
10 EGO
0
11-
ECV: 3
15 PRE
5
12-
PRE Attack: 3d6
10 COM
0
11-
6 PD
4
Total: 6 PD (0 rPD)
6 ED
3
Total: 6 ED (0 rED)
4 SPD
16
Phases: 3, 6, 9, 12
5 REC
0
30 END
0
25 STUN
0
Total Characteristics Cost: 54
Movement:
Running: 7”/14”
Cost Powers
END
37
Electrified Gloves: Multipower, 60-point
reserve, 30 Charges for entire reserve
(+¼); all OIF (-½), No Range (-½)
3u
1) Taser Touch I: Energy Blast 6d6, NND
(defense is insulated rED; +1); OIF (-½),
No Range (-½)
2u
2) Taser Touch II: Energy Blast 4d6,
NND (defense is insulated rED; +1),
Continuous (+1); OIF (-½), Lockout
(can’t use other Multipower slots while
maintaining this slot; -½), No Range
(-½), Must Maintain Touch To Maintain
Effect (-¼), Costs 1 Charge Per Phase To
Maintain (-¼)
2u
3) Paralytic Grip: Entangle 4d6, 4 DEF,
Takes No Damage From Attacks (+½);
OIF (-½), No Range (-½), Lockout (can’t
use other Multipower slots while
maintaining this slot; -½), Must Maintain
Touch To Maintain Effect (-¼), Costs
1 Charge Per Phase To Maintain (-¼)
3u
4) Deadly Touch I: RKA 4d6; OIF (-½),
No Range (-½), Requires 2 Charges Per
Use (-¼)
2u
5) Deadly Touch II: RKA 2d6,
Continuous (+1); OIF (-½), No Range
(-½), Requires 2 Charges Per Use, And 1
Charge Per Phase To Maintain (-½),
Lockout (can’t use other Multipower
slots while maintaining this slot; -½), Must
Maintain Touch To Maintain Effect (-¼)
4
Used To The Jolt: Armor (6 ED); Only
Works Against Limited Type Of Attack
(electricity; -1)
0
2
Fast Runner: Running +1” (7” total)
1
Perks
4
Fringe Benefit: Membership (lieutenant in
Card Shark organization)
Talents
6
Lightning Reflexes: +6 DEX to act first with
Electrified Gloves Multipower
Skills
15
+5 with Electrified Gloves Multipower
2
Gambling (Card Games) 11-
2
CK: Hudson City 11-
2
KS: The Hudson City Underworld 11-
3
Stealth 12-
3
Streetwise 12-
3
WF: Small Arms, Knives
Resource Points
6
Equipment Points: 90
5
Vehicle/Base Points: 20
0
Follower/Contact Points: 5
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 106
Total Cost: 160
100+ Disadvantages
10
Hunted: Card Shark 8- (Mo Pow, NCI,
Watching)
15
Hunted: Harbinger Of Justice 8- (Mo Pow,
Kill)
20
Psychological Limitation: Casual Killer
(Very Common, Strong)
10
Social Limitation: Criminal Record (Occa-
sionally, Major)
5
Experience Points
Total Disadvantage Points: 160
Background/History: Patrick Carlton was raised
in the Elmview and Riverside Hills sections of
Hudson City. He first got in trouble with the
law in his early teens for petty theft and truancy.
Thereafter he became involved in gang activities
(primarily with a gang known as the Vultures),
developing an impressive criminal record that
begins with vandalism and theft and continued
on into drug dealing, grand theft auto, arson,
burglary, and attempted murder. While serving
time at Stewartsburg Penitentiary in the mid-
Nineties, he met a member of the Card Shark
organization. Intrigued, he joined up after he was
released, becoming a Deck agent. After he saved
Card Shark’s life during a police raid on one
of the organization’s illegal gambling dens, he
became one of the boss’s favorites. When one of
Card Shark’s pet scientists invented the Electri-
fied Gloves, Card Shark figured Patrick was the
perfect person to give them to... and Deadman’s
Hand was born.
SUGGESTED EQUIPMENT
Armor
Ballistic cloth and kevlar uniform (DEF 5 [8 against electricity], Activation Roll 14-)
Ballistic cloth and kevlar vest (DEF +3, Activation Roll 11-)
Gear: Deadman’s Hand rarely carries other gear, but if he needs some can usually get
whatever he needs from the organization.
Clothing: See Appearance.
DEADMAN’S HAND
PLOT SEEDS
There’s been a rash of
murders by electrocu-
tion. When the PCs
catch up to Deadman’s
Hand, he swears he
didn’t do it... though it
looks exactly like his
m.o. Is he on the level
— is someone imper-
sonating him, and if so,
why? Or is it all some
sort of scheme Card
Shark’s cooked up?
One of the PCs’ street
contacts tells them he
used to run with Pat-
rick Carlton and knows
where they can find him
now... for a hefty fee, of
course. Is it a legit offer,
a scam, or part of a trap
set up by the Card Shark
organization?
Deadman’s Hand gets
a better offer from the
yakuza and abandons
Card Shark to work for
it. Not wanting to spark
an underworld war by
taking care of the prob-
lem himself, Card Shark
decides to trick the PCs
into doing it for him.
244
Hero System 5th Edition
Personality/Motivation: Deadman’s
Hand used to be a more-or-less
ordinary criminal: greedy, selfish,
willing to do whatever it took to
get ahead. Being given the powerful
Electrified Gloves has exacerbated
his tendencies toward antisocial
personality disorder — he has the
power of life and death in his hands
(literally), and loves using it. The
sight and smell of someone “frying”
in his grasp fills him with a savage
glee; more than once he’s gotten in
trouble with Card Shark for killing
someone the organization needed to keep alive.
If he keeps messing up, having once saved Card
Shark’s life won’t be enough to save him.
Psychological testing performed during his
periods of incarceration indicates that Deadman’s
Hand has a low threshold for frustration and inac-
tion. If he sees something he wants, he takes it,
or figures out a way to get it. He’s temperamental,
prone to fits of anger when thwarted or annoyed.
Quote: “Just wait ’til I get my hands on you....”
Powers/Tactics: Deadman’s Hand relies almost
entirely on a unique technological item: his Elec-
trified Gloves, a pair of specially insulated gloves
connected to batteries in his vest, small
backpack, and small “fanny pack” by
wires woven into his uniform. The
Gloves are controlled by switches
built into them. Using the Gloves,
Carlton can shock a target into
unconsciousness (similar to a
taser), paralyze him by causing
its muscles to lock up, or simply
electrocute him. However, he must
be able to touch his target (or, at the
GM’s option, touch something conduc-
tive that his target is also touching) — he
cannot “throw” or project bolts of elec-
tricity. When he uses the Gloves, arcs of
electricity run up between his fingers like
a Jacob’s ladder.
Deadman’s Hand wears a specially
insulated uniform made of Kevlar, Nomex,
and other materials. It provides mild resistance
to bullets and knives, moderate resistance to fire,
and high resistance to electrical shock (frequent
exposure to electricity has also made Deadman’s
Hand more resistant to electricity than the average
person, even without his uniform).
Deadman’s Hand has a tendency to show off
his equipment and combat skills. He enjoys playing
“cat and mouse” with his opponents if he feels he
has an edge on them. However, he’s not stupid, and
will flee if he feels he’s outnumbered or if the tables
are turned on him.
Campaign Use: Deadman’s Hand is an assassin and
enforcer for Card Shark. When bodies start show-
ing up with signs of death by electrification and
charred handprints where someone gripped them
while applying the juice, the PCs can be certain it’s
Deadman’s Hand’s doing.
To make Deadman’s Hand tougher, broaden
his combat abilities — give him some Martial
Arts, or some mundane weapons. To weaken him,
decrease the Electrified Gloves to 45 Active Points’
of effect in each slot.
Deadman’s Hand doesn’t Hunt people unless
ordered to by Card Shark, in which case he follows
his orders.
Carlton has been captured before as Dead-
man’s Hand, so the police know his identity even
though the public at large does not. He has an
extensive criminal record including approximately
a dozen counts of murder, many more counts of
aggravated assault, and numerous lesser crimes.
Appearance: Deadman’s Hand is a white man. He
5’10” and weighs about 170 pounds — he’s thin, but
athletic and even a touch muscular. He wears Electri-
fied Gloves, a pair of specially insulated gloves con-
nected to batteries in his vest, small backpack, and
small “fanny pack” by wires woven into his uniform.
He wears an insulated black uniform with a red vest
(which provides extra protection of the torso region,
though it doesn’t look quite as bulky as most combat
vests). On the lapels of the vest in gold are two “A”s
and two “8”s, symbolic of his nom du crime.
245
Hudson City: The Urban Abyss
JACK O’ DIAMONDS
Val Char
Cost Roll
Notes
15 STR
5
12-
Lift 200 kg; 3d6 [3]
20 DEX
30
13-
OCV: 7/DCV: 7
16 CON
12
12-
10 BODY 0
11-
14 INT
4
12-
PER Roll 12-
11 EGO
2
11-
ECV: 4
15 PRE
5
12-
PRE Attack: 3d6
12 COM
1
11-
8 PD
5
Total: 11 PD (3 rPD)
5 ED
2
Total: 8 ED (3 rED)
4 SPD
10
Phases: 3, 6, 9, 12
6 REC
0
32 END
0
26 STUN
0
Total Characteristics Cost: 76
Movement:
Running: 9”/18”
Leaping: 6”/12”
Swinging: 10”/20”
Cost Powers
END
10
Throwing Diamonds: HKA ½d6 (1d6
with STR), Autofire (5 shots; +½),
Ranged (+½), 30 Charges (+¼); OAF
(-1), Range Based On STR (-¼)
[30]
20
Deadly Accuracy: Find Weakness 13-
with Throwing Diamonds
Martial Arts: Diamond Throwing (Throwing
Diamonds is default)
Maneuver
OCV/DCV Rng Damage/Effect
4
Accurate Shot +2/-2
+0 Weapon +2 DC
3
Defensive Shot -1/+2
+0 Weapon +2 DC
5
Far Shot
+1/-1
+4 Weapon +2 DC
3
Leg Shot
+0/ -1
+0 Weapon +4
DC, Throw
4
Offensive Shot -1/-1
+0 Weapon +4 DC
8
+2 Damage Classes (already added in)
Martial Arts: Kung Fu
Maneuver
OCV DCV
Notes
4
Block
+2
+2
Block, Abort
4
Disarm
-1
+1
Disarm, 25 STR
4
Dodge
+0
+5
Dodge all
attacks, Abort
5
Kick
-2
+1
7d6 Strike
4
Punch
+0
+2
6d6 Strike
3
Throw
+0
+1
3d6 +v/5, Target
Falls
4
Tien-hsueh Strike -1
+1
2d6 NND (1)
8
Mask Lenses: Sight Group Flash Defense
(10 points); IIF (-¼)
0
5
Swingline: Swinging 10”; OAF (-1)
0
6
Fast Runner: Running +3” (9” total)
1
3
Strong Leaper: Leaping +3” (6” forward,
3” upward)
1
Perks
4
Fringe Benefit: Membership (lieutenant in
Card Shark organization)
Talents
6
Combat Luck (3 PD/3 ED)
Skills
9
Range Skill Levels: +6 OCV versus Range
Modifier with Throwing Diamonds
9
Targeting Skill Levels: +6 OCV versus Hit
Location penalties with Throwing Diamonds
10
Agile Combatant: +3 DCV; Requires An
Acrobatics Roll (-½)
3
Acrobatics 13-
3
Breakfall 13-
3
Climbing 13-
1
Computer Programming 8-
3
Contortionist 13-
3
Conversation12-
2
Gambling (Card Games) 12-
2
KS: The Hudson City Underworld 11-
3
Lockpicking 13-
3
Persuasion 12-
3
Security Systems 12-
3
Seduction 12-
3
Shadowing 12-
3
Stealth 13-
3
Streetwise 12-
3
Tactics 12-
3
WF: Small Arms, Knives
Resource Points
6
Equipment Points: 90
5
Vehicle/Base Points: 20
10
Follower/Contact Points: 25
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 213
Total Cost: 289
100+ Disadvantages
10
Distinctive Features: Style (Not Concealable;
Noticed And Recognizable by Large Group)
10
Hunted: Card Shark 8- (Mo Pow, NCI,
Watching)
15
Hunted: Harbinger Of Justice 8- (Mo Pow,
Kill)
15
Psychological Limitation: Greedy (Common,
Strong)
10
Psychological Limitation: Skirtchaser
(Common, Moderate)
15
Social Limitation: Secret Identity (Tom
Lively) (Frequently, Major)
10
Social Limitation: Criminal Record (Occa-
sionally, Major)
104
Experience Points
Total Disadvantage Points: 289
JACK O’ DIAMONDS
PLOT SEEDS
Jack decides he wants
to be the next Card
Shark... and he’s not
willing to wait around
until the current one
vacates the position. He
begins secretly feeding
information to the PCs,
hoping they’ll track
Card Shark down and
take him out, but not
damage the organization
too much.
In his civilian identity,
Jack meets a female PC
in her civilian identity
(or a prominent female
DNPC). They become
friendly and start dating.
What happens when
they discover each
other’s “extracurricular
activities”?
Jack o’ Diamonds is in
charge of one of Card
Shark’s ring of hijackers.
During one recent theft,
they stole a shipment
that, unbeknownst to
them, contains some
potentially dangerous
materials that are part
of a secret government
experiment. The govern-
ment appeals to the PCs
to recover the materi-
als without causing a
ruckus or getting the
media involved.
246
Hero System 5th Edition
Background/History: After Ryan DeLaney aban-
doned the Jack o’ Diamonds identity to step into his
new role as Card Shark, he needed someone to take
his place. Examining the roster of his organization,
he took an interest in Tom Lively, a man who’d been
with Card Shark for many years after compiling an
impressive criminal record for robbery, burglary,
and hijacking on his own. More importantly, Lively
had been a gymnast and track runner in high
school, and had kept in shape.
Lively got the order to report to the boss’s
office and did so immediately. He spent the next
year in intensive training, learning not only how to
fight like Jack o’ Diamonds, but how to walk, talk,
and live the part of someone who was an important
part of a major criminal organization. It was a gru-
eling regimen, but Lively came through with flying
colors and assumed the mantle of one of Card
Shark’s lieutenants. Since then he’s proven his worth
time and again, earning Card Shark’s trust (as much
as anyone can) for his loyalty and ability to make
money for the organization.
Personality/Motivation: Compared to the some-
what more complex psychological profiles of the
likes of Deadman’s Hand or Pokerface, Jack o’
Diamonds is a pretty simple guy. He wants
money, luxuries, influence, and women
— not necessarily in that order. In many
ways he’s your typical selfish criminal; what
sets him apart is that he’s got the discipline to
make something of his potential and become a
lot more skilled, dangerous, and powerful than
your average thief or killer.
Jack’s a surprisingly sensitive soul for a Card
Shark employee. Although he had little
formal education when he was growing
up, he enjoys classical music, fine foods,
and quality literature (Greek drama is a
particular favorite). He dislikes “extreme”
crimes such as torture and rape, which he regards
as demeaning and pointless. But he’s neither a fop
nor a coward — he’s administered more than one
vicious beating in his life, and killed well over a
dozen men. He just prefers to give his victims a
fighting chance before he kills them.
Quote: “A Diamond is a girl’s best friend.”
Powers/Tactics: Through intense training, Jack o’
Diamonds has become an expert hand-to-hand
fighter and acrobat. His weapons of choice are
specially-crafted diamond-shaped throwing blades
which he throw singly or in groups of up to five.
During combat he dodges and moves around a lot,
often acting as a “decoy” to set an opponent up for
an attack by one of his allies.
Campaign Use: See the introductory text for gen-
eral information. Like his predecessor Ryan De-
Laney, Jack o’ Diamonds makes a good Card Shark-
in-training in case your PCs kill DeLaney and the
organization needs someone to take his place.
To make Jack tougher, give him some gim-
micked throwing diamonds similar to Card
Shark’s cards: flare diamonds; acid diamonds;
stickyfoam diamonds; and so forth. To weaken
him, remove some or all of his Martial Maneuvers
and/or his Find Weakness, and/or reduce his Char-
acteristics a little.
Jack o’ Diamonds doesn’t Hunt people unless
ordered to by Card Shark, in which case he follows
his orders.
Tom Lively has a criminal record of stagger-
ing variety and length. He has committed thefts,
robberies, hijackings, assaults, and scores of petty
crimes. Jack o’ Diamonds is wanted for a number of
robberies and two murders, but no one in the law
enforcement community has yet connected Lively
with the Jack o’ Diamonds identity.
Appearance: Jack is a white man, 5’9” tall and about
175 pounds, with an athletic, muscular build. He
wears a rather gaudy costume styled after the Jacks
in a deck of playing cards.
SUGGESTED EQUIPMENT
Armor
Ballistic cloth uniform (DEF 4, Activation Roll 15-)
Gear: Jack rarely carries other gear, but if he needs some can usually get whatever he
needs from the organization.
Clothing: See Appearance.
247
Hudson City: The Urban Abyss
ONE-EYED JACK
Val Char
Cost Roll
Notes
10 STR
0
11-
Lift 100 kg; 2d6 [2]
18 DEX
24
13-
OCV: 6/DCV: 6
13 CON
6
12-
10 BODY 0
11-
18 INT
8
13-
PER Roll 13-
14 EGO
8
12-
ECV: 5
20 PRE
10
13-
PRE Attack: 4d6
14 COM
2
12-
6 PD
4
Total: 6 PD (0 rPD)
6 ED
3
Total: 6 ED (0 rED)
3 SPD
2
Phases: 4, 8, 12
5 REC
0
26 END
0
22 STUN
0
Total Characteristics Cost: 67
Movement:
Running: 4”/8”
Leaping: 1”/2”
Cost Powers
END
7
Gimmicked Walking Stick (Weighted): HA
+3d6; IAF (-½), Hand-To-Hand Attack (-½) 1
8
Gimmicked Walking Stick (Concealed
Dagger): HKA 1d6-1 (1d6+1 with STR);
IAF (-½)
1
11
Gimmicked Walking Stick (Concealed
Gun): RKA 1½d6, Armor Piercing (+½);
IAF (-½), STR Minimum (7; STR Doesn’t
Add/Subtract Damage; -1), Beam (-¼),
8 Charges (-½)
[8]
8
Mask Lenses: Sight Group Flash Defense
(10 points); IIF (-¼)
0
-4
Slightly Lame: Running -2” (4” total)
-1
Slightly Lame: Leaping -1” (1” total)
10
Lucky Bastard: Luck 2d6
0
Perks
4
Fringe Benefit: Membership (lieutenant in
Card Shark organization)
Talents
5
Eidetic Memory
3
Lightning Calculator
Skills
3
Acting 13-
3
Bribery 13-
3
Bureaucratics 13-
3
Concealment 13-
3
Conversation 13-
6
Gambling (Card Games, Dice Games, Sports
Betting) 13-
3
Fast Draw (Gimmicked Walking Stick
Weapons) 13-
2
Forgery (Documents) 13-
3
High Society 13-
1
KS: Criminal Law 8-
2
KS: The Espionage World 11-
3
KS: The Hudson City Underworld 13-
2
KS: The Military/Mercenary/Terrorist World 11-
1
KS: The U.S. Navy 8-
3
Persuasion 13-
3
Seduction 13-
5
Sleight Of Hand 14-
3
Stealth 13-
3
Streetwise 13-
3
WF: Small Arms, Knives
Resource Points
6
Equipment Points: 90
10
Vehicle/Base Points: 30
15
Follower/Contact Points: 35
1
Miscellaneous Points: 1
Total Powers & Skills Cost: 141
Total Cost: 208
100+ Disadvantages
10
Hunted: Card Shark 8- (Mo Pow, NCI,
Watching)
15
Hunted: Harbinger Of Justice 8- (Mo Pow,
Kill)
5
Physical Limitation: missing left eye (-
1 OCV at Range) (Infrequently, Slightly
Impairing)
15
Psychological Limitation: Greedy; Loves
Luxurious Things (Common, Strong)
10
Psychological Limitation: Compulsive Gam-
bler (Common, Moderate)
15
Social Limitation: Secret Identity (Errol Bel-
mont) (Frequently, Major)
38
Experience Points
Total Disadvantage Points: 208
Background/History: The first Card Shark, Emil
Lagerfeld, met Errol Belmont in the Navy. The two
became fast friends over a three-day marathon
game of poker that Lagerfeld won by a mere two
dollars. It wasn’t long before Belmont was helping
Lagerfeld out with his various scams and escapades.
During one of their adventures, Belmont had the
misfortune to suffer an injury to his left eye that left
it permanently blinded. Lagerfeld soon nicknamed
his friend “One-Eyed Jack.”
Lagerfeld and Belmont got out of the Navy at
about the same time. After Lagerfeld became Card
Shark and began building his criminal empire, he
got in touch with Belmont and offered to let him
in on the ground floor. Belmont jumped at the
chance, taking his nickname as his nom du crime
and becoming the first of Card Shark’s lieutenants.
It was a perfect fit. Belmont had a head for organi-
zational matters that made him valuable to Card
Shark, who didn’t care so much about the details of
running a major criminal gang.
When Lagerfeld was killed, One-Eyed Jack
survived... barely... and led the lieutenants as they
tried to recover and rebuild. He briefly thought
about trying to become the new Card Shark, but
knew he lacked the physical abilities and ruthless
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
Glock 17L
+1
+1
1d6+2
1d6-1
19
9
Armor
Ballistic cloth suit (DEF 4, Activation Roll 15-)
Ballistic cloth vest (DEF 1, Activation Roll 11-)
Gear: One-Eyed Jack rarely carries other gear, but if he needs some can usually get
whatever he needs from the organization.
Clothing: See Appearance.
ONE-EYED JACK
PLOT SEEDS
One-Eyed Jack goes
missing. Card Shark
begins tearing the town
apart looking for him.
The PCs have to try to
stop him... and if pos-
sible, get to Jack first!
One-Eyed Jack contacts
the PCs and offers to
turn state’s evidence,
or tell them everything
they want to know
about Card Shark (their
choice) if they’ll just
pick him up tonight and
get him to safety. What’s
got him so spooked? Is
he telling the truth, or is
it a trap?
The PCs hear reports of
a one-eyed man making
the rounds of illegal
gambling dens not asso-
ciated with Card Shark.
Is it One-Eyed Jack, and
if so, what’s he up to?
248
Hero System 5th Edition
temperament necessary. When Ryan DeLaney put
himself forward as a candidate, One-Eyed Jack rec-
ognized the wisdom of choosing him and helped
persuade the others to agree. As a result, he secured
himself a position in the new Card Shark’s regime,
since DeLaney has a habit of rewarding those who
remain loyal and helpful to him.
Personality/Motivation: Like Jack o’ Diamonds, One-
Eyed Jack is a pretty simple soul. He’s a sybarite
who wants money, luxuries, all the finer things in
life... and is willing to commit heinous crimes to get
them. Selfish to an extreme, he usually doesn’t care
what happens to other people as long as he’s not
bothered.
One-Eyed Jack has a compulsive gambling
problem, though he’s usually able to keep it
under control. Unlike Card Shark, normally he
can resist “challenges,” recognizing them for the
traps they are.
Quote: “Profits are up across the board in our casi-
nos, but we’ve lost three big places this year to vigi-
lantes. It’s time to stop fooling around and kill those
sons of bitches.”
Powers/Tactics: One-Eyed Jack is no combatant,
and he knows it. His omnipresent walking stick
contains several weapons (an eight-shot gun, a
knife, and a weighted club), but he only uses it as a
last resort. He’d rather talk his way out of a sticky
situation, or run, than fight.
Campaign Use: As Card Shark’s right-hand man,
One-Eyed Jack may make a tempting target for
the PCs. All the knowledge of Card Shark’s activi-
ties locked into his brain means interrogating him
could provide the information to break the organi-
zation once and for all.
If you want to make One-Eyed Jack tougher,
more of a combatant, give him some Combat Skill
Levels with his weapons and increase his Charac-
teristics a little. To weaken him, get rid of his Walk-
ing Stick gun.
One-Eyed Jack doesn’t Hunt people unless
ordered to by Card Shark, in which case he follows
his orders.
One-Eyed Jack has no criminal record. The
police want him for many Card Shark-related activ-
ities, but he’s never been arrested.
Appearance: One-Eyed Jack is a white male, 5’10”
tall, about 180 pounds. He usually wears expensive
hand-tailored men’s suits. His full-face mask is
completely black on the left side (where his use-
less eye is), and red on the right side. He covers his
hands with black gloves, also finely tailored. He
normally has a flower in his buttonhole, and always
carries a fancy walking stick.
249
Hudson City: The Urban Abyss
POKERFACE
Val Char
Cost Roll
Notes
20 STR
10
13-
Lift 400 kg; 4d6 [4]
20 DEX
30
13-
OCV: 7/DCV: 7
25 CON
40
14-
20 BODY 20
13-
13 INT
3
12-
PER Roll 12-
15 EGO
10
12-
ECV: 5
20 PRE
10
13-
PRE Attack: 4d6
8 COM
-1
11-
12 PD
12
Total: 18 PD (6 rPD)
10 ED
7
Total: 16 ED (6 rED)
4 SPD
10
Phases: 3, 6, 9, 12
15 REC
22
50 END
0
50 STUN
7
Total Characteristics Cost: 180
Movement:
Running: 7”/14”
Cost Powers
END
28
Necksnapper: HKA 2d6, NND (defense
is rigid rPD on the neck, or anything else
that prevents the neck/head from being
turned and twisted the right way; +1),
Does BODY (+1); Must Follow Grab
(-½), Must Target The Head (-1), No STR
Bonus (-½), Requires A STR Roll
(no Active Point penalty; -¼)
9
Martial Arts: Commando Training, Dirty
Infighting
Maneuver
OCV DCV
Notes
3
Aikido Throw +0
+1
6d6 + v/5, Target
Falls
4
Boxing Cross
+0
+2
8d6
4
Choke
-2
+0
Grab One Limb,
3d6 NND (2)
4
Escape
+0
+0
45 STR vs.
Grabs
4
Eye Gouge
-1
-1
Sight Group
Flash 6d6
4
Hold
-1
-1
Grab Three
Limbs, 40 STR
4
Judo Disarm
-1
+1
Disarm, 40 STR
4
Karate “Chop” -2
+0
HKA 1d6 (2d6
with STR)
4
Kung Fu Block +2
+2
Block, Abort
4
Low Blow
-1
+1
3d6 NND(3)
5
Roundhouse
-2
+1
10d6 Strike
3
Tackle
+0
-1
6d6 +v/5 Strike;
You Fall, Target
Falls
8
+2 Damage Classes (already added in)
34
Deadened Nerves: Physical and Energy
Damage Reduction, Resistant, 50%;
Requires A CON Roll (no Active Point
penalty; -¼), STUN Only (-½)
0
12
Unimpressed: +25 PRE; Only To Resist
Presence Attacks (-1)
0
10
Unimpressed: Power Defense (30 points);
Only Works Against Limited Type Of
Attack (Drains or other reductions of
PRE; -2)
0
2
Fast: Running +1” (7” total)
1
1
Long-Lived: Life Support (Longevity:
ages at half normal rate)
0
Perks
4
Fringe Benefit: Membership (lieutenant in
Card Shark organization)
Talents
12
Combat Luck (6 PD/6 ED)
5
Rapid Healing
10
Resistance (10 points)
Skills
16
+2 with All Combat
6
+2 with Firearms
3
Combat Driving 13-
3
Concealment 12-
3
Fast Draw (Small Arms) 13-
2
Gambling (Card Games) 12-
5
Interrogation 14-
2
CK: Hudson City 11-
3
KS: The Hudson City Underworld 12-
3
KS: The Military/Mercenary/Terrorist World 12-
2
KS: The Vice World 11-
3
Lockpicking 13-
1
Mechanics 8-
3
Paramedics 12-
3
Security Systems 12-
3
Shadowing 12-
3
Stealth 13-
5
Streetwise 14-
3
Tactics 12-
1
Tracking 8-
5
TF: Common Motorized Ground Vehicles,
Basic Parachuting, SCUBA, Two-Wheeled
Motorized Ground Vehicles
7
WF: Small Arms, Blades, Flamethrowers,
General Purpose Machine Guns, Grenade
Launchers, Shoulder-Fired Weapons
Resource Points
18
Equipment Points: 150
10
Vehicle/Base Points: 30
10
Follower/Contact Points: 25
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 296
Total Cost: 476
100+ Disadvantages
10
Distinctive Features: no facial expression
(Concealable With Effort; Noticed And Rec-
ognizable)
10
Hunted: Card Shark 8- (Mo Pow, NCI,
Watching)
15
Hunted: Harbinger Of Justice 8- (Mo Pow,
Kill)
5
Physical Limitation: impaired sense of touch
(-1 on DEX-based Skills and relevant DEX
Rolls) (Infrequently, Slightly Impairing)
20
Psychological Limitation: Casual Killer
(Very Common, Strong)
15
Psychological Limitation: Sadist (Common,
Strong)
15
Psychological Limitation: Misogynist
(Common, Strong)
20
Reputation: Card Shark’s sadistic enforcer,
14- (Extreme)
15
Social Limitation: Secret Identity (Mark
Knight) (Frequently, Major)
POKERFACE
PLOT SEEDS
A gang of thugs display-
ing unusual resilience
begins terrorizing
Hudson City. Suspect-
ing some connection
to Project: Durable,
Pokerface manipulates
the PCs into checking
things out so he can
follow their trail and
find out what’s going on.
A government contact
reveals to the PCs that
Pokerface “may” have
gotten his powers as the
result of a government
experiment — and offers
to provide them with a
special drug that may
counteract his abilities,
at least temporarily. But
in exchange, he wants
the PCs to do something
they’d really rather not
do. Are they willing to
compromise their ethics
and/or endanger them-
selves to get the drug?
Card Shark decides to
see if he can re-create
the effects of Project:
Durable... and he thinks
the PCs would make
perfect guinea pigs.
250
Hero System 5th Edition
10
Social Limitation: Criminal Record
(Occasionally, Major)
241
Experience Points
Total Disadvantage Points: 476
Background/History: Mark Knight grew up strong,
tough, and a bully. He got mixed up in petty street
crime early — everything from shaking down
other kids for their lunch money to joyriding.
Despite being fairly intelligent, he made no effort
at schoolwork, and nearly flunked out several
times. When he graduated, he joined the armed
forces rather than going to college.
He was soon sent to Vietnam, where he
distinguished himself with his total disre-
gard for the value of human life. He did
so well that the government decided he
might make an excellent “volunteer” for
a project it had in mind. When his medi-
cal profile fit the project’s needs, Mark
“volunteered.”
Project: Durable was one of many
“super-soldier” projects instituted by the
American armed forces since the beginning of
World War II. Its goal was to render soldiers
immune to pain and fatigue by blocking sub-
stantial parts of their nerve endings. Certain
nerves, such as those in the hands, were left
mainly intact. The project was scrapped after
several years due to numerous unanticipated
side effects that compromised the subjects’
efficiency and could not be corrected. These
included a leprosy-like inability to detect
wounds and infections, soldiers starving to
death because their nervous systems didn’t tell
them they were hungry, and most commonly
mental instability caused by the treatments (includ-
ing various manifestations of violent hyperactivity
and antisocial personality disorder).
The only “volunteer” who came through
Project: Durable physically and mentally intact
was Mark Knight — or at least, he emerged only
marginally more mentally unstable than he’d been
going in. Rather than stay in the armed forces,
Knight decided to make some real money. He
deserted and returned to the States, where he
drifted into the underworld as an assassin and
enforcer. His unique facial characteristics and
temperament made him a natural as “Pokerface”
when the first Card Shark began recruiting help.
Though not normally a very social guy, Pokerface
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
S&W 4506
+1
+0
2d6-1
1d6
8
8
Carries 2, 3 clips each
Ruger P94
+0
+0
1d6+1
1d6-1
15
8
Carries 2, 2 clips each
Touch Taser
+0
—
8d6 NND
—
8
—
Combat Knife +0
+0
1d6
1d6-1
—
8
Can Be Thrown
Brass Knuckles +0
—
2d6 N
—
—
5
Armor
Usually none, but may add some light body armor (3-6 DEF) in appropriate circumstances
Gear: Pokerface rarely carries other gear, but if he needs some can usually get whatever he needs from the organization.
Clothing: See Appearance.
251
Hudson City: The Urban Abyss
fit in well with the Card Shark organization and has
remained with it ever since.
Personality/Motivation: Pokerface has all the per-
sonality (and facial expression) of a killer shark.
He maims or kills anyone who bothers him... or
even people who just happen to catch his eye, since
he enjoys inflicting pain in and of itself. He par-
ticularly likes to hurt women, and often displays
considerable imagination in finding ways to do so.
There’s nothing likable about him from the sane
person’s point of view.
Quote: None. Pokerface does not usually speak,
because the weakness of his throat and facial mus-
cles gives him a harsh, unappealing voice which is
difficult to understand.
Powers/Tactics: Pokerface’s abilities — his strength,
swiftness of reaction, resistance to pain, and
retarded aging — result primarily from the “super-
soldier” treatments he underwent as part of Project:
Durable in 1970. On top of these abilities, Poker-
face is a highly trained and clever soldier, with a
lot of combat and tactical skills. He can stand up to
interrogation easily, so he often sacrifices himself
to let his comrades escape. They repay the favor
by breaking him out of jail as soon as they get the
chance, though he can do hard time without any
problems. He’s also good at “playing possum,” since
most people don’t realize how quickly he wakes up
after being knocked out (i.e., how phenomenally
high his REC is).
The treatments that deadened Pokerface’s
nerves had a number of side effects. His sense of
touch is impaired (though not too badly, and he’s
trained himself to overcome the worst of these
effects). Like a leper, he’s susceptible to infection,
gangrene, and other problems because he doesn’t
know he’s hurt. He’s permanently impotent (a con-
dition that hasn’t exactly done anything to improve
his attitude toward women). He can’t speak clearly
or swallow easily because the muscles in his neck
and throat don’t work quite as well as they should.
He has to force himself to eat at regular intervals
because he doesn’t feel hunger. All in all, it’s a high
price to pay for the ability to not feel pain — but he
hasn’t regretted paying it for so much as a minute.
Campaign Use: See the introductory text for gen-
eral information. In addition to being an enforcer
and assassin for Card Shark’s organization, Poker-
face is often a “wild card” in combat because he’s
so hard to put down and keep down. Just when the
PCs think he’s out for the count, he’s likely to wake
up and shoot them in the back.
To make Pokerface tougher, give him some
more super-skills and Talents, or even increase his
SPD to 5. To weaken him, tone down his defensive
and recuperative abilities a little — don’t get rid of
them, because they’re his “schtick,” but make them
less effective.
Pokerface doesn’t Hunt people unless
ordered to by Card Shark, in which case he fol-
lows his orders.
Pokerface is wanted on twelve counts of
murder, 27 counts of aggravated assault, and eight
counts of kidnapping. He has an extensive criminal
record from his pre-Army days, but thanks to Card
Shark’s influence and bribes all those records have
been removed from the system and destroyed — so
the cops don’t know who he is. His Army records
still exist, but are sealed and designated Top Secret,
since the government doesn’t want Project: Dura-
ble to become public knowledge.
Appearance: Pokerface is a white male, 6’2” tall,
215 pounds, with a build indicating toughness
and the skill to use the strength his muscles
provide. He has no facial expression; his face is
always as blank as a refrigerator door. He wears
a dark suit, a tan overcoat, and a fedora. He con-
ceals his guns under his coat.
252
Hero System 5th Edition
DECK AGENT
Val Char
Cost Roll
Notes
13 STR
3
12-
Lift 150 kg; 2½d6 [3]
14 DEX
12
12-
OCV: 5/DCV: 5
13 CON
6
12-
10 BODY 0
11-
10 INT
0
11-
PER Roll 11-
10 EGO
0
11-
ECV: 3
13 PRE
3
12-
PRE Attack: 2½d6
10 COM
0
11-
4 PD
1
Total: 4 PD (0 rPD)
3 ED
0
Total: 3 ED (0 rED)
3 SPD
6
Phases: 4, 8, 12
6 REC
0
26 END
0
24 STUN
0
Total Characteristics Cost: 31
Movement:
Running: 6”/12”
Cost Powers
END
Martial Arts: Commando Training
Maneuver
OCV DCV
Notes
3
Aikido Throw +0
+1
2½d6 + v/5,
Target Falls
4
Boxing Cross
+0
+2
4½d6
4
Choke
-2
+0
Grab One Limb,
2d6 NND (2)
4
Kung Fu Block +2
+2
Block, Abort
Perks
1
Fringe Benefit: Membership (Card Shark
organization)
Skills
3
Concealment 11-
1
KS: The Hudson City Underworld 8-
2
PS: Card Shark Agent 11-
3
Stealth 12-
3
Streetwise 12-
3
WF: Small Arms, Knives
9
Choose 9 points’ worth of Skills from the
following list: Acting, Breakfall, Bribery,
Bureaucratics, Bugging, Combat Driving,
Combat Skill Levels, Computer Program-
ming, Conversation, Deduction, Demolitions,
Electronics, Fast Draw, Forgery, Gambling,
Interrogation, Lockpicking, Martial Arts,
Mechanics, Paramedics, Persuasion, Security
Systems, Shadowing, Sleight Of Hand, Sys-
tems Operation, Tactics, Teamwork, Weapon
Familiarity, any Background Skill
Total Powers & Skills Cost: 40
Total Cost: 71
50+ Disadvantages
5
Distinctive Features: Card Shark uniform
(Easily Concealed; Noticed And Recogniz-
able)
10
Hunted: Card Shark 8- (Mo Pow, NCI,
Watching)
15
Psychological Limitation: Amoral And
Greedy (or a similar criminal motivation)
(Common, Strong)
20
Social Limitation: Subject To Orders (Very
Frequently, Major)
10
Social Limitation: Criminal Record (Occa-
sionally, Major)
Total Disadvantage Points: 110
Description: This character sheet represents a typi-
cal Deck agent — the rank-and-file members of
Card Shark’s organization. Referring to them as
“agents” is a touch of bravado on Card Shark’s part,
since they’re nothing more than trained street thugs
with special uniforms, but it improves morale.
The Deck agent has 29 points’ worth of Dis-
advantages unspent, if you’d like to improve any of
his abilities or give him more Skills to represent his
pre-Card Shark criminal career. In some cases, you
may want to remove the Criminal Record Disadvan-
tage — while the vast majority of Deck agents have
criminal records, they don’t all have to.
Appearance: Deck agents typically dress like
normal men and women on a day-to-day basis, as
befits whatever job they actually do. If given time
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
9mm Pistol
+0
+0
1d6+1
1d6-1
12
8
Carries 2 clips
.45 Pistol
+0
+0
2d6-1
1d6
8
10
Carries 2 clips
Combat Knife +0
+0
1d6
1d6-1
—
8
Can Be Thrown
Brass Knuckles +0
—
2d6 N
—
—
5
Armor
Ballistic cloth uniform (DEF 3; Activation Roll 15-)
Gear: As appropriate for mission, but an agent almost always has a cell phone, walkie-
talkie, radio headset, or other appropriate means of communicating with other agents
and his commander.
Clothing: See Appearance.
253
Hudson City: The Urban Abyss
to prepare, they wear dark blue jumpsuits with dull
red combat vests; the jumpsuits have identification
patches on the upper arm. The agents carry a vari-
ety of pistols, submachine guns, and assault rifles,
depending on the situation.
FACE CARD AGENT
Val Char
Cost Roll
Notes
15 STR
5
12-
Lift 200 kg; 3d6 [3]
16 DEX
18
12-
OCV: 5/DCV: 5
15 CON
10
12-
11 BODY 2
11-
13 INT
3
12-
PER Roll 12-
10 EGO
0
11-
ECV: 3
15 PRE
5
12-
PRE Attack: 3d6
10 COM
0
11-
5 PD
2
Total: 5 PD (0 rPD)
4 ED
1
Total: 4 ED (0 rED)
3 SPD
4
Phases: 4, 8, 12
6 REC
0
30 END
0
27 STUN
0
Total Characteristics Cost: 50
Movement:
Running: 6”/12”
Cost Powers
END
Martial Arts: Commando Training
Maneuver
OCV DCV
Notes
3
Aikido Throw +0
+1
3d6 + v/5, Target
Falls
4
Boxing Cross
+0
+2
5d6 Strike
4
Choke
-2
+0
Grab One Limb,
2d6 NND (2)
4
Escape
+0
+0
30 STR vs.
Grabs
4
Hold
-1
-1
Grab Three
Limbs, 25 STR
4
Judo Disarm
-1
+1
Disarm, 25 STR
4
Kung Fu Block +2
+2
Block, Abort
Perks
3
Fringe Benefit: Membership (Card Shark
organization)
Skills
8
+1 with All Combat
3
Bribery 12-
3
Concealment 12-
2
KS: The Hudson City Underworld 11-
2
PS: Card Shark Agent 11-
3
Stealth 12-
3
Streetwise 12-
3
WF: Small Arms, Knives
15
Choose 15 points’ worth of Skills from the
following list: Acting, Breakfall, Bureaucrat-
ics, Bugging, Combat Driving, Combat Skill
Levels, Computer Programming, Conversa-
tion, Cryptography, Deduction, Demolitions,
Electronics, Fast Draw, Forgery, Gambling,
Interrogation, Lockpicking, Martial Arts,
Mechanics, Mimicry, Paramedics, Persuasion,
Security Systems, Seduction, Shadowing,
Sleight Of Hand, Systems Operation, Tactics,
Teamwork, Weapon Familiarity, any Back-
ground Skill
Total Powers & Skills Cost: 72
Total Cost: 122
50+ Disadvantages
5
Distinctive Features: Card Shark uni-
form (Easily Concealed; Noticed And
Recognizable)
10
Hunted: Card
Shark 8- (Mo Pow,
NCI, Watching)
15
Psychological
Limitation:
Amoral And
Greedy (or a
similar crimi-
nal motivation)
(Common, Strong)
20
Social Limitation:
Subject To Orders
(Very Frequently, Major)
10
Social Limitation: Criminal
Record (Occasionally, Major)
12
Experience Points
Total Disadvantage Points: 122
Description: The “Face Cards” are
Card Shark’s chief agents — the ones
who run the major criminal opera-
tions and report directly to him,
sort of like the made men in a
Mafia family. Most are male, but
the Queens are female.
Appearance: Face Card agents wear uniforms
styled something like Card Shark’s own, but not
enough so as to cause confusion, and usually with a
few flourishes or other touches reminiscent of the
face card that designates them. The Queens wear
domino masks in the color of their suits, the others
wear white full face masks with their suit symbol
over the right eye.
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
9mm Pistol
+0
+0
1d6+1
1d6-1
12
8
Carries 2 clips
.45 Pistol
+0
+0
2d6-1
1d6
8
10
Carries 2 clips
SMG
+0
+0
1d6+1
1d6-1
32
12
AF5
Combat Knife +0
+0
1d6
1d6-1
—
8
Can Be Thrown
Brass Knuckles +0
—
2d6 N
—
—
5
Armor
Ballistic cloth and kevlar uniform (DEF 4; Activation Roll 15-)
Gear: As appropriate for mission, but an agent almost always has a cell phone, walkie-
talkie, radio headset, or other appropriate means of communicating with other agents
and his commander.
Clothing: See Appearance.
254
Hero System 5th Edition
THE CAINITE
Val Char
Cost Roll
Notes
15 STR
5
12-
Lift 200 kg; 3d6 [3]
20 DEX
30
13-
OCV: 7/DCV: 7
20 CON
20
13-
15 BODY 10
12-
20 INT
10
13-
PER Roll 13-
20 EGO
20
13-
ECV: 7
30 PRE
30
15-
PRE Attack: 6d6
8 COM
-1
11-
6 PD
3
Total: 9 PD (3 rPD)
6 ED
2
Total: 9 ED (3 rED)
5 SPD
30
Phases: 3, 5, 8, 10, 12
10 REC
6
40 END
0
33 STUN
0
Total Characteristics Cost: 165
Movement:
Running: 9”/18”
Cost Powers
END
28
Necksnapper: HKA 2d6, NND (defense
is rigid rPD on the neck, or anything else
that prevents the neck/head from being
turned and twisted the right way; +1),
Does BODY (+1); Must Follow Grab
(-½), Must Target The Head (-1), No STR
Bonus (-½), Requires A STR Roll (no
Active Point penalty; -¼)
9
15
He’s Got A Strong Punch For Such A
Skinny Guy: HA +3d6, Reduced
Endurance (0 END; +½); Hand-To-
Hand Attack (-½)
0
33
Nerve Strikes And Touches: Energy Blast
4d6, NND (defense is rPD over vital
spots; +1), Reduced Endurance (0 END;
+½); No Range (-½)
0
15
The Picture Of Sheer Terror: Drain
PRE ½d6, Area Of Effect (8” Radius;
+1¾), Penetrating (+½), Personal
Immunity (+¼), Reduced Endurance
(0 END; +½), Persistent (+½); Always
On (-½)
0
7
Quickly-Building Terror: +2 SPD; Only
To Use Picture Of Sheer Terror (in
Segments 4 and 11; -2)
0
36
Doesn’t Feel Much Pain: Physical Damage
Reduction, 50%, Resistant; Requires
A CON Roll (no Active Point penalty;
-¼) plus Physical Damage Reduction,
25%, Resistant; Requires A CON Roll
(no Active Point penalty; -¼)
0
6
Swift: Running +3” (9” total)
1
6
Contortionist’s Feet: Extra Limbs (feet
usable as hands), Inherent (+¼)
0
5
Perching: Clinging (normal STR);
Requires A Climbing Roll (-½), Only To
“Perch” (-½)
0
Talents
8
Deadly Blow: HKA +2d6 with Knives
2
6
Combat Luck (3 PD/3 ED)
4
Double-Jointed
Skills
16
+2 with All Combat
3
Acrobatics 13-
3
Breakfall 13-
3
Climbing 13-
3
Computer Programming 13-
9
Contortionist 16-
3
Deduction 13-
3
Demolitions 13-
3
Interrogation 15-
3
KS: Layman’s Arcane And Occult Lore 13-
6
KS: General Knowledge And Trivia 16-
3
Lipreading 13-
2
SS: Human Anatomy 11-
9
Stealth 16-
10
Two-Weapon Fighting (HTH)
6
WF: Common Melee Weapons, Common
Missile Weapons, Small Arms
Resource Points
0
Equipment Points: 60
0
Vehicle/Base Points: 10
0
Follower/Contact Points: 5
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 252
Total Cost: 417
100+ Disadvantages
20
Enraged: for pretty much any reason that
takes his fancy (Very Common), go 11-,
recover 14-
20
Hunted: FBI 8- (Mo Pow, NCI, Capture/Kill)
20
Hunted: HCPD 8- (Mo Pow, NCI, Capture/
Kill)
15
Physical Limitation: Mute (Frequently;
Greatly Impairing)
25
Psychological Limitation: Homicidal Maniac
(Very Common, Total)
20
Reputation: insane serial killer, 14-
(Extreme)
10
Social Limitation: Criminal Record (Occa-
sionally, Major)
187
Experience Points
Total Disadvantage Points: 417
OTHER
VILLAINS
255
Hudson City: The Urban Abyss
Background/History: In 1976 a small boy, no more
than two-and-a-half years old, was left on the
steps of the Wainwright Orphanage. There was no
note or explanation, and the boy seemed unable to
speak, so the Orphanage took him in and named
him “Norman Smith.”
Smith grew up in the Orphanage, but never truly
fit in there. He was a constant discipline problem,
never obeying his teachers or the Orphanage staff if
he could find a way not to. The only thing he cared
about was playing malicious pranks on anyone, child
or adult, who seemed a worthwhile target. A series
of social workers and psychologists treated him, but
none of them could get at the root of his difficulties...
or even really find any way to relate to him at all. He
was as strange and distant as an insect.
In the summer of 1992, a psychologist named
Kevin Yancy began treating Smith. On August 18,
Orphanage personnel heard a high-pitched, ululating
scream come from Dr. Yancy’s office. They burst in to
find Smith sitting naked against the wall. He was cov-
ered in blood, and strange, bloody symbols adorned
most of the walls. Doctor Yancy’s raped, mutilated
body was stuffed under his desk, and the penknife
used to kill him lay on the floor nearby. When the
authorities arrived and addressed Smith by name,
he screamed, “That’s not my name!”. He never again
answered to the name “Norman Smith,” and refused
to tell anyone what his name “really” was. No one
understood what the symbols on the wall meant, and
they remain undeciphered to this day.
“Smith” stood mute at trial. The court judged
him insane and sentenced him to Toddberry Asylum,
where he was carefully watched. He never caused
any problems unless brought within arm’s reach
of another inmate, in which case he attacked with
unmitigated fury. He killed two of them before the
Asylum staff began keeping him completely isolated.
In 1998, “Smith” was assigned to the care of Dr.
Raphael Berlozzi, a psychiatrist. Doctor Berlozzi
treated him for several months, seeking to discover
and address the root causes of his psychosis. On
October 31 of that year, shortly after midnight, he
sedated his patient and had him taken to the asy-
lum’s operating theater. In a brief procedure, he sur-
gically removed “Smith’s” tongue, then turned the
scalpel on himself, slitting his own jugular vein. An
examination of his notes by the authorities revealed
that beginning in August they were written in an
unknown language, possibly related to Etruscan,
which has so far defied all attempts at translation.
In the resulting confusion, “Smith” escaped
from the Asylum, killing a guard in the process.
He disappeared into the Hudson City underworld
and has remained at liberty ever since, occasionally
surfacing to commit some bizarre murder or other
crime. During encounters with law enforcement
— once an HCPD cop named Angela Brindisi,
once with the Headless Hangman — he identified
himself as “the Cainite,” and the press has used that
name for him ever since. His present whereabouts
and intentions are unknown... though undoubtedly
they won’t remain that way for long.
Personality/Motivation: Prior to the removal of his
tongue, the Cainite accused one of his doctors of
“elevating the Machine-God above the Levitican
Urge” — his way of saying they relied on science
(psychology) instead of moral judgment. Many
who have studied him have taken this statement
to indicate that the Cainite sees himself as some
sort of embodiment of Evil, though others have
observed that that analysis seems rather straight-
forward and simpleminded for so pyschologically
complex a person.
Whatever his true history or motivations, the
Cainite’s actions speak for themselves. He revels
in acts of depravity, chaos, and destruction, often
going so far as to mutilate or violate the corpses of
his victims. At times he lashes out for no reason,
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
Scalpel
+0
—
1 point
0
—
3
Can Be Thrown
Armor
None
Gear: Usually none, but whatever he thinks he needs for the situation at hand
Clothing: Whatever strikes his fancy (often including clothes taken from his murder
victims)
256
Hero System 5th Edition
then quickly lapses back to a state of calm when his
violence has achieved its end. (His “Enraged” rep-
resents this tendency.) He seems to have a body of
symbolism whose true meaning is known only to
himself (though experts have written thousands of
pages of analysis trying to “read” his “writing”). By
any criteria, he is both deeply disturbed and very,
very dangerous.
Quote: None. The Cainite has no tongue and cannot
speak, though he can make some sounds (such as
chilling howls or a cackling quasi-laughter).
Powers/Tactics: The Cainite has a swiftness and
strength born of insanity (or, perhaps, Evil...), and
he makes fiendishly clever use of them on his vic-
tims. He prefers to approach from stealth, often
using his “perching” ability to lurk above an unsus-
pecting foe, then drop down on him. His favored
weapons are blades, particularly surgical scalpels,
with which he inflicts precise, lethal wounds. The
economy of his attacks suggests to some a ballet
dancer or gymnast more than a serial killer.
The Cainite has such a wrongness about him
that his mere presence can terrify even the bravest
men. In game terms, this is represented with his
The Picture Of Sheer Terror power, which reduces
the PRE of everyone around him by 1-3 points on
every one of his Phases (and don’t forget the +2
SPD he has with the ability). Once a victim’s PRE
drops to low enough levels, you can consider the
Cainite’s mere proximity as a fear-based Presence
Attack that causes the victim to panic and/or flee.
In addition to his attack skills, the Cainite
is a superbly-skilled contortionist, climber, and
acrobat. Although he cannot ask questions, being
near him for a long period of time is so terrifying
that most people can’t help but blurt out informa-
tion he wants to know (this, together with various
threatening gestures and actions, is how he uses his
Interrogation Skill). He can withstand significantly
more injury than the average human before feeling
the effects of pain.
Campaign Use: The Cainite should be a figure of
terror in your campaign. He represents a pure and
unbridled sort of human depravity, one that offers
no justification and accepts no explanation beyond
the bounds of Good and Evil. The mere mention
of his name should be enough to put your players
in a somber, serious mood, and you should adjust
his abilities to make him frightening enough to do
this. For example, to make him more of a threat to a
group of PC vigilantes or cops, you might increase
his Damage Reduction or SPD; if he’s already too
tough, reduce his SPD to 4 and get rid of one or
two of his attack abilities.
Few characters should frighten a PC more as
a Hunted than the Cainite. He’s got the patience of
Job and the cleverness of Satan, and he’ll use both
to pick the most opportune moment to attack his
foe. His attack will not be swift; he prefers to enjoy
his enemies’ suffering before their end. And if a
hero presents too great a challenge, well, his loved
ones are probably easier prey....
The Cainite is wanted by the HCPD and the
FBI for nearly two dozen murders they can defi-
nitely connect him to, and is a suspect in almost
fifteen more.
Appearance: The Cainite is a white male, 5’11”
tall and noticeably slender and lanky. He has
unruly black hair but no facial hair. His eyes
are likewise dark. He has no tongue. He wears
whatever clothing he feels like — often garments
taken from his victims.
THE CAINITE
PLOT SEEDS
Someone’s killing pros-
titutes down near the
Strip. The murders are
all done the same way,
with a series of small
knife cuts that indi-
cate torture. Is this the
Cainite’s work, or that of
someone else?
A player character
begins receiving letters
and e-mails from some-
one who claims to be the
Cainite. Each one counts
down another day to the
hero’s supposed death.
Is this a real threat, or
someone’s sick joke?
The Cainite begins
killing people he feels
embody the Seven Car-
dinal Virtues (Prudence,
Justice, Fortitude, Tem-
perance, Faith, Hope,
and Love [Charity]). The
heroes have to figure out
who his next victim will
be and stop him... pref-
erably without getting
killed themselves.
257
Hudson City: The Urban Abyss
EL CONDENADO
Val Char
Cost Roll
Notes
15 STR
5
12-
Lift 200 kg; 3d6 [3]
18 DEX
24
13-
OCV: 6/DCV: 6
20 CON
20
13-
14 BODY 8
12-
14 INT
4
12-
PER Roll 12-
13 EGO
6
12-
ECV: 4
18 PRE
8
13-
PRE Attack: 3½d6
11 COM
1
11-
6 PD
3
Total: 9 PD (3 rPD)
6 ED
2
Total: 9 ED (3 rED)
4 SPD
12
Phases: 3, 6, 9, 12
10 REC
6
40 END
0
32 STUN
0
Total Characteristics Cost: 99
Movement:
Running: 7”/14”
Cost Powers
END
Martial Arts: Knifefighting
Maneuver
OCV DCV
Damage/Effect
4
Block
+2
+2
Block, Abort
4
Dodge
—
+5
Dodge, Affects
All Attacks,
Abort
4
Foist
+2
+0
Weapon +2 DC
Strike
3
Grab
+0
-1
Grab One Limb,
+10 to STR for
holding on
4
Slashes
+0
+2
Weapon +2 DC
Strike
5
Stabs
-2
+1
Weapon +4 DC
Strike
5
Thrusts
+1
+3
Weapon Strike
2
Quick On His Feet: Running +1” (7” total) 1
Talents
6
Combat Luck (3 PD/3 ED)
Skills
8
+1 with All Combat
10
+2 with Ranged Combat
16
+8 versus Range Modifier with Firearms
3
Climbing 13-
3
Combat Driving 13-
1
Demolitions 8-
1
Lockpicking 8-
1
Security Systems 8-
7
Shadowing 14-
3
Stealth 13-
4
Survival (Desert, Temperate/Subtropical) 12-
3
Tactics 12-
4
TF: Common Motorized Ground Vehicles,
Equines, Two-Wheeled Motorized Ground
Vehicles
4
WF: Small Arms, Knives, Off Hand
3
Weaponsmith (Firearms, Muscle-Powered
HTH) 12-
Resource Points
28
Equipment Points: 200
10
Vehicle/Base Points: 30
5
Follower/Contact Points: 15
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 151
Total Cost: 250
100+ Disadvantages
20
Hunted: FBI 8- (Mo Pow, NCI, Capture)
20
Hunted: drug cartel (GM’s choice) 8- (Mo
Pow, NCI, Kill)
20
Psychological Limitation: Casual Killer
(Very Common, Strong)
10
Social Limitation: Criminal Record (Occa-
sionally, Major)
80
Experience Points
Total Disadvantage Points: 250
Background/History: And so it all came down to
this... his first big hit.
It started so long ago, when he was just a boy,
with his grandfather teaching him to hunt. The
cartel men, they saw how quick and clever he was...
and how good a shot. Soon they began giving him
jobs to do: drugs to carry, federales to look out for,
things like that. As he got older, he drove for them,
took care of other responsibilities.
Then they asked him to kill a man.
One of their people had betrayed them, they
said, and a lesson had to be sent. He shrugged his
shoulders and agreed; obedience was the route to
prosperity and power. He did the job cleanly, with
one shot, and they paid him well. Twice after that,
they called upon his special talents.
There came a day when the group of them, the
leaders of the cartel, turned on one of their own.
Galíndez had betrayed them, they said — taken
money for himself that belonged to them all. In
such a society, only trust held men together, and
when one of them turned his back on that trust,
there could be only one response.
So now he was here, on the hillside above the
Galíndez hacienda, hoping to finish the job and
escape before the rain set in. The man was clearly
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
Barrett 82A1
+2
+10
3d6
1d6
1
15
x4 Telescopic Sight
H&K MP5
+1
+0
1d6+1
1d6-1
30
12
AF5
H&K P7M13
+1
+0
1d6+2
1d6-1
13
9
Combat Knife +0
+0
1d6
1d6-1
—
8
Can Be Thrown, carries 2-3
Armor
Level II-A (DEF 6), Activation Roll 11-
Gear: As needed for mission or expected opposition
Clothing: Paramilitary garb (fatigues and such)
EL CONDENADO
PLOT SEEDS
The PCs get word that
someone’s hired El Con-
denado to take them
(or one of them) down.
Who put out the con-
tract on them, and how
can they deal with the
problem without ruin-
ing whatever investiga-
tion or mission they’re
already on?
El Condenado chal-
lenges the PC who’s
most like him (the best
shot, and/or the one
with sniper-type skills)
to a “match.” He’ll pick
a target, and the PC has
to find him and shoot
him before he gets off
his own shot. The name
of the first victim is
appended to the letter
announcing the “con-
test.”
An “unnamed” intel-
ligence agency
approaches the PCs.
It needs a top-notch,
totally deniable sniper
for a job. It wants El
Condenado, and it
wants the PCs to get
him for it.
258
Hero System 5th Edition
preparing to go somewhere; there were several
cars in the compound, and his men were mill-
ing about, eager and restless. Then Galíndez
himself came out, accompanied by his beauti-
ful wife and beautiful young daughter.
This was the moment! This was what
he had trained for so long, all those
countless hours spent holding a
heavy rifle in a dozen different
positions so he wouldn’t cramp
up or tire at the worst moment,
all those thousands of rounds
of ammunition fired at the
targets he set up far out in
the desert. He brought the
crosshairs to bear on Galín-
dez. His finger tightened on the
trigger, slightly, smoothly, that first
few pounds of pressure to make
the final squeeze easier....
He felt the muzzle of a
gun pressed against his head.
“Mierda,” he swore softly.
Galíndez’s men marched him
quick to the compound, his hands
tied behind him with rough rope.
Galíndez smiled when he saw
the man who would have ended
his life. “So, then, the cartel
has condemned me. It seems
that now I shall condemn the
man they sent against me.”
As he said it he laughed, and
behind him dark thunder-
clouds roiled the sky.
They marched
him again, this time
out to a tree not far
from the compound. He
saw them throw the rope over the branch before
they yanked a burlap sack over his head. He felt
the noose tightened around his neck. And then the
pressure, the terrible terrible pressure, as they lifted
him into the air. His scream came out as a gurgle.
His body twitched helplessly.
And then — el milagro! There was a bright
light, so bright he could see some of it even through
the sack, and a thunderclap louder than any he had
ever heard... and the pressure ended. He landed
hard, twisting his ankle, as he gasped for breath.
The already-loose ropes came off his hands quickly,
and he tore off the sack. He saw Galíndez’s men,
blinded and deafened by the thunderbolt, stum-
bling around in the driving rain. And he saw the
pistol one of them had dropped.
A few moments later, he crept up to the com-
pound, gun in hand, the storm masking the sounds
of his approach. Galíndez was a fool; he had sent
too many men out to kill his killer, and the rest had
taken shelter in their barracks. Only Galíndez and
his family were in the house.
It was the work of but a minute to find Galín-
dez and put two bullets in his brain. When he was
done with the wife and the daughter, he shot them
too. Then he stole an SUV and fled, into the storm,
into the night, having taken the first true step on
the path that would be his life. He had earned him-
self a new name: El Condenado, the Condemned,
the man who survived the death his enemies
brought against him and killed them instead.
Personality/Motivation: El Condenado is a stone-
cold killer. At most times he seems like a fairly
ordinary guy — laughing, fun-loving, ready to go
for a cerveza and chase girls. But there’s a frost that
never leaves his eyes, and it doesn’t take much time
around him to learn that he sizes up everyone he
meets as a potential victim. Anyone who annoys El
Condenado is lucky to escape the assassin’s pres-
ence with his life.
Quote: “Adios, puerco.”
Powers/Tactics: El Condenado is an assassin,
skilled at dispatching his victims in many ways. His
preferred method of killing is sniping — it’s quick,
it’s clean, and it gives him time to get away after the
shot. He’s trained himself to have a sniper’s patience
and fortitude; time and again he’s had the stamina
and guts to wait for the shot in situations when a
lesser assassin would have cut and run.
When rifle shots aren’t feasible, El Condenado
is also skilled with pistols and knives; he’s rarely
without at least one of both (though usually they
remain hidden when he’s not “working”). He favors
a two-knife fighting style (to gain the +1 DCV from
his WF: Off Hand); he’ll start slow, with Thrusts
and Slashes, working his way up to Foists and Stabs
when he feels he’s got a good angle of attack.
El Condenado still carries in his pocket a
tiny knotwork charm made from a bit of the rope
Galíndez’s men used to try to hang him. He believes
it brings him luck.
Campaign Use: As an assassin skilled with long
arms, El Condenado presents lots of possible uses
in the campaign. The simplest is to send him after
the PCs, but that may be too predictable. He might
work better as backup or fire support for other
criminals instead of as a straightforward attacker.
As a Hunter, El Condenado is patient and
tenacious. He’ll keep a careful watch on his quarry
until he figures out a routine or a weak point in
his conduct, then set up for the shot and wait. He’ll
wait as long as it takes.
To make El Condenado tougher, improve
some of his Familiarities to full Skills, or give him
additional Skills (and perhaps some more All
Combat CSLs). To weaken him, reduce his Range
Skill Levels and get rid of a couple of his Martial
Maneuvers.
El Condenado is wanted by both the American
and Mexican authorities for numerous counts of
murder and related crimes.
Appearance: El Condenado is a Hispanic male.
He’s around 30, with an athletic build, black hair
kept short, and a black moustache. He doesn’t wear
a uniform of any sort; he favors casual wear and
leather jackets when not on the job, and paramili-
tary garb when stalking a target.
259
Hudson City: The Urban Abyss
THE KALEIDOSCOPE MAN
Val Char
Cost Roll
Notes
15 STR
5
12-
Lift 200 kg; 3d6 [3]
18 DEX
24
13-
OCV: 6/DCV: 6
17 CON
14
12-
12 BODY 4
11-
20 INT
10
13-
PER Roll 13-
15 EGO
10
12-
ECV: 5
18 PRE
8
13-
PRE Attack: 3½d6
10 COM
0
11-
8 PD
5
Total: 5 PD (0 rPD)
6 ED
3
Total: 6 ED (0 rED)
4 SPD
12
Phases: 3, 6, 9, 12
8 REC
4
34 END
0
40 STUN 11
Total Characteristics Cost: 110
Movement:
Running: 9”/18”
Cost Powers
END
4
Psychomorphing: Shape Shift (Mental
Group, Limited Group of personalities),
Costs Endurance Only To Activate (+¼);
Extra Time (1 Hour or more; -3), Requires
An EGO Roll (-¾)
1
Martial Arts: Commando Training
Maneuver
OCV DCV
Notes
3
Aikido Throw +0
+1
5d6 + v/5, Target
Falls
4
Boxing Cross
+0
+2
7d6 Strike
4
Choke
-2
+0
Grab One Limb,
3d6 NND (2)
4
Judo Disarm
-1
+1
Disarm, 35 STR
4
Karate “Chop” -2
+0
HKA 1d6 (2d6
with STR)
4
Kung Fu Block +2
+2
Block, Abort
8
+2 Damage Classes (already added in)
7
A Welter Of Personalities: Mental Defense
(10 points total)
0
6
Fast: Running +3” (9” total)
1
6
Observant: +2 PER with all Sense Groups 0
10
Lucky: Luck 2d6
0
Perks
5
Improved Equipment Availability: Military
Equipment
10
Money: Wealthy
23
Well-Connected and Contacts (20 points’
worth, most limited to a particular personality)
Talents
3
Lightsleep
3
Resistance (3 points)
Skills
16
+2 with All Combat
3
Deduction 13-
3
Disguise 13-
3
Forgery (Documents) 13-
3
KS: The Espionage World 13-
2
KS: The Military/Mercenary/Terrorist World 11-
3
Paramedics 13-
3
Stealth 13-
8
WF: Common Melee Weapons, Common
Missile Weapons, Small Arms, Grenade
Launchers, Shoulder-Fired Weapons
2
Weaponsmith (Firearms) 13-
15
Skills By Personality: Variable Power
Pool (Skill Pool), 12 base + 6 control cost;
No Conscious Control (changes with
personality change, see text; -1)
0
Resource Points
48
Equipment Points: 300
15
Vehicle/Base Points: 40
8
Follower/Contact Points: 21
3
Miscellaneous Points: 3
Total Powers & Skills Cost: 243
Total Cost: 353
100+ Disadvantages
10
Accidental Change: from one personality to
another, under appropriate circumstances as
determined by GM (Uncommon), 11-
20
Hunted: CIA 8- (Mo Pow, NCI, Kill)
15
Floating Hunted (see text)
20
Floating Psychological Limitation (see text)
15
Floating Psychological Limitation (see text)
15
Social Limitation: Secret Identity (Leon)
(Frequently, Major)
158
Experience Points
Total Disadvantage Points: 353
Background/History: Seward’s dress shoes went
clop, clop as he walked down the tiled hallway at
Langley. Each clop was crisp and sharp, like the
pleats in his pants and the look on his face. And
the contents of the file he held in his hand. Yes, it
was a sharp file, too sharp indeed, and now it was
cutting him to pieces.
When he finally got to the unmarked door he
wanted — they were all unmarked, but he’d been
here often enough to know exactly which one to
use — he pressed the intercom button and waited
until the secretary buzzed him inside.
“Is he waiting for me?” he asked her, quietly.
“Yes,” she said. She didn’t look straight at him.
Seward walked across the reception room
to the sturdy wooden door on the other side. He
knocked lightly and then went in, knowing he
was expected.
The furniture in the room was finely made
— nothing but the best for the government’s top
employees — and the walls were decorated with
military prints and photographs: Mr. Grey gradu-
ating from West Point, Mr. Grey with his unit in
World War II, Mr. Grey on the deck of the Missouri,
Mr. Grey in Korea, Mr. Grey in Vietnam, Mr. Grey
at his son’s graduation from West Point.
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
Colt M1911A
+1
+0
2d6-1
1d6
7
9
H&K MP5
+1
+0
1d6+1
1d6-1
30
12
AF5
Combat Knife +0
+0
1d6
1d6-1
—
8
Can Be Thrown
Armor
Varies, based on personality and mission
Gear: Varies, based on personality and mission
Clothing: Varies, based on personality and mission
260
Hero System 5th Edition
The man himself sat behind the desk at the far
end of the room, older than he appeared in most of
the photographs, but still obviously the same man.
He was reclined in his chair, reading a report of
some sort. As Seward walked up to the desk and sat
down opposite him, he sat up, put down the report,
and said, “Morning, Seward, how are you?” It was
a friendly question, but the cold look on his face
belied the friendliness.
“Just fine, sir,” Seward answered.
“Good. Then do you mind telling me just what
the Hell is going on with Project: Leon?”
“Yes, sir. There have been unforeseen... com-
plications.”
“Damn right there have. According to this
report, we’ve lost how many people so far? Five?”
“Yes, sir — the director of the Project and the
four scientists who assisted him. Three of them
were shot, one poisoned with strychnine, one stran-
gled. Each was killed in his home or his car.”
“And you’re telling me it’s the subject of the
Project that’s done all this?” Mr. Grey waved the
report at Seward to emphasize his point.
“That’s what we suspect, sir. No one else has
the knowledge to do it, except me — and I’ve got
alibis,” he added hastily.
“So what happened? What went wrong?”
Seward smiled thinly, grateful for the chance
to descend into technical explanations. “Well, as
you know, sir, Project: Leon was an attempt to
create a “multi-taskable” intelligence agent. Follow-
ing the success of the American Flag project....”
“I’ve seen the reports on that, Seward — and
the newspaper clippings. I don’t know if you can
call that one a complete success.”
“Errr, no, sir — what I meant was that he
performed adequately in the field. We decided to
attempt a slightly different task, programming a
human with a dozen different personalities and
careers, giving us an agent who could fit into a
wide variety of environments and perform many
different types of operations. The personali-
ties selected, and the “donors” who provided
the necessary information and life histories, are
described in the report.”
“The subject of the Project was a 13-year-
old autistic boy named Leon. Using sophisticated
“brainwashing” techniques and data implanta-
tion methods first developed for the American
Flag project, we “erased” what little personality
he had and began substituting the ones we had
constructed, bits at a time. As he gained sufficient
knowledge of a particular subject, we would test
him, train him, and educate him further to assure
that he was properly assimilating the data.
“After almost a dozen years of work, the twelve
personalities had all been successfully implanted. We’d
taken a thirteen-year-old mental cripple and turned
him into the perfect espionage agent, a man who
could effortlessly assume any one of a dozen cover
identities and portray them flawlessly — because they
weren’t covers, they were his actual identities!” Seward
couldn’t keep the excitement out of his voice, though
he knew he wasn’t here to gloat — even after what had
happened, he was still proud of his “pupil.”
“We sent Leon into the field immediately,
employing his “Omega” identity to obtain the plans
for certain microchips whose capabilities inter-
ested the Agency. For several years after that, we
employed Leon extensively; all of his identities saw
repeated use.”
“But your psychologists told you something
was wrong with him, didn’t they?” Mr. Grey
accused.
“Not exactly, sir. They indicated he had occa-
sional “lapses” when he accidentally switched per-
sonalities or forgot who he was. We checked him
extensively, but we were never able to determine the
exact cause of this phenomenon. It never endan-
gered any of his missions.”
“Until the last one.” It was a statement, not
a question.
“Yes, sir,” Seward said sourly. “We had switched
him over to his “Aquarius” personality to get him
to smuggle some data into Estonia. He kept his first
two check-in times, but after that — nothing. He
just vanished. We assumed his mission had been
uncovered and he’d been killed by Russian agents.
But several months ago people associated with the
project were murdered, one by one, and we now
must assume that he is alive.”
“So, what happened to him?” Mr. Grey asked
exasperatedly.
“We’re not sure, sir. I’ve had some of the
Agency psychologists — top men, sir — evaluate
the case, and I even called in some of the FBI’s men
on a pretense. Their best estimate, based on a study
of his creation and the slight “deterioration” in the
separation of his personalities, is that somehow the
“barriers” we constructed to keep his personalities
distinct have weakened, or possibly even collapsed
entirely. As a result, not only is he going to fluctu-
ate uncontrollably between one personality and
another, but all of them are likely to become much
more violent — possibly even sociopathic. A couple
of the experts also speculated that he may have
developed one or more additional personalities
besides the ones we programmed into him. God
knows what they might be, but one thing’s certain
— they won’t be pleasant.”
“Jesus,” Mr. Grey said, astonished in spite of
himself at the things the Agency could do — and
how badly they could screw them up. “So, Seward,
what do you intend to do about your baby?”
“We’re doing our best to find him, sir, I prom-
ise you that. We’ve got agents on alert for him all
over the world. We’ll find him.”
“You’d better, Seward. I can only keep this from
the President for so long. If you don’t find him, it’s
going to mean your job — and a helluva lot of lives.
Get out of here and get him back.”
“Yes, sir!” Seward said, then rose and turned
to go.
Personality/Motivation: The Kaleidoscope Man has
no set personality to speak of. Instead, he has thir-
teen different personalities he switches between:
the twelve the CIA programmed into him, and
another one, which calls itself “the Kaleidoscope
Man,” that arose because of the breakdown of the
barriers between the other twelve and the mingling
SKILLS BY
PERSONALITY
Each of the Kaleido-
scope Man’s personali-
ties has up to 12 points’
worth of Skills it obtains
through his Power Pool.
Here are the Skills each
personality possesses:
Aquarius: Cryptogra-
phy 13-, Navigation
(Marine) 13-, TFs (all
Wind-Powered, Motor-
ized, and Military water-
craft, and Submarines)
Buckingham: Gambling
(Cards) 13-, High Soci-
ety 13-, Seduction 13-,
TFs (Basic Parachuting,
Hanggliding, SCUBA,
Skiing)
The Captain: Combat
Driving 13-, Cryptogra-
phy 13-, Systems Opera-
tion 13-, Tactics 13-
César: Combat Driv-
ing 13-, Demolitions
13-, Language: Spanish
(completely fluent),
Mechanics 13-
Ernie: CK: Hudson
City 13-, Streetwise 13-,
Survival (Urban) 13-
Judas: Bureaucratics
13-, Gambling (Cards)
13-, KS: World Arms
Industry 11-, Language:
Spanish (fluent conver-
sation), Persuasion 13-
Kennedy: Conversation
13-, High Society 13-,
Persuasion 13-, Seduc-
tion 13-
Mercury: Combat Driv-
ing 13-, Streetwise 13-,
Systems Operation 13-,
Tactics 13-
Mr. Hyde: Climbing
13-, Combat Driving
13-, Demolitions 13-,
Gambling (Cards) 13-
Omega: Climbing 13-,
Electronics 13-, Lock-
picking 13-, Security
Systems 13-
Pavlov: KS: The Aca-
demic World 11-, SS:
Psychology 13-
Vendetta: Combat
Driving 13-, Com-
puter Programming
13-, Lockpicking 13-,
Streetwise 13-
261
Hudson City: The Urban Abyss
of bits and pieces of other personalities and the
programmed instructions the CIA placed in him.
Although most of his personalities used to be rela-
tively stable, now they are all violently psychotic,
some moreso than others, and the Kaleidoscope
Man most of all.
In game terms, the shifting of the Kaleido-
scope Man’s personae is represented as (a) Mental
Sense Group Shape Shift, (b) floating Hunteds and
Psychological Limitations, and (c) a Variable Power
Pool representing Skills each personality has (in
addition to ones they all have, which are bought
normally). (For the Kaleidoscope Man personal-
ity, the GM should randomly choose 12 points’
worth of Skills from the various personalities.)
He uses Disguise to make appropriate altera-
tions to his appearance for each personality,
so it’s possible for a Hunter to pursue “one of
him” without knowing the other personalities
are actually the same person.
Leon’s personalities are:
Aquarius: A former United States Navy
officer with an extensive background in
ship operations and related subjects. This
personality was intended for use in smuggling,
investigation of enemy naval activities, and
similar missions.
Aquarius’s Psychological Limitations are
Hatred Of Russians and Greedy And Self-Centered
(formerly American Patriot, but like most of the
“good” aspects of Leon’s personalities, this changed
as he suffered his breakdown). His Hunted is a
Colombian drug cartel (GM’s choice) whose smug-
gling operations he once exposed.
Buckingham: A suave, sophisticated espionage
agent along the lines of James Bond. The Kaleido-
scope Man prefers to use this personality when first
meeting with many prospective employers, since
Buckingham presents himself as knowledgeable
and competent. Behind this facade, Buckingham is
a vicious killer who enjoys “cat-and-mouse” games
with his enemies.
Buckingham’s Psychological Limita-
tions are Casual Killer and Sadist. His
Hunted is the British secret service, since
he often pretends to be a member (or
former member) of that organization.
The Captain: A former Army officer, the
Captain was designed to be Leon’s iden-
tity for defense intelligence and military
installation infiltration missions. He
serves a similar function for the Kaleido-
scope Man.
The Captain’s Psychological Limitations are
Ruthless and American Patriot (the only personal-
ity to retain this Limitation; for this reason, the
Kaleidoscope Man has to be careful not to use the
Captain on missions which are not in the interests
of the United States). His Hunted is the PLRL.
César: César is a radical left-wing revolution-
ary and terrorist. This personality was designed
so that the CIA could infiltrate such groups and
bring them down from within. They did their job
too well; César now espouses left-wing radicalism
wholeheartedly, which causes the Kaleidoscope
Man no end of problems.
César’s Psychological Limitations are Casual
Killer and Left-Wing Radical. His Hunted is vari-
262
Hero System 5th Edition
ous South and Central American law enforcement
agencies and military groups.
Ernie: Ernie is a street person, no different from
most homeless men... except that he habitually car-
ries a couple of knives and a loaded pistol and isn’t
afraid to use them if you bother him. Ernie was
originally designed as a “disguise” for Leon, allow-
ing him to get close to any urban target without
exciting suspicion. He serves that same function for
the Kaleidoscope Man.
Ernie’s Psychological Limitations are Casual
Killer and Must Attack From Surprise (i.e., he
doesn’t openly assault targets, he always tries an
ambush; if the ambush fails, he flees). His Hunted
is the Hudson City Police Department, who wants
him for questioning regarding a murder-for-hire he
committed last year.
Judas: Judas is a dealer in illegal arms and illicit
information. Whatever you want, he can get it for
you, or find it out — but be careful, he has a well-
deserved reputation for treachery (such as selling
his clients out to a higher bidder).
Judas’s Psychological Limitations are Casual
Killer and Greedy Backstabber. His Hunted is vari-
ous Organizatsiya gangs he’s double-crossed.
Kennedy: A clever dilettante whose debonair atti-
tude and personal élan grant him access to the
homes of the rich and famous, where he can usually
dig up all sorts of useful dirt on the defense indus-
try, offshore investments, and even the drug trade.
Kennedy’s Psychological Limitations are Bored
Dilettante and Sadist (something that a few women
who thought Kennedy was a good “catch” found out
about, to their sorrow, in his bedroom). His Hunted
is a private detective agency hired by the father of
one such woman; this agency is less than concerned
about any harm that might befall Kennedy while
they try to apprehend him or after they turn him
over to their employer.
Mercury: A heartless mercenary, a man who’ll do
anything for money. The CIA intended this person-
ality for use in infiltrating the mercenary under-
ground; the Kaleidoscope Man has found it to be
one of his most useful personae.
Mercury’s Psychological Limitations are
Casual Killer and Anything For Money. His Hunted
is various merc teams he’s betrayed.
Mr. Hyde: Mr. Hyde was the CIA’s name for Leon’s
assassin personality. Now that several of the Kalei-
doscope Man’s personalities have assassin-like
tendencies, Mr. Hyde has become even worse: he
is a savage, bestial killer, one who likes to beat or
strangle his victims to death. Mr. Hyde has the least
morality and self-control of any of the Kaleido-
scope Man’s personalities. It’s a rare thing for Mr.
Hyde to walk away from a mission not covered in
blood... and reveling in that state.
Mr. Hyde’s Psychological Limitations are
Casual Killer and Brutal And Sadistic. His Hunted
is the Hudson City Police Department.
Omega: Omega is a cat burglar. The CIA used him
more than any other personality, for he was very
good at obtaining data and other things the CIA
wanted. The Kaleidoscope Man uses him similarly,
but for his own benefit.
Omega’s Psychological Limitations are Thrill-
seeker and Greedy. His Hunted is the National Secu-
rity Administration, from whom he recently stole
some extremely valuable computer components.
Pavlov: Pavlov, a psychiatrist, was the CIA’s link to
the world of psychology, where they hoped to pick
up information on recruits and other “potential
assets.” Pavlov was also to serve as a therapist for
other agents. The Kaleidoscope Man uses this per-
sonality the least of all.
Pavlov’s Psychological Limitations are Fas-
cination With Psychology and Obeys The Hippo-
cratic Oath. His Hunted is the American Medical
Association, which has a few questions for him
concerning his license to practice medicine and his
“unorthodox” therapy methods.
Vendetta: Vendetta is a vigilante crimefighter the
CIA hoped to use to gather information on other
such crimefighters. Vendetta’s programming is still
relatively intact, for some reason, and the Kaleido-
scope Man avoids using the personality unless he
absolutely has to.
Vendetta’s Psychological Limitations are Devo-
tion To Justice and Vigilante Mentality. His Hunted
is the Mafia.
The Kaleidoscope Man, Leon’s thirteenth per-
sonality, dominates “the Others” (as he refers to his
additional twelve personalities), and is more ruth-
less and antisocial than any of them. He cares only
for himself, will do just about anything (no matter
how evil) for money or some other benefit (even
just for fun), and has absolutely no qualms about
killing. He revels in bloodshed and chaos, and tries
to influence the other personalities to do likewise.
He would love to expunge the Others and keep
Leon’s body for himself, but as yet has found no
way to do this.
The Kaleidoscope Man’s control over the
Others is not complete, however. When in “his”
personality, he can switch to another personality by
meditating and concentrating for an hour or more,
then succeeding with an EGO Roll. After that, it
may be days, weeks, or even months before he can
reassert control; in the meantime, Leon may have
experienced dozens of personality shifts.
None of Leon’s personalities is stable; all of
them are subject to sudden bouts of forgetfulness
or complete changes. These changes (represented
by his Accidental Change Disadvantage) are most
likely to occur when he’s bored or directionless.
They almost never happen in stressful situa-
tions (such as when he’s in the middle of stealing
something or involved in a firefight), but this has
occurred once or twice in the past, when Leon was
badly wounded but not knocked unconscious. The
GM should determine randomly which personality
emerges when Leon involuntarily psychomorphs.
KALEIDOSCOPE
MAN PLOT SEEDS
Enemies of one of the
PCs hire Mercury (or
Mr. Hyde) to kill that
PC. Halfway through
the mission, a second
personality takes over,
leaving the PC baffled as
to his hunter’s sudden
change of tactics.
The Vendetta personal-
ity becomes dominant
for a period of several
weeks and works a few
missions with the PCs.
Then it’s replaced by
Mr. Hyde or one of the
other particularly nasty
personalities, and the
PCs have to figure out
why the person whose
picture was taken by a
security camera while he
was killing an electron-
ics company executive is
their former ally.
The CIA gets a line on
the Kaleidoscope Man,
but doesn’t dare go after
him directly. It decides
to manipulate the PCs
into bringing him in... or
killing him.
263
Hudson City: The Urban Abyss
The Others are dimly aware that they’re not
entirely “whole,” but most ignore or rationalize this
and come up with odd explanations for what hap-
pened to them during the “blank periods” in which
other personalities were dominant. Thanks to the
CIA’s indoctrination, each personality usually has
no trouble believing these self-made explanations
and adopting them as the total truth. Important
facts (such as the nature and goals of the current
mission) often “carry over” from one personality to
another when a switch takes place.
The Kaleidoscope Man personality is some-
what aware of what happens when he’s possessed
by one of the other personalities; what occurs
when they are dominant seems to him like a fuzzy,
half-forgotten dream. Fortunately for him, several
of them (Aquarius, Buckingham, César, Judas,
and Vendetta) keep journals or elaborate records,
enabling him to find out what some of his “other
selves” have been up to.
Quote: None.
Powers/Tactics: The Kaleidoscope Man possesses a
variety of combat- and mission-oriented Skills (in
addition to the Skills each separate personality has).
In any personality, he fights cleverly, efficiently, and
ruthlessly; for most of them, their goals in combat
are (1) ensure that they can escape safely, and (2)
inflict as much damage upon the enemy as possible.
The Kaleidoscope Man’s psychotic brutality often
blends into the other personalities in combat, push-
ing them to do things that they might not consider
otherwise (for example, Vendetta will kill innocents
to get at a criminal, Omega will kill an unsuspect-
ing guard when he could simply escape unseen).
Each personality equips itself out of the Equip-
ment Points as appropriate to the mission and its
temperament. For example, Omega usually takes gad-
gets designed to help him sneak into places and steal
things; Mr. Hyde takes heavy weapons and explosives.
Campaign Use: The Kaleidoscope Man is a strange
opponent — one the PCs might encounter a dozen
times before realizing the scope of what he is
and what he can do. He’s an extremely dangerous
Hunter, since if he can’t get at his target one way,
he’ll shift personalities and try another approach...
and once he fixates on someone, he never, ever
stops pursuing them until he kills them.
To make the Kaleidoscope Man tougher, give
him more Skills that he can use in all his person-
alities, and perhaps a Deadly Blow Talent or some
Combat Luck. To weaken him, reduce his Variable
Power Pool slightly, trim his Characteristics down a
bit, and get rid of his Extra Damage Classes.
Most of the Kaleidoscope Man’s personalities
have a criminal record; some of them have even
spent time in jail. It is only a matter of time before
a records check reveals that several criminals have
the exact same fingerprints; from there, a clever and
determined investigator may be able to unravel the
Kaleidoscope Man’s story.
Appearance: The Kaleidoscope Man is a trim, well-
developed man in his early thirties with blond hair,
blue eyes, and a handsome face to go with them. He
is six feet tall and weighs 175 pounds. He dresses
(and disguises himself) appropriately for his per-
sonality and its mission.
264
Hero System 5th Edition
SHANGO
Val Char
Cost Roll
Notes
20 STR
10
13-
Lift 400 kg; 4d6 [4]
14 DEX
12
12-
OCV: 5/DCV: 5
20 CON
20
13-
20 BODY 20
13-
13 INT
3
12-
PER Roll 12-
10 EGO
0
11-
ECV: 3
20 PRE
10
13-
PRE Attack: 4d6
10 COM
0
11-
8 PD
4
Total: 8 PD (0 rPD)
6 ED
2
Total: 6 ED (0 rED)
3 SPD
6
Phases: 4, 8, 12
10 REC
4
40 END
0
50 STUN 10
Total Characteristics Cost: 101
Movement:
Running: 6”/12”
Cost Powers
END
13
Brawler: HA +4d6; Hand-To-Hand
Attack (-½)
2
20
Can Take A Punch: Physical Damage
Reduction, Resistant, 50%; Requires A
CON Roll (no Active Point penalty; -¼),
Character Must Be Aware Of Attack (-¼) 0
Perks
5
Fringe Benefit: Membership (leader of his
own gang)
3
Improved Equipment Availability: Street-
Level
5
Money: Well Off
12
Vehicle: customized civilian Humvee
Talents
5
Rapid Healing
Skills
10
+2 HTH
3
Bribery 13-
3
Concealment 12-
6
Gambling (Card Games, Dice Games, Sports
Betting) 12-
3
Interrogation 13-
5
CK: Freetown 14-
2
KS: African History And Cultures 11-
2
KS: African Myths And Legends 11-
5
KS: Freetown Gang World 14-
2
KS: Professional Sports 11-
3
Oratory 13-
2
PS: Drug Dealing 11-
2
PS: Play Football 11-
3
Stealth 12-
3
Streetwise 13-
3
WF: Small Arms, Knives
Resource Points
8
Equipment Points: 100
10
Vehicle/Base Points: 30
15
Follower/Contact Points: 35
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 153
Total Cost: 254
100+ Disadvantages
20
Hunted: HCPD 8- (Mo Pow, NCI, Capture)
15
Hunted: Buckshot 11- (As Pow, Kill)
15
Hunted: Strad 11- (As Pow, Kill)
20
Psychological Limitation: Casual Killer
(Very Common, Strong)
15
Psychological Limitation: Hunting Buckshot
And Strad (Common, Strong)
10
Social Limitation: Criminal Record (Occa-
sionally, Major)
59
Experience Points
Total Disadvantage Points: 254
Background/History: Everett Robinson’s story
differs little from that of many other Freetown
boys: neither the love nor tears of his mother and
grandmother could drown out the siren song of the
streets. Before he was ten, he was running around
with gangs; by his mid-teens, he was a major playa
in the Nubians.
He killed for the first time when he was only
thirteen. On the streets, it’s all about respect. An
older boy from another gang dissed him in public,
in front of dozens of people, and that couldn’t go
unanswered. The fight didn’t last long. Ignoring
the switchblade the other guy stuck into his arm,
Everett beat him to death with his bare hands. As
he stood over the corpse, blood dripping from his
fists and the knife still sticking out of his bicep, his
reputation was assured. No one ever dared to dis
him again.
But Everett had something most other gang-
bangers didn’t: the intelligence to see beyond his
circumstances. By his late teens, he realized gang
life wasn’t going to take him anywhere. Sure, he was
making good money, but that couldn’t last. Sooner
or later he’d age out, or get killed or crippled, and
that was it. He wouldn’t accept that. He wanted
more — power, money, fame, respect.
SUGGESTED EQUIPMENT
Weapon
OCV
RMod Dam
STUN
Shots
STR Min
Notes
Casull Fieldgrade
+1
+0
2d6+1
1d6
5
12
Baretta 92
+0
+0
1d6+1
1d6-1
15
9
Baretta 93R
+0
+0
1d6+1
1d6-1
20
11
AF3, RC1
Sawed-off 12 gauge
+0
+0
2½d6
1d6
2
12
AEC, AF2, RR, RP
Combat Knife
+0
+0
1d6
1d6-1
—
8
Can Be Thrown
Armor
Usually none, but he may put on Level II or III body armor if he knows he’s about to get into a gun battle
Gear: Shango has enough money and connections to obtain whatever he wants, within reason.
Clothing: A dashiki or like garb, lots of gaudy jewelry
SHANGO
PLOT SEEDS
Shango’s cut a deal with
one of the Colombian
cartels to get in a big
shipment of cocaine
that may allow him to
corner the Freetown
market by undercut-
ting his competition. It
would help if the com-
petition was feeling the
heat at the same time,
so he manipulates the
PCs into attacking them
while he rolls out the
discount crack.
Shango decides he’s had
enough of Strad and
starts an all-out war
in the streets. Before
more innocent people
get hurt, the PCs have
to find a way to broker
a peace agreement
between these two arch-
enemies.
A prominent anti-Afro-
centrist scholar goes
“missing” while visiting
Hudson City for a series
of lectures. It’s a good
bet Shango kidnapped
him and is “educating”
him on the “truth” of
things. The PCs need
to find the prof and get
him back before Shango
loses his temper and
beats the man to death.
265
Hudson City: The Urban Abyss
He finally realized that the only way he’d get
that would be to break away from the gangs and
start one of his own — become a crimelord, in
other words. In 2001 he put his plan into motion,
walking away from the Nubians with several
sets loyal to him. War in the streets followed; the
Nubians weren’t willing to give up the turf, and the
Warriors saw weakness they could exploit. But
Everett, now calling himself “Shango” from the
Yoruban god of thunder, had the discipline to
fight for and keep what he’d taken, and the
cleverness to manipulate some of his ene-
mies into fighting each other or accept-
ing a truce with him on his terms. In
the years since then, he’s become one
of the most powerful, if not the most
powerful, criminal in Freetown. He’s
gotten everything he wanted... and now
he wants more of it.
Personality/Motivation: Shango is just a
gangbanger writ large. He’s got the intellect
and self-control to run a criminal empire, but he
still thinks in gang terms: us versus them; respect
versus being dissed; violence as a solution to almost
any problem; bling-bling, cool guns, fancy cars. He
kills without hesitation, sometimes even when it
would be better for him to leave someone alive. He
spends lavishly in support of his organization; this
ensures loyalty (and keeps a lot of police heat off
him), but leaves him with much less money than
one would expect from the volume of drugs he
moves.
Shango’s a die-hard Afrocentrist. He can
show you how African civilizations are respon-
sible for pretty much every major invention
and cultural advance that mankind’s ever
devised — just ask him.
Quote: “We are all brothers together... but
brothers under the command of one leader!”
Powers/Tactics: Shango doesn’t do much fighting
anymore — he’s got people to do that for him. But
he still carries at least one gun with him every-
where he goes, just in case. Despite that, he favors
hand-to-hand combat over shooting; nothing’s
better than pummeling an enemy into submission
(or death) with his fists.
Campaign Use: Shango is one of several crimelords
or factions competing for bigger pieces of the Free-
town pie. As such he might see the PCs as a threat
to be eliminated, a potential ally (if he can con-
vince them he’s a lesser evil they should support),
or a tool he could manipulate into attacking his
enemies. He’s more than just someone for them to
fight; he’s a clever, street-smart opponent who’s sur-
vived in Freetown longer than many of them have
been alive. Taking him down should be anything
but a simple matter.
If you want to make Shango tougher, give
him some Martial Arts (Dirty Infighting and/or
Wrestling, probably), increase his SPD to 4, or
give him more super-skills or Combat Skill Levels.
To weaken him, reduce his Characteristics (thus
emphasizing that he’s gotten more “soft” as he’s
aged) or remove his Levels with HTH Combat.
If there’s one thing life on the streets has
taught Shango, it’s the importance of maintaining
“face” and getting revenge on anyone who wrongs
you. This makes him a determined and patient
Hunter... but not a stupid one. He knows that rush-
ing out to seek vengeance at the first opportunity
has gotten a lot of people dead, so he watches and
waits for the best chance at his foe.
Shango has an extensive criminal record for
drug dealing, theft, assault, attempted murder, and a
host of other crimes. The police currently want him
in connection with many more charges, includ-
ing several murders, but can’t find him or get close
to him (in part because of the bribes he spreads
around parts of the Department).
Appearance: Shango is a black male in his late 30s
or early 40s. He’s a big bull of a man, standing 6’4”
tall and weighing nearly 300 pounds. His broad
shoulders and still-somewhat-muscular arms show
how immensely strong he once was, but as time
has passed he’s become overweight, even corpulent.
His face betrays both his cleverness and his cruelty.
He usually wears African-style clothing such as
dashikis.
266
Hero System 5th Edition
SIDDHARTHA
Val Char
Cost Roll
Notes
12 STR
2
11-
Lift 133 kg; 2d6 [2]
14 DEX
12
12-
OCV: 5/DCV: 5
13 CON
6
12-
10 BODY 0
11-
13 INT
3
12-
PER Roll 12-
10 EGO
0
11-
ECV: 3
15 PRE
5
12-
PRE Attack: 3d6
12 COM
1
11-
5 PD
3
Total: 5 PD (0 rPD)
4 ED
1
Total: 4 ED (0 rED)
3 SPD
6
Phases: 4, 8, 12
5 REC
0
26 END
0
23 STUN
0
Total Characteristics Cost: 39
Movement:
Running: 6”/12”
Cost Powers
END
3
Observant: +1 PER with all Sense Groups 0
Perks
2
Fringe Benefit: Concealed Weapon Permit
5
Improved Equipment Availability: Military
Equipment
15
Money: Filthy Rich
Skills
3
Acting 12-
3
Combat Driving 12-
1
Computer Programming 8-
3
Demolitions 12-
3
Disguise 12-
1
Electronics 8-
1
Forgery (Documents) 8-
3
High Society 12-
2
CK: Hudson City 11-
3
KS: Hudson City Society 12-
1
Lockpicking 8-
1
Security Systems 8-
3
Stealth 12-
1
Streetwise 8-
2
WF: Small Arms
Resource Points
38
Equipment Points: 250
20
Vehicle/Base Points: 50
5
Follower/Contact Points: 15
1
Miscellaneous Points: 1
Total Powers & Skills Cost: 120
Total Cost: 159
100+ Disadvantages
20
Psychological Limitation: Homicidal Hatred
Of The Underclass (Common, Total)
15
Social Limitation: Secret Identity (Roderick
Thorpe) (Frequently, Major)
24
Experience Points
Total Disadvantage Points: 159
Background/History: “Ewww. Daddy, what’s that?”
“That’s a homeless man, son.”
“What’s he doing digging around in that
trashcan?”
“He’s probably looking for something to eat.”
The thought was almost revolting enough
to make Roddie throw up. “Why would he eat
something that’s been thrown in the garbage? Why
doesn’t he just buy some lunch?”
“He doesn’t have any money, son. That’s why
he’s homeless.”
“Why doesn’t the government do something
about him — send him away somewhere, so we
don’t have to look at him?”
Father chuckled indulgently. “That’s not the
way society works, son. Some people are lucky
and have everything they want or need — like us.
Others aren’t so lucky. It’s our responsibility to help
them, not drive them away.” Then the light turned
green and the Thorpe limousine glided on, leaving
the homeless man behind.
Claude Thorpe’s lessons in civic responsibil-
ity didn’t take, then or later. The image of that
homeless man — a bestial thing who rooted
through trash for scraps of food — stuck in
Roderick Thorpe’s mind forever. And the more
he saw of society, the more revolted he became.
How could people allow this sort of foulness to
exist in their midst? Good people knew how to
behave, and could afford to support themselves
properly (even if they weren’t rich like Rod and
all his friends). It was wrong to tolerate people
who couldn’t be proper members of society; they
needed to be removed. That was the best thing
for everyone.
But as he grew older and more aware, Rod-
erick realized society tolerated them to an extent
he’d never dreamed. My God, the government
paid these people to be poor! It paid them to sit
around, unemployed, with half a dozen children
by half a dozen different fathers, doing nothing
worthwhile or beneficial. They were leeching off
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
H&K Mk 23
+1
+1
2d6-1
1d6
12
10
Sil (-3), FS, Laser, 3 clips
H&K UMP
+1
+1
2d6-1
1d6
25
11
AF5, 2 clips
H&K G33
+1
+2
2d6
1d6
25
15
AF5, FS
Combat Knife +0
+0
1d6
1d6-1
—
8
Can Be Thrown
Armor
Level II-A (DEF 6, Activation Roll 11-)
Gear: With his wealth, Siddhartha can obtain just about anything he needs, within reason
Clothing: in his civilian identity, the finest men’s clothes; when on a mission, the finest actionwear available
SIDDHARTHA
PLOT SEEDS
The classic Siddhartha
plot: he kills a large
group of poor people
(for example, he fire-
bombs a welfare clinic).
The public outcry
targets all vigilantes,
not just him, making
the characters’ jobs as
crimefighters more dif-
ficult... which means it’s
up to them to track him
down and stop him to
prove they’re not the
same as him.
A wealthy PC meets
Roderick Thorpe
socially and strikes up a
friendship (or, if female,
a romantic relationship)
with him. What hap-
pens if the PCs discover
he’s Siddhartha? Or if
Roderick decides they’re
sympathetic to his goals
and recruits them to
form a team?
A group of jaded,
wealthy teens decides
Siddhartha’s got the
right idea. Forming a
group they call “the
Rat Pack,” they start
“helping” him by killing
homeless people. Now
the PCs have a whole
team of these quasi-vigi-
lantes to stop.
267
Hudson City: The Urban Abyss
society, and all people could talk about was how
“unfortunate” they were. Something ought to be
done, he thought.
Matters came to a head when he was 22. His
limousine was late picking him up, so he walked
down the street to a place where he could hail a
cab. He didn’t like cabs — they smelled, and the
drivers barely spoke English — but it was better
than waiting. An aggressive homeless person
accosted him, looking for a handout. Roderick
tried to give him the brushoff, but the man kept
following him, shouting and gesticulating, hurl-
ing all sorts of filthy insults. Finally, Roderick
lost his temper. Pulling the concealed pistol he
carried with him whenever he had to go into the
city, he spun around and shot the man five times.
Shocked by what he’d done, he ran for his life,
eventually finding a hiding place in an alley.
He lurked in the alley for two hours, but no
one found him. Eventually fear turned to amaze-
ment, then exultation. He’d gotten away with it!
More importantly, he’d done something to clean up
the streets — one less poor person made society
better. Maybe he could do it again....
From that point, it didn’t take long for Rod-
erick to launch his “vigilante” crusade. Mentally
christening himself “Siddhartha” as a way of psy-
chologically separating himself from his actions, he
began a one-man campaign against welfare moth-
ers, homeless people, and the poor and underprivi-
leged in general. For several years now he’s used
guns, bombs, arson, and other methods to lash out
at those he feels are destroying society.
Personality/Motivation: Siddhartha (the name
comes from Thorpe’s gross misunderstanding of
Buddhist history and legend) thinks of himself as a
vigilante, but he’s wrong. A vigilante pursues people
who’ve committed crimes. Siddhartha hunts and
kills people he regards as not worthy to live — the
poor, people on welfare, the homeless, and so on
— regardless of whether they’re upstanding citi-
zens or hardened criminals. At best he’s a warped,
twisted picture of a vigilante, one who elevates the
concept of social Darwinism to a hunting license.
Many people think Siddhartha’s a racist,
since most of his targets are blacks or Hispanics.
This is completely wrong — he hates poor people
and those he regards as a “drain on” or “poison-
ous to” society, regardless of race. It just happens
that most of the people who fit his definitions
are black or Hispanic.
Quote: “With people like you out of the way, society
will be a better place.”
Powers/Tactics: Siddhartha has no formal combat
training, though he’s gained a good bit of practi-
cal experience using his weapons to kill. He strikes
from surprise against more or less helpless targets.
If confronted with significant opposition or the
threat of capture, he’ll flee (and he always tries to
have at least two escape routes ready). There are
plenty of targets out there, and plenty of opportu-
nity to take them.
Siddhartha isn’t an experienced field
op, but he’s used his money and connec-
tions to make up for the lack. He doesn’t
maintain any connection between his
“vigilante” career and his normal life
as ultra-wealthy dilettante Roderick
Thorpe. He has separate vehicles, facili-
ties, and clothes that he only uses as
Siddhartha (all bought and reg-
istered with phony papers to
keep anyone from tracing
them back to him), and
he takes a lot of steps
to make sure no
one’s following him.
Campaign Use: Sid-
dhartha represents
a moral and ethical
enemy rather than
a combat opponent
for most characters. His
crusade tarnishes the rep-
utation of of all vigilantes,
making it harder for them
to obtain and keep public
support. Even if PCs didn’t
want to stop him because
he’s a serial killer, the fact
that people equate him with
them should be enough to
make them want to put an
end to him.
To make Siddhartha tougher,
give him more combat training
— perhaps he’s hired the best
mercs in the business to make
him a better warrior. He probably
doesn’t need to be weakened, but
if necessary you can remove some
of his Skills and/or reduce his
Characteristics.
Siddhartha has no criminal
record, but is wanted by the
HCPD for dozens of murders.
Appearance: Siddhartha looks
like an average white
male. He’s in his early
30s and weighs about
180. He’s trim, and he
works out, but he’s not
muscular or even toned.
He wears ordinary clothes suited for quick action:
jeans, sneakers, leather jackets, military fatigues,
that sort of thing.
268
Hero System 5th Edition
TAKAYAMA SHINSAKU
Shogun of Little Tokyo
Val Char
Cost Roll
Notes
15 STR
5
12-
Lift 200 kg; 3d6 [3]
14 DEX
12
12-
OCV: 5/DCV: 5
13 CON
6
12-
10 BODY 0
11-
14 INT
4
12-
PER Roll 12-
12 EGO
4
11-
ECV: 4
18 PRE
8
13-
PRE Attack: 3½d6
12 COM
1
11-
6 PD
3
Total: 6 PD (0 rPD)
5 ED
2
Total: 5 ED (0 rED)
4 SPD
16
Phases: 3, 6, 9, 12
6 REC
0
26 END
0
25 STUN
0
Total Characteristics Cost: 61
Movement:
Running: 6”/12”
Leaping: 3”/6”
Cost Powers
END
Martial Arts: Kenjutsu (Swords Group is
default)
Maneuver
OCV DCV
Damage/Effect
4
Block
+2
+2
Block, Abort
4
Disarm
-1
+1
Disarm, 35 STR
4
Evade
—
+5
Dodge, Affects
All Attacks,
Abort
4
Lightning
Stroke
+2
+0
Weapon +4 DC
Strike
5
Running
Stroke
+1
+0
Weapon +2 DC
+v/5; FMove
8
+2 Damage Classes (already added in)
1
Use Art Barehanded (Block, Disarm,
Evade only)
Martial Arts: Karate
Maneuver
OCV DCV
Notes
4
Atemi Strike
-1
+1
3d6 NND (1)
3
Legsweep
+2
-1
6d6 Strike,
Target Falls
4
Punch/
Snap Kick
+0
+2
7d6 Strike
5
Side/Spin Kick -2
+1
9d6 Strike
1
Strong-Limbed: Leaping +1”
(3” forward, 1½” upward)
1
Perks
5
Fringe Benefit: Membership (leader of his
own gang)
5
Improved Equipment Availability: Military
10
Money: Wealthy
Skills
5
+1 HTH
3
Combat Driving 12-
1
Computer Programming 8-
2
Gambling (Cards) 12-
3
High Society 13-
3
Interrogation 13-
2
KS: Kenjutsu 11-
2
KS: Karate 11-
3
KS: High Finance 12-
5
KS: Japanese History And Culture 14-
3
Language: English (completely fluent;
Japanese is native)
3
Oratory 13-
3
Persuasion 13-
3
Stealth 12-
6
WF: Common Melee Weapons, Common
Martial Arts Weapons, Small Arms
2
Weaponsmith (Muscle-Powered HTH) 12-
Resource Points
8
Equipment Points: 100
5
Vehicle/Base Points: 20
10
Follower/Contact Points: 25
0
Miscellaneous Points: 0
Total Powers & Skills Cost: 139
Total Cost: 200
100+ Disadvantages
10
Distinctive Features: Style Disadvantage
(Not Concealable, Always Noticed And Rec-
ognizable, Detectable Only By Large Group)
20
Hunted: Yakuza 8- (Mo Pow, NCI, Kill)
10
Hunted: HCPD 8- (Mo Pow, NCI, Watching)
15
Psychological Limitation: Overconfidence
(Very Common, Moderate)
15
Psychological Limitation: Hatred Of West-
erners And America (Common, Strong)
30
Experience Points
Total Disadvantage Points: 200
Background/History: The wait at Immigration after
he got off the plane had seemed interminable, but
at last they were done with him. Takayama Shin-
saku walked out of the terminal and into the sun-
shine of Hudson City. At last, he thought. At last.
Here I shall humble the people who humbled my
homeland.
He let his thoughts drift into the past — to the
times when, as a boy, he picked through the ruins
of Hiroshima, looking for scraps of food to keep
his family alive. His father had been a kamikaze, so
there was only Shinsaku to look after his mother
and sisters.
While everyone around him seemed to think
only of survival from one day to the next, other
thoughts occupied Shinsaku. He burned with
hatred for the Americans who had killed his father
and ruined his home, but at the same time he could
not help but feel a grudging respect for them as
warriors. He decided that somehow, no matter how
long it took, or how great a sacrifice, he would one
day triumph over them and redeem Japan’s honor.
As he grew older Shinsaku studied the history
SUGGESTED EQUIPMENT
Weapon
OCV
RMod
Dam
STUN
Shots STR Min Notes
Katana
+1
—
1½d6
1d6-1
—
12
Beretta M92
+0
+0
1d6+1
1d6-1
15
9
Armor
Usually none, possibly samurai armor (DEF 6) if involved in a formal duel
Gear: Whatever he needs or wants, within reason
Clothing: Fine men’s tailored suits, or formal Japanese men’s garb
269
Hudson City: The Urban Abyss
and culture of his country, absorbing the elements
that had made his one of the great civilizations.
He delved into Japan’s martial traditions, and even
learned the rudiments of Kenjutsu from one of the
few surviving masters of the art. He also studied
Western culture, albeit grudgingly, for one can only
learn victory from victors.
Not content with the time that it would
take to achieve power in Japan legitimately,
he turned to the yakuza in the hopes
of achieving it illegitimately. But the
yakuza gangs spurned him, wary of
someone who seemed so intense and
unpredictable. Takayama was forced
into minor criminal enterprises with
little or no yakuza association.
He soon realized he was accom-
plishing nothing. If he had to exist in
the yakuza’s shadow, he was doomed
to fail from the start. Better to form
his own criminal empire — but that
was impossible in Japan, where the
yakuza held things in an iron grip.
he turned his thoughts to the land
of his enemies — America. Where
better to gain first-hand knowledge
of them and begin their destruction?,
he decided.
And so it was that he found him-
self outside Aberdeen International
Airport hailing a taxi. He had arranged to stay
with friends in Little Tokyo until he could
establish himself, so he quickly began looking
for gainful — or at least profitable — employ-
ment. The yakuza had not yet come to Hudson
City at that time, so here he had a chance. As
the taxi drove him away from the airport, he
smiled confidently.
But first he needed money and a base
of power. With this in mind, he obtained a
position with Nimaki, a Japanese investment
corporation that had established a branch
in Hudson City. He worked in the financial
world for years, dealing mainly in com-
modities and investments involving Japan
and her interests. His dream of establish-
ing a criminal empire with which to attack
America from within continued to grow, as
did his personal fortune.
At last he felt that he was ready. He quit his job
and began establishing ties with the Asian under-
world. Unfortunately, he found that the yakuza
had beaten him once again — by now they were in
Hudson City in full force, cutting off his avenue to
power. So be it, he thought. I will fight them, too.
Never one to do things in a small way,
Takayama declared himself “Shogun of Little
Tokyo” and recruited a gang of toughs with
which to establish his own niche in the under-
world of Chinatown. It was a difficult start
— he survived three assassination attempts and
watched most of his original cadre of followers
die, one by one, at the hands of the yakuza gangs.
However, his ability to survive these attacks
built his reputation and attracted more follow-
ers to his side. His only true failure during this
period was the loss of his son Seiki. Infected by
an American lack of discipline and respect, Seiki
abandoned Takayama and his goals. The Shogun
of Little Tokyo has sworn to kill his son for the
“disgrace” he brought upon the family’s honor.
Today Takayama Shinsaku, Shogun of Little
Tokyo, walks a razor’s edge between triumph and
death. He has carved a small criminal empire out
of the yakuza’s territory, something the yakuza will
never forget or forgive. He has antagonized the
Chinese tongs as well. But through it all he has held
on to his dream of one day becoming truly power-
ful and using that power to strike back at the nation
that took his father from him. For now he has to be
content with corrupting the Americans with drugs
and vice, but the day will come when he will do far
worse things to them than that.
270
Hero System 5th Edition
Personality/Motivation: It wouldn’t be entirely cor-
rect to label Takayama Shinsaku an obsessive...
but it wouldn’t be entirely wrong, either. For many,
many years he has held in his mind the idea that
America needs to be destroyed and cast down, as it
cast down Japan and his father. He’s directed most
of his efforts toward that goal, though tempera-
ment and misfortune have forced him to take the
left-hand path — to gain power through criminal
rather than political means. Still, power is power,
and he hopes to use his power one day soon to
“avenge” Japan.
But the truth is, his time in America has not
left him unsullied. He was vicious, hot-tempered,
greedy, and (despite all of his talk of “discipline”)
impulsive when he arrived in Hudson City, and his
time in America has only made him more mate-
rialistic and violent. By this point he is as much a
child of America as of Japan, though he would kill
anyone who dared to say that to his face.
Takayama is a despot of a leader, one who
brooks no disrespect or disobedience — much
like his father was to him, and much like he was
to Seiki, before that attitude drove Seiki away. He
attracts to himself Japanese criminals for whom
these values, and his radical right-wing Japanese
political beliefs, hold such appeal that they’d lay
down their lives for them. He has allocated to
himself the privilege of kirisutogomen, the right to
kill outright any of his followers who so much as
displease him.
As his fanciful title indicates, Takayama thinks
of himself as a “reincarnation” of the samurai of
old. He knows something of Kenjutsu, the samurai’s
sword art, but has had little formal training; he
would give much to gain such knowledge. In samu-
rai tradition, he tries to act honorably, but inevita-
bly greed, ambition, and rage get the better of him
and make him act in dishonorable ways (attacking
enemies from behind, betraying allies, and the like).
He rationalizes these acts by convincing himself
that they’re “for the ultimate good of my people.”
Some criminal psychologists suspect that Takaya-
ma’s “Shogun of Little Tokyo” posturing indicates
a deep-seated psychological delusion. This is not
true; Takayama knows he’s not a “shogun.” The title
is simply a symbolic one he enjoys using.
Quote: “Bow down to me or be slain. These are your
only choices. The Shogun of Little Tokyo tolerates
no disrespect.”
Powers/Tactics: Takayama thinks of himself as a
skilled swordsman, so he won’t hesitate to challenge
others to duels. In truth, his Kenjutsu skills are
passable, but not spectacular, and he would be will-
ing to learn more if he could find someone quali-
fied to teach him.
Outside of such personal challenges, Takayama
prefers to let his followers do his fighting for him.
For the most part his “samurai” are ordinary Japa-
nese street toughs, though a few have military expe-
rience or other combat training. All of them know
at least a little Karate (several are black belts), and
most of them have received some Kenjutsu training
from Takayama.
Campaign Use: Takayama Shinsaku is a sort of low-
level master villain — he’s tougher than a typical
gang leader, but doesn’t have as much power or as
many followers as a major yakuza oyabun or Mafia
capo. He’s also got a slightly different perspective
than other crimelords, which may make him a
more interesting foe than just another gang boss.
To make Takayama more powerful, make
him a master swordsman — give him all the Ken-
jutsu maneuvers, some Combat Skill Levels with
Kenjutsu, the Defense Maneuver Skill, and so forth
— and boost his Characteristics a bit. To weaken
him, get rid of his Karate and/or decrease his Char-
acteristics (especially DEX and SPD) a little.
As a Hunter, the Shogun of Little Tokyo is
clever and cautious. He hasn’t survived all these
years by sticking his neck out or acting too rashly.
He’ll proceed calmly and carefully, taking the time
to evaluate his target at length before choosing the
best time to strike.
Takayama Shinsaku has no criminal record.
The police suspect his involvement in crime, but
haven’t been able to prove anything yet.
Appearance: Takayama is a Japanese male in his
early 70s (though he looks young for his age), with
black hair conservatively cut and a trim build. He
wears expensive men’s suits. He doesn’t carry weap-
ons in most situations, but frequently has at least
one sheathed samurai sword nearby.
TAKAYAMA
SHINSAKU
PLOT SEEDS
Word gets back to
Takayama that one
of the PCs has been
making anti-Asian slurs.
Whether it’s true or not,
he takes it as true and
sets out to teach the
PC a lesson in Japanese
superiority.
The PCs rescue a young
Japanese man from a
mugging. The would-be
victim turns out to be
Takayama Seiki! In grat-
itude, and to get revenge
on his father, he offers to
help the PCs take down
Shinsaku’s organization.
Several low-level yakuza
oyabuns approach the
PCs with an offer: we’ll
help you get rid of
Takayama if you leave
us alone for one year.
Are the heroes willing
to deal with one devil to
get rid of another?
271
Hudson City: The Urban Abyss
H
aving trouble finding that
street you’re looking for?
Well, search in vain no
more! With this handy
reference table you can find any
of the major streets depicted on
the maps in Chapter Two. It uses
the 1-5, A-D grid system from the
map on page 17 as a reference.
1st Avenue ..................................5-A, B, C, D
2nd Avenue .................................5-A, B, C, D
3rd Avenue .................................5-A, B, C, D
4th Avenue .................................5-A, B, C, D
5th Avenue ......................................5-A, B, C
6th Avenue .................................4-A, B, C, D
7th Avenue .................................4-A, B, C, D
8th Avenue .................................4-A, B, C, D
9th Avenue .................................4-A, B, C, D
10th Avenue ...............................4-A, B, C, D
11th Avenue ...............................4-A, B, C, D
12th Avenue ...............................4-A, B, C, D
13th Avenue ...............................4-A, B, C, D
14th Avenue ....................................4-A, B, C
15th Avenue ....................................4-A, B, C
16th Avenue ...............................4-A, B, C, D
17th Avenue ....................................4-A, B, C
18th Avenue ....................................4-A, B, C
19th Avenue ....................................4-A, B, C
20th Avenue ........................................ 4-A, B
21st Avenue ......................................... 3-A, B
22nd Avenue ........................................ 3-A, B
23rd Avenue ........................................ 3-A, B
24th Avenue ........................................ 3-A, B
25th Avenue ........................................ 3-A, B
26th Avenue ........................................ 3-A, B
27th Avenue ........................................ 3-A, B
28th Avenue ........................................ 3-A, B
29th Avenue ........................................ 3-A, B
30th Avenue ........................................ 3-A, B
31st Avenue ..............................................2-A
32nd Avenue .............................................2-A
33rd Avenue .............................................2-A
34th Avenue .............................................2-A
A Avenue .................................................1-C
Abington Avenue ..........................1-B, C, D
Adams (North) Street ................ 3-, 4-, 5-B
Adams (South) Street .......................1-, 2-B
Admiral Street .................................. 4-, 5-C
Aiken Avenue .........................................4-C
Alamance Street ............................... 1-, 2-C
Alamo Avenue ...............................1-A, B, C
Alderney Avenue ...................................3-A
Alexander Avenue ................................ 1-D
Algonquin Street .........................3-, 4-, 5-C
Allendale Street ...........................3-, 4-, 5-D
Amsterdam Street ..................................1-C
Anders Street ..........................................2-A
Anson Street ................................1-, 2-, 3-C
Archer Street ..........................................4-A
Arthur Street ...............................3-, 4-, 5-D
Ashmont Avenue .....................5-A, B, C, D
Atlantic Avenue ..................................... 4-D
Avenue of the Elms ...............................5-B
Avon Avenue .................................2-B, C, D
B Avenue .................................................1-C
Barbour Avenue ............................2-B, C, D
Barnes Street .................................... 1-, 2-A
Barton Street ..........................................1-B
Bascomb Street ......................................4-A
Bayhill Street .................................... 1-, 2-A
Bayle Street .............................................3-B
Beaufort Avenue ...........................5-A, B, C
Beck Avenue .............................5-A, B, C, D
Bedford Avenue ................................3-C, D
Beech Avenue ....................................4-C, D
Bell Avenue ............................................ 5-D
Benbow Avenue .......................1-A, B, C, D
Bennie Street ......................................... 5-D
Benton Avenue ...................................... 1-D
Bertie Street ............................................1-C
Binford Avenue ........................1-A, B, C, D
Birch Avenue .....................................4-C, D
Bladen Street ..........................................1-C
Booth Boulevard ....................................1-A
Bost Avenue ....................................... 2-A, B
Brecker Street .........................................4-A
Brenner Street ........................................5-A
Bridle Lane .............................................2-A
Broome Street .............................3-, 4-, 5-A
Browne Street .........................................1-C
Brunswick Street ....................................1-B
Bunch Avenue ..........................2-A, B, C, D
Burke Street .................................1-, 2-, 3-C
Burlington Avenue ................................ 4-D
Burnette Street ............................3-, 4-, 5-D
Burns Avenue ...........................1-A, B, C, D
Burr Avenue ...........................................3-C
C Avenue .................................................1-C
Cabarrus Street ...........................1-, 2-, 3-C
Cabell Avenue ...............................2-B, C, D
Cabot Street .................................1-, 2-, 3-D
Calhoun Avenue ....................................3-C
Camden Avenue .................................... 4-D
Cameron Street ......................................1-C
Carpenter Avenue ....................1-A, B, C, D
Carter Avenue ........................................1-A
Carteret Street ...................................1-, 2-B
Carver Street ............................... 1-, 2-, 3-B
Castille Street .........................................1-C
Caswell Street ..............................1-, 2-, 3-D
Caxton Street ............................... 3-, 4-, 5-B
Cayuga Street ..............................3-, 4-, 5-C
Centre Street ..................... 1-, 2-, 3-, 4-, 5-B
Chatham Avenue .....................5-A, B, C, D
Cherry Street ..........................................3-A
Childress Street ...............................1-, 2- D
Chilton Street .........................................5-A
Church Avenue ................................. 2-A, B
Clark Avenue ..................................... 2-A, B
Clay Avenue ........................................... 3-D
Cleland Street .........................................1-A
Cleveland Street ..........................3-, 4-, 5-D
Clive Street .............................................2-A
Coastal Parkway .............................. 3-, 4-A
Coates Street ...........................................1-A
Coleman Avenue ...........................2-B, C, D
College Avenue ......................................2-C
Columbus Avenue ........................2-B, C, D
Combs Avenue ..............................5-B, C, D
Conway Avenue .................................... 1-D
Cook Avenue ......................................... 5-D
Coolidge Street ...................................... 3-D
Corley Avenue ................................... 1-A, B
Cornwallis Street .................................. 3-D
Corry Street ............................................5-A
Cotanche Street ........................... 1-, 2-, 3-B
Covent Street .................................... 1-, 2-C
Coyle Avenue ....................................3-C, D
Craddock Street ............................... 1-, 2-A
Cranford Avenue .....................5-A, B, C, D
Cremeans Avenue ..................................3-B
Crestlin Street ................................... 2-, 3-A
Crestwood Avenue ............................... 4-D
Crowley Avenue ............................3-B, C, D
Cumberland Road ................................ 4-D
Currier Avenue ................................. 3-A, B
Cutler Avenue ................................2-B, C, D
D Avenue ................................................1-C
Dahl Avenue ...........................................2-A
Davidson Street ...........................1-, 2-, 3-D
Dawnlea Avenue ............................... 3-A, B
Day Avenue ..............................2-A, B, C, D
Delano Avenue ..................................3-C, D
DeVries Avenue .......................2-A, B, C, D
DeWitt Street ............................... 3-, 4-, 5-B
Dickson Street .................................. 1-, 2-A
Dinapoli Boulevard .............................. 5-D
Drexel Road ........................................... 1-D
Drummond Avenue .........................5-C, D
Dumont Street ............................3-, 4-, 5-A
Dunlop Avenue .............................5-A, B, C
Durham Street ................................. 1-, 2-C
Duvall Parkway ............... 1-A, B, C; 2-C, D
E Avenue .................................................1-C
Earle Street ............................................ 2-D
Easley Street ..................................... 3-, 4-A
Edgecombe Street .......................1-, 2-, 3-C
Eighteenth Street ...................................1-C
Eighth Street ...........................................1-C
Eleventh Street .......................................1-C
Elmore Avenue ..................................3-C, D
Ervin Street ....................................... 1-, 2-A
Fairfield Street ........................................1-C
Farraday Street .......................................3-A
Ferry Street ........................................1-, 2-B
Fifteenth Street .......................................1-C
Fifth Street ..............................................1-C
First Street ..............................................1-C
Fish Street ...............................................4-A
Flora Street .............................................4-A
Fontaine Street ............................3-, 4-, 5-D
Forrest (North and South) Street .. 4-, 5-C
Fourteenth Street ...................................1-C
Fourth Street ..........................................1-C
Francis Avenue .................................. 1-A, B
Franklin Street ............................1-, 2-, 3-D
Front Street .............................................2-A
Fuller Avenue .....................................1-B, C
Fulton Avenue ........................................5-A
Gabriel (North and South) Street .. 4-, 5-C
Garland Avenue ................................ 5-A, B
Garrison Street ................................. 2-, 3-C
Gaston Avenue ...................................... 3-D
Gates Avenue ..................................... 1-A, B
Geary Street ............................................5-A
George Avenue ...................................... 2-D
Gilead Avenue ........................................2-A
Gilraith Avenue ................................. 3-A, B
Gorham Street ........................................5-A
Gorman Street ........................................2-C
Graham Avenue ................................3-C, D
Grant Street ........................................1, 2-D
Grantz Street ..........................................1-C
Granville Street ...........................1-, 2-, 3-C
Green Avenue ................................1-A, B, C
Greer Street ........................................... 3-D
Griffin Avenue ................................... 1-A, B
Griggs Avenue ........................................2-A
Grinnell Avenue .....................................2-A
Grover Street ..........................................5-A
Halifax Street ............................... 3-, 4-, 5-B
Hamilton Street ...........................1-, 2-, 3-D
Hannigan Street ............................... 1-, 2-A
Hanover Street .......................................1-B
Harlick Avenue ...................................... 5-D
Harnett Street ....................................4-, 5-B
Harrison (North) Street .............3-, 4-, 5-C
Harrison (South) Street .................. 1-, 2-C
Harvey Avenue .........................2-A, B, C, D
Hastings Avenue ......................4-A, B, C, D
Havelock Street ................................ 1-, 2-A
Healy Street .......................................4-, 5-B
Heine Street ................................. 1-, 2-, 3-B
STREET FINDER
272
Hero System 5th Edition
Henderson Street ........................1-, 2-, 3-D
Hertford Street ..................................4-, 5-B
Hickman Street ...........................3-, 4-, 5-D
Hobbs Street ......................................1-, 2-B
Hoke Avenue .................................1-A, B, C
Holcomb Street .................................4-, 5-B
Holden Avenue ........................1-A, B, C, D
Honeywell Avenue .................................2-B
Huron Street ................................3-, 4-, 5-C
Hyde Avenue .................................4-A, B, C
Ilderton Street .................................. 3-, 4-A
Ingram Street ............................... 1-, 2-, 3-B
Iredell (North and South) Street .... 4-, 5-C
Iris Avenue .....................................2-B, C, D
Iroquois Street .............................3-, 4-, 5-C
Isherwood Avenue ............................5-C, D
Jacinto Avenue ..............................1-A, B, C
Jackson (North) Street .....................4-, 5-B
Jackson (South) Street ................1-, 2-, 3-C
James Avenue ........................................ 2-D
Jefferson (North) Street .............3-, 4-, 5-A
Jefferson (South) Street ................... 1-, 2-A
Johnston Street .......................................1-C
Joyce Avenue .....................................3-C, D
Kemp Avenue .................................... 3-A, B
Kennerly Avenue ......................2-A, B, C, D
Kent Avenue ......................................2-C, D
Kerner Street ..........................................5-A
Ketchum Street ................................ 1-, 2-A
Key Avenue ........................................5-C, D
Kimberly (North and South) Street 4-, 5-C
King Avenue .............................1-A, B, C, D
Kingston Street ......................................1-C
Kiser Street ..................................1-, 2-, 3-C
Klopman Street ......................................4-A
Knox Avenue ......................................... 2-D
Kurtland Boulevard (I-2984) ..........4-C, D
Lamont Avenue ................................. 2-A, B
Lancaster Avenue .................................. 1-D
LaSalle Avenue ..................................5-C, D
LeFlore Avenue ..................................... 2-D
Leigh Street .................................. 3-, 4-, 5-B
LeMastre Avenue ..............................3-C, D
Lennox Street .............................. 3-, 4-, 5-B
Lenoir Avenue ....................................2-B, C
Lewiston Avenue ......................5-A, B, C, D
Lincoln (North) Street ...............3-, 4-, 5-C
Lincoln (South) Street ................1-, 2-, 3-C
Lindsay Avenue .............................1-B, C, D
Link Avenue .......................................2-B, C
Litchfield Avenue ..............................3-C, D
Little River Drive ...................................2-C
Livengood Avenue ........................1-A, B, C
Lomond Street .......................................1-C
London Street .........................................1-C
Losey Boulevard .......................1-A, B, 2-A
Loudon Street ..............................3-, 4-, 5-D
Lucy Street ..............................................2-A
Lyman Avenue ........................................3-A
MacDonald Avenue .............................. 5-D
MacDonald Street ............................ 1-, 2-A
Macon Avenue ..................................3-C, D
Madison (South) Street .............. 3-, 4-, 5-B
Madison (South) Street ....................1-, 2-B
Malden Street ..............................3-, 4-, 5-D
Malloy Street .................................... 2-, 3-A
Maple Avenue ....................................4-C, D
Marshall Street ............................1-, 2-, 3-D
Martin Avenue .......................................2-B
Mason Avenue ....................................2-B, C
Mathews Street ..................................4-, 5-B
McCollom Street ...............................1-, 2-B
McKinley Street ..........................1-, 2-, 3-D
McLawhorn Street ........................... 1-, 2-A
Meade Street ................................3-, 4-, 5-D
Medford Street ................................. 1-, 2-A
Mercer Street ....................................1-, 2-D
Merrimont Avenue ............................3-B, C
Miranda Avenue ................................1-B, C
Monroe (North) Street ......... 2-, 3-, 4-, 5-A
Monroe (South) Street .................... 1-, 2-A
Montaigne Avenue .................................1-A
Montclair Avenue ................................. 4-D
Montgomery Avenue ............................ 1-D
Montrose Street ................................ 1-, 2-C
Moore Street ..................................... 1-, 2-C
Morganton Street ..............................2-, 3-B
Morrison Street ................................ 1-, 2-A
Moss Street .................................. 1-, 2-, 3-B
Motsinger Avenue .........................5-A, B, C
Naomi Street ...............................1-, 2-, 3-C
Nash Avenue ...........................................1-A
Needham Avenue ..................................3-A
Nelson Street .................................... 1-, 2-A
Newport Street ............................ 3-, 4-, 5-B
Nineteenth Street ...................................1-C
Ninth Street ............................................1-C
Northampton Street .........................3-, 4-B
Nowell Avenue ...................................1-B, C
Oak Avenue .......................................4-C, D
Ogden Avenue ...............................4-A, B, C
Oneida Street ...............................3-, 4-, 5-C
Onondaga Street .........................3-, 4-, 5-C
Onslow Avenue ........................4-A, B, C, D
Oxnard Street ................................... 3-, 4-A
Parmiter Street ................................. 1-, 2-A
Parnell Avenue .................................. 1-A, B
Parrot Street ..................................... 1-, 2-A
Parsons Avenue .............................1-B, C, D
Patterson Avenue .................................. 5-D
Pender Street ..........................................1-B
Perkins Avenue ......................................2-A
Perrin Street .......................................... 5-D
Pershing Street .................................1-, 2-D
Peterson Avenue ................................... 3-D
Piedmont Avenue ................................. 4-D
Pierce Avenue ....................................5-C, D
Pine Avenue ........................................... 3-D
Platt Street ..............................................2-A
Plum Street ............................................ 4-D
Polder Avenue ....................................... 1-D
Pomeroy Avenue ............................... 2-A, B
Pope Avenue ...........................................2-A
Poplar Avenue ...................................4-C, D
Port Avenue ....................................... 1-A, B
Potter Avenue .................................... 1-A, B
Pratt Street ..............................................1-A
Price Avenue ...................................... 3-A, B
Princeton Avenue ................................. 4-D
Pritchard Avenue ..............................3-C, D
Pugh Street .............................................1-B
Pullman Avenue ................................3-C, D
Ragland Avenue ................................ 3-A, B
Ralston Street .........................................5-A
Randall Avenue ......................................2-A
Randolph Street ..........................1-, 2-, 3-D
Redwine Avenue ............................... 2-A, B
Rhine Street ...................................... 4-, 5-C
Richland Street ............................3-, 4-, 5-D
Richmond Street ......................... 3-, 4-, 5-B
Ring Avenue ...................................... 1-A, B
Ritter Street ..................................3-, 4-, 5-D
Riverfront Drive .......................2-A, 3-A, B
Robin Avenue .....................................2-B, C
Rockingham Street .....................1-, 2-, 3-D
Roosevelt (North) Street .................4-, 5-D
Roosevelt (South) Street ............1-, 2-, 3-D
Rosemont Street .......................... 1-, 2-, 3-B
Ross Street ..............................................4-A
Rotterdam Street .........................3-, 4-, 5-D
Rowan Avenue ..................................4-C, D
Salem Avenue ........................................ 4-D
Sampson (North and South) Street 4-, 5-C
Saratoga Street .............................3-, 4-, 5-D
Saunders Street ......................................1-C
Seabury Street .................................. 2-, 3-A
Searcy Avenue ........................................4-C
Second Street ..........................................1-C
Seeman Street ...................................1-, 2-D
Seneca Street ...............................3-, 4-, 5-C
Seventeenth Street .................................1-C
Seventh Street .........................................1-C
Sevier (North and South) Street .... 4-, 5-C
Shaffney Avenue ....................................1-A
Sherman Street ................................. 1-, 2-A
Shorrock Street ................................ 1-, 2-A
Silas Street ......................................... 3-, 4-A
Sixteenth Street ......................................1-C
Sixth Street .............................................1-C
Snow Street ..................................3-, 4-, 5-D
South Expressway (I-3275) ..................1-A
South River Drive ....... 2-A, B, C, D, 3-B, C
Southridge Avenue ..................1-A, B, C, D
Spray Street .............................................4-A
Stanton Street ................................... 1-, 2-A
Starr Street .........................................1-, 2-B
Steele Street ................................. 3-, 4-, 5-B
Stokes Avenue ........................................2-B
Sullivan Street ........................................1-C
Surrey Street ..................................... 1-, 2-C
Sutcliffe Crescent ...................................3-C
Suzannah Street .....................................1-C
Swasey Avenue ...................................... 3-D
Swasey Avenue .......................................3-C
Taber Street .............................................2-A
Taft Street ..........................................1-, 2-D
Taylor Street ................................3-, 4-, 5-D
Teller Avenue ..........................................2-C
Tenth Street ............................................1-C
Thain Street ........................................... 5-D
Third Street .............................................1-C
Thirteenth Street ....................................1-C
Thirtieth Street .......................................1-C
Thirty- Fifth Street .................................1-C
Thirty- First Street .................................1-C
Thirty- Fourth Street .............................1-C
Thirty- Second Street ............................1-C
Thirty- Seventh Street ...........................1-C
Thirty- Sixth Street ................................1-C
Thirty- Third Street ...............................1-C
Thomas Street ........................................5-B
Thomas Street ........................................4-B
Ticino Street ...........................................1-B
Tidewater Street .....................................3-A
Tilburg Avenue ..................................... 1-D
Timothy Street .......................................3-B
Toledo Avenue ...............................1-A, B, C
Tolman Avenue ......................................2-C
Trelham Avenue ............................4-C, 4-D
Trenton Avenue ..................................... 4-D
Trimble Street .........................................1-A
Truman Boulevard (North) 3-, 4-, 5-B, 5-C
Truman Boulevard (South) .1-B, C, D, 2-B
Twain Street ............................................3-A
Twelfth Street .........................................1-C
Twentieth Street .....................................1-C
Twenty- Eighth Street ...........................1-C
Twenty- Fifth Street ...............................1-C
Twenty- First Street ...............................1-C
Twenty- Fourth Street ...........................1-C
Twenty- Ninth Street .............................1-C
Twenty- Second Street ..........................1-C
Twenty- Seventh Street .........................1-C
Twenty- Sixth Street ..............................1-C
Twenty- Third Street .............................1-C
Tyrrell Avenue ..........................4-A, B, C, D
Union Street ................................1-, 2-, 3-C
Van Allen Street ...............................1-, 2-D
Van Buren Street ...............................4-, 5-B
Van Voorne Avenue .................5-A, B, C, D
Vance Avenue ...........................5-A, B, C, D
Vernon Crescent ....................................2-C
Victoria Street ...................................1-, 2-B
Vienna Street ..........................................1-C
Vineland Avenue ................................... 4-D
Virginia Avenue .................................... 4-D
Wallace Avenue .................................5-C, D
Walsh Avenue ........................................ 2-D
Warren Street ................................... 1-, 2-C
Warwick Avenue ...........................1-B, C, D
Washington Street ...................... 3-, 4-, 5-B
Watts Street ........................................4-, 5-B
Wayne Avenue ........................................2-B
Wellsley Street ..................................1-, 2-D
Weston Avenue ..................................... 1-D
Wharton Street ........................... 1-, 2-, 3-B
Wheeler Street ........................................1-A
Whitby Street .........................................3-A
Whittier Street .................................. 1-, 2-A
Wiley Street ............................................5-A
Wilkes Avenue ...................................2-C, D
William Avenue .................................... 2-D
Williamston Street .................................1-C
Willow Street ..........................................1-A
Wilson Street ...............................1-, 2-, 3-C
Windham Street .....................................2-C
Winwood Avenue ....................5-A, B, C, D
Wolff Street .......................................1-, 2-D
Wright Street .....................................1-, 2-B
Yancey Avenue .......................................2-C
Yates Street ...................................3-, 4-, 5-A
York Street ...................................3-, 4-, 5-D
273
Hudson City: The Urban Abyss
Bowers, Malcolm.
Gary Gygax’s Extraordinary
Book Of Names
Ellefson, Connie. The
Melting Pot Book Of Baby
Names, 2nd Ed.
Grannick, Harry. Underneath
New York.
Jackson, Kenneth, ed.
The Encyclopedia Of New
York City.
Roadmaster Travel Planner:
New York/New Jersey
Swanton, John R. Indian
Tribes Of North America
Urdang, Laurence, ed.
The Timetables Of
American History.
Waldman, Carl. Encyclopedia
Of Native American Tribes,
Revised Ed.
www.nj.gov
www.nyc.com
www.snopes.com
BIBLIOGRAPHY
274 ■ Index
Hero System 5th Edition
This index lists page references for
the various subjects covered in this
book, such as “History” or “Skills.” For
an encyclopedic index of the people,
places, organizations, and things of
Hudson City, please download The
Hudson City Encyclopedia, a PDF
available for free from the Free Stuff
page on the Hero Games website
(http://www.herogames.com/Free-
Stuff/freedocs.htm
Academic World .......................... 116
Actors and acting ........................... 88
Airports .......................................... 24
Allies .............................................. 225
Amusement parks ....................... 109
Annual events .............................. 103
Area codes ...................................... 23
Arms trafficking ........................... 180
Art forgery and theft ..................... 42
Artists ............................................ 110
Arts, fine ........................................ 109
Asian organized crime .. 39, 163, 168
Asylums ........................................ 151
Auditoriums ................................. 111
Automobiles ................................... 25
BATF ............................................. 147
Battered women’s shelters ........... 146
Bibliography ................................. 273
Bicentennial .................................... 14
Bicycles ........................................... 26
Biker gangs ................................... 170
Black organized crime ...........172-74
Bridges ............................................ 19
Buses ................................................ 25
Business World ............................. 119
Cabs ................................................. 25
Campaign types ........................... 200
Caper campaigns ......................... 200
Cars ................................................. 25
Chain stores .................................. 122
Champions ................................... 201
Charity organizations .................. 136
Chinese organized crime ...... 39, 163
Churches ....................................... 131
City commissions .......................... 95
City Council ................................... 93
City government ............................ 91
Civil War ........................................8-9
Climate ...................................... 16, 20
Clinics, health ............................... 127
Clubs, music ................................. 113
Cocaine ......................................... 165
Colleges ......................................... 117
Colombian cartels ........................ 166
Commerce and industry ............. 119
Commissions, city ......................... 95
Commuter rails .............................. 25
Corrections ........................... 151, 192
Corruption, police and
judicial .......................... 98, 144, 150
Costumed criminals .13, 175, 236-70
Council, City .................................. 93
Country clubs ............................... 135
County government ...................... 99
County Prosecutor ...................... 149
Court system ................................ 148
Crime .................................67, 157-82
Criminal Investigation Bureau .. 146
Criminalistics ............................... 144
Cultural events ............................. 109
Cyber Hero ................................... 201
Dark Champions: The Animated
Series campaigns ....................... 200
Day in the life ..........................101-36
DEA ............................................... 147
Demographics ................................ 16
Deputy mayors ............................... 92
Detectives ..................................... 140
Diplomatic parties ......................... 59
Diplomatic scene ......................... 100
Districts, HCPD ........................... 139
Electricity ........................................ 23
Elementary schools ..................... 116
Elevated railway ............................. 25
Entertainment .............................. 109
Espionage campaigns .................. 200
Espionage World .......................... 124
Events, annual .............................. 103
Families, wealthy .......................... 134
Fantasy Hero ................................ 201
FBI ................................................. 147
Federal government ...................... 99
Federal law enforcement ............ 147
Ferries ............................................. 26
Festivals ......................................... 103
Finance .......................................... 120
Fine arts ........................................ 109
Fire Departments ......................... 152
Fires, in Hudson City .................. 153
Forensics ....................................... 144
Gambling ........................ 39, 112, 181
Gamemastering .................... 199-224
Gangs ...........................39, 45, 172-74
Garbage disposal ........................... 23
Genres, other ................................ 201
Getting around ............................... 24
GM’s Vault .................................... 203
Government, city ........................... 91
Government, county ..................... 99
Government, federal ..................... 99
Government, state ......................... 99
Gun laws ....................................... 187
Health clinics ................................ 127
Helicopters ..................................... 24
Heroes, NPC ................................. 225
Heroin ........................................... 161
High schools ................................. 116
Hispanic organized crime .....165-66
History ...............................................8
Homelessness ..............48, 67, 135-36
Homosexual activists .................... 42
Hospitals ....................................... 125
Hudson City Fire Department ... 152
Hudson City Police
Department ...........................138-47
Industry and commerce ............. 119
Insane asylums ............................. 151
Inspectors, city ............................. 146
Introduction ......................................5
Inventors ....................................... 133
Issues, current ................................ 98
Jails and prisons ................... 151, 192
Jamaican posses ........................... 174
Judges ............................................ 150
Korean organized crime ............. 164
Labor ............................................. 124
Landmarks ................................ 16, 19
Law and lawyers ........................... 121
Law enforcement ...................137-56
Legends, urban ............................ 129
Limousines ..................................... 25
Mafia ......................10-12, 68, 158-62
Martial World ............................... 124
Mayor .............................................. 91
Media ............................................ 105
Medical Examiner ....................... 145
Medical World .............................. 125
Mexican organized crime ......165-66
Military World ............................. 128
Money men .................................. 121
Monster Hunter campaigns ....... 201
Motto ............................................... 16
Museums ...................................... 111
Music scene .................................. 112
Mystic World ...........................129-30
Neighborhoods .........................27-90
Newspapers .................................. 107
Ninja Hero .................................... 202
NPC heroes .................................. 225
Opera ............................................ 110
Organizatsiya ............................... 166
Organized crime .......................... 158
Outlaw motorcycle gangs ........... 170
Parking ............................................ 25
Parties, diplomatic ......................... 59
Phone service ................................. 23
Police ........................................138-47
Politics, city ..................................... 97
Poor, the ........................................ 135
Population ...................................... 16
Posses ............................................ 174
Post-Apocalyptic Hero ................ 202
Power ............................................... 23
Precincts, HCPD .......................... 139
Prisons and jails ................... 151, 192
Professional sports teams ........... 114
Projects ........................................... 51
Public Defender ........................... 149
Pulp Hero ..................................... 202
Racial demographics ..................... 16
Radio stations ............................... 106
Railways .......................................... 25
Rats .................................................. 21
Realism in Hudson City ..................6
Regions of the city ....................27-90
Religious demographics ................ 16
Religious World ........................... 131
Response times for the HCPD ... 145
Restaurants ................................... 113
Retail outlets ................................. 122
Revolutionary War ...........................8
Rivalries, high school .................. 117
Roaches ........................................... 21
Roads ............................................... 18
Russian organized crime ............ 166
Scholars ......................................... 118
Science World ............................... 132
Scientists ....................................... 133
Sewers ........................................21-22
Sex trade ............................75-78, 181
Shelters, homeless ........................ 136
Slang .............................................. 104
Social World ................................. 133
Sports .......................................114-15
Star Hero ....................................... 202
State government ........................... 99
Street Finder ................................. 271
Street gangs ..................... See “Gangs”
Streets ...................................... 18, 271
Subcultures ..............................116-36
Suburbs ........................................... 89
Subway ............................................ 26
Superheroes, lack of .........................6
SWAT ............................................ 142
Symphony ..................................... 110
Taxis ................................................ 25
Technology World ....................... 132
Telephone service .......................... 23
Television ...................................... 105
Theatre .......................................... 110
Tongs ....................................... 39, 163
Trash disposal ................................ 23
Trial zones .................................... 149
Underground things ...................... 20
Underworld, the ......................157-82
Unions ........................................... 124
Universities ................................... 117
Urban legends .............................. 129
Urbanography ................................ 18
Utilities ............................................ 23
Victorian Hero ............................. 202
Vietnamese gangs .................. 39, 167
Vigilantes .................................154-56
Villains .....................................236-70
Visual arts ..................................... 110
War Of 1812 ......................................8
Waste disposal ................................ 23
Water ............................................... 23
Water taxis ...................................... 26
Wealthy, the .................................. 133
Weapons smuggling .................... 180
Weather ..................................... 16, 20
Weird Conspiracy campaigns .... 201
Weird criminals ........13, 175, 236-70
Wildlife, in LeMastre Park ............ 66
World Wars I-II .........................10-11
Yakuza ..................................... 39, 168
INDEX
275
Hudson City: The Urban Abyss
276
Hero System 5th Edition
277
Hudson City: The Urban Abyss
278
Hero System 5th Edition
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CREDITS
Lead Designer: Jason Bulmahn
Designers: Stephen Radney-MacFarland and Sean K Reynolds
Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson,
Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor
Cover Artist: Wayne Reynolds
Interior Artists: Joewie Aderes, Eric Belisle, Branko Bistrovic, Christopher Burdett, Víctor Pérez Corbella, Josh Corpuz,
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Paul Guzenko, Mauricio Herrera, Jon Hodgson, Andrew Hou, Lake Hurwitz, Ivan Kashubo, Nicholas Kay, Tim Kings-Lynne, Melanie Maier,
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Chris Seaman, Kyushik Shin, Bryan Sola, Dean Spencer, Florian Stitz, Allison Theus, Tyler Walpole, and Eva Widermann
Creative Director: James Jacobs
Editor-in-Chief: F. Wesley Schneider
Senior Editor: James L. Sutter
Development: Logan Bonner, Jason Bulmahn, Adam Daigle, Mark Moreland,
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Editing: Judy Bauer, Logan Bonner, Christopher Carey, and Patrick Renie
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Special Thanks: Ryan Dancey, Clark Peterson, and the proud participants of the open gaming movement.
This game is dedicated to Gary Gygax and Dave Arneson.
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game
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This product makes use of the Pathfinder RPG Core Rulebook. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.
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Pathfinder Roleplaying Game NPC Codex is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC,
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First printing October 2012.
Printed in China.
INTRODUCTION
4
CHAPTER 1: CORE CLASSES
8
Barbarian
10
Bard
26
Cleric
44
Druid
62
Fighter
80
Monk
96
Paladin
112
Ranger
128
Rogue
144
Sorcerer
160
Wizard
178
CHAPTER 2: PRESTIGE CLASSES
198
Arcane Archer
200
Arcane Trickster
204
Assassin
208
Dragon Disciple
212
Duelist
216
Eldritch Knight
220
Loremaster
224
Mystic Theurge
228
Pathfinder Chronicler
232
Shadowdancer
236
TABLE OF CONTENTS
CHAPTER 3: NPC CLASSES
242
Adept
244
Aristocrat
250
Commoner
256
Expert
260
Warrior
266
CHAPTER 4: ICONIC CHARACTERS
274
Amiri (Barbarian)
276
Lem (Bard)
278
Kyra (Cleric)
280
Lini (Druid)
282
Valeros (Fighter)
284
Sajan (Monk)
286
Seelah (Paladin)
288
Harsk (Ranger)
290
Merisiel (Rogue)
292
Seoni (Sorcerer)
294
Ezren (Wizard)
296
APPENDICES
298
Appendix 1: Animal Companions
298
Appendix 2: Encounter Groups
308
Appendix 3: Class Feature Index
315
INDEX
316
4
Introduction
This book will save you hours and hours of number
crunching! If you’re a GM, one of the more time-
consuming aspects of running a campaign is creating
NPC stat blocks. Monster books such as the Pathfinder RPG
Bestiary are great at giving you ready-to-use monster stat
blocks, but they’re little help when you need a barbarian,
cleric, or wizard. That’s where the NPC Codex comes in,
giving you more than 300 complete stat blocks for the core
classes, prestige classes, and NPC classes presented in the
Pathfinder RPG Core Rulebook. Whether you need bruisers
to guard the thieves’ guild, rough-and-tumble locals for
a barroom brawl, or a high-powered death priest for your
campaign’s climax, this book has you covered.
Each character in this book is built only using options
in the Core Rulebook. If you like using other sourcebooks
in your campaign (such as Pathfinder RPG Ultimate Magic
or Pathfinder RPG Ultimate Combat), you can easily swap
out or add material from those books to these NPCs.
NAVIGATING THIS BOOK
The NPC Codex is organized by character class. Presented
below is a brief overview of each chapter.
Chapter 1—Core Classes: This chapter presents NPCs
from levels 1 to 20 for the barbarian, bard, cleric, druid,
fighter, monk, paladin, ranger, rogue, sorcerer, and
wizard character classes.
Chapter 2—Prestige Classes: This chapter presents
characters with 2, 4, 7, and 10 levels in the arcane archer,
arcane trickster, assassin, dragon disciple, duelist,
eldritch knight, loremaster, mystic theurge, Pathfinder
chronicler, and shadowdancer prestige classes.
Chapter 3—NPC Classes: This chapter presents NPCs
from levels 1 to 10 for the adept, aristocrat, commoner,
expert, and warrior NPC classes.
Chapter 4—Iconic Characters: This chapter presents
levels 1, 7, and 12 for the iconic bard (Lem), barbarian
(Amiri), cleric (Kyra), druid (Lini), fighter (Valeros), monk
(Sajan), paladin (Seelah), ranger (Harsk), rogue (Merisiel),
sorcerer (Seoni), and wizard (Ezren).
Appendix: The appendix includes stat blocks for animal
companions, suggested encounters using the stat blocks
from this book, an index of all character class abilities,
and an index of all characters in this book organized
alphabetically by character class.
HOW TO USE THIS BOOK
Each character on the following pages uses the same format,
split into three specific areas: Stat Block, Description, and
Example Character. The NPCs are presented alphabetically
by character class, then by class level, lowest to highest
(barbarian 1, barbarian 2, and so on).
Stat Block
This is where you’ll find all of the information you need
to run the NPC in an encounter. A stat block is organized
as follows. Note that in cases where a line in a stat block
has no value, that line is omitted.
Name and CR: The character’s name is presented first,
along with his or her Challenge Rating (CR). Challenge Rating
is a numerical indication of how dangerous a character is—
the higher the number, the deadlier the character.
Race, Class, and Level: This lists the character’s race
(dwarf, elf, and so on), class, and level.
XP: Listed here are the total experience points that PCs
earn for defeating the character.
Size, Type, and Alignment: This lists the character’s
size, type, and alignment. The alignments listed for each
character in this book represent what is normal for those
characters, but you can change them to serve the needs
of your campaign. Of course, some classes may have
restrictions on what alignments they can have, and some
character concepts don’t make sense for certain alignments.
Init and Senses: The character’s initiative modifier is
followed by any special senses and his or her Perception
check modifier.
Aura: If the character has a magical or exceptional
aura, it is listed here.
AC: This lists the character’s Armor Class, touch
Armor Class, and flat-footed Armor Class. The modifiers
that generate the character’s AC are listed in parentheses
at the end of this entry.
hp: This lists the character’s hit points, followed by his
or her Hit Dice (including modifiers from Constitution,
favored class levels, the Toughness feat, magic such
as a false life spell, and so on). Characters with PC class
levels receive maximum hit points for their first Hit Die,
but all other Hit Dice rolls are assumed to be average.
Fast healing and regeneration values, if any, follow the
character’s HD.
Saving Throws: The character’s Fortitude, Reflex, and
Will saves appear here, followed by situational modifiers.
Defensive Abilities/DR/Immune/Resist/SR: This lists
all of the character’s unusual defensive abilities. Damage
reduction, immunities, resistances, and spell resistance
are called out separately as necessary.
Weaknesses: All of the character’s unusual weaknesses
are listed here.
Speed: The character’s land speed appears here, plus
additional speeds as necessary for the character.
Melee: The character’s melee attacks are listed here,
with his or her attack roll modifier listed after the attack’s
name followed by the damage in parentheses.
Ranged: As Melee above, but for ranged attacks.
5
Space/Reach: The character’s space and reach appear
only if they aren’t the standard (one 5-foot square and a
reach of 5 feet).
Special Attacks: The character’s special attacks listed
here are explained fully in the Core Rulebook in the
description of the character’s class.
Spell-Like Abilities: This lists the spell-like ability
caster level and concentration modifier. Constant spell-
like abilities function at all times but can be dispelled. A
character can reactivate a constant spell-like ability as a
swift action.
Spells Known/Spells Prepared: This lists the caster
level and concentration check bonus for a spellcaster,
followed by the spells the character knows or typically
has prepared.
Tactics: This section gives suggestions on how to best use
the character in combat. Before Combat indicates which of
the character’s duration-based abilities or magic items are
active when combat starts. During Combat explains which
abilities the character prefers to use during combat. Base
Statistics lists the character’s statistics without any of the
effects of the Before Combat line.
Ability Scores: The character’s ability scores are listed
here. Ability scores might be modified by level (Core
Rulebook 30), race, spells, or magic items.
Base Atk/CMB/CMD: These values represent the
character’s base attack, Combat Maneuver Bonus, and
Combat Maneuver Defense scores.
Feats: The character’s feats are listed here.
Skills: The character’s skills are listed here.
Languages: The character’s languages are listed here.
SQ: Any special qualities the character has are listed
here, such as class abilities or racial traits.
Combat Gear: Any equipment the character would
reasonably expect to use during combat is listed here—
alchemical weapons, expendable combat magic items,
special ammunition, helpful potions, and so on.
Other Gear: The rest of the character’s gear goes here,
including armor and weapons, passive magic items (such
as a cloak of resistance), items the character isn’t likely to
use during combat (such as thieves’ tools), and coins or
other valuables carried by the character.
Description
Following most stat blocks is a short description of the
type of character represented by the statistics.
Example Character
If there is space on the page for more information,
the next section gives the name and background of an
example character represented by that stat block.
Combat Encounters: This gives a scenario to illustrate
how the PCs could encounter the example character in a
combat situation.
Roleplaying Suggestions: This offers roleplaying
suggestions for the example character.
66
7 7
H
old your ground, damn
you!”
Holgarth’s
axe
swung a wide arc, cleaving blood
and feathers from a bird-thing’s
wing. The creature’s screech of
pain was more eagle than man.
“What ground?” Alekis shot
back. Beneath them, more stones
sloughed off the wall, their mortar
blasted and melted away by the
strix’s magical storm. “This pile
of stones isn’t worth my spit, let
alone my blood!”
Holgarth growled. “It’ll be our
burial cairn if you don’t shut up
and fight.” Without bothering
to turn, the half-orc flung up his
axe, shearing through the arm of
an attacker reaching for his back.
Through the howl of the wind, his
sigh was barely audible.
“The things I do for love...”
Core Classes
CORE CLASSES
The Pathfinder RPG gives you a phenomenal number of
character options—battle or healing clerics, greatsword
or longbow fighters, pickpocket or trap-finding rogues,
mind-controller or undead-creator wizards, and so on.
This chapter gives you useful and interesting NPCs
at levels 1–20 for each of the 11 core classes in the Core
Rulebook. In general, if an NPC’s character level is odd,
the character is a fairly normal example of that class.
For example, the 3rd-level wizard is a universalist “battle
mage” and the 5th-level wizard is a typical transmuter,
either of which is suitable for any common situation
where you need a wizard stat block in a combat. NPCs with
even-numbered character levels get more experimental
and thematic. For example, the 2nd-level wizard is an
enchanter “street magician,” and the 4th-level wizard is a
diviner “investigator,” which have more specialized uses.
This structure means that no matter what CR you need
for an encounter, at most you’re just one character level
away from a standard character. For example, if you need
a CR 3 (4th-level) wizard, you could add a level to the 3rd-
level wizard or subtract a level from the 5th-level wizard
(of course, adding a level is easier than subtracting a level).
All of the NPCs in this chapter use the “heroic” set
of base ability scores (15, 14, 13, 12, 10, 8) and have gear
according to the Heroic Level column of Table 14–9: NPC
Gear on page 454 of the Core Rulebook.
In general, the NPCs do not list mundane gear such
as rope, torches, belt pouches, and so on unless it is vital
to the character (clerics have a holy symbol, rogues with
Disable Device have thieves’ tools, and so on). You can
assume that an NPC is geared appropriately for his or
her profession or adventuring career, and if cost is ever a
factor, you can mark off some of the character’s extra gear
for this purpose or for expendable items such as potions,
nearly expended wands, and so on.
HOW TO USE THIS CHAPTER
The three most common uses for NPCs in this chapter
are as antagonists, allies, and player characters.
ANTAGONISTS
If you need someone for your PCs to fight, just pick
an NPC stat block and you’re ready to go—they’re all
designed with combat in mind (even if some of them
are cowardly or rely on minions or allies). Each includes
battle tactics specific to that character, preparations he
or she makes before combat (if any), and gear appropriate
to the character’s level.
For most stat blocks (where space permits), there’s
additional information about an example character using
those statistics. This is useful if you have to create an NPC
on the spot and need a few words of background or goals
to make that character feel more lifelike to your players—
enough to turn a generic “street magician” into “Berwick
Thimblethane the enchanter-thief.”
ALLIES
NPC allies may have brief or lengthy roles in the campaign
story. The mayor of the campaign’s starting town might
be a retired adventuring blacksmith (fighter 6) and
recurring mentor character in the PCs’ lives, or a noble
crusader (cleric 5) could join the PCs for just one dungeon
encounter. In a game where danger is only a die roll away,
it’s useful to have stat blocks for long-term and one-shot
NPCs in a campaign—after all, if goblins overrun the
town, the mayor’s going to come out of retirement and
help the PCs save the day. You can use all of these NPCs
as is for this purpose, and they’re good as cohorts as well.
Remember that you can always change an NPC’s goals,
personality, alignment, abilities, or gear to suit your
campaign, and doing so is faster than creating a new
NPC from scratch. It doesn’t take much to change the stat
block for an evil mother of beasts (cleric 10) into a benign
animal- or elemental-themed cleric who’ll help the PCs.
PLAYER CHARACTERS
If you’re in a hurry, you can use these characters as
PCs instead of NPCs. However, NPCs have much less
wealth than PCs of the same level, and if you use these
characters as PCs, you should add to or upgrade their
gear to make up for this difference. Compare the total
gp value for the NPC’s heroic level (Core Rulebook 454) to
the amount listed in Table 12–4: Character Wealth by
Level (Core Rulebook 399).
NOTES ON CLASSES
Remember that you always have the option to alter or add
to these characters to make them even more useful to your
campaign. It’s easy to replace some of a character’s feats,
spells, and magic items from another source. In many
cases, swapping class abilities for those of an archetype is
fairly easy, as is altering a character’s race.
Depending on the nature of the alteration, you might
not need to adjust the stat block at all. For example, if the
stat block is for a human character and you need a half-
elf, each of those races has a bonus to one ability score
of your choice, so you don’t have to alter the character’s
ability scores. Unless you let your players see the stat
block, they probably won’t notice that the “half-elf” has
a different feat instead of Skill Focus and more skill
points than she should. If you use a human as a dwarf
or a half-orc as a gnome, you usually can hand-wave the
minor differences between the races and just use the stat
block as presented.
8
The remainder of this section explains specific choices
for each of the classes in this chapter.
BARBARIAN
The barbarian stat blocks are presented with the assumption
that the barbarian is raging (Core Rulebook 32). Use the Base
Statistics line for the barbarian’s non-raging statistics.
BARD
Other than spells, bards have few class ability choices
that have a significant impact on the stat block. The type
of Perform skill the bard uses is mostly cosmetic, and
changing the versatile performance skill selection (Core
Rulebook 38) is just a matter of replacing the new skill’s
bonus with the bard’s Perform skill bonus.
CLERIC
Each cleric worships one of the 20 deities listed in the
cleric section on page 43 of the Core Rulebook, and has
two domains and channels positive or negative energy
appropriate to that deity. You can use these clerics as
worshipers of a similar deity or as clerics of divine
concepts (godless clerics). You may instead change the
cleric’s listed domains, energy channeling, and prepared
spells to suit your campaign; for example, you could change
the alignment of the noble crusader (cleric 5) to lawful evil,
her deity to an evil war deity, and her channel energy from
positive to negative to create an evil priest-general.
DRUID
Each druid is built with the nature bond (domain) class
ability instead of an animal companion. If you need a
druid with an animal companion, ignore the domain
spells and granted powers listed in the druid’s stat block
and select an animal companion of the appropriate level
from Appendix 1.
FIGHTER
Other than feats, the only fighter class ability that
significantly affects the stat block is the character’s
choices for weapon training. As most fighters choose
their best weapons for this ability, if you swap the fighter’s
weapon for different one with the same enhancement
bonus (such as a +1 battleaxe for a +1 longsword), you can
use the listed attack bonus for the new weapon.
MONK
Each monk is presented with a normal attack routine
(with a weapon or unarmed strike) and a flurry of blows
attack routine. You can swap monk weapons or unarmed
strikes with the same enhancement bonus (such as a +1
kama for an unarmed strike with a +1 amulet of mighty fists)
without changing the math on the stat block.
PALADIN
The divine bond and mercy paladin class abilities don’t
have much effect on the character’s stat block. You can
easily swap out the paladin’s mercies for other mercies. If
the paladin’s divine bond is with a weapon and you want
to change it to be with a mount, consider spending some
of the character’s wealth on barding for the mount. If
the divine bond is with a mount and you change it to be
with a weapon, allocate any wealth for barding or other
mount-related items to abilities on the paladin’s weapon.
RANGER
Each ranger is built with the hunter’s bond (companion)
class ability instead of an animal companion. If you need
a ranger with an animal companion, select an animal
companion of the appropriate level (ranger level – 3) from
Appendix 1.
ROGUE
Many rogue talents (Core Rulebook 68)—especially talents
that modify sneak attack—don’t change any numbers in
the character’s stat block, and they are easy swaps when
customizing an NPC. Watch out for combat trick, finesse
rogue, and weapon training, which affect the rogue’s feats
and could alter the character’s melee or ranged attacks—
or even invalidate the use of a particular weapon.
SORCERER
A sorcerer’s bloodline has a significant impact on the
character’s stat block, affecting spells known, a class
skill, feats, and providing one or more bloodline arcana
and bloodline powers. Changing a sorcerer’s bloodline is
not a simple matter unless you’re just altering the type
of dragon or elemental for the draconic and elemental
bloodlines. Fortunately, by using colorful descriptions
for the special abilities, your players probably won’t
notice the difference, so you can use these stat blocks for
multiple purposes without rebuilding them.
WIZARD
A wizard’s school specialization affects the character’s
special abilities and spells prepared, and could have an
impact on which feats are useful. You can easily change a
wizard’s focus as long as you don’t change the oppositional
schools. Some of the wizards in this chapter have familiars;
you can replace the familiar with an arcane bonded item.
This book does not include stat blocks for familiars because
a familiar’s abilities are very dependent on the wizard’s
statistics. The wizard’s spellbook is included in his gear;
assume the spellbook holds all the spells the wizard has
prepared, plus spells from any scrolls the wizard has that he
is high enough level to cast. Most level-appropriate scrolls
carried are priced as if the wizard had scribed them.
9
CORE CLASSES
INTRODUCTION
Init +2; Senses Perception +7
DEFENSE
AC 18, touch 10, flat-footed 16 (+6 armor, +2 Dex, –2 rage, +2 shield)
hp 28 (2d12+10)
Fort +7, Ref +2, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), uncanny dodge
OFFENSE
Speed 30 ft.
Melee mwk dwarven waraxe +7 (1d10+4/×3) or
mwk dwarven waraxe +5 (1d10+4/×3), armor spikes +4 (1d6+2) or
spiked heavy steel shield +4 (1d8+4)
Ranged throwing axe +4 (1d6+4)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, rage (8 rounds/day), rage powers (knockback)
TACTICS
During Combat The barbarian uses his shield primarily for defense.
Base Statistics When not raging, the barbarian’s statistics are AC
20, touch 12, flat-footed 18; hp 24; Fort +5, Will+2; Melee mwk
dwarven waraxe +5 (1d10+2/×3) or mwk dwarven waraxe +3
(1d10+2/×3), armor spikes +2 (1d6+1) or spiked heavy shield +2
(1d8+2); Ranged throwing axe +4 (1d6+2); Str 14, Con 15; CMB +4;
Skills Climb +1.
STATISTICS
Str 18, Dex 15, Con 19, Int 10, Wis 14, Cha 6
Base Atk +2; CMB +6; CMD 16 (20 vs. bull rush or trip)
Feats Two-Weapon Fighting
Skills Climb +3, Knowledge
(dungeoneering, engineering) +2,
Perception +7 (+9 to notice unusual
stonework), Survival +6
Languages Common, Dwarven
SQ fast movement
Combat Gear acid; Other Gear
masterwork breastplate with armor
spikes, spiked heavy steel shield,
masterwork dwarven waraxe,
throwing axe, 2 gp
The most adventurous,
t h r i l l-seek i n g ,
and foolhardy
dwarves can
go a little
mad, roaming
the land in
their search
for
blood
and battle.
Init +1; Senses Perception +5
DEFENSE
AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage)
hp 17 (1d12+5)
Fort +6, Ref +1, Will +3
OFFENSE
Speed 30 ft.
Melee greatsword +6 (2d6+7/19–20) or
heavy flail +6 (1d10+7/19–20)
Special Attacks rage (6 rounds/day)
TACTICS
During Combat The barbarian favors her greatsword and Power
Attack when fighting monsters, but uses her flail against weapon-
using foes to make disarm and trip combat maneuvers.
Base Statistics When not raging, the barbarian’s statistics are AC 17,
touch 11, flat-footed 16; hp 15; Fort +4, Will+1; Melee greatsword +4
(2d6+4/19–20) or heavy flail +4 (1d10+4/19–20); Ranged sling +2
(1d4+3); Str 17, Con 14; CMB +4; Skills Climb +3, Swim +3.
STATISTICS
Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +6; CMD 15
Feats Cleave, Power Attack
Skills Climb +5, Knowledge (nature) +4, Perception +5, Survival +5,
Swim +5
Languages Common
SQ fast movement
Combat Gear potion of cure light wounds, potion
of remove fear, alchemist’s fire; Other Gear
breastplate, greatsword, heavy
flail, sling with 10 bullets,
5 gp
This cold, merciless
barbarian fights for
gold and glory.
ARJANA
This mercenary
once roamed the
wilderness, but now
fights to pay for the
comforts of civilization.
Combat Encounters:
Arjana may be in the hire of a
merchant lord, local princeling,
or cult leader. She offers no quarter
and expects none.
Roleplaying Suggestions: Arjana
is amiable if she feels respected.
SAVAGE MERCENARY
CR 1/2
HUMAN BARBARIAN 1
XP 200
Medium humanoid (human)
CN
DWARVEN RAGER
CR 1
DWARF BARBARIAN 2
XP 400
Medium humanoid (dwarf)
CN
1010
Init +3; Senses Perception +10
DEFENSE
AC 18, touch 12, flat-footed 15 (+5 armor, +3 Dex, –2 rage, +1 shield, +1 size)
hp 43 (4d12+12)
Fort +8, Ref +5, Will +5; +3 vs. spells and spell-like or supernatural
abilities, +2 vs. fear
Defensive Abilities trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee lance +9 (1d6+4/×3)
Ranged +1 halfling sling staff +10 (1d6+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks rage (11 rounds/day), rage powers (superstition +3,
surprise accuracy +2)
TACTICS
Before Combat The barbarian applies oil of magic weapon.
During Combat The barbarian keeps his distance, pelting enemies
with bullets. If ranged attacks fail, he charges with his lance.
Base Statistics When not raging and without magic weapon, the
barbarian’s statistics are AC 20, touch 14, flat-
footed 17; hp 35; Fort +6, Will+3; Melee
lance +7 (1d6+2/×3); Ranged mwk
halfling sling staff +10 (1d6+2/×3); Str 14,
Con 13; CMB +5; Skills Climb +9, Swim +5.
STATISTICS
Str 18, Dex 16, Con 17, Int 10,
Wis 12, Cha 10
Base Atk +4; CMB +7;
CMD 18
Feats Deadly Aim, Weapon
Focus (halfling sling staff)
Skills Acrobatics +11,
Handle Animal +6,
Perception +10, Ride +9,
Stealth +10, Survival +5
SQ fast movement
Combat Gear oils of
magic weapon (2),
potions of cure light
wounds (2); Other Gear
+1 chain shirt, masterwork
buckler, lance, masterwork
halfling sling staff with 20
bullets, riding dog with riding
saddle and leather barding, 55 gp
Small and adept at skirmish
maneuvers, a dog rider is a
deadly and cautious warrior.
Init +1; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage)
hp 40 (3d12+15)
Fort +7, Ref +2, Will +3
Defensive Abilities orc ferocity, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee mwk greataxe +9 (1d12+7/×3)
Ranged mwk sling +5 (1d4+5)
Special Attacks rage (10 rounds/day), rage powers (intimidating glare)
TACTICS
During Combat The barbarian uses intimidating glare each round,
attacking first, then focusing her glare upon the uninjured.
Base Statistics When not raging, the barbarian’s statistics are AC
17, touch 11, flat-footed 16; hp 34; Fort +5, Will+1; Melee mwk
greataxe +7 (1d12+4/×3); Ranged mwk sling +5 (1d4+3); Str 17,
Con 14; CMB +6; Skills Climb +5, Intimidate +12, Swim +3.
STATISTICS
Str 21, Dex 13, Con 18, Int 8, Wis 10, Cha 12
Base Atk +3; CMB +8; CMD 17
Feats Intimidating Prowess, Power Attack
Skills Climb +7, Intimidate +14, Perception +6, Survival +4, Swim +5
Languages Common, Orc
SQ fast movement, orc blood,
weapon familiarity
Combat Gear potion of cure light
wounds, potion of lesser restoration,
potion of protection from
good; Other Gear mwk
chainmail, mwk greataxe,
mwk sling with 10 bullets,
climber’s kit, 250 gp
There are few things more
terrifying than a half-orc
barbarian with a greataxe.
BLOODY BARRU
Bloody Barru licks the blood from her
axe each time she fells a foe.
Combat
Encounters:
Bloody
Barru allies with almost anyone
who promises excessive carnage.
Roleplaying Suggestions: Barru
is hard to get along with.
She would rather kill a
person than engage in
conversation.
AXE WARRIOR
CR 2
HALF-ORC BARBARIAN 3
XP 600
Medium humanoid (human, orc)
CE
DOG RIDER
CR 3
HALFLING BARBARIAN 4
XP 800
Small humanoid (halfling)
N
1111
CR
CORE CLASSES
BARBARIANS
1/2
1
2
3
Init +4; Senses low-light vision; Perception +12
DEFENSE
AC 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage)
hp 68 (6d12+24)
Fort +8, Ref +6, Will +5; +2 vs. enchantments
Defensive Abilities improved uncanny dodge, trap sense +2;
Immune sleep
OFFENSE
Speed 50 ft.
Melee mwk elven curve blade +10/+5 (1d10+4/18–20)
Ranged +1 composite longbow +11/+6 (1d8+4/×3)
Special Attacks rage (15 rounds/day), rage powers (rolling dodge +2,
swift foot +10 feet)
TACTICS
During Combat The barbarian
switches freely between bow and
blade as the situation warrants.
Base Statistics When not raging, the
barbarian’s statistics are AC 19, touch 14,
flat-footed 15; hp 56; Fort +6, Will+3; Melee
mwk elven curve blade +8/+3 (1d10+1/18–20);
Ranged +1 composite longbow +11/+6 (1d8+2/×3);
Str 13, Con 12; CMB +7; Skills Climb +8.
STATISTICS
Str 17, Dex 18, Con 16, Int 10, Wis 12, Cha 10
Base Atk +6; CMB +9; CMD 21
Feats Deadly Aim, Point-Blank Shot,
Power Attack
Skills Acrobatics +12 (+20 when
jumping), Climb +10, Craft (bows) +5,
Handle Animal +5, Knowledge (nature) +5,
Perception +12, Stealth +5, Survival +5
Languages Common, Elven
SQ elven magic, fast movement, weapon
familiarity
Combat Gear potions of cure light
wounds (2), potions of longstrider (2),
alchemist’s fire (2); Other Gear
+1 chain shirt, +1 composite longbow
(+3 Str) with 20 arrows, masterwork
elven curve blade, climber’s kit, 2 gp
This barbarian guards the fringes of
wooded territories, protecting creatures
and people from those who would
despoil the land and steal from
its inhabitants. They distrust all
outsiders, but must also guard
against their own kin.
WILD LANCER
CR 4
HALF-ELF BARBARIAN 5
XP 1,200
Medium humanoid (elf, human)
NE
FOREST GUARDIAN
CR 5
ELF BARBARIAN 6
XP 1,600
Medium humanoid (elf)
CN
Init +1; Senses low-light vision; Perception +11
DEFENSE
AC 18, touch 9, flat-footed 17 (+7 armor, +1 Dex, –2 rage, +2 shield)
hp 63 (5d12+25)
Fort +9, Ref +3, Will +5; +3 vs. spells and spell-like and supernatural
abilities, +2 vs. enchantments
Defensive Abilities improved uncanny dodge, trap sense +1;
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk lance +12 (1d8+6/×3) or
armor spikes +11 (1d6+6)
Ranged javelin +6 (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks rage (14 rounds/day), rage
powers (quick reflexes, superstition +3)
TACTICS
During Combat The barbarian makes charge
attacks whenever possible. If prevented
from charging, she maneuvers to maximize
attacks of opportunity caused by her
extended reach. Her armor spikes are a
weapon of last resort.
Base Statistics When not raging, the barbarian’s
statistics are AC 20, touch 11, flat-footed 19;
hp 53; Fort +7, Will+3; no bonus vs. spells and
spell-like or supernatural abilities; Melee
mwk lance +10 (1d8+4/×3) or armor spikes +9
(1d6+4); Ranged javelin +6 (1d6+4); Str 18,
Con 14; CMB +9; Skills Climb +10, Swim +5.
STATISTICS
Str 22, Dex 13, Con 18, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +11; CMD 20
Feats Mounted Combat, Ride-By Attack, Skill Focus
(Ride), Spirited Charge
Skills Acrobatics +2, Climb +12, Perception +11,
Ride +8, Survival +5, Swim +7
Languages Common, Elven
SQ elf blood, fast movement
Combat Gear acid; Other Gear +1 breastplate
with armor spikes, masterwork heavy
wooden shield, javelins (5), masterwork
lance, cloak of resistance +1, heavy horse
(combat trained) with military
saddle and masterwork studded
leather barding, 310 gp
Some barbarians are most at
home on horseback.
1212
Init +1; Senses low-light vision; Perception +12
DEFENSE
AC 17, touch 10, flat-footed 16 (+7 armor, +1 Dex, –2 rage, +1 size)
hp 105 (8d12+48)
Fort +12, Ref +4, Will +5; +4 vs. spells and spell-like or supernatural
abilities, +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); improved uncanny dodge, trap sense +2; DR 2/—
OFFENSE
Speed 25 ft.
Melee mwk cold iron glaive +15/+10 (1d8+7/×3) or
kukri +14/+9 (1d3+5/18–20)
Ranged mwk composite longbow +11/+6 (1d6+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, rage (21 rounds/day), rage powers (clear mind,
knockback, quick reflexes, superstition +4)
TACTICS
During Combat The barbarian leads with trip maneuvers, seeking to
trigger attacks of opportunity. He uses knockback to force creatures
to advance on him again through the threatened area of his glaive.
Base Statistics When not raging, the barbarian’s statistics are AC 19,
touch 12, flat-footed 18; hp 89; Fort +10, Will+3; no bonus vs. spells
and spell-like or supernatural abilities; Melee mwk cold iron
glaive +13/+8 (1d8+4/×3) or kukri +12/+7 (1d3+3/18–20);
Ranged mwk composite longbow +11/+6 (1d6+3/×3); Str 16,
Con 16; CMB +10 (+14 trip); Skills Climb +6, Swim +8.
STATISTICS
Str 20, Dex 13, Con 20, Int 13, Wis 10,
Cha 10
Base Atk +8; CMB +12 (+16 trip);
CMD 21 (23 vs. trip)
Feats Combat Expertise, Greater
Trip, Improved Trip, Power Attack
Skills Acrobatics +5, Climb +8, Craft
(ships) +5, Intimidate +5, Knowledge
(nature) +10, Linguistics +3,
Perception +12, Profession (sailor) +5,
Survival +10, Swim +10
Languages Aquan, Auran, Common,
Gnome, Sylvan
SQ fast movement
Combat Gear oil of magic weapon,
potion of cure light wounds; Other
Gear +1 breastplate, kukri, masterwork
cold iron glaive, masterwork composite
longbow (+5 Str) with 20 arrows, belt of
giant strength +2, cloak of resistance +1,
climber’s kit, 50 gp
SUNDERING AXE
CR 6
DWARF BARBARIAN 7
XP 2,400
Medium humanoid (dwarf)
NE
GLAIVE RAGER
CR 7
GNOME BARBARIAN 8
XP 3,200
Small humanoid (gnome)
CN
Init +1; Senses Perception +12
DEFENSE
AC 18, touch 9, flat-footed 17 (+9 armor, +1 Dex, –2 rage)
hp 93 (7d12+42)
Fort +11, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), improved uncanny dodge, trap sense +2; DR 1/—
OFFENSE
Speed 20 ft.
Melee mwk adamantine greataxe +13/+8 (1d12+7/×3)
Ranged light hammer +8 (1d4+5) or
throwing axe +8 (1d6+5)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, rage (19 rounds/day), rage powers (guarded stance +2,
knockback, strength surge +7)
TACTICS
During Combat The barbarian uses her guarded stance and
alternates between dealing damage and sundering weapons.
Base Statistics When not raging, the barbarian’s statistics are AC 20,
touch 11, flat-footed 19; hp 79; Fort +9, Will+5; Melee mwk
adamantine greataxe +11/+6 (1d12+4/×3); Ranged light
hammer +8 (1d4+3) or throwing axe +8 (1d6+3); Str 16, Con 16;
CMB +10 (+14 sunder); Skills Climb +8.
STATISTICS
Str 20, Dex 13, Con 20, Int 10, Wis 14, Cha 6
Base Atk +7; CMB +12 (+16 sunder); CMD 21 (25 vs.
bull rush or trip, 23 vs. sunder)
Feats Armor Proficiency (heavy), Greater Sunder,
Improved Sunder, Power Attack
Skills Acrobatics +5 (+1 when jumping),
Climb +10, Craft (weapons) +10,
Knowledge (dungeoneering) +5,
Perception +12 (+14 to notice
unusual stonework)
Languages Common, Dwarven
SQ fast movement
Combat Gear oil of magic weapon,
potion of cure light wounds,
potion of shield of faith, acid
(3); Other Gear masterwork
full plate, light hammer (2),
masterwork adamantine
greataxe, throwing axe (2),
cloak of resistance +1, climber’s kit,
masterwork artisan’s tools, 2 gp
A sundering axe whittles away at her
enemies’ abilities to attack and
defend themselves.
1313
CR
4
5
6
7
CORE CLASSES
BARBARIANS
Init +2; Senses low-light vision, scent; Perception +19
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, –2 rage)
hp 109 (9d12+45)
Fort +11, Ref +6, Will +6; +4 vs. spells and spell-like and supernatural
abilities, +2 vs. enchantments
Defensive Abilities improved uncanny dodge, trap sense +3; DR 1/—;
Immune sleep
OFFENSE
Speed 40 ft.
Melee +1 longspear +16/+11 (2d4+10/×3) or
spiked gauntlet +15/+10 (1d4+6)
Ranged +1 composite longbow +12/+7
(1d8+7/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks rage (22 rounds/day), rage
powers (quick reflexes, raging swimmer +9,
scent, superstition +4)
TACTICS
During Combat The barbarian prefers to fight in the
water, outswimming foes or using the water for cover
as she attacks landward opponents her bow or longspear
(using Lunge). She eschews full attacks in favor of Vital Strike
attacks against a lone target or Great Cleave attacks against
groups. She forces enemies to approach through the guard of her
longspear, provoking attacks of opportunity.
Base Statistics When not raging, the barbarian’s statistics are
Senses no scent; AC 16, touch 12, flat-footed 14; hp 91; Fort +9,
Will+4; no bonus vs. spells and spell-like or supernatural
abilities; Melee +1 longspear +14/+9 (2d4+7/×3) or spiked gauntlet
+13/+8 (1d4+4); Ranged +1 composite longbow +12/+7 (1d8+5/×3);
Str 18, Con 14; CMB +13; Skills Climb +8, Swim +9.
STATISTICS
Str 22, Dex 14, Con 18, Int 12, Wis 10, Cha 8
Base Atk +9; CMB +15; CMD 25
Feats Cleave, Great Cleave, Lunge, Power Attack,
Skill Focus (Acrobatics), Vital Strike
Skills Acrobatics +16 (+20 when jumping),
Climb +10, Handle Animal +10, Knowledge
(nature) +5, Linguistics +3, Perception +19, Ride +5, Stealth +10,
Survival +4, Swim +20
Languages Aquan, Common, Elven, Sylvan
SQ elf blood, fast movement
Combat Gear oil of align weapon (lawful), potion of cure light
wounds, potion of lesser restoration, alchemical silver arrows
(10), cold iron arrows (10); Other Gear masterwork chain shirt,
+1 composite longbow (+6 Str) with 20 arrows, +1 longspear,
masterwork longspear, spiked gauntlet, cloak of resistance +1,
eyes of the eagle, 1 gp
Adept at combat on land or in the water, the raging
swimmer attacks foes when they are most vulnerable.
DORREMERA SALIN
Dorremera is a child of the waves, sired by an aquatic elf
who abandoned her human mother. Raised along the sea,
Dorremera took to the water as if born to it, and considers
the beasts of the sea and shore her kin. She has little patience
for the niceties of society—whether human or elven—and
lashes out at almost everyone who crosses her path.
Combat Encounters: Dorremera has no compunctions
about stealing from landlubbers, or killing those who
chase or surprise her.
Roleplaying Suggestions: Though it is hard to get
through to her, Dorremera sometimes parleys with
adventuring groups that treat her respectfully, show great
battle prowess, or are particularly kind to sea creatures.
RAGING SWIMMER
CR 8
HALF-ELF BARBARIAN 9
XP 4,800
Medium humanoid (elf, human)
N
1414
Init +5; Senses Perception +14
DEFENSE
AC 21, touch 14, flat-footed 16 (+5 armor, +5 Dex, –2 rage, +2 shield,
+1 size)
hp 120 (10d12+50)
Fort +13, Ref +10, Will +8; +4 vs. spells and spell-like or supernatural
abilities, +2 vs. fear
Defensive Abilities improved uncanny dodge, trap sense +3; DR 2/—;
Immune nauseated, sickened
OFFENSE
Speed 30 ft.
Melee mwk scimitar +15/+10 (1d4+3/18–20)
Ranged +1 composite longbow +15/+15/+10 (1d6+4/19–20/×3) or
+1 composite longbow +17/+12 (1d6+4/19–20/×3)
Special Attacks rage (24 rounds/day), rage powers (clear
mind, internal fortitude, raging climber +10, rolling dodge +2,
superstition +4)
TACTICS
During Combat The barbarian uses Climb and Acrobatics to rain
death upon enemies from above. She snipes from cover or
concealment to begin her attack, but after that is concerned solely
with maximizing the intensity of her deadly barrage. She activates
her rolling dodge to evade enemy counterfire.
Base Statistics When not raging, the barbarian’s statistics are AC 23,
touch 16, flat-footed 18; hp 100; Fort +11, Will+6; no bonus vs.
spells and spell-like or supernatural abilities; Immune —; Melee
mwk scimitar +13/+8 (1d4+1/18–20); Ranged +1 composite
longbow +15/+15/+10 (1d6+2/19–20/×3) or +1 composite
longbow +17/+12 (1d6+2/19–20/×3); Str 12, Con 14; CMB +10;
Skills Climb +18, Swim +5.
STATISTICS
Str 16, Dex 20, Con 18, Int 10, Wis 12, Cha 10
Base Atk +10; CMB +12; CMD 25
Feats Deadly Aim, Improved Critical (composite longbow), Manyshot,
Point-Blank Shot, Rapid Shot
Skills Acrobatics +20, Climb +30, Perception +14, Stealth +19,
Survival +5, Swim +7
Languages Common, Halfling
SQ fast movement
Combat Gear potions of cure light wounds (2), potion of
protection from arrows, potion of shield of faith, alchemical
silver arrows (10), alchemist’s fire (2), cold iron arrows (10),
drow poison (3), tanglefoot bag; Other Gear +1 mithral chain
shirt, +1 buckler, +1 composite longbow (+3 Str) with 60 arrows,
masterwork scimitar, belt of incredible dexterity +2, cloak of
resistance +1, climber’s kit, 300 gp
Rare tribes of halfling cannibals stalk deep jungles
in search of sentient prey.
LANANI SHABU
When newcomers objecting to his matriarchal tribe’s
cannibalistic ways wiped out his kin, Lanani had no choice
but to ritualistically take on new leadership—and a new
gender. Now “Mother Lanani” hunts the jungle, punishing
humans and recruiting halflings to her new tribe.
Combat Encounters: Lanani can stalk quarry for days,
slowly weakening those she is not able to knock out with
her poison. Other times, she heads a hunting band.
Roleplaying Suggestions: Lanani rarely interacts with
the outside world, but in desperate times she ventures
into civilization to lure prey closer to her tribe.
CANNIBALISTIC HUNTER
CR 9
HALFLING BARBARIAN 10
XP 6,400
Small humanoid (halfling)
NE
1515
CR
8
9
CORE CLASSES
BARBARIANS
Init +4; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage)
hp 142 (11d12+65)
Fort +14, Ref +9, Will +9; +4 vs. spells and spell-like or
supernatural abilities
Defensive Abilities improved uncanny dodge, orc ferocity, trap
sense +3; DR 3/—
OFFENSE
Speed 40 ft.
Melee +1 orc double axe +19/+14/+9 (1d8+10/19–20/×3) or
+1 orc double axe +17/+12/+7 (1d8+7/19–20/×3), +1 orc double
axe +17/+12 (1d8+7/19–20/×3), bite +12 (1d4+3)
Ranged mwk composite longbow +16/+11/+6
(1d8+6/×3)
Special Attacks greater rage (26 rounds/
day), rage powers (animal fury, increased
damage reduction +1, no escape, raging
leaper +11, superstition +4)
TACTICS
During Combat The barbarian charges into the heart of battle,
using one end of his double axe two-handed when charging or
moving, and switching back to a double weapon grip when making
full attacks. He uses his leaping and Acrobatics to enter melee
quickly, using his no escape ability to chase down cowards.
Base Statistics When not raging, the barbarian’s statistics are AC
19, touch 14, flat-footed 15; hp 109; Fort +11, Will +6; no bonus
vs. spells and spell-like or supernatural abilities; DR 2/—; Melee
+1 orc double axe +16/+11/+6 (1d8+5/19–20/×3) or +1 orc double
axe +14/+9/+4 (1d8+4/19–20/×3), +1 orc double axe +14/+9
(1d8+4/19–20/×3), bite +9 (1d4+1); Ranged mwk composite
longbow +16/+11/+6 (1d8+3/×3); Str 16, Con 14; CMB +14; CMD 28;
Skills Acrobatics +17 (+21 when jumping) Climb +8, Swim +8.
STATISTICS
Str 22, Dex 18, Con 20, Int 10, Wis 12, Cha 8
Base Atk +11; CMB +17; CMD 29
Feats Double Slice, Improved Critical (orc double axe), Improved
Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Rend,
Weapon Focus (orc double axe)
Skills Acrobatics +17 (+32 when jumping), Climb +11, Intimidate +10,
Perception +15, Ride +7, Stealth +14, Survival +5, Swim +11
SQ fast movement, orc blood, weapon familiarity
Combat Gear potions of blur (2), potion of fly; Other Gear +1 chain
shirt, +1/+1 orc double axe, masterwork composite longbow (+7 Str)
with 20 arrows, belt of giant strength +2, cloak of resistance +2,
climber’s kit, 50 gp
This half-orc barbarian savagely rips though weaker
opponents with unquenchable bloodlust.
GRAUN QUOR
Graun the pit fighter was raised in lawless borderlands
where control changed hands frequently and unpredictably.
The one constant was the thirst for blood sports, and any
youth with a hard edge and more greed and ambition
than fear could make a name and a fortune so long as he
survived. Graun mastered many weapons throughout his
career, but loves best the orc double axe he took as a prize
in an early championship bout. Having long since bought
his freedom, Graun wanders the borderlands selling his
skills to the highest bidder. A few orc tribes have offered
Graun leadership roles, but he has little patience for such
things and cares nothing for the welfare of his allies.
Combat Encounters: Graun can be
found at the head of an orc band on
rare occasions, either a tribe he has
adopted for a short time or who
serve as fodder for his hunts.
Other times he stalks the wild
lands looking for opponents
worthy of his fighting skills.
Roleplaying Suggestions:
Graun sometimes ventures
into civilized lands
to spend his coin
and search for blood
sports, hoping for a
chance to kill in front
of a crowd.
DOUBLE AXE FURY
CR 10
HALF-ORC BARBARIAN 11
XP 9,600
Medium humanoid (human, orc)
CE
1616
Init +1; Senses Perception +17
DEFENSE
AC 23, touch 11, flat-footed 21 (+10 armor, +1 deflection, +1 Dex,
+1 dodge, –2 rage, +2 shield)
hp 191 (12d12+108)
Fort +17, Ref +6, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), improved uncanny dodge, trap sense +4; DR 2/—
OFFENSE
Speed 20 ft.
Melee +1 giant-bane dwarven waraxe +19/+14/+9 (1d10+7/×3)
Ranged mwk composite longbow +14/+9/+4 (1d8+6/×3)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, greater rage (31 rounds/day), rage powers (guarded
stance +3, mighty swing, no escape, roused anger, strength
surge +12, unexpected strike)
TACTICS
During Combat The barbarian switches from a one-handed to a
two-handed grip on his axe as the situation demands. He uses his
shield against multiple foes but keeps his bow in hand if in melee
against a lone enemy. He uses his rolling dodge before exposing
himself to missiles, especially giant-hurled boulders, and assumes
his guarded stance in melee. He charges with Spring Attack to get
close to his enemies, following it up with full attacks.
Base Statistics When not raging, the barbarian’s statistics are AC 25,
touch 13, flat-footed 23; hp 155; Fort +14, Will+7; Melee +1 giant-
bane dwarven waraxe +16/+11/+6 (1d10+4/×3); Ranged mwk
composite longbow +14/+9/+4 (1d8+3/×3); Str 16, Con 20; CMB +15;
CMD 28 (32 vs. bull rush or trip); Skills Climb +7, Swim +7.
STATISTICS
Str 22, Dex 13, Con 26, Int 8, Wis 14, Cha 8
Base Atk +12; CMB +18; CMD 29 (33 vs. bull rush
or trip)
Feats, Dodge, Heavy Armor Proficiency, Mobility,
Power Attack, Spring Attack, Vital Strike
Skills Climb +10, Heal +5, Knowledge (nature) +5,
Linguistics +0, Perception +17 (+19 to notice unusual
stonework), Survival +10, Swim +10
Languages Common, Dwarven, Giant
SQ fast movement
Combat Gear potions of blur (2), potions of cure light
wounds (2), tanglefoot bags (3); Other Gear +1 full plate,
+1 buckler, +1 giant-bane dwarven waraxe, mwk composite
longbow (+6 Str) with 20 arrows, belt of mighty constitution +2,
cloak of resistance +1, ring of protection +1, 5 gp
Giant slayers seek out giants and cut them down. Raging
with enmity for their prey, they allow no other creatures
to get between them and their hated foes.
JEMAR CROWELL
Jemar Crowell is a champion of his people, a savage
emissary of vengeance in the never-ending wars between
the dwarfholds and giant-kin of all kinds. Often clad head
to toe in stout dwarven steel armor, Jemar sometimes
doffs his helmet to better taunt enemies as he brings
them low. He keeps his scalp shaved save for two narrow
crests of hair. His cape is woven from shaggy skeins of
loosely-spun giant hair clipped from his vanquished
foes, and when the weather is cold he wears scarves and
mittens knit from the same material.
Combat Encounters: Jemar is a focused combatant,
going after his prey and protecting his people’s interests
to the exclusion of all other concerns. He has no qualms
about stealing kills and looting bodies.
Roleplaying Suggestions: When not slaying giants,
Jemar plans raids on giant strongholds, and considers
those who trade with giants as bad as giants themselves.
Though he primarily works for dwarven interests, he
often hires sellswords and adventurers to aid him on
particularly dangerous hunts.
GIANT SLAYER
CR 11
DWARF BARBARIAN 12
XP 12,800
Medium humanoid (dwarf)
N
1717
CR
10
11
CORE CLASSES
BARBARIANS
Init +1; Senses Perception +17
DEFENSE
AC 17, touch 9, flat-footed 16 (+6 armor, +1 Dex, –2 rage, +2 shield)
(+1 deflection vs. ranged weapons)
hp 194 (13d12+104)
Fort +16, Ref +6, Will +9; +5 vs. spells and spell-like or
supernatural abilities
Defensive Abilities improved uncanny dodge, trap sense +4; DR 3/—
OFFENSE
Speed 40 ft.
Melee +1 lance +21/+16/+11 (1d8+8/×3)
Ranged mwk composite longbow +15/+10/+5 (1d8+7/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks greater rage (32 rounds/day), rage powers (guarded
stance +3, mighty swing, renewed vigor
3d8+10, rolling dodge +3, strength surge +13,
superstition +5)
TACTICS
Before Combat The barbarian uses his warhorse for
transportation, but if expecting combat, he retrieves an
animal from his bag of tricks and rides it instead.
During Combat The barbarian charges whenever possible, whether
mounted or on foot, using Mounted Combat and his +1 arrow
catching buckler to divert attacks made against his mount. If his
mount is slain, he draws a replacement from his bag of tricks and
makes a fast mount. He uses guarded stance and rolling dodge
as needed, often using them or renewed vigor after a ride-by
charge while circling around into position for another charge.
Base Statistics When not raging, the barbarian’s statistics are AC 19,
touch 11, flat-footed 18; hp 155; Fort +13, Will +6; no bonus vs.
spells and spell-like or supernatural abilities; Melee +1 lance
+18/+13/+8 (1d8+5/×3); Ranged mwk composite longbow
+15/+10/+5 (1d8+4/×3); Str 18, Con 18; CMB +17; CMD 28; Skills
Climb +7, Swim +7.
STATISTICS
Str 24, Dex 13, Con 24, Int 10, Wis 12, Cha 8
Base Atk +13; CMB +20; CMD 29
Feats Animal Affinity, Improved Bull Rush, Mounted Combat, Power
Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Unseat
Skills Acrobatics +11, Climb +10, Handle Animal +19, Knowledge
(nature) +10, Perception +17, Ride +26, Survival +13, Swim +10
Languages Common
SQ fast movement
Combat Gear oil of keen edge, potion of cure light wounds; Other
Gear rhino hide armor, +1 arrow catching buckler, +1 lance,
masterwork composite longbow (+7 Str) with 20 arrows, bag of
tricks (tan), belt of mighty constitution +2, cloak of resistance
+1, heavy warhorse with riding saddle and masterwork
studded leather barding, 51 gp
Savage riders use a mix of magical and mundane mounts
to make lightning-fast raids against their enemies.
FINNOGH LLEW
Having mastered horses while still a child, Finnogh seeks
out the wildest and most untameable beasts the world has
to offer. Though he’s keenly interested in learning which
savage beasts can best be tamed, he cares less about mastery
than the thrill of the ride. Eventually he turns loose even
those animals he has broken to the bit, though more from
boredom than altruism.
Combat Encounters: Always on the search for exotic
beasts to serve as mounts, Finnogh often resides in or near
the lairs of strange creatures.
Roleplaying Suggestions: Finnogh is quick to query
adventurers about any strange creatures they might have
encountered, and may join them on a hunt for such beasts.
SAVAGE RIDER
CR 12
HUMAN BARBARIAN 13
XP 19,200
Medium humanoid (human)
CN
1818
Init +3; Senses low-light vision; Perception +20
DEFENSE
AC 19, touch 12, flat-footed 16 (+7 armor, +3 Dex, –2 rage, +1 size)
hp 191 (14d12+95)
Fort +16, Ref +8, Will +9; +2 vs. illusions, +4 vs. enchantments
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), improved uncanny dodge, indomitable will, trap sense +4;
DR 3/—; Immune frightened, nauseated, shaken, sickened
OFFENSE
Speed 25 ft.
Melee +1 thundering gnome hooked hammer +21/+16/+11
(1d4+8/19–20/×4) or
+1 thundering gnome hooked hammer +19/+14/+9 (1d4+6/19–
20/×4), +1 gnome hooked hammer +19/+14 (1d6+6/19–20/×3),
bite +15 (1d3+2)
Ranged mwk composite longbow +19/+14/+9 (1d6+5/×3)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, greater rage (33 rounds/day), rage powers (animal
fury, clear mind, fearless rage, internal fortitude, mighty swing,
moment of clarity, strength surge +14)
Gnome Spell-Like Abilities (CL 14th; concentration +15)
1/day—dancing lights, ghost sound (DC 11), prestidigitation,
speak with animals
TACTICS
Before Combat The barbarian uses her wand of shield before
most battles, but also uses her wand of mirror image
if she expects a difficult fight or a battle
against a strong lone enemy.
During Combat The barbarian
closes quickly to make full
attacks with her hooked
hammer, using the
thundering pick end as
her primary weapon and the
hammer as her off-hand attack. If she has to
charge or otherwise move between attacks, she
makes a single two-handed Power Attack with the
pick end. She uses moment of clarity to trigger a
wand or scroll if the situation demands, such as in
an encounter with a flying or invisible foe. She
prefers to reserve her boots of speed
for when she is already in melee,
to facilitate full attacks or to close the
distance on faster enemies.
Base Statistics When not raging, the barbarian’s statistics
are AC 21, touch 14, flat-footed 18; hp 149; Fort +13,
Will+6; no bonus vs. enchantments; Immune —;
Melee +1 thundering gnome hooked hammer
+18/+13/+8 (1d4+4/19–20/×4) or +1 thundering
gnome hooked hammer +16/+11/+6 (1d4+3/19–20/×4), +1
gnome hooked hammer +16/+11 (1d6+3/19–20/×3); Ranged
mwk composite longbow +19/+14/+9 (1d6+2/×3); Str 14, Con 16;
CMB +15; CMD 28; Skills Climb +3.
STATISTICS
Str 20, Dex 17, Con 22, Int 8, Wis 12, Cha 12
Base Atk +14; CMB +18; CMD 29
Feats Double Slice, Improved Critical (gnome hooked hammer),
Improved Two-Weapon Fighting, Power Attack, Skill Focus (Use
Magic Device), Two-Weapon Fighting, Two-Weapon Rend
Skills Acrobatics +17, Climb +6, Craft (alchemy) +5, Knowledge
(arcana) +0, Perception +20, Spellcraft +0, Stealth +5, Survival +5,
Use Magic Device +18
Languages Common, Gnome, Sylvan
SQ fast movement
Combat Gear scroll of align weapon, scroll of cure light wounds,
scroll of magic weapon, scroll of protection from good, scroll of
true strike, wand of fly (10 charges), wand of mirror image
(10 charges), wand of see invisibility (10 charges), wand of shield
(40 charges), alchemical sliver arrows (10), cold iron arrows (20);
Other Gear +1 breastplate, +1 thundering/+1 gnome hooked
hammer, masterwork composite longbow (+5 Str), belt of giant
strength +2, boots of speed, cloak of resistance +1, 8 gp
An oddity among their kind, arcane experimenters use
knowledge of magic to sow confusion on the battlefield.
KRIDA GRICHENWALD
Krida studies the link
between emotional
states
and
magic.
Though she’s so far
been unable to focus
her rage into magic, she
believes it is only a matter
of time. When friends and
family tried to dissuade her,
Krida quite literally sacrificed
them, murdering some swiftly in
paranoid vengeance but gruesomely
torturing others in her search for
non-existent magical secrets.
Combat Encounters: Krida’s
obsession drives her to attack
those who obviously possess
magic items.
Roleplaying Suggestions:
Krida
may
search
out
spellcasters in order to
pick their brains about
rage magic, but she soon
becomes frustrated and
hostile to them.
ARCANE EXPERIMENTER
CR 13
GNOME BARBARIAN 14
XP 25,600
Small humanoid (gnome)
CE
1919
CR
12
13
CORE CLASSES
BARBARIANS
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +18
DEFENSE
AC 20, touch 11, flat-footed 17 (+7 armor, +3 Dex, –2 rage, +2 shield)
hp 200 (15d12++97)
Fort +17, Ref +10, Will +10; +5 vs. spells and spell-like and
supernatural abilities, +4 vs. enchantments
Defensive Abilities improved uncanny dodge, indomitable will, trap
sense +5; DR 3/—
OFFENSE
Speed 30 ft.
Melee nine lives stealer +22/+17/+12 (1d8+7/17–20) or
armor spikes +20/+15/+10 (1d6+5)
Ranged mwk composite longbow +19/+14/+9 (1d8+5/×3)
Special Attacks greater rage (35 rounds/day), rage powers (low-
light vision, mighty swing, night vision, quick reflexes, scent,
strength surge +15, superstition +5)
TACTICS
Before Combat The barbarian uses stealth and deception to get
close to enemies without them noticing, and uses his chime of
opening to break into locked strongholds.
During Combat The barbarian tries to disarm opponents at the
beginning of combat, using poison against a target’s weakest
ability score if he knows his target in advance. He triggers his
mighty swing on a sword critical that might slay his target, and uses
his rage-enhanced senses to find creatures trying to hide or flee.
He uses his buckler when faced with many foes, but against lone
targets uses his nine lives stealer for two-handed Power Attacks.
Base Statistics When not raging, the barbarian’s statistics are AC 22,
touch 13, flat-footed 19; hp 155; Fort +14, Will+7; no bonus
vs. spells and spell-like or supernatural abilities, no bonus vs.
enchantments; Melee nine lives stealer +19/+14/+9 (1d8+4/17–20)
or armor spikes +17/+12/+7 (1d6+2); Ranged mwk composite
longbow +19/+14/+9 (1d8+2/×3); Str 15, Con 16; CMB +17; CMD 30;
Skills Climb +7, Swim +3.
STATISTICS
Str 21, Dex 16, Con 22, Int 14, Wis 10, Cha 8
Base Atk +15; CMB +20; CMD 31
Feats Blind-Fight, Combat Expertise, Deadly Aim, Deceitful,
Greater Disarm, Improved Critical (longsword), Improved Disarm,
Power Attack, Step Up
Skills Acrobatics +18 (+22 when jumping), Bluff +18, Climb +10,
Craft (alchemy) +6, Disguise +20 (+30 with hat of disguise),
Intimidate +15, Knowledge (local, nobility) +5, Linguistics +7,
Perception +18, Stealth +20, Survival +10, Swim +6
Languages Common, Aklo, Draconic, Dwarven, Elven, Gnoll,
Goblin, Orc
SQ fast movement
Combat Gear potion of cure light wounds, potion of invisibility,
potions of undetectable alignment (2), blue whinnis poison
(2), giant wasp poison (2), purple worm poison; Other Gear +1
shadow breastplate with armor spikes, +1 buckler, nine lives
stealer, masterwork composite longbow (+5 Str) with 20 arrows,
belt of giant strength +2, chime of opening, cloak of resistance +2,
hat of disguise, disguise kit, 50 gp
Careful and cunning, life stealers often serve as assassins.
XAVIER DURANT
Xavier fancies himself a master of infiltration, and takes
special delight in eliminating rival assassins.
Combat Encounters: Xavier often hires goons to
weaken his prey before moving in for the kill.
Roleplaying Suggestions: Xavier disguises himself so he
can interact with marks in person and learn about them.
LIFE STEALER
CR 14
HUMAN BARBARIAN 15
XP 38,400
Medium humanoid (human)
NE
2020
Init +1; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 16, touch 9, flat-footed 15 (+7 armor, +1 Dex, –2 rage)
hp 237 (16d12+128)
Fort +19, Ref +8, Will +11; +6 vs. spells and supernatural or spell-like
abilities, +4 vs. enchantments
Defensive Abilities improved uncanny dodge, indomitable will, orc
ferocity, trap sense +5; DR 4/—; Immune frightened, nauseated,
shaken, sickened
OFFENSE
Speed 30 ft.
Melee +1 disruption heavy flail +26/+21/+16/+11 (1d10+13/17–20) or
+1 merciful heavy flail +26/+21/+16/+11 (1d10+1d6+13
nonlethal/17–20)
Ranged +1 undead-bane composite longbow +18/+13/+8/+3 (1d8+9/×3)
Special Attacks greater rage (38 rounds/day), rage powers (clear
mind, fearless rage, internal fortitude, intimidating glare, no
escape, quick reflexes, superstition +6, terrifying howl [DC 26])
TACTICS
During Combat The barbarian hunts undead, using both his
+1 disruption heavy flail and his bow. Against the living, he uses
intimidating glare and terrifying howl, then switches to his
+1 merciful heavy flail and utilizes Exhausting Criticals and trip
maneuvers to take enemies out of the fight without killing them.
Base Statistics When not raging, the barbarian’s statistics are AC 18,
touch 11, flat-footed 17; hp 189; Fort +16, Will+8; no bonus
vs. spells and spell-like or supernatural abilities, no bonus vs.
enchantments; Melee +1 disruption heavy flail +23/+18/+13/+8
(1d10+8/17–20) or +1 merciful heavy flail +23/+18/+13/+8
(1d10+1d6+8 nonlethal/17–20); Ranged +1 undead-bane
composite longbow +18/+13/+8/+3 (1d8+6/×3); Str 20, Con 18;
CMB +21 (+25 trip); CMD 32 (34 vs. trip); Skills Climb +17, Swim +7.
STATISTICS
Str 26, Dex 12, Con 24, Int 14, Wis 12, Cha 8
Base Atk +16; CMB +24 (+28 trip); CMD 33 (35 vs. trip)
Feats Combat Expertise, Critical Focus, Exhausting Critical, Greater
Trip, Improved Critical (heavy flail), Improved Trip, Tiring Critical,
Weapon Focus (heavy flail)
Skills Acrobatics +16 (+20 when jumping), Climb +20, Intimidate +20,
Knowledge (religion) +15, Perception +20, Ride +1, Stealth +11,
Survival +10, Swim +10
Languages Abyssal, Common, Draconic, Orc
SQ fast movement, orc blood, weapon familiarity
Combat Gear potion of cure serious wounds, potion of lesser
restoration, silversheen, alchemical silver arrows (20), cold
iron arrows (20), holy water (2); Other Gear +1 chainmail,
+1 disruption heavy flail, +1 merciful heavy flail, +1
undead-bane composite longbow (+8 Str), belt of physical
perfection +2, cloak of resistance +2, 2 gp
Whether encountered alone or in a group of like-minded
individuals, undead hunters let no one stand in the way
of their grim work.
TORAIN MIRNO
The last survivor of a half-orc tribe exterminated by a
necromancer, Torain has devoted his life to cleansing the
world of the taint of the unliving. His studious nature is a
rarity among half-orcs, particularly in light of the savagery
he unleashes upon the deathless hordes. While some hail
him as a hero, his endless war has all but extinguished his
sense of compassion and mercy.
Combat Encounters: Torain strikes hard and fast against
those he believes serve undead or necromantic masters, often
killing them before asking questions.
Roleplaying Suggestions: Between undead hunts, Torain
holds silent vigils in a cemeteries and mausoleums, acting as
a fierce and watchful warden against the rising dead.
UNDEAD HUNTER
CR 15
HALF-ORC BARBARIAN 16
XP 51,200
Medium humanoid (human, orc)
N
2121
CR
14
15
CORE CLASSES
BARBARIANS
Init +5; Senses low-light vision; Perception +23
DEFENSE
AC 20, touch 13, flat-footed 15 (+7 armor, +5 Dex, –2 rage)
hp 218 (17d12+102)
Fort +17, Ref +12, Will +11; +6 vs. enchantments
Defensive Abilities improved uncanny dodge, indomitable will,
trap sense +5; DR 4/—; Immune sleep
OFFENSE
Speed 40 ft.
Melee +1 keen shocking burst elven curve blade +25/+20/+15/+10
(1d10+11/15–20 plus 1d6 electricity)
Ranged +1 seeking composite longbow +23/+18/+13/+8
(1d8+8/19–20/×3)
Special Attacks greater rage (38 rounds/day), rage powers
(clear mind, mighty swing, no escape, powerful blow +5,
raging leaper +17, strength surge +17, surprise accuracy +5,
unexpected strike)
TACTICS
During Combat The barbarian initially pelts enemies with arrows
to deliver disabling critical hit effects, and dispatches any
who survive with her flashing blade. In either case, she uses
her speed to stay out of danger and her boots of speed to
maximize movement or make full attacks in melee or at range.
Base Statistics When not raging, the barbarian’s statistics are AC
22, touch 15, flat-footed 17; hp 167; Fort +14, Will+8; Melee
+1 keen shocking burst elven curve blade +22/+17/+12/+7
(1d10+7/15–20 plus 1d6 electricity); Ranged +1 seeking
composite longbow +23/+18/+13/+8 (1d8+5/19–20/×3); Str 18,
Con 14; CMB +21; CMD 36; Skills Acrobatics +24 (+28 when
jumping), Climb +7, Swim +7.
STATISTICS
Str 24, Dex 20, Con 20, Int 12, Wis 12, Cha 8
Base Atk +17; CMB +24; CMD 37
Feats Bleeding Critical, Critical Focus, Improved Critical
(composite longbow), Manyshot, Point-Blank Shot,
Power Attack, Rapid Shot, Staggering Critical,
Stunning Critical
Skills Acrobatics +24 (+45 when jumping), Climb +10, Intimidate +16,
Knowledge (nature) +10, Perception +23, Ride +14, Stealth +20,
Survival +10, Swim +10
Languages Common, Elven
SQ elven magic, fast movement, tireless rage, weapon familiarity
Combat Gear oil of align weapon (evil), oil of flame arrow, potions
of cure light wounds (2), potions of jump (2), potion of spider
climb, adamantine arrows (10), alchemical silver arrows (10) ,
tanglefoot bags (2); Other Gear +1 mithral breastplate, +1 keen
shocking burst elven curve blade, +1 seeking composite longbow
(+7 Str) with 40 cold iron arrows, belt of physical perfection +2,
boots of speed, cloak of resistance +2, 50 gp
Graceful slayers stalk the wilderness and the far reaches
of the world, protecting the denizens and environs from
those who would seek to slay and destroy.
SIBUSISWE NJAI
Sibusiswe is a fierce and feral elf with the grace of a panther,
and claims that she communes with animistic spirits of
the forest and savannah. A loner, she prowls the wildlands,
appearing and disappearing like a flash of lightning.
Combat Encounters: Sibusiswe follows the dictates of
the animalistic spirits that she believes guide her. Because
of this, her attacks can be unprovoked—as much as a
surprise to her as to her victims.
Roleplaying Suggestions: Sibusiswe’s spirits are
capricious, but also inquisitive. An encounter with the elf
is just as likely to end in a parley as it is to end in combat.
GRACEFUL SLAYER
CR 16
ELF BARBARIAN 17
XP 76,800
Medium humanoid (elf)
N
2222
Init +3; Senses Perception +21
DEFENSE
AC 19, touch 12, flat-footed 15 (+7 armor, +3 Dex, +1 dodge, –2 rage)
hp 230 (18d12+108)
Fort +19, Ref +12, Will +12; +6 vs. spells and spell-like and
supernatural abilities, +4 vs. enchantments
Defensive Abilities 50% chance to negate critical hits and sneak
attacks, improved uncanny dodge, indomitable will, trap sense +6;
DR 4/—; Immune frightened, nauseated, shaken, sickened
OFFENSE
Speed 40 ft.
Melee +3 adamantine ranseur
+31/+26/+21/+16 (2d4+18/×3)
Ranged +1 composite longbow
+22/+17/+12/+7 (1d8+11/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
Special Attacks greater rage (40 rounds/day),
rage powers (fearless rage, guarded stance
+4, internal fortitude, mighty swing, quick
reflexes, strength
surge +18, superstition +6, surprise accuracy +5,
unexpected strike)
TACTICS
Before Combat The barbarian drinks his potion of shield
of faith if he has time.
During Combat The barbarian plunges into battle using
Spring Attack. Once in position, he uses Whirlwind Attack
with Lunge and Power Attack, alternating regular ranseur
attacks with trip, disarm, or sunder maneuvers (the latter
against targets far enough away that they cannot make
attacks of opportunity). He exits and re-enters rage
whenever necessary to reactivate once-per-rage powers like
mighty swing and unexpected strike.
Base Statistics When not raging, the barbarian’s statistics are AC 21,
touch 14, flat-footed 17; hp 176; Fort +16, Will+9; no bonus
vs. spells and spell-like or supernatural abilities, no bonus vs.
enchantments; Melee +3 adamantine ranseur +28/+23/+18/+13
(2d4+13/×3); Ranged +1 composite longbow +22/+17/+12/+7
(1d8+8/×3); Str 24, Con 14; CMB +25; CMD 39; Skills Climb +17,
Swim +17.
STATISTICS
Str 30, Dex 16, Con 20, Int 14, Wis 10, Cha 8
Base Atk +18; CMB +28 (+32 trip); CMD 40 (42 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Trip,
Improved Trip, Lunge, Mobility, Power Attack, Spring Attack,
Whirlwind Attack
Skills Acrobatics +21, Climb +20, Intimidate +20, Knowledge
(dungeoneering) +10, Knowledge (geography) +10, Knowledge
(nature) +20, Perception +21, Ride +7, Survival +20, Swim +20
Languages Common
SQ fast movement, tireless rage
Combat Gear oil of align weapon (good), potion of cure light
wounds, potion of fly, potion of invisibility, potions of shield
of faith (2); Other Gear +1 moderate fortification breastplate,
+3 adamantine ranseur, +1 composite longbow (+10 Str) with
20 arrows, dagger, handaxe, belt of giant strength +6, cloak of
resistance +3, pink rhomboid ioun stone, 43 gp
Refined reavers mix their savage fury with more refined
and civilized weapon attacks and maneuvers, dipping
in and out of rage when it suits their
purpose. They often work well with
groups of allies.
REFINED REAVER
CR 17
HUMAN BARBARIAN 18
XP 102,400
Medium humanoid (human)
N
2323
CR
16
17
CORE CLASSES
BARBARIANS
Init +2; Senses darkvision 60 ft.; Perception +27
DEFENSE
AC 13, touch 10, flat-footed 11 (+3 armor, +2 Dex, –2 rage)
hp 243 (19d12+114)
Fort +20, Ref +12, Will +13; +6 vs. spells and spell-like or
supernatural abilities, +4 vs. enchantments
Defensive Abilities blink, improved uncanny dodge, indomitable
will, orc ferocity, trap sense +6; DR 5/—
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee +1 unholy ghost touch adamantine scythe +31/+26/+21/+16
(2d4+16/19–20/×4)
Ranged mwk composite longbow +22/+17/+12/+7 (1d8+10/×3)
Special Attacks greater rage (42 rounds/day), rage powers (clear
mind, intimidating glare, knockback, mighty
swing, strength surge +19, superstition +6,
surprise accuracy +5, terrifying howl [DC 29],
unexpected strike)
TACTICS
Before Combat The barbarian uses potions if
expecting a major confrontation. His ring
of blinking operates continuously.
During Combat The barbarian begins
combat with Dazzling Display and
terrifying howl. Against a small group, he makes Flyby Attacks,
using Lunge and potions of enlarge person to extend his reach
and avoid attacks of opportunity, and Great Cleave against targets
clustered together. In close combat, he uses intimidating glare
along with Great Cleave attacks, using knockback to force enemies
into close quarters. He relies on his ring of blinking to avoid most
attacks, and with his tireless rage he exits and re-enters rage
whenever it’s convenient to regain the use rage powers he can
use only once per rage.
Base Statistics When not raging, the barbarian’s statistics are AC 15,
touch 12, flat-footed 13; hp 186; Fort +17, Will+10; no bonus
vs. spells and spell-like or supernatural abilities, no bonus vs.
enchantments; Melee +1 unholy ghost touch adamantine scythe
+28/+23/+18/+13 (2d4+11/19–20/×4); Ranged mwk composite
longbow +22/+17/+12/+7 (1d8+7/×3); Str 24, Con 14; CMB +26;
CMD 38; Skills Climb +11, Intimidate +37, Swim +11.
STATISTICS
Str 30, Dex 14, Con 20, Int 8, Wis 10, Cha 12
Base Atk +19; CMB +29; CMD 39
Feats Cleave, Dazzling Display, Flyby Attack, Great Cleave, Improved
Critical (scythe), Intimidating Prowess, Lunge, Power Attack,
Shatter Defenses, Weapon Focus (scythe)
Skills Acrobatics +11 (+15 when jumping), Climb +14, Fly +15,
Intimidate +40, Perception +27, Survival +5, Swim +14
Languages Common, Orc
SQ fast movement, orc blood, tireless rage, weapon familiarity
Combat Gear oil of magic weapon, potion of bear’s endurance,
potion of cat’s grace, potions of cure moderate wounds (2),
potions of enlarge person (4), silversheen, tanglefoot bag;
Other Gear masterwork studded leather, +1 unholy ghost touch
adamantine scythe, masterwork composite longbow (+10 Str) with
20 arrows, belt of giant strength +4, cloak of resistance +4, eyes
of the eagle, handy haversack, mask of intimidation, ring of
blinking, ring of feather falling, winged boots, 57 gp
These fearsome killers seek to feed their dark gods with
the souls of those they slice apart with their powerful
scythes—weapons powerful enough to cut through both
flesh and spirit.
DEATH DEALER
CR 18
HALF-ORC BARBARIAN 19
XP 153,600
Medium humanoid (human, orc)
CE
2424
Init +2; Senses Perception +25
DEFENSE
AC 24, touch 10, flat-footed 22 (+7 armor, +2 Dex, –2 rage, +7 shield)
hp 415 (20d12+280)
Fort +28, Ref +12, Will +18; +9 vs. spells and spell-like abilities,
+4 vs. enchantments, +2 vs. poison and supernatural abilities
Defensive Abilities 70% chance to negate critical hits and sneak
attacks, defensive training (+4 dodge bonus to AC vs. giants),
improved uncanny dodge, indomitable will, trap sense +6;
DR 8/—; Immune frightened, harmful vapors and gases,
nauseated, shaken, sickened
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee +5 bashing spiked heavy shield +31/+26/+21/+16 (2d6+11) or
+5 bashing spiked heavy shield +29/+24/+19/+14 (2d6+11),
+1 adamantine dwarven waraxe +25 (1d10+4/×3)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, mighty rage (50 rounds/day), rage powers (clear mind,
fearless rage, increased damage reduction +3, internal fortitude,
knockback, mighty swing, strength surge +20, superstition +7)
TACTICS
During Combat The barbarian breaks up enemy positions with bull
rush. He always includes knockback and Shield Slam, and adds
strength surge against strong enemies.
Base Statistics When not raging, the barbarian’s statistics are AC 26,
touch 12, flat-footed 24; hp 335; Fort +24, Will+14; +2 vs. poison,
spells, and spell-like abilities, no bonus vs. supernatural abilities
or enchantments; DR 5/—; Melee +5 bashing spiked heavy shield
+27/+22/+17/+12 (2d6+7) or +5 bashing spiked heavy shield
+25/+20/+15/+10 (2d6+7), +1 adamantine dwarven waraxe
+21 (1d10+2/×3); Str 14, Con 26; CMB +22; CMD 34; Skills
Climb +16.
STATISTICS
Str 22, Dex 15, Con 34, Int 10, Wis 14, Cha 6
Base Atk +20; CMB +26 (+30 bull rush); CMD 36 (42 vs. bull
rush, 40 vs. trip)
Feats Greater Bull Rush, Improved Bull Rush, Improved Shield
Bash, Iron Will, Lunge, Power Attack, Shield Master, Shield
Slam, Toughness, Two-Weapon Fighting
Skills Acrobatics +22, Climb +20, Intimidate +20, Linguistics +3,
Perception +25 (+27 to notice unusual stonework), Profession
(miner) +5, Survival +6
Languages Common, Dwarven, Giant, Terran, Undercommon
SQ fast movement, tireless rage
Combat Gear potion of cure moderate wounds, potions of haste
(2); Other Gear +1 heavy fortification breastplate, +5 bashing
spiked heavy steel shield, +1 adamantine dwarven waraxe, belt
of mighty constitution +6, cloak of resistance +4, necklace of
adaptation, ring of feather falling, winged boots, 150 gp
These barbarians are always scarred in some way, and
wander the land in order to accomplish great deeds.
GORGU STONESPLITTER
Once an ordinary dwarven warrior, Gorgu Stonesplitter
was captured and enslaved by fire giants who shaved
his beard, and burned and scarred his face. After years
of toil in their mines, he gained his freedom when the
giants’ king was overthrown by a group of adventurers.
Gorgu threw his lot in with them in the hope of taking
his revenge on the giants’ masters. While he learned
much, killing could not restore his pride or his faith in
his people, nor slake the rage in his heart. Since taking
his leave from his companions, he has roamed the world
in search of purpose. He fights now for the fun of it, and
his temper has gradually cooled to dark embers. Still, he
might join any nearby fray on any side. Should anyone
land a blow he notices, he might begin to fight in earnest.
Combat Encounters: A glutton for battle, Gorgu fights
for anyone or any cause that might offer a challenge.
Roleplaying Suggestions: Every so often, Gorgu seeks
out powerful adventurers to lead him to an impossible
foe—which he secretly plans to take down single-handedly.
SCARRED WANDERER
CR 19
DWARF BARBARIAN 20
XP 204,800
Medium humanoid (dwarf)
CN
2525
CR
18
19
CORE CLASSES
BARBARIANS
Init +2; Senses Perception +5
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (2d8+1)
Fort +1, Ref +5, Will +4; +4 vs. bardic performance, language-
dependent, and sonic
OFFENSE
Speed 30 ft.
Melee dagger +1 (1d4/19–20)
Ranged dagger +3 (1d4/19–20)
Special Attacks bardic performance 9 rounds/day (countersong,
distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 2nd; concentration +5)
1st (3/day)—charm person (DC 14), expeditious retreat, sleep (DC 14)
0 (at will)—daze (DC 13), detect magic, flare (DC 13), ghost
sound (DC 13), prestidigitation
TACTICS
During Combat The bard stays at a safe distance,
supporting allies with music and using spells to deter fights.
STATISTICS
Str 10, Dex 14, Con 13, Int 8, Wis 12, Cha 17
Base Atk +1;
CMB +1; CMD 13
Feats Point-Blank
Shot, Precise Shot
Skills Acrobatics +5,
Bluff +7, Diplomacy +8,
Handle Animal +8,
Knowledge (local) +4,
Perception +5, Perform
(wind) +8, Sense Motive +5,
Sleight of Hand +7, Stealth +5
Languages Common
SQ bardic knowledge +1, versatile
performance (wind)
Combat Gear potions of cure light
wounds (2), potion of invisibility,
caltrops, silk rope, tanglefoot bags (2);
Other Gear masterwork chain shirt, daggers (3),
8 gp
A bard without a regular tavern as a base can
busk in various streets and markets.
JELKS THE PIPER
After growing up an orphan on the streets,
Jelks earns a living by playing music and guiding
newcomers through the city. She hopes adventurer
clients will take her along with them.
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee rapier +2 (1d6/18–20)
Ranged shortbow +2 (1d6/×3)
Special Attacks bardic performance 7 rounds/day (countersong,
distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)—grease, hideous laughter (DC 14)
0 (at will)—dancing lights, ghost sound (DC 13), message,
prestidigitation
TACTICS
During Combat The bard uses grease to escape.
STATISTICS
Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Skill Focus (Perform [wind]),
Weapon Finesse
Skills Bluff +7,
Diplomacy +7,
Perception +5,
Perform (wind) +12,
Sense Motive +3, Sleight of
Hand +6, Stealth +5, Use Magic
Device +7
Languages Common, Elven
SQ bardic knowledge +1, elf blood
Combat Gear potions of cure
light wounds (2), alchemist’s
fire, sunrod, tanglefoot
bag, thunderstone; Other
Gear studded leather, rapier,
shortbow with 20 arrows,
masterwork flute, 13 gp
These
performers
entertain to earn
drinks and tips.
CALVOS
He loves life on
the road, but Calvos’s
erratic behavior keeps
him out of the best shows.
2626
TAVERN SINGER
CR 1/2
HALF-ELF BARD 1
XP 200
Medium humanoid (elf, human)
CN
STREET PERFORMER
CR 1
HUMAN BARD 2
XP 400
Medium humanoid (human)
CN
Init +1; Senses Perception +4
DEFENSE
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 20 (3d8+3)
Fort +2, Ref +4, Will +3; +4 vs. bardic performance, language-
dependent, and sonic
OFFENSE
Speed 30 ft.
Melee mwk dagger +4 (1d4–1/19–20)
Ranged dagger +3 (1d4–1/19–20)
Special Attacks bardic performance 10
rounds/day (countersong, distraction,
fascinate, inspire competence +2,
inspire courage +1)
Bard Spells Known (CL 3rd;
concentration +5)
1st (4/day)—charm person (DC 14),
cure light wounds (DC 13),
hypnotism (DC 14), sleep (DC 14)
0 (at will)—daze (DC 13), detect magic, light,
lullaby (DC 13), mage hand, resistance
TACTICS
During Combat The bard uses bardic performance to
bolster his entourage, and spells to impede enemies.
STATISTICS
Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15
Base Atk +2; CMB +1; CMD 12
Feats Skill Focus (Bluff), Spell Focus
(enchantment), Weapon Finesse
Skills Appraise +6, Bluff +11,
Diplomacy +8, Disguise +8, Intimidate
+6, Knowledge (arcana, nobility) +7,
Knowledge (local) +9, Perception +4,
Perform (act, dance) +8, Perform (sing)
+7, Sense Motive +5, Spellcraft +8
Languages Common, Elven, Infernal
SQ bardic knowledge +1, versatile performance (act)
Combat Gear potion of invisibility; Other Gear
masterwork dagger, bracers of armor +1,
48 gp
Celebrity bards love the spotlight and
their throngs of admiring fans.
TREMIN KAYLOS
An up-and-coming local star,
Tremin is the son of a crime
boss. He uses his social clout
to smear rivals.
Init +3; Senses Perception +1
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 25 (4d8+4)
Fort +2, Ref +8, Will +4; +2 vs. fear, +4 vs. bardic performance,
language-dependent, and sonic
OFFENSE
Speed 20 ft.
Melee mwk short sword +7 (1d6/19–20)
Ranged sling +6 (1d4)
Special Attacks bardic performance 14 rounds/day (countersong,
distraction, fascinate, inspire competence +2, inspire courage +1)
Bard Spells Known (CL 4th; concentration +8)
2nd (2/day)—suggestion (DC 16), tongues
1st (4/day)—animate rope, cure light wounds (DC 15), lesser
confusion (DC 15), ventriloquism (DC 15)
0 (at will)—daze (DC 14), detect magic, flare (DC 14), ghost
sound (DC 14), mending, read magic
TACTICS
During Combat The
bard hides using
ventriloquism, and
snares enemies with
animate rope.
STATISTICS
Str 11, Dex 16, Con 10, Int
12, Wis 8, Cha 18
Base Atk +3; CMB +3; CMD 16
Feats Arcane Strike, Weapon Finesse
Skills Acrobatics +11 (+7 when
jumping), Bluff +11, Climb +1, Diplomacy
+8, Intimidate +9, Knowledge (local) +10,
Perception +1, Perform (comedy) +11, Sense Motive
+4, Spellcraft +6, Stealth +7, Use Magic Device +10
Languages Common, Halfling
SQ bardic knowledge +2, versatile performance
(comedy)
Combat Gear potions of cure moderate wounds
(2), tanglefoot bags (2); Other Gear +1 chain
shirt, masterwork short sword, sling with 20
bullets, everburning torch, 30 gp
These jokers’ jeers and pranks create
humor from misfortune.
KORMICK VELDROSS
A diminutive bully, Kormick makes
fun of everyone, but only fights
when he’s drunk.
2727
LOCAL CELEBRITY
CR 2
HUMAN BARD 3
XP 600
Medium humanoid (human)
LE
TAUNTING COMEDIAN
CR 3
HALFLING BARD 4
XP 800
Small humanoid (halfling)
CE
CR
CORE CLASSES
BARDS
1/2
1
2
3
Init +0; Senses Perception +5
DEFENSE
AC 12, touch 11, flat-footed 12 (+1 armor, +1 deflection)
hp 31 (5d8+5)
Fort +4, Ref +4, Will +5; +4 vs. bardic performance, language-
dependent, and sonic
OFFENSE
Speed 30 ft.
Melee mwk dagger +3 (1d4–1/19–20)
Ranged mwk dagger +4 (1d4–1/19–20)
Special Attacks bardic performance 16 rounds/day (countersong,
distraction, fascinate, inspire competence +2, inspire courage +2)
Bard Spells Known (CL 5th; concentration +9)
2nd (3/day)—detect thoughts (DC 16), invisibility,
misdirection
1st (5/day)—alarm, charm person (DC 16),
comprehend languages, undetectable alignment
0 (at will)—detect magic, ghost sound (DC 14), light,
mage hand, open/close, resistance
TACTICS
During Combat The bard controls and confuses
attackers with spells, leading combat by
turning invisible and using detect thoughts
to gain a better understanding of the
enemy. She uses charm person to draw
opponents to her side.
STATISTICS
Str 8, Dex 10, Con 12, Int 14, Wis 13, Cha 18
Base Atk +3; CMB +2; CMD 13
Feats Arcane Strike, Great Fortitude, Skill Focus
(Bluff), Spell Focus (enchantment)
Skills Bluff +15, Diplomacy +12, Knowledge
(arcana) +10, Knowledge (history, local,
nobility) +12, Knowledge (planes) +8,
Knowledge (religion) +9, Perception +5,
Perform (oratory) +12, Sense Motive +9,
Spellcraft +10, Stealth +6
Languages Common, Dwarven, Elven
SQ bardic knowledge +2, lore master 1/day,
versatile performance (oratory)
Combat Gear potions of cure light wounds
(2), potion of eagle’s splendor; Other
Gear masterwork dagger, bracers of
armor +1, ring of protection +1, 50 gp
Court poets swirl from influential
person to influential person in
noble courts, attempting to gain
favor through stirring verse
and manipulative deeds. They can secretly direct realms
with their words.
EKSEL MERTAND
Eksel is the voice in the lord’s ear. She attempts to lead
the nation with her advice and influence, digging her
claws into every aspect of court intrigue as deeply as
she can. Her enemies become the enemies of the state,
and those she despises risk execution or imprisonment.
Eksel sometimes makes gloating visits to those she has
imprisoned to remind them who is more powerful.
Discovered in a local tavern and favored by the
previous king for her grandiose storytelling style and
world-spanning collection of fables and anecdotes, Eksel
began her life in politics. After that king’s passing and
the prince’s ascension to the throne, Eksel remained at
the new king’s side. Close in age and sharing similar
tastes for drinking and carousing, Eksel and the prince
grew fond of each other. The bard is now firmly
entrenched in the court and enjoys all of its prestige
and financial splendor.
Many nobles enjoy Eksel’s skills at oration,
but secretly bear grudges against the lowborn
woman. They are jealous of her relationship
with the king, and complain among
each other how her advice constantly
trumps theirs. Any moves against
Eksel draw great displeasure from
the king, sometimes resulting in
embarrassing punishments.
Eksel boasts a robust collection of
jewelry and clothing. She constantly carries
around a quill for taking notes on her enemies,
and chews on it while she’s plotting.
Combat Encounters: A careful schemer, Eksel
is rarely encountered alone. She travels with
a retinue of her lord’s soldiers, supporting
them in combat until discretion becomes
the only avenue of survival. Then she
attempts to flee or, if that’s not an option,
to negotiate the terms of her release.
Roleplaying Suggestions: Quick
of wit and possessed of extreme
cunning,
Eksel
might
appear
quiet and observant when first
encountered. She sizes up her
potential enemies and allies
silently—and everyone is a
potential enemy or ally—
always looking for personal
weaknesses to exploit or
talents to manipulate in the
service of her master.
COURT POET
CR 4
HUMAN BARD 5
XP 1,200
Medium humanoid (human)
LE
2828
Init +1; Senses low-light vision; Perception +3
DEFENSE
AC 15, touch 12, flat-footed 14 (+3 armor, +1 deflection, +1 Dex)
hp 30 (6d8)
Fort +1, Ref +6, Will +6; +2 vs. enchantments, +4 vs. bardic
performance, language-dependent, and sonic
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk rapier +6 (1d6/18–20)
Ranged dagger +5 (1d4/19–20)
Special Attacks bardic performance 18 rounds/
day (countersong, distraction, fascinate,
inspire competence +2,
inspire courage +2,
suggestion)
Bard Spells Known (CL 6th;
concentration +10)
2nd (4/day)—alter self, detect thoughts
(DC 16), minor image (DC 17),
suggestion (DC 16)
1st (5/day)—comprehend
languages, disguise self, silent
image (DC 16), ventriloquism (DC 16)
0 (at will)—dancing lights, detect
magic, ghost sound (DC 15), message
TACTICS
During Combat The bard uses her potion of
invisibility to hide and minor image
to make illusory combatants. If
pressed, she uses suggestion to
make her enemies leave the fight.
STATISTICS
Str 10, Dex 13, Con 8, Int 14, Wis 12, Cha 18
Base Atk +4; CMB +4; CMD 16
Feats Skill Focus (Perform [act, oratory]), Spell
Focus (illusion), Weapon Finesse
Skills Acrobatics +6, Escape Artist +10,
Knowledge (arcana) +10, Knowledge
(local) +14, Knowledge (nobility) +13,
Perception +3, Perform (act, oratory)
+16, Perform (string) +13, Sense Motive
+10, Spellcraft +8, Stealth +10
Languages Common, Draconic, Elven
SQ bardic knowledge +3, elf blood, lore master 1/day, versatile
performance (act, oratory)
Combat Gear elixir of truth, potion of cure light wounds, potions
of invisibility (2); Other Gear +1 leather armor, masterwork
rapier, dagger, ring of protection +1, violin, 13 gp
Con artists are never what they first appear to be. They
hustle the gullible using confidence schemes.
AGAIL ENTHESS
Posing as a minor noble, “Lady Enthess” uses her assumed
station in life to instill a sense of trust in her potential
marks. Her apparent success and lavish lifestyle convince
wealthy people of her success, leading them to invest in
her various business ventures.
Lady Enthess sells counterfeits of relics supposedly
discovered during a dangerous expedition. She keeps
a few crates of these fakes in a hidden space in her
basement. Through Enthess’s adventuring business,
investors fund her seemingly hazardous excursions. This
tiered investment only ever pays out for Enthess herself.
Enthess also sells mining rights in the area. She
purchases an old mine, supposedly played out decades
ago, then sneaks in and seeds it with raw gems. She then
hires a prospector to inspect the purchase.
Once he returns with news of the great
wealth, she sells the claim for much
more than she originally paid.
Growing up on the streets, Enthess
has defrauded hundreds of marks in
her time. Though she enjoys bilking
the clueless wealthy, she’s not
so noble as to leave the poor
alone. It was among these
people she was raised, and
from them she learned some
of the simplest frauds. One
of her favorites when she was
young was the glass drop: she would
purposefully bump into someone on
the street, drop a sack of already broken glass,
claim the bag contained an expensive vase, and
demand the mark pay for the damage. As she
grew up and began adventuring, she expanded
her swindles to a greater scale.
Combat Encounters: Unless supported by
a group of bodyguards or shills, Agail stays
out of combat—begging, cajoling, bribing,
or bargaining when need be. If she is well
supported, she provides aid (while invisible)
before slipping away to continue her schemes
and find a way to get revenge from a safe
distance some other day.
Roleplaying Suggestions: “Lady Enthess”
is always on the lookout for new marks.
Through polite and often delightful in
conversation, she measures each person
she meets, trying to find just the right con
to fit the person in question.
CON ARTIST
CR 5
HALF-ELF BARD 6
XP 1,600
Medium humanoid (elf, human)
NE
2929
CR
4
5
CORE CLASSES
BARDS
Init +1; Senses Perception +10
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 49 (7d8+14)
Fort +3, Ref +6, Will +5; +2 vs. poison, spells, and spell-like abilities,
+4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee unarmed strike +10 (1d3+4) or
mwk dagger +10 (1d4+4/19–20)
Ranged dagger +6 (1d4+4/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, bardic performance 20 rounds/day (move action;
countersong, distraction, fascinate, inspire competence +3, inspire
courage +2, suggestion)
Bard Spells Known (CL 7th; concentration +11)
3rd (1/day)—confusion (DC 17), glibness
2nd (4/day)—cure moderate wounds (DC 16), detect thoughts
(DC 16), eagle’s splendor, invisibility
1st (5/day)—charm person (DC 15), comprehend languages,
expeditious retreat, unseen servant
0 (at will)—daze (DC 14), detect magic, mage hand,
prestidigitation
TACTICS
Before Combat The bard casts eagle’s splendor.
During Combat The bard brings his fists to any
brawl that breaks out when he or someone else
gets caught cheating. He alternates between
making melee attacks and using confusion to
reduce the number of effective combatants.
Base Statistics Without eagle’s splendor, the bard’s
statistics are Bard Spells Known reduce spell DCs
by 2; Cha 14; Skills Bluff +12, Diplomacy +4, Intimidate
+14, Perform (comedy) +15, Perform (oratory) +12.
STATISTICS
Str 18, Dex 13, Con 12, Int 12, Wis 10, Cha 18
Base Atk +5; CMB +9; CMD 20 (24 vs. bull rush or trip)
Feats Improved Unarmed Strike, Persuasive, Skill Focus (Perform
[comedy]), Weapon Focus (unarmed strike)
Skills Bluff +14, Diplomacy +6, Intimidate +16, Knowledge (arcane,
dungeoneering, geography, history, local, nature, religion) +8,
Perception +10 (+12 to notice unusual stonework), Perform
(comedy) +17, Perform (oratory) +14, Sense Motive +10
Languages Common, Dwarven
SQ bardic knowledge +3, lore master 1/day, versatile performance
(comedy, oratory)
Combat Gear elixir of vision; Other Gear +1 chain shirt,
masterwork dagger, belt of giant strength +2, 198 gp
Gamblers lounge in dark corners of taverns and gambling
dens, using their keen wits and talents to make a living.
MELISKI TRAUNDOR
Though he usually seems half drunk, Meliski’s
inebriation is only an act. This deception puts his
opponents at ease, making them think he’s an easy mark.
They later discover he led them right into his trap when
he takes all their gold by the end of the night. He knows
all the tricks to spot when someone else is cheating.
Posted at a tavern table surrounded by a mug of beer, a
stack of cards, and a worn bag of coin, Meliski outdrinks
most other patrons. He plays cards all night, until the
barkeep timidly begs him to leave so he can close up.
Combat Encounters: Never one to suffer cheaters
lightly, Meliski doesn’t back down from a fight when
cards are involved.
Roleplaying Suggestions: Meliski is always found in a
bar, gambling the night away. He welcomes new players,
but brushes off anyone who doesn’t ante up.
3030
GAMBLER
CR 6
DWARF BARD 7
XP 2,400
Medium humanoid (dwarf)
N
Init +3; Senses low-light vision; Perception +13
DEFENSE
AC 18, touch 15, flat-footed 14 (+3 armor, +1 deflection, +3 Dex,
+1 dodge)
hp 43 (8d8+4)
Fort +3, Ref +10, Will +7; +2 vs. enchantments, +4 vs. bardic
performance, language-dependent, and sonic
Immune sleep
OFFENSE
Speed 30 ft.
Melee rapier +7/+2 (1d6+1/18–20)
Ranged +1 longbow +10/+5 (1d8+1/×3)
Special Attacks bardic performance 21 rounds/day (move action;
countersong, dirge of doom, distraction, fascinate, inspire
competence +3, inspire courage +2, suggestion)
Bard Spells Known (CL 8th; concentration +11)
3rd (3/day)—haste (DC 18), major image (DC 18), sepia snake
sigil (DC 18)
2nd (5/day)—invisibility, mirror image, shatter, sound burst (DC 16)
1st (5/day)—animate rope, disguise self, grease, lesser
confusion (DC 14), silent image (DC 16)
0 (at will)—daze (DC 15), detect magic, light, mage hand,
prestidigitation, read magic
TACTICS
Before Combat The bard posts political screeds in
alleys, imbuing them with sepia snake sigils
to trap those reading them. If anticipating
combat, the bard drinks his potion of eagle’s
splendor.
During Combat The bard starts by casting haste
and mirror image. He then shoots at opposing
spellcasters or deafens them with sound burst.
Base Statistics Without eagle’s splendor, the bard’s statistics
are Bard Spells Known reduce spell DCs by 2; Cha 17;
Skills Bluff +10, Perform (dance) +14.
STATISTICS
Str 13, Dex 16, Con 10, Int 10, Wis 10, Cha 17
Base Atk +6; CMB +7; CMD 22
Feats Dodge, Mobility, Point-Blank Shot, Shot on the Run
Skills Acrobatics +7, Bluff +12, Climb +10, Escape Artist +14,
Knowledge (arcane, local, nature, planes) +8, Perception +13,
Perform (dance) +16, Sleight of Hand +11, Stealth +14
Languages Common, Elven
SQ bardic knowledge +4, elven magic, lore master 1/day, versatile
performance (dance, comedy), weapon familiarity
Combat Gear potions of cure moderate wounds (2), potion
of eagle’s splendor, potion of invisibility; Other Gear +1
leather armor, +1 longbow with 20 arrows, rapier,
cloak of resistance +1, ring of protection +1, 45 gp
Street artists are active in urban politics, a little crazy,
or both. Their art and messages delight some, but annoy
landowners whose buildings become the artists’ medium.
TELKINEEL “ALLEYCAT” ORBAST
This elf creates masterpieces across the city, painting
them on walls and across cobblestone streets. He signs
his pieces by painting a cat’s paw instead of a name. Some
call these works graffiti, and they rarely stay up for long.
Telkineel is also a skilled dancer and acrobat, able to
contort into mind-boggling positions. He learned dances
from dozens of cultures over the years. In one amazing
feat, he dances on a rope tied between two streetlights.
This performance garnered him his nickname, and
fetches the most coin from audiences.
Combat Encounters: Telkineel is often
assailed by guards who don’t appreciate
where he puts his art. He flees as
soon as he can, rarely stopping to
thank anyone who comes to his aid.
Roleplaying Suggestions: Cheerful
and whimsical, Telkineel can also
be skittish. He tends to talk in
riddles which, if deciphered,
reveal truths about the city
and its denizens.
3131
STREET ARTIST
CR 7
ELF BARD 8
XP 3,200
Medium humanoid (elf)
CN
CR
6
7
CORE CLASSES
BARDS
Init +1; Senses Perception +9
DEFENSE
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
hp 44 (9d8)
Fort +3, Ref +7, Will +8; +4 vs. bardic performance, language-dependent,
and sonic
Defensive Abilities misdirection
OFFENSE
Speed 30 ft.
Melee mwk club +6/+1 (1d6–1)
Special Attacks bardic performance 24 rounds/day (move action;
countersong, dirge of doom, distraction, fascinate, inspire
competence +3, inspire courage +2, inspire greatness,
suggestion)
Bard Spells Known (CL 9th; concentration +13)
3rd (4/day)—clairaudience/clairvoyance, dispel magic,
illusory script (DC 19), secret page
2nd (5/day)—eagle’s splendor, enthrall (DC
18), misdirection, tongues
1st (6/day)—cure light wounds (DC 17),
disguise self, erase, hypnotism (DC 17),
undetectable alignment
0 (at will)—daze (DC 16), detect magic, light, mage
hand, message, read magic
TACTICS
Before Combat The bard casts eagle’s splendor. He
typically has misdirection in place during the day.
During Combat Weak in melee, the bard uses wands and
scrolls from a distance.
Base Statistics Without eagle’s splendor, the bard’s
statistics are Bard Spells Known reduce spell
DCs by 2; Cha 14; Skills Bluff +12, Intimidate +8,
Perform (keyboard) +12, Perform (oratory) +19, Use
Magic Device +16.
STATISTICS
Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 18
Base Atk +6; CMB +5; CMD 17
Feats Arcane Strike, Catch Off-Guard, Scribe Scroll, Silent
Spell, Skill Focus (Perform [oratory]), Still Spell
Skills Appraise +10, Bluff +14, Intimidate +10, Knowledge
(arcana) +15, Knowledge (dungeoneering, engineering,
geography, local, nature, nobility, religion) +10,
Knowledge (history) +18, Knowledge (planes) +13,
Linguistics +8, Perception +9, Perform (keyboard) +14,
Perform (oratory) +21, Profession (educator) +6,
Sense Motive +9, Spellcraft +14, Stealth +13,
Use Magic Device +18
Languages Abyssal, Celestial, Common,
Elven, Draconic, Dwarven
SQ bardic knowledge +4, lore master 1/day, versatile performance
(keyboard, oratory)
Combat Gear potion of cure moderate wounds, potions of mage
armor (2), scrolls of bestow curse (2), scrolls of command (4),
scroll of fly, scroll of gust of wind, scrolls of lightning bolt (2),
wand of scorching ray (50 charges); Other Gear masterwork club,
ring of protection +1, 75 gp
Cruel instructors teach great knowledge, but in the most
belittling manner.
ORMAL ARDEM
Though bent and frail, Master Ardem intimidates his
students and annoys other instructors. He’s so entrenched
in the university that everyone must pass through at least
one of his classes. He never gives second chances, and
nitpicks every assignment.
Ardem’s skill at language and monologue, as well
as his encyclopedic memory, allow him to
dumbfound anyone of lesser intelligence and
belittle those he considers beneath him. He
sees himself a genius able to overcome
any obstacle through reason.
Master
Ardem
doesn’t
believe
anyone should have an easy time.
He constantly uses obscure school
bylaws to restrict other instructors
in their spending and pursuits.
He even got the school of
divination removed from the
curriculum, though he still uses
the magic himself.
Though hard-hearted, Ardem
shows tenderness to keyboard
instruments. His skilled fingers
dance across the keys of pianos and
harpsichords, producing haunting
and delicate pieces. For every person
attending his concerts for his music,
another has come to witness this
cruel man be beautiful for a moment.
Combat Encounters: If forced into
combat, Ardem calls students to aid
him. He won’t tolerate anyone but
himself bullying or harassing students
and fellow faculty, and comes to their aid
with brash confidence.
Roleplaying
Suggestions:
Ormal
belittles the slightest mistakes of speech
or manners. If one can get past his
condescension, he can be an excellent
source of academic information thanks
to his years of study and experience.
CRUEL INSTRUCTOR
CR 8
HUMAN BARD 9
XP 4,800
Medium humanoid (human)
LE
3232
Init +2; Senses Perception +15
DEFENSE
AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
hp 58 (10d8+10)
Fort +4, Ref +9, Will +9; +4 vs. bardic performance, language-
dependent, and sonic
OFFENSE
Speed 30 ft.
Melee +1 light mace +10/+5 (1d6)
Ranged +1 blowgun +11/+6 (1d2+1)
Special Attacks bardic performance 29 rounds/day (move action;
countersong, dirge of doom, distraction, fascinate, inspire
competence +3, inspire courage +2, inspire greatness, suggestion)
Bard Spells Known (CL 10th; concentration +17)
4th (2/day)—legend lore, modify memory (DC 21)
3rd (4/day)—blink, dispel magic, major image (DC 20), scrying (DC 20)
2nd (5/day)—cure moderate wounds (DC 19), hypnotic pattern
(DC 19), suggestion (DC 19), summon swarm, whispering wind
1st (7/day)—comprehend languages, hideous laughter (DC 18),
silent image (DC 18), unseen servant, ventriloquism (DC 18)
0 (at will)—dancing lights, detect magic, ghost sound (DC 17),
lullaby (DC 17), mage hand, open/close
TACTICS
Before Combat The bard drinks a potion of eagle’s splendor.
During Combat The bard disrupts spellcasters with dispel magic or
readied blowgun attacks, and casts blink to protect himself in melee.
Base Statistics Without eagle’s splendor, the bard’s statistics are
Bard Spells Known reduce spell DCs by 2; Cha 20; Skills Bluff +21,
Diplomacy +18, Disguise +7, Perform (act) +14, Perform (keyboard)
+18, Perform (oratory) +14.
STATISTICS
Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 24
Base Atk +7; CMB +6; CMD 19
Feats Deceitful, Point-Blank Shot, Precise Shot, Skill Focus (Bluff),
Weapon Finesse, Weapon Focus (blowgun)
Skills Bluff +23, Diplomacy +20, Disguise +9, Knowledge (arcana) +11,
Knowledge (history) +9, Knowledge (planes) +12, Knowledge
(religion) +13, Perception +15, Perform (act) +16, Perform
(keyboard) +20, Perform (oratory) +16, Sense Motive +10, Sleight of
Hand +10, Spellcraft +10
Languages Common
SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master
1/day, versatile performance (act, keyboard, oratory)
Combat Gear elixir of fire breath, potions of eagle’s splendor (2),
potions of mage armor (2); Other Gear +1 blowgun, +1 light mace,
headband of alluring charisma +2, ring of protection +1, 343 gp
Mediums prey on those who have lost loved ones, or
sentimental souls who wish to contact the great beyond.
HALBERT NERIK
Strange trinkets make this charlatan’s house a museum
of the macabre. During his seances, he uses both spells
and mundane set-ups to make it appear as though spirits
were present. Though he has no true power over spirits,
Halbert plays the part of a supernatural conduit well.
Halbert chooses victims, researches them, and preys on
their grief. Appearing as the lost loved one, he gains the
trust of wealthy clients by repeating accurate information
he researched. Once they trust him, he begins claiming
the spirits want them to bestow lavish gifts upon him.
Combat Encounters: Some patrons respond violently
when duped. Halbert retains sellswords to subdue them.
Roleplaying Suggestions: Halbert acts considerate, but
cares only about separating suckers from their coin.
SEANCE MEDIUM
CR 9
HUMAN BARD 10
XP 6,400
Medium humanoid (human)
NE
3333
CR
8
9
CORE CLASSES
BARDS
sunder); CMD 23; Skills Climb +7, Intimidate +10, Perform (act)
+17, Perform (dance) +17, Perform (oratory) +17.
STATISTICS
Str 18, Dex 13, Con 12, Int 10, Wis 10, Cha 17
Base Atk +8; CMB +12 (+14 sunder); CMD 25
Feats Arcane Strike, Dazzling Display, Dodge, Improved Sunder,
Power Attack, Weapon Focus (falchion)
Skills Climb +9, Intimidate +12, Knowledge (arcana, nobility) +9,
Knowledge (local) +12, Perception +9, Perform (act, dance,
oratory) +19, Sense Motive +6, Spellcraft +6, Stealth +13
Languages Common, Orc
SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master
2/day, orc blood, versatile performance (act, dance, oratory),
weapon familiarity
Combat Gear potions of bull’s strength (2), potions of eagle’s
splendor (2), potions of enlarge person (2), potions of reduce
person (2); Other Gear +2 chain shirt, +2 falchion, shortbow with
20 arrows, ring of protection +1, disguise kit, 295 gp
Chameleons are more comfortable portraying other
people than appearing in their own natural forms.
ARWEENA MELKORETH
Always shy and nervous about her bestial
appearance when she was a child, Arweena
experimented with hundreds of kinds of
makeup and assorted treatments to change
her appearance—with varying degrees of
success. A bleaching attempt with dangerous
chemicals left her scarred, and her eyebrows
and body hair never grew back. Arweena
began learning arcane arts, using illusions
to mask her true appearance. Finding it
easy to fool people, Arweena began taking
others’ identities. Now only a core of
her old self exists, her mind filled with
hundreds of personalities and illusory
costumes. She constantly asks, “Who
am I now?” Arweena became an actor,
and found fame as a handful of starlet
sensations. Few know these multiple
celebrities are all one woman.
Combat
Encounters:
Arweena
hires out her talent for minor cons
and opportune larcenies in order
to increase her wealth.
Roleplaying
Suggestions:
Arweena’s talent for acting
and need to become someone
else make each interaction
different. Even her few close
friends have a hard time
determining her true personality.
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +1 Dex, +1 dodge)
hp 75 (11d8+22)
Fort +4, Ref +8, Will +7; +4 vs. bardic performance, language-
dependent, and sonic
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee +2 falchion +15/+10 (2d4+8/18–20)
Ranged shortbow +9/+4 (1d6/×3)
Special Attacks bardic performance 29 rounds/day (move action;
countersong, dirge of doom, distraction,
fascinate, inspire competence +4, inspire
courage +3, inspire greatness, suggestion)
Bard Spells Known (CL 11th; concentration +16)
4th (2/day)—dimension door, freedom
of movement,
greater
invisibility
3rd (5/day)—
gaseous form,
haste (DC 18), see
invisibility, slow (DC 18)
2nd (5/day)—alter self, blindness/
deafness (DC 17), cure moderate
wounds (DC 17), detect thoughts (DC 17),
mirror image
1st (6/day)—charm person (DC 16), disguise
self, expeditious retreat, feather fall, hideous
laughter (DC 16), undetectable alignment
0 (at will)—daze (DC 15), detect magic,
flare (DC 15), mage hand, open/close,
prestidigitation
TACTICS
Before Combat The bard drinks her potion
of bull’s strength and potion of eagle’s
splendor.
During Combat The bard casts greater
invisibility, then enters melee, using
haste to augment her attacks or slow
to hinder foes.
Base Statistics Without bull’s
strength and eagle’s splendor,
the bard’s statistics are Bard
Melee +2 falchion +13/+8
(2d4+5/18–20); Spells
Known reduce spell DCs by 2;
Str 14, Cha 17; CMB +10 (+12
CHAMELEON
CR 10
HALF-ORC BARD 11
XP 9,600
Medium humanoid (human, orc)
N
3434
Knowledge (arcane, geography) +11, Knowledge (history) +12,
Knowledge (local) +17, Knowledge (nobility) +16, Perception +13,
Perform (dance) +26, Perform (string) +22, Perform (wind) +20,
Sense Motive +12, Sleight of Hand +12, Spellcraft +10, Stealth +17
Languages Common, Gnome
SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master
2/day, versatile performance (dance, string, wind)
Combat Gear potions of mage armor (3); Other Gear +1 returning
dagger, masterwork whip, headband of alluring charisma +2, ring
of protection +2, masterwork harp, 152 gp
Courtesans specialize in music and other pleasures. They
often serve as information brokers and spies.
SIWAR KURASH
Graceful, talented, and beautiful, Siwar
provides the best companionship money can
buy. Knowledgeable in topics ranging from
art to politics, and highly schooled in etiquette,
Siwar entertains lords and ladies every night,
and her waiting list stretches months long.
Though seemingly compliant with clients,
she compels other people through subtle
influence, seeding her desires into clients
and friends to ensure she is well fed, well
clothed, and always entertained.
Though
she
has
a
reputation
for
maintaining clients’ discretion, Siwar
secretly
trades
information.
Two
criminal and political groups protect
her and keep her indiscretions
secret—and neither one realizes
Siwar works for anyone else.
Combat Encounters: Not
wishing to mar her beauty
with wounds and scars,
Siwar stays out of melee
combat. Her charm and
seemingly innocent nature
can get her out of even the
trickiest situations.
Roleplaying Suggestions:
Siwar can be an informant in
an urban area if PCs convince
her to divulge what they need
to know. She is attracted to
influence, and tries to get close
to the strongest fighter or most
powerful wizard in a group of
PCs. Siwar could instead find
herself in conflict with PCs if
they threaten her influence on
local powers.
COURTESAN
CR 11
HUMAN BARD 12
XP 12,800
Medium humanoid (human)
N
3535
Init +2; Senses Perception +13
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 81 (12d8+24)
Fort +6, Ref +10, Will +8; +4 vs. bardic performance, language-
dependent, and sonic
OFFENSE
Speed 30 ft.
Melee +1 returning dagger +9/+4 (1d4/19–20) or
mwk whip +9/+4 (1d3–1 nonlethal)
Ranged +1 returning dagger +12/+7 (1d4/19–20)
Special Attacks bardic performance
31 rounds/day (move action;
countersong, dirge of
doom, distraction,
fascinate, inspire
competence +4, inspire
courage +3, inspire greatness,
soothing performance, suggestion)
Bard Spells Known (CL 12th;
concentration +17)
4th (4/day)—freedom of
movement, greater invisibility,
modify memory (DC 20),
rainbow pattern (DC 19)
3rd (5/day)—charm monster (DC 19),
confusion (DC 19), glibness, lesser
geas (DC 19), remove curse
2nd (6/day)—alter self, calm emotions (DC 18),
darkness, heroism, suggestion (DC 18)
1st (7/day)—charm person (DC 17), cure
light wounds (DC 16), disguise self,
hypnotism (DC 17), lesser confusion
(DC 17), unseen servant
0 (at will)—dancing lights, daze
(DC 16), detect magic, light,
message, prestidigitation
TACTICS
During Combat The bard casts greater
invisibility, then confusion or
rainbow pattern to lead enemies astray.
STATISTICS
Str 9, Dex 14, Con 14, Int 12, Wis 10, Cha 20
Base Atk +9; CMB +8; CMD 23
Feats Dodge, Mobility, Point-Blank
Shot, Precise Shot, Quick Draw, Skill
Focus (Perform [dance]), Spell Focus
(enchantment)
Skills Appraise +10, Escape Artist +10,
CR
10
11
CORE CLASSES
BARDS
Improved Critical (spear), Persuasive, Point-Blank Shot, Power
Attack, Vital Strike, Weapon Focus (spear)
Skills Bluff +16, Diplomacy +6, Intimidate +6, Knowledge (arcane,
dungeoneering, religion) +10, Knowledge (geography, nature) +15,
Perception +10, Perform (dance, oratory, percussion) +20, Sense
Motive +10, Spellcraft +10, Stealth +14, Use Magic Device +15
Languages Common
SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master
2/day, versatile performance (oratory, percussion, dance)
Combat Gear scrolls of bull’s strength (2), scroll of fog cloud, scroll
of web, wand of magic missile (CL 5th, 50 charges); Other Gear
+3 studded leather, +1 buckler, +2 spear, headband of alluring
Charisma +2, 8 gp
Tribal leaders use their abilities rather than brute
strength to guide their tribes to victory.
ESAYE POLBELE
Using magnetism and skill at deception, Esaye
wrested control of her tribe from the previous
chieftain, and now leads her brainwashed
people to what she considers glory.
Sowing lies about the former leader,
Esaye introduced dissent among the elders
and strongest warriors, making sure her
predictions came true while the chief’s
plans fell flat or resulted in ruin. After
one too many bad omens and failures,
the tribe dragged away the previous
chieftain and sacrificed him.
Esaye now controls her people
totally, and they lavish her with gifts
and adoration. The tribe wages war
against their neighbors, and those
who refuse to assimilate into the
growing clan face total destruction.
Many abandoned villages, burned
and reeking of rot, now dot the
surrounding lands.
Combat
Encounters:
Esaye
travels with a retinue of warriors,
and supports them with her
spellcasting. Those under her
command lay down their lives
for their chieftain.
Roleplaying Suggestions:
To keep in the good graces
of the rest of the tribe,
Esaye hires adventurers
for missions the others
find too distasteful
or taboo.
TRIBAL LEADER
CR 12
HUMAN BARD 13
XP 19,200
Medium humanoid (human)
LE
3636
Init +2; Senses see invisibility; Perception +10
DEFENSE
AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, +2 shield)
hp 78 (13d8+16)
Fort +5, Ref +10, Will +8; +4 vs. bardic performance, language-
dependent, and sonic
OFFENSE
Speed 30 ft.
Melee +2 spear +14/+9 (1d8+5/19–20/×3)
Ranged +2 spear +14/+9 (1d8+4/19–20/×3)
Special Attacks bardic performance 32 rounds/day (swift action;
countersong, dirge of doom, distraction, fascinate, inspire
competence +4, inspire courage +3, inspire greatness,
soothing performance, suggestion)
Bard Spells Known (CL 13th; concentration +17)
5th (1/day)—mass suggestion (DC 19), nightmare
(DC 19)
4th (4/day)—cure critical wounds (DC 18), hallucinatory
terrain (DC 18), speak with plants, summon
monster IV
3rd (5/day)—fear (DC 17), haste (DC 17), see
invisibility, slow (DC 17), speak with animals
2nd (6/day)—cat’s grace, invisibility, rage, silence
(DC 16), tongues
1st (6/day)—charm person (DC 15),
comprehend languages, expeditious
retreat, grease, hideous laughter
(DC 15), ventriloquism (DC 15)
0 (at will)—dancing lights, flare (DC
14), ghost sound (DC 14), light, mage
hand, message
TACTICS
Before Combat The bard casts expeditious
retreat and see invisibility.
During Combat The bard uses hallucinatory terrain to
befuddle and confuse enemies. To aid her
side, she casts summon monster IV.
She targets casters with silence and
other combatants with slow,
using her wand of magic
missiles to aid in dealing
damage.
STATISTICS
Str 14, Dex 14, Con 12, Int 10,
Wis 10, Cha 19
Base Atk +9; CMB +11;
CMD 24
Feats Combat
Reflexes, Dodge,
Languages Common, Dwarven
SQ bardic knowledge +7, jack-of-all-trades (use any skill), lore master
2/day, versatile performance (comedy, dance, oratory, percussion)
Combat Gear potion of eagle’s splendor, wand of cure moderate
wounds (50 charges); Other Gear +2 chain shirt, +1 heavy
crossbow with 20 bolts, +1 thundering heavy mace, amulet of
natural armor +1, lyre of building, drum, 88 gp
Tunnel drummers keep time for acts of work and war
carried out in deep warrens and mine tunnels.
TAKINA BERZAN
Takina’s drum and bold voice echo through tunnels to
frighten and demoralize opposing forces, and push his
companions to fight with greater strength. As the battle
rages, he wades into the fray with his mace named Rupture.
Takina strums his lyre of building to protect fortresses
against magic or build new defenses for his clan.
Combat Encounters: Takina provides inspiration and
healing to dwarven warbands and adventuring parties.
Roleplaying Suggestions: Takina is cheerful among
dwarves, but stern to those he doesn’t yet trust.
TUNNEL DRUMMER
CR 13
DWARF BARD 14
XP 25,600
Medium humanoid (dwarf)
LN
3737
Init +1; Senses Perception +13
DEFENSE
AC 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, +1 natural)
hp 100 (14d8+34)
Fort +6, Ref +10, Will +9; +2 vs. poison, spells, and spell-like abilities,
+4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee +1 thundering heavy mace +14/+9 (1d8+3)
Ranged +1 heavy crossbow +12 (1d10+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, bardic performance 35 rounds/day (swift action;
countersong, dirge of doom, distraction, fascinate, frightening
tune, inspire competence +4, inspire courage +3, inspire
greatness, soothing performance, suggestion)
Bard Spells Known (CL 14th; concentration +19)
5th (2/day)—greater dispel magic, mind fog (DC 20), song of
discord (DC 20)
4th (4/day)—dimension door, greater invisibility, hold monster
(DC 19), shout (DC 19)
3rd (5/day)—blink, confusion (DC 18), gaseous form, haste
(DC 18), see invisibility
2nd (6/day)—alter self, glitterdust (DC 17), shatter, sound
burst (DC 17), summon swarm
1st (6/day)—alarm, expeditious retreat, feather fall,
grease, hideous laughter (DC 16), magic mouth
0 (at will)—detect magic, flare (DC 15), ghost sound (DC 15),
light, mending, prestidigitation
TACTICS
Before Combat The bard drinks a potion of eagle’s splendor.
During Combat The bard uses mind fog and dirge of doom.
Base Statistics Without eagle’s splendor, the bard’s statistics
are Bard Spells Known reduce spell DCs by 2; Cha 16;
Skills Diplomacy +12, Perform (comedy, oratory) +16,
Perform (percussion) +20, Perform (string) +12, Use
Magic Device +14.
STATISTICS
Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 20
Base Atk +10; CMB +12; CMD 24 (28 vs. bull rush or trip)
Feats Cleave, Dazzling Display, Dodge, Point-Blank Shot, Power
Attack, Rapid Reload, Weapon Focus (heavy mace)
Skills Acrobatics +9 (+5 when jumping), Diplomacy
+14, Knowledge (dungeoneering) +13, Knowledge
(engineering, history) +12, Knowledge
(geography, nobility, religion) +11, Perception
+13 (+15 to notice unusual stonework), Perform
(comedy, oratory) +18, Perform (percussion) +22, Perform (string)
+14, Spellcraft +8, Stealth +10, Use Magic Device +16
CR
12
13
CORE CLASSES
BARDS
Init +3; Senses low-light vision; Perception +15
DEFENSE
AC 23, touch 16, flat-footed 20 (+6 armor, +2 deflection, +3 Dex,
+1 natural, +1 size)
hp 86 (15d8+15)
Fort +6, Ref +13, Will +10; +2 vs. illusions, +4 vs. bardic performance,
language-dependent, and sonic
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee +1 shock whip +17/+12/+7 (1d2+1 nonlethal plus 1d6 electricity)
Space 5 ft.; Reach 5 ft. (10 ft. with whip)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, bardic performance 38 rounds/day (swift action;
countersong, dirge of doom, distraction, fascinate, frightening
tune, inspire competence +5, inspire courage +3, inspire greatness,
inspire heroics, soothing performance, suggestion)
Gnome Spell-Like Abilities (CL 4th; concentration +8)
1/day—dancing lights, ghost sound, prestidigitation,
speak with animals
Bard Spells Known (CL 15th; concentration +21)
5th (4/day)—greater heroism, mass suggestion (DC 21),
mislead, summon monster V
4th (5/day)—cure critical wounds (DC 20), dominate
person (DC 20), greater invisibility, summon monster IV
3rd (6/day)—charm monster (DC 19), glibness, haste
(DC 19), speak with animals, summon monster III
2nd (7/day)—animal trance (DC 18), cat’s grace, mirror
image, pyrotechnics (DC 18), rage, summon monster II
1st (7/day)—animate rope, charm
person (DC 17), disguise
self, hideous laughter (DC
17), summon monster I,
ventriloquism (DC 18)
0 (at will)—dancing lights,
daze (DC 16), flare (DC 16), mage
hand, mending, prestidigitation
TACTICS
During Combat The bard casts greater
invisibility on himself, and sends
forth summoned creatures and
trained lions.
STATISTICS
Str 10, Dex 16, Con 10, Int 13,
Wis 10, Cha 22
Base Atk +11; CMB +13 (+17
disarm or trip); CMD 25 (27 vs.
disarm or trip)
Feats Agile Maneuvers, Combat
Expertise, Greater Disarm, Greater Trip, Improved Disarm,
Improved Trip, Weapon Finesse, Weapon Focus (whip)
Skills Knowledge (arcana) +13, Knowledge (local, nature) +15,
Perception +15, Perform (comedy, dance, oratory, wind) +24,
Profession (showman) +4, Stealth +24, Use Magic Device +18
Languages Common, Gnome, Sylvan
SQ bardic knowledge +7, jack-of-all-trades (use any skill), lore master
2/day, versatile performance (comedy, dance, oratory, wind),
weapon familiarity
Combat Gear potion of invisibility, scroll of bull’s strength, scroll of
cat’s grace, wand of cure moderate wounds (50 charges); Other
Gear +2 chain shirt, +1 shock whip, amulet of natural armor +1,
cloak of resistance +1, headband of alluring charisma +4, ring of
protection +2, trained lion, 349 gp
These bards tame and control wild animals.
YIMNI ZUSHERGAL
This ringmaster attends parties to find
targets for members of his circus to rob.
Combat Encounters: Yimni brings
his lion and circus folk as backup.
Roleplaying Suggestions: Yimni asks acrobats
and magicians to join his circus.
LION TAMER
CR 14
GNOME BARD 15
XP 38,400
Small humanoid (gnome)
CN
3838
Init +3; Senses low-light vision; Perception +15
DEFENSE
AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
hp 91 (16d8+16)
Fort +6, Ref +13, Will +10; +2 vs. enchantments, +4 vs. bardic
performance, language-dependent, and sonic
Immune sleep
OFFENSE
Speed 30 ft.
Melee +2 elven curve blade +18/+13/+8 (1d10+6/15–20)
Special Attacks bardic performance 39 rounds/day (swift action;
countersong, dirge of doom, distraction, fascinate, frightening
tune, inspire competence +5, inspire courage +3, inspire
greatness, inspire heroics, soothing performance, suggestion)
Bard Spells Known (CL 16th; concentration +21)
6th (1/day)—greater shout (DC 21), project image (DC 21)
5th (4/day)—greater dispel magic, mind fog (DC 20),
mirage arcana (DC 20), shadow evocation
(DC 20)
4th (5/day)—dimension door, dominate person
(DC 19), freedom of movement, greater
invisibility, shadow conjuration (DC 19)
3rd (6/day)—charm monster (DC 18), dispel
magic, haste (DC 18), scrying (DC 18),
slow (DC 18)
2nd (6/day)—alter self, glitterdust (DC
17), mirror image, pyrotechnics (DC
17), silence (DC 17), suggestion (DC 17)
1st (7/day)—charm person (DC 16),
expeditious retreat, grease,
hideous laughter (DC 16), silent
image (DC 16), unseen servant
0 (at will)—dancing lights, detect magic,
light, mage hand, read magic,
resistance
TACTICS
During Combat The bard attacks with
his wand of fireball and shadow evocation
spells from a distance,
then casts either greater
invisibility or mirror image
on himself before entering melee. He augments
himself and allies with haste and his bardic
performance abilities. He then makes melee
attacks, stopping to cast spells when necessary.
STATISTICS
Str 16, Dex 16, Con 12, Int 10, Wis 10, Cha 20
Base Atk +12; CMB +15 (+17 sunder); CMD 28
(30 vs. sunder)
Feats Arcane Strike, Bleeding Critical, Cleave, Critical Focus, Improved
Critical (elven curve blade), Improved Sunder, Power Attack,
Weapon Focus (elven curve blade)
Skills Knowledge (arcana, dungeoneering, local, nature, planes,
religion) +12, Perception +15, Perform (dance, oratory) +24,
Perform (string, wind) +22, Spellcraft +13 (+15 to identify magic
item properties), Stealth +24, Use Magic Device +18
Languages Common, Elven
SQ bardic knowledge +8, elven magic, jack-of-all-trades (use
any skill, all skills are class skills), lore master 2/day, versatile
performance (dance, oratory, string, wind), weapon familiarity
Combat Gear scroll of teleport, wand of cure moderate wounds (50
charges), wand of fireball (50 charges); Other Gear +2 shadow
elven chain, +2 elven curve blade, belt of giant strength +4,
headband of alluring charisma +2, 345 gp
Spellswords make dangerous music with a
mixture of swordplay and spellcasting.
PALOS KENDROSI
Trained exclusively at a prestigious elven
academy, Palos learned a dual regimen
of swordplay and magic. He trained for
decades
before
venturing
away
from
the
alabaster
spires and towering pines of
his homeland.
To Palos, every adventure
and every battle is a puzzle
to solve with a combination
of wit, might, and magic.
Nearing his 200th year, he
feels he is finally coming
into his own.
Combat Encounters:
Palos enters into a
battle
with
the
discipline
and
curiosity that
befit a scholar,
learning from each thrust, parry, and
spell cast—and teaching a lesson to those
who dare stand against him. He often
surrounds himself with other adventurers;
sometimes it’s because he believes in their
goals, and other times just for the chance
to learn new tactics in battle.
Roleplaying Suggestions: Sometimes
seeming aloof and distant, Palos is often
on the lookout for new adventures and
groups he can learn from. Other times,
he might pursue a mission for a
master or a cause.
SPELLSWORD
CR 15
ELF BARD 16
XP 51,200
Medium humanoid (elf)
N
3939
CR
14
15
CORE CLASSES
BARDS
4040
Init +3; Senses Perception +14
DEFENSE
AC 25, touch 18, flat-footed 20 (+7 armor, +2 deflection, +4 Dex,
+1 dodge, +1 size)
hp 114 (17d8+34)
Fort +10, Ref +18, Will +12; +2 vs. fear, +4 vs. bardic performance,
language-dependent, and sonic
OFFENSE
Speed 20 ft.
Melee +2 keen rapier +21/+16/+11 (1d4+4/15–20)
Ranged +1 seeking sling +20/+15/+10 (1d3+1)
Special Attacks bardic performance 43 rounds/day (swift action;
countersong, dirge of doom, distraction, fascinate, frightening tune,
inspire competence +5, inspire courage +4, inspire greatness,
inspire heroics, soothing performance, suggestion)
Bard Spells Known (CL 17th; concentration +24)
6th (3/day)—animate objects, irresistible
dance (DC 23), project image (DC 23)
5th (5/day)—greater dispel magic,
mislead, shadow evocation (DC 22),
song of discord (DC 22)
4th (5/day)—cure critical wounds (DC 21),
dimension door, dominate person
(DC 21), freedom of movement,
locate creature
3rd (7/day)—charm monster (DC 20),
confusion (DC 20), displacement,
haste (DC 20), scrying (DC 20),
see invisibility
2nd (7/day)—cat’s grace,
detect thoughts (DC 19),
glitterdust (DC 19),
invisibility, mirror
image, silence
(DC 19)
1st (7/day)—charm
person (DC 18),
comprehend
languages,
disguise self, grease,
hideous laughter (DC 18),
silent image (DC 18)
0 (at will)—detect magic, flare (DC 17), light,
message, prestidigitation, resistance
TACTICS
Before Combat The bard casts cat’s grace and uses her
scroll of bull’s strength.
During Combat The bard uses spells like song of discord,
then dominates or charms those who resist.
Base Statistics Without bull’s strength and cat’s grace, the bard’s
statistics are Init +3; AC 24, touch 17; Melee +2 keen rapier
+19/+14/+9 (1d4+2/15–20); Ranged +1 seeking sling +18/+13/+8
(1d3+1); Str 10, Dex 16; CMB +11; CMD 27; Skills Acrobatics +4
(+0 when jumping), Climb +1, Stealth +26.
STATISTICS
Str 14, Dex 20, Con 14, Int 10, Wis 8, Cha 24
Base Atk +12; CMB +13; CMD 31
Feats Arcane Strike, Deadly Aim, Dodge, Mobility, Point-Blank Shot,
Precise Shot, Weapon Finesse, Weapon Focus (rapier, sling)
Skills Acrobatics +6 (+2 when jumping), Climb +3, Knowledge
(arcane, dungeoneering, history, local, nature, nobility, planes) +12,
Perception +14, Perform (act, oratory) +27, Perform (dance, sing) +22,
Spellcraft +18, Stealth +28, Use Magic Device +22
Languages Common, Halfling
SQ bardic knowledge +8, jack-of-all-trades (use any skill, all skills are
class skills), lore master 3/day, versatile performance (act, dance,
comedy, oratory)
Combat Gear scrolls of bestow curse (2), scroll of bull’s strength,
wand of magic missile (CL 9th, 50 charges); Other Gear
+3 glamered chain shirt, +2 keen rapier, +1 seeking
sling with 20 bullets, cloak of resistance +2,
headband of alluring charisma +4, ring of
protection +2, 130 gp
Whimsical and mischievous,
these bards have cruel streaks.
MILANET RUTTEPPI
Milanet’s
fun
begins
when
another’s ends. She ruins lives
by spreading gossip and lies about
rivals to damage their reputations.
By being outwardly friendly, she keeps
targets from knowing they’re on her list
until they hear these tall tales.
A celebrity, Milanet performs
in plays and poetry events.
Combat
Encounters:
Milanet keeps foes
off
guard
while
her allies wreak
devastation. When
alone, she creates
chaos and slips away
so she’ll live to fight again.
Roleplaying
Suggestions:
In
person, Milanet is always
charming and entertaining,
but keeps mentally sizing
up those she interacts with
for details and stories she can
twist into nasty rumors.
NOTORIOUS FOIL
CR 16
HALFLING BARD 17
XP 76,800
Small humanoid (halfling)
CE
4141
Init +6; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 24, touch 17, flat-footed 19 (+7 armor, +2 deflection, +4 Dex, +1 dodge)
hp 102 (18d8+18)
Fort +8, Ref +18, Will +11; +4 vs. bardic performance, language-
dependent, and sonic
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee +2 sword of life stealing +19/+14/+9 (1d8+5/17–20)
Special Attacks bardic performance 43 rounds/day (swift
action; countersong, dirge of doom, distraction, fascinate,
frightening tune, inspire competence +5, inspire courage +4,
inspire greatness, inspire heroics, mass suggestion, soothing
performance, suggestion)
Bard Spells Known (CL 18th; concentration +23)
6th (3/day)—animate objects, find the path, greater shout
(DC 21), sympathetic vibration
5th (5/day)—greater dispel magic, greater
heroism, shadow evocation (DC 20),
shadow walk (DC 20)
4th (6/day)—break enchantment (DC 19),
cure critical wounds (DC 19), freedom of
movement, shout (DC 19)
3rd (6/day)—charm monster (DC 18), gaseous
form, haste (DC 18), phantom steed, remove
curse, see invisibility
2nd (6/day)—alter self, cat’s grace, glitterdust
(DC 17), silence (DC 17), suggestion (DC 17),
tongues
1st (7/day)—alarm, animate rope, detect
secret doors, expeditious retreat, grease,
undetectable alignment
0 (at will)—dancing lights, detect magic, mage
hand, mending, message, read magic
TACTICS
Before Combat The bard casts cat’s grace and freedom of
movement.
During Combat The bard casts haste on herself, and
makes hit-and-run attacks.
Base Statistics Without cat’s grace, the
bard’s statistics are Init +4; Dex 18;
Skills Disable Device +18, Escape
Artist +18, Stealth +20.
STATISTICS
Str 16, Dex 22, Con 12, Int
13, Wis 9, Cha 20
Base Atk +13; CMB +16;
CMD 33
Feats Acrobatic Steps, Critical Focus, Dodge, Improved Critical
(longsword), Mobility, Nimble Moves, Spring Attack, Staggering
Critical, Weapon Focus (longsword)
Skills Acrobatics +12 (+16 when jumping), Bluff +10, Climb +10,
Diplomacy +10, Disable Device +20, Escape Artist +18, Intimidate
+7, Knowledge (arcane, dungeoneering, geography, history, local,
nature, planes, religion) +14, Perception +20, Perform (dance) +20,
Perform (oratory) +13, Perform (sing) +18, Perform (string) +25,
Spellcraft +15, Stealth +22, Use Magic Device +20
Languages Common, Draconic, Orc
SQ bardic knowledge +9, jack-of-all-trades (use any skill, all skills are
class skills), lore master 3/day, orc blood, versatile performance
(act, dance, oratory, string, wind), weapon familiarity
Combat Gear scrolls of fireball (2), scroll of lesser restoration,
scrolls of lightning bolt (2), scroll of remove curse, wand of cure
moderate wounds (50 charges); Other Gear, +3 chain shirt,
+2 sword of life stealing, belt of physical perfection +2, cloak
of resistance +1, goggles of minute seeing, hat of disguise,
headband of alluring charisma +4, necklace of adaptation,
ring of protection +2, masterwork lute, masterwork
thieves’ tools, 10 gp
Rival explorers compete against
other adventurers, going after
the same rewards.
RHORTIA MOOLDON
Since she was a teenager, Rhortia has
traveled with dozens of adventuring
groups. She signs up with whoever
promises the most excitement
or the most lucrative reward.
Rhortia spies on adventurers
while they prepare in town so she
can beat them to a good haul.
Rhortia learned throat singing
while on a lengthy campaign, and
uses that talent to augment her bardic
performances and fill her opponents
with unease.
Combat Encounters: Rhortia sits
back and observes the flow of battle
(while bolstering her allies), then
enters the fray with a perfectly
timed attack.
Roleplaying Suggestions: She
uses her hat of disguise
to appear harmless,
taking the guise of
a fawning youth or
inquisitive
old
person to gain
information.
RIVAL EXPLORER
CR 17
HALF-ORC BARD 18
XP 102,400
Medium humanoid (human, orc)
NE
CR
16
17
CORE CLASSES
BARDS
Init +7; Senses Perception +13
DEFENSE
AC 24, touch 17, flat-footed 20 (+7 armor, +3 deflection, +3 Dex, +1 dodge)
hp 137 (19d8+48)
Fort +13, Ref +17, Will +14; +4 vs. bardic performance, language-
dependent, and sonic
Defensive Abilities misdirection
OFFENSE
Speed 30 ft.
Melee +2 rapier +20/+15/+10 (1d6+2/18–20)
Ranged +2 dagger +19/+14 (1d4+2/19-20)
Special Attacks bardic performance 47 rounds/day (swift action;
countersong, dirge of doom, distraction, fascinate, frightening tune,
inspire competence +6, inspire courage +4, inspire greatness, inspire
heroics, mass suggestion, soothing performance, suggestion)
Bard Spells Known (CL 19th; concentration +26)
6th (5/day)—geas/quest, greater scrying (DC 23), project
image (DC 23), summon monster VI (invisible
stalker)
5th (6/day)—dream, false vision, mislead,
shadow walk (DC 22), song of discord
(DC 24)
4th (6/day)—dimension door, dominate
person (DC 23), freedom of
movement, modify memory (DC 23),
zone of silence
3rd (7/day)—blink, clairaudience/
clairvoyance, dispel magic, haste
(DC 20), illusory script (DC 20),
see invisibility
2nd (7/day)—alter self, detect
thoughts (DC 19), mirror
image, misdirection,
suggestion (DC 21), tongues
1st (7/day)—alarm, charm person
(DC 20), expeditious retreat,
feather fall, obscure object,
unseen servant
0 (at will)—detect magic,
ghost sound (DC 17),
light, lullaby
(DC 19), mage hand,
open/close
TACTICS
Before Combat The bard
keeps misdirection in
place at all times.
During Combat The bard opens combat by using a
scroll of disintegrate.
STATISTICS
Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 24
Base Atk +14; CMB +14; CMD 31
Feats Dodge, Great Fortitude, Greater Spell Focus (enchantment),
Improved Initiative, Quicken Spell, Silent Spell, Skill Focus (Perform
[act]), Spell Focus (enchantment), Still Spell, Weapon Finesse,
Weapon Focus (rapier)
Skills Bluff +20, Diplomacy +26, Disable Device +24, Escape Artist +15,
Knowledge (arcane, history, nature, nobility, planes) +15,
Knowledge (local) +26, Perception +13, Perform (act) +35, Perform
(dance, oratory) +25, Sense Motive +6, Spellcraft +20, Stealth +24,
Use Magic Device +25
Languages Auran, Common, Draconic
SQ bardic knowledge +9, jack-of-all-trades (use any skill, all skills are
class skills, take 10 on any skill), lore master 3/day,
versatile performance (act, oratory, dance, string,
percussion)
Combat Gear scrolls of disintegrate (3), scroll of heal,
scroll of restoration, scrolls of teleport (2), Other
Gear +3 chain shirt, +2 daggers (2), +2 rapier, belt of
physical perfection +2, cloak
of resistance +3, headband
of alluring charisma +4,
ring of invisibility, ring of
protection +3, 276 gp
A master spy lingers in the
shadows or at parties, where
he can easily misdirect people.
MARLIT TELAMIN
Trained in the greatest academies
of the world and raised by one
of the most ruthless crime
families, this diplomat works
for five different countries
and interests. He weaves
complex plots, while always
leaving clues that point
to someone other than
himself. If one crime
family knew Marlit (in
one of his numerous
aliases) was also working
for a rival nation, they
would hunt him down and
behead him for treason.
Combat Encounters: Marlit
assassinates undefended targets, and
fights to survive when caught.
Roleplaying Suggestions: With his
athletic build and knowledge of strategy,
Marlit masquerades as a military man.
4242
MASTER SPY
CR 18
HUMAN BARD 19
XP 153,600
Medium humanoid (human)
LE
Init +2; Senses Perception +17
DEFENSE
AC 22, touch 14, flat-footed 20 (+8 armor, +2 deflection, +2 Dex)
hp 133 (20d8+40)
Fort +12, Ref +18, Will +15; +4 vs. bardic performance, language-
dependent, and sonic
OFFENSE
Speed 30 ft.
Melee +2 unholy adamantine
scythe +21/+16/+11
(2d4+6/19-20/×4)
Special Attacks bardic
performance 50 rounds/day (swift
action; countersong, deadly performance, dirge
of doom, distraction, fascinate, frightening tune,
inspire competence +6, inspire courage +4, inspire
greatness, inspire heroics, mass suggestion,
soothing performance, suggestion)
Bard Spells Known (CL 20th; concentration +28)
6th (6/day)—analyze dweomer, greater
scrying (DC 24), programmed image (DC
26), project image (DC 26), summon
monster VI
5th (6/day)—greater dispel magic, false
vision, nightmare (DC 25), shadow
walk (DC 23), song of discord (DC 25)
4th (7/day)—dominate person (DC 24),
greater invisibility, hallucinatory
terrain (DC 24), hold monster (DC 24),
rainbow pattern (DC 24), shout (DC 22)
3rd (7/day)—crushing despair
(DC 23), cure serious wounds (DC 21),
fear (DC 21), major image (DC 23),
phantom steed, see invisibility
2nd (7/day)—darkness, invisibility,
mirror image, rage, shatter,
silence (DC 20)
1st (7/day)—alarm, charm person
(DC 21), disguise self, feather
fall, hideous laughter
(DC 21), magic mouth
0 (at will)—detect magic, flare
(DC 18), mage hand,
message, open/close,
read magic
TACTICS
During Combat The bard fights with
her scythe in melee, and uses her
wand of enervation.
STATISTICS
Str 16, Dex 14, Con 14, Int 13, Wis 8, Cha 26
Base Atk +15; CMB +18 (+22 trip); CMD 32 (34 vs. trip)
Feats Combat Expertise, Greater Spell Focus (enchantment, illusion),
Greater Trip, Improved Critical (scythe), Improved Trip, Martial
Weapon Proficiency, Quicken Spell, Spell Focus (enchantment,
illusion), Weapon Focus (scythe)
Skills Escape Artist +19, Fly +14, Heal +12, Knowledge (arcana) +21,
Knowledge (dungeoneering) +18, Knowledge (engineering,
geography) +15, Knowledge (history, local) +17, Knowledge
(nature, nobility) +16, Knowledge (planes) +20, Knowledge
(religion) +26, Perception +17, Perform (dance) +20, Perform
(oratory) +21, Perform (string) +31, Spellcraft +19,
Stealth +24, Use Magic Device +26
Languages Abyssal, Common
SQ bardic knowledge +10, jack-of-all-
trades (use any skill, all skills are class
skills, take 10 on any skill), lore master 3/
day, versatile performance (dance, keyboard,
oratory, string, wind,)
Combat Gear scroll of bestow curse, scroll
of heal, scrolls of restoration (2), scroll of
teleport, wand of enervation (50 charges);
Other Gear, +4 chain shirt, +2 unholy
adamantine scythe, belt of physical
perfection +2, boots of striding and
springing, cloak of resistance +4, headband
of alluring charisma +6, ring of protection
+2, 57 gp
Some doomsayers walk in solitude;
others form cults to witness the end.
ASHA GARCER
After preaching the end times
since her youth, Asha now seeks
to hasten the apocalypse. Her
cult, hundreds strong, sings the
dirges of a dying world. Some
say she exploits people’s fears of the
apocalypse, but others think Asha
truly believes her rants. All of her
cultists show total dedication.
Though they would rather live
to see the end of the world, they
fight fearlessly to the death for
Asha’s cause.
Combat Encounters: A host of
zealots defends Asha.
Roleplaying
Suggestions:
Any meeting to gain the grim
cult leader’s blessing requires an
invitation.
4343
DOOMSAYER
CR 19
HUMAN BARD 20
XP 204,800
Medium humanoid (human)
NE
CR
18
19
CORE CLASSES
BARDS
Init +1; Senses Perception +2
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +4
OFFENSE
Speed 30 ft.
Melee morningstar –1 (1d8–1)
Ranged light crossbow +2 (1d8/19–20)
Special Attacks channel negative energy 6/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—inspiring word (1 round)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—cure light wounds, longstriderD, protection from good
0 (at will)—detect magic, mending, read magic
D Domain spell; Domains Nobility, Travel
TACTICS
During Combat The cleric uses channeled energy,
tanglefoot bags, and longstrider to escape.
STATISTICS
Str 8, Dex 12, Con 13, Int 10, Wis 14, Cha 17
Base Atk +0; CMB –1; CMD 10
Feats Selective Channeling, Weapon Focus
(light crossbow)
Skills Appraise +4, Diplomacy +7, Knowledge
(religion) +4, Spellcraft +4
Languages Common
SQ aura, +10 base speed from Travel
domain, agile feet (5/day)
Combat Gear potion of cure light
wounds, tanglefoot bags (2); Other
Gear chainmail, light crossbow with
20 bolts, morningstar, silver unholy
symbol, 22 gp
Mercenary healers exploit loopholes
in laws for their own profit.
ZENED MIRCES
Zened adventures to gain seed money
to start a business.
Combat Encounters: Zened works
best with several bodyguards or in
a low-level adventuring party.
Roleplaying Suggestions: Zened
does nothing for free (including
healing allies) and often attempts to
renegotiate contracts precisely when
his “comrades” need him most.
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 armor) (+4 dodge vs. giants)
hp 21 (2d8+9)
Fort +5, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities
OFFENSE
Speed 20 ft.
Melee mwk greatsword with magic weapon +4 (2d6+4/19–20)
Ranged light crossbow +1 (1d8/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, channel negative energy 3/day (DC 11, 1d6),
destructive smite (+1, 6/day)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
6/day—touch of chaos
Cleric Spells Prepared (CL 2nd; concentration +5)
1st—bane (DC 14), magic stone, magic weapon, true
strikeD
0 (at will)—bleed (DC 13), detect magic, detect poison,
read magic
D Domain spell; Domains Chaos, Destruction
TACTICS
Before Combat The cleric casts magic weapon.
During Combat The cleric uses destructive
smite as often as possible.
Base Statistics Without magic weapon,
the cleric’s statistics are Melee mwk
greatsword +4 (2d6+3/19–20).
STATISTICS
Str 15, Dex 10, Con 15, Int 8, Wis 16,
Cha 10
Base Atk +1; CMB +3; CMD 13 (17
vs. bull rush or trip)
Feats Toughness
Skills Knowledge (religion) +5,
Perception +4 (+6 to notice unusual
stonework)
Languages Common, Dwarven
SQ aura
Combat Gear
potions of cure
light wounds (2);
Other Gear masterwork scale
mail, light crossbow with 20 bolts,
masterwork greatsword, wooden unholy
symbol, 94 gp
The dwarven war priest serves the god of
strength, and uses her divine powers
for the glory of war itself.
MERCENARY HEALER
CR 1/2
HUMAN CLERIC OF ABADAR 1
XP 200
Medium humanoid (human)
LE
WAR PRIEST
CR 1
DWARF CLERIC OF GORUM 2
XP 400
Medium humanoid (dwarf)
CE
4444
Init –1; Senses Perception +3
DEFENSE
AC 15, touch 9, flat-footed 15 (+6 armor, –1 Dex)
hp 23 (3d8+6)
Fort +4, Ref +0, Will +6
OFFENSE
Speed 20 ft.
Melee quarterstaff +3 (1d6+1)
Ranged light crossbow +1 (1d8/19–20)
Special Attacks channel negative energy 7/day (DC 13, 2d6), hand of
the acolyte (6/day)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—blast rune (1d6+1 energy damage, 3 rounds)
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd—hold person (DC 16), magic mouthD, spiritual weapon
1st—command (2, DC 15), eraseD, obscuring mist
0 (at will)—detect magic, detect poison, purify food and
drink, stabilize
D Domain spell; Domains Magic, Rune
TACTICS
During Combat The cleric
uses his scroll of
darkness, then follows
with ranged spells.
STATISTICS
Str 12, Dex 8, Con 13, Int 10,
Wis 16, Cha 15
Base Atk +2; CMB +3; CMD 12
Feats Extra Channel, Scribe
Scroll, Selective Channeling,
Spell Focus (enchantment)
Skills Knowledge (arcana) +7,
Perception +6, Sense
Motive +9, Spellcraft +7
Languages Common
SQ aura
Combat Gear potion of invisibility,
scroll of comprehend languages,
scroll of cure moderate wounds, scroll
of darkness, scroll of find traps,
alchemist’s fire (2), everburning
torch, smokesticks (2); Other Gear
masterwork breastplate, light
crossbow with 20 bolts, quarterstaff,
silver unholy symbol, 537 gp
The scholar priest is a devotee of magical
knowledge, securing it from the unworthy
at all costs.
Init +2; Senses low-light vision; Perception +9
DEFENSE
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 25 (4d8+4)
Fort +5, Ref +3, Will +8; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee trident +2 (1d8–1)
Ranged shortbow +5 (1d6/×3)
Special Attacks channel positive energy 4/day (DC 13, 2d6), wooden
fist (+2, 7 rounds/day)
Domain Spell-Like Abilities (CL 4th; concentration +8)
7/day—storm burst (1d6+2
nonlethal damage)
Cleric Spells Prepared (CL 4th;
concentration +8)
2nd—barkskin, hold person (2,
DC 16), summon monster II
1st—cause fear (DC 15), cure light wounds, endure
elements, entangle (DC 15), entropic shield
0 (at will)—bleed (2, DC 14), guidance, light
D Domain spell; Domains Plant, Weather
TACTICS
Before Combat The cleric casts barkskin.
During Combat The cleric casts entropic
shield, then uses hold person, entangle,
and bane arrows.
Base Statistics Without barkskin, her
statistics are AC 17, touch 12, flat-footed 15.
STATISTICS
Str 8, Dex 14, Con 13, Int 10, Wis 18,
Cha 12
Base Atk +3; CMB +2; CMD 14
Feats Deadly Aim, Martial
Weapon Proficiency (shortbow),
Skill Focus (Stealth)
Skills Heal +8, Knowledge
(nature) +2, Knowledge
(religion) +5, Perception +9,
Sense Motive +8, Stealth +7
Languages Common, Elven
SQ aura, elf blood
Combat Gear +1 human-bane
arrows (2), +1 orc-bane arrow,
potion of cure moderate wounds;
Other Gear +1 chain shirt, shortbow with
20 arrows, trident, anchor feather token,
wooden holy symbol, 256 gp
SCHOLAR PRIEST
CR 2
HUMAN CLERIC OF NETHYS 3
XP 600
Medium humanoid (human)
CN
SHORELINE CLERIC
CR 3
HALF-ELF CLERIC OF GOZREH 4
XP 800
Medium humanoid (elf, human)
N
4545
CR
CORE CLASSES
CLERICS
1/2
1
2
3
Init –1; Senses Perception +6
DEFENSE
AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield)
hp 41 (5d8+15)
Fort +7, Ref +1, Will +7
OFFENSE
Speed 20 ft.
Melee mwk longsword +8 (1d8+3/19–20)
Special Attacks channel positive energy 6/day (DC 13, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +7)
5/day—touch of law
5/day—battle rage (+2 damage)
Cleric Spells Prepared (CL 5th;
concentration +7)
3rd—dispel magic, magic vestmentD,
searing light
2nd—align weapon (law only)D,
enthrall (DC 14), resist energy
(DC 14), sound burst (DC 14)
1st—command (DC 13), divine favor,
magic weaponD, shield of faith,
summon monster I
0 (at will)—guidance, light, purify
food and drink, resistance
D Domain spell;
Domains
Law, War
TACTICS
Before Combat The
cleric casts magic
vestment.
During Combat The
cleric attacks with her
longsword, and casts magic
weapon or align weapon
as needed. When fighting
undead, she channels
positive energy. Otherwise,
she uses ranged magical attacks only
as a last resort.
Base Statistics Without magic
vestment, the cleric’s statistics are
AC 18, touch 9, flat-footed 18.
STATISTICS
Str 17, Dex 8, Con 14, Int 10, Wis 14, Cha 12
Base Atk +3; CMB +6; CMD 15
Feats Combat Casting, Heavy Armor
Proficiency, Improved Shield Bash,
Weapon Focus (longsword)
Skills Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge
(religion) +5, Perception +6
Languages Common
SQ aura
Combat Gear potion of bull’s strength, thunderstone; Other
Gear masterwork splint mail, +1 light steel shield, masterwork
longsword, cloak of resistance +1, silver holy symbol, 271 gp
The noble crusader battles the forces of chaos, usually at
the behest of a local monarch.
ORIEDESME EISBRIN
Oriedesme is a crusader for law against the forces of chaos.
As a minor noble, she frequently allies with other members
of the nobility, who call her “Esme the Peacemaker.” She
considers it her duty to eliminate dangerous
monsters and even peasant uprisings that
threaten to turn bloody. She
serves a good and just goddess
and refuses to participate in
evil acts such as terrorizing
villagers, but frowns on acts of
anarchy that risk plunging an area
into war. She believes nobles are
chosen by the gods to rule over
others for the benefit of all, even
if this means fewer freedoms
for commoners. She is painfully
honest, and reluctant to work with any
noble who shirks responsibilities or
abuses power.
Combat Encounters: Esme works
well alone or in a leadership role.
She might be an ally of a powerful
character, using her neutrality to
get things done for a good employer
or moderating a nearly evil one.
Roleplaying Suggestions: Esme
might ask for assistance in dealing
with an undead or fiendish
NOBLE CRUSADER
CR 4
HUMAN CLERIC OF IOMEDAE 5
XP 1,200
Medium humanoid (human)
LN
4646
threat beyond her capabilities.
She could serve as an important
intermediary with the local
nobility, especially if the PCs
have preexisting conflicts with
the nobles. Esme could also be
cynically close to losing her faith,
giving the PCs the opportunity to save
her before she falls from grace.
Init +1; Senses Perception +5
DEFENSE
AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 size)
hp 54 (6d8+24)
Fort +8, Ref +4, Will +9; +2 vs. fear
OFFENSE
Speed 15 ft.
Melee +1 heavy mace +6 (1d6+1)
Ranged light crossbow +7 (1d6/19–20)
Special Attacks channel positive energy 7/day (DC 15, 3d6)
Domain Spell-Like Abilities (CL 6th; concentration +9)
6/day—dazing touch, touch of chaos
Cleric Spells Prepared (CL 6th; concentration +9)
3rd—locate object, searing light, suggestionD, summon monster III
2nd—aid, calm emotionsD (DC 15), eagle’s splendor, sound burst
(DC 15), zone of truth (DC 15)
1st—bless water, charm personD (DC 14), comprehend languages,
detect undead, hide from undead
0 (at will)—detect magic, detect poison, guidance, virtue
D Domain spell; Domains Chaos, Charm
TACTICS
During Combat The cleric tries to persuade living,
intelligent opponents to stop fighting and discuss a
peaceful solution over a drink, using calm
emotions, charm person, or suggestion if
necessary. When fighting undead, he casts
eagle’s splendor to improve his channel
energy ability, and uses his potion and
scroll if the battle goes poorly.
STATISTICS
Str 11, Dex 12, Con 14, Int 8, Wis 16, Cha 14
Base Atk +4; CMB +3; CMD 14
Feats Extra Channel, Toughness, Turn Undead
Skills Acrobatics +0, Climb –1, Diplomacy +8,
Heal +9, Perception +5
Languages Common, Halfling
SQ aura
Combat Gear potion of haste, scroll
of bull’s strength; Other Gear
+1 breastplate, +1 heavy mace, light
crossbow with masterwork bolts (20),
silver holy symbol, 393 gp
The carousing champion serves
the god of freedom, bravery,
and ale, and uses his significant
abilities to bring happiness to
common folk and stand up against
oppression of all sorts.
EGGAL TORKELSON
Eggal is a friendly, outgoing young half ling, generous
with his spirit, spirits, money, and affection —but not
particularly bright. Fortunately, Eggal is so likable and
headstrong that few ever try to take advantage of him, and
those who do discover that his lack of “book learning”
hasn’t done anything to dull his innate cunning, and he
remembers who has done him wrong every bit as well
as he recalls who has done him favors, repaying both
with interest. He wants to see the world and enjoy life,
and doesn’t particularly care whether people are good or
selfish as long they don’t try to hurt him or anyone he
cares about—to him, his god’s creed of freedom above
all means accepting that some people were born mean-
spirited, and are entitled to their pettiness and jealousy
as long as they don’t go out of their way to oppress
others. For his own part, he’d rather help someone than
ignore a request for aid, and has been known to expound
at length upon the simple joys of helping others. He
avoids killing unless absolutely necessary, even among
those more “monstrous” humanoid races, but hates
undead with a passion and goes out of his way to destroy
such abominations.
Combat Encounters: Though he is hard to
inf luence with magic, clever lies
and subtle manipulation can easily
turn Eggal against the PCs, and
it’s not uncommon for him to
come into conf lict with the lawful
authorities in a region if he feels
they are profiting at the expense
of the common people. If he sees
the PCs as agents of oppression,
regardless of their justifications,
he’s likely to oppose them—with
his mace if necessary. Because of
his reluctance to kill, he is useful
for an encounter where the PCs
should negotiate or surrender
instead of fighting.
Roleplaying
Suggestions:
Eggal can be a reliable feature
of local taverns, even showing
up in other cities where the
PCs travel. Because he tends to
help when asked, he might end
up in over his head and need
rescuing, or have friends
in need of rescue. He can
also help out the PCs as
an ally against undead, as a
backup healer, or as a contact
in Cayden Cailean’s church.
CAROUSING CHAMPION
CR 5
HALFLING CLERIC OF CAYDEN CAILEAN 6
XP 1,600
Small humanoid (halfling)
CN
4747
CR
4
5
CORE CLASSES
CLERICS
Init +0; Senses Perception +7
DEFENSE
AC 19, touch 10, flat-footed 19 (+9 armor)
hp 56 (7d8+21)
Fort +8, Ref +3, Will +9
OFFENSE
Speed 20 ft.
Melee mwk spiked chain +7 (2d4+1)
Ranged light crossbow +5 (1d8/19–20)
Special Attacks channel negative energy 5/day (DC 17, 4d6)
Domain Spell-Like Abilities (CL 7th; concentration +10)
6/day— bleeding touch (3 rounds), touch of darkness (3 rounds)
Cleric Spells Prepared (CL 7th; concentration +10)
4th—poison (DC 18), shadow conjurationD (DC 17)
3rd—bestow curse (DC 17), contagion (DC 17), deeper darknessD,
dispel magic
2nd—blindness/deafnessD (blindness only, DC 16), darkness,
desecrate, eagle’s splendor, silence (DC 15)
1st—cause fearD (2, DC 15), deathwatch, doom (DC 15), magic
weapon, shield of faith
0 (at will)—bleed (DC 14), detect magic,
light, resistance
D Domain spell; Domains Darkness, Death
TACTICS
Before Combat The cleric casts deathwatch.
During Combat The cleric casts magic weapon
and shield of faith. If she has minions, she
orders them to attack so she can use magic
from a distance. She casts darkness to hide in
and channels negative energy. If forced out of
the darkness, she disables targets with bestow
curse, blindness, and poison, then uses her
spiked chain.
STATISTICS
Str 12, Dex 10, Con 14, Int 8, Wis 17, Cha 14
Base Atk +5; CMB +6; CMD 16
Feats Blind-Fight, Combat Casting, Command Undead,
Heavy Armor Proficiency, Improved Channel, Spell
Focus (necromancy)
Skills Heal +9, Knowledge (religion) +6, Perception +7,
Spellcraft +5
Languages Common
SQ aura
Combat Gear potion of cure moderate wounds, flask
of acid, smokesticks (2); Other Gear masterwork
full plate, light crossbow with 20 bolts, masterwork
spiked chain, cloak of resistance +1, unholy water,
wooden unholy symbol, onyx gems (worth 350 gp),
silver dust for desecrate (worth 25 gp), 114 gp
The vivisectionist cleric serves the god of pain and
darkness, and can keep victims alive for weeks.
MELISAI HESANI
Melisai is personable despite her arrogance, and considers
herself a surgeon and a sculptor. When not adventuring, she
works with poorhouse medics, embalmers preparing bodies,
and torturers—anyone who gives her the opportunity
to experiment. She prefers the company of like-minded
adventurers, but if none are available, she animates zombies.
Combat Encounters: Melisai is useful as an enemy
leader, member of a rival adventuring party, or servant of
an important NPC or villain.
Roleplaying Suggestions: Though evil and disturbing,
Melisai is easy to get along with. She is forthright, and has
no problem helping the PCs if it achieves her own ends.
VIVISECTIONIST CLERIC
CR 6
HUMAN CLERIC OF ZON-KUTHON 7
XP 2,400
Medium humanoid (human)
LE
4848
49
Init +0; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 20, touch 10, flat-footed 20 (+9 armor, +1 natural)
hp 71 (8d8+32)
Fort +8, Ref +2, Will +8; +2 resistance vs. good
Defensive Abilities orc ferocity; Immune fire (96 points)
OFFENSE
Speed 20 ft.
Melee +1 greataxe +12/+7 (1d12+9/×3)
Ranged javelin +6/+1 (1d6+6)
Special Attacks channel negative energy 4/day (DC 15, 4d6),
destructive aura (+4, 8 rounds/day), destructive smite (+4, 5/day),
scythe of evil (4 rounds, 1/day)
Domain Spell-Like Abilities (CL 8th; concentration +10)
5/day—touch of evil (4 rounds)
Cleric Spells Prepared (CL 8th; concentration +10)
4th—chaos hammer (DC 16), divine power, unholy blightD (DC 16)
3rd—invisibility purge, prayer, protection from energy (DC 15), rageD
2nd—align weaponD (evil weapons only), bull’s strength,
darkness, spiritual weapon (2)
1st—bane (DC 13), divine favor, entropic shield, protection from
good, shield of faith, true strikeD
0 (at will)—bleed (DC 12), guidance, light, resistance
D Domain spell; Domains Destruction, Evil
TACTICS
Before Combat The cleric casts protection from energy (fire).
During Combat The cleric casts divine power and shield of faith
at the start of combat, then closes to melee distance. If combat
starts and he cannot reach any opponents on the first round,
he casts chaos hammer or unholy blight. If fighting creatures
he knows are good, he uses his scythe of evil ability on his
greataxe. If he has allies, he casts prayer.
STATISTICS
Str 18, Dex 10, Con 14, Int 8, Wis 14, Cha 12
Base Atk +6; CMB +10; CMD 20
Feats Heavy Armor Proficiency, Power Attack, Toughness, Weapon
Focus (greataxe)
Skills Intimidate +7, Perception +5, Spellcraft +3
Languages Common, Orc
SQ aura, orc blood, weapon familiarity
Combat Gear potions of cure serious wounds (2), alchemist’s fire (2);
Other Gear +1 half-plate, +1 greataxe, javelins (5), amulet of
natural armor +1, wooden unholy symbol, 184 gp
The wrath priest serves the primordial god of disaster
and destruction, striking down innocents and enemies
with fire, blade, and hatred. He is a quintessential
nihilist, and can not be bought or reasoned with except
as it furthers his god’s horrific ends.
AZNEK
Aznek is cruel, violent, and destructive—a childhood bully
given profane magic and physical might. He loves the
screams of his victims, and smashes beautiful things for the
fun of it. He likes having strong minions, and encourages
them to challenge him for dominance, though none has
succeeded. He lets these would-be rivals live, albeit with
broken arms or legs as reminders of their failure.
Combat Encounters: Aznek makes a good solo encounter,
boss of a group of raiders (especially orcs), or minion of a
strong leader or powerful warbeast.
Roleplaying Suggestions: Aznek’s nature makes it
difficult to interact with him except as his servant.
WRATH PRIEST
CR 7
HALF-ORC CLERIC OF ROVAGUG 8
XP 3,200
Medium humanoid (human, orc)
CE
4949
CR
6
7
CORE CLASSES
CLERICS
Init +6; Senses Perception +10
DEFENSE
AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex)
hp 89 (9d8+27)
Fort +11, Ref +6, Will +11
OFFENSE
Speed 20 ft.
Melee dagger +5/+0 (1d4–1/19–20)
Ranged light crossbow +8 (1d8/19–20)
Special Attacks channel negative energy 4/day (DC 17, 5d6), hand
of the acolyte (7/day)
Domain Spell-Like Abilities (CL 9th; concentration +13)
7/day—bleeding touch (4 rounds)
1/day—dispelling touch
Cleric Spells Prepared (CL 9th; concentration +13)
5th—slay living D (2, DC 21)
4th—death wardD, freedom of movement,
poison (DC 20),
spell immunity
3rd—bestow curse (DC 19), contagion (2,
DC 19), dispel magicD, prayer
2nd—bear’s endurance, darkness,
death knell D (DC 18), delay
poison (DC 16), desecrate, resist energy
(DC 16)
1st—bane (DC 15), cause fear D (DC 17, 2),
entropic shield, obscuring mist, protection
from good
0 (at will)—bleed (DC 16), detect poison, light,
virtue
D Domain spell; Domains Death, Magic
TACTICS
Before Combat The cleric casts
bear’s endurance, delay poison,
and freedom of movement.
During Combat The cleric lets allies or undead
minions handle the bulk of the fighting,
using bestow curse, contagion, and slay
living against individual foes or channeling
negative energy against groups or to heal
herself and her undead allies.
Base Statistics Without bear’s endurance, the
cleric’s statistics are hp 71, Fort +9, Con 14.
STATISTICS
Str 8, Dex 15, Con 18, Int 10, Wis 19, Cha 12
Base Atk +6; CMB +5; CMD 18
Feats Combat Casting, Command Undead,
Greater Spell Focus (necromancy),
Improved Channel, Improved Initiative,
Spell Focus (necromancy)
Skills Craft (alchemy) +6, Heal +10, Intimidate +7, Knowledge
(religion) +12, Perception +10
Languages Common
SQ aura, death’s embrace
Gear +1 chainmail, dagger, light crossbow with 20 bolts, cloak of
resistance +1, headband of inspired wisdom +2, pearl of power
(1st), ring of protection +1, bone unholy symbol, unholy water,
onyx gems (worth 500 gp), silver dust for desecrate (worth 25 gp),
162 gp
A death priest serves the goddess of plague and undeath,
and seeks to infect, kill, and animate anyone who stands
in her way. She might desire to one day become undead,
but remains alive for now so she can carry out tasks in
places that would never allow the undead.
RELYK ZAHIM
Relyk obsesses over death and undead, and is in
love with her goddess. She longs to become her
favored servant and lover, and bestows her
strange affections on corpses and undead
that remind her of the dark goddess.
Relyk always has a bit of a cold or
some other minor sickness, though
these never debilitate her or affect
her abilities in any way; her symptoms
might merely be affectations to ward
off the unwary or show her devotion.
She helps those who want to become
undead do so, and is willing to
assist other members of her
church. However, she watches for
anyone who might pass her in
prominence within the church.
Rivals for her god’s affection or
attention find that Relyk quickly becomes a
devious, heartless enemy.
Combat Encounters: Relyk can be used
as a solo opponent, but is much more
dangerous with undead allies. Because
she is healed by negative energy, she can
sustain herself and multiple undead
with her channel energy ability, and
may pretend to be undead to gain an
advantage over gullible enemies.
Roleplaying Suggestions: Relyk can
be an advocate for a country ruled by
undead, the commander of a large tribe of
underground ghouls, or a daytime liaison
for a cabal of vampires. When she defeats
an enemy, she “graciously” offers to raise
him as undead.
DEATH PRIEST
CR 8
HUMAN CLERIC OF URGATHOA 9
XP 4,800
Medium humanoid (human)
NE
5050
51
Init +3; Senses Perception +14
DEFENSE
AC 21, touch 10, flat-footed 21 (+11 armor, +1 deflection, –1 Dex);
+1 vs. good opponents
hp 78 (10d8+30)
Fort +10, Ref +3, Will +12; +2 vs. good opponents
OFFENSE
Speed 20 ft.
Melee +1 falchion +11/+6 (2d4+5/18–20)
Special Attacks aura of madness (DC 19, 10 rounds/day), channel
negative energy 4/day (DC 16, 5d6), might of the gods (+10,
10 rounds/day)
Domain Spell-Like Abilities (CL 10th; concentration +14)
7/day—strength surge (+5), vision of madness (+/–5)
Cleric Spells Prepared (CL 10th; concentration +14)
5th—flame strike (DC 19), righteous mightD, summon monster V
4th—confusionD (DC 18), cure critical wounds, summon
monster IV (2), unholy blight (DC 18)
3rd—blindness/deafness, magic circle against good, magic
vestmentD, summon monster III, water breathing
2nd—bull’s strengthD, cure moderate wounds, darkness,
shield other, silence (DC 16), summon monster II
1st—bane (DC 15), bless, command (DC 15), cure light
wounds, divine favor, enlarge personD (DC 15)
0 (at will)—create water, detect magic,
light, mending
D Domain spell; Domains Madness,
Strength
TACTICS
Before Combat The cleric casts magic
circle against good and magic vestment.
During Combat The cleric drinks a potion of
invisibility, then uses summon monster V and
summon monster IV to overwhelm opponents,
and attacks with flame strike, casting righteous might
before entering melee.
Base Statistics Without magic circle against good and
magic vestment, the cleric’s statistics are AC 20,
touch 10, flat-footed 20.
STATISTICS
Str 16, Dex 8, Con 14, Int 10, Wis 18, Cha 12
Base Atk +7; CMB +10; CMD 20
Feats Augment Summoning, Combat Casting, Heavy
Armor Proficiency, Improved Initiative, Power
Attack, Spell Focus (conjuration)
Skills Handle Animal +11, Heal +8, Knowledge
(nature) +1, Knowledge (religion) +6,
Perception +14, Spellcraft +8
Languages Common
SQ aura
Combat Gear potions of invisibility (2); Other Gear +1 full plate,
+1 falchion, cloak of resistance +1, headband of inspired
wisdom +2, ring of protection +1, silver unholy symbol, 110 gp
The mother of beasts serves the goddess of madness and
monsters. She looks after horrible creatures and summons
extraplanar beings to defend herself and her pets.
EMPIRI CHALEMEDE
Empiri raises and nurtures hybrid monsters and aberrant
mutations. Though she lacks the magic to create these
oddities, she values anyone skilled at such things.
Combat Encounters: Empiri is most effective when she
has monsters to protect her. Without allies, she uses summon
monster spells to conjure guardians.
Roleplaying Suggestions: Empiri might ask the PCs to
help her catch a predatory beast—though not to destroy it.
MOTHER OF BEASTS
CR 9
HUMAN CLERIC OF LAMASHTU 10
XP 6,400
Medium humanoid (human)
CE
5151
CR
8
9
CORE CLASSES
CLERICS
Init +3; Senses Perception +11
DEFENSE
AC 20, touch 9, flat-footed 20 (+7 armor, –1 Dex, +1 natural, +3 shield)
hp 75 (11d8+22)
Fort +9, Ref +5, Will +13
Resist electricity 20, fire 10
OFFENSE
Speed 20 ft.
Melee mwk heavy mace +10/+5 (1d8+1)
Ranged mwk light crossbow +8 (1d8/19–20)
Special Attacks channel negative energy 7/day (DC 19, 6d6), staff of
order (5 rounds, 1/day)
Domain Spell-Like Abilities (CL 11th; concentration +16)
8/day—fire bolt (1d6+5 fire), touch of law
Cleric Spells Prepared (CL 11th; concentration +16)
6th—blade barrier (DC 23), fire seedsD
5th—fire shieldD, flame strike (2, DC 22),
spell resistance
4th—air walk, cure serious wounds,
dismissal (DC 19), freedom of
movement, wall of fireD
3rd—cure serious wounds, fireballD (DC 20),
glyph of warding, invisibility purge,
searing light, water walk
2nd—cure moderate wounds, hold
person (DC 17), produce flameD,
resist energy (2, DC 17),
silence (DC 17)
1st—bless, burning handsD
(DC 18), command (2, DC
16), cure light wounds,
endure elements,
magic weapon
0 (at will)—bleed (DC 15),
detect magic,
guidance, virtue
D Domain spell; Domains
Fire, Law
TACTICS
Before Combat The cleric casts freedom of
movement and resist energy (electricity).
During Combat The cleric casts fire shield
(warm shield), uses his wand of shield of
faith, then attacks with fire spells, switching
to blade barrier, channeled energy, and flame
strike against fire-resistant opponents.
STATISTICS
Str 13, Dex 8, Con 12, Int 10,
Wis 21, Cha 14
Base Atk +8; CMB +9; CMD 18
Feats Extra Channel, Greater Spell Focus (evocation), Improved
Channel, Improved Initiative, Lightning Reflexes, Selective
Channeling, Spell Focus (evocation)
Skills Intimidate +7, Knowledge (nobility, religion) +6, Knowledge (planes)
+7, Linguistics +5, Perception +11, Sense Motive +13, Spellcraft +8
Languages Common, Ignan, Infernal
SQ aura
Combat Gear necklace of fireballs (type III), potion of delay poison,
wand of shield of faith (7 charges); Other Gear +1 breastplate,
+1 heavy steel shield, masterwork heavy mace, masterwork
light crossbow with 20 bolts, amulet of natural armor +1, cloak
of resistance +1, headband of inspired wisdom +2, silver unholy
symbol, 1,453 gp
The fire cleric serves infernal or elemental powers and
uses his magic to purge weakness from the world.
ALEKSION CORIC
Aleksion sees himself as bringing
the flame of truth and order to
burn away all that is impure and
rebellious. Though he serves Hell,
he believes fulfilling his task is
necessary to preserve human
civilization in a world beset by
barbarians and demons.
FIRE CLERIC
CR 10
HUMAN CLERIC OF ASMODEUS 11
XP 9,600
Medium humanoid (human)
LE
5252
53
Init +6; Senses Perception +11
DEFENSE
AC 26, touch 13, flat-footed 24 (+9 armor, +1 deflection, +2 Dex,
+1 natural, +3 shield)
hp 105 (12d8+24)
Fort +12, Ref +9, Will +14
OFFENSE
Speed 20 ft.
Melee mwk whip +9/+4 (1d3–1 nonlethal)
Ranged mwk heavy crossbow +12 (1d10/19–20)
Special Attacks channel negative energy 8/day (DC 21, 6d6)
Domain Spell-Like Abilities (CL 12th; concentration +17)
At will—charming smile (12 rounds/day, DC 21), master’s illusion
(12 rounds/day, DC 21)
8/day—copycat (12 rounds), dazing touch
Cleric Spells Prepared (CL 12th; concentration +17)
6th—geas/questD, greater dispel magic, word
of recall
5th—breath of life, charm monsterD (DC 22),
greater command (DC 22), slay living
(DC 20), spell resistance
4th—chaos hammer (DC 19), cure serious
wounds, discern lies (DC 19), heroismD,
poison (DC 19)
3rd—invisibility purge, magic vestment,
prayer, protection from energy (DC 18),
searing light, suggestionD (DC 20)
2nd—calm emotions (DC 19), delay
poison (DC 17), enthrall (DC 19),
hold person (2, DC 19), invisibilityD
1st—charm personD (DC 18), cure
light wounds (2), entropic
shield, hide from undead,
obscuring mist, remove fear
0 (at will)—detect magic, light,
mending, purify food and drink
D Domain spell; Domains Charm,
Trickery
TACTICS
Before Combat The cleric uses his
wand of bear’s endurance, then casts
magic vestment.
During Combat The cleric uses charm spells,
hold spells, and suggestion to disable
opponents or turn them into allies. He casts
heroism and prayer to bolster companions, and
uses his copycat domain power and spell resistance
to protect himself, channeling negative energy to
harm creatures who resist enchantment.
Base Statistics Without bear’s endurance and magic vestment, the
cleric’s statistics are AC 24, touch 13, flat-footed 22; hp 81; Fort +10;
Con 12.
STATISTICS
Str 8, Dex 15, Con 16, Int 10, Wis 20, Cha 16
Base Atk +9; CMB +8; CMD 21
Feats Extra Channel, Greater Spell Focus (enchantment), Improved
Channel, Improved Initiative, Lightning Reflexes, Selective
Channeling, Spell Focus (enchantment)
Skills Bluff +11, Diplomacy +17, Heal +14, Intimidate +8, Perception +11,
Spellcraft +6
Languages Common
SQ aura
Combat Gear potion of cure moderate wounds, wand of bear’s
endurance (10 charges); Other Gear +1 breastplate, +2 light
wooden shield, masterwork heavy crossbow with 20 bolts,
masterwork whip, amulet of natural armor +1, belt of incredible
dexterity +2, cloak of resistance +1, headband of inspired
wisdom, ring of protection +1, silver unholy symbol, 621 gp
The trickster priest serves the goddess of
trickery and revenge, using guile and
magic to manipulate others.
UNAM CLAREFIELD
Unam is affectionate but fickle,
philandering
but
jealous,
and
inconsiderate but vengeful. To those
in his favor, he plays the part of
an excellent and dependable ally,
but easily turns on those he feels
have insulted or jilted him.
He is more than willing
to influence or control
his
so-called
friends,
abandoning
them
in
dangerous situations.
Combat
Encounters:
With his charm and
spells, Unam usually
has several followers who
are willing to die to prove
their affection. He tries
to use spells carefully
so
these
“pets”
don’t come to any
harm by his hand.
Roleplaying Suggestions:
Unam is eager to avenge old
slights or help others in
their quests for vengeance,
especially if there is an attractive
PC he can spend time with.
TRICKSTER PRIEST
CR 11
HUMAN CLERIC OF CALISTRIA 12
XP 12,800
Medium humanoid (human)
CN
5353
CR
10
11
CORE CLASSES
CLERICS
Init +0; Senses Perception +16
DEFENSE
AC 22, touch 10, flat-footed 22 (+11 armor, +1 natural)
hp 121 (13d8+59)
Fort +13, Ref +5, Will +12
DR 10/adamantine (150 points)
OFFENSE
Speed 20 ft.
Melee +1 flaming greatsword +16/+11 (2d6+8/17–20 plus 1d6 fire) or
mwk dagger +15/+10 (1d4+7/19–20)
Ranged mwk heavy crossbow +10 (1d10/19–20)
Special Attacks channel negative energy 4/day (DC 15, 7d6), might
of the gods (+13, 13 rounds/day), weapon master (13 rounds/day)
Domain Spell-Like Abilities (CL 13th; concentration +16)
6/day—battle rage (+6 damage), strength surge (+6)
Cleric Spells Prepared (CL 13th; concentration +16)
7th—power word blindD, word of chaos
6th—heal, mass bull’s strength, stoneskinD
5th—breath of life, flame strike (DC 18), righteous mightD,
spell resistance
4th—chaos hammer (DC 17), dismissal (DC 17), divine powerD,
restoration, spell immunity
3rd—cure serious wounds (2), invisibility purge, magic
vestmentD, prayer, wind wall
2nd—aid, bear’s endurance, delay poison (DC 15),
hold person (DC 15), resist energy (DC 15),
spiritual weaponD
1st—bane (DC 14), bless, cure light wounds
(2), enlarge person D (DC 14), shield of
faith
0 (at will)—detect magic, detect poison,
guidance, light
D Domain spell; Domains Strength, War
TACTICS
Before Combat The cleric casts bear’s
endurance and stoneskin.
During Combat The cleric targets
weak-looking opponents first,
using spells to blind and
damage multiple enemies
before attacking with her
greatsword.
Base Statistics Without
bear’s endurance and
stoneskin, the cleric’s
statistics are hp 95,
Fort +11; DR none; Con 14.
STATISTICS
Str 20, Dex 10, Con 18, Int 12, Wis 17, Cha 8
Base Atk +9; CMB +14; CMD 24
Feats Cleave, Combat Casting, Extra Channel, Heavy Armor
Proficiency, Improved Critical (greatsword), Power Attack, Vital
Strike, Weapon Focus (greatsword)
Skills Diplomacy +7, Heal +11, Intimidate +4, Knowledge (engineering,
nobility, planes) +6, Knowledge (history, religion) +9, Knowledge
(local) +3, Perception +16, Ride –1, Spellcraft +9
Languages Common
SQ aura
Combat Gear potion of haste; Other Gear +2 full plate, +1 flaming
greatsword, masterwork dagger (2), masterwork heavy crossbow,
amulet of natural armor +1, belt of giant strength +2, cloak of
resistance +1, headband of inspired wisdom +2, iron unholy symbol,
granite and diamond dust for stoneskin (worth 250 gp), 276 gp
The profane general, a powerful cleric of war who leads
by example, cleaves through enemies to inspire her allies
and followers to greater glory and victory.
BIRN HENGDEL
Birn became a mercenary when her unit
was cut off and her home city fell. Over
the years, she has gathered many warriors
under her banner. She lives only for battle,
refusing to become attached to followers
she may have to sacrifice.
Combat Encounters: Birn loyally
serves whoever pays her, so she
might face the PCs while in the
employ of any villain.
Roleplaying Suggestions:
Because she works for the
highest bidder, Birn
might just switch
sides if given a
better offer.
PROFANE GENERAL
CR 12
HUMAN CLERIC OF GORUM 13
XP 19,200
Medium humanoid (human)
CN
5454
55
Init +6; Senses low-light vision; Perception +22
DEFENSE
AC 24, touch 16, flat-footed 21 (+7 armor, +2 deflection, +2 Dex,
+1 dodge, +1 natural, +1 size) (+4 dodge vs. giants)
hp 129 (14d8+63)
Fort +16, Ref +9, Will +18; +2 vs. illusions
Immune fire (120 points)
OFFENSE
Speed 15 ft.
Melee mwk glaive +11/+6 (1d8–1/×3)
Ranged mwk light crossbow +14 (1d6/19–20)
Special Attacks channel positive energy 5/day (DC 19, 7d6), +1 on
attack rolls against goblinoid and reptilian humanoids
Domain Spell-Like Abilities (CL 14th; concentration +20)
9/day—bit of luck, resistant touch
Cleric Spells Prepared (CL 14th; concentration +20)
7th—destruction (DC 23), repulsion D (DC 23), summon monster VII
6th—antilife shell, antimagic fieldD, banishment (DC 22), blade
barrier (DC 22), greater dispel magic
5th—breath of life, greater command (DC 21), mark of justice,
spell resistanceD, wall of stone
4th—air walk, death ward, freedom of movementD, neutralize
poison, order’s
wrath (DC 20),
repel vermin
3rd—bestow curse
(DC 19), blindness/
deafness (DC 19), glyph of
warding (2), invisibility purge,
protection from energy D (DC 19)
2nd—bear’s endurance, delay poison
(DC 18), hold person (2, DC 18), remove
paralysis, shield otherD
1st—cause fear (2, DC 17), command (DC 17), divine favor,
entropic shield, sanctuary (DC 17), true strikeD
0 (at will)—create water, detect poison, mending, read magic
D Domain spell; Domains Luck, Protection
TACTICS
Before Combat The cleric casts air walk, bear’s endurance, delay
poison, freedom of movement, and protection from energy (fire).
During Combat The cleric prefers to paralyze, repel, or disable
opponents with greater command and barrier spells, but reacts
aggressively if his opponents won’t surrender or agree to a truce.
Base Statistics Without bear’s endurance, the cleric’s statistics are
hp 101; Fort +14; Con 14.
STATISTICS
Str 8, Dex 14, Con 18, Int 13, Wis 22, Cha 10
Base Atk +10; CMB +8; CMD 23
Feats Combat Casting, Dodge, Extra Channel, Improved Channel,
Improved Initiative, Selective Channeling, Turn Undead
Skills Craft (armor) +3, Craft (jewelry) +6, Diplomacy +9, Heal +15,
Knowledge (arcana, history, nobility) +6, Knowledge (local) +3,
Knowledge (religion) +10, Perception +22, Sense Motive +12,
Spellcraft +8
Languages Common, Gnome, Sylvan
SQ aura, aura of protection (+2 deflection, energy resistance 10,
14 rounds/day), good fortune (2/day)
Combat Gear potions of invisibility (2), ring of the ram (10 charges);
Other Gear +1 light fortification breastplate, masterwork glaive,
masterwork light crossbow with 20 bolts, amulet of natural armor +1,
headband of inspired wisdom +4, ring of protection +2, platinum holy
symbol (worth 500 gp), powdered diamond (worth 200 gp), 787 gp
The sacred guardian serves the goddess of beauty and
love. He protects a holy site, preferring to deflect and
warn rather than harm or destroy.
PINDLE FINBERRY
An aficionado of art, music, and sculpture, Pindle would
be content spending his days creating beautiful things for
people to wear and use. He knows there is ugliness in the
world that would destroy all beauty, so he has sworn to be
a shield against these defilers. In his heart, he wants peace
and serenity, and hopes that his words and deeds can turn
away the forces of destruction. While many might
see him as an idealistic hero, the truth is
that Pindle values art more than people,
and will happily steal or overlook
suffering if it’s necessary to preserve
great art.
Combat Encounters: Pindle is a
capable guardian and might agree
to guard a place or thing as a favor
for an allied church or devotee
of beauty—even if this pits
him against good-aligned
PCs. If the PCs steal
a valuable gem, art
object,
or
magic
item relevant to his
interests (or if he has
been led to believe
this), he might track
them down and insist that
they return it, or even take it by force
if necessary.
Roleplaying Suggestions: Pindle
is knowledgeable about art, gems,
famous armors, and similar topics.
He’d gladly accompany most PCs to
an exotic location of great beauty
or in search of a lost art object.
SACRED GUARDIAN
CR 13
GNOME CLERIC OF SHELYN 14
XP 25,600
Small humanoid (gnome)
N
5555
CR
12
13
CORE CLASSES
CLERICS
Init +5; Senses Perception +20
DEFENSE
AC 22, touch 12, flat-footed 21 (+9 armor, +1 deflection, +1 Dex,
+1 natural)
hp 146 (15d8+75)
Fort +14, Ref +7, Will +17
OFFENSE
Speed 30 ft.
Melee +3 scythe +17/+12/+7 (2d4+6/19–20/×4)
Special Attacks channel negative energy 4/day (DC 18, 8d6), scythe
of evil (7 rounds, 2/day)
Domain Spell-Like Abilities (CL 15th; concentration +22)
10/day—bleeding touch (7 rounds), touch of evil (7 rounds)
Cleric Spells Prepared (CL 15th; concentration +22)
8th—fire storm (DC 26), unholy auraD
7th—blasphemyD (DC 25), destruction (DC 24), ethereal jaunt
6th—antilife shell, blade barrier (DC 24), create undeadD,
harmD (DC 23)
5th—dispel good, greater command (DC 22), flame
strike (DC 23), insect plague, righteous might, slay
livingD (DC 22)
4th—divine power, freedom of movement, giant
vermin, greater magic weapon, poison (DC 21),
unholy blightD (DC 22)
3rd—animate deadD, contagion (2, DC 20), deeper
darkness, dispel magic, wind wall
2nd—bear’s endurance, death knellD (DC 19), desecrate,
gentle repose, hold person (DC 19), spiritual weapon
1st—bane (DC 18), cause fearD (DC 18), divine favor, doom
(2, DC 18), entropic shield, shield of faith
0 (at will)—bleed (DC 17), light, resistance, virtue
D Domain spell; Domains Death, Evil
TACTICS
Before Combat The cleric casts bear’s endurance,
desecrate, freedom of movement, and greater
magic weapon.
During Combat The cleric relies on offensive spells,
or on channel energy if he has undead allies.
Base Statistics Without bear’s endurance
and greater magic weapon, the cleric’s
statistics are hp 116; Fort +12; Melee +1 scythe
+15/+10/+5 (2d4+4/19–20/×4); Con 14.
STATISTICS
Str 15, Dex 12, Con 18, Int 10, Wis 24, Cha 8
Base Atk +11; CMB +13; CMD 25
Feats Combat Casting, Command Undead, Critical
Focus, Extra Channel, Improved Channel, Improved Critical
(scythe), Improved Initiative, Spell Focus (evocation),
Weapon Focus (scythe)
Skills Bluff +5, Intimidate +5, Knowledge (local) +6, Knowledge
(religion) +9, Perception +20, Spellcraft +11
Languages Common
SQ aura, death’s embrace
Combat Gear potion of invisibility; Other Gear +3 mithral breastplate,
+1 scythe, amulet of natural armor +1, belt of giant strength +2,
cloak of resistance +1, headband of inspired wisdom +4, ring of
protection +1, unholy water, cold iron unholy symbol (worth
500 gp), onyx gems (worth 1,000 gp), silver dust for desecrate
(worth 25 gp), 2,482 gp
These clerics turn innocents into undead monstrosities.
THAMO HAKASA
Thamo, a living priest, fears that becoming undead
would ruin his appetites for food and physical pleasure.
MASTER OF UNDEATH
CR 14
HUMAN CLERIC OF URGATHOA 15
XP 38,400
Medium humanoid (human)
NE
5656
57
Init +4; Senses Perception +19
DEFENSE
AC 21, touch 12, flat-footed 21 (+7 armor, +1 deflection, +2 natural,
+1 size)
hp 155 (16d8+80)
Fort +17, Ref +10, Will +20; +2 vs. fear
Immune fire (120 points); Resist cold 20, electricity 20, fire 30
OFFENSE
Speed 20 ft.
Melee mwk quarterstaff +13/+8/+3 (1d4–1)
Ranged mwk light crossbow +14 (1d6/19–20)
Special Attacks channel negative energy 7/day (DC 20, 8d6)
Domain Spell-Like Abilities (CL 16th; concentration +23)
10/day— icicle (1d6+8 cold damage), lightning arc (1d6+8 electricity)
Cleric Spells Prepared (CL 16th; concentration +23)
8th—horrid wilting D (DC 25), summon monster VIII (2)
7th—elemental body IVD (air only), ethereal jaunt, repulsion (DC 24),
summon monster VII (2)
6th—banishment (DC 23), chain lightning D (DC 23), heal, summon
monster VI, word of recall
5th—breath of life, greater command (DC 22), ice stormD, plane
shift (DC 23), spell resistance, summon monster V
4th—air walkD, chaos hammer (DC 21), dismissal (DC 21), freedom
of movement, summon monster IV (2)
3rd—dispel magic, invisibility purge, prayer, protection from
energy (DC 20), remove blindness/deafness, water
breathingD, wind wall
2nd—bear’s endurance, cure moderate wounds, hold
person (DC 19), resist energy (DC 19), shatter, spiritual
weapon, wind wallD
1st—bless, command (2, DC 18), cure light wounds, divine
favor, obscuring mistD, shield of faith
0 (at will)—create water, detect magic, read magic, resistance
D Domain spell; Domains Air, Water
TACTICS
Before Combat The cleric casts air walk, bear’s endurance,
freedom of movement, protection from energy (fire), and
resist energy (fire).
During Combat The cleric summons air and water
elementals and uses Elemental Channel to keep
these defenders alive so he can cast attack spells at
his opponents.
Base Statistics Without bear’s endurance, protection
from energy, and resist energy, the cleric’s
statistics are hp 123; Fort 15; Immune —; Resist
cold 20, electricity 20; Con 14.
STATISTICS
Str 8, Dex 10, Con 18, Int 12, Wis 25, Cha 15
Base Atk +12; CMB +10; CMD 21
Feats Augment Summoning, Combat Casting, Elemental Channel
(air, water), Extra Channel, Improved Initiative, Lightning
Reflexes, Spell Focus (conjuration)
Skills Acrobatics +1 (–3 when jumping), Climb +0, Diplomacy +10,
Knowledge (arcana) +9, Knowledge (nature) +6, Knowledge
(planes) +14, Linguistics +5, Perception +19, Spellcraft +9,
Stealth +5, Swim +3
Languages Aquan, Auran, Common, Halfling
SQ aura
Combat Gear potions of invisibility (2); Other Gear +1 mithral
chainmail, masterwork light crossbow with 20 bolts,
masterwork quarterstaff, amulet of natural armor +2, cloak
of resistance +2, headband of inspired wisdom +6, ring of
protection +1, forked metal rods (for plane shift), wooden
unholy symbol, 1,564 gp
The elemental priest commands the forces of nature
and summons powerful air and water spirits to do his
bidding.
ELEMENTAL PRIEST
CR 15
HALFLING CLERIC OF GOZREH 16
XP 51,200
Small humanoid (halfling)
CN
5757
CR
14
15
CORE CLASSES
CLERICS
Init +5; Senses Perception +5
DEFENSE
AC 26, touch 13, flat-footed 25 (+12 armor, +2 deflection, +1 Dex,
+1 natural); +2 deflection vs. good
hp 131 (17d8+51)
Fort +13, Ref +7, Will +16; +1 vs. good
OFFENSE
Speed 20 ft.
Melee +2 greataxe +18/+13/+8 (1d12+6/19–20/×3)
Special Attacks channel negative energy 6/day (DC 23, 9d6), scythe
of evil (8 rounds, 3/day), weapon master (17 rounds/day)
Domain Spell-Like Abilities (CL 17th; concentration +22)
8/day—battle rage (+8 damage), touch of evil (8 rounds)
Cleric Spells Prepared (CL 17th; concentration +22)
9th—power word killD, storm of vengeance
8th—earthquake, fire storm (DC 23), power word stunD
7th—blasphemyD (DC 22), destruction (2, DC 22), ethereal jaunt
6th—blade barrierD (DC 21), greater dispel magic, harm (DC 21),
heal, mass bull’s strength
5th—dispel good, flame strike D (DC 20), righteous might, slay
living (2, DC 20), spell resistance
4th—air walk, chaos hammer (DC 19), death ward,
divine powerD, poison (DC 19), unholy blight (DC 19)
3rd—cure serious wounds, deeper darkness, dispel
magic, magic circle against goodD, meld into
stone, prayer
2nd—bear’s endurance, bull’s strength, death knell
(DC 17), hold person (2, DC 17), spiritual weaponD
1st—bane (DC 16), cause fear (2, DC 16), divine favor,
doom (DC 16), entropic shield, true strikeD
0 (at will)—bleed (DC 15), guidance, read magic,
resistance
D Domain spell; Domains Evil, War
TACTICS
Before Combat The cleric casts air walk and magic circle
against good.
During Combat Depending on her estimation of her
opponents, the cleric might attack with spells or
use divine power and righteous might to improve her
melee abilities.
STATISTICS
Str 16, Dex 12, Con 14, Int 8, Wis 20, Cha 16
Base Atk +12; CMB +15; CMD 28
Feats Bleeding Critical, Combat Casting, Critical Focus, Heavy Armor
Proficiency, Improved Channel, Improved Critical (greataxe),
Improved Initiative, Improved Vital Strike, Vital Strike, Weapon
Focus (greataxe)
Skills Knowledge (arcana) +11, Sense Motive +16, Spellcraft +19
Languages Common
SQ aura
Combat Gear potion of invisibility; Other Gear +3 light fortification
full plate, +2 greataxe, amulet of natural armor +1, belt of
physical perfection +2, boots of speed, cloak of resistance +1,
headband of inspired wisdom +2, ring of protection +2, cold iron
holy symbol (worth 500 gp), 4,230 gp
The herald of armageddon serves the god of wrath and
destruction. She brings misery, ruin, and death.
GAVRAMHA BATZUR
Gavramha was born into the cult of destruction and raised
as the “chosen one,” prophesied to break open the world and
release her mad god from his prison.
HERALD OF ARMAGEDDON
CR 16
HUMAN CLERIC OF ROVAGUG 17
XP 76,800
Medium humanoid (human)
CE
5858
59
Init +3; Senses low-light vision; Perception +8
DEFENSE
AC 26, touch 17, flat-footed 22 (+7 armor, +3 deflection, +3 Dex,
+1 dodge, +2 natural)
hp 129 (18d8+45)
Fort +17, Ref +13, Will +21; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee +4 short sword +21/+16/+11 (1d6+5/17–20)
Ranged +4 seeking light crossbow +20/+15/+10 (1d8+4/19–20)
Special Attacks channel negative energy 2/day (DC 18, 9d6)
Domain Spell-Like Abilities (CL 18th; concentration +24)
9/day—bleeding touch (9 rounds), copycat (18 rounds)
At will—master’s illusion (18 rounds/day, DC 27)
Cleric Spells Prepared (CL 18th; concentration +24)
9th—energy drain (DC 25), implosion (DC 25), time stopD
8th—antimagic field, discern location, greater spell
immunity, mass invisibilityD
7th—blasphemy (2, DC 23), ethereal jaunt, screenD
6th—blade barrier (DC 22), harm (DC 22), heal,
misleadD, wind walk, word of recall
5th—dispel good, false visionD, insect plague, slay
living (2, DC 21), spell resistance
4th—confusionD (DC 20), divine power, freedom
of movement, greater magic weapon (2),
neutralize poison
3rd—deeper darkness, invisibility purge,
magic vestment, meld with stone,
poison (DC 19), nondetectionD
2nd—darkness, delay poison (DC 18),
hold person (DC 18), invisibilityD,
silence (2, DC 18), undetectable
alignment
1st—cause fear (DC 17),
comprehend languages,
disguise selfD, divine
favor, entropic
shield,
obscuring mist, shield of faith
0 (at will)—bleed (DC 16), detect
magic, detect poison, mending
D Domain spell; Domains
Death, Trickery
TACTICS
Before Combat The cleric casts
delay poison, greater magic weapon
(on her sword and crossbow), freedom of movement, greater
spell immunity, magic vestment, and undetectable alignment.
During Combat The cleric uses magic to turn invisible or hinder
vision, then makes hit-and-run attacks.
Base Statistics Without greater magic weapon and magic vestment,
the cleric’s statistics are AC 23, touch 17, flat-footed 19; Melee
+1 short sword +18/+13/+8 (1d6+2/17–20); Ranged +1 seeking
light crossbow +17/+12/+7 (1d8+1/19–20).
STATISTICS
Str 12, Dex 16, Con 14, Int 12, Wis 22, Cha 8
Base Atk +13; CMB +14; CMD 31
Feats Combat Casting, Combat Reflexes, Deadly Aim, Dodge,
Improved Critical (short sword), Rapid Reload, Vital Strike, Weapon
Finesse, Weapon Focus (short sword)
Skills Bluff +11, Diplomacy +11, Disguise +11, Knowledge (religion) +13,
Perception +8, Sense Motive +18, Stealth +24
Languages Common, Elven, Orc
SQ aura, death’s embrace, elven magic,
weapon familiarity
Combat Gear wand of
invisibility (10 charges); Other
Gear +1 seeking light crossbow
with 20 bolts, +1 shadow studded
leather, +1 short sword, amulet of
natural armor +2, belt of mighty constitution
+2, boots of speed, cloak of resistance +4,
headband of inspired wisdom +4, ring of
protection +3, wooden unholy symbol,
eye ointment for true seeing (worth
250 gp), 4,254 gp
A shadow cleric strikes like
death from the darkness.
SOUFARA
EBONWIND
Soufara is a high priestess and
assassin for the god of
secrets and murder.
Because her god wipes
secrets from Soufara’s
mind once she no
longer needs to know
them,
her
memory
is
full
of
holes.
Ordinary events that
trigger faint echoes of
lost memories can make
her shake with fear or rage.
Combat
Encounters:
Soufara might direct a group
of master assassins, dealing with
spellcasters while her allies kill the rest.
Roleplaying Suggestions: Soufara might help PCs
in exchange for magic that can heal her memory loss.
SHADOW CLERIC
CR 17
ELF CLERIC OF NORGORBER 18
XP 102,400
Medium humanoid (elf)
NE
5959
CR
16
17
CORE CLASSES
CLERICS
Init +4; Senses Perception +21
DEFENSE
AC 31, touch 14, flat-footed 31 (+13 armor, +4 deflection, +2 natural,
+2 shield)
hp 184 (19d8+95)
Fort +16, Ref +7, Will +18
OFFENSE
Speed 20 ft.
Melee +4 spiked chain +23/+18/+13 (2d4+10/19–20)
Special Attacks channel negative energy 7/day (DC 23, 12d6)
Domain Spell-Like Abilities (CL 19th; concentration +25)
9/day—bleeding touch (9 rounds), touch of darkness (9 rounds)
Cleric Spells Prepared (CL 19th; concentration +25)
9th—energy drain (DC 25), etherealness, implosion (DC 25), wail
of the bansheeD (DC 25)
8th—antimagic field, create greater undeadD, earthquake,
fire storm (DC 24)
7th—blasphemy (2, DC 23), ethereal jaunt, power
word blindD, repulsion (DC 23)
6th—antilife shell, blade barrier (DC 22), harm (2, DC
22), shadow walkD (DC 22), word of recall
5th—greater command (DC 21), insect plague, slay
livingD (2), unhallow, wall of stone
4th—air walk, death wardD, freedom of movement, greater
magic weapon, neutralize poison, unholy blight (DC 20)
3rd—deeper darknessD (2), dispel magic (2), invisibility purge,
magic vestment
2nd—darkness, death knellD (DC 18), desecrate,
gentle repose, hold person (DC 18), shield other,
spiritual weapon
1st—bane (DC 17), bless, cause fearD (DC 17), deathwatch, doom
(DC 17), entropic shield, obscuring mist
0 (at will)—detect magic, guidance, read magic, virtue
D Domain spell; Domains Darkness, Death
TACTICS
Before Combat The cleric casts air walk, freedom of movement,
greater magic weapon, and magic vestment.
During Combat The cleric uses melee attacks and channeled energy
against close opponents. Against ranged opponents, he uses
spells to divide, blind, and kill.
Base Statistics Without greater magic weapon and magic vestment,
the cleric’s statistics are AC 28, touch 14, flat-footed 28; Melee
+1 spiked chain +20/+15/+10 (2d4+7/19–20).
STATISTICS
Str 18, Dex 10, Con 18, Int 8, Wis 22, Cha 14
Base Atk +14; CMB +18; CMD 32
Feats Blind-Fight, Combat Casting, Command
Undead, Critical Focus, Extra Channel,
Heavy Armor Proficiency, Improved Channel,
Improved Critical (spiked chain), Improved Initiative, Selective
Channeling, Vital Strike, Weapon Focus (spiked chain)
Skills Knowledge (local) +4, Knowledge (religion) +12, Perception +21,
Sense Motive +17
Languages Common
SQ aura, death’s embrace, eyes of darkness (9 rounds/day)
Gear +1 full plate, +1 spiked chain, javelin of lightning, amulet
of natural armor +2, belt of physical might +4 (Str, Con), cloak
of resistance +1, headband of mental prowess +2 (Wis, Cha),
phylactery of negative channeling, ring of force shield, ring of
protection +4, silver unholy symbol, unholy water, materials for
unhallow (worth 1,000 gp), onyx gems (worth 1,500 gp each),
platinum rings for shield other (worth 100 gp), silver dust for
desecrate (worth 25 gp), 3,450 gp
The priest of oblivion wishes to drown all creatures in
darkness and despair, then defile their bodies
and raise them as undead.
PRIEST OF OBLIVION
CR 18
HUMAN CLERIC OF ZON-KUTHON 19
XP 153,600
Medium humanoid (human)
NE
6060
61
Init +4; Senses Perception +20
DEFENSE
AC 37, touch 14, flat-footed 37 (+11 armor, +4 deflection, +4 natural,
+8 shield)
hp 153 (20d8+60)
Fort +18, Ref +10, Will +23
Immune fire
OFFENSE
Speed 30 ft.
Melee rod of the viper +18/+13/+8 (1d8+3)
Ranged +1 heavy crossbow +16 (1d10+1/19–20)
Special Attacks channel negative energy 6/day (DC 23, 10d6), hand
of the acolyte (8/day)
Domain Spell-Like Abilities (CL 20th; concentration +25)
8/day—fire bolt (1d6+10 fire)
4/day—dispelling touch
Cleric Spells Prepared (CL 20th; concentration +25)
9th—elemental swarmD (fire spell only), energy drain (DC 24),
gate, implosion (DC 26), summon monster IX
8th—antimagic field, fire storm (DC 25), incendiary cloudD (DC 24),
summon monster VIII, unholy aura
7th—blasphemy (DC 24), ethereal jaunt, greater restoration, spell
turningD, summon monster VII
6th—antimagic fieldD, blade barrier (2, DC 23), heal (2)
5th—break enchantment, dispel good, flame strike (DC 22),
greater command (DC 20), insect plague, spell resistanceD
4th—cure critical wounds, dimensional anchor, dismissal (DC 19),
freedom of movement, unholy blight (DC 21), wall of fireD
3rd—bestow curse (DC 18), fireballD (DC 20), magic vestment
(2), protection from energy (2, DC 18)
2nd—align weapon, delay poison, hold person (DC 17),
lesser restoration, produce flameD, spiritual weapon
1st—bless, burning handsD (DC 18), command (3, DC 16),
doom (DC 16), sanctuary (DC 16)
0 (at will)—create water, detect magic, guidance, mending
D Domain spell; Domains Fire, Magic
TACTICS
Before Combat The cleric casts delay poison, freedom of
movement, magic vestment (armor and shield), and spell turning.
During Combat The cleric first conjures devils to defend him.
Base Statistics Without magic vestment the cleric’s statistics are AC
29, touch 14, flat-footed 29.
STATISTICS
Str 13, Dex 10, Con 14, Int 13, Wis 21, Cha 16
Base Atk +15; CMB +16; CMD 30
Feats Alignment Channel (evil), Augment Summoning,
Combat Casting, Greater Spell Focus (evocation), Improved
Initiative, Improved Iron Will, Iron Will, Shield Focus, Spell
Focus (conjuration), Spell Focus (evocation), Spell Penetration
Skills Bluff +13, Diplomacy +16, Intimidate +13, Knowledge (arcana)
+9, Knowledge (religion) +14, Perception +20, Sense Motive +18,
Spellcraft +14
Languages Common, Infernal
SQ aura
Combat Gear potion of displacement, potion of fly, potion of haste;
Other Gear +1 mithral breastplate, +1 heavy steel shield, +1
heavy crossbow with 20 bolts, rod of the viper, amulet of natural
armor +4, bag of holding (type II), belt of physical might +2 (Con,
Dex), cloak of resistance +4, headband of inspired wisdom +4,
ring of counterspells, ring of protection +4, silver unholy symbol,
material components for gate (worth 10,000 gp), 3,855 gp
The fire diabolist serves the lord of Hell. He uses flame
and infernal creatures to subjugate all to his will.
FIRE DIABOLIST
CR 19
HUMAN CLERIC OF ASMODEUS 20
XP 204,800
Medium humanoid (human)
LE
6161
CR
18
19
CORE CLASSES
CLERICS
Init +1; Senses Perception +5
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 armor, +1 Dex, +1 dodge, +3 shield)
hp 18 (2d8+6)
Fort +5, Ref +1, Will +4
OFFENSE
Speed 30 ft.
Melee mwk club +5 (1d6+3)
Ranged shortspear +2 (1d6+3)
Domain Spell-Like Abilities (CL 2nd; concentration +3)
4/day—storm burst
Druid Spells Prepared (CL 2nd; concentration +3)
1st—cure light wounds, jump, obscuring mistD, shillelagh
0 (at will)—flare (DC 11), know direction, light, stabilize
D Domain spell; Domain Weather
TACTICS
During Combat The druid casts obscuring mist at the start of combat
and shillelagh before moving into melee range.
STATISTICS
Str 17, Dex 13, Con 14, Int 8,
Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Dodge, Shield Focus
Skills Handle Animal +5, Heal +5,
Knowledge (geography) +3,
Knowledge (nature) +1,
Perception +5, Profession (sailor) +5,
Survival +7, Swim +5
Languages Common, Druidic
SQ nature bond (Weather
domain), nature sense, wild
empathy +2, woodland stride
Combat Gear scrolls of cure light
wounds (2), scroll of entangle (2),
alchemist’s fire (4); Other Gear
masterwork leather armor, heavy
wooden shield, masterwork club,
shortspear, grappling hook, healer’s
kit, hemp rope (50 ft.), holly and
mistletoe, spell component pouch,
amber necklace (worth 25 gp),
45 gp
Mastery of the wind and
weather is a boon on any
ship, and many northern
druids thus serve as
captains, navigators,
and battle support.
Init +0; Senses Perception +6
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 15 (1d8+7)
Fort +5, Ref +0, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee spear +2 (1d8+3/×3)
Ranged sling +0 (1d4+2)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—fire bolt
Druid Spells Prepared (CL 1st; concentration +3)
1st—burning handsD (DC 13), endure elements, faerie fire
0 (at will)—detect poison, flare (DC 12), stabilize
D Domain spell; Domain Fire
TACTICS
Before Combat The druid casts endure elements each day.
During Combat The druid casts faerie fire, then drops a smokestick
at his feet, letting foes come to him, and possibly sets his spear
against a charge. He then fights with his spear or casts
burning hands.
STATISTICS
Str 15, Dex 10, Con 16, Int 12, Wis 15, Cha 6
Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush
or trip)
Feats Toughness
Skills Climb +4, Handle Animal +2,
Knowledge (geography) +5,
Knowledge (nature) +3,
Perception +6 (+8 to notice
unusual stonework), Survival +8
Languages Common, Druidic,
Dwarven, Giant
SQ nature bond (Fire domain), nature sense,
wild empathy –1
Combat Gear alchemist’s fire (2),
smokesticks (2); Other Gear
masterwork hide armor, sling with
20 bullets, spear, climber’s kit, healer’s
kit, holly and mistletoe, spell
component pouch, 8 gp
These hostile guardians of
volcanic mountain regions
have tempers to match
their fiery environs, and
tolerate no intruders.
INITIATE OF FLAME
CR 1/2
DWARF DRUID 1
XP 200
Medium humanoid (dwarf)
LN
SAIL MASTER
CR 1
HUMAN DRUID 2
XP 400
Medium humanoid (human)
NE
6262
Init +1; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 natural)
hp 32 (4d8+11)
Fort +6, Ref +2, Will +5; +4 vs. fey and plant-targeted effects
Defensive Abilities orc ferocity
OFFENSE
Speed 20 ft.
Melee mwk club +9 (1d6+4)
Ranged spear +4 (1d8+4/×3)
Special Attacks wild shape 1/day
Domain Spell-Like Abilities (CL 4th; concentration +5)
4/day—wooden fist
Druid Spells Prepared (CL 4th; conc. +5)
2nd—barkskinD, bull’s strength,
summon swarm
1st—entangleD (2, DC 12),
faerie fire, shillelagh (2)
0 (at will)—create water,
know direction, light, stabilize
D Domain spell; Domain Plant
TACTICS
Before Combat The druid casts
barkskin on himself.
During Combat The druid casts
entangle or summon swarm.
Base Statistic Without barkskin,
the druid’s statistics are AC 18,
touch 11, flat-footed 17.
STATISTICS
Str 18, Dex 12, Con 14, Int 8,
Wis 13, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Natural Spell, Weapon
Focus (club)
Skills Heal +7, Intimidate +2,
Knowledge (nature) +8,
Perception +6, Survival +10
Languages Common,
Druidic, Orc
SQ nature bond (Plant
domain), nature sense,
orc blood, trackless step,
weapon familiarity, wild
empathy +4, woodland stride
Combat Gear potion of cure
moderate wounds; Other Gear
+1 dragonhide breastplate, masterwork
club, spears (4), holly and mistletoe, 93 gp
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size)
hp 24 (3d8+7)
Fort +5, Ref +3, Will +5; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee sickle +1 (1d4–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day—lightning arc
Gnome Spell-Like Abilities (CL 3rd; concentration +5)
1/day—dancing lights, ghost sound, prestidigitation, speak
with animals
Druid Spells Prepared (CL 3rd; concentration +5)
2nd—flaming sphere (DC 14), summon swarm, wind wallD
1st—cure light wounds (2), obscuring mistD, speak with animals
0 (at will)—flare (DC 12), light, stabilize, virtue
D Domain spell; Domain Air
TACTICS
During Combat The druid casts
spider climb and hides,
then casts obscuring mist.
STATISTICS
Str 6, Dex 14, Con 15, Int 10,
Wis 15, Cha 14
Base Atk +2; CMB –1; CMD 11
Feats Augment Summoning,
Spell Focus (conjuration)
Skills Handle Animal +7, Heal +6,
Knowledge (nature) +6,
Perception +8, Spellcraft +6,
Stealth +8, Survival +10
Languages Common, Druidic,
Gnome
SQ nature bond (Air domain),
nature sense, wild
empathy +5,
woodland stride,
trackless step
Combat Gear scrolls of cure light
wounds (3), scroll of spider
climb, tanglefoot bags (2);
Other Gear +1 leather armor,
masterwork heavy wooden
shield, sickle, holly and
mistletoe, spell component
pouch, 95 gp
SYLVAN PROTECTOR
CR 2
GNOME DRUID 3
XP 600
Small humanoid (gnome)
CN
SAVAGE PLANT SAGE
CR 3
HALF-ORC DRUID 4
XP 800
Medium humanoid (human, orc)
CN
6363
CR
CORE CLASSES
DRUIDS
1/2
1
2
3
CAVERN DEFENDER
CR 4
HALF-ELF DRUID 5
XP 1,200
Medium humanoid (elf, human)
N
Init +2; Senses low-light vision; Perception +11
DEFENSE
AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
hp 31 (5d8+5)
Fort +6, Ref +6, Will +9; +2 vs. enchantments, +4 vs. fey and plant-
targeted effects
OFFENSE
Speed 20 ft.
Melee quarterstaff +2 (1d6–1) or
sickle +2 (1d6–1)
Ranged mwk sling +6 (1d4–1)
Special Attacks wild shape 1/day
Domain Spell-Like Abilities (CL 5th; concentration +9)
7/day—acid dart
Druid Spells Prepared (CL 5th; concentration +9)
3rd—spike growth (2, DC 17), stone shapeD
2nd—barkskin, bear’s endurance, soften earth and stoneD,
summon swarm
1st—cure light wounds, magic stoneD, obscuring mist,
shillelagh, speak with animals
0 (at will)—create water, guidance, know direction, light
D Domain spell; Domain Earth
TACTICS
Before Combat The druid casts spike
growth twice per day to protect
her position, using stone shape
if necessary to limit any viable
approaches to her.
During Combat The druid wild
shapes into a small flying animal
at the first opportunity to escape
melee. On subsequent rounds, she
casts soften earth and stone and
spike growth to distort the
terrain beneath her enemies.
She intersperses these
spells with
speak with
animals and
summoning
spells to call
flying creatures
to harass those
enemies. Once her
spells are exhausted, she uses
acid dart.
STATISTICS
Str 8, Dex 14, Con 13, Int 12, Wis 18, Cha 10
Base Atk +3; CMB +2; CMD 15
Feats Dodge, Lightning Reflexes, Natural Spell, Skill Focus (Survival)
Skills Climb +1, Fly +4, Handle Animal +6, Heal +10, Knowledge
(dungeoneering) +6, Knowledge (nature) +11, Perception +11,
Spellcraft +7, Survival +15
Languages Common, Druidic, Elven, Undercommon
SQ elf blood, nature bond (Earth domain), nature sense, trackless
step, wild empathy +5, woodland stride
Combat Gear wand of cure light wounds (50 charges), alchemist’s
fire (3); Other Gear +1 hide armor, heavy wooden shield,
masterwork sling with 20 bullets, quarterstaff, sickle, cloak of
resistance +1, backpack, healer’s kit, holly and mistletoe, silk rope
(50 ft.), spell component pouch, 91 gp
Though most druids tend
and protect the wild lands
that lie under the open sky,
others stalk the tunnels that
lie beneath the earth, serving as
wardens, protectors, and tenders of
vermin and fungi.
ZIRUL
Zirul is the solemn protector
of a large cave system that is
rife with bats and vermin of all
kind. Having been abandoned
here at a young age, she sees the
cave as her home, and will not
allow anyone to access it. She
dresses in dark, splotched
clothing to better blend in
with the cavern walls, and has
lost some of her humanity as
a result of living so far from
civilization for so long.
Combat Encounters: Zirul’s
combat axiom is that a good
defense lays the groundwork
for a devastating offense. She
always makes sure to enter
combat from a position of
defensive strength.
Roleplaying Suggestions:
Zirul has nearly lost her
ability to feel empathy for
other humanoids. She
constantly mutters to
herself and to the rats
that swarm around
her, ignoring other
people’s perturbed
reactions to her
odd behavior.
6464
Init +4; Senses Perception +9
DEFENSE
AC 22, touch 15, flat-footed 18 (+5 armor, +4 Dex, +2 shield, +1 size)
hp 40 (6d8+10)
Fort +7, Ref +7, Will +8; +2 vs. fear, +4 vs. fey and plant-targeted effects
Resist electricity 10
OFFENSE
Speed 15 ft.
Melee mwk sickle +6 (1d4)
Ranged mwk sling +10 (1d3)
Special Attacks wild shape 2/day
Domain Spell-Like Abilities (CL 6th; concentration +8)
5/day—lightning arc
Druid Spells Prepared (CL 6th; concentration +8)
3rd—gaseous formD, extended summon nature’s ally II (2)
2nd—barkskin, extended summon nature’s ally I, summon
swarm, wind wallD
1st—endure elements, faerie fire, magic fang, obscuring mistD,
speak with animals
0 (at will)—detect poison, know direction, light, purify food
and drink
D Domain spell; Domain Air
TACTICS
Before Combat The druid casts endure elements at the start of
each day. Before a fight he drinks his potion of invisibility.
During Combat Once invisible, the druid moves away
from his enemies. He spends the next few rounds
casting speak with animals and his extended
summon nature’s ally spells, followed
by magic fang and barkskin, cast from
his wands on the summoned
creatures. If the summoned
creatures take damage,
he heals them with
his wand of cure
moderate wounds.
If his invisibility is
compromised, he
wild shapes into an
eagle to keep out
of reach.
STATISTICS
Str 10, Dex 18, Con 13, Int 10,
Wis 14, Cha 10
Base Atk +4; CMB +3; CMD 17
Feats Augment Summoning, Extend
Spell, Spell Focus (conjuration)
Skills Acrobatics +4 (+0 when
jumping), Bluff +2, Heal +6,
EVASIVE SLIP
CR 5
HALFLING DRUID 6
XP 1,600
Small humanoid (halfling)
NE
Knowledge (nature) +6, Perception +9, Sense Motive +4,
Spellcraft +7, Stealth +12, Survival +13, Swim +3
Languages Common, Druidic, Halfling
SQ nature bond (Air domain), nature sense, trackless step, wild
empathy +6, woodland stride
Combat Gear potion of invisibility, scroll of longstrider, wand of
barkskin (8 charges), wand of cure moderate wounds (15 charges),
wand of magic fang (8 charges); Other Gear +1 hide armor,
darkwood masterwork heavy wooden shield, masterwork sickle,
masterwork sling with 20 bullets, antitoxin, holly and mistletoe,
spell component pouch, 52 gp
Evasive as the wind, these skittish druids tend to stay
away from others, using their formidable powers to
escape even the most hazardous situations.
VELUN THE SLIP
Once a slave, Velun escaped bondage with the help of
a druid, who went on to train him. Once he felt he had
learned all he could, he killed the
druid, turning the mentor’s wolf
animal companion into a cloak. Velun
now lives completely off the land,
deathly afraid of cities and the slavers he
believes lurk around every corner.
Combat Encounters: Given his extreme
paranoia, Velun rarely teams up with
any other sentient creatures, and the few
times he does, he make sure they have few
connections to other people so word of his
location won’t reach the ears of slavers or
other corrupt city folk. Velun tries to stay out
of combat, using his summoned creatures to
ensure his escape.
Roleplaying Suggestions: Velun
tends to think that all creatures
that come looking for him are slavers
in disguise. If he sees them coming,
he sneaks away if
he can. If they do
manage to talk to
him, he tells them
almost nothing,
as he believes that
seeming
useful
or friendly makes
him an even more
appealing target for
slavers. After he’s
encountered new
people, Velun relocates
to a new campsite so no
one can track him down.
6565
CR
4
5
CORE CLASSES
DRUIDS
ISLAND DEFENDER
CR 6
ELF DRUID 7
XP 2,400
Medium humanoid (elf)
LN
Init +6; Senses low-light vision; Perception +15
DEFENSE
AC 24, touch 14, flat-footed 22 (+7 armor, +2 deflection, +2 Dex,
+3 shield)
hp 47 (7d8+12)
Fort +6, Ref +6, Will +8; +2 vs. enchantments, +4 vs. fey and plant-
targeted effects
Immune sleep; Resist cold 10
OFFENSE
Speed 20 ft.
Melee mwk shortspear +6 (1d6) or
club +5 (1d6)
Ranged mwk shortspear +8 (1d6)
Special Attacks wild shape 2/day
Domain Spell-Like Abilities (CL 7th; concentration +10)
6/day—icicle
Druid Spells Prepared (CL 7th; concentration +10)
4th—control waterD, ice storm
3rd—cure moderate wounds, daylight, sleet storm, water breathingD
2nd—animal messenger, barkskin, bear’s endurance, fog cloudD,
resist energy
1st—cure light wounds, endure elements, magic fang, obscuring
mistD, shillelagh, speak with animals
0 (at will)—light, mending, purify food and drink, read magic
D Domain spell; Domain Water
TACTICS
Before Combat The druid drinks her potion of shield of faith.
During Combat The druid prefers to be in or near a body of water to
take advantage of her abilities. She opens with her ice storm or
fog cloud spells in order to slow down her opponents. Afterward,
she wild shapes into either a dire bear or a giant octopus
(depending on the terrain), and alternates rounds of attacks with
spells such as bear’s endurance and barkskin.
Base Statistics Without shield of faith, the druid’s statistics are
AC 22, touch 12, flat-footed 20; CMD 17.
STATISTICS
Str 10, Dex 14, Con 12, Int 15, Wis 16, Cha 8
Base Atk +5; CMB +5; CMD 19
Feats Combat Casting, Improved Initiative, Lightning Reflexes,
Natural Spell
Skills Fly +4, Handle Animal +5, Heal +11, Knowledge (history) +4,
Knowledge (nature) +14, Linguistics +3, Perception +15, Spellcraft +11
(+13 to identify magic item properties), Survival +14, Swim +5
Languages Common, Aquan, Draconic, Druidic, Elven, Sylvan
SQ elven magic, nature bond (Water domain), nature sense,
trackless step, weapon familiarity, wild empathy +6,
woodland stride
Combat Gear dust of dryness, potion of haste, potion of shield of
faith, wand of cure moderate wounds (8 charges), thunderstone (2);
Other Gear +1 dragonhide breastplate, +1 darkwood heavy
wooden shield, club, masterwork shortspear, feather token (fan),
antitoxin, fishing net, holly and mistletoe, silk rope (50 ft.), spell
component pouch, gold torc (worth 100 gp), 43 gp
Some druids seek the peace and tranquility that only a
small island can offer and are willing to lay down their
life to protect their sanctuary.
TASSEIRA SPRAYSPIRIT
Tasseira is one of the grim elven defenders of a far-off
island that contains an ancient evil. She sees all non-elves
as trespassing on her domain, and attacks them on sight.
She has a very close connection to the sea, spending much of
her day wild shaped into an aquatic creature. She wears an
ornate wooden mask to hide her
features, and loose-fitting
clothes of green and blue.
6666
Init +7; Senses Perception +15
DEFENSE
AC 26, touch 14, flat-footed 23 (+7 armor, +3 Dex, +3 natural, +2 shield,
+1 size)
hp 61 (8d8+22)
Fort +9, Ref +7, Will +12; +2 vs. fear, +4 vs. fey and plant-targeted effects
OFFENSE
Speed 15 ft.
Melee mwk scimitar +11/+6 (1d4+3/18–20)
Ranged mwk sling +11/+6 (1d3+3)
Special Attacks wild shape 3/day
Domain Spell-Like Abilities (CL 8th; concentration +12)
8/day—lightning lord
7/day—storm burst
Druid Spells Prepared (CL 8th; concentration +12)
4th—control water, flame strike (DC 18), freedom of movement,
sleet stormD
3rd—call lightningD (DC 17), greater magic fang, protection from
energy, quench, wind wall
2nd—barkskin, bull’s strength, fog cloudD, gust of wind (DC 16),
warp wood
1st—cure light wounds (4), endure elements, obscuring mist
0 (at will)—create water, detect magic, flare (DC 14), light
D Domain spell; Domain Weather
TACTICS
Before Combat The druid casts barkskin and bull’s strength.
During Combat The druid is well aware of his physical
shortcomings, and wild shapes into a Medium air
elemental the first chance he gets to escape
melee combat. Once at a safe altitude,
he casts wind wall and freedom
of movement. If still threatened,
he casts offensive spells such
as flame strike or sleet storm,
or uses his Weather domain
spell-like abilities. If targeted
by spellcasters, he casts
fog cloud to obscure
vision. If forced into
melee, he casts greater
magic fang before wild
shaping into a Huge
animal (preferably a
triceratops or an orca).
Base Statistics Without barkskin
and bull’s strength, the druid’s statistics
are AC 23, touch 14, flat-footed 20;
Melee mwk scimitar +11/+6
(1d4+1/18–20); Ranged
SEA CAPTAIN
CR 7
HALFLING DRUID 8
XP 3,200
Small humanoid (halfling)
NE
mwk sling +11/+6 (1d3+1); Str 12; CMB +6; CMD 19; Skills Climb +6,
Swim +3.
STATISTICS
Str 16, Dex 16, Con 12, Int 10, Wis 18, Cha 10
Base Atk +6; CMB +8; CMD 21
Feats Improved Initiative, Natural Spell, Toughness, Weapon Finesse
Skills Acrobatics +1 (–3 when jumping), Climb +8, Fly +6, Handle
Animal +5, Heal +11, Knowledge (nature) +10, Perception +15,
Spellcraft +7, Survival +13, Swim +5
Languages Common, Druidic, Goblin, Halfling
SQ nature bond (Weather domain), nature sense, trackless step, wild
empathy +8, woodland stride
Combat Gear scroll of owl’s wisdom, alchemist’s fire (3),
thunderstone; Other Gear +1 dragonhide breastplate, masterwork
heavy wooden shield, masterwork scimitar, masterwork sling
with 20 bullets, cloak of resistance +1, headband of inspired
wisdom +2, grappling hook, healer’s kit, holly and mistletoe, silk
rope (50 ft.), spell component pouch, 22 gp
With their ability to control and harness the powers of
winds and storms, a number of druids become sea captains,
using their abilities sometimes for trade and other times
for piracy.
EDAL
Edal is the captain of the Unlucky
Halfling, a pirate vessel that
harasses busy sea-lanes. The
ship is named in honor of
Edal himself, who had the
misfortune of losing an eye
and four fingers to a voracious
reefclaw during his youth.
He is a thrill-seeker, willing
to sail seas that most other
captains avoid. He feels at
home in the middle of a
huge storm.
Combat Encounters: Edal
is most often found on his
ship, along with his crew.
When his crew is diminished,
he sails in to a port, where he
leads press gangs to round up new
crew members.
Roleplaying Suggestions: A
thrill-seeker by nature, Edal is
quick to tell a bawdy
joke, accept a dare,
or even start a
tavern
brawl
so
that he can prove
his mettle.
6767
CR
6
7
CORE CLASSES
DRUIDS
Init +0; Senses Perception +13
DEFENSE
AC 22, touch 10, flat-footed 22 (+7 armor, +3 natural, +2 shield)
hp 69 (9d8+25)
Fort +8, Ref +5, Will +11; +4 vs. fey and plant-targeted effects
Immune poison; Resist acid 10
OFFENSE
Speed 20 ft.
Melee mwk club +10/+5 (1d6+3)
Ranged mwk shortspear +7/+2 (1d6+3)
Special Attacks wild shape 3/day
Domain Spell-Like Abilities (CL 9th; concentration +14)
8/day—acid dart
Druid Spells Prepared (CL 9th; concentration +14)
5th—animal growth (DC 20), stoneskin, wall of stoneD
4th—dispel magic, freedom of movement, giant vermin, spike
stonesD (DC 19)
3rd—greater magic fang (3), spike growth (DC 18), stone shapeD
2nd—barkskin (2), bull’s strength (2), fog cloud, soften earth
and stoneD
1st—cure light wounds (2), faerie fire (2), magic stoneD,
shillelagh, speak with animals
0 (at will)—create water, guidance, know direction, light
D Domain spell; Domain Earth
TACTICS
Before Combat The druid casts barkskin and bull’s strength.
During Combat The druid casts wall of stone between his
opponents to separate them. On the following rounds, he
spontaneously casts summoning spells, bolstering summoned
creatures with greater magic fang. He eventually wild
shapes into a stegosaurus to enter melee.
Base Statistics Without barkskin and bull’s
strength, the druid’s statistics are
AC 19, touch 10, flat-footed 19;
Melee mwk club +8/+3
(1d6+1); Ranged mwk
shortspear +7/+2 (1d6+1);
Str 13; CMB +7; CMD 17; Skills Swim +4.
STATISTICS
Str 17, Dex 10, Con 14, Int 8, Wis 20, Cha 13
Base Atk +6; CMB +9; CMD 19
Feats Augment Summoning, Lightning Reflexes, Lunge, Power
Attack, Spell Focus (conjuration), Vital Strike
Skills Craft (woodworking) +6, Fly +4, Handle Animal +6, Knowledge
(geography) +5, Knowledge (nature) +9, Perception +13, Spellcraft +4,
Survival +18, Swim +6
Languages Common
SQ nature bond (Earth domain), nature sense, trackless
step, wild empathy +10, woodland stride
Combat Gear potion of cure serious wounds, scroll of lesser
restoration, scroll of protection from energy, scroll of wall of
fire; Other Gear +1 dragonhide breastplate, masterwork heavy
wooden shield, masterwork club, masterwork shortspears (3),
headband of inspired wisdom +2, holly and mistletoe, spell
component pouch, 60 gp
Stalking through boiling and sometimes acidic mud pits,
these druids have caustic personalities and abilities.
KIRO
Kiro, the mud shaman of a remote tribe, sees outsiders
as a threat to his culture and people. He acquired a green
dragonhide breastplate years ago from a trader, but keeps
it hidden under cloaks and wraps, ashamed that he had to
buy it rather than earn it through combat.
Combat Encounters: Kiro uses mud pits as traps to
entangle his enemies.
Roleplaying Suggestions: A stubborn xenophobe, Kiro
does not like speaking with those who are not of his tribe.
MUD SHAMAN
CR 8
HUMAN DRUID 9
XP 4,800
Medium humanoid (human)
CN
6868
8
9
Init +7; Senses low-light vision; Perception +13
DEFENSE
AC 28, touch 15, flat-footed 25 (+7 armor, +1 deflection, +3 Dex,
+3 natural, +3 shield, +1 size)
hp 88 (10d8+40)
Fort +10, Ref +9, Will +12; +2 vs. illusions, +4 vs. fey and plant-
targeted effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); Immune poison; Resist cold 10
OFFENSE
Speed 15 ft.
Melee +1 scimitar +7/+2 (1d4–1/18–20)
Ranged dart +11/+6 (1d3–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, wild shape 4/day
Domain Spell-Like Abilities (CL 10th; concentration +14)
7/day—icicle
Gnome Spell-Like Abilities (CL 10th; concentration +11)
1/day—dancing lights, ghost sound, prestidigitation, speak
with animals
Druid Spells Prepared (CL 10th; concentration +14)
5th—call lightning storm (DC 19), ice stormD, wall of thorns
4th—control waterD, dispel magic, flame strike (2, DC 18),
freedom of movement
3rd—call lightning (DC 17), cure moderate wounds, greater magic
fang (2), water breathingD
2nd—barkskin (2), cat’s grace, fog cloudD, lesser restoration,
resist energy
1st—cure light wounds (2), endure elements, faerie fire,
obscuring mistD, speak with animals
0 (at will)—create water, detect poison, light, purify food and drink
D Domain spell; Domain Water
TACTICS
Before Combat The druid casts barkskin and cat’s grace. She casts
endure elements every morning.
During Combat The druid keeps her distance from opponents. She
casts freedom of movement, then wild shapes into an air elemental
to fly away. Once she feels she has the tactical advantage, she
relies on summon spells and ranged abilities to avoid melee.
Base Statistics Without barkskin and cat’s grace, the druid’s
statistics are Init +5; AC 23, touch 13, flat-footed 22; Ref +7;
Ranged dart +9/+4 (1d3–2); Dex 12; CMD 16; Skills Fly +5.
STATISTICS
Str 6, Dex 16, Con 15, Int 15, Wis 18, Cha 12
Base Atk +7; CMB +4; CMD 18
Feats Improved Initiative, Lightning Reflexes, Natural Spell, Skill
Focus (Bluff), Toughness
Skills Bluff +10, Diplomacy +5, Fly +7, Handle Animal +10, Knowledge
(geography) +9, Knowledge (nature) +11, Linguistics +4,
Perception +13, Profession (merchant) +15, Sense Motive +10,
Spellcraft +12, Survival +17
Languages Abyssal, Common, Draconic, Druidic, Elf, Gnome, Sylvan
SQ nature bond (Water domain), nature sense, trackless step, wild
empathy +11, woodland stride
Combat Gear feather token (whip), scroll of longstrider; Other Gear
+1 dragonhide breastplate, +1 heavy wooden shield, +1 scimitar,
darts (5), cloak of resistance +1, headband of inspired wisdom +2,
ring of protection +1, holly and mistletoe, ink vial, inkpens (2), paper
(5 sheets), scroll case, spell component pouch, waterskin, 33 gp
Typically found in arid regions, these druids use magic to
supply others with water for a price.
SASRUKUTENEK
Sasrukutenek sells water at a trade stop on the overland
route between two desert cities. She overcharges for this
commodity, but since it’s so scarce, her customers have
very little choice.
WATER MERCHANT
CR 9
GNOME DRUID 10
XP 6,400
Small humanoid (gnome)
NE
6969
CR
8
9
CORE CLASSES
DRUIDS
Init +5; Senses low-light vision;
Perception +14
DEFENSE
AC 23, touch 13, flat-footed 21
(+7 armor, +1 deflection,
+1 Dex, +1 dodge,
+3 shield)
hp 84 (11d8+31)
Fort +10, Ref +5, Will +13; +2 vs.
enchantments, +4 vs. fey and plant-
targeted effects
Immune poison; Resist electricity 10
OFFENSE
Speed 20 ft.
Melee +1 sickle +10/+5 (1d6+2)
Ranged mwk shortspear +10/+5 (1d6+1)
Special Attacks wild shape 4/day
Domain Spell-Like Abilities (CL 11th;
concentration +16)
8/day—lightning arc
Druid Spells Prepared (CL 11th; concentration +16)
6th—chain lightningD (DC 22), greater dispel magic
5th—call lightning storm (DC 21), control windsD (DC 20),
cure critical wounds, wall of fire (DC 21)
4th—air walkD, cure serious wounds, freedom of
movement, ice storm (DC 20), scrying (DC 19)
3rd—gaseous formD, greater magic fang (2),
protection from energy (2), sleet storm
2nd—animal messenger, barkskin (3),
fog cloud, wind wallD
1st—cure light wounds (2), endure elements,
faerie fire (2), obscuring mistD, speak with
animals
0 (at will)—flare (DC 16), light, mending, stabilize
D Domain spell; Domain Air
TACTICS
Before Combat The druid casts ironwood on her breastplate
every 11 days, liveoak on an oak three times per month, and
endure elements every morning.
During Combat The druid orders her treant guardian into
combat, wild shapes into a Large earth elemental, and
uses earth glide to flee underground where she
casts beneficial spells on herself. Once prepared,
she moves above ground and opens with
chain lightning.
STATISTICS
Str 12, Dex 13, Con 15, Int 8, Wis 20,
Cha 10
Base Atk +8; CMB +9; CMD 22
Feats Dodge, Improved Initiative, Mobility, Natural Spell, Skill
Focus (Survival), Spell Focus (evocation), Vital Strike
Skills Fly +6, Handle Animal +6, Heal +9, Knowledge (nature) +9,
Knowledge (planes) +3, Linguistics +2, Perception +14, Perform
(dance) +2, Spellcraft +5, Survival +18
Languages Aquan, Auran, Common, Druidic, Elven, Ignan
SQ elf blood, nature bond (Air domain), nature sense, trackless
step, wild empathy +11, woodland stride
Combat Gear potion of haste, wand of cure moderate wounds
(6 charges); Other Gear +1 ironwood breastplate, +1 darkwood
heavy wooden shield, +1 sickle, masterwork shortspears (3),
bag of holding (type I), cloak of resistance +1, headband of
inspired wisdom +2, ring of protection +1, holly and mistletoe,
spell component pouch, 289 gp
These guardians of mountain peaks traffic with air
and ice elementals, summoning forth the spirits of the
mountain storms in order to protect their
sacred places.
YALA OF THE HIGH PLACES
Yala lives on a mountaintop far to the
north. Abandoned by her parents
at a young age because of the
inconvenience her mixed heritage
caused both their families, she was
raised by a tribe of yetis, who
quickly began venerating her
when her druidic powers
developed. Never feeling
entirely comfortable
with her role or the
society of the great
creatures, she now
lives a solitary existence
tending a remote shrine
dedicated to winter and
the mountains themselves.
Her enchanted shield was a gift
from a courting yeti chief, but she
ultimately rejected his advances.
Combat Encounters: Whenever possible, Yala
faces enemies near a precipice, using her air
magic to throw her foes from the heights and
dash them against the rocks below—a blood
offering to the ancient mountains.
Roleplaying Suggestions: A cold and
aloof woman, Yala prefers the company
of animals and summoned elementals to
that of humanoids. She is obsessed with
protecting the purity of her mountain
home, but what “angers the stones” is often
hard for others to predict.
MISTRESS OF HIGH PLACES
CR 10
HALF-ELF DRUID 11
XP 9,600
Medium humanoid (elf, human)
CN
7070
10
11
Init +3; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 21, touch 15, flat-footed 17 (+3 armor, +1 deflection, +3 Dex,
+1 dodge, +3 shield)
hp 79 (12d8+22)
Fort +11, Ref +9, Will +14; +4 vs. fey and plant-targeted effects
Defensive Abilities orc ferocity; Immune poison
OFFENSE
Speed 30 ft.
Melee +1 scimitar +12/+7 (1d6+3/18–20) or
mwk club +12/+7 (1d6+2)
Ranged dart +12/+7 (1d4+2)
Special Attacks wild shape 5/day
Domain Spell-Like Abilities (CL 12th; concentration +16)
12/day—lightning lord
7/day—storm burst
Druid Spells Prepared (CL 12th; concentration +16)
6th—control windsD (DC 20), greater dispel magic, repel wood
5th—call lightning storm (DC 19), cure critical wounds, ice stormD,
tree stride
4th—cure serious wounds, dispel magic, flame strike (DC 18),
freedom of movement, sleet stormD
3rd—call lightningD (DC 17), cure moderate wounds, greater
magic fang (3), protection from energy (DC 17)
2nd—barkskin (2), bear’s endurance, bull’s strength, cat’s grace,
fog cloudD
1st—endure elements, entangle (DC 15), faerie fire, obscuring
mistD, shillelagh, speak with animals
0 (at will)—detect magic, guidance, stabilize, virtue
D Domain spell; Domain Weather
TACTICS
Before Combat The druid casts liveoak every 12 days and endure
elements every morning.
During Combat The druid commands his treant to protect him
while he wild shapes into a Huge air elemental and casts
freedom of movement, barkskin, and greater magic fang.
He then spontaneously uses summon nature’s ally VI to
summon a dire tiger, upon which he casts animal growth,
barkskin, greater magic fang, and cat’s grace.
STATISTICS
Str 14, Dex 16, Con 13, Int 10, Wis 18, Cha 8
Base Atk +9; CMB +11; CMD 26
Feats Augment Summoning, Combat Casting, Combat
Reflexes, Dodge, Power Attack, Spell Focus (conjuration)
Skills Climb +8, Fly +9, Handle Animal +5, Heal +11, Intimidate +1,
Knowledge (nature) +13, Linguistics +3, Perception +17, Sense
Motive +9, Survival +15, Swim +7
SQ nature bond (Weather domain), nature sense, orc blood, trackless
step, weapon familiarity, wild empathy +11, woodland stride
Combat Gear potion of haste, scroll of plant growth; Other Gear
+1 light fortification leather armor, +1 darkwood heavy steel shield,
+1 scimitar, darts (5), masterwork club, brooch of shielding, cloak of
resistance +2, headband of inspired wisdom +2, ring of protection +1,
healer’s kit, holly and mistletoe, spell component pouch, 273 gp
By way of a shipwreck or magical transportation, some
druids find themselves alone on far-flung islands.
PASSAGO
Passago lives on a lonely tropical island and considers
himself its master. He and his daughter were teleported
there years ago by a jealous wizard, and quickly came
to love it. When wild shaping, he prefers to take on the
forms of the animals of his island.
Combat Encounters: Passago loves both his adopted
island home and his daughter. If either is threatened, he
quickly comes to their defense. He would lay down his
life to defend either one of them.
Roleplaying Suggestions: Stubborn and proud, Passago
believes he is the master of his island, and as such does
not need to explain himself or his actions to anyone.
CASTAWAY
CR 11
HALF-ORC DRUID 12
XP 12,800
Medium humanoid (human, orc)
LN
7171
CR
10
11
CORE CLASSES
DRUIDS
Init +2; Senses low-light vision; Perception +20
DEFENSE
AC 24, touch 15, flat-footed 21 (+6 armor, +1 deflection, +2 Dex,
+1 dodge, +3 shield, +1 size)
hp 96 (13d8+34)
Fort +12, Ref +8, Will +15; +2 vs. illusions, +4 vs. fey and plant-
targeted effects
Defensive Abilities 25% chance to negate critical hits and sneak
attacks, defensive training (+4 dodge bonus to AC vs. giants);
Immune poison; Resist cold 20
OFFENSE
Speed 15 ft.
Melee +1 sickle +13/+8 (1d4)
Ranged mwk sling +13/+8 (1d3–1)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, wild shape 5/day
Domain Spell-Like Abilities (CL 13th; concentration +18)
8/day—icicle
Druid Spells Prepared (CL 13th; concentration +18)
7th—creeping doom (DC 23), elemental body IVD (water only)
6th—antilife shell, cone of coldD (2, DC 21)
5th—call lightning storm (DC 20), cure critical wounds (2), ice
stormD, stoneskin
4th—cure serious wounds, control weatherD, dispel magic, flame
strike (DC 19), freedom of movement, spike stones (DC 19)
3rd—greater magic fang, protection from energy, quench, sleet
storm, speak with plants, water breathingD
2nd—barkskin (2), cat’s grace (2), fog cloudD, spider climb
1st—cure light wounds, endure elements, faerie fire,
longstrider, obscuring mistD, pass without trace, speak
with animals
0 (at will)—flare (DC 15), guidance, light, stabilize
D Domain spell; Domain Water
TACTICS
Before Combat The druid casts liveoak every 13 days, and
endure elements each morning.
During Combat The druid casts stoneskin on her
treant and orders it into combat. She wild shapes
into a bat and casts cat’s grace and barkskin on
herself. She then casts cure spells or spontaneous
summon nature’s ally as necessary. If entering melee, she
casts protection from energy and greater magic fang, then
wild shapes into a treant herself.
STATISTICS
Str 8, Dex 14, Con 14, Int 13, Wis 20, Cha 10
Base Atk +9; CMB +7; CMD 21
Feats Augment Summoning, Combat Casting, Combat
Expertise, Dodge, Natural Spell, Spell Focus (conjuration),
Weapon Finesse
Skills Craft (woodworking) +11, Handle Animal +6, Heal +12,
Knowledge (geography) +7, Knowledge (nature) +14, Linguistics +6,
Perception +20, Ride +7, Spellcraft +14, Survival +22, Swim +4
Languages Aquan, Auran, Common, Druidic, Giant, Gnome, Ignan,
Sylvan, Terran
SQ a thousand faces, nature bond (Water domain), nature sense,
trackless step, wild empathy +13, woodland stride
Combat Gear potion of cure serious wounds, potion of invisibility,
scroll of heal; Other Gear +2 glamered hide armor, +1 light
fortification darkwood heavy wooden shield, +1 sickle,
masterwork sling with 20 bullets, cloak of resistance +2,
headband of inspired wisdom +2, ring of protection +1, holly and
mistletoe, spell component pouch, 42 gp
These druids see themselves not as protectors of the
forest, but as part of it, like the fey they associate with.
PAI SPIRITWIND
An inhabitant of a fey-infested forest, Pai fiercely advocates
for the fey and their causes. After many run-ins with
destructive humans, she considers all
non-fey creatures (excluding gnomes)
to be trespassers and attacks
them on sight.
FEY FRIEND
CR 12
GNOME DRUID 13
XP 19,200
Small humanoid (gnome)
CN
7272
12
13
Init +1; Senses Perception +15
DEFENSE
AC 28, touch 13, flat-footed 27 (+7 armor, +2 deflection, +1 Dex,
+5 natural, +3 shield)
hp 120 (14d8+54)
Fort +13, Ref +7, Will +15; +4 vs. fey and plant-targeted effects
Immune poison; Resist fire 20
OFFENSE
Speed 20 ft.
Melee +1 club +16/+11 (1d6+6)
Ranged mwk shortspear +12/+7 (1d6+5)
Special Attacks wild shape 6/day
Domain Spell-Like Abilities (CL 14th; concentration +18)
7/day—fire bolt
Druid Spells Prepared (CL 14th; concentration +18)
7th—elemental body IV D (fire only), fire storm (2, DC 23)
6th—fire seedsD, empowered flame strike (2, DC 20), wall of stone
5th—fire shieldD, empowered fireball (2, DC 19), wall of fire
4th—air walk, cure serious wounds, dispel magic, freedom
of movement, ice storm (DC 20), wall of fireD
3rd—dominate animal (DC 17), fireballD
(2, DC 19), greater magic fang (2),
spike growth (DC 17)
2nd—barkskin (3), bull’s strength,
cat’s grace, produce flameD
1st—burning handsD
(2, DC 17), cure light
wounds, faerie
fire, shillelagh,
speak with
animals
0 (at will)—
create water, flare (DC 16), light, stabilize
D Domain spell; Domain Fire
TACTICS
Before Combat The druid casts barkskin. He also casts
ironwood on his breastplate twice per month, and endure
elements every morning.
During Combat The druid wild shapes into a Huge fire elemental
when casting offensive spells, and wild shapes into a Huge
earth elemental when entering melee. He opens with spells
such as fire storm and empowered fireball. Before entering
melee, he casts cat’s grace, freedom of movement, and
greater magic fang on himself.
Base Statistics Without barkskin, the druid’s statistics are AC 23,
touch 13, flat-footed 22.
STATISTICS
Str 20, Dex 12, Con 15, Int 10, Wis 18, Cha 8
Base Atk +10; CMB +15; CMD 28
Feats Combat Casting, Empower Spell, Greater Spell Focus
(evocation), Natural Spell, Power Attack, Spell Focus (evocation),
Toughness, Vital Strike
Skills Climb +8, Fly +5, Handle Animal +6, Heal +12, Knowledge
(geography) +7, Knowledge (nature) +11, Perception +15, Perform
(oratory) +5, Ride +7, Spellcraft +11, Survival +23, Swim +9
Languages Common
SQ a thousand faces, nature bond (Fire domain), nature sense,
trackless step, wild empathy +13, woodland stride
Combat Gear potion of cure serious wounds, potion of haste;
Other Gear +1 ironwood breastplate, +1 darkwood heavy
wooden shield, +1 club, masterwork shortspear, belt of physical
might +2 (Str, Con), cloak
of resistance +2, handy
haversack, headband of
inspired wisdom +2, ring of
protection +2, bedroll, healer’s
kit, holly and mistletoe, silk rope
(50 ft.), spell component pouch, 27 gp
Controlling the power of fire and earth,
these druids are natural wrath incarnate.
KARUTH FIRESOUL
Karuth Firewalker is a truly inspired
fire druid—and he is quite possibly
insane. A few years ago, a fateful
encounter with a prophetic
elder fire elemental gave
Karuth
the
impression
that, unlike other humans,
he has no soul. Rather,
inside him rages a core
of elemental fire—a fire
that must be released, thus
conveniently justifying his
pyromaniac urges.
Combat Encounters:
Karuth attacks with
no warning, laughing
maniacally
as
he
burns alive any whom
he encounters.
Roleplaying Suggestions:
Although Karuth is evil, he
occasionally
suffers
from
periods of strange lucidity
and regret. During these times
he tearfully asking those who
seem like they have a chance of
standing against his fearful might to grant
him release from his evil compulsions
through death.
FURY OF FLAME
CR 13
HUMAN DRUID 14
XP 25,600
Medium humanoid (human)
NE
7373
CR
12
13
CORE CLASSES
DRUIDS
Init +7; Senses low-light vision; Perception +18
DEFENSE
AC 31, touch 16, flat-footed 27 (+7 armor, +2 deflection, +3 Dex,
+1 dodge, +5 natural, +3 shield)
hp 96 (15d8+25)
Fort +12, Ref +10, Will +16; +2 vs. enchantments, +4 vs. fey and
plant-targeted effects
Defensive Abilities 25% chance to negate critical hits and sneak
attacks; Immune poison, sleep; DR 10/adamantine (150 points)
OFFENSE
Speed 30 ft.
Melee +1 cold iron scythe +13/+8/+3 (2d4+2/×4)
Special Attacks wild shape 6/day
Domain Spell-Like Abilities (CL 15th; concentration +20)
8/day—wooden fist
Druid Spells Prepared (CL 15th; concentration +20)
8th—control plantsD (DC 23), word of recall
7th—animate plantsD, creeping doom (DC 22), true seeing
6th—antilife shell, mass cure light wounds, repel woodD, wall of stone
5th—baleful polymorph (DC 20), insect plague, stoneskin,
transmute rock to mud, tree stride, wall of thornsD
4th—air walk, command plantsD (DC 19), cure serious wounds,
freedom of movement, rusting grasp, scrying (DC 19)
3rd—daylight, greater magic fang (2), plant growthD, protection
from energy (2, DC 18)
2nd—barkskinD (3), bear’s endurance, lesser restoration, longstrider
1st—cure light wounds (2), entangleD (DC 16), faerie fire (2),
obscuring mist, speak with animals
0 (at will)—detect magic, light, mending, read magic
D Domain spell; Domain Plant
TACTICS
Before Combat The druid casts stoneskin, barkskin, and longstrider
and drinks her potion of haste.
During Combat The druid locks down opponents with entangle,
wall of stone, and transmute rock to mud, while casting creeping
doom and animate plants from a distance.
Base Statistics Without stoneskin, barkskin, and longstrider, the
druid’s statistics are AC 27, touch 16, flat-footed 23; DR none;
Speed 20 ft.
STATISTICS
Str 13, Dex 16, Con 12, Int 12, Wis 20, Cha 8
Base Atk +11; CMB +12; CMD 28
Feats Blind-Fight, Combat Casting, Combat Reflexes, Dodge,
Improved Initiative, Natural Spell, Power Attack, Spell Penetration
Skills Climb +5, Fly +7, Handle Animal +9, Heal +13, Knowledge
(geography) +10, Knowledge (nature) +14, Knowledge (planes) +9,
Perception +18, Ride +6, Spellcraft +14 (+16 to identify magic item
properties), Survival +19, Swim +5
Languages Abyssal, Common, Druidic, Elven
SQ a thousand faces, bramble armor (1d6+7, 15 rounds/day), elven magic,
nature bond (Plant domain), nature sense, timeless body, trackless
step, weapon familiarity, wild empathy +14, woodland stride
Combat Gear potion of cure serious wounds, potion of haste,
scroll of heal; Other Gear +1 dragonhide breastplate, +1 light
fortification heavy wooden shield, +1 cold iron scythe, amulet of
natural armor +1, cloak of resistance +2, headband of inspired
wisdom +4, pearl of power (1st), ring of protection +2, holly and
mistletoe, spell component pouch, 652 gp
Creeping death druids see terrain as the ultimate weapon
against those who would despoil their homes.
GENYIELT GRAYCLOAK
This stalker of bogs and moors works tirelessly to end the
encroachment of civilization on her desolate home.
CREEPING DEATH
CR 14
ELF DRUID 15
XP 38,400
Medium humanoid (elf)
NE
7474
Init +2; Senses Perception +21
DEFENSE
AC 26, touch 13, flat-footed 25 (+10 armor, +2 deflection, +1 Dex,
+3 shield)
hp 119 (16d8+44)
Fort +14, Ref +9, Will +18; +4 vs. fey and plant-targeted effects
Immune poison; Resist cold 20
OFFENSE
Speed 20 ft.
Melee +1 scimitar +15/+10/+5 (1d6+3/18–20)
Ranged +1 sling +15/+10/+5 (1d4+3)
Special Attacks wild shape 7/day
Domain Spell-Like Abilities (CL 16th; concentration +22)
9/day—icicle
Druid Spells Prepared (CL 16th; concentration +22)
8th—empowered cone of cold (2, DC 22), horrid wiltingD (DC 24)
7th—elemental body IV D (water only), fire storm (DC 23), heal,
true seeing
6th—antilife shell, cone of coldD (DC 22), empowered flame strike
(DC 20), greater dispel magic, wall of stone
5th—animal growth (2, DC 21), cure critical wounds, death ward,
ice stormD, stoneskin
4th—air walk, control weatherD, dispel magic, flame strike (DC 20),
freedom of movement, spike stones (DC 20)
3rd—daylight, greater magic fang (3), protection from energy,
water breathingD
2nd—barkskin (3), bear’s endurance, bull’s strength, cat’s
grace, fog cloudD
1st—cure light wounds (3), faerie fire, longstrider, obscuring
mistD, speak with animals
0 (at will)—create water, detect magic, light, mending
D Domain spell; Domain Water
TACTICS
Before Combat Twice per month, the druid casts ironwood on her
armor and also casts liveoak.
During Combat The druid casts empowered cone of cold, then
begins spontaneously summoning creatures and casting
animal growth, stoneskin, and greater magic fang on them.
While they are fighting, she casts spells to heal them and
enhance her abilities. When entering melee, she casts true
seeing, death ward, freedom of movement, and barkskin
on herself, and drinks her potions of haste and displacement
before wild shaping into a Huge water elemental.
STATISTICS
Str 14, Dex 14, Con 14, Int 10, Wis 22, Cha 8
Base Atk +12; CMB +14; CMD 28
Feats, Augment Summoning, Combat Casting, Empower Spell, Heavy
Armor Proficiency, Improved Vital Strike, Natural Spell, Power
Attack, Spell Focus (conjuration), Vital Strike
Skills Craft (woodworking) +11, Fly +8, Handle Animal +9, Heal +14,
Knowledge (geography) +9, Knowledge (nature) +15, Perception +21,
Ride +3, Spellcraft +17, Survival +22
Languages Common
SQ a thousand faces, nature bond (Water domain), nature sense,
timeless body, trackless step, wild empathy +15, woodland stride
Combat Gear potion of haste, potion of displacement, scroll of
word of recall, wand of cure serious wounds (10 charges); Other
Gear +1 wild ironwood full plate, +1 darkwood heavy wooden
shield, +1 scimitar, +1 sling with 10 bullets, cloak of resistance +2,
headband of inspired wisdom +4, ring of protection +2, cold
weather outfit, healer’s kit, holly and mistletoe, masterwork
woodcarving tools, spell component pouch, 110 gp
These hardy druids patrol and protect the icy reaches
of northern forests, and command spells and abilities
equally as cold and unforgiving.
TAIGA STALKER
CR 15
HUMAN DRUID 16
XP 51,200
Medium humanoid (human)
LN
7575
CR
14
15
CORE CLASSES
DRUIDS
Init +1; Senses low-light vision; Perception +25
DEFENSE
AC 28, touch 14, flat-footed 27 (+10 armor, +2 deflection, +1 Dex,
+1 insight, +4 shield)
hp 158 (17d8+78)
Fort +16, Ref +9, Will +20; +2 vs. enchantments, +4 vs. fey and plant-
targeted effects
Immune poison
OFFENSE
Speed 20 ft.
Melee +1 club +15/+10/+5 (1d6+3)
Ranged mwk shortspear +14/+9/+4 (1d6+2)
Special Attacks wild shape 7/day
Domain Spell-Like Abilities (CL 17th; concentration +24)
17/day—lightning lord
10/day—storm burst
Druid Spells Prepared (CL 17th; concentration +24)
9th—empowered fire storm (DC 24), storm of vengeanceD (DC 26)
8th—earthquake, whirlwindD (DC 25), word of recall
7th—control weatherD, creeping doom (DC 24), fire storm (DC 24),
heal, true seeing
6th—antilife shell, control windsD (DC 23), empowered flame
strike (2, DC 21), greater dispel magic, wall of stone
5th—baleful polymorph (DC 22), call lightning storm (DC 22), cure
critical wounds (2), ice stormD, insect plague
4th—control water, dispel magic, flame strike (2, DC 21), freedom
of movement, sleet stormD
3rd—call lightningD (DC 20), dominate animal (DC 20), greater
magic fang (3), protection from energy (2)
2nd—barkskin (3), bull’s strength (2), cat’s grace, fog cloudD
1st—entangle (2, DC 18), faerie fire (2), obscuring mistD,
shillelagh, speak with animals
0 (at will)—flare (DC 17), light, purify food and drink, resistance
D Domain spell; Domain Weather
TACTICS
Before Combat The druid casts shambler once per week, and
liveoak and ironwood every 17 days.
During Combat The druid sends her shambling mounds and treant to
fight while she casts storm of vengeance. If physically threatened,
the druid casts antilife shell, followed by empowered fire storm.
STATISTICS
Str 14, Dex 12, Con 16, Int 8, Wis 24, Cha 10
Base Atk +12; CMB +14 (+16 sunder); CMD 28 (30 vs. sunder)
Feats Combat Casting, Empower Spell, Heavy Armor Proficiency,
Improved Sunder, Improved Vital Strike, Natural Spell, Power
Attack, Skill Focus (Survival), Toughness, Vital Strike
Skills Fly +3, Handle Animal +6, Knowledge (geography) +8,
Knowledge (nature) +12, Linguistics +3, Perception +25, Perform
(sing) +4, Ride +2, Spellcraft +8, Survival +21, Swim +3
Languages Aquan, Auran, Common, Druidic, Elven, Ignan, Terran
SQ a thousand faces, elf blood, nature bond (Weather domain),
nature sense, timeless body, trackless step, wild empathy +17,
woodland stride
Combat Gear potions of haste (2); Other Gear +1 ironwood wild full
plate, +2 darkwood heavy wooden shield, +1 club, masterwork
shortspears (3), belt of mighty constitution +2, cloak of resistance +3,
druid’s vestments, dusty rose prism ioun stone, eyes of the eagle,
headband of inspired wisdom +4, ring of protection +2, holly and
mistletoe, spell component pouch, waterskin, 134 gp
These powerful druids see civilization as a pestilence.
PATEBA BLACKMIND
As feral as a wild cat, Pateba defends her forest without pity or
remorse. Those who intrude are things to hunt and destroy.
HATEFUL SCOURGE
CR 16
HALF-ELF DRUID 17
XP 76,800
Medium humanoid (elf, human)
NE
7676
16
17
Init +3; Senses Perception +24
DEFENSE
AC 28, touch 19, flat-footed 24 (+4 armor, +3 deflection, +3 Dex,
+1 dodge, +1 insight, +5 shield, +1 size)
hp 156 (18d8+72)
Fort +18, Ref +13, Will +20; +2 vs. fear, +4 vs. fey and plant-targeted effects
Immune poison
OFFENSE
Speed 20 ft.
Melee +1 quarterstaff +15/+10/+5 (1d4)
Ranged +1 sling +18/+13/+8 (1d3)
Special Attacks wild shape 8/day
Domain Spell-Like Abilities (CL 18th; concentration +23)
8/day—wooden fist
Druid Spells Prepared (CL 18th; concentration +23)
9th—mass cure critical wounds, shamblerD
8th—control plants (DC 23)D, whirlwind (2, DC 23), word of recall
7th—animate plantsD, fire storm (DC 22), heal, true seeing
6th—empowered flame strike (2, DC 19), greater dispel magic,
mass cat’s grace, repel woodD
5th—animal growth (DC 20), baleful polymorph (DC 20), control
winds (DC 20), stoneskin (2), wall of thornsD
4th—command plantsD (DC 19), cure serious wounds, flame strike
(2, DC 19), freedom of movement, spike stones (DC 19)
3rd—dominate animal (DC 18), greater magic fang (2), plant
growthD, protection from energy (2)
2nd—barkskinD (3), fog cloud, hold animal (DC 17), spider climb
1st—cure light wounds, entangleD (DC 16), faerie fire (2),
obscuring mist, shillelagh, speak with animals
0 (at will)—know direction, light, read magic, stabilize
D Domain spell; Domain Plant
TACTICS
Before Combat The druid casts liveoak and shambler on a regular
basis, and always has a retinue of 1d4+2 advanced shambling
mounds and a treant with her.
During Combat The druid detests trespassers. She begins combat
by sending her shambling mounds and treant into melee and
summoning a storm giant. She then summons a tyrannosaurus
and casts animal growth on it, and spends the next few rounds buffing
her summoned creatures with barkskin, mass cat’s grace, and
greater magic fang. She then casts offensive spells
and drinks her potion of haste before wild shaping
into a Huge elemental and moving into melee.
STATISTICS
Str 8, Dex 16, Con 16, Int 12, Wis 20, Cha 10
Base Atk +13; CMB +11; CMD 29
Feats Augment Summoning, Combat Casting, Combat Reflexes,
Dodge, Empower Spell, Natural Spell, Spell Focus (conjuration),
Vital Strike, Weapon Focus (quarterstaff)
Skills Acrobatics +4 (+0 when jumping), Climb +8, Fly +12, Handle
Animal +6, Heal +13, Knowledge (geography) +14, Knowledge
(nature) +16, Linguistics +5, Perception +24, Ride +9, Spellcraft +19,
Survival +19, Swim +7
Languages Aquan, Auran, Common, Druidic, Halfling, Ignan,
Sylvan, Terran
SQ a thousand faces, bramble armor (1d6+9, 18 rounds/day), nature
bond (Plant domain), nature sense, timeless body, trackless step,
wild empathy +18, woodland stride
Combat Gear potions of cure serious wounds (2), potion of haste,
wand of ice storm (3 charges); Other Gear +2 leather armor,
+3 heavy wild darkwood wooden shield, +1 quarterstaff, +1 sling
with 20 bullets, cloak of resistance +3, dusty rose prism ioun
stone, headband of inspired wisdom +4, ring of protection +3,
backpack, everburning torch, holly and mistletoe,
silk rope (50 ft.), spell component pouch, 96 gp
These dark nature priests do not nurture their
home, but rather spread disease, filth, and hate
throughout humanoid communities on behalf of
an enraged and exploited landscape.
DARK NATURE PRIEST
CR 17
HALFLING DRUID 18
XP 102,400
Small humanoid (halfling)
NE
7777
CR
16
17
CORE CLASSES
DRUIDS
Init +6; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC 28, touch 16, flat-footed 26 (+8 armor, +3 deflection, +2 Dex,
+1 insight, +4 shield)
hp 161 (19d8+72)
Fort +16, Ref +11, Will +22; +4 vs. fey and plant-targeted effects
Defensive Abilities orc ferocity; Immune poison; Resist fire 20
OFFENSE
Speed 20 ft.
Melee +1 club +17/+12/+7 (1d6+3)
Ranged +1 sling +17/+12/+7 (1d4+3)
Special Attacks wild shape 8/day
Domain Spell-Like Abilities (CL 19th; concentration +27)
11/day—fire bolt
Druid Spells Prepared (CL 19th; concentration +27)
9th—elemental swarmD (fire spell only), empowered fire storm
(3, DC 27)
8th—quickened cure serious wounds, incendiary cloudD (DC 26),
reverse gravity, sunburst (DC 28), word of recall
7th—quickened cure moderate wounds, fire storm (2, DC 27),
elemental body IVD (fire only), heal, true seeing
6th—fire seedsD, empowered flame strike (3, DC 24), greater
dispel magic, mass cat’s grace
5th—cure critical wounds (2), fire shieldD, stoneskin,
wall of fire (2)
4th—dispel magic (2), flame strike (2, DC 24), freedom of
movement, ice storm (DC 24), wall of fireD
3rd—fireballD (5, DC 23), greater magic fang,
protection from energy (DC 21)
2nd—barkskin (2), bull’s strength (2), hold animal
(DC 20), produce flameD, lesser restoration
1st—burning handsD (2, DC 21), cure light wounds,
endure elements, faerie fire (2), shillelagh
0 (at will)—create water, flare (DC 20), guidance, resistance
D Domain spell; Domain Fire
TACTICS
Before Combat The druid casts shambler once per week
and casts ironwood on his armor every 19 days.
During Combat The druid sends shambling mounds into
combat, casts mass cat’s grace, wild shapes into a Huge
fire elemental, and moves in to flank.
STATISTICS
Str 14, Dex 14, Con 14, Int 10, Wis 26, Cha 8
Base Atk +14; CMB +16; CMD 32
Feats Blind-Fight, Combat Casting, Empower Spell, Greater Spell
Focus (evocation), Improved Initiative, Natural Spell, Power
Attack, Quicken Spell, Spell Focus (evocation), Toughness
Skills Climb +6, Fly +6, Handle Animal +5, Intimidate +1,
Knowledge (geography) +7, Knowledge (nature) +13,
Knowledge (planes) +4, Linguistics +5, Perception +23, Ride +6,
Sense Motive +16, Spellcraft +15, Survival +21, Swim +6
Languages Auran, Common, Draconic, Druidic, Giant, Ignan, Orc, Terran
SQ a thousand faces, nature bond (Fire domain), nature sense, orc
blood, timeless body, trackless step, weapon familiarity, wild
empathy +18, woodland stride
Combat Gear potions of cure serious wounds (2), potion of haste,
scroll of mass cure serious wounds; Other Gear, +2 wild
ironwood breastplate, +2 animated darkwood heavy wooden
shield, +1 club, +1 sling with 10 bullets, belt of mighty
constitution +2, cloak of resistance +3, dusty rose prism ioun
stone, headband of inspired wisdom +6, ring of protection +3,
holly and mistletoe, spell component pouch, silver crown
(worth 200 gp), 63 gp
These druids dwell in the most explosive spots in the world.
RAGE FLAME
CR 18
HALF-ORC DRUID 19
XP 153,600
Medium humanoid (human, orc)
CN
7878
18
19
Init +1; Senses Perception +22
DEFENSE
AC 33, touch 16, flat-footed 31 (+12 armor, +3 deflection, +1 Dex,
+1 dodge, +1 insight, +5 shield)
hp 150 (20d8+57)
Fort +17, Ref +10, Will +22; +2 vs. poison, spells, and spell-like
abilities; +4 vs. fey and plant-targeted effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), evasion; Immune acid, poison
OFFENSE
Speed 20 ft.
Melee +1 ghost touch quarterstaff +19/+14/+9 (1d6+5)
Ranged +1 light hammer +17/+12/+7 (1d4+4)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, wild shape at will
Domain Spell-Like Abilities (CL 20th; concentration +27)
10/day—acid dart
Druid Spells Prepared (CL 20th; concentration +27)
9th—quickened cure critical wounds (2), elemental swarmD (earth
spell only), empowered fire storm (DC 24), storm of vengeance
(DC 27)
8th—earthquakeD, finger of death (DC 25), repel metal or stone,
reverse gravity, word of recall
7th—changestaff, creeping doom (DC 25), elemental body IVD
(earth only), heal, mass cure moderate wounds, true seeing
6th—antilife shell, empowered flame strike (DC 21), greater dispel
magic (2), stoneskinD
5th—animal growth (2, DC 22), death ward, quickened obscuring
mist, wall of stoneD, wall of thorns
4th—air walk, dispel magic, flame strike (DC 21), freedom of
movement (2), spike stonesD (DC 21)
3rd—cure moderate wounds, dominate animal (DC 20), greater
magic fang (3), stone shapeD, wind wall
2nd—barkskin (3), bear’s endurance, bull’s strength, cat’s
grace, soften earth and stoneD
1st—cure light wounds (2), faerie fire (2), magic stoneD, obscuring
mist, speak with animals
0 (at will)—create water, guidance, mending,
stabilize
D Domain spell; Domain Earth
TACTICS
Before Combat The druid casts shambler to
create 1d4+2 advanced shambling mounds.
During Combat The druid deploys shambling mounds,
wild shapes into a Huge earth elemental, and casts spells on
himself. If interrupted, he earth glides and casts storm of vengeance.
STATISTICS
Str 16, Dex 13, Con 14, Int 10, Wis 24, Cha 6
Base Atk +15; CMB +18; CMD 34 (38 vs. bull rush or trip)
Feats Augment Summoning, Combat Casting, Dodge, Empower Spell,
Heavy Armor Proficiency, Natural Spell, Power Attack, Quicken
Spell, Spell Focus (conjuration), Vital Strike
Skills Fly +3, Handle Animal +3, Knowledge (engineering) +4,
Knowledge (nature) +15, Knowledge (planes) +8, Linguistics
+4, Perception +22 (+24 to notice unusual stonework), Perform
(percussion) +4, Ride +3, Spellcraft +21, Survival +19, Swim +5
Languages Aquan, Auran, Common, Druidic, Dwarven, Ignan, Terran
SQ a thousand faces, nature bond (Earth domain), nature sense,
timeless body, trackless step, wild empathy +18, woodland stride
Gear +3 wild ironwood full plate, +3 animated darkwood heavy
wooden shield, +1 ghost touch quarterstaff, +1 light hammer,
boots of speed, cloak of resistance +3,
dusty rose prism ioun stone,
headband of inspired wisdom +4,
ring of evasion, ring of protection
+3, holly and mistletoe, spell
component pouch, 487 gp
Providers of ancient wisdom,
these rare and powerful
dwarven druids are venerated
by their people.
EARTHFATHER
CR 19
DWARF DRUID 20
XP 204,800
Medium humanoid (dwarf)
NE
7979
CR
CORE CLASSES
DRUIDS
18
19
Init +2; Senses low-light vision; Perception +2
DEFENSE
AC 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, +1 shield,
+1 size)
hp 21 (2d10+6)
Fort +5, Ref +2, Will +0; +2 vs. illusions, +1 vs. fear
Defensive Abilities bravery +1, defensive training (+4 dodge bonus
to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee mwk rapier +6 (1d4+1/18–20) or
dagger +5 (1d3+1/18–20)
Ranged composite longbow +5 (1d6+1/×3)
Special Attacks +1 on attack rolls against goblinoid and
reptilian humanoids
TACTICS
During Combat The fighter shifts to maintain an
advantageous position. If facing a similarly
mobile foe, she resorts to her
tanglefoot bag.
STATISTICS
Str 12, Dex 15, Con 14,
Int 13, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Dodge, Mobility, Weapon Finesse
Skills Acrobatics +3 (–1 when jumping),
Intimidate +4, Knowledge (nobility) +2,
Perception +2, Stealth +7
Languages Common, Gnome,
Halfling, Sylvan
Combat Gear tanglefoot bag;
Other Gear studded leather,
masterwork buckler, composite
longbow with 20 arrows,
dagger, masterwork rapier,
wineskin, 16 gp
These small, quick warriors
are also clever and brave. They
know when to strike fast and
hard—and when to run.
TALA
HANKELTHORN
Tala considers her size
more an asset than a
liability. She knows most
enemies underestimate
her skills, and takes full advantage.
Init +2; Senses Perception +2
DEFENSE
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 14 (1d10+4)
Fort +3, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+3/19–20) or
cold iron dagger +4 (1d4+3/19–20)
Ranged heavy crossbow +3 (1d10/19–20)
TACTICS
During Combat The fighter fires his
crossbow, then readies his sword and
shield. He saves his alchemist’s fire
for foes he can’t harm or can’t hit with
his sword.
STATISTICS
Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Iron Will, Power Attack, Toughness
Skills Heal +2, Perception +2, Survival +5
Languages Common
Combat Gear potion of
cure light wounds,
alchemist’s fire, holy
water, oil (2), healer’s kit
(2 uses remaining); Other
Gear breastplate, heavy
wooden shield, cold iron dagger,
heavy crossbow with 20 bolts, longsword,
bedroll, tindertwigs (2), whetstone,
wooden holy symbol, 3 gp
Some mercenaries believe their
survival has less to do with
skill and more to do with their
ability to gain the gods’ favor.
CORWYN KLAS
When between jobs, Corwyn
faithfully maintains his clothes,
armor, and weapons, but once
hired, he stops keeping up his
appearance
and
grows
more
disheveled as the days pass.
Corwyn fears the supernatural, and
keeps a holy symbol with him at all times. He
blows his wages on worthless talismans sold with
promises to work against fiends and spirits.
SUPERSTITIOUS MERCENARY
CR 1/2
HUMAN FIGHTER 1
XP 200
Medium humanoid (human)
N
DARING BRAVO
CR 1
GNOME FIGHTER 2
XP 400
Small humanoid (gnome)
CN
8080
Init +4; Senses Perception +6
DEFENSE
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 30 (4d10+4)
Fort +6, Ref +6, Will +2; +3 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 20 ft.
Melee mwk dagger +9 (1d3+3/19–20), mwk dagger +9 (1d3+2/19–20)
Ranged dagger +10 (1d3+3/19–20)
TACTICS
During Combat The fighter hurls daggers until her foes close with her.
In melee, she fights defensively (and gains a +3 dodge bonus from
her ranks in Acrobatics). She keeps her feather token in reserve for
dangerous spellcasters or when battle turns against her.
STATISTICS
Str 12, Dex 18, Con 12, Int 13, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 18
Feats Deadly Aim, Two-Weapon Fighting, Weapon
Finesse, Weapon Focus (dagger),
Weapon Specialization (dagger)
Skills Acrobatics +10 (+6 when
jumping), Bluff +4, Climb +3,
Perception +6, Sleight of Hand +5,
Stealth +11
Languages Common, Goblin, Halfling
SQ armor training 1
Combat Gear
feather token
(whip), flask
of acid; Other
Gear +1 chain
shirt, daggers (6),
masterwork daggers (2),
24 gp
Small, sly, and seemingly
innocuous, evil halflings make
perfect murderers.
LISANNE JELANSIL
At first, Lisanne saved her murderous
attentions for those who slighted her
in some small fashion. Now, she revels
in death for death’s sake rather than
for vengeance only. Her reputation
has grown with her crimes, and she
increasingly plies her skills for pay as
well as pleasure.
Init +5; Senses darkvision 60 ft.; Perception –1
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor)
hp 30 (3d10+9)
Fort +5, Ref +2, Will +2; +1 vs. fear
Defensive Abilities bravery +1, orc ferocity
OFFENSE
Speed 30 ft.
Melee mwk greataxe +7 (1d12+4/×3) or
sap +6 (1d6+3 nonlethal)
Ranged javelin +4 (1d6+3)
TACTICS
During Combat The fighter opens with an Intimidate check to
demoralize the nearest enemy,
then wades in with his axe
using Cleave when possible.
STATISTICS
Str 17, Dex 12, Con 14, Int 10, Wis 8,
Cha 13
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Improved Initiative, Iron Will,
Power Attack
Skills Climb +5, Intimidate +9, Survival +3,
Swim +5
Languages Common, Orc
SQ armor training 1, orc blood,
weapon familiarity
Combat Gear potion of bull’s
strength, potion of cure
moderate wounds,
potion of enlarge
person (CL 3rd); Other
Gear masterwork
breastplate, javelins (4),
masterwork greataxe, sap,
sack, gold necklace (worth
100 gp), 124 gp
Brigands are hard as nails and
always look out for themselves first.
RORN THE BLACK
Rorn has made a good living as a
bandit, but the same can’t be said
for his allies. Sometimes he runs out
on them when their luck turns bad,
sometimes he’s the only survivor,
and sometimes he cuts down his
own allies to claim all the loot.
TRAITOROUS BRIGAND
CR 2
HALF-ORC FIGHTER 3
XP 600
Medium humanoid (human, orc)
NE
MURDEROUS HALFLING
CR 3
HALFLING FIGHTER 4
XP 800
Small humanoid (halfling)
CE
8181
CR
CORE CLASSES
FIGHTERS
1/2
1
2
3
Init –1; Senses low-light vision; Perception +3
DEFENSE
AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 shield)
hp 61 (6d10+24)
Fort +8, Ref +1, Will +3; +2 vs. enchantments, +2 vs. fear
Defensive Abilities bravery +2; Immune sleep
OFFENSE
Speed 20 ft.
Melee +1 warhammer +12/+7 (1d8+7/×3)
Ranged warhammer +8 (1d8+6/×3)
Special Attacks weapon training (hammers +1)
TACTICS
During Combat The fighter stands and deals mighty blows until her
foes drop or she dies on her feet.
STATISTICS
Str 16, Dex 8, Con 16, Int 13, Wis 12, Cha 10
Base Atk +6; CMB +9; CMD 18
Feats Diehard, Endurance, Master Craftsman, Skill Focus
(Craft [weapons]), Throw Anything, Vital Strike, Weapon Focus
(warhammer), Weapon Specialization (warhammer)
Skills Appraise +7, Craft (armor) +10, Craft (weapons) +17,
Perception +3
Languages Common, Dwarven, Elven
SQ armor training 1, elf blood
Combat Gear potion of cure
moderate wounds, potions of
endure elements (2); Other
Gear masterwork full plate,
masterwork heavy steel shield, +1
warhammer, warhammers (2),
masterwork artisan’s tools,
waterskin, 43 gp
Smiths who craft
weapons may also be
skilled in their use.
VIKA
BELISKAR
Apprenticed to a
blacksmith in her
youth, Vika quit
the trade to take
up a new life as an
adventurer. After a cache
of tomes taught her how to mix
magic with the forging of steel,
she found herself drawn back to
her old calling.
CAUTIOUS ARCHER
CR 4
ELF FIGHTER 5
XP 1,200
Medium humanoid (elf)
CN
ADVENTURING BLACKSMITH
CR 5
HALF-ELF FIGHTER 6
XP 1,600
Medium humanoid (elf, human)
LN
Init +4; Senses low-light vision; Perception +6
DEFENSE
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 47 (5d10+15)
Fort +7, Ref +6, Will +1; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1; Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk elven curve blade +8 (1d10+3/18–20)
Ranged mwk composite longbow +10/+10 (1d8+5/×3)
Special Attacks weapon training (bows +1)
TACTICS
Before Combat The fighter drinks his potion of bear’s endurance and
finds a prime location for an ambush.
During Combat The fighter keeps his distance and fights
at range, sending his dog to harry foes that approach.
Base Statistics Without bear’s endurance, the
fighter’s statistics are hp 37; Fort +5; Con +10.
STATISTICS
Str 14, Dex 18, Con 14, Int 15, Wis 8, Cha 10
Base Atk +5; CMB +7; CMD 21
Feats Deadly Aim, Point-Blank Shot, Precise Shot,
Rapid Shot, Weapon Focus (composite longbow),
Weapon Specialization (composite longbow)
Skills Climb +5, Craft (bows) +8, Handle
Animal +8, Perception +6, Stealth +6,
Survival +3, Swim +5
Languages Common, Elven, Gnome, Orc
SQ armor training 1, elven magic,
weapon familiarity
Combat Gear +1 arrows (5), potion of
bear’s endurance, potion of cure moderate
wound, alchemical silver arrows (5), cold
iron arrows (5); Other Gear masterwork
breastplate, masterwork composite
longbow (+2 Str) with 35 arrows,
masterwork elven curve blade, cloak of
resistance +1, masterwork artisan’s tools,
riding dog, 67 gp
Cautious archers are adept at hit-and-
run tactics and ambushes.
DANATHEL YESSILLION
Danathel prefers to fight from
afar. He counts on brutes to hold
the line while he picks and
chooses targets from a
safe perch up in a tree.
8282
Init +3; Senses low-light vision; Perception +10
DEFENSE
AC 23, touch 17, flat-footed 20 (+6 armor, +3 deflection, +3 Dex, +1 size)
hp 76 (8d10+28)
Fort +9, Ref +5, Will +4; +2 vs. illusions, +2 vs. fear
Defensive Abilities bravery +2, defensive training (+4 dodge bonus
to AC vs. giants)
OFFENSE
Speed 25 ft.
Melee mwk glaive +10/+5 (1d8/×3) or
short sword +9/+4 (1d4/19–20)
Ranged mwk light crossbow +13/+13/+8 (1d6+3/17–20) or
mwk light crossbow with +1 frost bolts +13/+13/+8 (1d6+4+1d6
cold/17–20)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, weapon training (crossbows +1)
Gnome Spell-Like Abilities (CL 8th; concentration +9)
1/day—dancing lights, ghost sound (DC 11), prestidigitation,
speak with animals
TACTICS
Before Combat The fighter drinks her potion of
shield of faith.
During Combat The fighter drinks her potion of
haste and launches full attacks with screaming bolts.
Base Statistics Without shield of faith, the fighter’s
statistics are AC 20, touch 14, flat-footed 17; CMD 20.
STATISTICS
Str 10, Dex 16, Con 16, Int 8, Wis 14, Cha 12
Base Atk +8; CMB +7; CMD 23
Feats Deadly Aim, Fleet, Improved Critical
(light crossbow), Point-Blank Shot, Precise
Shot, Rapid Reload, Rapid Shot, Weapon
Focus (light crossbow), Weapon Specialization
(light crossbow)
Skills Perception +10, Profession (soldier)
+8, Sense Motive +7
SPELL HUNTER
CR 6
DWARF FIGHTER 7
XP 2,400
Medium humanoid (dwarf)
LE
FASTIDIOUS SHARPSHOOTER
CR 7
GNOME FIGHTER 8
XP 3,200
Small humanoid (gnome)
NE
Init +2; Senses Perception +5
DEFENSE
AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
hp 64 (7d10+21)
Fort +9, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities;
+2 vs. fear
Defensive Abilities bravery +2, defensive training (+4 dodge bonus
to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee mwk cold iron dwarven waraxe +14/+9 (1d10+9/×3)
Ranged mwk throwing axe +11 (1d6+5) or
mwk light crossbow +10 (1d8/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, weapon training (axes +1)
TACTICS
Before Combat The fighter drinks her potion of bull’s strength.
During Combat When fighting with a group, the fighter uses bull
rush to grant attacks of opportunity to her allies. She uses the
combination of Step Up and Disruptive to interrupt spellcasting.
Base Statistics Without bull’s strength, the fighter’s statistics are
Melee mwk cold iron dwarven waraxe +12/+7 (1d10+6/×3);
Ranged mwk throwing axe +11 (1d6+3); Str 15; CMB +9 (+13
bull rush); CMD 21 (27 vs. bull rush, 25 vs. trip); Skills Climb +8.
STATISTICS
Str 19, Dex 14, Con 16, Int 10, Wis 14, Cha 6
Base Atk +7; CMB +12 (+16 bull rush); CMD 23 (29 vs. bull
rush, 27 vs. trip)
Feats Blind-Fight, Disruptive, Greater Bull Rush, Improved
Bull Rush, Power Attack, Step Up, Weapon Focus
(dwarven waraxe), Weapon
Specialization (dwarven
waraxe)
Skills Climb +10, Intimidate +8,
Perception +5 (+7 to notice unusual
stonework), Survival +10
Languages Common, Dwarven
SQ armor training 2
Combat Gear oil of magic weapon (2), potion of aid, potion
of bull’s strength, potions of cure moderate wounds (2);
Other Gear +1 full plate, masterwork
cold iron dwarven waraxe,
masterwork light crossbow with 20
bolts, masterwork throwing axe,
cloak of resistance +1, 46 gp
Spell hunters specialize in locking
down and then murdering enemy
spellcasters.
Languages Common, Gnome, Sylvan
SQ armor training 2
Combat Gear +1 frost bolts (8), potion of haste, potion of
shield of faith (CL 7th), screaming bolts (2); Other Gear
mithral breastplate, masterwork glaive, masterwork
light crossbow with 40 bolts, short
sword, sunrods (2), 27 gp
8383
CR
CORE CLASSES
FIGHTERS
4
5
6
7
Init +5; Senses Perception +5
DEFENSE
AC 22, touch 16, flat-footed 17 (+6 armor, +5 Dex, +1 size)
hp 72 (9d10+18)
Fort +11, Ref +11, Will +9; +4 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 20 ft.
Melee +1 halfling sling staff +18/+13 (1d4+9/19–20) or
short sword +14/+9 (1d4+4/19–20)
Ranged +1 halfling sling staff +22 (1d6+8/19–20/×3)
Special Attacks weapon training (thrown +2, light blades +1)
TACTICS
Before Combat The fighter drinks his potions of bull’s strength
and heroism.
During Combat If fighting elves, the fighter stays back from the
fight, wielding his sling staff until he’s out of elf-bane bullets.
Otherwise, he rides into the fray, bashing foes and hurling bullets
with his sling staff while using Deadly Aim and Vital Strike.
Base Statistics Without bull’s strength and heroism, the fighter’s
statistics are Senses Perception +3; Fort +9, Ref +9, Will +7; Melee
+1 halfling sling staff +14/+9 (1d4+6/19–20) or short sword +12/+7
(1d4+2/19–20); Ranged +1 halfling sling staff +20 (1d6+6/
19–20/×3); Str 12; CMB +9; CMD 24; Skills Acrobatics +5 (+1 when
jumping), Climb +1, Perception +3, Ride +15, Survival +13.
STATISTICS
Str 16, Dex 20, Con 14, Int 8, Wis 12, Cha 12
Base Atk +9; CMB +13; CMD 26
Feats Deadly Aim, Greater Weapon Focus (halfling sling staff),
Improved Critical (halfling sling staff), Iron Will, Mounted
Combat, Point-Blank Shot, Precise Shot, Vital Strike, Weapon
Focus (halfling sling staff), Weapon Specialization (halfling
sling staff)
Skills Acrobatics +7 (+3 when jumping), Climb +5,
Perception +5, Ride +17, Survival +15
Languages Common, Halfling
SQ armor training 2
Combat Gear +1 elf-bane bullets (5), potion of bull’s
strength, potion of cure moderate wounds, potion
of heroism, potion of invisibility; Other Gear
breastplate, +1 halfling sling staff with 20 bullets,
short sword, belt of incredible dexterity +2, brooch of
shielding (35 points of damage remaining), bit and bridle,
masterwork studded leather barding, military saddle, riding
dog, saddlebags, 161 gp
Halfling slingers often patrol the areas surrounding
halfling settlements. Sometimes they hire themselves
out as scouts and skirmishers.
TOMIN BLANDERBASS
The wanderer’s life suits Tomin just fine. He roams from
town to town looking for mercenary work, and is more
than happy to take gold from anyone who offers. Tomin
doesn’t really care about right or wrong, just about getting
paid. He’s as likely to guard a caravan as to rob one. He
draws the line at hurting those who won’t fight back,
believing that’s what separates him from a petty thug.
When he first started adventuring, Tomin and his
companions ran afoul of a band of elves on the hunt for
bandits. The elves ran down and slew Tomin’s companions
one by one, then left him tied up and dangling from a
tree as a warning for others. That humiliation still burns
in Tomin’s belly, and he fears and detests elves to this day.
Combat Encounters: Tomin targets enemy elves first,
and often refuses to treat with allies who have elves
within their midst.
Roleplaying Suggestions: Tomin is not shy when
looking for work—or when he wants to pick a fight with
an elf.
HALFLING SLINGER
CR 8
HALFLING FIGHTER 9
XP 4,800
Small humanoid (halfling)
N
8484
Init +2; Senses low-light vision; Perception +15
DEFENSE
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 94 (10d10+35)
Fort +11, Ref +7, Will +6; +2 vs. enchantments, +3 vs. fear
Defensive Abilities bravery +3; Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk lance +18/+13 (1d8+4/×3) or
flail +14/+9 (1d8+2)
Ranged mwk composite longbow +16/+11 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks weapon training (spears +2, bows +1)
TACTICS
Before Combat Well in advance of battle,
the fighter activates her bronze griffon
and saddles and armors it. Before the
fighting starts, she mounts her griffon, takes
to the air, and quaffs her potion of heroism.
During Combat The fighter flies above the
battlefield taking passes with her lance,
never flying lower than 10 feet above the
ground. If outmatched
in melee, she retreats
to higher altitude and
uses her bow. A griffon
rider loves to unseat
other mounted combatants,
particularly if they’re flying.
She keeps a plentiful supply
of alchemist’s fire in case any
flammable targets present themselves.
Base Statistics Without heroism, the fighter’s
statistics are Senses Perception +13; Fort +9, Ref +5,
Will +4; Melee mwk lance +16/+11 (1d8+4/×3) or flail
+12/+7 (1d8+2); Ranged mwk composite longbow +14/+9
(1d8+3/×3); CMB +12; Skills Handle Animal +8, Perception +13,
Ride +17.
STATISTICS
Str 15, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +10; CMB +14; CMD 24
Feats Combat Reflexes, Improved Bull Rush, Mounted Combat,
Power Attack, Ride-By Attack, Shield Focus, Skill Focus
(Ride), Spirited Charge, Toughness, Unseat, Weapon
Focus (lance)
Skills Handle Animal +10, Perception +15, Ride +19
Languages Common, Elven
SQ armor training 2, elven magic, weapon familiarity
Combat Gear potions of cure light wounds (2),
potion of heroism, alchemist’s fire (5); Other Gear masterwork
banded mail, masterwork heavy steel shield, masterwork lance,
masterwork composite longbow (Str +2) with 20 arrows, figurine
of wondrous power (bronze griffon), bit and bridle, exotic military
saddle, masterwork studded leather barding, 47 gp
Griffon riders patrol the skies around remote elven
enclaves. Rare individuals serve powerful spellcasters or
serve as mercenary shock troops.
JALYNEL MASATHAL
Always something of an outcast among other elves,
Jalynel felt closer to her loyal griffon mount than to any
of her fellow elven knights. When her mount perished in
battle against a flock of perytons, Jalynel was devastated.
Once she recovered from her own wounds, she deserted
her unit and indentured herself to a powerful wizard.
In exchange, he crafted for her a bronze figurine in the
very image of her beloved griffon. Twice per week, she
can place it on the ground and bring it life. Jalynel
believes her companion’s soul dwells within the
figurine’s cold bronze. She rests easy knowing a
lethal wound now only turns her mount back to
bronze, to be brought to life again another day.
Jalynel spends most of her time following
orders from her wizard master. During her
rare breaks from his service, she hires out
as a scout and aerial cavalry. On occasion,
she throws in with adventuring bands in
hopes of finding good treasure that will
appeal to her wizard master and allow her
to pay off her debt quickly.
Combat Encounters: Jalynel
is usually found protecting the
domain of her wizard master, or
amid an group of adventurers
seeking magical treasure. She
avoids traveling into dungeons
or caverns if possible, preferring
to be in open spaces where she can
activate her figurine of wondrous power
and fight from the air.
Roleplaying Suggestions: Jalynel
approaches adventurers to form
a group to go after valuable
treasures, particularly those
with magical substances or
items she can return to
her master.
GRIFFON RIDER
CR 9
ELF FIGHTER 10
XP 6,400
Medium humanoid (elf)
LN
8585
CR
8
9
CORE CLASSES
FIGHTERS
Init +6; Senses Perception +0
DEFENSE
AC 25, touch 16, flat-footed 19 (+7 armor, +6 Dex, +2 natural)
hp 98 (11d10+33)
Fort +10, Ref +10, Will +6; +3 vs. fear
Defensive Abilities bravery +3
OFFENSE
Speed 30 ft., climb 20 ft.
Melee +1 rapier +19/+14/+9 (1d6+8/15–20), mwk dagger +18/+13
(1d4+5/19–20)
Ranged dagger +19 (1d4+5/19–20) or
mwk composite longbow +19/+14/+9 (1d8+2/×3)
Special Attacks weapon training (light blades +2, bows +1)
TACTICS
Before Combat The fighter drinks her potions of bull’s strength,
cat’s grace, and barkskin. If she’s planning betrayal, a scheming
fencer doesn’t down her potions until just before her treachery.
During Combat The fighter uses Combat Expertise, hoping to
wear her foes down. Every few rounds, she makes a disarm
attempt with one of her attacks. She likes to gain a height
advantage using her slippers of spider climbing.
Base Statistics Without bull’s strength, cat’s grace, and
barkskin, the fighter’s statistics are Init +4; AC 21,
touch 14, flat-footed 17; Ref +8; Melee +1 rapier
+17/+12/+7 (1d6+6/15–20), mwk dagger +16/+11
(1d4+3/19–20); Ranged dagger +17 (1d4+3/19–
20) or mwk composite longbow +17/+12/+7
(1d8+2/×3); Str 12, Dex 19; CMB +12 (+14 disarm);
CMD 26 (28 vs. disarm); Skills Acrobatics +15,
Climb +13.
STATISTICS
Str 16, Dex 23, Con 14, Int 13, Wis 10, Cha 8
Base Atk +11; CMB +14 (+16 disarm); CMD
30 (+32 vs. disarm)
Feats Combat Expertise, Critical Focus,
Double Slice, Improved Critical (rapier),
Improved Disarm, Improved Two-
Weapon Fighting, Iron Will, Sickening
Critical, Two-Weapon Fighting, Two-
Weapon Rend, Weapon Finesse,
Weapon Focus (rapier), Weapon
Specialization (rapier)
Skills Acrobatics +17, Bluff +10, Climb +15,
Knowledge (local) +5, Perform (sing) +5, Sense
Motive +9
Languages Common, Elven
SQ armor training 3
Combat Gear potion of barkskin, potion of bull’s
strength, potion of cat’s grace, potions of cure
moderate wounds (2), potions of protection from good (CL 2nd) (2),
silversheen; Other Gear +1 breastplate, +1 rapier, daggers (3),
masterwork composite longbow (+1 Str) with 20 arrows,
masterwork dagger, belt of incredible dexterity +2, cloak of
resistance +1, slippers of spider climbing, 121 gp
Cosmopolitan patrons hire scheming fencers as either
bodyguards or enforcers. Groups of these warriors can
also serve as soldiers, guards, and protectors.
ERALIN LISINAR
Sadistic and manipulative, Eralin prefers a long, drawn
out battle over a clean and efficient kill. She deals death
in nicks and cuts and twists of her blades. Never one for a
fair fight, she deliberately seeks out opponents who can’t
match her skill.
SCHEMING FENCER
CR 10
HUMAN FIGHTER 11
XP 9,600
Medium humanoid (human)
CE
8686
Init +3; Senses Perception +12
DEFENSE
AC 24, touch 14, flat-footed 20 (+10 armor, +3 Dex, +1 dodge)
hp 134 (12d10+64)
Fort +14, Ref +8, Will +7; +2 vs. poison, spells, and spell-like abilities;
+3 vs. fear
Defensive Abilities bravery +3, defensive training (+4 dodge bonus
to AC vs. giants)
OFFENSE
Speed 30 ft.
Melee +1 adamantine guisarme +21/+16/+11 (2d4+9/×3) or
masterwork spiked gauntlet +17/+12/+7 (1d4+5)
Ranged javelin +15 (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, weapon training (polearms +2, thrown +1)
TACTICS
Before Combat The fighter drinks his potions of bear’s
endurance and cat’s grace, plus his potion of enlarge person
if he has time.
During Combat The fighter gets many foes within
reach, then makes a Whirlwind Attack to hit
them all, using Lunge if he can get a few more.
He tries to sunder shields to get a free attack
with Greater Sunder.
Base Statistics Without bear’s endurance and cat’s grace,
the fighter’s statistics are Init +0; AC 22, touch 12, flat-
footed 20; hp 110; Fort +12, Ref +6; Ranged javelin +13
(1d6+5); Dex 13, Con 16; CMB +16 (+20 sunder); CMD 28
(32 vs. bull rush, sunder, or trip); Skills Acrobatics +0
(+5 when jumping).
STATISTICS
Str 19, Dex 17, Con 20, Int 13, Wis 10, Cha 8
Base Atk +12; CMB +16 (+20 sunder); CMD 30 (34 vs. bull
rush, sunder, or trip)
Feats Combat Expertise, Combat Reflexes, Dodge,
Greater Sunder, Greater Weapon Focus (guisarme),
Improved Sunder, Iron Will, Lunge, Mobility,
Power Attack, Weapon Focus (guisarme), Weapon
Specialization (guisarme), Whirlwind Attack
Skills Acrobatics +2 (+7 when jumping), Intimidate +14,
Knowledge (dungeoneering) +15, Perception +12 (+14 to
notice unusual stonework), Survival +11
Languages Common, Dwarven, Terran
SQ armor training 3
Combat Gear potion of bear’s endurance, potion of cat’s grace,
potion of cure serious wounds, potions of enlarge person
(2, CL 5th), potion of shield of faith (CL 7th); Other Gear +1 full
plate, +1 adamantine guisarme, javelins (6), masterwork spiked
gauntlet, belt of giant strength +2, boots of striding and springing,
cloak of resistance +1, portable ram, whetstone, 69 gp
These warriors serve as shock troops, wading through
enemy forces and sundering their weapons and armor.
ROGAR TALGAST
At a young age, Rogar left his clan to seek his fortune in
the world. Quite tall for a dwarf, he found that in the wider
world he missed the respect other dwarves gave him for
his size. He befriended an alchemist who supplies him
with enlarge person potions, and adapted his fighting style
to match. Rogar prefers military duty when he can find
it, especially if he can be in a small, elite squad. He’s not
picky about causes, but prefers to be well-supported by
spellcasters. He offers quarter to defeated foes, insisting
there’s no shame in being beaten by a dwarf.
Combat Encounters: Rogar leads a group of warriors
and spellcasters, attacking the enemies of his employer.
Roleplaying Suggestions: When low on potions of enlarge
person, Rogar seeks out spellcasters willing to brew such
potions in great number for a reduced price.
SHIELDBREAKER
CR 11
DWARF FIGHTER 12
XP 12,800
Medium humanoid (dwarf)
LN
8787
CR
CORE CLASSES
FIGHTERS
10
11
Init +2; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 27, touch 12, flat-footed 25 (+10 armor, +2 Dex, +5 shield)
hp 141 (13d10+65)
Fort +15, Ref +9, Will +8; +3 vs. fear
Defensive Abilities bravery +3, orc ferocity
OFFENSE
Speed 30 ft.
Melee +1 vicious flail +20/+15/+10 (1d8+10/19–20 plus 2d6), lion’s
shield +23 (1d4+6 plus bull rush attempt) or
+1 vicious flail +24/+19/+14 (1d8+10/19–20 plus 2d6)
Ranged mwk throwing axe +19 (1d6+5)
Special Attacks lion’s shield bite (free action, 3/day, +13/+8/+3, 2d6
damage), weapon training (heavy flails +3, close +2, thrown +1)
TACTICS
Before Combat The fighter drinks her potions of bear’s endurance
and heroism.
During Combat Using the free bull rush from her shield bash attack,
the fighter pushes her foes around the battlefield, forcing
them back until they’re pressed against an obstacle,
then bull rushes again to knock them prone. She
saves her shield’s bite attack for prone enemies
and other easy targets.
Base Statistics Without bear’s endurance and
heroism, the fighter’s statistics are Senses
Perception –1; hp 115; Fort +11, Ref +7,
Will +6; Melee +1 vicious flail
+18/+13/+8 (1d8+10/19–20 plus 2d6),
lion’s shield +21 (1d4+6 plus bull
rush attempt) or +1 vicious flail
+22/+17/+2 (1d8+10/19–20 plus
2d6); Ranged mwk throwing
axe +17 (1d6+5); Con 14;
CMB +17; Skills Intimidate +19,
Sense Motive +12.
STATISTICS
Str 18, Dex 15, Con 18, Int 10,
Wis 8, Cha 12
Base Atk +13; CMB +19; CMD 29
Feats Critical Focus, Disruptive,
Improved Critical (flail), Improved
Shield Bash, Iron Will, Shield Focus, Shield
Master, Shield Slam, Spellbreaker, Staggering
Critical, Step Up, Two-Weapon Fighting, Weapon
Focus (flail), Weapon Specialization (flail)
Skills Intimidate +21, Sense Motive +14
Languages Common, Orc
SQ armor training 3, orc blood, weapon familiarity
Combat Gear potion of bear’s endurance,
potion of cure moderate wounds, potion of heroism; Other Gear
+1 full plate, lion’s shield, +1 vicious flail, masterwork throwing
axe, throwing axes (2), belt of giant strength +2, cloak of
resistance +1, 198 gp
Serving as a leader to orcs, half-orcs, or other barbaric
forces, the brutal warlord uses her martial control to
shape the battlefield.
LIVIA COLDHEART
Livia was born and raised in human society. Mocked and
tormented for her bestial appearance, she grew to resent
her human blood and the intolerant society it represented.
As an adult, she met her first orcs only to find they too
saw her as sullied by her half-breed heritage. But there
was a difference: When she kicked in humans’ teeth, they
called her a monster. When she bashed in orcs’ skulls, the
rest cheered her on.
Livia roams the outskirts of orc lands, melding small
tribes into her larger band through raw force and primal
magnetism. She handpicks her lieutenants from the
most disciplined orcs, and has slowly
transformed her horde from
a disorganized rabble
into a semblance
of an disciplined
army. She dreams
that, in time, she
will rule an empire
of orcs and half-orcs.
BRUTAL WARLORD
CR 12
HALF-ORC FIGHTER 13
XP 19,200
Medium humanoid (human, orc)
LE
8888
Init +6; Senses Perception +3
DEFENSE
AC 22, touch 14, flat-footed 19 (+7 armor, +2 Dex, +1 dodge, +1 natural,
+1 size)
hp 123 (14d10+42)
Fort +16, Ref +13, Will +10; +6 vs. fear
Defensive Abilities bravery +4; DR 2/—
OFFENSE
Speed 20 ft., fly 60 ft. (good)
Melee +1 bastard sword +26/+21/+16 (1d8+10/19–20)
Special Attacks weapon training (heavy blades +3, light blades +2,
thrown +1)
TACTICS
Before Combat The fighter uses her scrolls of bear’s endurance,
bull’s strength, fly, and heroism.
During Combat The fighter uses scorching ray and lightning bolt to
soften up targets, then moves in with her bastard sword, using
her first attack to disarm. If facing a spellcaster, she uses a scroll of
silence. If she disarms a particularly powerful weapon, she spends
a round picking it up and stuffing it in her handy haversack.
Base Statistics Without bear’s endurance, bull’s strength, and
heroism, the fighter’s statistics are Senses Perception +1; hp 95;
Fort +12, Ref +11, Will +8; Speed 20 ft.; Melee +1 bastard sword
+22/+17/+12 (1d8+8/19–20); Str 15, Con 10; CMB +15 (+19 disarm);
CMD 28 (+30 vs. disarm); Skills Acrobatics +18 (+14 when jumping),
Bluff +17, Climb +4, Fly +6, Knowledge (arcana) +14, Perception +1,
Spellcraft +16, Use Magic Device +23.
STATISTICS
Str 19, Dex 14, Con 14, Int 14, Wis 8, Cha 16
Base Atk +14; CMB +19 (+23 disarm); CMD 32 (+34 vs. disarm)
Feats Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard
sword), Greater Disarm, Improved Disarm, Improved Initiative,
Iron Will, Lightning Reflexes, Mobility, Penetrating Strike, Skill
Focus (Use Magic Device), Strike Back, Toughness, Weapon Focus
(bastard sword), Weapon Specialization (bastard sword)
Skills Acrobatics +20 (+16 when jumping), Bluff +19, Climb +8, Fly +12,
Knowledge (arcana) +16, Perception +3, Spellcraft +18, Use Magic
Device +25
Languages Common, Elven, Goblin, Halfling
SQ armor training 3
Combat Gear potion of cure moderate wounds, scrolls of bear’s
endurance (2), scrolls of bull’s strength (2), scroll of cure serious
wounds (arcane, CL 7th), scroll of dimension door, scroll of fly (CL 8th),
scroll of heroism, scroll of silence (CL 6th), wand of lightning bolts
(CL 10th, 5 charges), wand of scorching ray (CL 11th, 18 charges),
wand of shield (CL 3rd, 12 charges), wand of shield of faith (CL 6th,
11 charges); Other Gear +1 adamantine breastplate, +1 bastard
sword, amulet of natural armor +1, cloak of
resistance +2, handy haversack, 370 gp
Mixing martial prowess with magic support, arcane
pretenders typically serve as guards for powerful casters.
Other arcane pretenders become adventurers, sellswords,
or explorers.
FLENTA CASALINA
Flenta always wanted to be a wizard. She studied,
memorized, and practiced, but still can’t cast spells. She
has, however, discovered a knack for manipulating magic
items. Flenta passes herself off as a fighter with sorcerous
skills, pretending to be casting spells rather than
activating magic items (a ruse that rarely fools those with
knowledge of spellcasting). If confronted, she insists that
she gets the job done regardless of her methods. Deep
down, Flenta still hopes to someday unlock the magical
potential she’s sure she possesses, whatever it takes.
Combat Encounters: Flenta often attacks groups with
arcane spellcasters just to see what magic they have.
Roleplaying Suggestions: Always searching for new
magic secrets she can understand (or fake), Flenta strikes up
conversations about magic, magic items, and their use with
anyone who seems likely to know about such things.
ARCANE PRETENDER
CR 13
HALFLING FIGHTER 14
XP 25,600
Small humanoid (halfling)
CN
8989
CR
12
13
CORE CLASSES
FIGHTERS
Init +5; Senses low-light vision; Perception +2
DEFENSE
AC 25, touch 15, flat-footed 20 (+7 armor, +5 Dex, +3 natural)
hp 150 (15d10+63)
Fort +15, Ref +15, Will +10; +2 vs. enchantments, +4 vs. fear
Defensive Abilities 25% chance to negate critical hits and sneak
attacks, bravery +4, no need to breathe; Immune harmful gases
and vapors, sleep
OFFENSE
Speed 30 ft.
Melee +1 human-bane scimitar +22/+17/+12 (1d6+10/18–20), mwk
handaxe +20/+15 (1d6+6/×3)
Ranged dagger +21/+16/+11 (1d4+5/19–20)
Special Attacks weapon training (heavy blades +3, axes +2, light
blades +1)
TACTICS
Before Combat The fighter drinks his potions of barkskin and
bear’s endurance.
During Combat The fighter cows his foes with Dazzling Display.
He goes after shaken enemies first, especially humans. He uses
his first attack each round for a trip attempt. If hard pressed, the
fighter uses Combat Expertise to improve his Armor Class and
positions himself for a leaping escape into the nearest body of
water. He likes to take out healers and support first.
Base Statistics Without barkskin and bear’s endurance, the fighter’s
statistics are AC 22, touch 15, flat-footed 17; hp 120; Fort +13; Con 12.
STATISTICS
Str 18, Dex 20, Con 16, Int 13, Wis 10, Cha 8
Base Atk +15; CMB +19 (+23 trip); CMD 34 (36 vs. trip)
Feats Combat Expertise, Dazzling Display, Double Slice, Greater
Trip, Improved Trip, Improved Two-Weapon Fighting, Iron
Will, Lightning Reflexes, Penetrating Strike, Quick
Draw, Shatter Defenses, Skill Focus (Intimidate),
Toughness, Two-Weapon Fighting, Two-
Weapon Rend, Weapon Focus (scimitar),
Weapon Specialization (scimitar)
Skills Acrobatics +20, Climb +11, Intimidate +23,
Perception +2, Profession (sailor) +6, Stealth +12,
Survival +8, Swim +15
Languages Common, Elven, Halfling
SQ armor training 4, elf blood
Combat Gear feather token (anchor) (3), feather token (bird),
feather token (fan) (2), feather token (swan boat), potion of
barkskin (CL 9th), potion of bear’s endurance, potion of cure
serious wounds, potion of shield of faith (CL 12th); Other Gear
+1 light fortification breastplate, +1 human-bane scimitar,
daggers (8), masterwork handaxe, belt of physical
might +2 (Str, Dex), cloak of resistance +3, necklace of
adaptation, gold earring worth 50 gp, 413 gp
Serving as the captains of pirate ships or the commandants
of pirate fleets, pirate kings command those pressed into
their service with ruthless efficiency.
DALITHAN OF THE BLACK HAND
No dashing swashbuckler, Dalithan might best be described
as a dastard in search of a crime. He leads his fleet on pirate
raids by land and sea; hires his ships out for mercenary
contracts; and dabbles in assassination, extortion, ransom,
and smuggling as well. The warrants that authorities and
victims try to put out for his death go unsigned thanks to
a few well-placed bribes. Though he’s widely regarded as a
cold-hearted villain, his crewmates know the captain has a
peculiar fondness for seals, often ordering meat—such as
prisoners—chopped up and thrown overboard for them.
PIRATE KING
CR 14
HALF-ELF FIGHTER 15
XP 38,400
Medium humanoid (elf, human)
CE
9090
Init +5; Senses Perception +20
DEFENSE
AC 29, touch 16, flat-footed 24 (+9 armor, +1 deflection, +5 Dex,
+4 natural)
hp 172 (16d10+80)
Fort +19, Ref +15, Will +12; +2 vs. poison, spells, and spell-like
abilities; +4 vs. fear
Defensive Abilities bravery +4, defensive training (+4 dodge bonus
to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee mwk dwarven waraxe +23/+18/+13/+8 (1d10+5/×3) or
mwk warhammer +22/+17/+12/+7 (1d8+3/×3)
Ranged +3 unholy heavy crossbow +31 (1d10+11/17–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, weapon training (crossbows +3, axes +2, hammers +1)
TACTICS
Before Combat The fighter applies oil of greater magic weapon to
his heavy crossbow, then drinks potions of barkskin and heroism.
During Combat For as long as he can, the fighter stays mounted and
takes shots from long range. He takes most shots with magical
ammunition, tailoring the bolt to the foe. He uses Greater Vital
Strike unless he has trouble hitting, in which case he switches to
Pinpoint Targeting. He nearly always uses Deadly Aim.
Base Statistics Without greater magic weapon, barkskin, and
heroism, the fighter’s statistics are Senses Perception +18; AC 25,
flat-footed 20; Fort +17, Ref +13, Will +10; Melee mwk dwarven
waraxe +21/+16/+11/+6 (1d10+5/×3) or mwk warhammer
+20/+15/+10/+5 (1d8+3/×3); Ranged +1 unholy heavy crossbow
+27 (1d10+8/17–20); CMB +18; Skills Perception +18 (+20 to notice
unusual stonework), Ride +23.
STATISTICS
Str 14, Dex 20, Con 18, Int 10, Wis 14, Cha 6
Base Atk +16; CMB +20; CMD 34 (38 vs. bull rush or trip)
Feats Blinding Critical, Critical Focus, Deadly Aim, Greater Vital
Strike, Greater Weapon Focus (heavy crossbow), Greater Weapon
Specialization (heavy crossbow), Improved Critical (heavy
crossbow), Improved Precise Shot, Improved Vital Strike,
Mounted Combat, Pinpoint Targeting, Point-Blank Shot,
Precise Shot, Rapid Reload (heavy crossbow), Vital
Strike, Weapon Focus (heavy crossbow), Weapon
Specialization (heavy crossbow)
Skills Perception +20 (+22 to notice unusual stonework),
Ride +25
Languages Common, Dwarven
SQ armor training 4
Combat Gear +1 axiomatic bolts (5), +1 human-bane bolts
(5), +1 merciful bolts (5), oil of greater magic weapon
(CL 12th), potion of barkskin (CL 9th), potion of cure serious
wounds, potion of heroism, adamantine bolts (15), cold iron
bolts (10), silver bolts (10); Other Gear +2 banded mail, +1 unholy
heavy crossbow with 50 bolts, masterwork dwarven waraxe,
masterwork warhammer, belt of physical might +2 (Dex, Con),
cloak of resistance +3, efficient quiver, eyes of the eagle, ring
of protection +1, manacles (4), silk rope (100 ft.), bit and bridle,
heavy horse (combat trained), manacles (4), masterwork chain
shirt barding, military saddle, saddlebags, 118 gp
Dwarven arbalesters are usually employed by slavers and
warlords to either incapacitate or kill at a distance.
STIGR HARROWSTARE
Exiled from the stronghold of his ancestors for slave
trafficking with duergar, Stigr took his slaving to human
lands instead. He fancies himself the deadliest shot with
a crossbow ever born, and considers a battle decided by
melee a personal failure. Stigr keeps losing horses in
battle, and plans to trade sacrificial victims to the church
of Asmodeus in exchange for a Nessian warhound.
DWARVEN ARBALESTER
CR 15
DWARF FIGHTER 16
XP 51,200
Medium humanoid (dwarf)
NE
9191
CR
CORE CLASSES
FIGHTERS
14
15
Init +5; Senses low-light vision; Perception +3
DEFENSE
AC 35, touch 18, flat-footed 28 (+11 armor, +1 deflection, +5 Dex,
+2 dodge, +5 natural, +1 shield)
hp 149 (17d10+51)
Fort +14, Ref +14, Will +11; +2 vs. enchantments, +4 vs. fear
Defensive Abilities bravery +4; Immune bleed (hit points only),
sleep; Resist cold 10, fire 10
OFFENSE
Speed 60 ft.
Melee mwk quarterstaff +26/+26/+21/+16/+11 (1d6+11), mwk
quarterstaff +26/+21/+16 (1d6+9) or
longspear +23/+23/+18/+13/+8 (1d8+6/×3) or
kukri +22/+22/+17/+12/+7 (1d4+4/18–20)
Ranged +1 seeking composite longbow +26/+26/+26/+21/+16/+11
(1d8+9/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks weapon training (double +4, bows +3, spears +2,
light blades +1)
TACTICS
Before Combat The fighter drinks her potion of barkskin and both
potions of resist energy. She then activates her boots of speed.
During Combat The fighter chooses her weapon based on the
weaknesses of her foes. She engages slower foes with her bow
and keeps her distance. Against lightly armored enemies or
spellcasters, she fights with a shillelagh-enhanced quarterstaff.
Base Statistics Without barkskin, resist energy, and haste from
her boots of speed, the fighter’s statistics are AC 29, touch 17,
flat-footed 23; Resist —; Ref +13; Speed 30 ft.; Melee mwk
quarterstaff +25/+20/+15/+10 (1d6+11), mwk quarterstaff
+25/+20/+15 (1d6+9) or longspear +22/+17/+12/+7 (1d8+6/×3)
or kukri +21/+16/+11/+6 (1d4+4/18–20); Ranged +1 seeking
composite longbow +25/+25/+20/+15/+10 (1d8+9/×3); CMB +20.
STATISTICS
Str 17, Dex 20, Con 12, Int 13, Wis 12, Cha 8
Base Atk +17; CMB +21; CMD 38
Feats Combat Expertise, Dodge, Greater Two-Weapon Fighting,
Greater Weapon Focus (quarterstaff), Greater Weapon
Specialization (quarterstaff), Improved Two-Weapon
Fighting, Iron Will, Lunge, Point-Blank Shot, Power Attack,
Rapid Shot, Toughness, Two-Weapon Defense, Two-Weapon
Fighting, Weapon Focus (composite longbow), Weapon Focus
(quarterstaff), Weapon Specialization (composite longbow),
Weapon Specialization (quarterstaff)
Skills Climb +10, Craft (bows) +5, Craft (weapons) +5, Knowledge
(geography) +11, Knowledge (nature) +16, Perception +3,
Stealth +10, Survival +16, Swim +6
Languages Common, Elven, Sylvan
SQ armor training 4, elven magic, weapon familiarity
Combat Gear oil of shillelagh (CL 5th) (3), potion of barkskin (CL
12th), potion of resist energy (cold), potion of resist energy
(fire), restorative ointment; Other Gear +2 full plate, +1 seeking
composite longbow with 40 arrows, kukri, longspear, masterwork
quarterstaff, belt of giant strength +4, boots of speed, cloak of
resistance +3, periapt of wound closure, ring of protection +1,
artisan’s tools, ink (2), inkpens (2), journal (as spellbook), 48 gp
These elves shun civilization and protect ancient groves.
SELINDRIL LONGSTRIDER
A century ago, Selindril abandoned civilization. Years
in the wilderness made her distant, ill-mannered, and
confrontational. She keeps a regular journal devoted
half to her travels and half to rambling screeds on her
personal philosophy of extreme isolationism.
ELVEN RECLUSE
CR 16
ELF FIGHTER 17
XP 76,800
Medium humanoid (elf)
N
9292
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 25, touch 16, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, +1 insight,
+1 monk, +5 natural)
hp 175 (18d10+72)
Fort +19, Ref +17, Will +16; +5 vs. fear
Defensive Abilities bravery +5, orc ferocity
OFFENSE
Speed 40 ft.
Melee vicious unarmed strike +36/+31/+26/+21 (1d8+18 plus 2d6) or
mwk ranseur +29/+24/+19/+14 (2d4+11/×3)
Ranged +1 returning javelin +27 (1d6+10)
Special Attacks stunning fist (5/day, DC 21), weapon training
(natural +4, thrown +3, heavy blades +2, close +1)
TACTICS
Before Combat The fighter drinks his potions of barkskin, greater
magic fang, and heroism.
During Combat The fighter prefers to grapple, pin, and then bind his
foes. He fights defensively when he can, abandoning that tactic
against enemies with high armor classes.
Base Statistics Without barkskin, greater magic fang, and heroism,
the fighter’s statistics are Senses Perception +2; AC 20, touch 16,
flat-footed 16; Fort +17, Ref +15, Will +14; Melee unarmed
strike +30/+25/+20/+15 (1d8+14 plus 2d6) or mwk ranseur
+27/+22/+17/+12 (2d4+11/×3); Ranged +1 returning javelin +25
(1d6+10); CMB +24 (+28 grapple); Skills Acrobatics +21 (+30 when
jumping), Intimidate +22.
STATISTICS
Str 22, Dex 16, Con 14, Int 10, Wis 14, Cha 8
Base Atk +18; CMB +26 (+30 grapple); CMD 40 (42 vs. grapple)
Feats Deflect Arrows, Dodge, Greater Grapple, Greater Penetrating
Strike, Greater Weapon Focus (unarmed strike), Greater Weapon
Specialization (unarmed strike), Improved Grapple,
Improved Iron Will, Improved Unarmed Strike, Iron Will,
Lightning Reflexes, Mobility, Nimble Moves, Penetrating
Strike, Power Attack, Stunning Fist, Toughness, Weapon
Focus (unarmed strike), Weapon Specialization
(unarmed strike)
Skills Acrobatics +23 (+32 when jumping), Intimidate +24
Languages Common, Orc
SQ armor training 4, orc blood, weapon familiarity
Combat Gear potion of barkskin (CL 12th), potion of cure serious
wounds, potion of greater magic fang (CL 16th), potions of
haste (2), potion of heroism, potion of shield of faith (18th);
Other Gear +1 returning javelin, masterwork ranseur, belt of
physical perfection +2, boots of striding and springing, bracers
of armor +4, cloak of resistance +4, dusty rose prism ioun stone,
monk’s robe, ring of sustenance, vicious amulet of mighty fists,
masterwork manacles (2), silk rope (50 ft.), 779 gp
Many failed disciples wander the land purely to prove
their martial prowess. Others latch on to evil cults,
dealing death for a dark god.
URGUK THE CHOSEN
As a child, a cult of apocalyptic monks kidnapped
Urguk to raise him as a champion of their order. Their
teachings of violence and scorn for life took hold, but
their attempts to install obedience and inner discipline
did not. Urguk mastered many of their techniques, but
never in a fashion that pleased them. Frustrated by
his failures and unwilling to let Urguk leave with
intimate knowledge of their order, the monks
decided to terminate their experiment.
Urguk had learned their lessons better
than he knew. He killed
the monks sent to
murder him and
fled into the night.
FAILED DISCIPLE
CR 17
HALF-ORC FIGHTER 18
XP 102,400
Medium humanoid (human, orc)
CE
9393
CR
16
17
CORE CLASSES
FIGHTERS
Init +7; Senses low-light vision; Perception +1
DEFENSE
AC 34, touch 18, flat-footed 29 (+11 armor, +2 deflection, +3 Dex,
+2 dodge, +5 natural, +1 size)
hp 204 (19d10+95)
Fort +20, Ref +14, Will +11; +2 vs. illusions, +5 vs. fear
Defensive Abilities blink, bravery +5, defensive training (+4 dodge
bonus to AC vs. giants); DR 5/—
OFFENSE
Speed 40 ft.
Melee +2 dwarven urgrosh +30/+30/+25/+20/+15 (1d4+12/19–
20/×3), +2 dwarven urgrosh +30 (1d6+12/19–20/×3) or
+2 dwarven urgrosh (two-handed) +32/32/+27/+22/+17
(1d4+14/19–20/×3) or
+1 spiked armor +28/+28/+23/+18/+13 (1d4+8)
Ranged dart +27/+27/+22/+17/+12 (1d4+7)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, weapon training (double +4, thrown +3, close +2,
hammers +1)
Gnome Spell-Like Abilities (CL 19th; concentration +20)
1/day—dancing lights, ghost sound (DC 11), prestidigitation,
speak with animals
TACTICS
Before Combat The fighter drinks his potions of barkskin and bear’s
endurance, then activates his ring of blinking and boots of speed.
During Combat The fighter starts off with a Dazzling Display, then
engages in melee, fighting less armored enemies first. He deals
most of his attacks with the spear end of his weapon.
Base Statistics Without barkskin, bear’s endurance, blink from
his ring of blinking, and haste from his boots of speed, the
fighter’s statistics are AC 28, touch 17, flat-footed 24; hp 166;
Fort +18, Ref +13; Defensive Abilities no blink; Speed 20
ft.; Melee +2 dwarven urgrosh +29/+24/+19/+14 (1d4+12/19–
20/×3), +2 dwarven urgrosh +29 (1d6+12/19–20/×3) or +2
dwarven urgrosh (two-handed) +31/+26/+21/+16 (1d4+14/19–
20/×3) or +1 spiked armor +27/+22/+17/+12 (1d4+8); Ranged
dart +26/+21/+16/+11 (1d4+7); Con 16; CMB+22; CMD 38.
STATISTICS
Str 18, Dex 16, Con 20, Int 12, Wis 8, Cha 12
Base Atk +19; CMB +23; CMD 39
Feats Blind-Fight, Dazzling Display, Diehard,
Disruptive, Dodge, Double Slice, Endurance, Exotic
Weapon Proficiency (dwarven urgrosh), Improved
Critical (dwarven urgrosh), Improved Initiative, Iron Will, Nimble
Moves, Persuasive, Power Attack, Quick Draw, Spellbreaker, Step
Up, Two-Weapon Fighting, Weapon Focus (dwarven urgrosh),
Weapon Specialization (dwarven urgrosh)
Skills Bluff +19, Diplomacy +18, Intimidate +30, Knowledge (local) +13,
Perception +1, Profession (gambler) +5, Sense Motive +18
Languages Common, Gnome, Sylvan
SQ armor mastery, armor training 4
Combat Gear potion of barkskin (CL 12th), potion of bear’s
endurance, potions of cure serious wounds (2); Other Gear +2 full
plate with +1 armor spikes, +2/+2 dwarven urgrosh, darts (10),
belt of giant strength +4, boots of speed, circlet of persuasion,
cloak of resistance +4, hat of disguise, ring of blinking, ring of
protection +2, ruby signet ring (worth 1,000 gp), 5,075 gp
Though most criminal masterminds work behind the
scenes, crime lords don’t mind getting their hands dirty.
TONTELIZI LEGBREAKER
When Tontelizi first took to a life of crime, he was
relegated to leg-breaking as a joke on his slight stature—
and collections doubled. Soon, the crime family found
that Tontelizi excelled at any task involving extortion,
intimidation, or violence. When the patriarch’s health
failed—assisted
by
Tontelizi’s
poison—the
gnome
eliminated two likely successors and cowed the rest with
threats and blackmail. He was chosen to take over the
family with nearly unanimous support.
CRIME LORD
CR 18
GNOME FIGHTER 19
XP 153,600
Small humanoid (gnome)
N
9494
Init +8; Senses Perception +4
DEFENSE
AC 30, touch 13, flat-footed 27 (+12 armor, +3 Dex, +5 natural)
hp 233 (20d10+119)
Fort +24, Ref +19, Will +17; +5 vs. fear
Defensive Abilities bravery +5, no need to breathe; DR 5/—
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee +3 unholy cold iron falchion +40/+35/+30/+25 (2d4+23/15–20/×3
plus 2d6 vs. good) or
mwk light pick +34/+29/+24/+19 (1d4+10/×4), or
mwk alchemical silver falchion +38/+33/+28/+23 (2d4+19/15–20/×3)
Ranged +1 shock composite longbow +30/+25/+20/+15 (1d8+12/×3)
Special Attacks weapon mastery (falchion), weapon training (heavy
blades +4, bows +3, axes +2, close +1)
TACTICS
Before Combat The fighter applies oil of greater magic
weapon to his falchion and oil of magic vestment, then
drinks his potions of barkskin, heroism, and bear’s
endurance and activates his boots of flying.
During Combat The fighter attacks a single
enemy until he deals a pair of critical hits,
then switches to another. He usually opts to
inflict stun and bleed, then blind and exhaust.
He goes after good outsiders, paladins, and
clerics of good-aligned deities first.
Base Statistics Without barkskin, bear’s endurance,
greater magic weapon, heroism, and oil of
magic vestment, the fighter’s statistics are
Senses Perception +2; AC 23, touch 13, flat-
footed 20; hp 193; Fort +20, Ref +17, Will +15;
Speed 30 ft.; Melee +1 unholy cold iron falchion
+36/+31/+26/+21 (2d4+21/15–20/×3 plus 2d6
vs. good), or mwk light pick +32/+27/+22/+17
(1d4+14/×4), or mwk silver falchion
+36/+31/+26/+21 (2d4+19/15–20/×3); Ranged +1
shock composite longbow +28/+23/+18/+13
(1d8+12/×3); Con 14; CMB +28; Skills
Acrobatics +23, Intimidate +24,
Linguistics +0, Perception +2
STATISTICS
Str 26, Dex 17, Con 18, Int 8, Wis 12,
Cha 10
Base Atk +20; CMB +30; CMD 41
Feats Bleeding Critical, Blinding
Critical, Cleave, Critical Focus,
Critical Mastery, Exhausting
Critical, Greater Penetrating
Strike, Greater Weapon
Focus (falchion), Greater Weapon Specialization (falchion), Improved
Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes,
Penetrating Strike, Power Attack, Staggering Critical, Step Up,
Stunning Critical, Tiring Critical, Toughness, Weapon Focus (falchion),
Weapon Specialization (falchion)
Skills Acrobatics +25, Fly +8, Intimidate +26, Linguistics +2, Perception +4
Languages Common, Infernal
SQ armor mastery, armor training 4
Combat Gear oil of greater magic weapon (CL 12th), oil of magic
vestment (CL 12th), potion of barkskin (CL 12th), potion of bear’s
endurance, potions of cure serious wounds (2), potion of heroism,
potion of shield of faith (CL 18th); Other Gear +1 full plate, +1 shock
composite longbow (+8 Str) with 50 arrows, +1 unholy cold iron
falchion, masterwork alchemical silver falchion, masterwork light
pick, belt of physical might +4 (Str, Dex), clear spindle ioun stone,
cloak of resistance +5, pale green prism ioun stone, winged boots,
2,788 gp
INFERNAL CHAMPION
CR 19
HUMAN FIGHTER 20
XP 204,800
Medium humanoid (human)
LE
9595
CR
CORE CLASSES
FIGHTERS
18
19
Init +5; Senses Perception +7
DEFENSE
AC 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +2 Wis)
hp 17 (2d8+5)
Fort +5, Ref +4, Will +5
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee unarmed strike +5 (1d6+4) or
mwk nunchaku +6 (1d6+4) or
mwk nunchaku flurry of blows +4/+4 (1d6+4)
Ranged light crossbow +2 (1d8/19–20)
Special Attacks flurry of blows, stunning fist (2/day, DC 13)
TACTICS
Before Combat The monk drinks his potion of bull’s strength
if facing more than two opponents.
During Combat The monk uses flurry of blows whenever
possible, especially against opponents successfully affected
by his stunning fist. If reduced to 5 hit points or fewer,
he withdraws to drink one of his potions of cure light
wounds before returning to the fray.
Base Statistics Without bull’s strength,
the monk’s statistics are Melee
unarmed strike +3 (1d6+2) or mwk
nunchaku +4 (1d6+2) or flurry
of blows (nunchaku) +2/+2
(1d6+2); Str 15; CMB +3;
CMD 17.
STATISTICS
Str 19, Dex 12, Con 15,
Int 8, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Blind-Fight, Dodge, Improved Initiative,
Improved Unarmed Strike, Scorpion Style,
Stunning Fist
Skills Acrobatics +5, Bluff +1, Intimidate +5,
Perception +7, Sense Motive +7, Stealth +5
Languages Common
Combat Gear potion of bull’s strength,
potions of cure light wounds (2), acid (2);
Other Gear light crossbow with 20 bolts,
masterwork nunchaku, 23 gp
Bullying brawlers are often
sent to confront those who
cross an order of monks.
They are relentless
in their pursuit of
vengeance.
Init +3; Senses Perception +6
DEFENSE
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +4
OFFENSE
Speed 30 ft.
Melee unarmed strike +3 (1d6+1) or
kama +3 (1d6+1) or
unarmed strike flurry of blows +2/+2 (1d6+1)
Ranged light crossbow +3 (1d8/19–20) or
shuriken +3 (1d2+1) or
shuriken flurry of blows +2/2 (1d2+1)
Special Attacks flurry of blows, stunning fist (1/day, DC 12)
TACTICS
Before Combat The monk uses Stealth to catch
enemies off-guard, starting any surprise
round with Stunning Fist.
During Combat The monk never fights
multiple opponents if she can
help it, and prefers to use her
shuriken with a flurry of blows
before entering melee.
STATISTICS
Str 12, Dex 16, Con 10, Int 13, Wis 15, Cha 8
Base Atk +0; CMB +1; CMD 17
Feats Combat Reflexes, Dodge, Improved
Unarmed Strike, Stunning Fist, Weapon Finesse
Skills Acrobatics +7, Knowledge (history, religion) +5,
Perception +6, Sense Motive +6, Stealth +7
Languages Common, Dwarven
Combat Gear potions of cure light
wounds (2), potions of mage
armor (2), potions of magic
weapon (2); Other Gear
kama, light crossbow
with 10 bolts,
shuriken (20), 50 gp
Neophyte
monks
are often eager
to prove their
mettle
in
battle, but just
as often their
strict
training
means they tend to act
tentatively when deprived of
their master’s guidance.
CAREFUL INITIATE
CR 1/2
HUMAN MONK 1
XP 200
Medium humanoid (human)
LN
BULLYING BRAWLER
CR 1
HUMAN MONK 2
XP 400
Medium humanoid (human)
LE
9696
Init +1; Senses low-light vision; Perception +12
DEFENSE
AC 21, touch 17, flat-footed 19 (+4 armor, +1 Dex, +1 dodge, +1 monk,
+1 size, +3 Wis)
hp 25 (4d8+4)
Fort +5, Ref +6, Will +8; +2 vs. enchantments and illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), evasion
OFFENSE
Speed 30 ft.
Melee unarmed strike +6 (1d6+1) or
+1 kama +6 (1d4+2) or
unarmed strike flurry of blows +5/+5 (1d6+1)
Ranged shuriken +5 (1d1+1) or
shuriken flurry of blows +4/+4 (1d1+1)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, flurry of blows, stunning fist (4/day, DC 15)
Gnome Spell-Like Abilities (CL 4th; concentration +5)
1/day—dancing lights, ghost sound, prestidigitation, speak
with animals
TACTICS
Before Combat The monk drinks her potion of mage
armor and applies her oil of magic weapon.
During Combat The rogue uses Acrobatics skill
to move through combat, helping allies flank.
Base Statistics Without mage armor and
magic weapon, the monk’s statistics are AC
18, touch 17, flat-footed 16; Melee kama +5
(1d4+1).
STATISTICS
Str 12, Dex 13, Con 10, Int
12, Wis 16, Cha 12
Base Atk +3; CMB
+4; CMD 19
Feats Combat Reflexes, Dodge, Improved
Unarmed Strike, Scorpion Style, Stunning
Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +8, Bluff +5, Climb
+6, Perception +12, Stealth +12
Languages Common, Elven, Gnome, Sylvan
SQ fast movement, ki pool (5 points, magic),
maneuver training, slow fall 20 ft.
Combat Gear potions of cure light wounds (2),
potion of mage armor, oil of magic weapon, smokestick,
tanglefoot bag; Other Gear kama, shuriken (20), bracers of
armor +1, cloak of resistance +1, 124 gp
These gnomes often protect gnome communities in
groups that skirmish in the name of their lawful lord.
Init +5; Senses Perception +10
DEFENSE
AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +4 Wis)
hp 20 (3d8+3)
Fort +4, Ref +4, Will +7; +2 vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee unarmed strike +5 (1d6+2) or
nunchaku +4 (1d6+2) or
unarmed strike flurry of blows +3/+3 (1d6+2)
Ranged shuriken +3 (1d2+2)
Special Attacks flurry of blows, stunning fist (3/day, DC 15)
TACTICS
Before Combat The monk drinks her potion of owl’s wisdom to
enhance her AC and Perception, as well as a potion of mage armor.
During Combat The monk uses a flurry of blows to make disarm
attempts with her nunchaku. If protecting someone, she uses
Stunning Fist before withdrawing with her charge.
Base Statistics Without owl’s wisdom and mage armor, the monk’s
statistics are Senses Perception +8; AC 15, touch 14, flat-footed 13; Wis
15; CMD 18; Skills Perception +8, Sense Motive +8, Survival +3.
STATISTICS
Str 14, Dex 13, Con 12, Int 10,
Wis 19, Cha 8
Base Atk +2; CMB +5; CMD 20
Feats Combat Reflexes, Dodge,
Improved Initiative, Improved
Unarmed Strike, Stunning
Fist, Weapon Focus
(unarmed strike)
Skills Acrobatics +7 (+11
when jumping), Climb
+6, Intimidate +5,
Perception +10, Sense
Motive +10, Stealth +7,
Survival +5, Swim +6
SQ fast movement,
maneuver training
Combat Gear potions of cure
light wounds (3), potion of mage
armor, potion of magic weapon,
potion of owl’s wisdom, smokesticks (3);
Other Gear dagger, nunchaku, shuriken
(20), bracers of armor +1, 30 gp
Some monk orders hire out vigilant bodyguards
to princelings, merchants, and priests with
compatible interests and philosophies.
VIGILANT BODYGUARD
CR 2
HUMAN MONK 3
XP 600
Medium humanoid (human)
LN
SPRY AMBUSHER
CR 3
GNOME MONK 4
XP 800
Small humanoid (gnome)
LN
9797
CR
1/2
1
2
3
CORE CLASSES
MONKS
Init +3; Senses Perception +11
DEFENSE
AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +1 monk, +1 size, +2 Wis)
hp 40 (6d8+10)
Fort +7, Ref +9, Will +8; +2 vs. enchantments, +2 vs. fear
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 40 ft.
Melee unarmed strike +7 (1d6+2) or
unarmed strike flurry of blows +7/+7/+2 (1d6+2)
Ranged mwk shuriken +9 (1d1+2) or
mwk shuriken flurry of blows +9/+9/+4 (1d1+2)
Special Attacks flurry of blows,
stunning fist (6/day, DC 15)
TACTICS
During Combat The monk relies
on her shuriken, using Shot on the
Run to begin and end behind cover. If
cornered, she uses Stunning Fist and then
escapes to a safe distance.
STATISTICS
Str 14, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 22
Feats Deadly Aim, Deflect Arrows, Dodge, Improved
Unarmed Strike, Mobility, Point-Blank Shot,
Shot on the Run, Stunning Fist
Skills Acrobatics +14 (+24 when
jumping), Climb +12, Knowledge
(local) +4, Perception +11, Sense
Motive +8, Stealth +13, Swim +6
Languages Common, Halfling
SQ fast movement, high jump, ki pool
(5 points, magic), maneuver
training, purity of body,
slow fall 30 ft.
Combat Gear potions
of cure light wounds
(2), potion of invisibility;
Other Gear masterwork
shuriken (20), belt of
incredible dexterity +2,
130 gp
These
short-statured
monks do their best
to
stay
out
of
close
combat, backing up their
companions with well-
placed shuriken.
CRUEL DEVOTEE
CR 4
HUMAN MONK 5
XP 1,200
Medium humanoid (human)
LE
NIMBLE SHURIKEN THROWER
CR 5
HALFLING MONK 6
XP 1,600
Small humanoid (halfling)
LN
Init +5; Senses Perception +11
DEFENSE
AC 17, touch 17, flat-footed 15 (+1 deflection, +1 Dex, +1 dodge,
+1 monk, +3 Wis)
hp 31 (5d8+5)
Fort +6, Ref +6, Will +8; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 40 ft.
Melee unarmed strike +6 (1d8+3) or
mwk siangham +7 (1d6+3) or
unarmed strike flurry of blows +6/+6 (1d8+3)
Ranged javelin +4 (1d6+3)
Special Attacks flurry of blows, stunning fist (5/day, DC 15)
TACTICS
During Combat The monk uses Stunning Fist to make opponents
drop weapons, attacking if foes try to retrieve them.
STATISTICS
Str 16, Dex 13, Con 12, Int 10, Wis 16,
Cha 8
Base Atk +3; CMB +8 (+10
grapple); CMD 23 (25 vs.
grapple)
Feats Combat Reflexes, Dodge,
Improved Grapple, Improved
Initiative, Improved Unarmed Strike,
Power Attack, Scorpion Style, Stunning Fist
Skills Acrobatics +7 (+12 when jumping), Climb
+8, Intimidate +7, Knowledge (religion)
+8, Perception +11, Sense Motive +11,
Stealth +9
Languages Common
SQ fast movement, high jump, ki pool
(5 points, magic), maneuver training,
purity of body, slow fall 20 ft.
Combat Gear potions
of cure light wounds (2);
Other Gear javelin,
masterwork siangham,
cloak of resistance
+1, ring of protection
+1, 347 gp
Cruel devotees serve
as the guardians and agents of
monastic orders, taking on
secret missions and even
assassinations in order to
protect the orders’ interests.
9898
Init +5; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC 18, touch 17, flat-footed 16 (+1 Dex, +1 dodge, +2 monk, +1 natural,
+3 Wis)
hp 60 (8d8+21)
Fort +9, Ref +8, Will +10; +2 vs. enchantments
Defensive Abilities evasion, orc ferocity; Immune disease
OFFENSE
Speed 50 ft.
Melee unarmed strike +10/+5 (1d10+4) or
mwk greataxe +11/+6 (1d12+6/×3) or
unarmed strike flurry of blows +10/+10/+5/+5 (1d10+4)
Ranged shuriken flurry of blows +7/+7/+2/+2 (1d4+4)
Special Attacks flurry of blows, stunning fist (8/day, DC 17)
TACTICS
During Combat The monk uses Stunning Fist, Scorpion Style, and
Greater Grapple.
STATISTICS
Str 18, Dex 12, Con 14,
Int 10, Wis 16, Cha 8
Base Atk +6;
CMB +12 (+16 grapple);
CMD 29 (31 vs. grapple)
Feats Defensive Combat
Training, Dodge, Greater
Grapple, Imp. Grapple,
Imp. Initiative, Imp.
Unarmed Strike,
Power Attack, Scorpion
Style, Stunning Fist
Skills Acrobatics +9 (+25
when jumping), Intimidate
+12, Perception +13, Sense
Motive +14, Stealth +11
Languages Common, Orc
SQ fast movement, high
jump, ki pool (7 points, magic),
maneuver training, orc blood,
purity of body, slow fall 40 ft.,
weapon familiarity, wholeness of body
Combat Gear potion of
bull’s strength; Other Gear
masterwork greataxe, shuriken
(20), amulet of natural armor +1, cloak
of resistance +1, headband of inspired
wisdom +2, 119 gp
Augmenting a monk’s grace with the power of a
greataxe, these half-orcs hack and crush their way to victory.
HARRYING BRUTE
CR 6
HUMAN MONK 7
XP 2,400
Medium humanoid (human)
LN
AXE DANCER
CR 7
HALF-ORC MONK 8
XP 3,200
Medium humanoid (human, orc)
LE
Init +5; Senses Perception +11
DEFENSE
AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +1 monk,
+3 Wis)
hp 45 (7d8+10)
Fort +7, Ref +7, Will +9; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 50 ft.
Melee unarmed strike +10 (1d8+4) or
mwk sai +10 (1d4+4) or
unarmed strike flurry of blows +10/+10/+5 (1d8+4)
Ranged dagger +6 (1d4+4/19–20)
Special Attacks flurry of blows, stunning fist (7/day, DC 16)
TACTICS
Before Combat The monk drinks his potion of mage armor.
During Combat The monk uses his sai to disarm opponents,
then uses Scorpion Style. If an enemy succumbs, he
performs a flurry of blows, augmented with a point from
his ki pool, and attempts to stun the opponent.
Base Statistics Without mage armor, the monk’s statistics
are AC 16, touch 16, flat-footed 14.
STATISTICS
Str 18, Dex 13, Con 12, Int 10, Wis 16,
Cha 8
Base Atk +5; CMB
+11; CMD 25
Feats Combat
Reflexes,
Dodge,
Improved
Disarm,
Improved
Initiative,
Improved
Unarmed Strike,
Power Attack, Scorpion
Style, Step Up, Stunning
Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +10 (+25 when jumping), Climb +9,
Intimidate +6, Knowledge (history) +5, Knowledge
(local) +3, Knowledge (religion) +6, Perception +11, Perform
(percussion) +6, Sense Motive +13, Swim +10
Languages Common
SQ fast movement, high jump, ki pool (6 points, magic), maneuver
training, purity of body, slow fall 30 ft., wholeness of body
Combat Gear potions of cure light wounds (2), potions of mage armor
(2), potions of magic weapon (2); Other Gear dagger, masterwork
sai, belt of giant strength +2, cloak of resistance +1, 395 gp
9999
CR
4
5
6
7
CORE CLASSES
MONKS
Init +1; Senses Perception +16
DEFENSE
AC 22, touch 18, flat-footed 21 (+4 armor, +1 deflection, +1 Dex,
+2 monk, +4 Wis)
hp 93 (9d8+49)
Fort +12, Ref +8, Will +11; +2 vs. poison, spells, and spell-like
abilities; +2 vs. enchantments
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), improved evasion; Immune disease
OFFENSE
Speed 50 ft.
Melee unarmed strike +9/+4 (1d10+3) or
mwk heavy pick +10/+5 (1d6+4/×4) or
unarmed strike flurry of blows +10/+10/+5/+5 (1d10+3)
Ranged mwk shuriken +8/+3 (1d2+3) or
mwk shuriken flurry of blows +8/+8/+3/+3 (1d2+3)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, flurry of blows, stunning fist (9/day, DC 18)
TACTICS
Before Combat The monk drinks his potions of mage
armor and bear’s endurance and tries to find a
choke point where he can stand fast and hold
off his enemies.
During Combat If he can control an opening such
as a doorway, the monk does his best not
to move or let others past. He uses Vital
Strike whenever he cannot use flurry of
blows. He uses Improved Bull Rush
on any opponent that has failed its
saving throw versus Scorpion Style,
trying to remove it from direct
combat. He trips those adjacent
to him so he can make attacks of
opportunity when they stand up
from prone. Against a single opponent,
the steadfast defender uses his ki pool
to add extra attacks to his flurry of blows;
against multiple opponents he uses it to
improve his Armor Class.
Base Statistics When not under the effects
of bear’s endurance and mage armor,
the monk’s statistics are AC 19, touch 18,
flat-footed 18; hp 75; Fort +10; Con 16.
STATISTICS
Str 16, Dex 12, Con 20, Int 10, Wis 18,
Cha 6
Base Atk +6; CMB +12 (+14
bull rush or trip); CMD 30
(36 vs. bull rush or trip)
Feats Combat Reflexes, Defensive Combat Training, Improved Bull
Rush, Improved Trip, Improved Unarmed Strike, Power Attack,
Scorpion Style, Stand Still, Stunning Fist, Vital Strike
Skills Acrobatics +11 (+28 when jumping), Appraise +3 (+5 to
assess nonmagical metals or gemstones), Climb +8, Knowledge
(dungeoneering, engineering) +5, Perception +16 (+18 to notice
unusual stonework), Sense Motive +12, Stealth +9
Languages Common, Dwarven
SQ fast movement, high jump, ki pool (8 points, magic), maneuver
training, purity of body, slow fall 40 ft., wholeness of body
Combat Gear potion of bear’s endurance, potions of cure light
wounds (2), potions of cure moderate wounds (2), potions of
mage armor (2), potions of magic weapon (2), antitoxin, holy
water (2); Other Gear masterwork heavy pick, masterwork
shuriken (50), belt of giant strength +2, bracers of armor +1,
cloak of resistance +1, ring of protection +1, 141 gp
Steadfast defenders often serve as guards in monasteries
and as bodyguards for important dignitaries.
BRANOCK ULGREHN
Branock’s friends and surviving enemies call him “The
Immovable.” Mixing dwarven stubbornness with his
monk’s training, Branock excels when he is guarding
a single chokepoint. He was born the son of a minor
dwarven thane, but chose to betray his family in
exchange for the hand of the daughter of his
father’s rival. His betrayal was for naught,
however, as he was double-crossed by
his family’s enemies and cast out from
his childhood home. Now he hires
himself out to this group or that, always
searching for a way to erase his shame
and win his way back into the warm
embrace of his homeland, though he
knows that this feat will prove to be
nearly impossible—for dwarves do not
easily forgive treachery.
Combat
Encounters:
Branock
is typically employed to limit the
escape routes on a battlefield. Other
times he is hired on as a bodyguard
or a bouncer, and could even be
found guarding the vault in a bank
or royal treasury.
Roleplaying Suggestions: While
Branock often seems talkative
and friendly, he rarely speaks of
his shameful past to strangers.
When he does, he tends to
gloss over the details
of his treachery and
subsequent exile.
STEADFAST DEFENDER
CR 8
DWARF MONK 9
XP 4,800
Medium humanoid (dwarf)
LN
100
100
Init +5; Senses darkvision 60 ft., see invisibility; Perception +12
DEFENSE
AC 21, touch 17, flat-footed 19 (+2 armor, +1 Dex, +1 dodge, +2 monk,
+2 natural, +3 Wis)
hp 73 (10d8+25)
Fort +9, Ref +8, Will +10; +2 vs. enchantments
Defensive Abilities improved evasion, orc ferocity; Immune disease
OFFENSE
Speed 60 ft.
Melee unarmed strike +11/+6 (1d10+4) or
mwk falchion +12/+7 (2d4+6/18–20) or
unarmed strike flurry of blows +12/+12/+7/+7 (1d10+4)
Ranged heavy crossbow +8 (1d10/19–20)
Special Attacks flurry of blows,
stunning fist (10/day, DC 18)
TACTICS
Before Combat The monk drinks
potions of barkskin and see
invisibility and ambushes
foes whenever possible.
During Combat The monk
charges, using Vital Strike
in conjunction with
Stunning Fist.
Against stunned
opponents, she
employs her
falchion and Power Attack. If
surrounded or adjacent to
a particularly powerful
combatant, she uses
Improved Bull Rush and then
Lunge, pushing her enemies
away and then forcing
them to close again.
Base Statistics Without barkskin and
see invisibility, the monk’s statistics are
Senses no see invisibility; AC 19, touch 17,
flat-footed 17.
STATISTICS
Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +7; CMB +14 (+17 bull rush); CMD 28 (30 vs. bull rush)
Feats Dodge, Extra Ki, Improved Bull Rush, Improved Initiative,
Improved Unarmed Strike, Lunge, Medusa’s Wrath, Power
Attack, Scorpion Style, Stunning Fist, Vital Strike
Skills Acrobatics +6 (+28 when jumping), Climb
+12, Intimidate +9, Knowledge (history)
+4, Perception +12, Sense Motive +16,
Stealth +19, Survival +8, Swim +8
Languages Common, Orc
SQ fast movement, high jump, ki pool (10 points, lawful, magic),
maneuver training, orc blood, purity of body, slow fall 50 ft.,
weapon familiarity, wholeness of body
Combat Gear potions of barkskin (2), potions of cure moderate
wounds (2), potion of see invisibility; Other Gear heavy
crossbow with 20 bolts, masterwork falchion, belt of
giant strength +2, bracers of armor +2, cloak of elvenkind,
masterwork manacles, 195 gp
These monks often serve as enforcers and bounty hunters
for monastic orders or lawful lords, tracking down those
in need of punishment.
TIARET THE
HUNTRESS
Tiaret hunts violent criminals. She
was once an initiate among
a peaceful order of
monks, but then
her monastery
was destroyed
by
brigands.
Tiaret was the
only survivor,
and her first
stint as a
bounty hunter involved
hunting down each of the
attackers and bringing them
to justice. Since then, Tiaret has
continued to use her talents to
capture lawbreakers. Though she
prefers jobs where the bounty is
wanted dead or alive, if she thinks
an opponent might have value, she
attacks with nonlethal force and
renders the foe unconscious.
Combat Encounters: Tiaret
prefers to work alone, as
tracking an enemy requires a level
of stealth and precision sellswords and
spellcasters often lack. When forced to seek
allies against a particularly powerful foe, she
prefers the company of rogues and rangers.
Roleplaying Suggestions: Often sullen and
stern, Tiaret is ever observant, always searching
for those wanted by the law and trying to overhear
conversations of people she believes are
plotting to break the law. She has no tolerance
for those who harass monks, cleric, inquisitors,
or oracles. She believes in following the letter of
the law, and cares little about the spirit.
CAUTIOUS HUNTER
CR 9
HALF-ORC MONK 10
XP 6,400
Medium humanoid (human, orc)
LE
101101
CR
8
9
CORE CLASSES
MONKS
Init +8; Senses Perception +14
DEFENSE
AC 23, touch 21, flat-footed 18 (+2 armor, +1 deflection, +4 Dex,
+1 dodge, +2 monk, +3 Wis)
hp 60 (11d8+7)
Fort +8, Ref +12, Will +11; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison
OFFENSE
Speed 60 ft.
Melee unarmed strike +12/+7 (1d10+1/19–20) or
unarmed strike flurry of blows +13/+13/+8/+8/+3 (1d10+1/
19–20)
Ranged shuriken +12/+7 (1d2+1 plus poison) or
shuriken flurry of blows +13/+13/+8/+8/+3 (1d2+1 plus
poison)
Special Attacks flurry of blows, stunning fist (11/
day, DC 18)
TACTICS
Before Combat The monk conceals her
shuriken as the metal cymbals inside her
tambourine, applying 2 doses of black
adder venom or drow poison to
the weapons before combat. She
performs, bluffs, or connives
her way to her target.
During Combat If the monk
finds herself outnumbered, she uses flurry
of blows with her poisoned shuriken. She
shifts and feints through a melee. If
her feint is successful, she trips
that foe. Once the foe is on the
ground, she slams down
with a Stunning Fist. A
poisonous performer
does not hesitate to
abandon combat if
outmatched or seriously
injured, drinking her potion
of invisibility and fleeing the
field to a place where she
can drink a potion of disguise
self, blend in, and disappear.
STATISTICS
Str 12, Dex 18, Con 10, Int 13, Wis 17, Cha 10
Base Atk +8; CMB +12 (+14 trip); CMD 30 (32
vs. trip)
Feats Combat Reflexes, Deadly Aim,
Dodge, Improved Critical (unarmed
strike), Improved Feint, Improved
Initiative, Improved Trip, Improved Unarmed Strike, Point-Blank
Shot, Skill Focus (Bluff), Stunning Fist, Vital Strike, Weapon Finesse
Skills Acrobatics +17 (+40 when jumping), Bluff +16, Climb +9,
Linguistics +3, Perception +14, Perform (dance, percussion) +8,
Sense Motive +17, Sleight of Hand +9, Stealth +15, Swim +5
Languages Common, Dwarven, Elven, Gnome
SQ diamond body, fast movement, high jump, ki pool (8 points,
lawful, magic), maneuver training, purity of body, slow fall 50 ft.,
wholeness of body
Combat Gear potion of cure light wounds, potion of disguise self,
potion of invisibility, black adder venom (4), drow poison (4), oil
of taggit; Other Gear shuriken (20), belt of incredible dexterity +2,
bracers of armor +2, cloak of resistance +1, headband of inspired
wisdom +2, ring of protection +1, tambourine, 71 gp
The poisonous performer is a member of a monastery
that seeks enlightenment in the perfection of murder and
assassination. Such monks are poison users and
masters of disguise, and often greatly feared
in the lands around their monasteries. They
are sometimes hunted by monks from other
monasteries who believe their grim rites are a
perversion of proper monastic practices.
NATESSA THE ANGEL OF
DEATH
Natessa came to the monastery on the
far island when she was a young
woman. She told the monks she
had accidently killed a man with
her horse, and wondered why
it made her feel complete, at
one with all being. The monks
ushered her in, and though she
was older than the other pupils,
they trained her in the discipline
of holy killing. Since that day, she has
risen in the ranks, and is now one the
monastery’s prized slayers. Few expect the
pretty but forgettable girl with the youthful
gait to be a seasoned and a brutal killer.
Combat Encounters: Most people don’t
know they are in combat with Natessa until
they have poisoned shuriken sticking out of them.
Natessa usually works alone, but has been known
to bring support for a particularly well-guarded
target. She has also been associated with a small
number of adventuring parties, but typically
under a false identity.
Roleplaying Suggestions: While
she’s hunting a mark, Natessa takes on
the persona of a traveling tambourine
player or a prostitute.
POISONOUS PERFORMER
CR 10
HUMAN MONK 11
XP 9,600
Medium humanoid (human)
LE
102
102
Init +2; Senses Perception +20
DEFENSE
AC 23, touch 21, flat-footed 21 (+2 armor, +1 deflection, +2 Dex,
+3 monk, +5 Wis)
hp 75 (12d8+18)
Fort +10, Ref +11, Will +14; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison
OFFENSE
Speed 70 ft.
Melee mwk quarterstaff +13/+8 (1d6+3) or
+1 unarmed strike +13/+8 (2d6+4) or
+1 unarmed strike flurry of blows
+14/+14/+9/+9/+4 (2d6+3)
Ranged shuriken +11/+6 (1d2+3) or
shuriken flurry of blows
+12/+12/+7/+7/+2 (1d2+3)
Special Attacks flurry of blows,
stunning fist (12/day, DC 21)
TACTICS
Before Combat The
monk uses Stealth
to find a hiding spot
in an effort to gain
the element of surprise.
During Combat The monk
uses Deflect Arrows
to close in on ranged
combatants. He uses Lunge
to keep enemies at bay and
flurry of blows to trip multiple
opponents if surrounded, allowing
him the full benefit of his Combat
Reflexes when tripped opponents try
to stand. A swift brawler uses Power
Attack against enemies he has tripped
or stunned, only risking the penalty on
his attack rolls when his target’s AC has
been compromised in some way.
STATISTICS
Str 16, Dex 15, Con 12, Int 10, Wis 20, Cha 8
Base Atk +9; CMB +15 (+17 trip); CMD 33 (35 vs. trip)
Feats Acrobatic Steps, Combat Reflexes, Deflect Arrows,
Extra Ki, Gorgon’s Fist, Improved Trip, Improved
Unarmed Strike, Lunge, Nimble Moves, Power Attack,
Scorpion Style, Spring Attack, Stunning Fist
Skills Acrobatics +15 (+43 when jumping), Climb
+11, Knowledge (geography, local) +4,
Knowledge (history) +6, Knowledge
(religion) +7, Linguistics +3,
Perception +20, Sense Motive +18, Stealth +15, Swim +7
Languages Common, Dwarven, Elven, Gnome, Orc
SQ abundant step, diamond body, fast movement, high jump, ki pool
(13 points, lawful, magic), maneuver training, purity of body, slow
fall 60 ft., wholeness of body
Combat Gear potion of cure light wounds, potion of mirror image;
Other Gear masterwork quarterstaff, shuriken (20), amulet of
mighty fists +1, belt of giant strength +2, bracers of armor +2,
cloak of resistance +1, headband of inspired wisdom +2, ring of
protection +1, 46 gp
Swift brawlers serve as the vanguard of many monasteries’
forces. They use speed and agility to track down and
neutralize enemy leaders and spellcasters.
RYOTO
Once
Ryoto
was a gambler,
a killer, and a thief.
And then one day he
walked away from that life—a depraved
and wine-hazed existence of vice and
violence. He sat down before the
gates of a monastery high up in
the hills, and did not move for
over a week, meditating without
food or water. When he finally spoke,
he looked up at the monks of the order
and merely said, “I am now you.” The
monks, sensing the fundamental truth
in this cryptic statement, silently opened
their doors and accepted him as one of
their own.
When he came to the monastery, Ryoto was
powerful and crafty, but undisciplined. The monks
saw his potential, however, and did their best to break
him down and remake him into a perfect warrior. After
years of routine and training, he is now one of the greatest
fighters in the school, and is revered and thought of as
a great teacher, despite—or perhaps because of—the
fact that he has not said a single word since entering the
monastery.
Combat Encounters: Ryoto is the first one to come to
the defense of his order, or to right some wrong he sees.
Roleplaying Suggestions: As someone who refuses to
speak, or sometimes even to acknowledge the
existence of others, Ryoto is difficult
for others to communicate with.
His companions often don’t
know his intent until he acts.
SWIFT BRAWLER
CR 11
HUMAN MONK 12
XP 12,800
Medium humanoid (human)
LN
103
103
CR
10
11
CORE CLASSES
MONKS
Init +3; Senses low-light vision; Perception +19
DEFENSE
AC 24, touch 22, flat-footed 20 (+2 armor, +1 deflection, +3 Dex,
+1 dodge, +3 monk, +4 Wis)
hp 85 (13d8+23)
Fort +11, Ref +13, Will +14; +4 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison,
sleep; SR 23
OFFENSE
Speed 70 ft.
Melee +1 rapier +12/+7 (1d6+3/15–20) or
unarmed strike +11/+6 (2d6+2) or
unarmed strike flurry of blows +13/+13/+8/+8/+3
(2d6+2)
Ranged mwk composite longbow +13/+8
(1d8+2/×3) or
mwk shuriken +13/+8 (1d2+2) or
mwk shuriken flurry of blows +14/+14/+9/+9/+4
(1d2+2)
Special Attacks flurry of blows, stunning fist
(13/day, DC 20)
TACTICS
Before Combat The monk tries to find cover
from which to snipe at his enemies, using
abundant step in conjunction with Stealth
to make enemies think they face multiple
attackers.
During Combat If the monk must
enter melee, he uses Stunning Fist
against flat-footed or disadvantaged
opponents. If successful, he then
uses his rapier in conjunction
with Power Attack and Vital
Strike. If he’s outnumbered,
the monk uses Spring Attack
and Vital Strike to whittle
down his foes.
STATISTICS
Str 14, Dex 16, Con 12,
Int 11, Wis 18,
Cha 10
Base Atk +9;
CMB +15 (+17 disarm); CMD 33 (35 vs. disarm)
Feats Combat Reflexes, Deadly Aim, Dodge,
Improved Critical (rapier), Improved Disarm,
Improved Unarmed Strike, Point-Blank Shot,
Power Attack, Precise Shot, Quick Draw, Spring
Attack, Stunning Fist,
Vital Strike
Skills Acrobatics +15 (+44 when jumping), Bluff +5, Climb +8,
Diplomacy +10, Knowledge (history, religion) +5, Linguistics +2,
Perception +19, Sense Motive +15, Stealth +15
Languages Common, Dwarven, Elven, Sylvan
SQ abundant step, diamond body, diamond soul, elven magic,
fast movement, high jump, ki pool (10 points, lawful, magic),
maneuver training, purity of body, slow fall 60 ft., weapon
familiarity, wholeness of body
Combat Gear elixir of truth, potion of blur, potions of comprehend
languages (2), potions of cure moderate wounds (2), potion of
cure serious wounds, potion of glibness; Other Gear +1 rapier,
masterwork composite longbow (+2 Str) with 20 arrows,
masterwork shuriken (50), belt of incredible dexterity +2, boots of
elvenkind, bracers of armor +2, cloak of resistance +2, headband
of inspired wisdom +2, ring of protection +1, 179 gp
Both archers and diplomats,
monastic snipers consider
a well-placed warning shot
the ideal method to open the
channels of diplomacy from a
position of power.
TOURINDALL
ANDARAEL
Many elves defend their enclaves
with both well-placed arrows and
honeyed words. Tourindall uses
those same tactics to defend his
fellow monks and their home.
When strangers enter his
order’s lands, Tourindall
is sent to spy on them and
possibly warn them away.
Combat Encounters:
Tourindall
negotiates
his way out of a fight if
he can. If battle breaks
out but negotiation
still seems feasible, he
disarms a single foe
then offers to parley,
or gets away to drink
his potion of glibness
before returning to talk.
Roleplaying Suggestions:
Tourindall is proud of his
knowledge of both history
and religion, and comes off
as overly academic. He often
weaves into his negotiations
proverbs and myths from a variety
of religions.
MONASTIC SNIPER
CR 12
ELF MONK 13
XP 19,200
Medium humanoid (elf)
LN
104
104
Init +8; Senses Perception +20
DEFENSE
AC 29, touch 25, flat-footed 24 (+2 armor, +1 deflection, +4 Dex,
+1 dodge, +3 monk, +2 natural, +1 size, +5 Wis)
hp 80 (14d8+14)
Fort +12, Ref +15, Will +16; +2 vs. enchantments, +2 vs. fear
Defensive Abilities improved evasion; Immune disease, poison; SR 24
OFFENSE
Speed 60 ft.
Melee +1 unarmed strike +16/+11 (1d10+4) or
+1 unarmed strike flurry of blows +18/+18/+13/+13/+8 (1d10+4)
Ranged mwk shortbow +16/+11 (1d4/×3)
Special Attacks flurry of blows, stunning fist (14/day, DC 22)
TACTICS
Before Combat The monk often tries to reason or treat with
potential foes in an effort to avoid unnecessary combat, or to
quietly study enemies and discern each one’s strengths and
weaknesses. Once combat is unavoidable, he drinks potions of
barkskin and bull’s strength.
During Combat The monk trusts his improved evasion, high saves,
and spell resistance to safeguard him against spellcasters, and
focuses on martial opponents, combining Spring Attack and
Stunning Fist. He uses Lunge against Small or Medium opponents,
often using ki points to grant himself a bonus to AC and negate
the penalty from using Lunge. When making a flurry of blows, he
attempts a Stunning Fist on the first strike. He uses Snatch Arrows
to return thrown weapons and Deadly Aim whenever he
catches a weapon he is proficient with.
Base Statistics Without barkskin and bull’s strength, the
monk’s statistics are AC 27, touch 25, flat-footed 22; Melee
+1 unarmed strike +16/+11 (1d10+2) or +1 unarmed strike
flurry of blows +18/+18/+13/+13/+8 (1d10+1); Str 12; CMB
+14; CMD 34; Skills Climb +10, Swim +5.
STATISTICS
Str 16, Dex 18, Con 12, Int 11, Wis 20, Cha 10
Base Atk +10; CMB +16; CMD 36
Feats Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge,
Gorgon’s Fist, Improved Initiative, Improved Unarmed Strike,
Lunge, Point-Blank Shot, Scorpion Style, Snatch Arrows, Spring
Attack, Stunning Fist, Weapon Finesse
Skills Acrobatics +20 (+48 when jumping), Climb +12, Knowledge
(history) +16, Knowledge (religion) +8, Perception +20, Perform
(wind) +7, Sense Motive +20, Stealth +21, Swim +7
SQ abundant step, diamond body, diamond soul, fast
movement, high jump, ki pool (12 points, lawful,
magic), maneuver training, purity of body, slow fall 70
ft., wholeness of body
Combat Gear potions of barkskin (2), potions of bull’s
strength (2), potion of cure moderate wounds (2),
universal solvent (2), tanglefoot bag; Other Gear masterwork
shortbow with 20 arrows, amulet of mighty fists +1, belt of
incredible dexterity +2, bracers of armor +2, cloak of resistance +1,
headband of inspired wisdom +4, ring of protection +1,
masterwork wooden flute, 419 gp
These monks are small, but powerful and well trained.
Those who underestimate one of these halflings do so at
their own peril.
LAOSHI
Laoshi listens to the wind, and always does its bidding.
Sometimes it tells him to help those in need. Other times
it tells him to play his flute while a city burns. It’s also led
him on a number of adventures.
Combat Encounters: Though lawful, Laoshi is a servant
of the wind. This can sometimes lead him to seemingly
random acts, including outbursts of violence. In the end,
however, it usually works out for the common good.
Roleplaying Suggestions: Laoshi makes his way
through the land, playing his flute for the occasional
coin. He hears much and often passes on that information
to those the wind suggests.
LITTLE FIST
CR 13
HALFLING MONK 14
XP 25,600
Small humanoid (halfling)
LN
105
105
CR
12
13
CORE CLASSES
MONKS
Init +7; Senses Perception +22
DEFENSE
AC 28, touch 22, flat-footed 24 (+4 armor, +1 deflection, +3 Dex,
+1 dodge, +3 monk, +2 natural, +4 Wis)
hp 91 (15d8+20)
Fort +13, Ref +15, Will +16; +2 vs. enchantments, +2 vs. poison,
spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), improved evasion; Immune disease, poison; SR 25
OFFENSE
Speed 70 ft.
Melee +1 unarmed strike +16/+11/+6 (2d6+5/19–20)
Ranged improvised thrown weapon +15 (1d8+4/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, flurry of blows, quivering palm (1/day, DC 21),
stunning fist (15/day, DC 21)
TACTICS
Before Combat The monk drinks potions of barkskin and cat’s grace.
During Combat This monk prefers to use improvised weapons like
ladders, tankards, and chisels. If he happens upon a particularly
effective and sturdy improvised weapon, he applies oil of
greater magic weapon before rejoining
the fray. In familiar terrain, he tries to stun
or trip a foe as a standard action and then
uses his abundant step ability to seek cover
where he can hide. The dwarf then pelts his
adversaries with anything on hand.
Base Statistics Without barkskin and cat’s grace, the
monk’s statistics are Init +5; AC 24, touch 20, flat-footed 22;
Ref +13; Ranged improvised thrown weapon +13 (1d8+4/19–
20); Dex 13; CMD 35 (39 vs. bull rush, 41 vs. trip); Skills
Acrobatics +14 (+45 when jumping), Stealth +9.
STATISTICS
Str 18, Dex 17, Con 12, Int 12, Wis 18, Cha 8
Base Atk +11; CMB +19 (+21 trip); CMD 37 (41 vs. bull rush, 43 vs. trip)
Feats Catch Off-Guard, Combat Reflexes, Dodge, Extra Ki, Gorgon’s
Fist, Improved Initiative, Improved Trip, Improved
Unarmed Strike, Improvised Weapon
Mastery, Medusa’s Wrath, Power Attack,
Scorpion Style, Step Up, Stunning Fist,
Throw Anything
Skills Acrobatics +16 (+47 when jumping), Appraise +11 (+13 to
assess nonmagical metals or gemstones), Climb +11, Craft
(carpentry) +21, Knowledge (dungeoneering, engineering) +6,
Knowledge (history) +8, Perception +22 (+24 to notice unusual
stonework), Sense Motive +19, Stealth +11
SQ abundant step, diamond body, diamond soul, fast movement,
high jump, ki pool (13 points, lawful, magic), maneuver training,
purity of body, slow fall 70 ft., wholeness of body
Combat Gear oil of greater magic weapon (3), oil of mending (5),
potion of barkskin, potion of cat’s grace, potions of cure serious
wounds (2); Other Gear amulet of mighty fists +1, belt of giant
strength +2, bracers of armor +4, cloak of resistance +3, headband
of inspired wisdom +2, ring of protection +1, masterwork artisan’s
tools, 470 gp
Typically found among tavern brawlers, an improvised
hurler turns ordinary objects into devastating weapons.
CREIGHTON FLINTFINGER
As a child, Creighton hurled his cup at an older boy and
knocked him out cold. From that point on, the world was
his weapon. Each foe the dwarf faces is a puzzle—how can
he win using only what is provided by nature and luck? He
has been on this path for 20 years now, and is considered
by many to be a living saint.
Combat Encounters: Creighton is friendly with many
adventuring parties and city governments. He often
travels as a group member, friend of a dignitary, or
emissary, and comes to the aid of those who seem worthy.
Roleplaying Suggestions: Creighton is not like other
dwarves. Tranquil in conversation, he is a riot of emotion
in battle, as he tries to fuse with the world’s primal nature.
IMPROVISED HURLER
CR 14
DWARF MONK 15
XP 38,400
Medium humanoid (dwarf)
LN
106
106
Init +2; Senses Perception +21
DEFENSE
AC 26, touch 22, flat-footed 23 (+4 armor, +2 deflection, +2 Dex,
+1 dodge, +4 monk, +3 Wis)
hp 91 (16d8+16)
Fort +14, Ref +15, Will +16; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison; SR 26
OFFENSE
Speed 80 ft.
Melee +1 unarmed strike +17/+12/+7 (2d8+5) or
+1 spear +17/+12/+7 (1d8+7/×3) or
+1 unarmed strike flurry of blows +19/+19/+14/+14/+9/+9/+5
(2d8+5)
Ranged blowgun +15/+10/+5 (1d2)
Special Attacks flurry of blows, quivering palm (1/day, DC 21),
stunning fist (16/day, DC 21)
TACTICS
Before Combat The monk prefers to ambush foes, and uses his
diamond body ability to poison either his spear or at least two
javelins without risk to himself.
During Combat The monk prefers to fight from horseback, and
uses Ride-By Attack and Lunge to hit foes so he faces little risk
of retaliation. He often uses Stunning Fist on the first
pass, and if successful follows with a Spirited Charge.
Against other mounted foes, he uses Improved Trip to
unhorse his opponents if possible.
STATISTICS
Str 18, Dex 14, Con 12, Int 10, Wis 16, Cha 12
Base Atk +12; CMB +20 (+22 trip); CMD 38 (40 vs. trip)
Feats Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, Improved
Trip, Improved Unarmed Strike, Lunge, Mounted Combat, Point-
Blank Shot, Power Attack, Precise Shot, Quick Draw, Ride-By
Attack, Snatch Arrows, Spirited Charge, Stunning Fist
Skills Acrobatics +15 (+51 when jumping), Bluff +11, Climb +12,
Diplomacy +5, Disguise +3, Handle Animal +5, Intimidate +12,
Knowledge (arcana, geography) +1, Knowledge (local) +5,
Perception +21, Ride +15, Sense Motive +13, Stealth +17, Survival +8,
Swim +9
Languages Common
SQ abundant step, diamond body, diamond soul, fast movement, high
jump, ki pool (11 points, adamantine, lawful, magic), maneuver
training, purity of body, slow fall 80 ft., wholeness of body
Combat Gear potion of comprehend languages, potions of cure
light wounds (2), potion of cure moderate wounds, potions of
glibness (2), potion of invisibility, drow poison (2), giant wasp
poison (2), medium spider venom (3); Other Gear
+1 spear, blowgun with 20 blowgun darts,
amulet of mighty fists +1, bag of holding
(type I), belt of giant strength +2, boots of
elvenkind, bracers of armor +4, cloak of resistance +3, eyes of the
eagle, hat of disguise, headband of inspired wisdom +2, ring of
protection +2, light horse (combat trained), 15 gp
These warriors are dangerous on or off their mounts.
ASIM THE CRIMSON BANDIT
Asim’s family had a long tradition of robbing travelers, but
he was determined to end that life, seeking out a monastery
to remake himself. His riches went to the temple to fund
good works, and he gave his expensive clothes to the poor.
Yet when territorial changes found the monastery’s lands
full of invaders, he found himself leading the resistance.
Often this war requires robbing the supply trains of his
enemies, and what Asim steals he splits between the poor
and the war effort.
Combat Encounters: Asim is rarely without
several fellow monks. He is always wary, and
would rather question an incapacitated foe than
fall for an enemy’s trap.
Roleplaying Suggestions: More than
anything, Asim wants to
return to the peaceful
life of an ascetic.
HORSE MONK
CR 15
HUMAN MONK 16
XP 51,200
Medium humanoid (human)
LN
107
107
CR
14
15
CORE CLASSES
MONKS
Init +2; Senses Perception +23
DEFENSE
AC 30, touch 24, flat-footed 27 (+4 armor, +2 deflection, +2 Dex,
+1 dodge, +4 monk, +2 natural, +1 size, +4 Wis)
hp 104 (17d8+24)
Fort +13, Ref +14, Will +16; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, fire
(60 points), poison; SR 27
OFFENSE
Speed 70 ft.
Melee +1 unarmed strike +18/+13/+8 (2d6+4) or
+1 ki focus kama +17/+12/+7 (1d4+4) or
+1 unarmed strike flurry of blows +20/+20/+15/+15/+10/+10/+5
(2d6+4)
Ranged mwk shuriken +16/+11/+6 (1d1+3) or
mwk shuriken flurry of blows +16/+16/+11/+11/+6/+6/+1 (1d1+3)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, flurry of blows, quivering palm (1/day, DC 22),
stunning fist (17/day, DC 22)
TACTICS
Before Combat The monk drinks his potions of barkskin and
protection from energy (fire) if he has had time to study his
foes’ weaknesses. When fighting in cramped or narrow areas,
he instead drinks his potion of invisibility and coats an area of
the floor with his salve of slipperiness. He then waits for foes to
enter the greased area before attacking.
During Combat The monk uses his kama in conjunction with Spring
Attack and Improved Trip to knock foes prone, potentially using
the kama’s ki focus special ability to channel his Stunning Fist. If
he has successfully tripped foes with his salve of slipperiness, he
activates his slippers of spider climbing so he doesn’t have
to cross the slippery floor, and uses flurry of blows with
his shuriken. If outnumbered, he uses his elemental
gem and flanks with the earth elemental.
Base Statistics Without barkskin and protection
from energy, the monk’s statistics are Immune
disease, poison; AC 28, touch 24, flat-footed 25.
STATISTICS
Str 17, Dex 15, Con 12, Int 12, Wis 18, Cha 10
Base Atk +12; CMB +19 (+21 trip); CMD 37
(39 vs. trip)
Feats Acrobatic Steps, Blind-Fight, Combat Reflexes, Deadly
Aim, Dodge, Improved Trip, Improved Unarmed Strike,
Mobility, Nimble Moves, Point-Blank Shot, Power
Attack, Precise Shot, Scorpion Style, Spring Attack,
Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +20 (+53 when jumping), Climb +16,
Craft (pottery) +8, Diplomacy +4, Disable Device +7,
Knowledge (dungeoneering, engineering) +6,
Knowledge (history) +7, Perception +23, Sense Motive +15,
Stealth +24, Survival +8, Swim +7
Languages Common, Dwarven, Gnome, Sylvan; tongue of the sun
and moon
SQ abundant step, diamond body, diamond soul, fast movement,
high jump, ki pool (12 points, adamantine, lawful, magic),
maneuver training, purity of body, slow fall 80 ft., timeless body,
wholeness of body
Combat Gear elemental gem (earth), potion of barkskin, potion of
cure moderate wounds, potion of cure serious wounds, potion
of invisibility, potion of protection from energy (fire), salve of
slipperiness; Other Gear +1 ki focus kama, masterwork shuriken (40),
amulet of mighty fists +1, belt of giant strength, bracers of armor +4,
cloak of resistance +2, headband of inspired wisdom +2, ring of
protection +2, slippers of spider climbing, 200 gp
Sometimes adventuring monks return home to serve
their communities as chiefs, lawgivers, and protectors.
Such towns and villages are thus far more dangerous to
assault than one might expect.
WARREN CHIEF
CR 16
GNOME MONK 17
XP 76,800
Small humanoid (gnome)
LN
108
108
Init +6; Senses low-light vision; Perception +24
DEFENSE
AC 31, touch 27, flat-footed 24 (+4 armor, +1 deflection, +6 Dex,
+1 dodge, +4 monk, +5 Wis)
hp 148 (18d8+64)
Fort +16, Ref +19, Will +18; +4 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison; SR 28
OFFENSE
Speed 90 ft.
Melee +2 unarmed strike +21/+16/+11 (2d8+4) or
mwk cold iron dagger +20/+15/+10 (1d4+2/19–20) or
+2 unarmed strike flurry of blows +24/+24/+19/+19/+14/+14/+9
(2d8+4)
Ranged mwk cold iron dagger +20/+15/+10 (1d4+2/19–20)
Special Attacks flurry of blows, quivering palm (1/day, DC 24),
stunning fist (18/day, DC 24)
TACTICS
Before Combat The monk attempts to get close to an opponent
through Bluff or Diplomacy, then drinks her potions of bear’s
endurance and bull’s strength.
During Combat Against a single foe, the monk opens with Stunning
Fist augmented with Improved Vital Strike, then tries to grapple
the stunned foe. Against multiple opponents, she uses flurry of
blows to attempt trip and disarm maneuvers, making as many
foes prone or weaponless as possible, then strikes when
those opponents provoke attacks of opportunity. Against
foes too large to grapple or immune to stunning, she uses
her ki pool to boost her movement, then Spring Attack with
Improved Vital Strike to make hit and run attacks.
Base Statistics Without bear’s endurance and bull’s strength, the
monk’s statistics are hp 112; Fort +14; Melee +2 unarmed
strike +21/+16/+11 (2d8+2) or mwk cold iron dagger
+20/+15/+10 (1d4/19–20) or flurry of blows (+2 unarmed strike)
+22/+22/+17/+17/+12/+12/+7 (2d8+2); Ranged mwk cold iron
dagger +20/+15/+10 (1d4/19–20); Str 10, Con 12; CMD 45 (47 vs.
trip); Skills Climb +4, Swim +5.
STATISTICS
Str 14, Dex 22, Con 16, Int 13, Wis 20, Cha 11
Base Atk +13; CMB +24 (+26 grapple, +28 trip); CMD 47 (49 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes,
Defensive Combat Training, Dodge, Greater Trip, Improved Bull
Rush, Improved Disarm, Improved Grapple, Improved Trip,
Improved Unarmed Strike, Improved Vital Strike, Skill Focus
(Acrobatics), Spring Attack, Strike Back, Stunning Fist, Vital Strike,
Weapon Finesse
Skills Acrobatics +33 (+75 when jumping), Bluff +8, Climb +4,
Diplomacy +8, Knowledge (history) +8, Knowledge (local) +6,
Knowledge (religion) +7, Perception +24, Perform (dance) +6,
Sense Motive +26, Stealth +23, Swim +5
Languages Common, Elven, Gnome; tongue of the sun and moon
SQ abundant step, diamond body, diamond soul, elf blood, fast
movement, high jump, ki pool (14 points, adamantine, lawful,
magic), maneuver training, purity of body, slow fall 90 ft.,
timeless body, wholeness of body
Combat Gear potion of bear’s endurance, potion of bull’s strength,
potions of cure moderate wounds (2), potions of entropic shield (2),
universal solvent (2); Other Gear masterwork cold iron dagger,
amulet of mighty fists +2, belt of incredible dexterity +6, bracers
of armor +4, cloak of resistance +2, headband of inspired
wisdom +4, ring of protection +1, 298 gp
Devoted to the protection of druidic groves or other
sacred places of power, grove guardians do anything
necessary to protect what they guard.
XEXILIA AISHINKAI
Xexilia Aishinkai, the 834th of that name, guards one of
the world trees. Like those who came before her, she left
behind her old life when she was called to the tree.
GROVE GUARDIAN
CR 17
HALF-ELF MONK 18
XP 102,400
Medium humanoid (elf, human)
LN
109
109
CR
16
17
CORE CLASSES
MONKS
Init +5; Senses Perception +19
DEFENSE
AC 31, touch 27, flat-footed 25 (+4 armor, +2 deflection, +5 Dex,
+1 dodge, +4 monk, +5 Wis)
hp 108 (19d8+19)
Fort +14, Ref +19, Will +19; +4 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison;
SR 29
OFFENSE
Speed 90 ft.
Melee +3 longsword +23/+18/+13 (1d8+10/17–20/×2) or
+1 unarmed strike +20/+15/+10 (2d8+6) or
+1 unarmed strike flurry of blows
+23/+23/+18/+18/+13/+13/+8 (2d8+6)
Ranged +1 shuriken +20/+15/+10 (1d2+6) or
+1 shuriken flurry of blows +23/+23/+18/+18/+13/+13/+8
(1d2+6)
Special Attacks flurry of blows, quivering palm
(1/day, DC 24), stunning fist (19/day,
DC 24)
TACTICS
Before Combat The monk prefers
to challenge foes openly.
He spends a point from his ki
pool to increase his speed.
During Combat The monk uses Great Cleave and
Lunge in tandem, normally spending a point
from his ki pool to offset the Armor Class
penalty of these two feats. The monk makes
unarmed strikes, attempting to stun or
stagger with Stunning Fist and then use
Improved Bull Rush to push the enemy
away. If overwhelmed, the monk drinks
a potion of mirror image to confuse
attackers, uses Spring Attack or Great
Cleave to attack multiple opponents as
a standard action, then moves away
quickly. The monk always leaves 2
points in his ki pool so he can use
abundant step if he’s severely
threatened.
STATISTICS
Str 20, Dex 20, Con 10, Int 12,
Wis 20, Cha 8
Base Atk +14; CMB +24 (+26 trip);
CMD 46 (48 vs. trip)
Feats Cleave, Combat Reflexes, Critical
Focus, Dodge, Extra Ki, Great Cleave, Improved
Bull Rush, Improved Critical (longsword),
Improved Trip, Improved Unarmed Strike, Lunge, Martial Weapon
Proficiency (longsword), Power Attack, Spring Attack, Stand Still,
Stunning Fist, Tiring Critical, Weapon Focus (longsword)
Skills Acrobatics +27 (+70 when jumping), Intimidate +12, Knowledge
(arcana, nobility) +6, Knowledge (history) +14, Knowledge
(religion) +9, Linguistics +5, Perception +19, Sense Motive +26,
Stealth +16
Languages Common, Draconic, Dwarven, Elven, Giant, Infernal,
Undercommon; tongue of the sun and moon
SQ abundant step, diamond body, diamond soul, empty body, fast
movement, high jump, ki pool (16 points, adamantine, lawful,
magic), maneuver training, purity of body, slow fall 90 ft.,
timeless body, wholeness of body
Combat Gear potions of cure moderate wounds (2), potions of cure
serious wounds (2), potions of mirror image (2), silversheen (2);
Other Gear +3 longsword, +1 shuriken (50), amulet of mighty fists
+1, bag of holding (type I), belt of physical might (Str, Dex) +4,
boots of elvenkind, bracers of armor +4, cloak of resistance +3,
headband of inspired wisdom +4, ring of protection +2, 191 gp
Some elven monks master the art of carnage with one
chosen weapon. Sword savants are particularly
adept at keeping their foes at a distance
until it’s time to land the killing blow.
EHTYAR NASTA
No one wields a sword the way that
Ehtyar Nasta does. His movements are
like the wind, his thrusts like fire, and
his parries like stone. One of the rare
weapon masters of the age, Ehtyar
uses his art to protect the world
from the horrors that live beyond
reality. He is especially wary of the
machinations of the creatures of
the Shadow Plane, and travels that
plane pursuing one conspiracy or
another. When not on a mission, he
does fighting form demonstrations for
the enlightenment and entertainment of
the young.
Combat Encounters: Ehtyar is at his
most tense when chasing creatures
of the Shadow Plane. He’s often
paranoid of strangers, who he
believes his enemies use to get
close to him.
Roleplaying Suggestions: If
he’s in a place of safety, this
elf is calm, helpful, and very
generous with his time. When
stressed, he is unyielding, overly
cautious, and curt.
SWORD SAVANT
CR 18
ELF MONK 19
XP 153,600
Medium humanoid (elf)
LN
110110
Init +6; Senses darkvision 60 ft.; Perception +28
DEFENSE
AC 34, touch 27, flat-footed 31 (+5 armor, +2 deflection, +2 Dex,
+1 dodge, +5 monk, +2 natural, +7 Wis)
hp 153 (20d8+60)
Fort +18, Ref +18, Will +23; +2 vs. enchantments
Defensive Abilities improved evasion; DR 10/chaotic; Immune
disease, poison; SR 30
OFFENSE
Speed 90 ft.
Melee +3 unarmed strike +23/+18/+13 (2d10+7) or
mwk alchemical sliver dagger +20/+15/+10
(1d4+4/19–20) or
+3 unarmed strike flurry of blows
+26/+26/+21/+21/+16/+16/+11 (2d10+7)
Ranged mwk shuriken +18/+13/+8 (1d2+4) or
mwk shuriken flurry of blows
+21/+21/+16/+16/+11/+11/+6 (1d2+4)
Special Attacks flurry of blows, quivering palm
(1/day, DC 27), stunning fist (20/day, DC 27)
TACTICS
Before Combat The monk drinks his potions
of barkskin and bear’s endurance.
During Combat The monk expends
a point from his ki pool at the
beginning of combat to increase
his speed. He then closes with
a single opponent to deliver an
Improved Vital Strike combined
with Stunning Fist. If successful,
he makes a full attack with
his flurry of blows in the next
round, attempting to finish the
hampered opponent. He uses this
tactic whenever possible, using
flurry of blows or Power Attack
only against targets that have already
had their AC compromised from
being stunned or tripped. Otherwise,
he uses his mobility and high Acrobatics
skill to move in and out of melee. When
fighting four or more opponents, the monk
activates his feather token (whip) and targets
spellcasters first with Stunning Fist combined with
Medusa’s Wrath.
Base Statistics Without barkskin and
bear’s endurance, the monk’s statistics
are AC 32, touch 27, flat-footed 29;
hp 113; Fort +16; Con 10.
STATISTICS
Str 18, Dex 14, Con 14, Int 13, Wis 24, Cha 10
Base Atk +15; CMB +24 (+26 trip); CMD 46 (48 vs. trip)
Feats Blind-Fight, Combat Expertise, Combat Reflexes, Deflect
Arrows, Dodge, Gorgon’s Fist, Improved Initiative, Improved
Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning
Stance, Medusa’s Wrath, Power Attack, Scorpion Style, Spring
Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed
strike), Wind Stance
Skills Acrobatics +20 (+64 when jumping), Bluff +5, Craft (origami) +14,
Diplomacy +5, Heal +19, Knowledge (arcana) +6, Knowledge
(history) +14, Knowledge (religion) +9, Linguistics +3, Perception +28,
Sense Motive +30, Stealth +18
Languages Common, Draconic, Dwarven, Elven; tongue of the sun
and moon
SQ abundant step, diamond body, diamond soul, empty body,
fast movement, high jump, ki pool (17 points, adamantine,
lawful, magic), maneuver training, perfect
self, purity of body, slow fall any distance,
timeless body, wholeness of body
Combat Gear dust of appearance,
feather token (whip), potions of
barkskin (3), potions of bear’s
endurance (2), potions of cure
light wounds (2), potions of
cure moderate wounds (2),
potions of cure serious wounds (3),
potions of lesser restoration (2), universal
solvent (2); Other Gear masterwork
alchemical silver dagger, shuriken (50),
amulet of mighty fists +3, bag of holding (type I),
belt of giant strength +4, boots of elvenkind,
bracers of armor +5, cloak of resistance +4,
headband of inspired wisdom +6, ring of
protection +2, healer’s kit, 130 gp
Ageless masters prefer to spread
wisdom, but once roused they are
dangerous opponents.
OYONCHOL
Master Oyonchol spends most
of his time on a high pillar on the
side of a trade route in the middle
of a desolate steppe. Pilgrims leave
offerings at its base, and sometimes
young monks camp under the pillar,
hoping to gain wisdom. Most are
disappointed, and at least one has
died of exposure while
Master Oyonchol sat
silently pondering the
changing seasons.
AGELESS MASTER
CR 19
HUMAN MONK 20
XP 204,800
Medium outsider (human)
LN
111111
CR
18
19
CORE CLASSES
MONKS
Init –1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 16, touch 9, flat-footed 16 (+7 armor, –1 Dex)
hp 23 (2d10+8)
Fort +7, Ref 0, Will +5
Defensive Abilities orc ferocity
OFFENSE
Speed 20 ft.
Melee mwk greataxe +5 (1d12+3/×3)
Ranged shortbow +1 (1d6/×3)
Special Attacks smite evil 1/day (+1 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +3)
At will—detect evil
TACTICS
During Combat The
paladin prefers to attack
with her bow before
entering melee with
her greataxe. She uses
Power Attack unless
she fights heavily
armored enemies.
STATISTICS
Str 15, Dex 8, Con 16,
Int 10, Wis 12, Cha 13
Base Atk +2; CMB +4;
CMD 13
Feats Power Attack
Skills Heal +5, Intimidate
+3, Perception +2, Sense
Motive +6
Languages Common, Orc
SQ aura, code of conduct, lay
on hands (1d6, 2/day), orc
blood, weapon familiarity
Combat Gear potion of cure
light wounds, tanglefoot bags
(2); Other Gear banded mail,
masterwork greataxe, shortbow
with 20 arrows, wooden holy
symbol, 28 gp
Honorable outcasts are far
from their homes and often
found alone. Some have been
questing in the wild for so
long that they have lost any
semblance of social graces
and tact.
Init +1; Senses Perception +0
DEFENSE
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +2
OFFENSE
Speed 20 ft.
Melee longsword +5 (1d8+3/19–20)
Ranged dagger +2 (1d4+3/19–20)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will—detect evil
TACTICS
During Combat The paladin begins with Dazzling Display, then uses
smite evil on the strongest evil opponent. If he is confident he will
win the battle, he continues to demoralize opponents.
STATISTICS
Str 17, Dex 12, Con 13, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Dazzling Display, Weapon
Focus (longsword)
Skills Intimidate +3, Sense
Motive +4
Languages Common
SQ aura, code of conduct
Combat Gear potion of
cure light wounds;
Other Gear banded
mail, heavy wooden
shield, dagger,
longsword, locked
gauntlet, silver holy
symbol, 33 gp
The callous rake is a young
paladin exhibiting unpaladinlike
behavior. If unchecked, these
habits become the first step
toward disgrace.
TRISTRAM REIS
Tall, lean, and exceedingly handsome,
Tristram Reis is the vision of a true
and noble paladin—until he opens
his mouth. The son of a lesser
noble, he has faith in the goddess
of valor, but is a bit arrogant
and enamored with his own
status as a holy warrior.
CALLOUS RAKE
CR 1/2
HUMAN PALADIN OF IOMEDAE 1
XP 200
Medium humanoid (human)
LG
HONORABLE OUTCAST
CR 1
HALF-ORC PALADIN OF TORAG 2
XP 400
Medium humanoid (human, orc)
LG
112112
Init +1; Senses low-light vision; Perception +5
Aura courage (10 ft.)
DEFENSE
AC 17, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 shield, +1 size)
hp 36 (4d10+10)
Fort +11, Ref +7, Will +8; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); Immune disease, fear
OFFENSE
Speed 20 ft.
Melee mwk longsword +7 (1d6+1/19–20)
Ranged mwk longbow +8 (1d6/×3)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, channel positive energy (DC 16, 2d6), smite evil 2/day
(+4 attack and AC, +4 damage)
Gnome Spell-Like Abilities (CL 4th; concentration +8)
1/day—dancing lights, ghost sound, prestidigitation, speak
with animals
Paladin Spell-Like Abilities (CL 4th; concentration +8)
At will—detect evil
Paladin Spells Prepared (CL 1st; concentration +5)
1st—lesser restoration
TACTICS
During Combat The paladin attempts to
stay out of melee, preferring to use cover
and attack with her bow.
STATISTICS
Str 12, Dex 12, Con 15, Int 10, Wis 8, Cha 18
Base Atk +4; CMB +4; CMD 15
Feats Point-Blank Shot, Weapon Focus (longbow)
Skills Diplomacy +8, Handle Animal +8,
Perception +5, Stealth +6
Languages Common, Gnome, Sylvan
SQ aura, code of conduct, lay on hands (2d6,
6/day), mercy (fatigued)
Combat Gear potion of cure light wounds,
potion of invisibility, holy water (2); Other Gear
chain shirt, light wooden shield, masterwork
longbow with 20 arrows, masterwork longsword,
cloak of resistance +1, antitoxin, silver holy
symbol, 131 gp
A skirmishing crusader often serves
as a scout in the army of a noble, or
roams the boundaries of civilization,
working with rangers to hold the
line against evil. She spends her
life in the wilds, and as a result can
often be awkward and crass.
Init +2; Senses low-light vision; Perception +4
Aura courage (10 ft.)
DEFENSE
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 21 (3d10)
Fort +5, Ref +5, Will +6; +2 vs. enchantments; Immune disease,
fear, sleep
OFFENSE
Speed 30 ft.
Melee mwk rapier +4 (1d6+2/18–20), dagger +3 (1d4+1/19–20) or
mwk rapier +6 (1d6+2/18–20)
Ranged dagger +5 (1d4+2/19–20)
Special Attacks smite evil 1/day (+2 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect evil
TACTICS
During Combat The paladin uses her quick speed
and athletic skill to outmaneuver opponents,
wearing them down with smite evil.
STATISTICS
Str 15, Dex 15, Con 10, Int 8, Wis 12, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Skill Focus (Acrobatics), Two-Weapon
Defense, Two-Weapon Fighting
Skills Acrobatics +7, Diplomacy +7, Perception +4
Languages Common, Elven
SQ aura, code of conduct, elf blood, lay on
hands (1d6, 3/day), mercy (shaken)
Combat Gear holy water; Other Gear
+1 chain shirt, dagger, masterwork
rapier, 53 gp
Haughty avengers often serve as
diplomats and bodyguards.
NYALIL STORMSTRIKE
Nyalil sees herself as a full elf, not a half-
breed. She so thoroughly rejects her
human side that she treats humans as
lesser creatures—but can be so charming
that humans often love her anyway.
Combat Encounters: Nyalil is often in
the company of elven knights, wizards, and
priests, who only halfway accept her.
Roleplaying Suggestions: Nyalil is
both charming and arrogant, and her
words are often a stream of veiled insults
and clever quips, especially when she’s
dealing with humans.
HAUGHTY AVENGER
CR 2
HALF-ELF PALADIN 3
XP 600
Medium humanoid (elf, human)
LG
SKIRMISHING CRUSADER
CR 3
GNOME PALADIN OF ERASTIL 4
XP 800
Small humanoid (gnome)
LG
113113
CR
1/2
1
2
3
CORE CLASSES
PALADINS
Init +4; Senses low-light vision; Perception +9
Aura courage (10 ft.)
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 43 (6d10+6)
Fort +7, Ref +8, Will +8; +2 vs. enchantments
Immune disease, fear, sleep
OFFENSE
Speed 30 ft.
Melee longsword +6/+1 (1d8/19–20)
Ranged +1 longbow +11/+6 (1d8+1/×3)
Special Attacks channel positive energy (DC 15, 3d6), smite evil
2/day (+2 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +8)
At will—detect evil
Paladin Spells Prepared (CL 3rd; concentration +5)
1st—bless weapon, cure light wounds
TACTICS
During Combat The paladin uses her bow to smite evil before it
can reach her. She uses cover and her mobility to maintain an
advantage over her opponents.
STATISTICS
Str 10, Dex 18, Con 11, Int 10, Wis 12, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Skills Climb +2, Perception +9, Sense Motive +5, Stealth +5
Languages Common, Elven, Orc
SQ aura, code of conduct, divine bond
(weapon +1, 1/day), elven magic,
lay on hands (3d6, 5/day),
mercies (fatigued, staggered),
weapon familiarity
Combat Gear +1 demon-bane
arrows (5), +1 undead-bane
arrows (5), potion of pass without
trace, potion of shield of faith,
alchemist’s fire (2); Other
Gear masterwork chain shirt,
+1 longbow with 20 arrows,
longsword, silver holy symbol,
184 gp
Few expect honorable archers
to be paladins, since they do
not fit the typical image. Other
paladins sometimes look down
on these archers for shunning
close combat, but they care only about
efficiency in protecting their flocks.
HAMMER OF JUSTICE
CR 4
DWARF PALADIN OF TORAG 5
XP 1,200
Medium humanoid (dwarf)
LG
HOLY ARCHER
CR 5
ELF PALADIN OF ERASTIL 6
XP 1,600
Medium humanoid (elf)
LG
Init –1; Senses Perception +7
Aura courage (10 ft.)
DEFENSE
AC 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 shield)
hp 62 (5d10+30)
Fort +8, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); Immune disease, fear
OFFENSE
Speed 20 ft.
Melee +1 warhammer +9 (1d8+3/×3)
Ranged mwk light crossbow +5 (1d8/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, channel positive energy (DC 12, 3d6), smite evil 2/day
(+0 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +5)
At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +2)
1st—divine favor
TACTICS
During Combat The paladin prefers melee. He uses Power Attack
if easily able to hit opponents, and his divine bond to give his
weapon the flaming property.
STATISTICS
Str 14, Dex 8, Con 18, Int 10, Wis 14, Cha 11
Base Atk +5; CMB +7; CMD 16 (20 vs. bull rush or trip)
Feats Power Attack, Toughness, Weapon Focus (warhammer)
Skills Craft (weapons) +4, Knowledge (religion) +5,
Perception +7 (+9 to notice unusual stonework),
Sleight of Hand +1
Languages Common, Dwarven
SQ aura, code of conduct, divine bond
(weapon +1, 1/day), lay on hands
(2d6, 2/day), mercy (sickened)
Combat Gear potion of
shield of faith; Other
Gear half-plate,
heavy steel shield,
+1 warhammer,
masterwork light
crossbow with
10 bolts, silver holy
symbol, 107 gp
A hammer of justice
lives to crush evil with
his divinely enhanced
weapon, and is beholden
to none but his god.
114114
Init +3; Senses Perception +8
Aura courage (10 ft.), resolve (10 ft.)
DEFENSE
AC 17, touch 10, flat-footed 17 (+7 armor, +1 deflection, –1 Dex)
hp 64 (8d10+16)
Fort +10, Ref +4, Will +11
Immune charm, disease, fear
OFFENSE
Speed 20 ft.
Melee +1 falchion +14/+9 (2d4+7/18–20)
Ranged mwk starknife +8/+3 (1d4+4/×3)
Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day
(+2 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +10)
At will—detect evil
Paladin Spells Prepared (CL 5th; concentration +7)
2nd—delay poison, resist energy
1st—bless, lesser restoration
TACTICS
During Combat The paladin draws attention away from weaker
allies, and heals allies who are competent fighters.
STATISTICS
Str 18, Dex 8, Con 12, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +12; CMD 22
Feats Cleave, Improved Initiative, Power Attack, Toughness, Weapon
Focus (falchion)
Skills Diplomacy +10, Heal +8, Knowledge (religion)
+11, Perception +8, Sense Motive +13, Survival +4
Languages Common
SQ aura, code of conduct, divine bond (weapon
+2, 1/day), lay on hands (4d6, 6/day), mercies
(diseased, sickened)
Combat Gear potion of cure moderate
wounds; Other Gear +1 breastplate,
+1 falchion, masterwork starknife, cloak
of resistance +1, ring of protection +1,
silver holy symbol, 426 gp
A desert protector watches over
the bodies and souls of a nomadic
desert community.
ORIANA SALLIC
Oriana is one of the most
effective god-speakers in her
tribe, leading her people on
a constant crusade against
horrible desert monsters
and cruel raiders.
DOG RIDER KNIGHT
CR 6
HALFLING PALADIN OF SARENRAE 7
XP 2,400
Small humanoid (halfling)
LG
DESERT PROTECTOR
CR 7
HUMAN PALADIN OF SARENRAE 8
XP 3,200
Medium humanoid (human)
LG
Init +2; Senses Perception +5
Aura courage (10 ft.)
DEFENSE
AC 23, touch 13, flat-footed 21 (+7 armor, +2 Dex, +3 shield, +1 size)
hp 60 (7d10+17)
Fort +10, Ref +8, Will +8; +2 vs. fear
Immune disease, fear
OFFENSE
Speed 15 ft.
Melee +1 lance +14/+9 (1d6+5/×3) or
mwk longsword +13/+8 (1d6+4/19–20)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks channel positive energy (DC 16, 4d6), smite evil
3/day (+3 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +10)
At will—detect evil
Paladin Spells
Prepared (CL 4th;
concentration +7)
2nd—bull’s strength
1st—bless weapon,
divine favor
TACTICS
Before Combat The paladin
casts bull’s strength.
During Combat The paladin uses
Ride-By Attack to charge his foes,
and uses smite evil.
Base Statistics Without bull’s strength,
the paladin’s statistics are Melee +1 lance
+12/+7 (1d6+3/×3) or mwk longsword +11/+6
(1d6+2/19–20); Str 14; CMB +8; CMD 20; Skills
Climb +0.
STATISTICS
Str 18, Dex 14, Con 13, Int 10, Wis 8, Cha 16
Base Atk +7; CMB +10; CMD 22
Feats Mounted Combat, Ride-By Attack,
Toughness, Weapon Focus (lance)
Skills Acrobatics +0 (–4 when jumping),
Climb +2, Heal +7, Perception +5,
Ride +8 (+10 to stay in the saddle),
Survival +1
Languages Common, Halfling
SQ aura, code of conduct, divine bond (mount),
lay on hands (3d6, 6/day), mercies (dazed, shaken)
Combat Gear potion of aid, potion of shield of faith; Other
Gear +1 breastplate, +1 heavy steel shield, +1 lance,
masterwork longsword, silver holy symbol, exotic military
saddle, 420 gp
115115
CR
4
5
6
7
CORE CLASSES
PALADINS
Init –1; Senses darkvision 60 ft.; Perception +9
Aura courage (10 ft.), resolve (10 ft.)
DEFENSE
AC 21, touch 9, flat-footed 21 (+10 armor, –1 Dex, +2 shield)
hp 72 (9d10+18)
Fort +10, Ref +5, Will +12
Defensive Abilities orc ferocity; Immune charm, disease, fear;
Resist fire 10
OFFENSE
Speed 20 ft.
Melee +1 lance +14/+9 (1d8+5/×3) or
+1 heavy mace +14/+9 (1d8+5)
Ranged mwk heavy crossbow +9 (1d10/19–20)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks channel positive energy (DC 16, 5d6), smite evil
3/day (+2 attack and AC, +9 damage)
Paladin Spell-Like Abilities (CL 9th; concentration +11)
At will—detect evil
Paladin Spells Prepared (CL 6th; concentration +8)
2nd—resist energy, zone of truth
1st—divine favor, lesser restoration, protection from evil
TACTICS
Before Combat The paladin casts resist
energy (fire) unless he expects damage
from a different energy type. He applies
silversheen to his weapon if he expects to
fight devils or lycanthropes.
During Combat The paladin uses Ride-By Attack and
Spirited Charge, preferring to attack the opposing
leader. When on foot, he uses his mace. If facing
a powerful foe, he drinks his potions.
Base Statistics Without resist energy, the paladin’s
statistics are Resist none.
STATISTICS
Str 18, Dex 8, Con 12, Int 10, Wis 13, Cha 15
Base Atk +9; CMB +13; CMD 22
Feats Iron Will, Mounted Combat, Ride-By Attack, Skill
Focus (Perception), Spirited Charge
Skills Handle Animal +6, Intimidate +4, Knowledge (history) +1,
Knowledge (religion) +5, Perception +9, Ride +5 (+7 to stay
in the saddle)
Languages Common, Orc
SQ aura, code of conduct, divine bond (mount), lay on hands
(4d6, 6/day), mercies (frightened, shaken, staggered), orc blood,
weapon familiarity
Combat Gear potion of bull’s strength, potion of delay poison, potion
of shield of faith, silversheen; Other Gear +1 full plate, masterwork
heavy steel shield, +1 heavy mace, +1 lance, masterwork heavy
crossbow with 10 bolts, cloak of resistance +1, military saddle, 297 gp
A saintly knight accomplishes great acts with his
indomitable spirit and martial prowess.
TREGOR THE JUST
Tregor believes himself to be a good soul trapped in a body
of filth. The half-orc hates his orc heritage, and though he
does not know the circumstances of his birth—he was left
on the doorstep of a temple—he doubts it was honorable.
Raised by the temple priests, Tregor is the shining
example of the paladin ideal, as perfect in discipline and
purity as he is ugly in appearance. He constantly seeks to
better himself and the world by performing heroic deeds,
but though he is stalwart and true, his worldview can be
aggravatingly black and white .
Combat Encounters: Tregor is usually encountered
riding his horse, seeking those who need a champion.
He questions everyone he meets on the road, and
assures them that they have nothing to fear from
him—so long as their spirits are pure.
Roleplaying Suggestions: Tregor tries to
be honest, just, and hospitable, but has no
tolerance for evil or cruelty, nor much of a
sense of humor.
SAINTLY KNIGHT
CR 8
HALF-ORC PALADIN OF IOMEDAE 9
XP 4,800
Medium humanoid (human, orc)
LG
116116
Init –1; Senses Perception +10
Aura courage (10 ft.), resolve (10 ft.)
DEFENSE
AC 22, touch 10, flat-footed 22 (+11 armor, +1 deflection, –1 Dex,
+1 natural)
hp 84 (10d10+25)
Fort +11, Ref +4, Will +9
Immune charm, disease, fear, poison
OFFENSE
Speed 20 ft.
Melee +1 ranseur +17/+12 (2d4+8/×3) or
mwk longsword +16/+11 (1d8+7/19–20)
Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
Special Attacks channel positive energy (DC 17, 5d6), smite evil
4/day (+2 attack and AC, +10 damage)
Paladin Spell-Like Abilities (CL 10th; concentration +12)
At will—detect evil
Paladin Spells Prepared (CL 7th;
concentration +9)
2nd—bull’s strength, delay poison
1st—bless, lesser restoration,
protection from evil
TACTICS
Before Combat The paladin casts
bull’s strength and delay poison.
During Combat The paladin disarms
foes to capture and question them. The
exceptions are mindless creatures, evil
outsiders, and undead, all of which
he destroys on the spot.
Base Statistics Without
bull’s strength, the
paladin’s statistics
are Immune
charm, disease,
fear; Melee
+1 ranseur
+15/+10
(2d4+5/×3) or mwk
longsword +14/+9
(1d8+4/19–20); Str 16;
CMB +13 (+17 disarm); CMD 23
(25 vs. disarm).
STATISTICS
Str 20, Dex 8, Con 14, Int 14, Wis 10, Cha 14
Base Atk +10; CMB +15 (+19 disarm); CMD 25
(27 vs. disarm)
Feats Cleave, Combat Expertise, Greater Disarm, Improved
Disarm, Power Attack, Weapon Focus (ranseur)
Skills Diplomacy +10, Intimidate +7, Knowledge (history, local) +7,
Knowledge (nobility, religion) +10, Perception +10, Sense
Motive +13, Spellcraft +10
Languages Common, Dwarven, Elven
SQ aura, code of conduct, divine bond (weapon +2, 2/day), lay on
hands (5d6, 7/day), mercies (cursed, nauseated, shaken)
Other Gear +2 full plate, +1 ranseur, masterwork longsword, amulet of
natural armor +1, ring of protection +1, silver holy symbol, 450 gp
These paladins often serve as guards, or administer justice
for judges and merchants who perform good works for
the god of cities. Often, entire units of these paladins are
formed to protect holy places in large cities.
DELPHOS HESARA
Delphos comes from a long line of paladins in service to his
home city. Despite his low tolerance for the city’s corruption,
Delphos would rather frighten, disarm, or subdue foes
than kill them. He knows one dead body can create a
war between powerful or desperate families, and
peace is better served by the judicious use of
force. The soldiers under his command
either love him or hate him. Delphos
tries to be harsh but fair, and
believes that strict
discipline and an
organized system
of punishments create better
guardians. Such punishments
take the form of extra duties
or
unpleasant
posts.
All
punishments for his guards
remain within his order—public
shaming leads to disrespect and
undermines their authority.
Combat Encounters: While on
duty, Delphos typically commands
a contingent of his soldiers, but he
can sometimes be found alone on
the streets of his city. He roams the
neighborhoods around the temple
of his god, seeking to keep the areas
around the holy place safe.
Roleplaying Suggestions: When
Delphos encounters strangers, he
treats them with care, but also
curiosity. He goes out of his
way to avoid confrontation,
but when that is not possible,
he rarely backs down. He might
deputize adventurers for special tasks that
soldiers can’t do in the open, such as tracking
down corrupt merchants dealing in contraband.
PIOUS GUARD
CR 9
HUMAN PALADIN OF IOMEDAE 10
XP 6,400
Medium humanoid (human)
LG
117117
CR
8
9
CORE CLASSES
PALADINS
Init +3; Senses low-light vision; Perception +11
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
DEFENSE
AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +3 Dex,
+1 dodge, +1 natural)
hp 76 (11d10+11)
Fort +10, Ref +9, Will +9; +2 vs. enchantments
Immune charm, disease, fear, poison, sleep; Resist fire 20
OFFENSE
Speed 30 ft.
Melee +1 elven curve blade +15/+10/+5 (1d10+5/15–20)
Ranged mwk longbow +15/+10/+5 (1d8/×3)
Special Attacks channel positive energy (DC 17, 6d6), smite evil
4/day (+2 attack and AC, +11 damage)
Paladin Spell-Like Abilities (CL 11th; concentration +13)
At will—detect evil
Paladin Spells Prepared (CL 8th; concentration +10)
3rd—prayer
2nd—delay poison, resist energy
1st—bless, divine favor, lesser restoration
TACTICS
Before Combat The paladin casts delay poison and resist
energy (fire).
During Combat The paladin uses Mobility, Spring Attack,
and Whirlwind Attack to engage and destroy multiple
opponents at once. He normally uses his divine bond
to give his weapon the flaming and holy
special abilities, but if his foes are spread
out, he gives it speed instead.
Base Statistics Without resist energy, the
paladin’s statistics are Immune charm,
disease, fear, sleep; Resist none.
STATISTICS
Str 17, Dex 16, Con 10, Int 13, Wis 8, Cha 14
Base Atk +11; CMB +14; CMD 29
Feats Combat Expertise, Dodge, Improved
Critical (elven curve blade), Mobility,
Spring Attack, Whirlwind Attack
Skills Diplomacy +10, Heal +3, Knowledge
(nature) +3, Perception +11, Stealth +12,
Survival +4
Languages Common, Elven, Sylvan
SQ aura, code of conduct, divine bond (weapon
+3, 2/day), elven magic, lay on hands (5d6,
7/day), mercies (poisoned, sickened, staggered), weapon familiarity
Gear +2 chain shirt, +1 elven curve blade, masterwork longbow with
20 arrows, amulet of natural armor +1, belt of giant strength +2,
cloak of resistance +1, ring of protection +1, silver holy symbol, 319 gp
An elven honorblade guards pristine forests and hunts
evil beasts that would despoil nature.
JATHA VENTOTH
Jatha champions the benign nature spirits. He spends
his time patrolling his beloved forests, chasing unicorns,
and conversing with treants. When danger threatens
his home, he has the charisma necessary to unite the
creatures of the woods into an army of focused chaos.
Combat Encounters: Jatha might attack the PCs if he
believes they or foes that pursue them are a threat to his
home or the creatures within it. He attempts to use detect
evil before attacking.
Roleplaying Suggestions: Jatha engages in mock battles
with mischievous sprites, possibly leading the PCs to think
he is under attack.
ELVEN HONORBLADE
CR 10
ELF PALADIN 11
XP 9,600
Medium humanoid (elf)
LG
118118
Init +0; Senses Perception +7
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
DEFENSE
AC 22, touch 11, flat-footed 22 (+11 armor, +1 deflection)
hp 142 (12d10+72)
Fort +13, Ref +5, Will +11; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); Immune charm, disease, fear
OFFENSE
Speed 20 ft.
Melee +1/+1 dwarven urgrosh +18/+13/+8 (1d8+7/1d6+7/×3)
Ranged mwk light crossbow +13 (1d8/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, channel positive energy (DC 16, 6d6), smite evil 4/day
(+0 attack and AC, +12 damage)
Paladin Spell-Like Abilities (CL 12th; concentration +12)
At will—detect evil
TACTICS
During Combat The paladin charges into battle, using Power Attack
and Improved Vital Strike. He prefers fighting on horseback, but if
dismounted, he finishes the battle on foot.
Base Statistics Without resist energy, the paladin’s statistics are
Resist none.
STATISTICS
Str 18, Dex 10, Con 18, Int 8, Wis 15, Cha 10
Base Atk +12; CMB +16; CMD 27 (31 vs. bull rush or trip)
Feats Improved Vital Strike, Mounted Combat, Power Attack,
Toughness, Vital Strike, Weapon Focus (dwarven urgrosh)
Skills Intimidate +2, Perception +7 (+9 to notice unusual stonework),
Ride +3
Languages Common, Dwarven
SQ aura, code of conduct, divine bond (mount), lay on hands (6d6,
6/day), mercies (dazed, fatigued, poisoned, stunned)
Combat Gear potion of displacement, potions of haste (2); Other
Gear +2 full plate, +1/+1 dwarven urgrosh, masterwork light
crossbow with 10 bolts, belt of giant strength +2, cloak of
resistance +1, ring of protection +1, silver holy symbol, chainmail
barding, military saddle, 379 gp
The forge rider defends dwarven communities and
meets foes head on.
KELGUL KLAGAN
Those who think that a dwarf cannot become
an exquisite equestrian should not speak that
opinion within earshot of Kelgul Klagan. He
is called “the Klager” by his companions and
subordinates, a mix of his family name
and the sound of his mount’s clattering
hooves. He commands his soldiers from horseback, and
those who know of him joke that he leaves his horse only
to drink, sleep, and relieve himself—and maybe not
always then. When they talk about his combat prowess,
or when the dwarf himself is near, the joking ends, for he
is a juggernaut of metal and divine fury, stern-faced and
unforgiving in the face of evil and injustice. Kelgul uses
few words, even for a dwarf. When in combat, though, he
barks orders and expects them to be followed, even by
those not under his direct command.
Combat Encounters: Kelgul is typically encountered
with a group of his soldiers. If he has reason to believe
the PCs are up to no good, he orders his troops to attack
and take the PCs prisoner. If his soldiers are outmatched,
he charges forward to rally them and to smite the most
powerful enemy.
Roleplaying Suggestions: Kelgul is quiet, and content
to stay out of diplomatic endeavors. When he is inclined
to speak, he is surprisingly soft-spoken and courteous,
though it is hard to tell whether his politeness is sincere
or merely what he considers formally appropriate. Those
who mistake this for weakness, however, soon learn the
folly of their assumptions.
FORGE RIDER
CR 11
DWARF PALADIN OF TORAG 12
XP 12,800
Medium humanoid (dwarf)
LG
119119
CR
10
11
CORE CLASSES
PALADINS
she suffered from terrible nightmares of fire and leathery
wings. Since killing her first dragon, however, she has not
had a single nightmare.
Combat Encounters: Telthor prefers to hunt alone, and
might attempt to drive off anyone she thinks is unworthy of
battling dragons with her. She refuses to let anyone turn
her aside when she has a dragon in her path, though she is
honorable and grants quarter if asked.
Roleplaying Suggestions: Telthor is quiet and suspicious,
believing there are spies everywhere working for the
dragons. She is currently seeking to acquire a flying
magic item (a carpet of flying in particular) and is willing
to team up with PCs who can direct her to where one can
be found.
DRAGON SMITER
CR 12
HUMAN PALADIN OF IOMEDAE 13
XP 19,200
Medium humanoid (human)
LG
Init +1; Senses Perception +9
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
DEFENSE
AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural)
hp 115 (13d10+39)
Fort +13, Ref +10, Will +10
Immune charm, disease, fear
OFFENSE
Speed 20 ft.
Melee +1 dragon-bane greatsword +21/+16/+11 (2d6+10/19–20)
Ranged mwk heavy crossbow +15 (1d10/19–20)
Special Attacks channel positive energy (DC 17, 7d6), smite evil
5/day (+1 attack and AC, +13 damage)
Paladin Spell-Like Abilities (CL 13th; concentration +14)
At will—detect evil
Paladin Spells Prepared (CL 10th; concentration +11)
3rd—prayer
2nd—eagle’s splendor, resist energy
1st—bless (2), divine favor (2)
TACTICS
Before Combat The paladin casts resist energy against the
breath weapon energy type of dragons he expects to fight.
During Combat The paladin casts eagle’s splendor to improve
his smite and divine grace. He uses Improved Vital Strike
and Lunge to land solid hits on creatures with reach.
STATISTICS
Str 22, Dex 12, Con 14, Int 10, Wis 8, Cha 13
Base Atk +13; CMB +19; CMD 30
Feats Cleave, Great Cleave, Improved Vital Strike,
Lightning Reflexes, Lunge, Power Attack, Vital
Strike, Weapon Focus (greatsword)
Skills Diplomacy +9, Heal +7, Knowledge (arcana,
religion) +8, Linguistics +1, Perception +9, Sense
Motive +7
Languages Common, Draconic
SQ aura, code of conduct, divine bond (weapon +3, 3/day), lay on hands
(6d6, 7/day), mercies (frightened, paralyzed, shaken, staggered)
Combat Gear +1 dragon-bane bolts (5), potion of displacement; Other
Gear +2 full plate, +1 dragon-bane greatsword, masterwork heavy
crossbow with 10 bolts, amulet of natural armor +1, belt of giant
strength +2, cloak of resistance +2, silver holy symbol, 1,044 gp
A dragon smiter is sworn to slay dragons.
TELTHOR GRIMBLADE
When she was only 8 years old, Telthor's entire village was
consumed by dragon fire, but she was found unharmed
in the rubble by priests of the goddess of valor. Seeing her
survival as a miracle, the priests adopted her. For years,
120
120
Init +6; Senses low-light vision; Perception +9
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
DEFENSE
AC 23, touch 14, flat-footed 20 (+8 armor, +1 deflection, +3 Dex,
+1 natural)
hp 95 (14d10+14)
Fort +13, Ref +13, Will +11; +2 vs. enchantments
Immune charm, disease, fear, sleep
OFFENSE
Speed 30 ft.
Melee +1 longsword +17/+12/+7 (1d8+3/19–20)
Ranged +2 composite longbow +22/+17/+12 (1d8+4/×3)
Special Attacks channel positive energy (DC 18, 7d6), smite evil
5/day (+1 attack and AC, +14 damage)
Paladin Spell-Like Abilities (CL 14th; concentration +15)
At will—detect evil
Paladin Spells Prepared (CL 11th; concentration +12)
3rd—heal mount
2nd—eagle’s splendor, resist energy
1st—create water, divine favor (2), endure elements
TACTICS
During Combat The paladin tries to remain out of melee range
and attack enemies with her bow.
STATISTICS
Str 14, Dex 22, Con 12, Int 10, Wis 8, Cha 13
Base Atk +14; CMB +16; CMD 33
Feats Improved Precise Shot, Manyshot, Mounted Archery,
Mounted Combat, Point-Blank Shot, Precise Shot,
Rapid Shot, Skill Focus (Perception)
Skills Heal +5, Intimidate +6, Knowledge
(geography, local) +5, Perception +9, Ride +10,
Stealth +13, Survival +4
Languages Common, Elven, Goblin
SQ aura, code of conduct, divine bond (mount),
elf blood, lay on hands (7d6, 8/day), mercies (blinded, cursed,
diseased, fatigued),
Combat Gear +1 evil outsider-bane arrows (5), +1 magical beast-
bane arrows (5), potion of haste, potion of invisibility; Other Gear
+2 mithral breastplate, +2 composite longbow (+2 Str) with 30
arrows, +1 longsword, amulet of natural armor +1, belt of incredible
dexterity +2, cloak of resistance +2, ring of protection +1, 823 gp
A rider of the steppe works individually or in a group to
bring safety and law to the wild and arid flatlands, often
protecting caravans and traveling dignitaries.
LEISAIR TRUEMARK
Leisair traveled to the steppes in search of peace and
tranquility. Instead, she found a place where raiders hunted
caravans with impunity, and she decided that this place
needed her far more than her homeland. She travels the
wastes, often latching on to caravans as a scout.
Combat Encounters: An encounter with Leisair typically
begins with warning shots. She is not opposed to opening
a dialogue with a group, but even then she shouts from
far away rather than risk approaching strangers.
Roleplaying Suggestions: To her friends and the people
she protects, Leisair is both friendly and kind, but if she
has any reason to suspect the intentions of unknown
folks, she can be cold and haughty.
RIDER OF THE STEPPE
CR 13
HALF-ELF PALADIN 14
XP 25,600
Medium humanoid (elf, human)
LG
121121
CR
12
13
CORE CLASSES
PALADINS
Init +4; Senses low-light vision; Perception +13
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
DEFENSE
AC 24, touch 13, flat-footed 24 (+10 armor, +2 deflection, +1 natural,
+1 size)
hp 137 (15d10+50)
Fort +16, Ref +10, Will +15; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); Immune charm, disease, fear
OFFENSE
Speed 15 ft.
Melee +1 shock gnome hooked hammer +22/+17/+12 (1d6+7/×3 plus
1d6 electricity) or
mwk gnome hooked hammer +22/+17/+12 (1d4+6/×4)
Ranged +1 light crossbow +17 (1d6+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, channel positive energy (DC 20, 8d6), smite evil 5/day
(+3 attack and AC, +15 damage)
Gnome Spell-Like Abilities (CL 15th; concentration +18)
1/day—dancing lights, ghost sound, prestidigitation, speak
with animals
Paladin Spell-Like Abilities (CL 15th; concentration +18)
At will—detect evil
Paladin Spells Prepared (CL 12th; concentration +15)
4th—holy sword
3rd—daylight, prayer (2)
2nd—resist energy (2), shield other
1st—bless, divine favor (2), endure elements
TACTICS
During Combat The paladin uses divine bond to give her weapon
a mix of the defending, flaming, and holy special abilities.
STATISTICS
Str 18, Dex 10, Con 15, Int 8, Wis 12, Cha 16
Base Atk +15; CMB +18; CMD 30
Feats Bleeding Critical, Critical Focus, Extra Lay on Hands, Improved
Initiative, Power Attack, Toughness, Vital Strike, Weapon Focus
(gnome hooked hammer)
Skills Knowledge (dungeoneering, local) +4, Perception +13, Stealth +8
Languages Common, Gnome, Sylvan
SQ aura, code of conduct, divine bond (weapon +4, 3/day), lay
on hands (7d6, 12/day), mercies (cursed, diseased, nauseated,
sickened, stunned)
Combat Gear potions of haste (2); Other Gear +2 shadow half-
plate, +1 light crossbow with 20 bolts, +1 shock/masterwork
gnome hooked hammer, amulet of natural armor +1, belt of giant
strength +2, boots of striding and springing, cloak of resistance +2,
ring of protection +2, 543 gp
This paladin’s lifelong mission is to eradicate evil giants.
NELN BELGURORN
All gnomes have obsessions, but few are as grim as Neln’s
obsession to see the world rid of evil giants. Her interest
in this goal is neither cheerful nor curious; she has simply
seen far too many villages destroyed and lives ruined by
giant attacks. She sees it as her sworn duty to hunt and kill
these evil beings so they cannot murder or enslave anyone
else. So single-minded is her quest against giants that
other gnomes have joked she must have dwarven blood
in her ancestry. Since she respects dwarven tenacity and
toughness, she takes this as a compliment.
Combat Encounters: Neln is commonly in the company
of dwarves who share her desire to see the destruction
of giant strongholds, and neither she nor her allies let
anyone stand in their way. She sees those who protect
giants as being as culpable as giants themselves—perhaps
even worse, as they should know better.
Roleplaying Suggestions: Often frowning and stoic,
Neln is not like other gnomes. Her lust for life and its
experiences is dampened by her bloody quest.
GIANT HUNTER
CR 14
GNOME PALADIN 15
XP 38,400
Small humanoid (gnome)
LG
122122
SQ aura, code of conduct, divine bond (mount), lay on hands
(8d6, 10/day), mercies (fatigued, frightened, paralyzed,
shaken, staggered)
Other Gear potion of haste; Other Gear +2 full plate, +2 heavy
steel shield, +1 heavy mace, +1 holy lance, amulet of natural
armor +1, belt of physical might +2 (Str, Con), cloak of
resistance +2, ring of protection +1, full plate barding, military
saddle, 3,288 gp
This holy warrior is a skilled rider who dispenses harsh
justice at the point of a lance.
MOUNTED PARAGON
CR 15
HUMAN PALADIN 16
XP 51,200
Medium humanoid (human)
LG
Init +1; Senses Perception +15
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
DEFENSE
AC 28, touch 12, flat-footed 27 (+11 armor, +1 deflection, +1 Dex,
+1 natural, +4 shield)
hp 148 (16d10+56)
Fort +17, Ref +10, Will +13
Immune charm, disease, fear, poison; Resist fire 30
OFFENSE
Speed 20 ft.
Melee +1 holy lance +24/+19/+14/+9 (1d8+7/19–20/×3) or
+1 heavy mace +23/+18/+13/+8 (1d8+7)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks channel positive energy (DC 20, 8d6), smite evil
6/day (+2 attack and AC, +16 damage)
Paladin Spell-Like Abilities (CL 16th; concentration +18)
At will—detect evil
Paladin Spells Prepared (CL 13th;
concentration +15)
4th—holy sword
3rd—heal mount, prayer
2nd—delay poison, eagle’s
splendor, remove
paralysis, resist energy
1st—bless (2), divine favor (2)
TACTICS
Before Combat The paladin casts delay
poison and resist energy (fire).
During Combat The paladin fights from
horseback with his lance, positioning himself
where he can attack the enemy leader using
Spirited Charge. He uses Improved Overrun and
Trample to pass and crush creatures in his way. If
he is unhorsed and mounting again is dangerous
or impractical, he casts holy sword on his mace and
fights on foot.
Base Statistics Without delay poison and resist energy,
the paladin’s statistics are Immune charm, disease,
fear; Resist none.
STATISTICS
Str 22, Dex 12, Con 16, Int 10, Wis 8, Cha 14
Base Atk +16; CMB +22 (+24 overrun); CMD 34 (36 vs. overrun)
Feats Improved Critical (lance), Improved Overrun, Mounted
Combat, Power Attack, Ride-By Attack, Spirited Charge,
Trample, Vital Strike, Weapon Focus (lance)
Skills Handle Animal +9, Heal +6, Intimidate
+10, Perception +15, Ride +15 (+17 to
stay in the saddle), Sense Motive +10
Languages Common
VELJ THUNDARI
Velj Thundari feels at home only
when riding a horse, and always seeks
to improve his horsemanship. He
spends so much time training with
his steed that he often has a hard
time interacting with people.
Unlike his mount, people don’t
automatically react to his
commands (especially
since many of these
are nonverbal cues),
and he often sees
their confusion as
opposition.
Commoners
easily frustrate him,
which
makes
him
react with sarcasm. He values
those people who see his wisdom,
however, and is willing to make the
ultimate sacrifice to keep them safe.
Combat
Encounters:
Velj
is
comfortable fighting alone, leading a
charge of mounted knights,
or breaking through a
wall of enemy defenders
to reach their leader. If he
grows frustrated with a PC,
he might challenge that
character to face him a nonlethal duel.
Roleplaying Suggestions: Velj is proud
of his accomplishments and his
paladin code. He
becomes angry
if he or his life’s
path is insulted.
123
123
CR
14
15
CORE CLASSES
PALADINS
Init +3; Senses Perception +12
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.),
righteousness (10 ft.)
DEFENSE
AC 26, touch 11, flat-footed 26 (+10 armor, +2 deflection, –1 Dex,
+1 natural, +4 shield)
hp 183 (17d10+85)
Fort +16, Ref +7, Will +15; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); DR 5/evil; Immune charm, compulsion, disease, fear, poison
OFFENSE
Speed 20 ft.
Melee +3 shock dwarven waraxe +27/+22/+17/+12
(1d10+9/19–20/×3 plus 1d6 electricity)
Ranged +1 throwing axe +17/+12/+7/+2 (1d6+7)
Special Attacks +1 on attack rolls against goblinoid and
orc humanoids, channel positive energy (DC 20, 9d6),
smite evil 6/day (+2 attack and AC, +17 damage)
Paladin Spell-Like Abilities (CL 17th; concentration +19)
At will—detect evil
Paladin Spells Prepared (CL 14th; concentration +16)
4th—holy sword
3rd—greater magic weapon, prayer
2nd—delay poison, eagle’s splendor (2), shield other
1st—bless, divine favor (2), lesser restoration, protection from evil
TACTICS
Before Combat The paladin casts delay poison on himself
and greater magic weapon on his waraxe.
During Combat The paladin uses Improved Vital Strike
and Cleave if he has a few targets close together.
Base Statistics Without delay poison and greater magic weapon,
the paladin’s statistics are Immune charm, compulsion, disease,
fear; Melee +1 shock dwarven waraxe +25/+20/+15/+10
(1d10+7/19–20/×3 plus 1d6 electricity).
STATISTICS
Str 22, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Base Atk +17; CMB +23; CMD 34 (38 vs. bull rush or trip)
Feats Cleave, Extra Lay on Hands, Improved Critical (dwarven
waraxe), Improved Initiative, Improved Vital Strike, Power
Attack, Toughness, Vital Strike, Weapon Focus (dwarven waraxe)
Skills Climb +4, Diplomacy +7, Heal +7, Intimidate +10, Knowledge
(local) +2, Knowledge (religion) +5, Perception +12 (+14 to notice
unusual stonework), Swim +4
Languages Common, Dwarven
SQ aura, code of conduct, divine bond (weapon +5, 4/day), lay on
hands (8d6, 12/day), mercies (dazed, deafened, nauseated,
paralyzed, shaken)
Other Gear +3 banded mail, +2 heavy steel shield, +1 shock
dwarven waraxe, +1 throwing axe, amulet of natural armor +1,
belt of giant strength +4, boots of speed, cloak of resistance +1,
headband of alluring charisma +2, ring of protection +2, silver
holy symbol, platinum rings for shield other (2, worth 50 gp each),
1,667 gp
Axe lords guard dwarven citadels, hunting foul monsters
from the deeps and threats from outside.
EDAGER GRAYBEARD
A grim and proud dwarven warrior, Edager has a hard
time trusting people not of his race, but saves his true
enmity for goblins, giants, orcs, and the foul creatures of
the Darklands.
AXE LORD
CR 16
DWARF PALADIN OF TORAG 17
XP 76,800
Medium humanoid (dwarf)
LG
124
124
potions of haste (2), wand of cure light wounds (50 charges);
Other Gear +4 full plate, +1 flaming longspear, +1 sling with
20 bullets, amulet of natural armor +2, belt of giant strength +2,
boots of striding and springing, cloak of resistance +1, ring of
protection +3, 8,735 gp
The furious crusader is a compact bundle of holy power
with a chip on his shoulder.
HELLIN TALLHALLOW
Short, stout for a halfling, and powerful, Hellin
sees himself as the quintessential paladin—and
does not suffer fools who doubt his prowess
or speak condescendingly about his size.
Most of the time he is a cheerful defender
of everything lawful and good, but he is
quick to anger if small folk or innocents are
threatened, abused, or mocked.
Combat Encounters: Hellin picks fights
with slavers or slave owners, even in lands
where slavery is legal or ignored. In his mind,
those who turn a blind eye are just as
guilty as those who forge the chains.
Roleplaying Suggestions: Hellin may
need assistance with freeing or protecting
a particularly large band of slaves.
FURIOUS CRUSADER
CR 17
HALFLING PALADIN OF IOMEDAE 18
XP 102,400
Small humanoid (halfling)
LG
Init +1; Senses Perception +13
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.),
righteousness (10 ft.)
DEFENSE
AC 30, touch 15, flat-footed 29 (+13 armor, +3 deflection, +1 Dex,
+2 natural, +1 size)
hp 139 (18d10+36)
Fort +18, Ref +12, Will +17; +2 vs. fear
DR 5/evil; Immune charm, compulsion, disease, fear
OFFENSE
Speed 30 ft.
Melee +3 flaming longspear +27/+22/+17/+12 (1d6+9/×3 plus 1d6 fire)
Ranged +1 sling +21 (1d3+5)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy (DC 22, 9d6), smite evil 6/day
(+3 attack and AC, +18 damage)
Paladin Spell-Like Abilities (CL 18th; concentration +21)
At will—detect evil
Paladin Spells Prepared (CL 15th; concentration +18)
4th—death ward, dispel evil
3rd—greater magic weapon, magic circle against evil, prayer
2nd—delay poison (2), resist energy (2)
1st—bless (2), bless weapon (2), divine favor
TACTICS
Before Combat The paladin casts greater magic weapon on
his longspear.
During Combat The paladin reserves most of his spells and magic
items for helping allies against a common foe. He uses Cleave as
often as possible against grouped opponents, and Lunge and
Stand Still to control the movement of multiple enemies.
He uses his divine bond to give his longspear the
defending, holy, keen, or speed special ability.
Base Statistics Without greater magic weapon, the paladin’s
statistics are Melee +1 flaming longspear +25/+20/+15/+10
(1d6+7/×3 plus 1d6 fire).
STATISTICS
Str 18, Dex 12, Con 14, Int 8, Wis 12, Cha 16
Base Atk +18; CMB +21; CMD 35
Feats Cleave, Combat Reflexes, Greater Vital Strike, Improved Vital
Strike, Lunge, Power Attack, Stand Still, Vital Strike, Weapon
Focus (longspear)
Skills Acrobatics –2 (–1 when jumping), Climb +4, Diplomacy +11,
Heal +9, Knowledge (local) +4, Knowledge (religion) +7,
Perception +13, Swim +2
Languages Common, Halfling
SQ aura, code of conduct, divine bond (weapon +5, 4/day), lay
on hands (9d6, 12/day), mercies (blinded, cursed, diseased,
paralyzed, sickened, stunned)
Combat Gear +1 holy bullets (10), +1 undead-bane bullets (10),
125
125
CR
16
17
CORE CLASSES
PALADINS
lay on hands (9d6, 14/day), mercies (blinded, dazed, diseased,
fatigued, paralyzed, shaken)
Combat Gear potion of haste; Other Gear +4 mithral chainmail,
+1 heavy steel shield, +1 axiomatic longsword, +1 lance, amulet
of natural armor +2, belt of physical might +2 (Str, Con), cloak of
resistance +2, horseshoes of speed, ring of protection +4, slippers
of spider climbing, combat-trained heavy horse, military saddle,
holy symbol, 2,010 gp
The mithral master is a gleaming symbol of honor.
KALLISI KUL
Kallisi Kul is a symbol of justice and an object for
adoration in a city ruled by a corrupt oligarchy.
MITHRAL MASTER
CR 18
HALF-ELF PALADIN OF ABADAR 19
XP 153,600
Medium humanoid (elf, human)
LG
Init +6; Senses low-light vision; Perception +17
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.),
righteousness (10 ft.)
DEFENSE
AC 31, touch 16, flat-footed 29 (+10 armor, +4 deflection, +2 Dex,
+2 natural, +3 shield)
hp 185 (19d10+76)
Fort +20, Ref +13, Will +15; +2 vs. enchantments
DR 5/evil; Immune charm, compulsion, disease, fear, poison, sleep;
Resist fire 30
OFFENSE
Speed 30 ft.
Melee +4 axiomatic longsword +29/+24/+19/+14 (1d8+9/17–20) or
+1 lance +26/+21/+16/+11 (1d8+6/19–20/×3)
Special Attacks channel positive energy (DC 22, 10d6), smite evil
7/day (+3 attack and AC, +19 damage)
Paladin Spell-Like Abilities (CL 19th; concentration +22)
At will—detect evil
Paladin Spells Prepared (CL 16th; concentration +19)
4th—death ward, neutralize poison
3rd—daylight, greater magic weapon, prayer, remove blindness
2nd—delay poison, eagle’s splendor (2), resist energy
1st—bless, create water, divine favor (2), lesser restoration
TACTICS
Before Combat The paladin casts delay poison and resist energy
(fire) on himself and greater magic weapon on his longsword.
During Combat The paladin fights on horseback or on foot as the
situation warrants. He casts eagle’s splendor to enhance his smite
evil attacks, but otherwise relies on standard melee tactics and
healing himself with lay on hands.
Base Statistics Without delay poison, greater magic weapon,
and resist energy the paladin’s statistics are Immune charm,
compulsion, disease, fear, sleep; Resist none; Melee +1 axiomatic
longsword +26/+21/+16/+11 (1d8+6/17–20).
STATISTICS
Str 20, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +19; CMB +24; CMD 40
Feats Extra Lay on Hands, Great Fortitude,
Improved Critical (lance, longsword),
Improved Initiative, Mounted Combat,
Power Attack, Skill Focus (Perception),
Toughness, Weapon Focus
(longsword, lance)
Skills Diplomacy +11, Intimidate
+6, Knowledge (local) +5,
Knowledge (nobility) +8,
Perception +17, Ride +10 (+12 to stay in the saddle)
Languages Common, Elven
SQ aura, code of conduct, divine bond (weapon +5, 4/day), elf blood,
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126
SQ aura, code of conduct, divine bond (weapon +6, 4/day), holy
champion, lay on hands (60 points, 15/day), mercies (dazed,
nauseated, poisoned, sickened, staggered, stunned)
Combat Gear +1 evil outsider-bane arrows (5), +1 evil outsider-
bane holy arrows (5), +1 holy arrows (5), potions of fly (2); Other
Gear +5 full plate, +1 cold iron evil outsider-bane greatsword,
+1 shortbow with 20 arrows, amulet of natural armor +2, belt of
physical might +4 (Str, Con), boots of striding and springing, cloak
of resistance +3, goggles of night, phylactery of faithfulness, ring
of protection +4, 4,760 gp
The demon hunter has sworn to battle the hordes of the
Abyss. Though the demons constantly tempt her and try
to lead her from her path, she remains resolute—though
somewhat paranoid and difficult to befriend because of
the number of allies she’s seen slain.
DEMON HUNTER
CR 19
HUMAN PALADIN 20
XP 204,800
Medium humanoid (human)
LG
Init +4; Senses darkvision 60 ft.; Perception +19
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.),
righteousness (10 ft.)
DEFENSE
AC 30, touch 14, flat-footed 30 (+14 armor, +4 deflection, +2 natural)
hp 214 (20d10+100)
Fort +23, Ref +14, Will +19
DR 10/evil; Immune charm, compulsion, disease, fear, poison;
Resist electricity 30, fire 30
OFFENSE
Speed 30 ft.
Melee +4 cold iron evil outsider-bane greatsword +32/+27/+22/+17
(2d6+14/17–20)
Ranged +1 shortbow +21/+16/+11/+6 (1d6+1/×3)
Special Attacks channel positive energy (DC 23, 60 points), smite
evil 7/day (+3 attack and AC, +20 damage, banish evil outsiders)
Paladin Spell-Like Abilities (CL 20th; concentration +23)
At will—detect evil
Paladin Spells Prepared (CL 17th; concentration +20)
4th—break enchantment, death ward, dispel evil
3rd—daylight (2), greater magic weapon, prayer
2nd—delay poison, eagle’s splendor (2), protection from
energy (2)
1st—divine favor (3), lesser restoration (2)
TACTICS
Before Combat The paladin casts delay poison and protection from
energy (electricity and fire) on herself, and greater magic weapon
on her greatsword.
During Combat The paladin targets the most powerful creature
present or an obviously demonic target. She uses her divine bond
to add the brilliant energy, holy, keen, and speed special abilities
to her greatsword as appropriate, and uses mercies to counteract
any negative conditions or afflictions she gains.
Base Statistics Without delay poison, greater magic weapon, and
protection from energy, the paladin’s statistics are Immune charm,
compulsion, disease, fear; Resist none; Melee +1 cold iron evil
outsider-bane greatsword +29/+24/+19/+14 (2d6+11/17–20).
STATISTICS
Str 24, Dex 10, Con 17, Int 12, Wis 8, Cha 16
Base Atk +20; CMB +27; CMD 41
Feats Critical Focus, Extra Lay on Hands, Great
Fortitude, Improved Critical (greatsword),
Improved Initiative, Iron Will, Lightning
Reflexes, Power Attack, Stunning Critical,
Toughness, Weapon Focus (greatsword)
Skills Climb +7, Diplomacy +11, Heal +7, Intimidate +13, Knowledge
(arcana) +6, Knowledge (planes) +21, Linguistics +3, Perception +19,
Survival +2, Swim +7
Languages Abyssal, Celestial, Common, Infernal
127127
CR
18
19
CORE CLASSES
PALADINS
Init +3; Senses Perception +8
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 15 (2d10)
Fort +4, Ref +7, Will +2; +2 vs. fear
OFFENSE
Speed 20 ft.
Melee short sword +4 (1d4+1/19–20)
Ranged mwk shortbow +7 (1d4/×3)
Special Attacks favored enemy (fey +2)
TACTICS
During Combat The ranger shoots at opponents who attempt to
harm innocents or his allies. If trying to capture someone alive,
he uses a tanglefoot bag. If trying to disperse a hostile crowd, he
throws a thunderstone.
STATISTICS
Str 12, Dex 17, Con 10, Int 13, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Skills Acrobatics +7 (+3 when jumping), Climb +8, Diplomacy +1,
Intimidate +4, Knowledge (geography, nature) +5,
Knowledge (local) +2, Perception +8,
Stealth +12, Survival +6, Swim +5
Languages Common, Halfling
SQ track +1, wild empathy +2
Combat Gear potion of cure light wounds, tanglefoot
bags (2), thunderstone; Other Gear masterwork
studded leather, masterwork shortbow with 20
arrows, short sword, 84 gp
The town watcher protects a settlement
from hostile creatures.
COLIN FLETCHER
Colin vigilantly guards
his town, and is
quick to respond
if
any
visitors
start fights or cause trouble
with locals.
Combat Encounters: Colin fires
a warning shot from a rooftop to
distract unruly adventurers in town, or
uses a tanglefoot bag on a PC who’s obviously
drunk, raging, or out of control.
Roleplaying Suggestions: Colin is the eyes
and ears for his town, and is a source of valuable
information about the comings and goings
of strangers.
Init +3; Senses low-light vision; Perception +10
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +1; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee longsword +3 (1d8+3/19–20) or
shortspear +3 (1d6+2)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (orcs +2)
TACTICS
During Combat The ranger ambushes her target from stealth or
takes cover in tree branches. If she has allies, she attacks enemies
that her allies have injured. She uses a smokestick to signal
trouble or cover her retreat.
STATISTICS
Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Point-Blank Shot, Skill Focus (Perception)
Skills Climb +6, Knowledge (local) +1,
Knowledge (nature) +4, Perception +10,
Stealth +7, Survival +5
Languages Common, Elven
SQ elf blood, track +1, wild empathy +0
Combat Gear potion of cure
light wounds, alchemist’s
fire, masterwork arrows (3),
smokestick; Other Gear masterwork
studded leather, longbow with 20
arrows, longsword, shortspear, 15 gp
The novice scout is alert and
eager to prove her worth.
ATANYA
Atanya is gruff but shrewd, more
concerned about doing a good job
than getting along with anyone.
Secretly she hopes she has what it
takes to be a hero and leader.
Combat Encounters: Atanya fires an
arrow to wound a tough-looking PC, then
demands surrender.
Roleplaying Suggestions: Atanya calls
out a warning that the PCs are
surrounded, hoping to bluff her
way out of a lethal conflict.
NOVICE SCOUT
CR 1/2
HALF-ELF RANGER 1
XP 200
Medium humanoid (elf, human)
LN
TOWN WATCHER
CR 1
HALFLING RANGER 2
XP 400
Small humanoid (halfling)
LN
128
128
Init +4; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 30 (4d10+4)
Fort +5, Ref +8, Will +2
Defensive Abilities orc ferocity; Resist fire 10
OFFENSE
Speed 30 ft.
Melee mwk falchion +7 (2d4+3/18–20)
Ranged mwk composite longbow +9 (1d8+2/×3)
Special Attacks favored enemy (elves +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—resist energy
TACTICS
Before Combat The ranger casts resist energy (fire).
During Combat The ranger keeps her foes as far away as possible.
Base Statistics Without resist energy, the ranger’s statistics
are Resist none.
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8
Base Atk +4; CMB +6; CMD 20
Feats Endurance, Point-Blank Shot,
Precise Shot, Rapid Shot
Skills Climb +8, Intimidate +8,
Knowledge (geography) +5,
Knowledge (local) +2, Knowledge
(nature) +7, Perception +8,
Stealth +10, Survival +8
Languages Common, Orc
SQ favored terrain
(plains +2), hunter’s
bond (companions), orc
blood, track +2, weapon
familiarity, wild empathy +3
Combat Gear +1 flaming
arrows (3), potion of cure
moderate wounds, potion of
divine favor, potion of shield of
faith; Other Gear masterwork chain
shirt, masterwork composite longbow
(+2 Str) with 20 arrows, masterwork
falchion, elixir of hiding, 26 gp
A border guard protects the
lands of her tribe.
VARDEEKA
Vardeeka considers it an insult to her
ancestors if an intruder gets past her.
Init +1; Senses Perception +7
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 30 (3d10+9)
Fort +5, Ref +4, Will +2
OFFENSE
Speed 30 ft.
Melee 2 mwk handaxes +6 (1d6+3/×3)
Ranged mwk heavy crossbow +5 (1d10/19–20)
Special Attacks favored enemy (animals +2)
TACTICS
Before Combat If hunting an animal, the ranger drinks his potion of
hide from animals.
During Combat The ranger sneaks close, then charges into melee. If
his target is more powerful than expected, he retreats and drinks
his potion of bull’s strength.
STATISTICS
Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Double Slice, Endurance, Quick Draw,
Two-Weapon Fighting, Weapon
Focus (handaxe)
Skills Climb +9, Intimidate +4,
Knowledge (geography) +5,
Knowledge (local) +2,
Knowledge (nature) +6,
Perception +7,
Stealth +7,
Survival +7
Languages
Common
SQ favored terrain
(forest +2), track +1,
wild empathy +2
Combat Gear potion of
bull’s strength, potions
of cure light wounds (2),
potion of hide from animals;
Other Gear masterwork studded leather,
masterwork handaxes (2), masterwork heavy
crossbow with 20 bolts, 63 gp
Poachers hunt animals for meat or trophies
in areas where hunting is forbidden.
BRAYVEK THE BUTCHER
Brayvek is a sadist who enjoys cutting up
animals; selling the meat, horns, and
tusks is merely a side benefit.
POACHER
CR 2
HUMAN RANGER 3
XP 600
Medium humanoid (human)
CE
BORDER GUARD
CR 3
HALF-ORC RANGER 4
XP 800
Medium humanoid (human, orc)
NE
129
129
CR
1/2
1
2
3
CORE CLASSES
RANGERS
Init +3; Senses low-light vision; Perception +12
DEFENSE
AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 size)
hp 49 (6d10+12)
Fort +6, Ref +8, Will +3; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); Immune poison
OFFENSE
Speed 20 ft.
Melee mwk dagger +9/+4 (1d3+1/19–20)
Ranged +1 light crossbow +12 (1d6+1/19–20) or
mwk dagger +11/+6 (1d3+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, favored enemy (elves +2, goblinoids +4)
Ranger Spells Prepared (CL 3rd; concentration +4)
1st—alarm, delay poison
TACTICS
Before Combat The ranger casts delay poison.
During Combat The ranger uses Precise Shot to help allies in melee.
Base Statistics Without delay poison, the ranger’s statistics are
Immune none.
STATISTICS
Str 12, Dex 16, Con 12, Int 12, Wis 13, Cha 10
Base Atk +6; CMB +6; CMD 20
Feats Dodge,
Endurance, Point-Blank
Shot, Precise Shot,
Rapid Reload, Weapon Focus
(light crossbow)
Skills Acrobatics +8 (+4 when
jumping), Climb +6, Knowledge
(dungeoneering, nature) +10,
Knowledge (engineering) +4,
Perception +12, Stealth +15,
Survival +10
Languages Common, Gnome, Sylvan
SQ favored terrain (underground
+2), hunter’s bond (companion),
track +3, wild empathy +6
Combat Gear +1 flaming
arrows (6), potion of barkskin,
potion of cure moderate wounds,
smokesticks (2); Other Gear
masterwork chain shirt, +1 light
crossbow with 20 bolts, masterwork
dagger, 167 gp
A tunnel rat patrols twisting
passages underground.
MOUNTED ARCHER
CR 4
HUMAN RANGER 5
XP 1,200
Medium humanoid (human)
NE
TUNNEL RAT
CR 5
GNOME RANGER 6
XP 1,600
Small humanoid (gnome)
N
Init +7; Senses Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 42 (5d10+10)
Fort +7, Ref +8, Will +3
Resist fire 10
OFFENSE
Speed 30 ft.
Melee mwk scimitar +8 (1d6+2/18–20) or
lance +7 (1d8+2/×3)
Ranged mwk composite shortbow +10 (1d6+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks favored enemy (animals +2, humans +4)
Ranger Spells Prepared (CL 2nd; concentration +3)
1st—endure elements, resist energy
TACTICS
Before Combat The ranger casts endure elements and resist energy (fire).
During Combat The ranger shoots from horseback. When fighting
dangerous opponents, she uses oil of magic weapon on her bow
and drinks her potion of blur.
Base Statistics Without resist energy, the ranger’s statistics are Resist none.
STATISTICS
Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +7; CMD 20
Feats Endurance, Improved Initiative, Mounted Archery, Mounted
Combat, Point-Blank Shot, Weapon Focus (composite shortbow)
Skills Handle Animal +7, Heal +9, Knowledge (geography, nature) +8,
Perception +9, Ride +9, Stealth +9, Survival +9
Languages Common
SQ favored terrain (desert +2), hunter’s bond (companions), track +2,
wild empathy +4
Combat Gear oil of magic weapon, potion of blur, potion of
cure moderate wounds, potion of invisibility; Other
Gear masterwork chain shirt, masterwork heavy
wooden shield, lance, masterwork composite
shortbow (+2 Str) with 20 arrows,
masterwork scimitar, cloak of
resistance +1, combat-trained
horse, riding saddle, 72 gp
The mounted archer fires deadly
arrows from horseback.
ZARISHEN
This bandit leader spares
merchants and porters if
they surrender so they
may return again later
with more cargo.
130
130
Init +6; Senses low-light vision; Perception +14
DEFENSE
AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 natural)
hp 62 (8d10+14)
Fort +8, Ref +13, Will +4; +2 vs. enchantments
Immune sleep; Resist fire 10
OFFENSE
Speed 30 ft.
Melee mwk elven curve blade +15/+10 (1d10+1/18–20)
Ranged +1 longbow +15/+10 (1d8+1/×3)
Special Attacks favored enemy (animals +2, orcs +4)
Ranger Spells Prepared (CL 5th; concentration +6)
2nd—barkskin, cat’s grace
1st—entangle, resist energy
TACTICS
Before Combat The ranger casts barkskin, cat’s grace, and resist
energy (fire).
During Combat If ranger acts in the surprise round, she casts
entangle. She prefers to attack at range and from cover.
Base Statistics Without barkskin, cat’s grace, and resist energy,
the ranger’s statistics are Init +4; AC 20, touch 15, flat-footed 16;
Ref +11; Melee mwk elven curve blade +13/+8 (1d10+1/18–20);
Ranged +1 longbow +13/+8 (1d8+1/×3); Dex 19; CMD +24;
Skills Acrobatics +11, Ride +10, Stealth +14.
STATISTICS
Str 13, Dex 23, Con 12, Int 12, Wis 12, Cha 8
Base Atk +8; CMB +9; CMD 26
Feats Combat Reflexes, Deadly Aim, Endurance, Point-Blank
Shot, Power Attack, Precise Shot, Weapon Finesse
Skills Acrobatics +13, Climb +9, Heal +8, Knowledge
(dungeoneering, geography) +6, Knowledge
(nature) +8, Perception +14, Ride +12, Stealth +16,
Survival +12, Swim +7
Languages Common, Elven, Orc
SQ elven magic, favored terrain (forest +4,
plains +2), hunter’s
bond (companions),
swift tracker,
track +4,
weapon
familiarity, wild
empathy +7, woodland stride
Combat Gear potion of cure moderate wounds;
Other Gear +1 chain shirt, +1 longbow with 20
arrows, masterwork elven curve blade, cloak of
resistance +1, ring of protection +1, 194 gp
The orc slayer is driven by vengeance to
kill all orcs.
MOUNTAINEER
CR 6
DWARF RANGER 7
XP 2,400
Medium humanoid (dwarf)
LE
ORC SLAYER
CR 7
ELF RANGER 8
XP 3,200
Medium humanoid (elf)
CN
Init +2; Senses Perception +12
DEFENSE
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 59 (7d10+16)
Fort +8, Ref +8, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); Resist fire 10
OFFENSE
Speed 30 ft.
Melee +1 warhammer +9/+4 (1d8+6/×3), mwk heavy shield +9/+4
(1d4+5 plus bull rush)
Ranged mwk heavy crossbow +10 (1d10/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, favored enemy (giants +2, humans +4)
Ranger Spells Prepared (CL 4th; concentration +6)
2nd—spike growth
1st—longstrider, resist energy
TACTICS
Before Combat The ranger casts longstrider and resist energy (fire),
then drinks his potion of bull’s strength.
During Combat The ranger uses Shield Slam to push opponents into
difficult terrain, off cliffs, or into the area of spike growth.
Base Statistics Without bull’s strength, longstrider, and resist
energy, the ranger’s statistics are Resist none; Speed
20 ft.; Melee +1 warhammer +7/+2 (1d8+4/×3),
mwk heavy shield +7/+2 (1d4+3 plus bull
rush); Str 16; CMB +10; CMD 22 (26 vs. bull
rush or trip); Skills Climb +9, Swim +7.
STATISTICS
Str 20, Dex 14, Con 14, Int 10, Wis 15, Cha 6
Base Atk +7; CMB +12; CMD 24 (28 vs. bull
rush or trip)
Feats Double Slice, Endurance, Improved
Shield Bash, Improved Two-Weapon
Fighting, Power Attack, Shield Slam, Two-
Weapon Fighting
Skills Climb +11, Knowledge (dungeoneering,
geography, nature) +8, Perception +12 (+14 to
notice unusual stonework), Profession (miner) +8,
Stealth +6, Survival +10, Swim +9
Languages Common, Dwarven
SQ favored terrain (mountain +2), hunter’s bond
(companions), track +3, wild empathy +5,
woodland stride
Combat Gear potion of bull’s strength, potion
of cure moderate wounds; Other Gear +1
breastplate, masterwork heavy wooden shield,
+1 warhammer, masterwork heavy crossbow
with 20 bolts, cloak of resistance +1, 229 gp
131131
CR
4
5
6
7
CORE CLASSES
RANGERS
Init +1; Senses low-light vision; Perception +16
DEFENSE
AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex,
+3 natural)
hp 81 (9d10+27)
Fort +8, Ref +7, Will +5; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk spiked chain +14/+9 (2d4+6)
Ranged +1 composite longbow +12/+7 (1d8+5/
19–20/×3)
Special Attacks favored enemy (aquatic humanoids +4,
humans +2)
Ranger Spells Prepared (CL 6th; concentration +8)
2nd—barkskin, snare
1st—pass without trace, speak with animals (2)
TACTICS
Before Combat The ranger casts barkskin and pass
without trace.
During Combat The ranger attacks from stealth
using his bow. He might drag a Small opponent
underwater, relying on Endurance to outlast his
drowning foe (though he has his potion of water
breathing just in case).
Base Statistics Without barkskin, the ranger’s statistics are
AC 16, touch 12, flat-footed 15.
STATISTICS
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +9; CMB +13; CMD 25
Feats Deadly Aim, Endurance, Exotic Weapon Proficiency
(spiked chain), Improved Critical (composite longbow), Point-Blank
Shot, Rapid Shot, Skill Focus (Stealth), Vital Strike, Weapon Focus
(composite longbow)
Skills Climb +12, Handle Animal +6, Knowledge (nature) +12,
Perception +16, Stealth +16, Survival +14, Swim +16
Languages Common, Elven
SQ elf blood, favored terrain (forest +2, swamp +4), hunter’s
bond (companions), swift tracker, track +4, wild empathy +8,
woodland stride
Combat Gear +1 frost arrows (5), +1 human-bane arrows (5);
potion of cure moderate wounds, potion of haste, potion of
water breathing; Other Gear +1 studded leather, +1 composite
longbow (+4 Str) with 20 arrows, masterwork spiked chain, ring of
protection +1, 290 gp
The swampwalker is a savage predator of the stinking
marsh. He is familiar with its threats and uses them as
tools to defeat his opponents.
CULLEN THEOREN
Cullen is a savage survivor in an environment that
constantly threatens death from exposure, disease or
predators. He hunts any creature that intrudes on his
territory, and has little tolerance for weakness or mercy.
Combat Encounters: Cullen strikes at the PCs from the
water or from an elevated branch, slipping away before
they can approach before returning to harass them
again and again. He may also try to lure the PCs into
environmental threats such as deep water or quicksand
to make them easier prey.
Roleplaying Suggestions: If Cullen observes the PCs
navigating his swamp with ease or defeating a dangerous
monster, he may offer his services as a guide, or trade
information with them.
SWAMPWALKER
CR 8
HALF-ELF RANGER 9
XP 4,800
Medium humanoid (elf, human)
CE
132
132
Init +4; Senses Perception +17
DEFENSE
AC 25, touch 17, flat-footed 20 (+4 armor, +1 deflection, +4 Dex,
+1 dodge, +3 natural, +1 shield, +1 size)
hp 69 (10d10+10)
Fort +10, Ref +13, Will +7; +2 vs. fear
Defensive Abilities evasion; Resist fire 20
OFFENSE
Speed 30 ft.
Melee +1 rapier +14/+9 (1d4+3/17–20), mwk handaxe +14/+9
(1d4+1/×3)
Ranged mwk light crossbow +16 (1d6/19–20)
Special Attacks favored enemy (aquatic humanoids +4, humans +4,
magical beasts +2)
Ranger Spells Prepared (CL 7th; concentration +9)
2nd—barkskin, wind wall
1st—endure elements, longstrider, resist energy
TACTICS
Before Combat The ranger casts barkskin, endure elements,
longstrider, and resist energy (fire).
During Combat The ranger prefers melee, using Mobility and Spring
Attack to engage the enemy leader while her pirate allies deal
with underlings.
Base Statistics Without barkskin, longstrider, and resist energy, the
ranger’s statistics are AC 22, touch 17, flat-footed 17; Resist none;
Speed 20 ft.
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 10
Base Atk +10; CMB +11; CMD 27
Feats Dodge, Endurance, Improved Two-Weapon Fighting, Mobility,
Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Vital
Strike, Weapon Finesse
Skills Acrobatics +11, Climb +17, Knowledge (geography, nature) +8,
Perception +17, Profession (sailor) +10, Stealth +21, Survival +15,
Swim +15
Languages Common, Halfling
SQ favored terrain (urban +2, water +4), hunter’s bond (companions),
swift tracker, track +5, wild empathy +10, woodland stride
Combat Gear potion of cure moderate wounds; Other Gear
+1 studded leather, +1 rapier, masterwork handaxe, masterwork
light crossbow with 20 bolts, belt of incredible dexterity +2,
cloak of resistance +1, feather token (swan boat), ring of
protection +1, 863 gp
The pirate queen is a deadly foe, whether she’s encountered
in a scummy port town or out on the high seas, flying
the black flag. She keeps a full crew of unruly, vicious
buccaneers in line, and rewards them with the treasure
and carnage they crave.
PIALOOSA
Cocky and self-assured from years of experience on the
water, Pialoosa expects nothing but the best from her
crew, and rewards them generously when they show
great bravery or skill. She is especially greedy—even for
a pirate—and pursues any rumors, maps, or historical
fables that might lead to treasure hoards hidden by long-
dead pirates.
Combat Encounters: Pialoosa pursues a ship the PCs
are on, demanding they surrender their treasure or be
tossed in the briny deep. If encountered on land, she
might start a massive brawl in a tavern, possibly after
playing a game of cards and losing a good share of the
booty she acquired most recently.
Roleplaying Suggestions: Pialoosa could be hired as
a trustworthy (if black-hearted) ship captain to guide
the PCs through dangerous waters. She relies on her
reputation to keep other pirates away, and flies a special
red flag with a black image of a foot on it to indicate she’s
aboard a ship. Anyone who attacks her ship risks death
beneath her blade, even if it’s an old friend.
PIRATE QUEEN
CR 9
HALFLING RANGER 10
XP 6,400
Small humanoid (halfling)
NE
133
133
CR
8
9
CORE CLASSES
RANGERS
Init +2; Senses low-light vision; Perception +18
DEFENSE
AC 24, touch 15, flat-footed 21 (+6 armor, +1 deflection, +2 Dex,
+1 dodge, +3 natural, +1 size)
hp 116 (11d10+51)
Fort +12, Ref +10, Will +6; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), evasion; Immune poison; Resist fire 20
OFFENSE
Speed 20 ft.
Melee +1 gnome hooked hammer +13/+8/+3 (1d6+3/19–20/×3),
mwk gnome hooked hammer +13 (1d4+2/19–20/×4) or
mwk longspear +15/+10/+5 (1d6+3/×3)
Ranged mwk composite longbow +15/+10/+5 (1d6+2/×3)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, favored enemy (earth outsiders +2, giants +6,
oozes +2)
Ranger Spells Prepared (CL 8th; concentration +10)
3rd—cure moderate wounds
2nd—barkskin, bear’s endurance
1st—delay poison, entangle, resist energy
TACTICS
Before Combat The ranger casts barkskin,
bear’s endurance, delay poison, and resist
energy (fire).
During Combat If facing multiple opponents
with reach, the ranger uses Lunge.
Base Statistics Without barkskin, bear’s
endurance, delay poison, and resist
energy, the ranger’s statistics are hp 94;
Fort +10; AC 21, touch 15, flat-footed 18;
Immune none; Resist none;
Con 14.
STATISTICS
Str 14, Dex 14, Con 18, Int 10, Wis 14,
Cha 10
Base Atk +11; CMB +12; CMD 26
Feats Dodge, Double Slice,
Endurance, Improved Critical
(gnome hooked hammer),
Lunge, Mobility, Power Attack,
Two-Weapon Fighting, Two-
Weapon Rend, Vital Strike
Skills Acrobatics +17 (+13 when
jumping), Climb +8, Knowledge
(dungeoneering, local) +5, Knowledge
(geography, nature) +8, Linguistics +1,
Perception +18, Stealth +19, Survival +16,
Swim +8
Languages Common, Giant, Gnome
SQ favored terrain (mountain +2, underground +4), hunter’s bond
(companions), quarry, swift tracker, track +5, wild empathy +11,
woodland stride
Combat Gear potion of invisibility, scroll of cure serious wounds;
Other Gear +2 chain shirt, +1/masterwork gnome hooked
hammer, masterwork composite longbow (+3 Str) with 20
arrows, boots of elvenkind, cloak of resistance +1, ring of
protection +1, 630 gp
The giant-killer is trained to kill monsters many
times her size, using speed, specialized weapons, and
time honored techniques to bring down even the most
daunting foes.
MIRSHI KNEE-SPLITTER
Feisty and fearless, Mirshi is good at slaying giants—
and she makes sure that everyone else knows it. If a
town is menaced by her favored prey, she swaggers in
and demands an outrageous price for her services. Once
the townsfolk agree, she murders the giants, claims her
wages, and leaves the town impoverished. She’s been
fighting giants since she came of age, and she wants
to collect at least one
head from each type
of giant to display in
her trophy room.
Combat Encounters:
Mirshi
might
attack
the PCs to prevent them
from stealing her glory or
depriving her of a bounty
from a nearby village. If
giants are involved in a fight,
she fights them no matter
how much she might despise
the other combatants involved.
When she misses in combat
against a Medium or Small
creature, she claims it’s because
she’s so used to fighting much
larger opponents (mostly just to
protect her pride).
Roleplaying Suggestions: Mirshi loves
it when others laud her achievements.
She quickly becomes friendly toward
a bard PC if she thinks the bard might
write ballads, songs, epic poems, or plays
about her giant-slaying adventures.
The tales Mirshiri tells about herself
are highly exaggerated, but she never lies
when counting up the number of giants
that she’s killed.
GIANT-KILLER
CR 10
GNOME RANGER 11
XP 9,600
Small humanoid (gnome)
NE
134
134
Init +8; Senses Perception +16
DEFENSE
AC 25, touch 16, flat-footed 20 (+5 armor, +1 deflection, +4 Dex,
+1 dodge, +4 natural)
hp 94 (12d10+24)
Fort +11, Ref +13, Will +6
Defensive Abilities evasion; Immune poison; Resist fire 20
OFFENSE
Speed 40 ft.
Melee +1 kukri +16/+11/+6 (1d4+5/18–20), +1 kukri +16/+11
(1d4+5/18–20)
Ranged mwk composite longbow +17/+12/+7 (1d8+4/×3)
Special Attacks favored enemy (animals +2, humans +6, orcs +2)
Ranger Spells Prepared (CL 9th; concentration +10)
2nd—barkskin, cat’s grace, wind wall
1st—delay poison, longstrider, resist energy
TACTICS
Before Combat The ranger casts barkskin, cat’s grace, delay poison,
longstrider, and resist energy (fire).
During Combat The ranger attacks with his bow using Deadly Aim.
In melee, he uses his kukris or attempts to grapple.
Base Statistics Without barkskin, cat’s grace, delay poison,
longstrider, and resist energy, the ranger’s statistics are Init
+6; Senses normal; AC 20, touch 14, flat-footed 17; Ref +11;
Immune none; Resist none; Speed 30 ft.; Ranged mwk longbow
+15/+10/+5 (1d8+4/×3); Dex 14; CMD 30 (32 vs. grapple);
Skills Acrobatics +12, Stealth +17.
STATISTICS
Str 19, Dex 18, Con 14, Int 10, Wis 12, Cha 10
Base Atk +12; CMB +16 (+18 grapple); CMD 32
(34 vs. grapple)
Feats Deadly Aim, Dodge, Double Slice,
Endurance, Improved Grapple, Improved
Initiative, Improved Two-Weapon Fighting, Improved
Unarmed Strike, Point-Blank Shot, Two-Weapon
Fighting, Weapon Focus (kukri)
Skills Acrobatics +14 (+18 when jumping), Bluff +10, Climb +12,
Disguise +7, Knowledge (geography, nature) +8, Knowledge
(local) +5, Linguistics +2, Perception +16, Sense Motive +11,
Stealth +19, Survival +16, Swim +10
Languages Common, Elven, Orc
SQ camouflage, favored terrain (plains +2, urban +4), hunter’s bond
(companions), quarry, swift tracker, track +6, wild empathy +12,
woodland stride
Combat Gear potions of cure serious wounds (2), smokesticks (2),
tanglefoot bags (2); Other Gear +2 studded leather, +1 kukris (2),
masterwork composite longbow (+4 Str) with 20 arrows, amulet
of natural armor +1, belt of giant strength +2, cloak of resistance +1,
ring of protection +1, 793 gp
A bounty hunter brings back his targets dead or alive.
ALEC RENATUS
Alec hunts people to bring them to justice, not because
he enjoys killing. He uses deadly force only if he must to
protect himself or others. He tries to learn as much as
possible about his target before starting his pursuit, and
selects potions and other items based on the best tactics
for capturing that person.
Combat Encounters: Alec generally does work only for
legitimate and lawful governments, but might attempt to
capture a PC if he was deceived into believing that PC has
broken the law.
Roleplaying Suggestions: Alec could approach the PCs to
gain their help in capturing a particularly difficult target.
BOUNTY HUNTER
CR 11
HUMAN RANGER 12
XP 12,800
Medium humanoid (human)
LN
135
135
CR
10
11
CORE CLASSES
RANGERS
The fiendslayer’s ultimate goal is to rid the mortal world
of evil outsiders.
ELIZAVETA ORIONES
Trained by a church, Elizaveta sees killing demons and
devils as a sacred duty. In villages plagued by fiends, she
questions locals to determine what kind of threat she
faces. If foolish dabblers called the fiends, she turns them
in. If the summoning was deliberate, she kills those who
were responsible.
Combat Encounters: Eliza might confront the PCs if
she hears rumors that one is a conjurer or summoner.
Roleplaying Suggestions: Eliza volunteers her help
only if PCs are hunting demons, devils, or fiendish cults.
FIENDSLAYER
CR 12
HALF-ELF RANGER 13
XP 19,200
Medium humanoid (elf, human)
N
Init +5; Senses low-light vision; Perception +26
DEFENSE
AC 28, touch 16, flat-footed 22 (+8 armor, +5 Dex, +1 dodge, +4 natural)
hp 125 (13d10+49)
Fort +12, Ref +14, Will +7; +2 vs. enchantments
Defensive Abilities evasion; Immune fire (120 points), poison,
sleep; Resist electricity 20
OFFENSE
Speed 40 ft.
Melee +1 cold iron rapier +17/+12/+7 (1d6+3/15–20), +1 silver dagger
+17/+12/+7 (1d4+2/19–20)
Ranged +1 light crossbow +19 (1d8+1/19–20)
Special Attacks favored enemy (evil outsiders +6, magical beasts +2,
undead +2)
Ranger Spells Prepared (CL 10th; concentration +12)
3rd—cure moderate wounds
2nd—barkskin, bear’s endurance, protection from energy
1st—delay poison, longstrider, resist energy (2)
TACTICS
Before Combat The ranger casts barkskin, bear’s endurance, delay poison,
longstrider, protection from energy (fire), and resist energy (electricity).
During Combat If fighting demons or devils, the ranger applies oil of
bless weapon to one weapon and drinks her potion of heroism.
Base Statistics Without barkskin, bear’s endurance, delay poison,
longstrider, protection from energy, and resist energy, the ranger’s
statistics are AC 24, touch 16, flat-footed 18; hp 99; Fort +10;
Immune sleep; Resist none; Speed 30; Con 12; Skills Acrobatics +15.
STATISTICS
Str 14, Dex 21, Con 16, Int 10, Wis 14, Cha 8
Base Atk +13; CMB +15; CMD 31
Feats Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting,
Improved Critical (rapier), Improved Two-Weapon Fighting,
Improved Vital Strike, Skill Focus (Perception), Two-Weapon
Fighting, Two-Weapon Rend, Vital Strike, Weapon Finesse
Skills Acrobatics +15 (+19 when jumping), Knowledge (nature) +13,
Knowledge (planes) +10, Linguistics +3, Perception +26, Ride +12,
Stealth +21, Survival +18, Swim +10
Languages Abyssal, Celestial, Common, Elven, Infernal
SQ camouflage, elf blood, favored terrain (Abyss +4,
underground +4, urban +2), hunter’s bond
(companions), quarry, swift tracker, track +6,
wild empathy +12, woodland stride
Combat Gear oil of bless weapon (2),
potions of cure serious wounds (2),
potion of heroism, potions of
invisibility (2), +1 evil outsider-
bane bolts (5), holy water (4); Other Gear +2 mithral breastplate,
+1 cold iron rapier, +1 light crossbow with 15 bolts, +1 silver dagger,
belt of incredible dexterity +2, cloak of resistance +1, 772 gp
136
136
Init +5; Senses darkvision 60 ft.; Perception +19
DEFENSE
AC 27, touch 14, flat-footed 25 (+6 armor, +2 deflection, +1 Dex,
+1 dodge, +4 natural, +3 shield)
hp 130 (14d10+49)
Fort +14, Ref +12, Will +8
Defensive Abilities evasion, orc ferocity; Immune fire (120 points);
Resist electricity 30
OFFENSE
Speed 40 ft.
Melee +1 scimitar +18/+13/+8 (1d6+6/15–20), +2 light shield +21/+16
(1d3+7 plus bull rush)
Ranged mwk composite longbow +16/+11/+6 (1d8+5/×3)
Special Attacks favored enemy (animals +2, humans +4,
magical beasts +4)
Ranger Spells Prepared (CL 11th; concentration +13)
4th—freedom of movement
3rd—neutralize poison
2nd—barkskin, protection from energy, wind wall
1st—endure elements, longstrider, pass without trace,
resist energy
TACTICS
Before Combat The ranger casts barkskin, endure elements,
freedom of movement, longstrider, pass without trace,
protection from energy (fire), and resist energy (electricity).
During Combat The ranger casts wind wall to separate foes,
then uses Improved Shield Bash to manipulate positioning.
Base Statistics Without barkskin, longstrider, protection
from energy, and resist energy, the ranger’s statistics
are AC 23, touch 14, flat-footed 21; Immune none; Resist none;
Speed 30 ft.; Skills Acrobatics +11.
STATISTICS
Str 20, Dex 13, Con 16, Int 10, Wis 14, Cha 8
Base Atk +14; CMB +19; CMD 33
Feats Blind-Fight, Dodge, Double Slice, Endurance, Improved Critical
(scimitar), Improved Initiative, Improved Shield Bash, Improved
Two-Weapon Fighting, Power Attack, Shield Master, Shield Slam,
Two-Weapon Fighting
Skills Acrobatics +11 (+15 when jumping), Climb +13, Diplomacy +4,
Handle Animal +7, Heal +10, Intimidate +1, Knowledge
(geography) +8, Knowledge (nature) +13, Perception +19, Ride +9,
Sense Motive +5, Stealth +18, Survival +15
Languages Common, Orc
SQ camouflage, favored terrain (desert +6, mountain +2, urban +2),
hunter’s bond (companions), orc blood, quarry, swift tracker,
track +7, weapon familiarity, wild empathy +13, woodland stride
Combat Gear potions of cure serious wounds (2), potion of fly,
potion of haste, scrolls of neutralize poison (2), wand of cure
moderate wounds (20 charges); Other Gear +2 chain shirt,
+2 light wooden shield, +1 scimitar, masterwork composite
longbow (+5 Str) with 20 arrows, belt of giant strength +2, cloak
of resistance +2, ring of protection +2, 981 gp
The desert stalker snares his prey and bleeds it dry.
ARKESH
Arkesh loves the desert, its people, and their traditions,
and hates those who would change or exploit any of these.
He might let a water caravan run by foreigners pass, but
would kill a similar group bringing exotic goods to tempt
desert people into strange new ways.
Combat Encounters: Arkesh attacks the PCs for a
perceived affront to his territory or traditions.
Roleplaying Suggestions: If PCs respect the desert,
Arkesh might rescue them during a sandstorm, guide
them past a dangerous monster, or explain in detail
the hazards of the wilds.
DESERT STALKER
CR 13
HALF-ORC RANGER 14
XP 25,600
Medium humanoid (human, orc)
LE
137
137
CR
12
13
CORE CLASSES
RANGERS
Init +7; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 26, touch 14, flat-footed 23 (+6 armor, +1 deflection, +3 Dex,
+5 natural, +1 shield)
hp 112 (15d10+25)
Fort +13, Ref +17, Will +12
Defensive Abilities evasion, orc ferocity; Immune cold (120 points);
Resist electricity 30, fire 30
OFFENSE
Speed 40 ft.
Melee +1 good outsider-bane orc double axe +21/+16/+11
(1d8+7/19–20/×3), +1 orc double axe +21/+16/+11 (1d8+7/19–20/×3)
Ranged mwk composite longbow +19/+14/+9 (1d8+6/×3)
Special Attacks favored enemy (elves +2, good outsiders +8,
humans +2, magical beasts +2)
Ranger Spells Prepared (CL 12th; concentration +14)
4th—freedom of movement
3rd—cure moderate wounds, neutralize poison
2nd—barkskin, cat’s grace, protection from energy
1st—longstrider, pass without trace, resist energy (2)
TACTICS
Before Combat The ranger casts barkskin, cat’s grace, freedom
of movement, longstrider, pass without trace, protection from
energy (cold), and resist energy (electricity, fire).
During Combat The ranger uses her bow against flying targets, but
prefers melee and uses a potion of fly if her prey won’t land.
Base Statistics Without barkskin, cat’s grace, longstrider, protection
from energy, and resist energy, the ranger’s statistics are Init +5;
AC 19, touch 12, flat-footed 18; Ref +15; Immune none; Resist
none; Speed 30 ft.; Ranged mwk composite longbow +17/+12/+7
(1d8+6/×3); Dex 13; CMD 33; Skills Ride +8, Stealth +18.
STATISTICS
Str 22, Dex 17, Con 12, Int 10, Wis 14, Cha 8
Base Atk +15; CMB +21; CMD 35
Feats Double Slice, Endurance, Greater Two-Weapon Fighting,
Improved Critical (orc double axe), Improved Initiative, Improved
Two-Weapon Fighting, Iron Will, Lightning Reflexes, Point-Blank
Shot, Power Attack, Two-Weapon Defense, Two-Weapon Fighting,
Weapon Focus (orc double axe)
Skills Bluff +7, Climb +18, Intimidate +1, Knowledge (nature) +13,
Knowledge (planes) +10, Linguistics +2, Perception +20, Ride +10,
Stealth +20, Survival +15, Swim +18
Languages Abyssal, Celestial, Common, Orc
SQ camouflage, favored terrain (Heaven +6, mountain +2, urban +2),
hunter’s bond (companions), orc blood, quarry, swift tracker,
track +7, weapon familiarity, wild empathy +14, woodland stride
Combat Gear +1 good outsider-bane arrows (10), potions of cure
serious wounds (2), potions of fly (2), potions of restoration (2),
ring of feather falling, wand of cure light wounds (50 charges);
Other Gear +3 studded leather, +1 good outsider-bane/+1 orc
double axe, masterwork composite longbow (+6 Str) with 10
arrows, belt of giant strength +2, cloak of resistance +3, ring of
protection +1, 895 gp
An angel slayer decries false gods and their messengers.
WRATHACK
Wrathack doesn’t tolerate preaching about goodness or
the benign nature of the gods. She decorates her clothing
with bloody feathers from angel wings as a warning to any
who dare speak lies about hope, kindness, and salvation.
ANGEL SLAYER
CR 14
HALF-ORC RANGER 15
XP 38,400
Medium humanoid (human, orc)
CE
138
138
Combat Gear necklace of fireballs (type I), potion of blur, potion of
bull’s strength, potions of cure serious wounds (2), potions of hide
from undead (5), potions of lesser restoration (2), silversheen,
alchemical silver arrows (20), holy water (4); Other Gear +2 chain
shirt, +1 holy scimitar, +1 undead-bane light hammer, masterwork
composite longbow (+5 Str) with 20 arrows, belt of mighty
constitution +2, cloak of resistance +3, ring of protection +2, 743 gp
An undead slayer’s sole purpose is to destroy undead.
SEIJAL NIGHTBANE
With a combination of relentless determination and
cold efficiency, Seijal seeks out places where undead are
known to lurk, attracts their attention, then destroys any
that crawl forth.
UNDEAD SLAYER
CR 15
HUMAN RANGER 16
XP 51,200
Medium humanoid (human)
LG
Init +2; Senses Perception +21
DEFENSE
AC 25, touch 14, flat-footed 23 (+6 armor, +2 deflection, +2 Dex,
+5 natural)
hp 132 (16d10+40)
Fort +17, Ref +15, Will +10
Defensive Abilities improved evasion; Immune cold (120 points),
fire (120 points), poison; Resist electricity 30
OFFENSE
Speed 40 ft.
Melee +1 holy scimitar +21/+16/+11/+6 (1d6+6/18–20), +1 undead-bane
light hammer +21/+16/+11 (1d4+6)
Ranged mwk composite longbow +19/+14/+9/+4 (1d8+5/×3)
Special Attacks favored enemy (aberrations +2, evil outsiders +2,
humans +2, undead +8)
Ranger Spells Prepared (CL 13th; concentration +15)
4th—freedom of movement
3rd—remove disease (2)
2nd—barkskin, owl’s wisdom, protection from energy (2)
1st—calm animals, delay poison, longstrider, resist energy
TACTICS
Before Combat The ranger casts barkskin, delay poison, freedom of
movement, longstrider, protection from energy (cold, fire), and
resist energy (electricity).
During Combat The ranger allows herself to be surrounded by weak
undead so she can use Great Cleave and Power Attack.
Base Statistics Without barkskin, delay poison, longstrider,
protection from energy, and resist energy, the ranger’s statistics
are AC 20, touch 14, flat-footed 18; Immune none; Resist none;
Speed 30 ft.; Skills Acrobatics +17.
STATISTICS
Str 20, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +16; CMB +21; CMD 35
Feats Cleave, Double Slice, Endurance, Great Fortitude, Greater Two-
Weapon Fighting, Improved Two-Weapon Fighting, Improved
Vital Strike, Point-Blank Shot, Power Attack, Two-Weapon
Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (light
hammer, scimitar)
Skills Acrobatics +17 (+21 when jumping), Climb +13,
Heal +15, Knowledge (dungeoneering) +8,
Knowledge (local, planes) +5, Knowledge
(nature) +6, Knowledge (religion) +15,
Perception +21, Perform (string) +1,
Ride +10, Spellcraft +13, Stealth +21,
Survival +15, Swim +13
Languages Common
SQ camouflage, favored terrain (forest +2, underground +4, urban +4),
hunter’s bond (companions), quarry, swift tracker, track +8, wild
empathy +15, woodland stride
139
139
CR
14
15
CORE CLASSES
RANGERS
Init +7; Senses darkvision 60 ft., low-light vision; Perception +21
DEFENSE
AC 33, touch 19, flat-footed 26 (+9 armor, +2 deflection, +6 Dex,
+1 dodge, +5 natural)
hp 142 (17d10+44)
Fort +15, Ref +20, Will +9; +2 vs. enchantments
Defensive Abilities improved evasion; Immune poison, sleep
OFFENSE
Speed 40 ft.
Melee +1 elven curve blade +20/+15/+10/+5 (1d10+4/18–20)
Ranged +2 composite longbow +26/+21/+16/+11 (1d8+4/19–20/×3)
Special Attacks favored enemy (animals +2, dragons +4, giants +4,
magical beasts +4)
Ranger Spells Prepared (CL 14th; concentration +15)
3rd—darkvision, neutralize poison
2nd—barkskin, bear’s endurance, protection from energy, snare
1st—delay poison, hide from animals, longstrider, pass without
trace, resist energy
TACTICS
Before Combat The ranger casts barkskin, bear’s endurance,
darkvision, delay poison, longstrider, and pass without trace.
During Combat The ranger prefers ranged combat. He uses Deadly
Aim with Rapid Shot, hoping to also use Tiring Critical.
Base Statistics Without barkskin, bear’s endurance, darkvision,
delay poison, and longstrider, the ranger’s statistics are Senses
low-light vision; AC 28, touch 19, flat-footed 21; hp 108; Fort +13;
Immune sleep; Speed 30 ft.; Con 11; Skills Acrobatics +23.
STATISTICS
Str 14, Dex 24, Con 15, Int 10, Wis 13, Cha 10
Base Atk +17; CMB +19; CMD 39
Feats Critical Focus, Deadly Aim, Dodge, Endurance, Improved Critical
(composite longbow), Manyshot, Mobility, Point-Blank Shot,
Power Attack, Precise Shot, Rapid Shot, Shot on the Run, Spring
Attack, Tiring Critical
Skills Acrobatics +23 (+27 when jumping), Climb +9, Handle
Animal +8, Knowledge (arcana, local) +10, Knowledge
(nature) +13, Perception +21, Ride +11, Stealth +26,
Survival +21, Swim +5
Languages Common, Elven
SQ camouflage, elven magic, favored terrain (forest +2,
mountain +4, plains +4), hide in plain sight, hunter’s bond
(companions), quarry, swift tracker, track +8, weapon
familiarity, wild empathy +17, woodland stride
Combat Gear +1 dragon-bane arrows (5), +1 giant-bane
arrows (5), +1 magical beast-bane arrows (5);
potions of displacement (2), potions of fly (2),
potions of haste (2), scroll of commune with nature,
wand of cure moderate wounds (20 charges); Other Gear
+3 mithral breastplate, +1 elven curve blade, +2 composite
longbow (+2 Str) with 60 arrows, belt of incredible dexterity +4,
boots of elvenkind, cloak of resistance +3, efficient quiver, ring of
feather falling, ring of protection +2, 1,380 gp
The daredevil hunter seeks the largest and most dangerous
creatures for trophy kills.
THALION SKYTALE
Thalion thinks of himself as the world’s greatest big game
hunter. He spends days—even weeks—tracking creatures
he intends to slay, and sometimes hires his services to
areas plagued by marauding giants or dragons. If he
mistakenly attacks an animal companion or eidolon, he
apologizes and asks to duel the creature to test his skills.
DAREDEVIL HUNTER
CR 16
ELF RANGER 17
XP 76,800
Medium humanoid (elf)
CN
140
140
hunter’s bond (companions), quarry, swift tracker, track +9, wild
empathy +16, woodland stride
Combat Gear boots of speed; Other Gear +4 mithral breastplate,
+2/+2 dwarven urgrosh, +1 heavy crossbow with 10 bolts, bag of
holding (type I), belt of giant strength +4, cloak of resistance +2,
golembane scarab, ring of protection +3, 1,600 gp
A golem-breaker makes a ruin of constructs, clockworks,
and complex devices.
ESHEYNA
Esheyna has always had a knack for spotting the weak
points in structures, a talent she has long put to use to
sabotage enemy siege engines. Now a legendary mercenary,
she enjoys bashing apart teams of iron golems just to see
how they’re supposed to fit together.
Combat Encounters: Esheyna might battle the PCs for
control of an ancient juggernaut just so she has bragging
rights about destroying it.
Roleplaying Suggestions: Esheyna offers advice and
assistance to the PCs about ancient war machines or
clockwork invaders from another plane.
GOLEM-BREAKER
CR 17
DWARF RANGER 18
XP 102,400
Medium humanoid (dwarf)
LN
Init +6; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 31, touch 16, flat-footed 28 (+10 armor, +3 deflection, +2 Dex,
+1 dodge, +5 natural)
hp 203 (18d10+100)
Fort +18, Ref +15, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), improved evasion; Immune fire (120 points), poison;
Resist electricity 30
OFFENSE
Speed 30 ft.
Melee +2 dwarven urgrosh +25/+20/+15/+10 (1d8+8/19–20/×3),
+2 dwarven urgrosh +25/+20/+15 (1d6+8/19–20/×3)
Ranged +1 heavy crossbow +21 (1d10+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, favored enemy (constructs +8, elves +2, goblinoids +2,
oozes +2)
Ranger Spells Prepared (CL 15th; concentration +17)
4th—cure serious wounds, freedom of movement
3rd—cure moderate wounds, water walk
2nd—barkskin, bear’s endurance, protection from energy, wind wall
1st—delay poison, detect snares and pits (2), longstrider, resist energy
TACTICS
Before Combat The ranger casts barkskin, bear’s endurance, delay
poison, longstrider, protection from energy (fire), and resist
energy (electricity).
During Combat The ranger uses Mobility and Spring Attack to
overcome enemy reach, and Greater Vital Strike to make
devastating single blows.
Base Statistics Without barkskin, bear’s endurance,
delay poison, freedom of movement, longstrider,
protection from energy, and resist energy, the ranger’s statistics
are AC 26, touch 16, flat-footed 23; hp 167; Fort +16; Immune
none; Resist none; Speed 20 ft.; Con 16.
STATISTICS
Str 22, Dex 14, Con 20, Int 10, Wis 14, Cha 6
Base Atk +18; CMB +24; CMD 40 (44 vs. bull rush or trip)
Feats Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting,
Greater Vital Strike, Improved Critical (dwarven urgrosh), Improved
Initiative, Improved Two-Weapon Fighting, Improved Vital Strike,
Mobility, Spring Attack, Two-Weapon Fighting, Two-Weapon Rend,
Vital Strike, Weapon Focus (dwarven urgrosh)
Skills Acrobatics +19, Climb +14, Heal +10, Knowledge (arcana) +15,
Knowledge (dungeoneering) +18, Knowledge (engineering) +10,
Knowledge (geography, nature) +8, Perception +20 (+22 to notice
unusual stonework), Stealth +12, Survival +15, Swim +9
Languages Common, Dwarven
SQ camouflage, favored terrain (forest +2, mountain +4,
underground +4, urban +4), hide in plain sight,
141141
CR
16
17
CORE CLASSES
RANGERS
Combat Gear +1 elf-bane arrows (5), +1 flaming arrows (5),
+1 gnome-bane arrows (5), +1 human-bane arrows (10),
+1 shock arrows (5), chime of interruption, potions of
invisibility (2), wand of cure serious wounds (20 charges);
Other Gear +4 mithral breastplate, +1 frost longbow with
20 arrows, +1 greataxe, bag of holding (type I), belt of
incredible dexterity +4, cloak of resistance +4, ring of
protection +3, diamond dust for nondetection (worth 50 gp),
2,574 gp
A mage hunter thrills at killing sorcerers and wizards.
Knowing how to circumvent their hated spells, he casts
nondetection every day to deter pursuit and scrying.
MAGE HUNTER
CR 18
HUMAN RANGER 19
XP 153,600
Medium humanoid (human)
CE
Init +11; Senses darkvision 60 ft.; Perception +24
DEFENSE
AC 34, touch 19, flat-footed 28 (+10 armor, +3 deflection, +5 Dex,
+1 dodge, +5 natural)
hp 195 (19d10+86)
Fort +19, Ref +24, Will +14
Defensive Abilities improved evasion, nondetection; Immune
electricity (120 points), fire (120 points), poison; Resist cold 30,
electricity 30, fire 30
OFFENSE
Speed 40 ft.
Melee +1 greataxe +21/+16/+11/+6 (1d12+2/×3)
Ranged +1 frost longbow +27/+22/+17/+12 (1d8+1/19–20/×3 plus
1d6 cold)
Special Attacks favored enemy (elves +6, gnomes +2, humans +4,
magical beasts +2)
Ranger Spells Prepared (CL 16th; concentration +18)
4th—freedom of movement, nondetection
3rd—darkvision, neutralize poison, repel vermin
2nd—barkskin, bear’s endurance, protection from energy (2)
1st—delay poison, longstrider, resist energy (3)
TACTICS
Before Combat The ranger casts barkskin, bear’s endurance,
darkvision, delay poison, freedom of movement, longstrider,
nondetection, protection from energy (electricity, fire), and resist
energy (cold, electricity, fire).
During Combat The ranger slays spellcasters with bane arrows. He
rings his chime of interruption to hamper spellcasting.
Base Statistics Without barkskin, bear’s endurance, darkvision,
longstrider, nondetection, protection from energy, and resist
energy, the ranger’s statistics are Senses normal; hp 157; Fort +17;
Defensive Abilities improved evasion; Immune none; Resist
none; Speed 30 ft.; Con 14; Skills Acrobatics +22.
STATISTICS
Str 12, Dex 24, Con 18, Int 10, Wis 14, Cha 8
Base Atk +19; CMB +20; CMD 41
Feats Critical Focus, Deadly Aim, Dodge, Endurance, Improved Critical
(longbow), Improved Initiative, Improved Iron Will, Improved Precise
Shot, Iron Will, Lightning Reflexes, Manyshot, Point-Blank Shot, Precise
Shot, Quick Draw, Rapid Shot, Staggering Critical, Stunning Critical
Skills Acrobatics +22 (+26 when jumping), Climb +14, Handle
Animal +7, Heal +10, Knowledge (arcana, local) +10, Knowledge
(dungeoneering, geography) +8, Knowledge (history) +5,
Knowledge (nature) +7, Linguistics +1, Perception +24, Ride +14,
Spellcraft +13, Stealth +29, Survival +15, Swim +9
Languages Common, Draconic
SQ camouflage, favored terrain (forest +4, plains +2, underground +2,
urban +6), hide in plain sight, hunter’s bond (companions), improved
quarry, swift tracker, track +9, wild empathy +18, woodland stride
142
142
Combat Gear +1 anarchic arrows (5), boots of speed, +1 flaming
arrows (5), +1 frost arrows (5), +1 shock arrows (5), +1 unholy
arrows (5), potions of cure serious wounds (2), potions of delay
poison (2), scroll of neutralize poison, adamantine arrows (5),
purple worm poison (2), smokesticks (5), tanglefoot bags (5);
Other Gear +4 mithral chain shirt, +2 longsword, oathbow
(+6 Str) with 30 arrows, belt of physical might +4 (Str, Dex), cloak
of resistance +5, efficient quiver, ring of protection +3, ring of
sustenance, 4,195 gp
Supreme hunters stalk and kill anything they choose.
Most of them are so skilled they need to keep looking for
tougher targets just to feel challenged.
SUPREME HUNTER
CR 19
HUMAN RANGER 20
XP 204,800
Medium humanoid (human)
CE
Init +9; Senses darkvision 60 ft.; Perception +25
DEFENSE
AC 31, touch 18, flat-footed 26 (+8 armor, +3 deflection, +4 Dex,
+1 dodge, +5 natural)
hp 184 (20d10+70)
Fort +20, Ref +22, Will +13
Defensive Abilities improved evasion; Immune fire (120 points),
poison; Resist cold 30
OFFENSE
Speed 40 ft.
Melee +2 longsword +28/+23/+18/+13 (1d8+11/19–20)
Ranged oathbow +28/+23/+18/+13 (1d8+8/19–20/×3)
Special Attacks favored enemy (dwarves +4, elves +4, gnomes +2,
humans +6, orcs +2)
Ranger Spells Prepared (CL 17th; concentration +19)
4th—commune with nature, freedom of movement, tree stride
3rd—darkvision, neutralize poison, remove disease
2nd—barkskin, bear’s endurance, protection from energy, snare,
spike growth
1st—alarm, endure elements, longstrider, pass without trace,
resist energy
TACTICS
Before Combat The ranger casts barkskin, bear’s endurance,
darkvision, freedom of movement, longstrider, pass without trace,
protection from energy (fire), resist energy (cold), and tree stride.
During Combat The ranger swears to kill one target with his
oathbow, using his boots of speed and feats to gain extra attacks.
Against dangerous foes, he uses poison.
Base Statistics Without barkskin, bear’s endurance, darkvision,
longstrider, protection from energy, and resist energy, the ranger’s
statistics are Senses normal; AC 26, touch 18, flat-footed 21; hp 144;
Fort +18; Immune none; Resist none; Speed 30 ft.; Con 12;
Skills Acrobatics +15.
STATISTICS
Str 22, Dex 20, Con 16, Int 11, Wis 14, Cha 8
Base Atk +20; CMB +26; CMD 45
Feats Bleeding Critical, Blinding Critical, Combat Reflexes, Critical
Focus, Deadly Aim, Dodge, Endurance, Improved Critical
(composite longbow), Improved Initiative, Improved Precise Shot,
Manyshot, Point-Blank Shot, Power Attack, Precise Shot, Quick
Draw, Rapid Shot, Weapon Focus (composite longbow)
Skills Acrobatics +15 (+19 when jumping), Climb +19, Handle Animal +12,
Heal +15, Knowledge (dungeoneering) +8, Knowledge
(geography) +13, Knowledge (nature) +18, Knowledge (planes) +5,
Perception +25, Ride +18, Stealth +28, Survival +25, Swim +14
Languages Common
SQ camouflage, favored terrain (desert +2, forest +2, mountain +4,
plains +6), hide in plain sight, hunter’s bond (companions), improved
quarry, swift tracker, track +10, wild empathy +19, woodland stride
143
143
CR
18
19
CORE CLASSES
RANGERS
Init +7; Senses Perception +3
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will –1
OFFENSE
Speed 30 ft.
Melee short sword +3 (1d6+2/19–20)
Ranged dagger +3 (1d4+2/19–20)
Special Attacks sneak attack +1d6
TACTICS
Before Combat The rogue hides so he can use sneak attack.
During Combat The rogue continues to engage his initial opponent
in melee, or throws acid if all his opponents are at range.
STATISTICS
Str 14, Dex 17, Con 13, Int 10, Wis 8, Cha 12
Base Atk +0; CMB +2; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist +7,
Knowledge (local) +4, Perception +3, Sleight of Hand +7,
Stealth +7, Swim +6
Languages Common
SQ trapfinding +1
Combat Gear potion of cure
light wounds, acid (2),
smokestick, tanglefoot bag;
Other Gear masterwork
studded leather, daggers (5), short
sword, thieves’ tools, 25 gp
The cutpurse is a dirty sneak who
uses surprise and stealth to rob
unsuspecting victims.
AVEM THE BLADE
A young tough trying to make
a name for himself, Avem
prefers robbery and burglary
to outright murder—but isn’t afraid
to kill.
Combat Encounters: Avem might
target a solitary PC in a dangerous
part of town, or may be the leader
of a gang of unskilled thugs.
Roleplaying Suggestions: Avem
is skilled at many kinds of theft,
and can be hired to commit petty
larceny or create a distraction at
reasonable rates.
Init +2; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 19 (2d8+7)
Fort +1, Ref +5, Will +1
Defensive Abilities evasion, orc ferocity
OFFENSE
Speed 30 ft.
Melee mwk greataxe +5 (1d12+4/�3)
Ranged shortspear +3 (1d6+3)
Special Attacks sneak attack +1d6
TACTICS
During Combat The rogue charges at the nearest foe.
STATISTICS
Str 17, Dex 14, Con 13, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Toughness
Skills Acrobatics +5, Climb +6, Intimidate +7, Perception +6, Ride +2,
Sense Motive +6, Stealth +5
Languages Common, Orc
SQ orc blood, rogue talents (bleeding attack +1),
trapfinding +1, weapon familiarity
Combat Gear potions of cure light wounds (2),
potion of disguise self, potion of divine favor,
potion of feather fall, potion of hide from
undead; Other Gear chain shirt, masterwork
greataxe, shortspear, 59 gp
The skulking brute extorts illegal
tolls from travelers, attacking
those who refuse to pay.
BLARTA
Blarta is a bully, and prefers
intimidation to fighting, since it
requires less work from him.
Combat Encounters:
Blarta might harass
the PCs on the
road or scout
for bandits.
Roleplaying Suggestions: Blarta
sees a lot of people on the road,
and may know things of
interest to the PCs.
For the right price,
he might even be
persuaded to join them,
though he’s unreliable at best.
CUTPURSE
CR 1/2
HUMAN ROGUE 1
XP 200
Medium humanoid (human)
NE
SKULKING BRUTE
CR 1
HALF-ORC ROGUE 2
XP 400
Medium humanoid (human, orc)
CE
144
144
Init +3; Senses low-light vision; Perception +11
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 23 (3d8+6)
Fort +3, Ref +6, Will +1; +2 vs. enchantments
Defensive Abilities evasion, trap sense +1; Immune sleep
OFFENSE
Speed 30 ft.
Melee rapier +3 (1d6+1/18–20)
Ranged mwk composite longbow +6 (1d8+1/×3)
Special Attacks sneak attack +2d6
TACTICS
Before Combat The rogue picks a perch
that’s hard to reach and waits for
targets to come into range.
During Combat The rogue uses her
sleep arrow against ranged attackers
or anyone she needs to keep alive.
STATISTICS
Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16
Feats Point-Blank Shot, Precise Shot, Skill
Focus (Perception)
Skills Acrobatics +9, Climb +7, Disguise +5,
Escape Artist +9, Perception +11, Perform
(wind) +5, Ride +6, Stealth +9, Survival +3,
Swim +7
Languages Common, Dwarven, Elven
SQ elf blood, rogue talents (surprise attack),
trapfinding +1
Combat Gear oil of magic weapon (2), potion of
cure moderate wounds, potion of invisibility,
sleep arrow; Other Gear masterwork studded
leather, masterwork composite longbow with
20 arrows, rapier, 73 gp
The skilled sniper waits for the perfect
opportunity to strike.
DIATA THE POACHER
Diata specializes in capturing live targets,
such as exotic animals or escaped criminals.
She doesn’t care what she hunts, captures, or
kills as long as she’s paid on time.
Combat Encounters: Diata may be hired to
capture PCs or their animal companions.
Roleplaying Suggestions: Diata avoids
dungeons, but can be hired as a scout
or sniper in an outdoor fight.
Init +2; Senses Perception +8
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 21 (4d8)
Fort +1, Ref +6, Will +2
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee mwk rapier +3 (1d6–1/18–20)
Ranged light crossbow +5 (1d8/19–20)
Special Attacks sneak attack +2d6
Rogue Spell-Like Abilities (CL 4th, concentration +5)
3/day—prestidigitation
2/day—disguise self
TACTICS
Before Combat Using Bluff or Disguise, the rogue avoids combat.
During Combat The rogue uses Improved Feint to make
sneak attacks while trying to escape.
STATISTICS
Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 14
Feats Combat Expertise, Deceitful,
Improved Feint
Skills Bluff +13, Diplomacy +11, Disable
Device +9, Disguise +13, Heal +3,
Knowledge (local) +8, Perception +8,
Perform (sing) +9,
Sense Motive +8, Sleight of Hand +9,
Stealth +9, Use Magic Device +11
Languages Common, Elven
SQ rogue talents (major magic, minor
magic), trapfinding +2
Combat Gear potion of cure moderate
wounds, scroll of bless, scroll of burning
hands, scroll of cure light wounds, scroll
of magic missile, alchemist’s fire (2), holy
water, thunderstone; Other Gear +1 studded
leather, light crossbow with 10 bolts,
masterwork rapier, disguise kit, everburning
torch, healer’s kit, thieves’ tools, wizard’s
spellbook, wooden holy symbol, 129 gp
Using tricks, the charlatan imitates
a mage, a priest, or an official.
EZEKARI
Quick-witted Ezekari cons people by
pretending she’s a spellcaster, picking
up useful information in the process.
SKILLED SNIPER
CR 2
HALF-ELF ROGUE 3
XP 600
Medium humanoid (elf, human)
CN
CHARLATAN
CR 3
HUMAN ROGUE 4
XP 800
Medium humanoid (human)
CN
145
145
CR
1/2
1
2
3
CORE CLASSES
ROGUES
Init +3; Senses darkvision 60 ft., Perception +11
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 54 (6d8+24)
Fort +5, Ref +8, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), evasion, trap sense +2, uncanny dodge
OFFENSE
Speed 20 ft.
Melee mwk short sword +6 (1d6+1/19–20)
Ranged +1 light crossbow +9 (1d8+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, sneak attack +3d6
TACTICS
Before Combat The rogue prefers to find an elevated spot so she can
shoot opponents while they waste time climbing to her.
During Combat The rogue uses Rapid Shot, making the
most of Point Blank Shot and her darkvision.
STATISTICS
Str 13, Dex 16, Con 16, Int 10, Wis 14, Cha 6
Base Atk +4; CMB +5; CMD 18 (22 vs. bull rush or trip)
Feats Point-Blank Shot, Precise Shot, Rapid
Reload, Rapid Shot, Weapon Focus (light
crossbow)
Skills Acrobatics +12 (+8 when jumping),
Climb +12, Escape Artist +12,
Knowledge (dungeoneering) +9,
Perception +11 (+13 to notice
unusual stonework), Stealth +12,
Survival +8, Swim +10
Languages Common, Dwarven
SQ rogue talents (combat trick, resiliency, weapon
training), trapfinding +3
Combat Gear potion of cure moderate wounds,
potions of spider climb (2), alchemist’s fire (2); Other
Gear +1 studded leather, +1 light crossbow with 20
bolts, masterwork short sword, climber’s kit, 308 gp
The cave stalker is an experienced
spelunker and treasure hunter.
GALETH REDBEARD
Galeth is dour, even for a dwarf,
and rarely speaks unless questioned.
Combat Encounters: Galeth might be a solitary
hunter, the lead member of an underground army,
or part of a unit of guards wielding crossbows.
Roleplaying Suggestions: Galeth could be
discovered barely alive, stuck in a dungeon trap.
GUILD INITIATE
CR 4
HALFLING ROGUE 5
XP 1,200
Small humanoid (halfling)
LE
CAVE STALKER
CR 5
DWARF ROGUE 6
XP 1,600
Medium humanoid (dwarf)
LN
Init +8; Senses Perception +9
DEFENSE
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 41 (5d8+15)
Fort +4, Ref +11, Will +1; +2 vs. fear
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 20 ft.
Melee +1 short sword +9 (1d4+1/19–20)
Ranged mwk hand crossbow +9 (1d3/19–20)
Special Attacks sneak attack +3d6
TACTICS
During Combat The rogue uses surprise and flanking to make sneak
attacks, as well as his slow reactions rogue talent.
STATISTICS
Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 15
Base Atk +3; CMB +2; CMD 16
Feats Improved Initiative, Lightning Reflexes,
Point-Blank Shot, Weapon Finesse
Skills Acrobatics +14 (+10 when jumping),
Bluff +10, Climb +10, Disable Device +14,
Knowledge (local) +8, Perception +9, Sleight of
Hand +12, Stealth +16
Languages Common, Halfling
SQ rogue talents (finesse rogue, slow
reactions), trapfinding +2
Combat Gear potions of cure light
wounds (2), potion of invisibility;
Other Gear masterwork
studded leather, +1 short sword,
masterwork hand crossbow with
20 bolts, masterwork thieves’
tools, tindertwig (5), 60 gp
The guild initiate is a rogue who
is still seeking to
prove his worth
to a thieves’ guild.
FELIX THE
TWIG
Felix is an accomplished
burglar who always chews
on a tindertwig for luck.
Combat Encounters: Felix
might be part of a team of young
footpads or a lookout for a larger job.
Roleplaying Suggestions: Felix is a
good contact within a thieves’ guild.
146
146
Init +7; Senses low-light vision; Perception +14
DEFENSE
AC 19, touch 16, flat-footed 15 (+3 armor, +1 deflection, +3 Dex,
+1 dodge, +1 size)
hp 63 (8d8+24)
Fort +6, Ref +12, Will +4; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), evasion, improved uncanny dodge, trap sense +2
OFFENSE
Speed 20 ft.
Melee mwk dagger +7/+2 (1d3–1/19–20)
Ranged mwk light crossbow +11 (1d6/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, sneak attack +4d6
TACTICS
During Combat The rogue uses her crossbow to make direct attacks.
STATISTICS
Str 8, Dex 16, Con 16, Int 14, Wis 12, Cha 10
Base Atk +6; CMB +4; CMD 19
Feats Dodge, Improved Initiative, Lightning Reflexes, Skill Focus
(Craft [traps])
Skills Acrobatics +14 (+10 when jumping), Bluff +11, Climb +10, Craft
(traps) +20, Disable
Device +19, Escape
Artist +14, Knowledge
(dungeoneering) +13,
Knowledge (engineering)
+10, Perception +14, Stealth
+18, Use Magic Device +11
Languages Common,
Draconic, Dwarven, Gnome,
Sylvan
SQ rogue talents (ledge walker,
quick disable, resiliency, trap
spotter), trapfinding +4
Combat Gear potion of cure
moderate wounds, scroll of
knock, wand of detect magic
(20 charges); Other Gear mwk
studded leather, mwk dagger, mwk
light crossbow with 10 bolts, cloak of
resistance +1, goggles of minute
seeing, ring of protection +1,
mwk artisan’s tools,
thieves’ tools, 577 gp
This rogue excels
at building, setting,
and bypassing traps.
FREELANCE THIEF
CR 6
HUMAN ROGUE 7
XP 2,400
Medium humanoid (human)
NE
TRAPSMITH
CR 7
GNOME ROGUE 8
XP 3,200
Small humanoid (gnome)
NE
Init +4; Senses Perception +10
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 42 (7d8+7)
Fort +4, Ref +10, Will +3
Defensive Abilities evasion, trap sense +2, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 rapier +10 (1d6+3/18–20)
Ranged mwk light crossbow +10 (1d8/19–20)
Special Attacks sneak attack +4d6
TACTICS
During Combat The rogue uses Spring Attack and Combat Expertise.
STATISTICS
Str 14, Dex 18, Con 12, Int 13, Wis 10, Cha 8
Base Atk +5; CMB +7; CMD 22
Feats Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +14, Bluff +9, Climb +12, Diplomacy +9, Disable Device
+14, Disguise +9, Knowledge (local) +11, Perception +10, Sense
Motive +10, Sleight of Hand +14, Stealth +14
Languages Common, Halfling
SQ rogue talents (bleeding attack +4, fast stealth,
stand up), trapfinding +3
Combat Gear potion of cure moderate wounds,
potion of invisibility, tanglefoot bag; Other
Gear +1 studded leather, +1 rapier,
masterwork light crossbow with 20 bolts,
cloak of resistance +1, thieves’ tools,
489 gp
The freelance
thief sells his
loyalty for gold.
HAL FIVE-COINS
Hal is an arrogant but
skilled thief whose nickname
comes from his habit of juggling
gold coins. Many guilds have
a price on his head.
Combat Encounters:
Hal might be found
while rigging an
accident, stealing,
or planting evidence.
Roleplaying Suggestions:
Because he’s willing to work
for anyone, Hal might end up on the
same side as the PCs.
147
147
CR
4
5
6
7
CORE CLASSES
ROGUES
Init +4; Senses low-light vision; Perception +13
DEFENSE
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 53 (9d8+9)
Fort +4, Ref +10, Will +2; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +3;
Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 rapier +11/+6 (1d6+1/18–20)
Ranged dagger +10/+5 (1d4/19–20)
Special Attacks sneak attack +5d6
TACTICS
Before Combat The rogue understands that fighting
and killing raises too many questions, and thus
uses Diplomacy and Bluff to avoid combat and
maintain his cover if at all possible.
During Combat The rogue prefers to use sneak
attacks and disarm combat maneuvers against
his opponents, and flees if he can get away
safely. If any who are present can identify him
as a spy—or if their continued existence
is against the interests of his shadowy
paymasters—he strikes to kill.
STATISTICS
Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 14
Base Atk +6; CMB +10 (+14 disarm); CMD 20
(22 vs. disarm)
Feats Agile Maneuvers, Combat Expertise,
Deceitful, Greater Disarm, Improved
Disarm, Weapon Finesse
Skills Acrobatics +16, Bluff +16, Diplomacy +14,
Disable Device +16, Disguise +16,
Escape Artist +16, Knowledge (local) +14,
Perception +13, Sense Motive +11, Sleight
of Hand +16, Stealth +16
Languages Common, Draconic, Dwarven, Elven
SQ elven magic, rogue talents (bleeding attack +5,
finesse rogue, quick disable, surprise attack),
trapfinding +4, weapon familiarity
Combat Gear potion of cure moderate wounds,
potion of invisibility, potion of tongues; Other
Gear +2 studded leather, +1 rapier, hat of disguise,
dagger, thieves’ tools, 373 gp
The deadly spy is highly trained
in the arts of diplomacy,
mimicry, psychology,
and assassination.
KELETHIROS
Kelethiros is a valuable and dangerous member of royal
courts and secret societies, skilled at using subtle lies
and disguises to turn enemies against each other. Using
his talents—and a little help from his hat of disguise—
he can infiltrate and spy upon any guild, government,
or noble household. His only f law is that he is easily
distracted by an attractive face and strong, slender legs,
and often has to extricate himself when confronted by
hoodwinked lovers and enraged spouses.
Though able to move easily in most societies by virtue
of his handsome face and disarming nature, Kelethiros
is at heart a racist, and prefers to operate on behalf of
elven interests against those of other races, particularly
humans. He strongly resents the way that the shorter-
lived races have expanded and achieved so much so
quickly, and on those occasions when he allows his
cover stories to slip, has often been heard to refer to
the works of these other races as akin to “children
playing at civilization.” Of course, this general
disdain for humanity doesn’t keep him from
taking human lovers while on his missions,
and no doubt quite a few half-elves can trace
their lineage to one of his false personas.
His prejudice also makes it easier on
those occasions when his missions or
cover requires him to kill, as he tells
himself with that killing humans
and their ilk isn’t really murder.
After all, since they’re going to die so
soon anyway, he’s only robbed them
of a few decades at most—hardly
anything for an elf to get upset
about.
Combat Encounters: Kelethiros
prefers to work behind the scenes,
and avoids combat unless he’s
confident of winning. Instead, he
uses disguise magic to turn the PCs’
allies against them, to frame the
PCs for an attack on someone, or
to change his appearance just
before the battle with the
PCs begins so it looks like
they have set upon some
innocent person.
Roleplaying Suggestions: Like a
doppelganger, Kelethiros could play
many roles in a campaign, sometimes
helping the PCs out with
information, but just
as often opposing or
observing them.
DEADLY SPY
CR 8
ELF ROGUE 9
XP 4,800
Medium humanoid (elf)
CN
148
148
Init +8; Senses Perception +12
DEFENSE
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +4 Dex,
+1 dodge)
hp 68 (10d8+20)
Fort +4, Ref +11, Will +2
Defensive Abilities evasion, improved uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +1 keen rapier +13/+8 (1d6+3/15–20)
Ranged light crossbow +11 (1d8/19–20)
Special Attacks sneak attack +5d6
TACTICS
Before Combat The rogue relishes combat, but often prefers
to hide the full extent of his abilities until he’s completely
surrounded, the better to take his enemies by surprise and
make use of Whirlwind Attack.
During Combat The rogue charges into combat, trying to get
in the middle of as many enemies as possible before using
Whirlwind Attack, laughing and singing prayers as he lays
waste to his enemies.
STATISTICS
Str 14, Dex 19, Con 12, Int 13, Wis 8, Cha 10
Base Atk +7; CMB +9; CMD 25
Feats Combat Expertise, Dodge, Improved Initiative, Mobility, Nimble
Moves, Spring Attack, Weapon Finesse, Weapon Focus (rapier),
Whirlwind Attack
Skills Acrobatics +17, Climb +15, Disable Device +19, Escape Artist +17,
Intimidate +13, Perception +12, Perform (dance) +13, Sleight of
Hand +17, Stealth +17, Swim +15
Languages Common, Elven
SQ rogue talents (combat trick, finesse rogue, opportunist, surprise
attack, weapon training), trapfinding +5
Combat Gear potion of blur, potion of cat’s grace, alchemist’s
fire (2); Other Gear +1 studded leather, +1 keen rapier, light
crossbow with 20 bolts, ring of protection +1, masterwork
thieves’ tools, 480 gp
The dancing dervish spins as a way to focus himself
on achieving harmony with the gods.
LESATH THE DESERT STING
Lesath is a troubled man who acutely feels the pain
of separation from the divine, and only when he has
a sword in hand do his dark thoughts stop. For him,
the dance of the sword is a means of finding peace and
spiritual tranquility. He dances several times per day
(whether or not he is in combat) as a silent prayer ritual.
Afterward, he meditates to focus his memory on the joy
of the prayer, sometimes unconsciously speaking some
truth he learned from this connection. Though he often
springs into battle if a cause seems justified and in
keeping with his god’s will, the truth is that the fighting
is more important to him than the reason for it.
Combat Encounters: Lesath might watch over a group of
pilgrims and rebuff any attempts by the PCs to interfere or
communicate, or he might guard a holy site and refuse to
allow the PCs to trespass.
Roleplaying Suggestions: The PCs might discover
Lesath surrounded by a ring of slain enemies, meditating
and perhaps unknowingly speaking words of prophecy or
divine truth. They might also find themselves saddled with
the job of keeping him out of trouble.
DANCING DERVISH
CR 9
HUMAN ROGUE 10
XP 6,400
Medium humanoid (human)
N
149
149
CR
8
9
CORE CLASSES
ROGUES
Init +5; Senses low-light vision; Perception +17
DEFENSE
AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +5 Dex)
hp 86 (11d8+33)
Fort +5, Ref +13, Will +5; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +3;
Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 rapier +15/+10 (1d6+3/15–20 plus poison)
Ranged mwk dagger +14/+9 (1d4+2/19–20 plus poison)
Special Attacks sneak attack +6d6
TACTICS
Before Combat The rogue applies blue whinnis poison to his rapier
and dagger.
During Combat The rogue focuses on one target, using Power
Attack, sneak attack, and the ongoing effects of his bleeding
attack ability and blue whinnis poison to deal as much damage
as possible in a short amount of time. If the target tries to flee,
the contract killer uses Stand Still to prevent escape, or throws his
poisoned dagger.
STATISTICS
Str 14, Dex 20, Con 12, Int 12, Wis 12, Cha 8
Base Atk +8; CMB +10; CMD 26
Feats Combat Reflexes, Improved Critical (rapier), Power Attack,
Stand Still, Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +19, Bluff +13, Climb +16, Disable Device +21,
Disguise +13, Intimidate +13, Knowledge (local) +15, Perception +17,
Stealth +19
Languages Common, Dwarven, Elven
SQ elven magic, rogue talents (bleeding attack +6, combat trick,
crippling strike, fast stealth, surprise attack), trapfinding +5,
weapon familiarity
Combat Gear elixir of hiding, potion of cure serious wounds,
potion of invisibility, antitoxin, blue whinnis poison (4);
Other Gear +2 studded leather, +1 rapier, masterwork
dagger, belt of incredible dexterity +2, cloak of
resistance +1, ring of protection +1, masterwork thieves’
tools, sunrods (3), 617 gp
The contract killer uses stealth and poison to kill
his latest target.
MOLLARN THE CORPSEMAKER
Mollarn is an old elf, and the only constant he has found
over the centuries is that people are fragile and prone
to unexpected injuries and death. Having lost countless
friends in his lifetime, he has given up on forming
anything but the most casual attachments to others,
and has transformed himself into an agent of death.
Killing gives him no sense of satisfaction or pleasure—
it is simply as common and routine as breathing. If he
must kill others to reach his intended target, he does so
without remorse or guilt.
Combat Encounters: Mollarn might arrive to murder
one of the PCs or someone known to them. A victim could
merely be an obstacle in Mollarn’s path to his true target,
and getting the person out of the way is enough to get
Mollarn to proceed toward his intended foe.
Roleplaying Suggestions: Utterly without scruples,
Mollarn might work for the PCs as an
assassin. If he has been double-crossed by
an employer, he might ask the PCs to help
him get revenge, especially if the PCs
dislike the one who betrayed him.
CONTRACT KILLER
CR 10
ELF ROGUE 11
XP 9,600
Medium humanoid (elf)
NE
150
150
Init +2; Senses Perception +20
DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex,
+1 dodge)
hp 57 (12d8)
Fort +6, Ref +12, Will +7
Defensive Abilities improved evasion, improved uncanny dodge,
trap sense +4
OFFENSE
Speed 30 ft.
Melee +1 frost dagger +12/+7 (1d4/19–20 plus 1d6 cold)
Ranged dagger +11 (1d4–1/19–20)
Special Attacks sneak attack +6d6
Rogue Spell-Like Abilities (CL 12th, concentration +16)
3/day—message
2/day—comprehend languages
TACTICS
Before Combat The rogue uses his wand of mage armor.
During Combat If forced to fight, the rogue uses the disarm combat
maneuver against his opponent’s weapon to defuse the situation.
Base Statistics Without mage armor, the rogue’s statistics are AC 14,
touch 14, flat-footed 11.
STATISTICS
Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 17
Base Atk +9; CMB +8; CMD 22
Feats Alertness, Combat Expertise, Deceitful, Dodge, Greater Disarm,
Improved Disarm, Weapon Finesse
Skills Acrobatics +17, Bluff +22, Diplomacy +18, Disable Device +19,
Disguise +22, Knowledge (local) +19, Knowledge (nobility,
religion) +16, Perception +20, Perform (dance, sing) +18, Sense
Motive +20, Stealth +17, Use Magic Device +18
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ rogue talents (improved evasion, major magic, minor magic,
quick disable, slippery mind, trap spotter), trapfinding +6
Combat Gear potions of glibness (2), scrolls of tongues (2), wand of
mage armor (20 charges); Other Gear +1 frost dagger, dagger,
cloak of resistance +2, headband of alluring charisma +2, ring
of protection +1, disguise kit, masterwork thieves’ tools, jewelry
(worth 200 gp), 696 gp
The dilettante developed magical abilities, but eventually
decided to avoid both the arcane and divine paths.
NEBERTON THE WISE
Neberton could have been a spellcaster, but felt it required
too much work. Instead, he uses his natural talents for
trickery and altering his appearance to acquire money and
shelter—and get company for his bed. He isn’t malicious,
but feels no remorse for conning the rich and gullible.
Combat Encounters: Neberton avoids combat if at all
possible. A duped ally might turn on him, a spurned lover
may send a champion (such as a PC) to duel him, or he
could whip a crowd of “believers” into a mob intent on
protecting their “savior.”
Roleplaying Suggestions: Neberton’s talents make
him a good “face” for a group of PCs lacking adequate
diplomacy. His many schemes in various cities give him
valuable information on high and low society, including
the means to infiltrate exclusive parties or find the secret
ins and outs of castles and mansions.
DILETTANTE
CR 11
HUMAN ROGUE 12
XP 12,800
Medium humanoid (human)
N
151151
CR
10
11
CORE CLASSES
ROGUES
Init +4; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex,
+1 dodge, +1 natural, +1 shield)
hp 114 (13d8+52)
Fort +7, Ref +13, Will +9; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC
vs. giants), improved evasion, improved uncanny dodge, trap
sense +4
OFFENSE
Speed 20 ft.
Melee +1 short sword +12/+7 (1d6+1/17–20), +1 short sword +12/+7
(1d6+1/17–20) or
+1 short sword +14/+9 (1d6+1/17–20)
Ranged dagger +13/+8 (1d4/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, sneak attack +7d6
Rogue Spell-Like Abilities (CL 13th, concentration +14)
3/day—detect magic
TACTICS
During Combat The rogue uses flanking and
sneak attacks as often as possible. He
relies on his resiliency and defensive
roll rogue talents to stay alive against
dangerous opponents.
STATISTICS
Str 10, Dex 18, Con 14, Int 13, Wis 14,
Cha 12
Base Atk +9; CMB +9; CMD 25 (29 vs.
bull rush or trip)
Feats Dodge, Improved Critical (short
sword), Improved Two-Weapon
Fighting, Iron Will, Toughness, Two-
Weapon Defense, Two-Weapon
Fighting, Weapon Finesse
Skills Acrobatics +20 (+16 when jumping),
Bluff +17, Climb +8, Disable Device
+19, Disguise +9, Knowledge (arcana)
+6, Knowledge (dungeoneering) +5,
Knowledge (history) +2, Knowledge
(local) +14, Perception +18 (+20 to
notice unusual stonework), Sense
Motive +18, Sleight of Hand +12, Stealth +20,
Swim +8, Use Magic Device +9
SQ rogue talents (bleeding attack +7, combat
trick, defensive roll, improved evasion,
minor magic, resiliency), trapfinding +6
Combat Gear potion of cure serious wounds,
potion of invisibility, antitoxin (2); Other Gear
+2 studded leather, +1 short swords (2), daggers (4), amulet of
natural armor +1, belt of physical might +2 (Dex, Con), cloak of
resistance +1, ring of protection +1, masterwork thieves’ tools,
2,047 gp
The guildmaster manipulates crime and politics—often
the same thing—to create wealth and stability for himself
and his devoted thieves.
OLENJACK THE AXE
Olenjack worked his way up through the ranks of the
guild he now runs with a patient but firm hand. He has
always been unusually tall for a dwarf, and frequently
jokes that he’s used magic to make himself even taller.
He is patient and deliberate, able to keep multiple
schemes and long-term plans in mind simultaneously,
and never forgets (or lets his acolytes forget) that as
his dwarven lifespan is longer than that of
his human enemies. He’s often able
to plan for the future, remain
patient, and let his more brash
enemies walk directly into the
traps he’s laid for them. His
nickname refers to his habit
of taking swift, decisive action
after quiet planning, executing
his will in one stroke. Yet
despite his formidable nature,
he’s learned the value of
spreading the wealth and not
preying too heavily on locals.
As a result, he remains a pillar
of his community, highly
respected even by those who
suspect his criminal ties. Those
living within his territory seek
his advice and ask him for
favors, most regarding him as
a beneficent but firm grandfatherly
figure without ever realizing his true
hardhearted character.
Combat Encounters: Olenjack and
his bodyguards might fight the PCs if a
peaceful meeting goes terribly wrong, if the
PCs betray him and he wants to personally teach
them a lesson, or if they threaten the livelihood
of his guild and have already proven themselves
capable of overpowering his minions.
Roleplaying Suggestions: Given Olenjack’s
ties to the community, the PCs may interact
with him in a king’s court, at a
meeting of mercantile guildmasters,
or among the patrons of high society.
GUILDMASTER
CR 12
DWARF ROGUE 13
XP 19,200
Medium humanoid (dwarf)
LE
152
152
Init +10; Senses Perception +16
DEFENSE
AC 21, touch 16, flat-footed 16 (+4 armor, +1 deflection, +5 Dex,
+1 natural)
hp 108 (14d8+42)
Fort +6, Ref +16, Will +4
Defensive Abilities improved evasion, improved uncanny dodge,
trap sense +4
OFFENSE
Speed 30 ft.
Melee +2 vicious spiked chain +19/+14 (2d4+5/19–20 plus 2d6)
Special Attacks sneak attack +7d6
TACTICS
During Combat The rogue uses trip and disarm combat
maneuvers to hinder opponents before finishing them off with
damaging attacks.
STATISTICS
Str 14, Dex 22, Con 12, Int 13, Wis 8, Cha 10
Base Atk +10; CMB +12 (+16 disarm or trip); CMD 29 (31 vs. disarm
or trip)
Feats Combat Expertise, Exotic Weapon Proficiency (spiked chain),
Greater Disarm, Greater Trip, Improved Critical (spiked chain),
Improved Disarm, Improved Initiative, Improved Trip, Toughness,
Weapon Finesse, Weapon Focus (spiked chain)
Skills Acrobatics +23, Climb +19, Disable Device +23, Escape Artist +23,
Intimidate +17, Knowledge (dungeoneering) +8, Knowledge
(local) +9, Knowledge (religion) +6, Perception +16, Sleight of
Hand +23, Stealth +23, Survival +13, Swim +19
SQ rogue talents (bleeding attack +7, feat, finesse rogue, improved
evasion, opportunist, stand up, weapon training), trapfinding +7
Combat Gear potions of cure serious wounds (3), potions of haste (2);
Other Gear +1 studded leather, +2 vicious spiked chain, amulet
of natural armor +1, belt of incredible dexterity +2, brooch of
shielding, cloak of resistance +1, ring of protection +1, thieves’
tools, 1,020 gp
The chain mauler is a vicious sadist whose weapon allows
her the bloodiest satisfaction.
PELETHA
Peletha’s dark career as a torturer began as a child, when
she collected live insects and pinned them to her wall
with needles and nails. Soon she moved on to larger,
bloodier animals, and started beating the children in
her neighborhood at random. Taken in by a cult of the
god of pain, she spent her teenage years as the “pet” of
the high priest, learning to understand new heights
of pain and how to inflict it upon others. Though she
appreciates the delicacies of torture, she prefers more
direct methods—namely, beating her victims with her
magical spiked chain.
Combat Encounters: Peletha might hunt the PCs of her
own volition, or pursue them on orders from her cultist
masters. She could be encountered roaming the city or
patrolling her cult’s secret lair.
Roleplaying Suggestions: Peletha may allow herself to
be shackled and used as bait for the PCs, pretending to be
an innocent victim of the church of torturers. However,
she is not good at lying or interacting with people in
socially acceptable ways, and her true personality and role
soon become obvious.
CHAIN MAULER
CR 13
HUMAN ROGUE 14
XP 25,600
Medium humanoid (human)
CE
153
153
CR
CORE CLASSES
ROGUES
12
13
Init +6; Senses low-light vision; Perception +21
DEFENSE
AC 22, touch 17, flat-footed 16 (+5 armor, +1 deflection, +5 Dex,
+1 dodge)
hp 101 (15d8+30)
Fort +7, Ref +16, Will +7; +2 vs. enchantments
Defensive Abilities improved evasion, improved uncanny dodge,
trap sense +5
OFFENSE
Speed 30 ft.
Melee mwk rapier +14/+9/+4 (1d6+2/18–20)
Ranged +1 shock composite longbow +19/+14/+9 (1d8+3/×3 plus
1d6 electricity)
Special Attacks sneak attack +8d6
TACTICS
Before Combat The rogue uses his ring of invisibility and finds a
hiding place from which he can ambush the PCs.
During Combat The rogue uses Manyshot and Rapid Shot against
his foes. If discovered, he uses his ring of invisibility again and
changes location.
STATISTICS
Str 14, Dex 22, Con 13, Int 10, Wis 12, Cha 8
Base Atk +11; CMB +13; CMD 31
Feats Dodge, Improved Precise Shot, Manyshot,
Mobility, Point-Blank Shot, Precise Shot, Rapid Shot,
Shot on the Run, Skill Focus (Stealth), Weapon Focus
(composite longbow)
Skills Acrobatics +24, Climb +20, Disguise +17, Knowledge
(dungeoneering) +8, Knowledge (geography) +5, Knowledge
(nature) +15, Perception +21, Ride +21, Stealth +30, Swim +10
Languages Common, Elven
SQ rogue talents (bleeding attack +8, defensive roll, fast stealth,
improved evasion, rogue crawl, slippery mind, weapon training),
trapfinding +7, elf blood
Combat Gear +1 human-bane arrows (5), +1 magical beast-bane
arrows (5), silversheen (2); Other Gear +2 studded leather, +1 shock
composite longbow (+2 Str) with 50 arrows, masterwork rapier, belt
of incredible dexterity +2, cloak of resistance +1, efficient quiver, ring
of invisibility, ring of protection +1, disguise kit, sunrods (4), 1,587 gp
The unseen archer strikes from concealment, planning
for his target to die before it has a chance to see him.
ROSCOLIAN
Roscolian is a mercenary sniper, willing to work alone
or as part of a team as long as he gets to fight at a safe
distance, shooting at creatures that don’t know he’s there.
He doesn’t care whether it’s unfair or unsportsmanlike;
he’d rather be a coward with a hundred kills than a hero
with a sword in his neck. He relies on his ring of invisibility
to keep him out of trouble, and isn’t averse to abandoning
his companions and fleeing invisibly if a battle goes
wrong. He doesn’t particularly like dungeons because he
feels the narrow tunnels don’t allow enough space between
him and his targets.
Combat Encounters: When invisible, Roscolian can
attack from anywhere, surprising unsuspecting PCs with
a hail of deadly arrows and staying hidden until he can
activate his ring again. Since he works best at a distance,
he prefers situations where he can kill a target and then
move before he is discovered.
Roleplaying Suggestions: Roscolian doesn’t brag about
what he does, and the PCs might think he is just a humble,
local scout or archer. He’ll work for almost anyone, so the
PCs may be able to hire him—though only on his terms.
UNSEEN ARCHER
CR 14
HALF-ELF ROGUE 15
XP 38,400
Medium humanoid (elf, human)
NE
154
154
invisibility, potions of resist energy (acid, cold, fire); Other Gear
+1 studded leather, sword of subtlety, masterwork dagger, belt of
incredible dexterity +2, brooch of shielding, cloak of resistance +5,
masterwork thieves’ tools, 1,413 gp
The mage slayer is trained and equipped to murder
arcane spellcasters. Each one has some minor magical
training, either from a church or arcane study.
SKANRAK
Skanrak was raised by a cult of religious zealots who
believe arcane magic is a profane offense to the gods. He
hates all arcane spellcasters with a passion, no matter
what their class is, whether their magic is trained or
natural, or toward what ends the magic is used. His
hatred includes monsters that use arcane magic,
such as nagas and dragons, and especially those
that use magic to bypass the natural laws of death
by becoming undead. He is very knowledgeable
about arcane magic, recognizing signs
of magic and quickly identifying a
caster’s class, bloodline, or favored
school. He knows that a split-second
hesitation could cost him his life,
so he never makes witty chatter
during a fight, instead going about
his business with a
grim and brutal
efficiency.
Combat Encounters:
Skanrak often works alone,
targeting vulnerable individuals
(like a solitary wizard crafting a
magic item) who he can then isolate
and attack. He might ally with
priests of his cult, especially if
they can ward him against hostile
magic (such as with death ward,
spell immunity, and spell resistance).
He has no particular hatred
for nonmagical creatures, but
never gives more than one
warning to stay out of his way,
and frequently waives that
warning if it’s clear someone
intends to stop him.
Roleplaying
Suggestions:
Skanrak may agree to a truce with
a magic-wielding PC in exchange
for help killing a dangerous
opponent he cannot defeat alone,
but the truce expires as soon as his
objective is met.
MAGE SLAYER
CR 15
HALF-ORC ROGUE 16
XP 51,200
Medium humanoid (human, orc)
NE
Init +8; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 123 (16d8+48)
Fort +12, Ref +19, Will +13
Defensive Abilities improved evasion, improved uncanny dodge,
orc ferocity, trap sense +5
OFFENSE
Speed 30 ft.
Melee sword of subtlety +18/+13/+8 (1d6+5/17–20)
Ranged mwk dagger +17 (1d4+4/19–20)
Special Attacks sneak attack +8d6
Rogue Spell-Like Abilities (CL 16th, concentration +16)
3/day—detect magic
2/day—shield
TACTICS
Before Combat The rogue drinks a potion of resist
energy if he expects his target to use energy
attacks and uses shield on himself.
During Combat The rogue uses Sickening
Critical or Intimidate to hinder
opponents so he can use Shatter
Defenses to sneak attack them.
If the opponent has magical
protections, the rogue uses the
dispelling attack rogue talent to break
those defenses.
STATISTICS
Str 18, Dex 18, Con 14, Int 10, Wis 12, Cha 8
Base Atk +12; CMB +16; CMD 30
Feats Critical Focus, Dazzling Display,
Improved Critical (short sword), Improved
Initiative, Improved Iron Will, Iron Will,
Shatter Defenses, Sickening Critical, Step
Up, Weapon Finesse, Weapon Focus (short
sword)
Skills Acrobatics +23, Disable Device +25,
Fly +20, Intimidate +20, Knowledge
(arcana) +16, Perception +20,
Spellcraft +16, Stealth +23
Languages Common
SQ orc blood, rogue talents (combat
trick, dispelling attack [CL 16th],
feat, improved evasion, major
magic, minor magic, slippery mind,
weapon training), trapfinding +8, weapon
familiarity
Combat Gear potions of cure serious
wounds (2), potion of fly, potion of
155
155
CR
14
15
CORE CLASSES
ROGUES
Init +6; Senses Perception +15
DEFENSE
AC 27, touch 19, flat-footed 21 (+7 armor, +3 deflection, +5 Dex,
+1 dodge, +1 natural)
hp 148 (17d8+68)
Fort +9, Ref +18, Will +9
Defensive Abilities improved evasion, improved uncanny dodge,
trap sense +5
OFFENSE
Speed 30 ft.
Melee +1 shock rapier +19/+14/+9 (1d6+1/15–20 plus 1d6 electricity)
Ranged +1 shortbow +19/+14/+9 (1d6+1/�3)
Special Attacks sneak attack +9d6
TACTICS
Before Combat The rogue prefers to work from the shadows,
manipulating events and people to do his bidding. If combat is
needed, he always attacks from surprise, when his foes least
expect it.
During Combat The rogue prefers to move up, strike suddenly,
withdraw before his foes can respond, and use his hat of
disguise to change his appearance once he’s out of sight. He
relies on his rogue talents to protect him.
STATISTICS
Str 10, Dex 22, Con 14, Int 14, Wis 10, Cha 12
Base Atk +12; CMB +12; CMD 32
Feats Combat Expertise, Dodge, Greater Feint, Improved Critical
(rapier), Improved Feint, Iron Will, Mobility, Spring Attack,
Toughness, Weapon Finesse
Skills Bluff +21, Climb +8, Diplomacy +21, Disable Device +23,
Disguise +21, Escape Artist +19, Intimidate +9, Knowledge (arcana,
geography) +7, Knowledge (local) +22, Knowledge (nobility) +12,
Perception +15, Perform (act) +8, Ride +11, Sense Motive +15,
Sleight of Hand +14, Stealth +26, Use Magic Device +16
Languages Common, Dwarven, Elven
SQ rogue talents (bleeding attack +9, crippling strike, defensive
roll, fast stealth, improved evasion, slippery mind, stand up,
trap spotter), trapfinding +8
Combat Gear potions of cure serious wounds (2), scroll of dimension
door, scroll of heal, scrolls of invisibility (2); Other Gear
+4 shadow studded leather, +1 shock rapier, +1 shortbow with
20 arrows, amulet of natural armor +1, bag of holding (type I),
belt of incredible dexterity +4, cloak of resistance +2, hat of
disguise, ring of protection +3, everburning torch, masterwork
thieves’ tools, 1,765 gp
The masked lord manipulates events from the shadows,
using a thousand different names. He creates conspiracies
and topples empires without anyone ever knowing his
true identity.
TADROS THE HIDDEN
Tadros is only comfortable when nobody knows he exists.
His disguises have aliases and his aliases lead double lives.
None of his contacts have any idea what he really looks like;
they recognize him only by specific code words. In addition
to taking on fictional identities, he pretends to be real
people, creating no end of trouble.
Combat Encounters: In the unlikely event that the PCs
face Tadros in direct combat, he almost certainly has an
ace up his sleeve. The PCs may be fighting a simulacrum,
or someone else disguised as one of Tadros’s aliases, or
(if he is desperate) his real self with a contingency plan to
cover his resurrection.
Roleplaying Suggestions: With his connections,
identities, and plans, Tadros can be almost anyone, even
temporarily replacing one of the PCs for a period of time.
MASKED LORD
CR 16
HUMAN ROGUE 17
XP 76,800
Medium humanoid (human)
LN
156
156
Init +5; Senses Perception +23
DEFENSE
AC 27, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex,
+2 natural, +1 shield, +1 size)
hp 138 (18d8+54)
Fort +9, Ref +17, Will +7; +2 vs. fear
Defensive Abilities 20% displacement, improved evasion, improved
uncanny dodge, trap sense +6
OFFENSE
Speed 20 ft.
Melee +1 wounding dagger +19/+14/+9 (1d3+1/17–20 plus 1 bleed),
+1 dagger +19/+14/+9 (1d3+1/17–20) or
+1 wounding dagger +21/+16/+11 (1d3+1/17–20 plus 1 bleed)
Ranged mwk dagger +21/+16/+11 (1d3/17–20)
Special Attacks sneak attack +9d6
TACTICS
During Combat The rogue uses his boots of speed and enters melee,
trying to kill one opponent as quickly as possible before moving to
another. In ranged combat, he uses Quick Draw to draw and throw
multiple daggers in 1 round.
STATISTICS
Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 10
Base Atk +13; CMB +12; CMD 29
Feats Combat Expertise, Critical Focus, Greater Feint,
Greater Two-Weapon Fighting, Improved Critical (dagger),
Improved Feint, Improved Two-Weapon Fighting, Quick
Draw, Two-Weapon Defense, Two-Weapon Fighting,
Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +28 (+24 when jumping), Bluff +21, Climb +23,
Diplomacy +12, Disable Device +28, Escape Artist +26,
Intimidate +12, Knowledge (local) +14, Perception +23,
Sleight of Hand +26, Stealth +30, Swim +12
Languages Common, Halfling
SQ rogue talents (bleeding attack +9, combat trick, crippling
strike, defensive roll, feat, finesse rogue, improved evasion, slow
reactions, surprise attack), trapfinding +9
Gear +4 leather armor, +1 dagger, +1 wounding dagger, daggers (4),
masterwork daggers (4), amulet of natural armor +2, boots of
speed, cloak of minor displacement, dust of appearance, ring
of protection +2, salve of slipperiness, masterwork thieves’
tools, 1,770 gp
The dagger master has perfected the technique
of killing with a small blade.
VINK THE BLADE
Vink considers himself a champion of the halfling
people, their greatest son and the one who defends the
small folk against any larger creature that threatens
them. Having experienced a fair share of mockery because
of to his size, Vink’s definition of threatening a halfling
is very broad, including slight insults, roughhousing by
larger races, and legal actions that limit halfling rights.
Though he normally uses his blades against tyrants and
rampaging monsters, he’s been known to obliterate entire
caravans of slavers, murder government officials who
demean halflings or treat them as second-class citizens,
and assassinate bards or actors who perform plays that
treat halflings as subjects of ridicule.
Combat Encounters: Vink might attack the PCs for
something he considers a slight, or work with any group
he thinks advances the cause of halflings. Expressing
a sincere apology and offering a compensatory gift to a
halfling community usually convinces him to back down
without killing anyone.
Roleplaying Suggestions: The PCs might encounter
Vink as an easily-insulted, hot-tempered bravo defending
halfling honor, rights, or territory. If the PCs include a
halfling or have acted on behalf of a halfling community
in the past, he might attempt to befriend them or seek
their aid for a dangerous plan.
DAGGER MASTER
CR 17
HALFLING ROGUE 18
XP 102,400
Small humanoid (halfling)
NE
157
157
CR
16
17
CORE CLASSES
ROGUES
brings her a moment of hope that it will acknowledge
her as its favorite. To challenge herself and prove her
worthiness, she often sets specific criteria for her kills,
such as death in exactly three hits, or from two different
directions, or while holding a black rose in her off hand.
Combat Encounters: Wu Shen might select a PC to be
the target of her latest challenge, attacking unexpectedly
and retreating without saying a word if she fails to meet
the self-imposed parameters of her challenge.
Roleplaying Suggestions: With her highly romanticized
way of speaking about “her lover,” Wu Shen might convince
the PCs to help her with specific killings under the pretense
of deeds of heroic chivalry. The PCs may persuade her to
help them with battles that would pose a unique enough
challenge to attract her lover’s attention.
DEATH WHISPERER
CR 18
HUMAN ROGUE 19
XP 153,600
Medium humanoid (human)
LE
Init +10; Senses Perception +23
DEFENSE
AC 28, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex,
+1 dodge, +2 natural, +2 shield)
hp 184 (19d8+95)
Fort +12, Ref +20, Will +12
Defensive Abilities improved evasion, improved uncanny dodge,
trap sense +6
OFFENSE
Speed 30 ft.
Melee rapier of puncturing +23/+18/+13 (1d6+4/15–20 plus 1 bleed)
Ranged mwk dagger +21 (1d4+2/19–20)
Special Attacks sneak attack +10d6
TACTICS
During Combat The rogue uses Spring Attack and
Lightning Stance to reach opponents, and uses his
rapier of puncturing to make sneak attacks.
STATISTICS
Str 14, Dex 22, Con 16, Int 10, Wis 12, Cha 8
Base Atk +14; CMB +16; CMD 35
Feats Critical Focus, Dodge, Improved Critical (rapier), Improved
Initiative, Improved Vital Strike, Iron Will, Lightning Stance,
Mobility, Spring Attack, Staggering Critical, Toughness, Vital Strike,
Weapon Finesse, Weapon Focus (rapier), Wind Stance
Skills Acrobatics +28, Bluff +21, Climb +24, Disable Device +39,
Escape Artist +28, Perception +23, Sense Motive +23, Stealth +28,
Swim +24
Languages Common
SQ rogue talents (bleeding attack +10, combat trick, defensive roll,
feat, finesse rogue, improved evasion, rogue crawl, slippery mind,
weapon training), trapfinding +9
Combat Gear potions of cure serious wounds (2), potion of fly,
potions of haste (2), potions of invisibility (3); Other Gear
+3 shadow studded leather, rapier of puncturing,
masterwork dagger, amulet of natural armor +2, belt
of incredible dexterity +4, cloak of resistance +3, ring of
force shield, ring of protection +2, masterwork dagger (4),
masterwork rapier, masterwork thieves’ tools, 3,977 gp
The death whisperer ends lives with a quiet sigh,
freeing a last breath and a soul with one strike.
WU SHEN
Wu Shen loves death as if it were an actual person. She
speaks of death as “her lover” and never as “death” or
any proper name, and listeners may mistakenly believe
she is referring to a mortal person. She relishes every
killing, seeing them as love notes of a sort. Death’s
affection is the most elusive prize, and each murder
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158
touched another kind of weapon in more than a hundred
years, as she feels such things are beneath her. If her survival
depends on using something other than a sword, she does
what she must, but vents her rage on those around her.
Combat Encounters: Yalandara knows she doesn’t have
to prove her skill, but likes to teach upstarts a lesson, and
might duel a martial character for fun.
Roleplaying Suggestions: Yalandara respects others who
uses swords with skill, and may aid them in tasks that don’t
inconvenience her. The PCs might encounter her practicing
swordplay in some extreme environment
chosen to test her balance and concentration.
BLADE LORD
CR 19
ELF ROGUE 20
XP 204,800
Medium humanoid (elf)
NE
Init +6; Senses low-light vision; Perception +25
DEFENSE
AC 30, touch 20, flat-footed 23 (+8 armor, +3 deflection, +6 Dex,
+1 dodge, +1 natural, +1 shield)
hp 173 (20d8+80)
Fort +10, Ref +20, Will +8; +2 vs. enchantments
Defensive Abilities improved evasion, improved uncanny dodge,
trap sense +6; Immune sleep
OFFENSE
Speed 30 ft.
Melee +2 brilliant energy longsword +19/+14/+9 (1d8+5/19–20),
+1 frost short sword +20/+15/+10 (1d6+4/19–20 plus 1d6 cold) or
+2 brilliant energy longsword +21/+16/+11 (1d8+5/19–20) or
+1 keen rapier +22/+17/+12 (1d6+4/15–20) or
+1 frost short sword +22/+17/+12 (1d6+4/19–20 plus 1d6 cold)
Special Attacks master strike (DC 23), sneak attack +10d6
TACTICS
During Combat The rogue uses Whirlwind Attack if engaging
multiple foes, otherwise focusing all attacks with her longsword
against a target whose defenses the weapon easily ignores.
STATISTICS
Str 16, Dex 23, Con 14, Int 16, Wis 10, Cha 8
Base Atk +15; CMB +18; CMD 38
Feats Combat Expertise, Dodge, Greater Disarm, Greater
Two-Weapon Fighting, Improved Disarm, Improved
Two-Weapon Fighting, Mobility, Spring Attack,
Toughness, Two-Weapon Defense, Two-Weapon Fighting,
Weapon Finesse, Weapon Focus (longsword), Whirlwind Attack
Skills Acrobatics +29, Climb +26, Diplomacy +22, Disable
Device +31, Disguise +22, Escape Artist +29,
Intimidate +22, Knowledge (local) +26,
Perception +25, Sense Motive +23, Stealth +29
SQ elven magic, rogue talents (bleeding attack +10, combat
trick, crippling strike, fast stealth, feat, finesse rogue,
improved evasion, slippery mind, surprise attack,
weapon training), trapfinding +10, weapon familiarity
Combat Gear potions of cure serious wounds (3), potions of
heroism (2), potions of invisibility (3); Other Gear +4 chain
shirt, +2 brilliant energy longsword, +1 frost short sword,
+1 keen rapier, amulet of natural armor +1, belt of physical
perfection +2, cloak of resistance +2, headband of vast intelligence
+2, ring of protection +3, masterwork thieves’ tools, 4,055 gp
The blade lord has attained mastery with swords by
forsaking all other weapons.
YALANDARA
Yalandara has spent her long elven life perfecting the use
of longswords, short swords, and rapiers. She has not even
159
159
CR
18
19
CORE CLASSES
ROGUES
Init +0; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 18 (2d6+9)
Fort +2, Ref +0, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee spiked gauntlet +3 (1d4+2) or
heavy mace +3 (1d8+2)
Ranged mwk heavy crossbow +2 (1d10/19–20)
Special Attacks +1 on attack rolls vs. goblinoid and orc humanoids
Bloodline Spell-Like Abilities (CL 2nd; concentration +3)
4/day—elemental ray (1d6+1 fire)
Sorcerer Spells Known (CL 2nd; concentration +3; arcane spell failure 10%)
1st (5/day)—burning hands (DC 12), shocking grasp (fire)
0 (at will)—acid splash (fire), dancing lights, mending, read
magic, touch of fatigue (DC 11)
Bloodline elemental (fire)
TACTICS
During Combat The sorcerer
uses burning hands and shocking
grasp to scorch his foes.
STATISTICS
Str 14, Dex 10, Con 15, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip)
Feats Eschew Materials, Toughness
Skills Appraise +5 (+7 to assess
metals or gemstones), Craft (jewelry)
+5, Perception +2 (+4 to notice unusual
stonework), Spellcraft +5, Use Magic Device +5
Languages Common, Dwarven, Giant
SQ bloodline arcana (change energy
damage spells to fire)
Combat Gear potion of cure light
wounds, scroll of flaming
sphere, acid (2),
alchemist’s fire (3); Other
Gear leather armor, heavy
mace, masterwork heavy
crossbow with 20 bolts,
spiked gauntlet, uncut gems
(worth 100 gp), 23 gp
The gem sorcerer is
unusual among dwarves,
using
arcane
magic
to satisfy his insatiable
greed for gems.
Init +2; Senses Perception +1
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +3, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged dart +2 (1d4)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—color spray (DC 14), magic missile
0 (at will)—daze (DC 13), detect magic, ray of frost, read magic
Bloodline arcane
TACTICS
During Combat The sorcerer casts color spray to neutralize groups of
foes, followed by magic missile at any foes left standing.
STATISTICS
Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Combat Casting, Eschew Materials, Iron Will
Skills Bluff +7, Intimidate +7, Knowledge (local) +5, Perception +1,
Sense Motive +1, Spellcraft +5
Languages Common, Draconic
SQ arcane bond (familiar [rat named Slivikin]), bloodline arcana
(+1 DC for metamagic spells that increase spell level)
Combat Gear potion of cure
light wounds, scrolls
of disguise self (2),
scrolls of shield (2),
wand of sleep (11
charges), alchemist’s
fire (2); Other Gear
darts (5), quarterstaff,
33 gp
The mercenary magician
serves whoever can pay
her, but is not particularly
loyal to her employers.
MARON
BLACKTHORNE
Though she’s fond of gambling,
Maron doesn’t always have the best
luck. When the odds turn against her,
she leaves town in a hurry to avoid paying her
debts, and picks jobs that get her quickly out
of range of collectors, even if those
jobs are dangerous.
MERCENARY MAGICIAN
CR 1/2
HUMAN SORCERER 1
XP 200
Medium humanoid (human)
LN
GEM SORCERER
CR 1
DWARF SORCERER 2
XP 400
Medium humanoid (dwarf)
LE
160
160
Init +1; Senses low-light vision; Perception +2
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size)
hp 28 (4d6+12)
Fort +3, Ref +2, Will +6; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee mwk spear +5 (1d6+1/×3)
Ranged light crossbow +4 (1d6/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, long limbs (+5 ft.)
Bloodline Spell-Like Abilities (CL 4th; concentration +8)
7/day—acidic ray (1d6+2 acid)
Gnome Spell-Like Abilities (CL 4th; concentration +8)
1/day—dancing lights, ghost sound (DC 15), prestidigitation,
speak with animals
Sorcerer Spells Known (CL 4th; concentration +8)
2nd (4/day)—alter self
1st (7/day)—enlarge person (DC 16), reduce person (DC 16),
shield, shocking grasp
0 (at will)—acid splash, bleed (DC 14), detect magic, mage hand,
read magic, touch of fatigue (DC 14)
Bloodline aberrant
TACTICS
During Combat The sorcerer casts shield, targets
approaching enemies with acidic ray, then uses her long limbs
ability to deliver touch spells. In melee, she casts enlarge
person on herself and attacks with her spear.
STATISTICS
Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 13
Feats Eschew Materials, Iron Will, Spell Focus (transmutation)
Skills Bluff +8, Craft (alchemy) +5, Disguise +5,
Perception +2, Use Magic Device +8
Languages Common, Gnome, Sylvan
SQ bloodline arcana (+50% duration on
polymorph spells), gnome magic
Combat Gear potion of spider climb, scrolls of
cat’s grace (2), scroll of slow, acid, tanglefoot
bag; Other Gear light crossbow with 10
bolts, masterwork spear, bracers of
armor +1, collection of dolls’ heads,
28 gp
The
tainted
sorcerer’s
mind and body have
been warped by alien or
extraplanar magic.
Init +2; Senses low-light vision; Perception +7
DEFENSE
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
hp 19 (3d6+6)
Fort +2, Ref +5, Will +2; +2 vs. enchantments
Immune sleep; Resist cold 5
OFFENSE
Speed 30 ft.
Melee 2 claws +1 (1d4) or
mwk longsword +2 (1d8/19–20)
Ranged longbow +3 (1d8/×3)
Special Attacks claws (2, 1d4, 5 rounds/day)
Sorcerer Spells Known (CL 3rd; concentration +5)
1st (6/day)—cause fear (DC 13), endure elements, mage armor,
magic missile
0 (at will)—bleed (DC 12), detect magic, light, ray of frost,
read magic
Bloodline draconic (white)
TACTICS
Before Combat The sorcerer casts mage armor.
During Combat The sorcerer casts cause fear at any dangerous-
looking opponent, then casts magic missile at her foes.
When her spells are exhausted, she casts
bull’s strength from a scroll and attacks
with her claws or longsword.
Base Statistics Without mage armor, the
sorcerer’s statistics are AC 13, touch 12,
flat-footed 11.
STATISTICS
Str 10, Dex 14, Con 12, Int 15, Wis 8, Cha 15
Base Atk +1; CMB +1; CMD 13
Feats Combat Casting, Eschew Materials,
Lightning Reflexes
Skills Intimidate +8, Knowledge
(arcana) +8, Perception +7,
Spellcraft +8 (+10 to identify
magic item properties)
Languages Common, Draconic,
Elven, Goblin
SQ bloodline arcana (cold spells deal +1 damage
per die), elven magic, weapon familiarity
Combat Gear potion of cure light wounds, potion of
fly, scrolls of bull’s strength (2), scroll of fog cloud;
Other Gear longbow with 20 arrows, masterwork
longsword, 10 gp
The whiteclaw sorcerer revels in her draconic
blood, using her powers to terrify and
kill enemies in her territory.
WHITECLAW SORCERER
CR 2
ELF SORCERER 3
XP 600
Medium humanoid (elf)
NE
TAINTED SORCERER
CR 3
GNOME SORCERER 4
XP 800
Small humanoid (gnome)
CE
161161
CR
1/2
1
2
3
CORE CLASSES
SORCERERS
BRAMBLE SORCERER
CR 4
HALF-ELF SORCERER 5
XP 1,200
Medium humanoid (elf, human)
LE
Init +2; Senses low-light vision; Perception +7
DEFENSE
AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 natural)
hp 30 (5d6+10)
Fort +3, Ref +6, Will +4; +2 vs. enchantments
Resist acid 5, fire 10
OFFENSE
Speed 30 ft.
Melee mwk light mace +3 (1d6) or
2 claws +2 (1d4)
Ranged mwk light crossbow +5 (1d8/19–20)
Special Attacks claws (2, 1d4, treated as magic, 7 rounds/day)
Sorcerer Spells Known (CL 5th; concentration +9)
2nd (5/day)—acid arrow, mirror image, resist energy
1st (7/day)—cause fear (DC 15), charm person (DC 15), mage
armor, magic missile, ray of enfeeblement (DC 15)
0 (at will)—acid splash, detect magic, ghost sound (DC 14), mage
hand, message, read magic
Bloodline draconic (green)
TACTICS
Before Combat The sorcerer casts mage armor and resist energy (fire).
During Combat The sorcerer casts mirror image, then entangles
opponents with his wand of entangle (using the Use Magic Device
skill). He uses one of his scrolls of levitate to avoid melee combat,
and casts cause fear to remove opponents threatening him.
Base Statistics Without mage armor and resist energy, the sorcerer’s
statistics are AC 14, touch 13, flat-footed 11; Resist acid 5.
STATISTICS
Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 18
Base Atk +2; CMB +2; CMD 15
Feats Combat Casting, Dodge, Eschew Materials, Lightning Reflexes,
Skill Focus (Use Magic Device)
Skills Intimidate +10, Knowledge (arcana) +7, Perception +7,
Spellcraft +7, Use Magic Device +13
Languages Common, Draconic, Elven
SQ bloodline arcana (acid spells deal +1 damage per die), elf blood
Combat Gear potion of cure moderate wounds, potion of invisibility,
scrolls of levitate (2), scroll of ray of exhaustion, scroll of silent
image, wand of entangle (20 charges), smokestick; Other Gear
masterwork light crossbow with 10 bolts, masterwork light mace,
cloak of resistance +1, 190 gp
The bramble sorcerer serves the interests of green
dragons, walking where his masters cannot and speaking
on their behalf to other forest dwellers.
AMRIEL THASK
Amriel is a hollow shell of a man. He was raised to believe
dragons are the true masters of the world, and his will
is so broken that he cannot believe otherwise. When in
the presence of a dragon, he hangs on the creature’s every
word, and is greatly tempted to grovel like a slave. When
away from dragons, he is arrogant and condescending,
knowing that the dragons have chosen him to interact
with lesser races so they do not have to. His greatest hope
is to become a dragon disciple so that he can become
closer in flesh and spirit to his masters.
Combat Encounters: Amriel could be the guardian of
or advisor to a young dragon, an agent of a more mature
dragon, or the leader of a kobold tribe.
Roleplaying Encounters: Amriel might be a liaison
between the PCs and a nearby dragon, an agent of a
secretive group of druids, or the last survivor of a dragon
cult that was wiped out by a hostile force.
162
162
Init +6; Senses low-light vision; Perception +4
DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex,
+1 dodge)
hp 35 (6d6+12)
Fort +4, Ref +5, Will +7; +2 vs. enchantments
Immune sleep; Resist electricity 10
OFFENSE
Speed 30 ft.
Melee spear +2 (1d8–1/×3)
Ranged mwk longbow +6 (1d8/×3)
Bloodline Spell-Like Abilities (CL 6th; concentration +9)
6/day—elemental ray (1d6+3 electricity)
Sorcerer Spells Known (CL 6th; concentration +9)
3rd (4/day)—lightning bolt (DC 17)
2nd (6/day)—gust of wind (DC 16), scorching ray
(electricity), spectral hand
1st (7/day)—burning hands (electricity; DC 15),
mage armor, magic missile, obscuring mist,
shocking grasp
0 (at will)—acid splash (electricity), dancing lights,
detect magic, light, mage hand, ray of frost
(electricity), read magic
Bloodline elemental (air)
TACTICS
Before Combat The sorcerer casts mage armor.
During Combat The sorcerer favors his electricity spells, casting
lightning bolt or scorching ray, or using his spectral hand to
deliver shocking grasp attacks. He prefers ranged combat,
using a scroll of fly or levitate to avoid opponents on the
ground.
Base Statistics Without mage armor, the sorcerer’s base statistics
are AC 14, touch 14, flat-footed 11.
STATISTICS
Str 8, Dex 15, Con 12, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +2; CMD 16
Feats Dodge, Eschew Materials, Improved Initiative, Spell Focus
(evocation)
Skills Fly +10, Knowledge (arcana) +9, Linguistics +2, Perception +4,
Spellcraft +10 (+12 to identify magic item properties)
Languages Auran, Common, Draconic, Elven
SQ bloodline arcana (change energy damage spells to electricity),
elven magic, weapon familiarity
Combat Gear scroll of fly, scroll of gaseous form, scroll of levitate;
Other Gear masterwork longbow with 20 arrows, spear, cloak of
resistance +1, ring of protection +1; 375 gp
The storm sorcerer battles his enemies with wind and
lightning, reveling in nature’s destructive power.
STORM SORCERER
CR 5
ELF SORCERER 6
XP 1,600
Medium humanoid (elf)
NE
VALENDRON OPARAL
Valendron hails from an elven village in the high
mountains. When he was an infant, he and his mother
were caught outside in a storm and struck by a bolt of
lightning. Though his mother died, he survived, and as
a youth he began to develop arcane powers. He believes
that storms and natural disasters eliminate the weak,
allowing the strong to survive. He struck out on his own
to find others like himself.
Combat Encounters: Valendron might join with air
mephits, air elementals, or jann trying to open a portal
to or increase the influence of the Plane of Air. He may
share a lair with electricity-using creatures such as
behirs, shocker lizards, or blue dragons.
Roleplaying Encounters: Valendron may be looking
for survivors in a village or town wrecked by a powerful
storm, or could instead be searching for magic items
relating to air, weather, and electricity.
163
163
CR
4
5
CORE CLASSES
SORCERERS
Init +1; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex,
+1 natural)
hp 60 (7d6+33)
Fort +3, Ref +3, Will +7
Defensive Abilities orc ferocity; Resist fire 10
OFFENSE
Speed 30 ft.
Melee mwk falchion +7 (2d4+4/18–20)
Ranged mwk heavy crossbow +5 (1d10/19–20)
Bloodline Spell-Like Abilities (CL 7th; concentration +10)
6/day—elemental ray (1d6+3 fire)
Sorcerer Spells Known (CL 7th; concentration +10)
3rd (5/day)—fireball (DC 17), haste, protection from energy
2nd (7/day)—blur, false life, glitterdust (DC 15), scorching ray
1st (7/day)—burning hands (DC 15), mage armor, magic missile,
magic weapon, ray of enfeeblement (DC 14), shield
0 (at will)—bleed (DC 13), dancing lights, detect magic, flare
(DC 14), light, ray of frost (fire), read magic
Bloodline elemental (fire)
TACTICS
Before Combat The sorcerer casts false
life and mage armor.
During Combat The sorcerer casts
haste before targeting her foes with
fireball or scorching ray. In melee
combat, she casts shield on herself, and
magic weapon on her falchion.
Base Statistics Without false life and mage
armor, the sorcerer’s statistics are AC 13,
touch 11, flat-footed 12; hp 48.
STATISTICS
Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 18
Feats Combat Casting, Eschew Materials, Iron Will, Power Attack,
Spell Focus (evocation), Toughness
Skills Intimidate +11, Knowledge (arcana) +3, Linguistics +0,
Perception +7, Spellcraft +4
Languages Common, Ignan, Orc
SQ bloodline arcana (change energy damage spells to fire), orc blood,
weapon familiarity
Combat Gear potion of cure moderate wounds, scroll of fly (2);
Other Gear masterwork falchion, masterwork heavy crossbow
with 10 bolts, amulet of natural armor +1, ring of protection +1,
225 gp
The bloodfire sorcerer withers her enemies with flame
and quickens her allies with hot-blooded ferocity.
SINDRIZA
Sindriza was born to a shaman in an efreet-worshiping
orc tribe. Her magic manifested early, burning anyone
who tried to harm her and keeping her warm when
the chief tried to abandon her to die in the cold. She
embraced her tribe’s love of violence and fire, and loves
to use her powers to maim, torture, and kill. She believes
she is blessed by the fire gods and meant to use her magic
to conquer and destroy. She is a pyromaniac, and has
difficulty resisting her urge to ignite flammable objects,
creatures, and buildings.
Combat Encounters: Sindriza readily allies with bandits,
raiders, or mercenaries, especially if they are prone to
needless violence and arson. She may lead a fire cult, or
serve an efreet or a gang of fire giants.
Roleplaying Encounters: Sindriza can be a valuable ally
if she’s allowed to satiate her destructive urges. She grows
restless if kept on a short leash, even by a strong master,
and is prone to verbally lash out at dwarves and elves if
she can’t physically attack them.
BLOODFIRE SORCERER
CR 6
HALF-ORC SORCERER 7
XP 2,400
Medium humanoid (human, orc)
NE
164
164
Init +2; Senses low-light vision; Perception +10
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 size)
hp 46 (8d6+16)
Fort +3, Ref +4, Will +10; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee sickle +3 (1d4–2)
Ranged mwk light crossbow +8 (1d6/19–20)
Special Attacks +1 on attack rolls against goblinoid and
reptilian humanoids
Gnome Spell-Like Abilities (CL 8th; concentration +12)
1/day—dancing lights, ghost sound (DC 15), prestidigitation,
speak with animals
Bloodline Spell-Like Abilities (CL 8th; concentration +12)
7/day—laughing touch
Sorcerer Spells Known (CL 8th; concentration +12)
4th (4/day)—phantasmal killer (DC 21)
3rd (6/day)—deep slumber (DC 19), major image (DC 20),
suggestion (DC 19)
2nd (7/day)—hideous laughter (DC 18), hypnotic pattern (DC 19),
mirror image, scorching ray
1st (7/day)—charm person (DC 15), color spray (DC 18), entangle
(DC 15), magic missile, shield, ventriloquism (DC 18)
0 (at will)—daze (DC 16), detect magic, flare (DC 14), mage hand,
message, ray of frost, read magic, touch of fatigue (DC 14)
Bloodline fey
TACTICS
During Combat The sorcerer casts mirror image, then attempts
to control or humiliate opponents with charm person,
hideous laughter, suggestion, or his wand of grease.
STATISTICS
Str 6, Dex 14, Con 12, Int 12, Wis 14, Cha 18
Base Atk +4; CMB +1; CMD 14
Feats Dodge, Eschew Materials, Greater Spell Focus (illusion),
Iron Will, Mobility, Spell Focus (illusion)
Skills Bluff +12, Knowledge (arcana) +8, Knowledge (nature) +5,
Perception +10, Spellcraft +8, Use Magic Device +11
Languages Common, Elven, Gnome, Sylvan
SQ bloodline arcana (+2 DC for compulsion spells), gnome magic,
woodland stride
Combat Gear potion of cure moderate wounds, screaming bolts (3),
wand of grease (20 charges), wand of invisibility (21 charges);
Other Gear masterwork light crossbow with 10 bolts, sickle,
bracers of armor +2, book of pressed fairy wings, 168 gp
The trickster mage thinks everyone deserves to be the
butt of his jokes, even if they don’t want to be.
QUALZAR JALLARIMPLE
Qualzar’s heritage includes mischievous fey who tie
shoelaces, curdle milk, and generally make nuisances
of themselves. He claims to not understand why other
creatures find his humor malicious, but in truth he
doesn’t care. He’s willing to hurt others for the sake of a
pun or punch line, and has a book of plucked fairy wings
to prove it.
Combat Encounters: Qualzar may try to annoy the PCs
in a city or woodland, either for spite or as part of some
elaborate, cruel joke. If one of his victims is injured in a
funny way, he laughs even harder. His actions could be
incidental to another encounter—he might appear just
long enough to make trouble during a fight, then leave
and not be seen again for weeks.
Roleplaying Encounters: Qualzar could lead a troupe
of gnomes or be a recent outcast from a famous circle of
allies. He might make catcalls at PCs to undermine their
diplomatic efforts, or arrange to humiliate them at a time
when they can’t retaliate.
TRICKSTER MAGE
CR 7
GNOME SORCERER 8
XP 3,200
Small humanoid (gnome)
CE
165
165
CR
6
7
CORE CLASSES
SORCERERS
Init +2; Senses Perception +9
DEFENSE
AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex,
+1 dodge, +1 natural)
hp 75 (9d6+41)
Fort +5, Ref +8, Will +9
Resist acid 10, cold 10
OFFENSE
Speed 30 ft.
Melee mwk morningstar +4 (1d8–1)
Ranged javelin +6 (1d6–1) or
ray +7 (by spell)
Bloodline Spell-Like Abilities (CL 9th; concentration +13)
7/day—heavenly fire (1d4+4 divine energy)
Sorcerer Spells Known (CL 9th; concentration +13)
4th (5/day)—remove curse, summon monster IV, wall of fire
3rd (7/day)—dispel magic, lightning bolt (DC 17), magic
circle against evil, ray of exhaustion (DC 17)
2nd (7/day)—acid arrow, false life, resist energy,
scorching ray, shatter
1st (7/day)—bless, mage armor, magic missile, ray of
enfeeblement (DC 15), shield, true strike
0 (at will)—daze (DC 14), detect magic, light,
mage hand, mending, ray of frost, read
magic, resistance
Bloodline celestial
TACTICS
Before Combat The sorcerer casts false life and
mage armor.
During Combat The sorcerer casts summon
monster IV to summon a celestial giant wasp,
then shoots ray spells at her foes.
Base Statistics Without false life and mage armor,
the sorcerer’s statistics are AC 15, touch 14,
flat-footed 12; hp 61.
STATISTICS
Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 18
Base Atk +4; CMB +3; CMD 17
Feats Combat Casting, Dodge, Eschew Materials,
Lightning Reflexes, Mobility, Point-Blank Shot,
Toughness, Weapon Focus (ray)
Skills Diplomacy +5, Handle Animal +5, Heal +6,
Knowledge (arcana) +10, Knowledge (religion) +1,
Linguistics +1, Perception +9, Spellcraft +10, Survival +3
Languages Celestial, Common
SQ bloodline arcana (summoned creatures gain DR 4/evil),
wings of heaven (9 minutes/day)
Combat Gear potion of cure serious wounds, scroll of confusion,
wand of bull’s strength (25 charges), holy water (2); Other
Gear javelins (4), masterwork morningstar, amulet of natural
armor +1, cloak of resistance +1, ring of protection +1, 988 gp
The sacred sorcerer is an agent of the gods, less
constrained than a priest and armed with magic rarely
used by other servants of the divine.
EVANGELINE DE JILLE
Evangeline is blessed by divine magic, but not quite
willing to devote herself to the causes of good and order.
Instead, she uses her powers to protect herself, travel, and
learn more about the world. Though she seeks balance in
her life, the innate goodness within her finds overt evil
and cruelty to be repugnant, and she distances herself
from such people and things that exhibit them.
SACRED SORCERER
CR 8
HUMAN SORCERER 9
XP 4,800
Medium humanoid (human)
N
166
166
Init +5; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex,
+3 natural)
hp 82 (10d6+45)
Fort +8, Ref +5, Will +7
Defensive Abilities orc ferocity; DR 10/adamantine; Resist acid 10
OFFENSE
Speed 30 ft.
Melee mwk greataxe +8 (1d12+3/×3) or
2 claws +7 (1d6+2)
Special Attacks breath weapon (60-foot line, 10d6 acid, DC 20,
1/day), claws (2, 1d6+2, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 10th; concentration +15)
5th (4/day)—cloudkill (DC 20)
4th (6/day)—fear (DC 19), shout (DC 21), stoneskin
3rd (7/day)—fireball (DC 20), fly, rage, stinking cloud (DC 18)
2nd (7/day)—acid arrow, bull’s strength, false life, resist energy,
scorching ray
1st (8/day)—burning hands (DC 18), endure elements, mage
armor, magic missile, ray of enfeeblement (DC 16), shield
0 (at will)—acid splash, arcane mark, bleed (DC 15), detect magic,
flare (DC 17), ray of frost, read magic, resistance, touch of
fatigue (DC 15)
Bloodline draconic (black)
TACTICS
Before Combat The sorcerer casts false life, mage armor, and
stoneskin on himself.
During Combat The sorcerer casts fly on
the first round of combat along with a
quickened magic missile. He maneuvers
so he can catch as many opponents
as possible with his breath weapon.
If pressed into melee, he casts bull’s
strength and rage, then attacks with his
greataxe or claws.
Base Statistics Without false life, mage armor, and stoneskin,
the sorcerer’s statistics are AC 15, touch 12, flat-footed 14;
hp 67; DR —.
STATISTICS
Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 20
Base Atk +5; CMB +7; CMD 19
Feats Combat Casting, Eschew Materials, Great Fortitude, Greater
Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell
Focus (evocation)
Skills Fly +9, Intimidate +15, Linguistics +1, Perception +7, Spellcraft +7
Languages Common, Draconic, Orc
SQ bloodline arcana (acid spells deal +1 damage per die), orc blood,
weapon familiarity
Combat Gear potion of cure serious wounds, wand of acid arrow
(15 charges); Other Gear masterwork greataxe, amulet of natural
armor +1, cloak of resistance +1, headband of alluring charisma +2,
ring of protection +1, signet ring, diamond dust (worth 500 gp),
825 gp
The blackscale sorcerer channels the powers of corruption
and sloth.
BRAX SWAMPBLACK
Brax was born in an inbred human village tainted by
swamp magic and a forgotten legacy of despicable acts. He is
primarily driven by hunger and the urge to corrupt others,
though his sloth often gets the better of him. He is equally
comfortable sleeping in a bed, in a sewer, or on a
pile of corpses. When his laziness overcomes
his violent tendencies, he is talkative but
dull, concerned more with his inflated
ego than anything of consequence.
Combat Encounters: Brax is usually
a loner, but he may browbeat simple
creatures, such as boggards, orcs,
or trolls, into serving him.
Roleplaying Encounters:
When Brax is feeling
particularly sated, flattery
could convince him to work
with the PCs, especially if their goal
is removing threats to his territory.
BLACKSCALE SORCERER
CR 9
HALF-ORC SORCERER 10
XP 6,400
Medium humanoid (human, orc)
CE
167
167
CR
8
9
CORE CLASSES
SORCERERS
Init +3; Senses Perception +13
DEFENSE
AC 21, touch 16, flat-footed 17 (+4 armor, +1 deflection, +3 Dex,
+1 dodge, +1 natural, +1 size)
hp 63 (11d6+22)
Fort +9, Ref +11, Will +10; +2 vs. fear
Defensive Abilities fated +3; Immune fire (120 points)
OFFENSE
Speed 20 ft.
Melee mwk longspear +5 (1d6–2/×3)
Ranged mwk light crossbow +10 (1d6/19–20)
Special Attacks it was meant to be (1/day)
Bloodline Spell-Like Abilities (CL 11th; concentration +16)
8/day—touch of destiny (+5)
Sorcerer Spells Known (CL 11th; concentration +16)
5th (5/day)—break enchantment, interposing hand, teleport
4th (7/day)—bestow curse (DC 19), dimension
door, freedom of movement,
greater invisibility
3rd (7/day)—dispel magic, fireball
(DC 18), hold person (DC 18),
protection from energy, ray of
exhaustion (DC 18)
2nd (7/day)—acid arrow,
blindness/deafness (DC 17), blur,
scorching ray, see invisibility, spider climb
1st (8/day)—alarm, charm person (DC 16),
floating disk, mage armor, magic missile, true strike
0 (at will)—arcane mark, detect magic, light, mage hand,
message, prestidigitation, ray of frost, read
magic, resistance
Bloodline destined
TACTICS
Before Combat The sorcerer casts freedom of
movement, mage armor, and protection from
energy (fire).
During Combat The sorcerer uses interposing hand
or hold person to keep opponents from reaching her
while she uses ranged attack spells such as fireball
and ray of exhaustion.
Base Statistics Without mage armor and protection
from energy, the sorcerer’s statistics are AC 17,
touch 16, flat-footed 13; Immune none.
STATISTICS
Str 6, Dex 16, Con 12, Int 13, Wis 10, Cha 21
Base Atk +5; CMB +2; CMD 23
Feats Combat Casting, Combat Expertise, Defensive
Combat Training, Dodge, Eschew Materials, Great
Fortitude, Lightning Reflexes, Mobility
Skills Acrobatics +5 (+1 when jumping), Bluff +13, Climb +0, Fly +9,
Knowledge (arcana, history) +9, Perception +13, Spellcraft +10
Languages Common, Gnome, Halfling
SQ bloodline arcana (gains a luck bonus to saves when casting
personal-range spells)
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds, potion of eagle’s splendor, potion of fly, potion of
invisibility, wand of shield (44 charges); Other Gear masterwork
light crossbow with 10 bolts, masterwork longspear, amulet of
natural armor +1, cloak of resistance +2, headband of alluring
charisma +2, ring of protection +1, 649 gp
The lucky mage uses her magic, innate talents and good
fortune to survive incredible odds with barely a scratch.
Rather than depend on this strange fortune, however, the
lucky mage constantly strives to understand and harness
her unique abilities.
AMARYLLIS
HOLLENDOCK
Amaryllis, a relaxed and
personable halfling, tries
not to upset the apple cart
too much, mainly because she
doesn’t like seeing other people
get hurt. She trusts her
powers to get her
through danger alive,
but carries a burden
of guilt over friends
she wasn’t able to
save. She hides this
underneath a veneer
of constant cheerfulness
and good humor, and is fond
of using her magic to delight
others and make friends—though
anyone who underestimates her because of her love
of clowning and children may find themselves in
desperate straits should they rile her anger.
Combat Encounters: Amaryllis might fight the
PCs if she believes they are responsible for harming
her friends or threatening a person or place she cares
about. She has a strong sense of fairness, and may
attack the PCs to right an affront against someone
else. She is quick to jump to conclusions, but also
quick to talk if the PCs try to explain themselves.
Roleplaying Encounters: Amaryllis can be recruited
as an ally easily, especially if the PCs look like they
can take care of themselves. The PCs may meet her
in the midst of a deadly situation—an opportune
meeting she sees as her luck delivering the right
people at the right time.
LUCKY MAGE
CR 10
HALFLING SORCERER 11
XP 9,600
Small humanoid (halfling)
N
168
168
Init +3; Senses low-light vision; Perception +12
DEFENSE
AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +3 Dex,
+1 dodge, +1 natural)
hp 56 (12d6+12)
Fort +5, Ref +10, Will +12; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk rapier +10/+5 (1d6–1/18–20)
Ranged mwk shortbow +10/+5 (1d6/×3)
Bloodline Spell-Like Abilities (CL 12th; concentration +17)
8/day—laughing touch
12 rounds/day—fleeting glance
Sorcerer Spells Known (CL 12th; concentration +17)
6th (3/day)—mass suggestion (DC 25)
5th (6/day)—dominate person (DC 24), mind fog (DC 24), tree stride
4th (7/day)—bestow curse (DC 19), charm monster (DC 21),
crushing despair (DC 23), poison (DC 19)
3rd (7/day)—deep slumber (DC 22), fly, hold person (DC 22),
lightning bolt (DC 18), suggestion (DC 22)
2nd (7/day)—false life, glitterdust (DC 17), hideous laughter
(DC 21), scorching ray, spectral hand, touch of idiocy
1st (8/day)—charm person (DC 18), entangle (DC 16), mage
armor, magic missile, shield, ventriloquism (DC 16)
0 (at will)—dancing lights, daze (DC 19), detect magic, ghost
sound (DC 15), mage hand, message, prestidigitation, ray of
frost, read magic
Bloodline fey
TACTICS
Before Combat The sorcerer casts false life and mage armor.
During Combat The sorcerer uses her fleeting glance ability to
turn invisible, then casts mind fog before using her enchantment
spells. She casts spectral hand to deliver touch spells such as
bestow curse, poison, or touch of idiocy.
Base Statistics Without false life and mage armor, the sorcerer’s
statistics are AC 17, touch 16, flat-footed 13; hp 44.
STATISTICS
Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 20
Base Atk +6; CMB +5; CMD 21
Feats Dodge, Eschew Materials, Greater Spell Focus
(enchantment), Improved Iron Will, Iron Will, Lightning
Reflexes, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +18, Diplomacy +15, Fly +7, Intimidate +18,
Knowledge (arcana) +6, Knowledge (nature) +5, Perception +12,
Spellcraft +9 (+11 to identify magic item properties)
Languages Common, Elven, Sylvan
SQ bloodline arcana (+2 DC for compulsion spells), elven magic,
weapon familiarity, woodland stride
Combat Gear elixir of love (2), scroll of wall of force; Other Gear
masterwork rapier, masterwork shortbow with 20 arrows, cloak of
resistance +1, hat of disguise, headband of alluring charisma +2,
ring of protection +2, jewelry (worth 300 gp), 1,825 gp
The fey enchantress uses her powers to manipulate others,
acquire power, and gain wealth.
ELINDRIA
Elindria believes she is the descendant of an exiled faerie
queen. She plans to gather sycophants under her banner,
claim a stretch of primordial forest, and rule over a court
where her minions flatter her and dance for her pleasure.
FEY ENCHANTRESS
CR 11
ELF SORCERER 12
XP 12,800
Medium humanoid (elf)
CN
169
169
CR
10
11
CORE CLASSES
SORCERERS
Init +6; Senses see invisibility; Perception +11
DEFENSE
AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex,
+1 dodge, +3 natural)
hp 141 (13d6+93)
Fort +10, Ref +10, Will +9
Resist electricity 10
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee 2 claws +7 (1d6+1 plus 1d6 electricity) or
mwk morningstar +8/+3 (1d8+1)
Ranged mwk javelin +9 (1d6+1)
Special Attacks claws (2, 1d4+1 plus 1d6 electricity, treated as magic
weapons, 8 rounds/day), breath weapon (60-foot line, 13d6
electricity, DC 21, 1/day)
Sorcerer Spells Known (CL 13th; concentration +18)
6th (4/day)—acid fog, chain lightning (DC 23), form of
the dragon I
5th (7/day)—cone of cold (DC 22), feeblemind (DC
20), overland flight, spell resistance
4th (7/day)—black tentacles, charm monster
(DC 19), dimension door, fear (DC 19),
ice storm
3rd (7/day)—fireball (DC 20), fly,
haste, lightning bolt (DC 20), slow
(DC 18)
2nd (7/day)—bear’s endurance,
false life, gust of wind
(DC 19), resist energy,
scorching ray, see
invisibility
1st (8/day)—grease,
mage armor,
magic missile, ray of
enfeeblement (DC 16),
shield, shocking grasp
0 (at will)—acid splash, bleed
(DC 15), detect magic, flare
(DC 17), light, mage hand,
mending, ray of frost,
read magic
Bloodline draconic (blue)
TACTICS
Before Combat The sorcerer casts bear’s endurance,
false life, fly, mage armor, and see invisibility.
During Combat The sorcerer prefers to fight with
her electricity spells, such as chain lightning and
lightning bolt, and saves her breath weapon until
her foes are lined up so she can catch as many as
possible in its effect. She uses spells such as black tentacles,
grease, and ice storm to hinder her opponents. If forced into
melee combat, the sorcerer casts haste and form of the dragon I.
Base Statistics Without bear’s endurance, false life, fly, and mage
armor, the sorcerer’s statistics are AC 18, touch 15, flat-footed 15;
hp 126; Fort +8; Speed 30 ft.
STATISTICS
Str 12, Dex 14, Con 18, Int 10, Wis 8, Cha 21
Base Atk +6; CMB +7; CMD 22
Feats Combat Casting, Dodge, Eschew Materials, Greater Spell Focus
(evocation), Improved Initiative, Lightning Reflexes, Maximize
Spell, Mobility, Quick Draw, Spell Focus (evocation), Toughness
Skills Bluff +12, Fly +10, Intimidate +20, Knowledge (arcana) +7,
Linguistics +1, Perception +11, Spellcraft +7
Languages Common, Draconic
SQ bloodline arcana (electricity spells deal +1 damage per die)
Combat Gear potions of cure serious wounds (2), wand of vampiric
touch (10 charges); Other Gear masterwork javelins (2),
masterwork morningstar, amulet of natural armor +1, bag of
holding (type I), cloak of resistance +2, headband of alluring
charisma +2, ring of protection +2, 1,839 gp
An
azure
bolt
sorcerer believes she
is smarter than she
actually is, and spins
wild schemes to make
herself feel important.
SESSERAND
Sesserand has always been a
small person, a lackey to others,
only coming into her own when
her magic awakened. Now she
makes up for years of insults
by preparing and memorizing
cutting remarks for every possible slight, not
realizing her power and inner strength are
more than enough to garner respect despite
her shortcomings.
Combat Encounters: Sesserand prefers
to have lackeys engage enemies so she
can freely choose targets to destroy.
She might serve as a lieutenant to a
wittier person who can make her feel
important.
Roleplaying Encounters: Sesserand
might work for a charismatic person
who values her abilities, or might
tell herself that she’s the “power
behind the throne” in an unequal
partnership.
AZURE BOLT SORCERER
CR 12
HUMAN SORCERER 13
XP 19,200
Medium humanoid (human)
LE
170
170
Init +2; Senses low-light vision; Perception +19
DEFENSE
AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex,
+1 dodge, +2 natural)
hp 79 (14d6+28)
Fort +6, Ref +6, Will +12; +2 vs. enchantments
Immune fire (120 points), sleep; Resist cold 20
OFFENSE
Speed 30 ft.
Melee mwk spear +7/+2 (1d8–1/×3)
Ranged mwk light crossbow +10 (1d8/19–20)
Bloodline Spell-Like Abilities (CL 14th; concentration +20)
9/day—elemental ray (1d6+7 cold)
1/day—elemental blast (14d6 cold, DC 23)
Sorcerer Spells Known (CL 14th, concentration +20)
7th (3/day)—delayed blast fireball (cold, DC 25)
6th (6/day)—chain lightning (cold, DC 24), elemental
body III, freezing sphere (DC 24)
5th (7/day)—baleful polymorph (DC 21), cone of cold
(DC 23), elemental body II, summon monster V
4th (7/day)—elemental body I, ice storm, resilient
sphere (DC 22), solid fog, wall of ice (DC 22)
3rd (7/day)—fly, lightning bolt (cold, DC 21), protection from
energy, ray of exhaustion (DC 19), sleet storm
2nd (8/day)—acid arrow (cold), blindness/deafness
(DC 18), fog cloud, gust of wind (DC 20), mirror image,
scorching ray (cold)
1st (8/day)—burning hands (cold, DC 19), endure elements,
mage armor, magic missile, obscuring mist, shield
0 (at will)—acid splash (cold), bleed (DC 16), detect magic,
detect poison, mage hand, ray of frost, read magic, resistance,
touch of fatigue (DC 16)
Bloodline elemental (water)
TACTICS
Before Combat The sorcerer casts mage armor and protection from
energy (fire).
During Combat The sorcerer casts empowered area damage spells
such as cone of cold, freezing sphere, and chain lightning. If forced
into melee, she casts elemental body III and transforms into a
Large water elemental.
Base Statistics Without mage armor and protection from energy,
the sorcerer’s statistics are AC 17, touch 15, flat-footed 14;
Immune sleep.
STATISTICS
Str 8, Dex 15, Con 14, Int 10, Wis 12, Cha 22
Base Atk +7; CMB +6; CMD 21
Feats Combat Casting, Dodge, Empower Spell, Eschew Materials,
Greater Spell Focus (evocation), Improved Initiative, Iron Will, Nimble
Moves, Silent Spell, Skill Focus (Perception), Spell Focus (evocation)
Skills Diplomacy +11, Fly +11, Knowledge (arcana, planes) +8,
Linguistics +1, Perception +19, Spellcraft +8, Swim +4
Languages Aquan, Common, Elven
SQ bloodline arcana (change energy damage spells to cold), elf blood
Combat Gear potion of fly; Other Gear masterwork light crossbow
with 10 bolts, masterwork spear, amulet of natural armor +2,
headband of alluring charisma +4, ring of protection +2, 1,413 gp
The ice mage bends liquid and solid water to her will,
killing with the efficiency of a sudden frost.
MATHERIE TOURANE
As a child, Matherie was buried alive by an avalanche for
3 days. After she dug herself free, she found the ordeal had
given her power over ice and snow. She abandoned her old
life and embraced the coldness and cruelty in her heart.
ICE MAGE
CR 13
HALF-ELF SORCERER 14
XP 25,600
Medium humanoid (elf, human)
NE
171171
CR
12
13
CORE CLASSES
SORCERERS
Lightning Reflexes, Persuasive, Quicken Spell, Spell Focus
(evocation), Spell Penetration
Skills Bluff +19, Diplomacy +23, Fly +10, Intimidate +23, Knowledge
(arcana) +9, Knowledge (planes) +6, Perception +12, Spellcraft +9
Languages Common, Infernal
SQ bloodline arcana (+2 DC for charm spells), infernal resistances, on
dark wings
Combat Gear potions of cure serious wounds (2), scrolls of
invisibility (2), scroll of nondetection, wand of mage armor
(20 charges); Other Gear masterwork quarterstaff, amulet of
natural armor +2, cloak of resistance +2, headband of alluring
charisma +4, ring of counterspells, ring of protection +2,
diamond dust (worth 500 gp), 1,675 gp
The diabolical charmer uses magic and honeyed words to
convince mortals and fiends to do her bidding.
DIABOLICAL CHARMER
CR 14
HUMAN SORCERER 15
XP 38,400
Medium humanoid (human)
LE
Init +6; Senses Perception +12
DEFENSE
AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex,
+1 dodge, +2 natural) (+2 deflection vs. good)
hp 85 (15d6+30)
Fort +7, Ref +11, Will +15; +4 vs. poison
DR 10/adamantine (150 points); Resist fire 10
OFFENSE
Speed 30 ft.
Melee mwk quarterstaff +7/+2 (1d6–1)
Bloodline Spell-Like Abilities (CL 15th; concentration +21)
9/day—corrupting touch (7 rounds)
1/day—hellfire (15d6 fire, DC 23)
Sorcerer Spells Known (CL 15th; concentration +21)
7th (4/day)—delayed blast fireball (DC 24), greater teleport,
summon monster VII
6th (7/day)—disintegrate (DC 22), globe of invulnerability,
mass suggestion (DC 22), planar binding (devils/fiendish
creatures only, DC 22)
5th (7/day)—cone of cold (DC 22), dismissal (DC 21),
dominate person (DC 21), polymorph, wall of force
4th (7/day)—black tentacles, charm monster (DC 22),
dimension door, stoneskin, wall of fire
3rd (7/day)—dispel magic, fireball (DC 20), hold
person (DC 19), suggestion (DC 19), vampiric touch
2nd (8/day)—acid arrow, darkness, false life,
invisibility, scorching ray, web (DC 18)
1st (8/day)—burning hands (DC 18), charm
person (DC 19), magic missile, protection
from good, shield, true strike
0 (at will)—acid splash, bleed (DC 16),
daze (DC 16), detect magic, open/close,
prestidigitation, ray of frost, read magic, touch of
fatigue (DC 16)
Bloodline infernal
TACTICS
Before Combat The sorcerer casts false life and stoneskin,
and uses her wand of mage armor.
During Combat The sorcerer uses hellfire on the first round
of combat, then uses controlling spells like dominate person,
or damaging attacks such as black tentacles or cone of cold.
Base Statistics Without false life, mage armor, and stoneskin, the
sorcerer’s statistics are AC 17, touch 15, flat-footed 14; hp 70;
DR none.
STATISTICS
Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 23
Base Atk +7; CMB +6; CMD 21
Feats Combat Casting, Dodge, Eschew Materials, Extend Spell,
Improved Initiative, Improved Iron Will, Iron Will,
172172
SQ arcane bond (ring of protection), bloodline arcana (+1 DC for
metamagic spells that increase spell level), metamagic adept
(4/day), new arcana, school power (+2 DC for evocation spells)
Combat Gear potion of cure serious wounds, scroll of mislead, scroll
of shadow walk; Other Gear masterwork sling with 20 bullets,
masterwork spear, amulet of natural armor +2, bracers of armor +3,
cloak of resistance +3, headband of alluring charisma +4, ring of
protection +3, diamond dust (worth 500 gp), eye ointment for true
seeing (worth 500 gp), 1,848 gp
The natural arcanist is a conduit for magical power,
always on the brink of releasing too much energy.
NAR LOSAFEL
Nar is a troubled halfling whose innate magic has always
caused inadvertent destruction in his home. He was born
in a quiet halfling district of a human city, but his friends
and family chased him out in his teen years, fearing for
their safety. Forced to live like a hermit, Nar grew bitter
and angry. His odd speech patterns and personality make
him difficult to read.
NATURAL ARCANIST
CR 15
HALFLING SORCERER 16
XP 51,200
Small humanoid (halfling)
NE
Init +3; Senses Perception +12
DEFENSE
AC 23, touch 18, flat-footed 19 (+3 armor, +3 deflection, +3 Dex,
+1 dodge, +2 natural, +1 size)
hp 137 (16d6+79)
Fort +11, Ref +12, Will +16; +2 vs. fear
Defensive Abilities spell turning; DR 10/adamantine (150 points)
OFFENSE
Speed 20 ft.
Melee mwk spear +8/+3 (1d6–2/×3)
Ranged mwk sling +13/+8 (1d3–2)
Sorcerer Spells Known (CL 16th; concentration +23)
8th (3/day)—prismatic wall (DC 25)
7th (6/day)—grasping hand, greater teleport, spell turning
6th (7/day)—acid fog, chain lightning (DC 25), globe of
invulnerability, greater dispel magic, true seeing
5th (7/day)—break enchantment, cone of cold (DC 24), mage’s
faithful hound, mind fog (DC 22), overland flight
4th (7/day)—dimension door, enervation, phantasmal killer
(DC 21), resilient sphere (DC 23), stoneskin
3rd (8/day)—dispel magic, displacement, fly, hold
person (DC 20), lightning bolt (DC 22), protection
from energy (DC 20)
2nd (8/day)—false life, glitterdust (DC 19), invisibility,
knock, resist energy, scorching ray
1st (8/day)—alarm, grease, identify, magic missile, ray of
enfeeblement (DC 18), shield
0 (at will)—acid splash, arcane mark, detect magic, detect poison,
light, mage hand, ray of frost, read magic, resistance
Bloodline arcane
TACTICS
Before Combat The sorcerer casts false life, stoneskin, and
spell turning.
During Combat The sorcerer casts prismatic wall between himself and
his enemies on the first round of combat, then casts displacement
and globe of invulnerability. He attacks with area damage spells
such as acid fog, chain lightning, and cone of cold.
Base Statistics Without false life, spell turning, and stoneskin, the
sorcerer’s statistics are hp 122; Defensive Abilities none; DR none.
STATISTICS
Str 6, Dex 16, Con 14, Int 12, Wis 10, Cha 24
Base Atk +8; CMB +5; CMD 22
Feats Combat Casting, Dodge, Empower Spell, Eschew Materials,
Improved Counterspell, Iron Will, Maximize Spell, Quicken Spell,
Silent Spell, Still Spell, Toughness
Skills Acrobatics +5 (+1 when jumping), Bluff +18, Climb +0, Fly +9,
Knowledge (arcana) +12, Knowledge (local) +9, Perception +12,
Spellcraft +12, Use Magic Device +18
Languages Common, Dwarven, Halfling
173
173
CR
14
15
CORE CLASSES
SORCERERS
Init +4; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC 26, touch 14, flat-footed 26 (+8 armor, +3 deflection, +1 insight,
+4 natural)
hp 147 (17d6+85)
Fort +15, Ref +9, Will +14; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); DR 10/adamantine (150 points); Resist fire 10
OFFENSE
Speed 20 ft., fly 60 ft. (average)
Melee mwk battleaxe +11/+6 (1d8+2/×3) or
2 claws +10 (1d6+2 plus 1d6 fire)
Ranged mwk heavy crossbow +9 (1d10/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, breath weapon (30-foot cone, 17d6 fire, DC 23,
2/day), claws (2, 1d4+2 plus 1d6 fire, treated as magic weapons,
8 rounds/day)
Sorcerer Spells Known (CL 17th; concentration +22)
8th (4/day)—form of the dragon III, greater shout (DC 25),
incendiary cloud (DC 23)
7th (6/day)—delayed blast fireball (DC 24), form of the dragon II,
mass hold person (DC 22), reverse gravity
6th (6/day)—chain lightning (DC 23), flesh to stone (DC 21), form
of the dragon I, transformation
5th (7/day)—cloudkill (DC 20), cone of cold (DC 22),
spell resistance, telekinesis, wall of force
4th (7/day)—crushing despair (DC 19), fear
(DC 19), fire shield, stoneskin, wall of fire
3rd (7/day)—dispel magic, fireball (DC 20), fly,
greater magic weapon, ray of exhaustion
(DC 18)
2nd (7/day)—blur, flaming sphere (DC 19),
invisibility, resist energy (DC 17), scorching ray, web
(DC 17)
1st (8/day)—burning hands (DC 18), expeditious retreat, mage
armor, magic missile, shield, ventriloquism (DC 16)
0 (at will)—acid splash, bleed (DC 15), dancing lights, detect
magic, flare (DC 17), mage hand, ray of frost, read magic,
touch of fatigue (DC 15)
Bloodline draconic (red)
TACTICS
Before Combat The sorcerer casts stoneskin.
During Combat The sorcerer casts mass hold person,
then uses his breath weapon and area spells against
his paralyzed foes. If forced into melee, he casts
greater magic weapon on his battleaxe and
transformation on himself.
Base Statistics Without stoneskin, the sorcerer’s
statistics are DR none.
STATISTICS
Str 14, Dex 10, Con 18, Int 12, Wis 10, Cha 20
Base Atk +8; CMB +10; CMD 24 (28 vs. bull rush or trip)
Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting,
Eschew Materials, Great Fortitude, Greater Spell Focus (evocation),
Improved Initiative, Light Armor Proficiency, Medium Armor
Proficiency, Maximize Spell, Quicken Spell, Spell Focus (evocation)
Skills Appraise +5 (+7 to assess nonmagical metals or gemstones),
Fly +6, Intimidate +18, Knowledge (arcana) +13, Linguistics +2,
Perception +18 (+20 to notice unusual stonework), Spellcraft +13
Languages Common, Draconic, Dwarven, Orc
SQ bloodline arcana (fire spells deal +1 damage per die), wings
Combat Gear potions of bull’s strength (2), potions of cure serious
wounds (2), wand of shield (20 charges); Other Gear +2 red
dragonhide breastplate, masterwork battleaxe, masterwork
heavy crossbow with 10 bolts, belt of mighty constitution +2,
brooch of shielding, cloak of resistance +4, dusty rose prism ioun
stone, headband of alluring charisma +4, ring of protection +3,
diamond dust (worth 500 gp), 6,240 gp
The fiery dragonkin embodies all the greedy, violent, and
territorial impulses of red dragons. Heedless of the lives
they crush in their rise to glory, the dragonkin sorcerers
are born conquerors, and see in their noble draconic
blood an undeniable right to rule over lesser beings.
FIERY DRAGONKIN
CR 16
DWARF SORCERER 17
XP 76,800
Medium humanoid (dwarf)
CE
174
174
Init +6; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 22, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 dodge, +4 natural)
hp 152 (18d6+87)
Fort +11, Ref +9, Will +13; +4 vs. poison
Defensive Abilities orc ferocity; DR 10/adamantine (150 points);
Resist electricity 10
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +12 (1d6+3 plus 1d6 fire) or
+1 flaming greataxe +13/+8 (1d12+5/×3 plus 1d6 fire)
Special Attacks claws (2, 1d6+7 plus 1d6 fire, treated as magic
weapons, 7 rounds/day)
Sorcerer Spells Known (CL 18th; concentration +25)
9th (3/day)—meteor swarm
8th (5/day)—incendiary cloud (DC 27), summon monster VIII,
unholy aura
7th (7/day)—delayed blast fireball (DC 24), greater teleport,
power word blind, reverse gravity
6th (7/day)—acid fog, chain lightning (DC 23),
transformation, true seeing
5th (7/day)—cloudkill (DC 24), cone of cold
(DC 22), dismissal (DC 22), feeblemind
(DC 22), summon monster V
4th (7/day)—black tentacles, confusion (DC 21),
dimension door, phantasmal killer (DC 21),
stoneskin
3rd (8/day)—dispel magic, fly, gaseous form, rage,
slow (DC 20)
2nd (8/day)—acid arrow, bull’s strength, darkness,
false life, mirror image, scorching ray
1st (8/day)—burning hands (DC 18), cause fear (DC 18),
enlarge person (DC 18), grease, ray of enfeeblement
(DC 18), shield
0 (at will)—acid splash, bleed (DC 17), daze (DC 17), detect magic,
light, mage hand, message, ray of frost, read magic
Bloodline abyssal
TACTICS
Before Combat The sorcerer casts false life and stoneskin.
During Combat The sorcerer casts summon monster VIII to summon
a hezrou, then alternates between casting area damage spells
and summoning other demons. If he knows he is fighting good-
aligned opponents, he casts unholy aura.
Base Statistics Without false life and stoneskin, the sorcerer’s
statistics are hp 137; DR none.
STATISTICS
Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 24
Base Atk +9; CMB +12; CMD 25
Feats Augment Summoning, Combat Casting, Dodge, Empower Spell,
Eschew Materials, Extend Spell, Great Fortitude, Greater Spell
Focus (conjuration), Improved Initiative, Quicken Spell, Spell Focus
(conjuration), Toughness
Skills Fly +6, Intimidate +14, Knowledge (arcana) +3, Knowledge
(planes) +5, Linguistics +0, Perception +10, Spellcraft +3
Languages Abyssal, Common, Orc
SQ added summonings, bloodline arcana (summoned creatures gain
DR 9/good), orc blood, strength of the Abyss, weapon familiarity
Combat Gear potions of cure serious wounds (2), potion of haste,
scroll of greater dispel magic, wand of shield (20 charges);
Other Gear +1 flaming greataxe, amulet of natural armor +4,
bracers of armor +5, cloak of resistance +1, headband of alluring
charisma +4, ring of counterspells, diamond dust (worth 500 gp),
eye ointment for true seeing (worth 500 gp), 4,480 gp
The demon-blooded sorcerer is a powerful mortal servant
of the Abyss.
OGRIK THE DEMON
Ogrik remembers little about his origins other than
darkness and hunger. He loves using his magic to destroy
others, and considers himself a true demon. He has been
known to eat his enemies, as well as underlings who
displease him.
DEMON-BLOODED SORCERER
CR 17
HALF-ORC SORCERER 18
XP 102,400
Medium humanoid (human, orc)
CE
175
175
CR
16
17
CORE CLASSES
SORCERERS
Init +5; Senses Perception +21
DEFENSE
AC 24, touch 17, flat-footed 22 (+4 armor, +3 deflection, +1 Dex,
+1 dodge, +2 insight, +3 natural); never surprised or flat-footed
hp 122 (19d6+53)
Fort +10, Ref +14, Will +18; +5 vs. spells and spell-like abilities
Defensive Abilities fated +5, spell turning, within reach 1/day;
DR 10/adamantine (150 points)
OFFENSE
Speed 30 ft.
Melee staff of fire +8/+3 (1d6–1)
Special Attacks it was meant to be (2/day)
Bloodline Spell-Like Abilities (CL 19th; concentration +26)
10/day—touch of destiny (+9)
Sorcerer Spells Known (CL 19th; concentration +26)
9th (4/day)—crushing hand, foresight, time stop
8th (6/day)—greater shout (DC 27), moment of prescience,
power word stun, protection from spells
7th (7/day)—limited wish, mage’s magnificent mansion, mage’s
sword, spell turning
6th (7/day)—chain lightning (DC 25), disintegrate (DC 23), globe
of invulnerability, mislead
5th (7/day)—baleful polymorph (DC 22), break enchantment,
cone of cold (DC 24), dominate person (DC 22), teleport
4th (7/day)—bestow curse (DC 21), charm monster (DC 21),
dimension door, freedom of movement, stoneskin
3rd (8/day)—dispel magic, fly, lightning bolt (DC 22), phantom
steed, protection from energy
2nd (8/day)—acid arrow, blur, false life, fog cloud, knock,
scorching ray
1st (8/day)—alarm, burning hands (DC 20), mage armor, magic
missile, shield, true strike
0 (at will)—acid splash, arcane mark, detect magic, detect poison,
light, mending, open/close, prestidigitation, read magic
Bloodline destined
TACTICS
Before Combat The sorcerer casts false life, foresight, freedom of
movement, mage armor, moment of prescience, protection from
spells, spell turning, and stoneskin.
During Combat The sorcerer first casts mislead and globe of
invulnerability.
Base Statistics Without false life, foresight, mage armor, protection
from spells, spell turning, and stoneskin, the sorcerer’s statistics are
AC 18, touch 15, flat-footed 16; hp 107; Ref +12; DR none.
STATISTICS
Str 8, Dex 13, Con 12, Int 14, Wis 15, Cha 24
Base Atk +9; CMB +8; CMD 25
Feats Combat Casting, Combat Expertise, Diehard,
Dodge, Eschew Materials, Greater Spell Focus (evocation), Improved
Initiative, Improved Lightning Reflexes, Iron Will, Lightning
Reflexes, Maximize Spell, Mobility, Quicken Spell, Silent Spell,
Spell Focus (evocation)
Skills Bluff +20, Diplomacy +17, Fly +11, Intimidate +20, Knowledge
(arcana, history) +15, Perception +21, Spellcraft +24
Languages Celestial, Common, Draconic, Elven, Infernal
SQ bloodline arcana (gain luck bonus to saves when casting
personal-range spells)
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds; Other Gear amulet of natural armor +3, cloak of
resistance +3, glove of storing, headband of mental prowess +4
(Int, Wis), ring of protection +3, staff of fire (10 charges), diamond
dust (worth 500 gp), 7,800 gp
Believing he’s destined for greatness, this mage will do
anything to succeed.
FATE-BOUND MAGE
CR 18
HUMAN SORCERER 19
XP 153,600
Medium humanoid (human)
N
176
176
Init +6; Senses Perception +16
DEFENSE
AC 30, touch 17, flat-footed 27 (+4 armor, +4 deflection, +2 Dex,
+1 dodge, +9 natural)
hp 217 (20d6+145)
Fort +16, Ref +11, Will +18; +4 morale bonus vs. undead spells and
spell-like abilities
DR 5/—; Immune cold, nonlethal damage, paralysis, sleep
OFFENSE
Speed 30 ft.
Melee quarterstaff +9/+4 (1d6–1)
Bloodline Spell-Like Abilities (CL 20th; concentration +28)
11/day—grave touch (10 rounds)
3/day—grasp of the dead (20d6 slashing, DC 28)
1/day—incorporeal form (20 rounds)
Sorcerer Spells Known (CL 20th; concentration +28)
9th (6/day)—energy drain (DC 29), imprisonment (DC 27),
power word kill, wail of the banshee (DC 29)
8th (7/day)—create greater undead, horrid wilting (DC 28),
polar ray, protection from spells
7th (7/day)—finger of death (DC 27), mass hold person
(DC 25), prismatic spray, waves of exhaustion
6th (7/day)—circle of death (DC 26), create undead, flesh to
stone (DC 24), undeath to death (DC 26)
5th (7/day)—cloudkill (DC 23), cone of cold (DC 23), dominate
person (DC 23), teleport, waves of fatigue
4th (8/day)—animate dead, contagion (DC 24), crushing despair
(DC 22), solid fog, wall of ice (DC 22)
3rd (8/day)—dispel magic, fireball (DC 21), gaseous form, ray of
exhaustion (DC 23), vampiric touch
2nd (8/day)—blindness/deafness (DC 22), false life, invisibility,
mirror image, scorching ray, spectral hand
1st (8/day)—chill touch (DC 21), mage armor, magic missile, ray
of enfeeblement (DC 21), shield, shocking grasp
0 (at will)—acid splash, bleed (DC 20), detect magic, disrupt
undead, ghost sound (DC 18), prestidigitation, ray of frost,
read magic, touch of fatigue (DC 20)
Bloodline undead
TACTICS
Before Combat The sorcerer casts false life and mage armor.
During Combat The sorcerer casts energy drain, power word kill,
and wail of the banshee. She may deter opponents with solid fog,
waves of exhaustion, or her grasp of the dead ability.
Base Statistics Without false life and mage armor, the sorcerer’s
statistics are AC 26, touch 17, flat-footed 23; hp 202.
STATISTICS
Str 8, Dex 14, Con 20, Int 10, Wis 12, Cha 27
Base Atk +10; CMB +9; CMD 26
Feats Blind-Fight, Combat Casting, Dodge, Empower Spell,
Eschew Materials, Great Fortitude, Greater Spell Focus
(necromancy), Improved Initiative, Iron Will, Mobility, Quicken
Spell, Silent Spell, Spell Focus (necromancy), Still Spell, Toughness
Skills Fly +10, Intimidate +21, Knowledge (arcana, religion) +13,
Perception +16, Spellcraft +13, Use Magic Device +21
Languages Common
SQ bloodline arcana (corporeal undead affected by humanoid-
affecting spells), one of us
Combat Gear scrolls of darkvision (2), scrolls of fly (2), scroll of see
invisibility, wand of cure moderate wounds (25 charges); Other Gear
quarterstaff, amulet of natural armor +4, belt of mighty constitution +6,
cloak of resistance +3, headband of alluring charisma +6, ring of
protection +4, robe of bones, diamonds for protection from spells
(worth 1,500 gp), onyx gems (worth 2,000 gp), 4,650 gp
ARISEN SORCERER
CR 19
HUMAN SORCERER 20
XP 204,800
Medium humanoid (human)
LE
177
177
CR
18
19
CORE CLASSES
SORCERERS
Init +1; Senses low-light vision; Perception +2
DEFENSE
AC 13, touch 13, flat-footed 11 (+1 Dex, +1 dodge, +1 size)
hp 14 (2d6+5)
Fort +2, Ref +1, Will +2; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee dagger +3 (1d3+1/19–20)
Ranged light crossbow +4 (1d6/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids
Gnome Spell-Like Abilities (CL 2nd; concentration +3)
1/day—dancing lights, ghost sound, prestidigitation, speak
with animals
Arcane School Spell-Like Abilities (CL 2nd; concentration +4)
5/day—dazing touch
Enchanter Spells Prepared (CL 2nd; concentration +4)
1st—charm person (DC 13), color spray (DC 14), grease, sleep (DC 13)
0 (at will)—dancing lights, ghost sound (2, DC 13), mage hand
Opposition Schools abjuration, necromancy
TACTICS
During Combat The wizard casts color spray, then
casts grease between himself and foes. If
threatened, he drinks his potion of invisibility.
STATISTICS
Str 12, Dex 13, Con 14, Int 15, Wis 8, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Dodge, Scribe Scroll
Skills Bluff +3, Knowledge (arcana, geography,
history) +6, Knowledge (local) +7, Perception +2,
Spellcraft +6
Languages Common, Dwarven, Gnome, Halfling
SQ arcane bond (amulet), enchanting smile
Combat Gear potions of cure light wounds (2),
scrolls of disguise self (2), scrolls
of expeditious retreat (2),
scroll of invisibility, scrolls
of obscuring mist (2),
alchemist’s fire (2),
thunderstones (2);
Other Gear dagger,
light crossbow with
10 masterwork
bolts, brooch of
shielding (10 charges),
smokesticks (2), spellbook, 67 gp
The street magician uses his talents to make money.
Init +5; Senses Perception +4
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d6+3)
Fort +2, Ref +1, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Special Attacks hand of the apprentice (6/day)
Wizard Spells Prepared (CL 1st; concentration +4)
1st—burning hands (DC 14), mage armor
0 (at will)—bleed (DC 13), detect magic, resistance
TACTICS
Before Combat The wizard casts mage armor.
During Combat The wizard uses hand of the apprentice to throw her
quarterstaff or casts burning hands. She offers to use her scroll of
enlarge person on an ally who’ll protect her.
Base Statistics Without mage armor, the wizard’s statistics are AC 11,
touch 11, flat-footed 10.
STATISTICS
Str 10, Dex 13, Con 14, Int 17, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 11
Feats Alertness, Combat Casting, Improved
Initiative, Scribe Scroll
Skills Knowledge (arcana, history,
planes) +7, Linguistics +7, Perception +4,
Sense Motive +3, Spellcraft +7
Languages Common, Draconic,
Dwarven, Elven, Infernal
SQ arcane bond (raven)
Combat Gear potions of cure light
wounds (2), potion of shield of faith,
scrolls of comprehend
languages (2), scroll of
endure elements, scroll
of enlarge person, scroll of
grease, scroll of mount, scrolls
of shield (2), smokesticks (2);
Other Gear quarterstaff,
antitoxin, spellbook, sunrods (5),
40 gp
These mages are new adventurers
looking for protectors.
HOLDREDA DANTON
Holdreda loves magic, but not risking her life. After low-
paying jobs for the captain of the guard, she decided to go
adventuring, but wants a strong group to keep her safe.
CAUTIOUS MAGE
CR 1/2
HUMAN WIZARD 1
XP 200
Medium humanoid (human)
N
STREET MAGICIAN
CR 1
GNOME ENCHANTER 2
XP 400
Small humanoid (gnome)
CN
178
178
Init +8; Senses Perception +5
DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex,
+1 dodge)
hp 22 (4d6+6)
Fort +2, Ref +3, Will +5
OFFENSE
Speed 30 ft.
Melee club +1 (1d6–1)
Ranged light crossbow +4 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 4th; concentration +8)
7/day—diviner’s fortune (+2)
Diviner Spells Prepared (CL 4th; concentration +8)
2nd—cat’s grace, detect thoughts (DC 16), web (2, DC 16)
1st—comprehend languages, feather
fall, mage armor, magic missile (2)
0 (at will)—dancing lights, detect
magic, detect poison, message
Opposition Schools illusion,
necromancy
TACTICS
Before Combat The wizard casts
mage armor.
During Combat If surprised, the wizard
uses forewarned to cast cat’s grace in the
surprise round. He uses web, color spray, or
sleep against targets he intends to capture.
Base Statistics Without mage armor, the
wizard’s statistics are AC 14, touch 14, flat-
footed 11.
STATISTICS
Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 10
Base Atk +2; CMB +1; CMD 15
Feats Combat Casting, Dodge, Improved
Initiative, Scribe Scroll
Skills Diplomacy +4,
Intimidate +4, Knowledge
(arcana, local) +10, Knowledge (geography, history, nobility,
religion) +8, Perception +5, Sense Motive +5, Spellcraft +11
Languages Common, Draconic, Dwarven, Elven, Orc
SQ arcane bond (ring of protection +1), forewarned
Combat Gear potion of cure moderate wounds, scroll of
detect thoughts, scroll of knock, scroll of locate object,
scrolls of sleep (2), wand of color spray (20 charges);
Other Gear club, light crossbow with 20 bolts, ring of
protection +1, manacles, spellbook, 125 gp
The investigator mage works with city guards
to investigate crimes.
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 19 (3d6+6)
Fort +2, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk rapier +3 (1d6/18–20)
Ranged mwk longbow +4 (1d8+1/×3)
Special Attacks hand of the apprentice (6/day)
Wizard Spells Prepared (CL 3rd; concentration +6)
2nd—mirror image, scorching ray
1st—magic missile, shield, shocking grasp
0 (at will)—daze (DC 13), detect magic, light, resistance
TACTICS
Before Combat The wizard uses her wand to cast mage armor.
During Combat The wizard attacks with scorching ray, her
longbow, and hand of the apprentice. If forced into
melee, she casts mirror image and obscuring mist.
Base Statistics Without mage armor, the wizard’s
statistics are AC 12, touch 12, flat-footed 10.
STATISTICS
Str 12, Dex 15, Con 12, Int 17, Wis 10, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats Combat Casting, Point-Blank Shot,
Scribe Scroll
Skills Acrobatics +4, Climb +2,
Knowledge (arcana) +9, Knowledge
(history) +7, Perception +5, Spellcraft +9
(+11 to identify magic item properties),
Stealth +4
Languages Common, Draconic, Elven,
Orc, Sylvan
SQ arcane bond (rapier), elven
magic, weapon familiarity
Combat Gear potion of cure
moderate wounds, scroll of
glitterdust, scroll of invisibility,
scroll of magic weapon,
scrolls of mirror image (2),
scroll of obscuring mist,
scroll of protection from evil,
scroll of scorching ray, wand of
mage armor (20 charges); Other Gear masterwork longbow
with 20 arrows, masterwork rapier, spellbook, 113 gp
These mercenary wizards are able to fill many
roles, and demand a high fee for their versatility.
BATTLE MAGE
CR 2
ELF WIZARD 3
XP 600
Medium humanoid (elf)
NE
INVESTIGATOR WIZARD
CR 3
HUMAN DIVINER 4
XP 800
Medium humanoid (human)
LN
179
179
CR
1/2
1
2
3
CORE CLASSES
WIZARDS
JUNGLE WIZARD
CR 4
ELF TRANSMUTER 5
XP 1,200
Medium humanoid (elf)
NE
Init +7; Senses low-light vision; Perception +7
DEFENSE
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 28 (5d6+8)
Fort +2, Ref +6, Will +5; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk longsword +3 (1d8/19–20)
Ranged shortbow +5 (1d6/×3)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)
7/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +9)
3rd—beast shape I, empowered burning hands
(DC 16), displacement
2nd—invisibility, spider climb, summon
swarm, web (DC 16)
1st—burning hands (DC 16), feather fall,
grease, mage armor, obscuring mist
0 (at will)—dancing lights, ghost sound
(DC 14), mage hand, touch of fatigue
(DC 14)
Opposition Schools divination, enchantment
TACTICS
Before Combat The wizard casts mage armor.
When she prepares spells, she uses
physical enhancement to increase her
Constitution. She studies the combat
area for the best places to use spells like
grease and web, then hides in ambush.
During Combat The wizard casts web on her
opponents or in their path (especially if
there is a pit or ravine present). She casts
summon swarm into the web. If trapped
opponents are escaping from the web, she
casts empowered burning hands on them.
Base Statistics Without mage armor, the
wizard’s statistics are AC 14, touch 13,
flat-footed 11.
STATISTICS
Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Empower Spell, Improved Initiative, Lightning
Reflexes, Scribe Scroll, Spell Focus (evocation)
Skills Acrobatics +7, Climb +3, Fly +7, Knowledge
(arcana) +12, Knowledge (geography) +10,
Knowledge (history) +9, Knowledge (nature) +11,
Perception +7, Spellcraft +12 (+14 to identify magic
item properties), Survival +4, Swim +1
Languages Common, Draconic, Elven, Gnoll, Goblin, Orc
SQ arcane bond (monkey), elven magic, physical enhancement +2,
weapon familiarity
Combat Gear potion of cure moderate wounds, potions of pass
without trace (2), scroll of cat’s grace, scroll of pyrotechnics,
scroll of stinking cloud, scroll of web; Other Gear masterwork
longsword, shortbow with 20 arrows, amulet of natural armor +1,
spellbook, 104 gp
Jungle wizards live in harmony with nature. They’re
frequently mistaken for druids, and often use such
misunderstandings to their advantage. Many jungle
wizards use natural materials for their magical gear,
such as large leaves or hides for spellbooks and scrolls,
unworked tree branches for wands, or grasses that can
be knotted into the shapes of rings.
MANDAR TAMARICE
Mandar is a hermit living in the jungle,
content to go for weeks without speaking to
anyone. When dealing with strangers,
she deliberately acts savage and bestial
so they underestimate her power
and
knowledge.
She
sometimes
obtains valuable spell components
or minor magic items by treating
them like trinkets, thereby keeping
anyone from realizing how valuable
they actually are. Some assume that
since Mandar lives in the wild she
has a grudge against civilization, like
many druids do. This isn’t the case; she simply
prefers solitude. In fact, she loves some
creature comforts, and might trade
spellcasting services or information
to nearby villages in exchange
for food, clothing, or sweets for
both herself and her familiar,
Eink. This monkey follows
her everywhere, and usually
shows better street smarts
than his master.
Combat Encounters: Mandar attacks the PCs—
or leads villagers to attack them—in order to protect
her territory or a magical site. She has allies among
both arcane scholars and the druids, and could appear
alongside adventurers of either type (though both sides
find her a little strange).
Roleplaying Suggestions: Mandar might spy on the
PCs using beast shape or her monkey familiar before
crossing their path to question them. If they notice
her savagery is an act, she drops the pretense right
away and shows the true depth of her knowledge.
180
180
Init +8; Senses darkvision 60 ft., see invisibility; Perception +7
DEFENSE
AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex)
hp 41 (6d6+18)
Fort +5, Ref +4, Will +7
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee mwk falchion +3 (2d4–1/18–20)
Ranged light crossbow +4 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 6th; concentration +10)
7/day—diviner’s fortune (+3)
Diviner Spells Prepared (CL 6th; concentration +10)
3rd—clairaudience/clairvoyance, deep slumber (DC 18), haste
(DC 17), hold person (DC 18)
2nd—flaming sphere (DC 16), fox’s cunning, pyrotechnics (DC 16),
see invisibility, touch of idiocy
1st—charm person (DC 16), detect undead, mage armor,
magic missile, shield
0 (at will)—dancing lights, detect magic, detect poison, message
Opposition Schools illusion, necromancy
TACTICS
Before Combat The wizard casts mage armor and see
invisibility. If she has a few rounds to prepare, she
casts fox’s cunning on herself and uses her wand of
enlarge person on her allies.
During Combat The wizard casts haste on her allies,
hold person on her most dangerous opponent, and
touch of idiocy on a spellcaster.
Base Statistics Without mage armor, the wizard’s
statistics are AC 12, touch 12, flat-footed 11.
STATISTICS
Str 8, Dex 12, Con 14, Int 18, Wis 13, Cha 10
Base Atk +3; CMB +2; CMD 14
Feats Brew Potion, Combat Casting, Improved Initiative, Scribe Scroll,
Spell Focus (enchantment)
Skills Diplomacy +3, Heal +5, Intimidate +6, Knowledge (arcana) +11,
Knowledge (geography, history, local, nature) +8, Knowledge
(religion) +9, Perception +7, Sense Motive +3, Spellcraft +12,
Survival +3
Languages Auran, Common, Draconic, Dwarven, Giant, Orc
SQ arcane bond (falchion), forewarned, orc blood, weapon familiarity
Combat Gear potions of cat’s grace (2), potions of cure light
wounds (2), potion of cure moderate wounds, potion of
protection from arrows, scroll of comprehend languages, scrolls
of mage armor (2), scroll of mount, wand of enlarge person
(20 charges); Other Gear light crossbow with 20 bolts,
masterwork falchion, cloak of resistance +1, ring of
protection +1, spellbook, 239 gp
TRIBAL SEER
CR 5
HALF-ORC DIVINER 6
XP 1,600
Medium humanoid (human, orc)
N
The tribal seer speaks to hostile spirits and interprets
omens that affect her tribe.
GRESHEK THE SIGHTED
Greshek was trained by her father, the tribe’s previous
seer, and inherited his role when he died in a battle with
an angry ghost. She tries to avoid violence and conflict,
and would rather pacify an enemy to learn what it knows
than kill it outright.
Combat Encounters: Greshek counsels her tribe to
capture the PCs because of information she learned from
an omen or by spying on them.
Roleplaying Suggestions: Greshek might have seen
an omen or heard from a spirit that foretold that the
PCs are vital to her or her tribe’s survival.
181181
CR
4
5
CORE CLASSES
WIZARDS
Init +7; Senses Perception +10
DEFENSE
AC 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 size)
hp 37 (7d6+10)
Fort +5, Ref +7, Will +10; +2 vs. fear
DR 10/magic (ranged weapon attack only; 30 points)
OFFENSE
Speed 20 ft.
Melee dagger +2 (1d3–2/19–20) or
quarterstaff +2 (1d4–2)
Ranged dagger +7 (1d3–2/19–20)
Special Attacks intense spells (+3 damage)
Arcane School Spell-Like Abilities (CL 7th; concentration +10)
6/day—force missile (1d4+3)
Evoker Spells Prepared (CL 7th; concentration +10)
4th—black tentacles, shout (DC 17)
3rd—lightning bolt (2, DC 16), protection from energy,
empowered shocking grasp
2nd—darkvision, mirror image, protection from arrows,
scorching ray (2)
1st—color spray (DC 14), expeditious retreat, feather fall, mage
armor, shocking grasp (2)
0 (at will)—dancing lights, flare (DC 13), mage hand, mending
Opposition Schools divination, necromancy
TACTICS
Before Combat The wizard casts mage armor and protection
from arrows. If she has an ally who attacks in melee, she casts
protection from energy (electricity) on that ally to protect him
from her lightning bolt spells; otherwise, she casts it on herself
(warding against fire).
During Combat The wizard tries to catch multiple opponents with
black tentacles, then follows up with a lightning bolt to hit as
many targets as possible. She uses her imp to invisibly deliver
shocking grasp and empowered shocking grasp.
Base Statistics Without mage armor, the wizard’s statistics are
AC 15, touch 15, flat-footed 12.
STATISTICS
Str 6, Dex 16, Con 12, Int 16, Wis 13, Cha 12
Base Atk +3; CMB +0; CMD 14
Feats Combat Casting, Empower Spell, Improved Familiar, Improved
Initiative, Iron Will, Scribe Scroll
Skills Acrobatics +5 (+1 when jumping), Bluff +6, Climb +0,
Knowledge (arcana) +13, Knowledge (dungeoneering) +9,
Knowledge (engineering) +7, Knowledge (planes) +8,
Perception +10, Spellcraft +13, Stealth +10, Use Magic Device +5
Languages Common, Draconic, Dwarven, Goblin, Halfling, Infernal
SQ arcane bond (imp)
Combat Gear pearl of power (1st), potion of cure moderate
wounds, potion of lesser restoration, scroll of black tentacles,
scrolls of invisibility (2), scrolls of lightning bolt (2), scrolls of
mirror image (2), scroll of protection from energy; Other Gear
dagger, quarterstaff, cloak of resistance +1, ring of protection +1,
spellbook, 186 gp
The thunder wizard manipulates sound and electricity to
destroy her enemies.
ZUKET AMARAL
Zuket is an unexceptional adventuring wizard with a
loud, outgoing personality. She loves visiting new places
and exploring, and isn’t embarrassed to stare open-
mouthed at wondrous cities or landmarks. She likes
things that are big and loud, from thunderstorms to
parades to monsters.
Combat Encounters: Zuket attacks the PCs to drive
them away from a halfling village or a cache of noisy
magic items she wants.
Roleplaying Suggestions: Zuket doesn’t like bullies,
and she might intervene on behalf of a PC, even without
being asked, if she sees that the PC is in trouble and thinks
he needs help.
THUNDER WIZARD
CR 6
HALFLING EVOKER 7
XP 2,400
Small humanoid (halfling)
LN
182
182
Init +7; Senses low-light vision; Perception +9
DEFENSE
AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex,
+1 natural)
hp 40 (8d6+10)
Fort +4, Ref +6, Will +8; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6/18–20)
Ranged dagger +7 (1d4/19–20)
Special Attacks aura of despair (8 rounds/day)
Arcane School Spell-Like Abilities (CL 8th; concentration +12)
7/day—dazing touch
Enchanter Spells Prepared (CL 8th;
concentration +12)
4th—confusion (DC 19), dimension
door, greater invisibility,
phantasmal killer (DC 18)
3rd—deep slumber (DC 18), dispel
magic, hold person (DC 18), phantom
steed, suggestion (DC 18)
2nd—alter self, daze monster (DC 17),
hideous laughter (DC 17), invisibility,
resist energy
1st—charm person (2, DC 16), color spray (DC 15),
mage armor, shield, ventriloquism (DC 15)
0 (at will)—daze (DC 15), mage hand, resistance,
touch of fatigue (DC 14)
Opposition Schools divination, necromancy
TACTICS
Before Combat The wizard casts mage armor.
During Combat The wizard uses charm person,
confusion, and suggestion to turn opponents
against each other. By casting greater invisibility
on herself, she can remain hidden while she manipulates
her targets. She uses her wand of touch of idiocy against
enemy spellcasters.
Base Statistics Without mage armor, the wizard’s statistics
are AC 15, touch 14, flat-footed 12.
STATISTICS
Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 12
Base Atk +4; CMB +4; CMD 18
Feats Combat Casting, Craft Wand, Improved Initiative,
Iron Will, Scribe Scroll, Spell Focus (enchantment)
Skills Acrobatics +8, Bluff +9, Diplomacy +6, Knowledge
(arcana) +15, Knowledge (local, nobility) +11,
Perception +9, Perform (dance) +4, Sense Motive +3,
Spellcraft +15 (+17 identify magic item properties)
Languages Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ arcane bond (viper), elven magic, enchanting smile, weapon
familiarity
Combat Gear potion of cure moderate wounds, potion of invisibility,
scroll of dispel magic, scroll of suggestion, wand of charm person
(20 charges), wand of fox’s cunning (10 charges), wand of touch
of idiocy (10 charges); Other Gear dagger, rapier, amulet of
natural armor +1, cloak of resistance +1, ring of protection +1,
spellbook, 303 gp
Seductive enchanters use magic so they can enjoy mortal
pleasures. This usually means influencing people to give
them things. These wizards can be found anywhere they
can get the finer things in life. Many of them become
connoisseurs of one particular pleasure, going from
place to place and scamming people into giving them
the rarest gems or pieces from master artists, or
coercing kisses from the most attractive nobles.
VAELEUS THE CHARMER
Vaeleus has a reputation for getting what
she wants—fine food, quality wine,
even sex. What she can’t manage to
get with ordinary looks, words, and
caresses, she gets by using magic.
Many people in whatever town
she resides in might consider
themselves her greatest lover,
best friend, or trusted confidant.
Vaeleus has gotten used to her
lies and tricks eventually falling
apart; she often has to leave town
in a hurry when lovers or merchants
realize they’ve been compelled against
their will. For Vaeleus, it’s a simple
enough matter to just find a new town with
new targets and new pleasures to experience.
She doesn’t waste time worrying about the
bridges she’s burned—after all, those people
aren’t worth anything to her now.
Combat Encounters: The PCs might fight
Vaeleus because she took advantage of one of their
friends or allies. If she has really sunken her claws
in, though, that friend might take her side and
fight against the PCs.
Roleplaying Suggestions: In certain circles,
Vaeleus is well respected, and can do no wrong.
People might recommend the PCs talk to her
for information or contacts. She seems to know
everyone, and can pull all sorts of strings for the
right fee. Of course, she’d rather just take the fee
and not do any work, using enchantments to
skip the hard part.
SEDUCTIVE ENCHANTER
CR 7
ELF ENCHANTER 8
XP 3,200
Medium humanoid (elf)
NE
183
183
CR
6
7
CORE CLASSES
WIZARDS
Init +3; Senses Perception +12
DEFENSE
AC 15, touch 10, flat-footed 15 (+4 armor, +1 deflection, –1 Dex,
+1 natural)
hp 92 (9d6+58)
Fort +8, Ref +2, Will +9; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); Immune fire (108 points)
OFFENSE
Speed 20 ft.
Melee battleaxe +5 (1d8+1/×3)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, intense spells (+4 damage)
Arcane School Spell-Like Abilities (CL 9th; concentration +13)
At will—elemental wall (9 rounds/day)
7/day—force missile (1d4+4)
Evoker Spells Prepared (CL 9th; concentration +13)
5th—cone of cold (DC 20), transmute rock to mud
4th—empowered acid arrow, greater invisibility, resilient sphere
(DC 19), stone shape
3rd—dispel magic, fireball (DC 18), gaseous form, ray of
exhaustion (DC 17), stinking cloud (DC 17)
2nd—acid arrow, bear’s endurance, protection from energy,
scorching ray, spider climb, summon swarm
1st—burning hands (2, DC 16), color spray (DC 15),
feather fall, mage armor, ray of enfeeblement
(DC 15)
0 (at will)—acid splash, dancing lights, detect
magic, mage hand
Opposition Schools enchantment,
necromancy
TACTICS
Before Combat The wizard casts bear’s endurance, mage
armor, and protection from energy (fire).
During Combat The wizard casts greater invisibility, then
uses transmute rock to mud to trap foes. He casts
area damage spells at trapped targets and uses
stinking cloud and resilient sphere to hinder those
who escape the mud.
Base Statistics Without bear’s endurance, mage
armor, and protection from energy (fire), the
wizard’s statistics are AC 11, touch 10, flat-footed 11;
hp 74; Fort +6; Immune none; Con 16.
STATISTICS
Str 12, Dex 8, Con 20, Int 18, Wis 16, Cha 8
Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip)
Feats Combat Casting, Empower Spell, Improved Initiative,
Scribe Scroll, Spell Focus (evocation), Spell
Penetration, Toughness
Skills Appraise +15 (+17 to assess nonmagical metals or gemstones),
Climb +4, Craft (alchemy) +12, Fly +6, Knowledge (arcana,
dungeoneering) +16, Knowledge (engineering) +12, Perception +12
(+14 to notice unusual stonework), Sense Motive +4, Spellcraft +16
Languages Common, Dwarven, Goblin, Terran, Undercommon
SQ arcane bond (bat)
Combat Gear potion of cure moderate wounds, scroll of
clairaudience/clairvoyance, scroll of solid fog, scroll of stinking
cloud, scroll of stone shape; Other Gear battleaxe, amulet of
natural armor +1, headband of vast intelligence +2, ring of
protection +1, spellbook, 665 gp
The cave wizard manipulates the energy of deep rock.
CARACHECK THE CAUSTIC
Caracheck has always felt an affinity for earth, stone,
gems, and digging. Uninterested in serving an earth
deity or the druidic power of elemental earth, he wanted
to bend living rock to his will and chose an arcane path.
Now he uses his magic to locate the earth’s treasures and
scour away the worthless rock around them. If he can’t
easily reach a prized vein of ore or gems, he collapses the
area around it, preventing others from reaching it and
giving him time to improve his extraction skills.
CAVE WIZARD
CR 8
DWARF EVOKER 9
XP 4,800
Medium humanoid (dwarf)
NE
184
184
Init +6; Senses low-light vision; Perception +9
DEFENSE
AC 20, touch 15, flat-footed 17 (+4 armor, +1 deflection, +2 Dex,
+1 dodge, +1 natural, +1 size)
hp 73 (10d6+36)
Fort +7, Ref +6, Will +10; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee mwk dagger +5 (1d3–2/19–20)
Ranged mwk dagger +9 (1d3–2/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids
Gnome Spell-Like Abilities (CL 10th; concentration +11)
1/day—dancing lights, ghost sound, prestidigitation, speak with
animals
Arcane School Spell-Like Abilities (CL 10th; concentration +14)
At will—invisibility field (10 rounds/day)
7/day—blinding ray
Illusionist Spells Prepared (CL 10th; concentration +14)
5th—cloudkill (DC 19), persistent image (DC 21), teleport
4th—greater invisibility, phantasmal killer (DC 20),
empowered scorching ray, solid fog, stone shape
3rd—dispel magic, displacement, fly, haste (DC 17),
major image (DC 19)
2nd—detect thoughts (DC 16), glitterdust (DC 16),
hypnotic pattern (DC 18), magic mouth, mirror image,
scorching ray
1st—color spray (2, DC 17), feather fall,
grease, magic missile, silent image
(DC 17)
0 (at will)—dancing lights, detect magic,
ghost sound (DC 16), mage hand
Opposition Schools enchantment, necromancy
TACTICS
Before Combat The wizard casts mage armor from
her wand.
During Combat The wizard prefers to prank
others rather than cause deliberate harm.
She casts greater invisibility, then harasses
and annoys her targets with glitterdust,
grease, major image, persistent image, and
solid fog. If attacked with lethal force, she
retaliates with cloudkill, empowered scorching
ray, and magic missile.
Base Statistics Without mage armor, the wizard’s
statistics are AC 16, touch 15, flat-footed 13.
STATISTICS
Str 6, Dex 14, Con 16, Int 18, Wis 14, Cha 12
Base Atk +5; CMB +2; CMD 16
Feats Combat Casting, Craft Wand, Craft Wondrous Item, Dodge,
Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (illusion)
Skills Acrobatics +7 (+3 when jumping), Appraise +12, Craft
(sculptures) +14, Fly +12, Knowledge (arcana) +17, Knowledge
(geography, local, nature) +10, Perception +9, Perform (oratory) +6,
Spellcraft +17, Stealth +11
Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan
SQ arcane bond (raven), extended illusions (+5 rounds)
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds, scroll of displacement, scroll of empowered
scorching ray, scroll of teleport, wand of burning hands (CL 5th,
20 charges), wand of invisibility (20 charges), wand of mage
armor (20 charges); Other Gear masterwork dagger, amulet
of natural armor +1, belt of mighty constitution +2, cloak of
resistance +1, headband of vast intelligence +2, ring of protection +1,
spellbook, jade dust for magic mouth (worth 50 gp), 998 gp
These irreverent illusionists are the bane of humorless
adventurers. Their tricks are sometimes mistaken for
enemy attacks, and even in dangerous situations, their
own amusement comes first.
MIET SILVERVEIN
Miet is an artist who sculpts clay, light, and
sound. She is fascinated with the play of
light and shadow on physical things, and
intensely studies people and objects in
order to memorize and understand
their
shapes
and
surfaces.
She
claims that she can create a flawless
illusion of anyone she has ever met
and anything she has ever touched,
and has used her talents for illusion to
befuddle, entertain, and confound
people for years. She doesn’t let
herself take anything seriously, even
the destruction of her creations—she
is comfortable with the ephemeral and
impermanent visualizations of her
mind’s eye, and knows she can always
recreate something that was lost.
Combat Encounters: Miet enjoys
pranks and often doesn’t know when
she’s pushed things too far. What is
innocent play in her mind might be
interpreted by the PCs as an attack
from a hostile, unseen force.
Roleplaying Suggestions: Miet
might volunteer to travel with
the PCs (especially if they are
famous) so she can study what they look
like or examine strange new monsters.
PRANKSTER ILLUSIONIST
CR 9
GNOME ILLUSIONIST 10
XP 6,400
Small humanoid (gnome)
CN
185
185
CR
8
9
CORE CLASSES
WIZARDS
Init +5; Senses darkvision 60 ft., see invisibility; Perception +4
DEFENSE
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 100 (11d6+59)
Fort +10, Ref +6, Will +10
Resist fire 30
OFFENSE
Speed 30 ft.
Melee mwk dagger +6 (1d4/19–20)
Special Attacks channel negative energy (DC 17, 8/day)
Arcane School Spell-Like Abilities (CL 11th; concentration +16)
8/day—grave touch (5 rounds)
Necromancer Spells Prepared (CL 11th; concentration +16)
6th—create undead, eyebite (DC 23)
5th—baleful polymorph (DC 20), magic jar (DC 22), teleport,
waves of fatigue
4th—animate dead, enervation, fear (DC 21),
solid fog, wall of fire
3rd—blink, fireball (DC 18), fly, ray
of exhaustion (DC 20), vampiric
touch (2)
2nd—blindness/deafness (DC 19),
false life, resist energy, see
invisibility, scare (DC 19),
scorching ray
1st—alarm, burning hands (DC 16),
cause fear (DC 18), detect undead,
expeditious retreat, mage armor,
magic missile
0 (at will)—bleed (DC 17), detect magic,
read magic, touch of fatigue (DC 17)
Opposition Schools enchantment, illusion
TACTICS
Before Combat The wizard casts mage armor, false
life, resist energy (fire), and see invisibility.
During Combat The wizard casts solid fog on a group of
enemies, then casts wall of fire in a circle (focused
inward) around the solid fog. As opponents leave
the fog, he attacks them directly with eyebite and
enervation. He might cast fear to drive opponents
through the wall of fire, or cast fireball on a group of
opponents grouped together.
Base Statistics Without false life, mage armor, resist
energy, and see invisibility, the wizard’s statistics are
Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11;
hp 85; Resist none.
STATISTICS
Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14
Base Atk +5; CMB +5; CMD 16
Feats Brew Potion, Combat Casting, Command Undead, Craft
Wondrous Item, Greater Spell Focus (necromancy), Improved
Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus
(necromancy), Toughness
Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge
(arcana) +19, Knowledge (dungeoneering, engineering,
geography, history, local, nature, nobility, planes) +13, Knowledge
(religion) +18, Perception +4, Spellcraft +19
Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
SQ arcane bond (rat), life sight (10 feet, 11 rounds/day)
Combat Gear potions of cure moderate wounds (2), potion of
displacement, potion of invisibility, robe of bones; Other
Gear masterwork dagger, amulet of natural armor +1, belt of
mighty constitution +2, cloak of resistance +2, goggles of night,
headband of vast intelligence +2, spellbook, crystal for magic jar
(worth 100 gp), onyx gems (worth 300 gp), 623 gp
The undead creator dispassionately crafts unlife out of
dead flesh and bone.
TYREK GLODFER
Tyrek’s love of necromancy is not due to
evil motives or megalomaniacal goals,
but rather stems from his clinical view
of other creatures as mere objects to be
manipulated in either life or death. He is
as likely to purchase an unusual corpse
from a poor family as he is to raid a
graveyard for the parts he needs.
Though working with negative
energy will eventually corrupt
him and turn him fully evil, for
now he is an amoral scholar
of the thin line between life,
death, and undeath.
Combat Encounters: Tyrek is
usually found with undead minions
he created, allied undead creatures,
or death cultists paying him for
his services. He rarely believes the
stakes of a battle are high enough to
get involved, unless he’s attacked or
his enemies threaten to stop him
from continuing his work.
Roleplaying Suggestions: Tyrek
is willing to join adventurers if
their travels involve strange or new
kinds of undead for him to examine
or capture for further study. If any
of his allies die, he’s more likely to
examine the corpse, raise it from
the dead, or use it for parts
than to mourn.
UNDEAD CREATOR
CR 10
HUMAN NECROMANCER 11
XP 9,600
Medium humanoid (human)
N
186
186
Init +4; Senses darkvision 60 ft., see invisibility; Perception +11
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
hp 102 (12d6+58)
Fort +9, Ref +6, Will +11
Defensive Abilities orc ferocity; DR 10/magic (ranged weapon
attack only; 100 points); Immune fire (120 points)
OFFENSE
Speed 30 ft.
Melee +1 greataxe +11/+6 (1d12+5/×3)
Arcane School Spell-Like Abilities (CL 12th; concentration +18)
At will—change shape (beast shape III/elemental body II,
12 rounds/day)
9/day—telekinetic fist (1d4+6 bludgeoning)
Transmuter Spells Prepared (CL 12th; concentration +18)
6th—chain lightning (DC 22), disintegrate (2, DC 22), transformation
5th—cone of cold (DC 21), telekinesis, telepathic bond, teleport,
wall of stone
4th—black tentacles, fire shield, greater invisibility, ice storm,
mass enlarge person (DC 20)
3rd—dispel magic, fly, haste, lightning bolt (2, DC 19), protection
from energy
2nd—blur, bull’s strength, invisibility, levitate, protection from
arrows, scorching ray, see invisibility
1st—burning hands (DC 17), feather fall, mage armor, magic
missile (2), reduce person (DC 17), true strike
0 (at will)—detect magic, mage hand, message, read magic
Opposition Schools enchantment, necromancy
TACTICS
Before Combat The wizard casts mage armor, protection from
arrows, protection from energy (fire), and see invisibility. He uses
physical enhancement to increase his Constitution.
During Combat The wizard casts mass enlarge person on allies, then
casts black tentacles, disintegrate, and area damage spells. If out
of attack spells, he casts transformation and enters melee.
Base Statistics Without mage armor, protection from arrows,
protection from energy (fire), and see invisibility, the wizard’s
statistics are Senses darkvision 60 ft.; AC 11, touch 11, flat-
footed 11; DR none; Immune none.
STATISTICS
Str 16, Dex 10, Con 16, Int 22, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 20
Feats Brew Potion, Combat Casting, Craft Wondrous Item, Improved
Initiative, Power Attack, Scribe Scroll, Toughness, Vital Strike,
Weapon Focus (greataxe)
Skills Climb +8, Fly +8, Handle Animal +4, Intimidate +11, Knowledge
(arcana) +19, Knowledge (dungeoneering, geography, history,
local, nature) +14, Perception +11, Sense Motive +6, Spellcraft +19,
Stealth +3, Survival +6, Swim +8
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc
SQ arcane bond (amulet), orc blood, physical enhancement +3,
weapon familiarity
Combat Gear potions of bear’s endurance (4), potions of bull’s
strength (4), potion of cure moderate wounds, potions
of invisibility (4), scroll of greater dispel magic, scroll of
transformation; Other Gear +1 greataxe, cloak of resistance +2,
gloves of arrow snaring, headband of vast intelligence +4, ring of
protection +1, spellbook, 930 gp
A toothy transmuter leads savages to victory in battle.
GARASHING TUSK-TAKER
Garashing believes that every enemy slain by someone
he makes bigger or stronger is a testament to his skill
as a mage. His allies clear out the chaff, allowing him to
directly attack enemy leaders.
TOOTHY TRANSMUTER
CR 11
HALF-ORC TRANSMUTER 12
XP 12,800
Medium humanoid (human, orc)
CE
187
187
CR
10
11
CORE CLASSES
WIZARDS
PYROMANIAC MAGE
CR 12
HUMAN EVOKER 13
XP 19,200
Medium humanoid (human)
CE
Init +6; Senses Perception +12
DEFENSE
AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex,
+1 dodge, +1 natural)
hp 81 (13d6+33)
Fort +9, Ref +11, Will +12
Immune fire (120 points); Resist fire 30
OFFENSE
Speed 40 ft.
Melee club +6/+1 (1d6)
Special Attacks intense spells (+6 damage)
Arcane School Spell-Like Abilities (CL 13th; concentration +19)
At will—elemental wall (13 rounds/day)
9/day—force missile (1d4+6)
Evoker Spells Prepared (CL 13th; concentration +19)
7th—delayed blast fireball (DC 25), statue
6th—elemental body III, maximized fireball (2, DC 21),
greater dispel magic
5th—passwall, maximized scorching ray (2), telekinesis, waves
of fatigue
4th—maximized burning hands (2, DC 19), greater invisibility,
phantasmal killer (DC 20), shout (DC 22), wall of fire
3rd—dispel magic, explosive runes, fireball (DC 21), flame
arrow, fly, protection from energy
2nd—flaming sphere (DC 20), gust of wind (DC 20),
pyrotechnics (2, DC 18), resist energy, scorching ray,
web (DC 18)
1st—burning hands (DC 19), expeditious retreat, grease,
mage armor, magic missile (2), ray of enfeeblement
(DC 17)
0 (at will)—bleed (DC 16), dancing lights, mage hand,
open/close
Opposition Schools divination, enchantment
TACTICS
Before Combat The wizard casts mage armor,
protection from energy (fire), resist energy (fire),
and statue.
During Combat The wizard casts greater invisibility,
fly, and maximized fireball. He follows up with
phantasmal killer, shout, and necromantic rays.
Base Statistics Without mage armor, protection
from energy, and resist energy, the wizard’s
statistics are AC 15, touch 14, flat-footed 12;
Immune none; Resist none.
STATISTICS
Str 10, Dex 14, Con 14, Int 22, Wis 9, Cha 12
Base Atk +6; CMB +6; CMD 20
Feats Combat Casting, Craft Wondrous Item,
Dodge, Greater Spell Focus (evocation),
Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell,
Point-Blank Shot, Scribe Scroll, Spell Focus (evocation)
Skills Climb +5, Craft (alchemy) +19, Fly +18, Knowledge (arcana) +21,
Knowledge (engineering, planes) +19, Knowledge (geography,
history, local, religion) +14, Perception +12, Sense Motive +4,
Spellcraft +19, Stealth +12, Survival +4
Languages Abyssal, Common, Draconic, Dwarven, Goblin, Ignan,
Infernal
SQ arcane bond (ring of protection +1)
Combat Gear elemental gem (fire), potions of cure moderate
wounds (2), potion of invisibility, scrolls of protection from
energy (2), scrolls of resist energy (2), wand of burning hands
(CL 5th, 20 charges), alchemist’s fire (10); Other Gear club,
amulet of natural armor +1, boots of striding and springing,
bracers of armor +3, cloak of resistance +3, headband of vast
intelligence +4, ring of protection +1, spellbook, 1,100 gp
These mages love to cause collateral damage with fires.
188
188
Init +4; Senses darkvision 60 ft., low-light vision, see invisibility;
Perception +27
DEFENSE
AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +4 Dex,
+1 natural)
hp 69 (14d6+18)
Fort +7, Ref +10, Will +11; +2 vs. enchantments
Defensive Abilities nondetection, spell turning; Resist electricity 30,
fire 30
OFFENSE
Speed 30 ft.
Melee dagger +8/+3 (1d4+1/19–20)
Ranged light crossbow +11 (1d8/19–20)
Special Attacks intense spells (+7 damage)
Arcane School Spell-Like Abilities (CL 14th; concentration +20)
At will—elemental wall (14 rounds/day)
9/day—force missile (1d4+7)
Evoker Spells Prepared (CL 14th; concentration +20)
7th—enlarged maximized fireball (DC 21), prismatic
spray, spell turning
6th—disintegrate (DC 23), greater dispel magic,
enlarged maximized scorching ray (2), enlarged
telekinesis (DC 22)
5th—maximized acid arrow, enlarged black
tentacles, maximized scorching ray, teleport,
wall of force
4th—arcane eye, dimension door, greater
invisibility, enlarged lightning bolt (DC 21),
maximized magic missile, shout (DC 22)
3rd—clairaudience/clairvoyance (2), dispel
magic, fly, nondetection, wind wall
2nd—acid arrow, darkness, darkvision, glitterdust
(DC 18), resist energy (2), see invisibility
1st—endure elements, expeditious retreat, mage
armor, magic missile, shield, true strike (2)
0 (at will)—dancing lights, detect magic, mage
hand, message
Opposition Schools enchantment, necromancy
TACTICS
Before Combat The wizard casts darkvision, endure
elements, mage armor, nondetection, resist energy
(electricity, fire), see invisibility, and spell turning.
During Combat The wizard uses tactics specific to his
quarry, choosing spells with saving throws that target his
prey’s weakest defenses. When facing a target he knows
little about, he casts greater invisibility and then
enlarged black tentacles to give him time to find
the perfect spell. Against single targets, he casts
disintegrate, enlarged maximized scorching ray, or
maximized magic missile. He uses telekinesis to hurl boulders if
the kill is supposed to look like an accident.
Base Statistics Without darkvision, mage armor, resist energy
(electricity, fire), and see invisibility, the wizard’s statistics
are AC 17, touch 16, flat-footed 13; Senses low-light vision;
Defensive Abilities none; Resist none.
STATISTICS
Str 12, Dex 18, Con 13, Int 22, Wis 10, Cha 8
Base Atk +7; CMB +8; CMD 24
Feats Craft Wondrous Item, Enlarge Spell, Greater Spell Focus
(evocation), Maximize Spell, Point-Blank Shot, Precise Shot,
Scribe Scroll, Skill Focus (Perception), Spell Focus (evocation,
transmutation), Spell Penetration
Skills Acrobatics +9, Climb +11, Fly +17, Handle Animal +4,
Knowledge (arcana) +23, Knowledge (geography) +14, Knowledge
(local) +19, Knowledge (nature) +15, Perception +27, Spellcraft +23,
Stealth +18, Survival +10, Swim +6
Languages Common, Draconic, Dwarven, Elven,
Gnome, Halfling, Orc
SQ arcane bond (ring of protection +2), elf blood
Combat Gear potion of cure serious wounds (2),
potion of invisibility, potion of pass without
trace, scrolls of teleport (2), wand of scorching
ray (CL 11th, 20 charges); Other Gear
dagger, light crossbow with 10 bolts,
amulet of natural armor +1, bag of
holding (type II), belt of incredible
dexterity +2, cloak of resistance +2,
eyes of the eagle, headband of vast
intelligence +4, ring of protection +2,
ring of sustenance, spellbook, 1,937 gp
The mage sniper kills with
spells at extreme range.
HIROKI DARSHAN
Hiroki is a lethal sniper. He
hunts
only
lawbreakers
and
rabble-rousers, and is insulted when
called an assassin. His magic allows him
to kill or capture dangerous people who
evade or overcome common soldiers, but he
considers preparation his greatest weapon.
Combat Encounters: Hiroki might target
a PC who has broken a law or reneged on an
oath. He usually sets an ambush, possibly
aided by other mercenaries, in an
area he has studied carefully.
Roleplaying Suggestions: Hiroki
sells his services as long-range
spellcasting support, though he
must be convinced the purpose is
legal and serves the cause of justice.
MAGE SNIPER
CR 13
HALF-ELF EVOKER 14
XP 25,600
Medium humanoid (elf, human)
LN
189
189
CR
12
13
CORE CLASSES
WIZARDS
Init +6; Senses see invisibility; Perception +15
DEFENSE
AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex,
+1 dodge, +3 natural)
hp 125 (15d6+70)
Fort +11, Ref +10, Will +12
Defensive Abilities magic circle against good; Immune fire
(120 points); Resist electricity 30
OFFENSE
Speed 30 ft.
Melee mwk quarterstaff +7/+2 (1d6–1)
Arcane School Spell-Like Abilities (CL 15th; concentration +21)
At will—dimensional steps (450 feet/day)
9/day—acid dart (1d6+7 acid)
Conjurer Spells Prepared (CL 15th; concentration +21)
8th—incendiary cloud (DC 26), summon monster VIII
7th—extended acid fog, widened black tentacles, mass hold
person (DC 23)
6th—quickened acid arrow, acid fog, disintegrate
(DC 22), quickened invisibility, summon
monster VI
5th—cloudkill (DC 23), dismissal (DC 21),
shadow evocation (DC 21), summon
monster V, teleport, widened
glitterdust (DC 20)
4th—arcane eye, confusion (DC 20),
dimension door, greater
invisibility, phantasmal killer
(DC 20), solid fog
3rd—displacement, magic circle
against good, protection from
energy, slow (DC 19), stinking
cloud (2, DC 21)
2nd—acid arrow, glitterdust
(DC 20), knock, mirror
image, resist energy, see
invisibility, web (DC 20)
1st—charm person (DC 17),
color spray (DC 17),
expeditious retreat,
feather fall, grease, mage
armor, mount
0 (at will)—acid splash, detect magic,
mage hand, read magic
Opposition Schools evocation, necromancy
TACTICS
Before Combat The wizard casts mage armor, magic circle
against good, protection from energy (fire), resist energy
(electricity), and see invisibility.
During Combat The wizard leads with mass hold person, followed
by widened black tentacles or incendiary cloud if opponents are
immune to enchantments. He banishes creatures summoned by
foes, charms enemies with his staff, summons allies to protect
him, turns uncharmed enemies against each other with confusion,
and targets leaders with disintegrate or phantasmal killer.
Base Statistics Without mage armor, magic circle against good,
protection from energy (fire), resist energy (electricity), and see
invisibility, the wizard’s statistics are Senses normal; AC 18, touch
15, flat-footed 15; Defensive Abilities none; Immune none;
Resist none.
STATISTICS
Str 8, Dex 14, Con 16, Int 23, Wis 10, Cha 12
Base Atk +7; CMB +6; CMD 21
Feats Augment Summoning, Combat Casting, Craft Wondrous Item,
Dodge, Extend Spell, Greater Spell Focus (conjuration), Improved
Initiative, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration),
Spell Penetration, Toughness, Widen Spell
Skills Bluff +16, Diplomacy +16, Fly +10, Knowledge (arcana,
planes) +24, Knowledge (dungeoneering, geography) +14,
Knowledge (nature, religion) +19, Perception +15, Ride +7,
Sense Motive +10, Spellcraft +24
Languages Abyssal, Aquan, Auran, Common,
Ignan, Infernal, Terran
SQ arcane bond (staff), summoner’s charm
(7 rounds)
Combat Gear potion of cure serious
wounds, potion of invisibility, scroll
of summon monster VIII, staff of
charming; Other Gear amulet
of natural armor +3, belt of
mighty constitution +2, cloak
of resistance +3, headband
of vast intelligence +4, ring
of protection +2, spellbook,
2,150 gp
A cruel conjurer directs
his minions as if they were
pawns in a game.
ALEXI THE STERN
Alexi prefers to work
alone or in a position of
command. He considers few
beings to be his equals, perhaps
because of the lifetime he’s spent
compelling obedience or summoning
monstrous slaves to do his bidding.
He prefers to be blunt and direct, and
knows how to ask favors in a way that
leaves no question that the request is
actually an order.
CRUEL CONJURER
CR 14
HUMAN CONJURER 15
XP 38,400
Medium humanoid (human)
LE
190
190
STATISTICS
Str 8, Dex 14, Con 18, Int 22, Wis 14, Cha 8
Base Atk +8; CMB +7; CMD 24 (28 vs. bull rush or trip)
Feats Combat Casting, Craft Wondrous Item, Dodge, Forge Ring,
Greater Spell Focus (enchantment), Improved Initiative, Iron Will,
Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Spell
Penetration, Still Spell
Skills Appraise +14 (+16 to assess nonmagical metals or
gemstones), Climb +2, Craft (sculpture) +14, Knowledge (arcana,
dungeoneering, engineering) +24, Knowledge (geography,
history, planes) +19, Perception +17 (+19 to notice unusual
stonework), Sense Motive +12, Spellcraft +24, Survival +7, Swim +2
Languages Common, Dwarven, Giant, Gnome, Goblin, Orc,
Terran, Undercommon
SQ arcane bond (warhammer), protective ward (6 rounds,
+4 deflection, 9/day)
Combat Gear potion of cure moderate wounds, scroll of maze, scroll
of summon monster VIII; Other Gear +1 spell storing warhammer,
amulet of natural armor +3, bag of holding (type I), belt of mighty
constitution +2, cloak of resistance +4, gloves of arrow snaring,
headband of vast intelligence +4, ring of force shield, ring of
protection +4, spellbook, diamond dust (worth 500 gp), 700 gp
These wizards protect underground communities.
DEEP MARSHAL
CR 15
DWARF ABJURER 16
XP 51,200
Medium humanoid (dwarf)
LN
Init +6; Senses darkvision 60 ft., see invisibility; Perception +17
DEFENSE
AC 26, touch 17, flat-footed 23 (+4 armor, +4 deflection, +2 Dex,
+1 dodge, +3 natural, +2 shield)
hp 130 (16d6+72)
Fort +13, Ref +11, Will +18; +4 vs. mind-affecting, +2 vs. poison,
spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), energy absorption (48/day), mind blank; DR 10/adamantine
(150 points); Immune fire (120 points); Resist cold 10, electricity 30
OFFENSE
Speed 20 ft.
Melee +1 spell storing warhammer +8/+3 (1d8/×3)
Ranged light crossbow +10 (1d8/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Abjurer Spells Prepared (CL 16th; concentration +22)
8th—quickened charm monster (DC 23), mind blank, prismatic wall
7th—banishment (DC 23), quickened haste, mass hold person
(DC 25), phase door
6th—globe of invulnerability, greater dispel magic, greater
heroism, mass bull’s strength, mass suggestion (DC 24)
5th—break enchantment, stilled dimension door, dominate
person (2, DC 23), telepathic bond, wall of stone
4th—arcane eye, charm monster (DC 22), confusion (DC 22),
remove curse, solid fog, stoneskin
3rd—dispel magic, haste (DC 19), hold person (2, DC 21),
protection from energy, wind wall
2nd—acid arrow, hideous laughter (DC 20),
invisibility, levitate, resist energy (2),
see invisibility
1st—alarm, charm person (DC 19),
expeditious retreat, feather fall,
grease, mage armor, true strike
0 (at will)—dancing lights, detect
magic, message, resistance
Opposition Schools evocation, necromancy
TACTICS
Before Combat The wizard casts mage armor, mind blank,
protection from energy (fire), resist energy (electricity), see
invisibility, and stoneskin. She casts telepathic bond on allies.
During Combat The wizard’s warhammer contains hold person.
Base Statistics Without mage armor, mind blank, protection
from energy, resist energy, see invisibility, and stoneskin,
the wizard’s statistics are Senses darkvision 60 ft.; AC 22,
touch 17, flat-footed 19; Fort +13, Ref +11, Will +18;
+2 vs. poison, spells, and spell-like abilities; Defensive
Abilities defensive training (+4 dodge bonus to AC
vs. giants), energy absorption (48/day); DR none;
Immune none; Resist cold 10.
191191
CR
14
15
CORE CLASSES
WIZARDS
Init +7; Senses darkvision 60 ft., low-light vision; Perception +19
DEFENSE
AC 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, +3 Dex,
+1 dodge, +3 natural, +1 size)
hp 79 (17d6+17)
Fort +10, Ref +12, Will +16; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), moment of prescience, nondetection; Immune detect
thoughts, discern lies, alignment detection
OFFENSE
Speed 20 ft.
Melee +1 dagger +10/+5 (1d3+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, hand of the apprentice (9/day), metamagic mastery
(5/day)
Wizard Spells Prepared (CL 17th; concentration +23)
9th—power word kill
8th—horrid wilting (DC 24), moment of prescience
7th—quickened hold person (DC 24), insanity (DC 24), statue
6th—chain lightning (DC 22), disintegrate (DC 23), greater dispel
magic, mass suggestion (DC 23), true seeing
5th—baleful polymorph (DC 22), stilled dimension door, dominate
person (DC 22), passwall, prying eyes
4th—bestow curse (DC 20), confusion (DC 21), greater invisibility,
locate creature, solid fog
3rd—clairaudience/clairvoyance, dispel magic, hold person (DC 20),
nondetection, slow (DC 20)
2nd—alter self, darkvision, detect thoughts (DC 18), invisibility (2), knock
1st—charm person (DC 18), feather fall, grease, mage armor,
magic missile, obscuring mist
0 (at will)—detect magic, detect poison, mage hand, open/close
TACTICS
Before Combat The wizard casts darkvision, mage armor, moment
of prescience, nondetection, and statue.
During Combat The wizard prefers to evade combat by casting
dimension door or greater invisibility.
Base Statistics Without darkvision, mage armor, and moment of
prescience, the wizard’s statistics are Senses low-light vision;
AC 20, touch 17, flat-footed 16; Defensive Abilities defensive
training (+4 dodge bonus to AC vs. giants).
STATISTICS
Str 10, Dex 16, Con 12, Int 22, Wis 14, Cha 10
Base Atk +8; CMB +7; CMD 23
Feats Combat Casting, Combat Expertise, Craft Wondrous Item,
Dodge, Extend Spell, Improved Initiative, Quicken Spell,
Scribe Scroll, Silent Spell, Spell Focus (enchantment), Spell Focus
(transmutation), Spell Penetration, Still Spell
Skills Bluff +15, Climb +5, Craft (alchemy) +14, Diplomacy +5,
Disguise +10, Fly +13, Knowledge (arcana) +19, Knowledge
(engineering, geography, history, local, nobility, religion) +14,
Perception +19, Sense Motive +17, Spellcraft +19, Stealth +22, Use
Magic Device +13
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling,
Infernal, Orc, Sylvan
SQ arcane bond (lizard)
Combat Gear pearl of power (5th), potions of cure moderate
wounds (2), potions of cure serious wounds (2), potions of
delay poison (3), potion of glibness, potions of invisibility (2),
scrolls of detect secret doors (2), scroll of dimension door,
scrolls of fly (2), scroll of greater invisibility, scrolls of scorching
ray (2), scrolls of see invisibility (2), scrolls of teleport (2),
dark reaver powder (2), deathblade (2); Other Gear +1 dagger,
amulet of natural armor +3, bag of holding (type I), belt of
incredible dexterity +2, cloak of resistance +4, hat of disguise,
headband of vast intelligence +4, ring of mind shielding, ring
of protection +2, slippers of spider climbing, eye ointment for
true seeing (worth 500 gp), silver mirror (worth 1,000 gp),
spellbook, 1,823 gp
The mage spy is a diplomat and saboteur.
MAGE SPY
CR 16
GNOME WIZARD 17
XP 76,800
Small humanoid (gnome)
NE
192
192
Init +5; Senses see invisibility; Perception +24
DEFENSE
AC 23, touch 16, flat-footed 22 (+4 armor, +4 deflection, +1 Dex,
+1 insight, +3 natural)
hp 170 (18d6+105)
Fort +14, Ref +11, Will +17; +4 vs. mind-affecting
Defensive Abilities mind blank, spell turning; Resist cold 20, fire 30
OFFENSE
Speed 30 ft.
Melee mwk silver dagger +9/+4 (1d4–1/19–20)
Special Attacks channel negative energy (DC 19, 11/day)
Arcane School Spell-Like Abilities (CL 18th; concentration +26)
11/day—grave touch (9 rounds)
Necromancer Spells Prepared (CL 18th; concentration +26)
9th—energy drain (DC 29), time stop, wail of the banshee (DC 29)
8th—create greater undead, horrid wilting (3, DC 28), mind blank
7th—ethereal jaunt, finger of death (DC 27), quickened fireball
(DC 22), spell turning, waves of exhaustion
6th—chain lightning (DC 25), create undead, disintegrate (DC 24),
eyebite (DC 26), maximized vampiric touch (2)
5th—cloudkill (DC 23), quickened magic missile, maximized
scorching ray, teleport, wall of force, waves of fatigue
4th—animate dead, arcane eye, bestow curse (2, DC 24),
dimension door, fire shield, maximized ray of enfeeblement
3rd—blink, dispel magic (2), fireball (2, DC 22), fly, vampiric touch
2nd—blindness/deafness (DC 22), darkvision, false life, glitterdust
(DC 20), resist energy, scorching ray, see invisibility
1st—cause fear (DC 21), expeditious retreat, feather fall, grease,
mage armor, magic missile, obscuring mist
0 (at will)—bleed (DC 20), detect magic, mage hand, read magic
Opposition Schools enchantment, illusion
TACTICS
Before Combat The wizard casts false life, mage armor, mind blank,
resist energy (fire), see invisibility, and spell turning.
During Combat The wizard casts time stop and energy drain on the
most dangerous-looking target, then thins out the ranks of his
enemies with chain lightning.
Base Statistics Without false life, mage armor, mind blank, resist
energy (fire), see invisibility, and spell turning, the wizard’s
statistics are AC 19, touch 16, flat-footed 18; hp 155; Fort +14,
Ref +11, Will +17; Defensive Abilities none; Resist cold 20.
STATISTICS
Str 8, Dex 12, Con 18, Int 26, Wis 14, Cha 10
Base Atk +9; CMB +8; CMD 23
Feats Alertness, Combat Casting, Command Undead, Craft Wondrous
Item, Extra Channel, Forge Ring, Greater Spell Focus (necromancy),
Improved Channel, Improved Initiative, Maximize Spell, Quicken
Spell, Scribe Scroll, Spell Focus (evocation, necromancy),
Toughness, Weapon Focus (ray)
Skills Fly +22, Heal +20, Intimidate +16, Knowledge (arcana, planes,
religion) +29, Knowledge (history, local) +21, Perception +24, Sense
Motive +24, Spellcraft +29, Stealth +19, Use Magic Device +18
Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome,
Goblin, Orc, Undercommon
SQ arcane bond (owl), life sight (30 feet, 18 rounds/day)
Combat Gear potions of cure serious wounds (3), scroll of iron body,
scroll of spell turning, scroll of wall of force, wand of inflict moderate
wounds (20 charges), wand of invisibility (20 charges); Other Gear
masterwork silver dagger, amulet of natural armor +3, belt of
mighty constitution +4, clear spindle ioun stone, cloak of resistance +4,
dusty rose prism ioun stone, headband of vast intelligence +6,
restorative ointment, ring of major energy resistance (cold), ring of
protection +4, onyx gems (worth 2,000 gp), spellbook, 8,973 gp
These wizards are steeped in the evil of their profession.
GRAND NECROMANCER
CR 17
HUMAN NECROMANCER 18
XP 102,400
Medium humanoid (human)
NE
193
193
CR
16
17
CORE CLASSES
WIZARDS
Init +6; Senses low-light vision; Perception +24
DEFENSE
AC 24, touch 16, flat-footed 21 (+4 armor, +3 deflection, +2 Dex,
+1 dodge, +4 natural)
hp 139 (19d6+70)
Fort +13, Ref +12, Will +17; +2 vs. enchantments, +4 vs. mind-affecting
Defensive Abilities mind blank, misdirection, spell turning;
Immune electricity (120 points), fire (120 points); Resist cold 30
OFFENSE
Speed 35 ft.
Melee +1 dagger +9/+4 (1d4/19–20)
Special Attacks aura of despair (19 rounds/day)
Arcane School Spell-Like Abilities (CL 19th; concentration +27)
11/day—dazing touch
Enchanter Spells Prepared (CL 19th; concentration +27)
9th—dominate monster (DC 29), power word kill,
summon monster IX, weird (DC 27)
8th—horrid wilting (DC 26), incendiary cloud (DC 26),
irresistible dance, mind blank, polymorph any
object (DC 26)
7th—extended acid fog, quickened hold person
(2, DC 23), mass hold person (DC 27), project
image (DC 25), spell turning
6th—disintegrate (DC 24), greater dispel magic,
greater heroism, mass suggestion (DC 26),
quickened mirror image, repulsion (DC 24)
5th—cloudkill (DC 23), dominate person
(DC 25), feeblemind (DC 25), hold
monster (DC 25), mind fog
(DC 25), teleport
4th—bestow curse (DC 22),
charm monster (2, DC 24),
crushing despair (DC 24),
enervation, greater invisibility,
phantasmal killer (DC 22)
3rd—displacement, fly, hold person (DC 23),
magic circle against good, protection
from energy (2), slow (DC 21)
2nd—acid arrow (2), ghoul touch (DC 20),
misdirection, resist energy, touch of
idiocy, web (DC 20)
1st—charm person (DC 21),
expeditious retreat, feather fall,
mage armor, obscuring mist, ray of
enfeeblement (DC 19), reduce person (DC 19)
0 (at will)—bleed (DC 18), daze (DC 20), mage
hand, mending
Opposition Schools
divination, evocation
TACTICS
Before Combat The wizard casts mage armor, mind blank,
misdirection, protection from energy (electricity, fire), resist
energy (cold), and spell turning.
During Combat The wizard uses dominate monster, weird, and mass
hold person to control enemies, plus incendiary cloud and horrid
wilting if they resist enchantments. She uses polymorph any object
to change the last survivor into a marionette for her collection.
Base Statistics Without mage armor, mind blank, misdirection,
protection from energy, resist energy, and spell turning, the
wizard’s statistics are AC 20, touch 16, flat-footed 17; Defensive
Abilities none; Immune none; Resist none.
STATISTICS
Str 8, Dex 14, Con 16, Int 26, Wis 10, Cha 14
Base Atk +9; CMB +8; CMD 24
Feats Combat Casting, Craft Wand, Craft Wondrous Item, Dodge,
Extend Spell, Fleet, Forge Ring, Greater Spell Focus (enchantment),
Improved Initiative, Improved Iron Will, Iron Will,
Quicken Spell, Scribe Scroll, Skill Focus (Perception),
Spell Focus (enchantment)
Skills Bluff +17, Craft (puppets) +16, Diplomacy +17,
Disguise +12, Fly +15, Handle Animal +7, Intimidate
+17, Knowledge (arcana) +26, Knowledge
(dungeoneering, engineering, geography,
nature, nobility, planes, religion) +16,
Knowledge (history, local) +21, Perception
+24, Perform (comedy) +12, Sense
Motive +15, Spellcraft +21
Languages Common, Draconic,
Dwarven, Elven, Giant, Goblin,
Gnome, Halfling, Sylvan, Undercommon
SQ arcane bond (ring of protection +3), elf blood, enchanting smile
Combat Gear potions of cure serious wounds (3), scrolls of
mage’s private sanctum (2), scroll of power word blind,
scrolls of summon monster VI (2), wand of displacement
(20 charges), wand of fly (20 charges), wand of tongues
(20 charges); Other Gear +1 dagger, amulet of natural
armor +4, belt of mighty constitution +4, cloak of
resistance +4, figurine of wondrous power (obsidian
steed), headband of vast intelligence +6, pearl
of power (7th), pearl of power (4th), ring of
protection +3, spellbook, 2,036 gp
The puppet master treats living
minds like a child’s toys.
RADILLO
Radillo has always been able to
manipulate people with sweet words and
subtle promises. Having learned to enforce
this with magic, she plays with thoughts for
pleasure or power, and has contacts in many
cities whose minds belong fully to her.
PUPPET MASTER
CR 18
HALF-ELF ENCHANTER 19
XP 153,600
Medium humanoid (elf, human)
CE
194
194
Init +5; Senses low-light vision; Perception +18
DEFENSE
AC 26, touch 18, flat-footed 25 (+4 armor, +5 deflection, +1 Dex,
+2 insight, +4 natural); never flat-footed
hp 172 (20d6+100)
Fort +14, Ref +14, Will +18; +2 vs. enchantments, +4 vs. mind-affecting
Defensive Abilities mind blank, moment of prescience, never
surprised, spell turning; DR 10/adamantine (150 points); Immune
fire (120 points), sleep; Resist cold 30, electricity 30
OFFENSE
Speed 30 ft.
Melee quarterstaff +9/+4 (1d6–1)
Special Attacks hand of the apprentice (12/day), metamagic
mastery (7/day)
Wizard Spells Prepared (CL 20th; concentration +29)
9th—maximized disintegrate (DC 25), foresight, meteor swarm
(DC 28), summon monster IX, time stop
8th—discern location, greater shout (DC 29), mass charm monster
(DC 27), mind blank, moment of prescience
7th—forcecage (2, DC 28), prismatic spray (2, DC 26), spell turning
6th—chain lightning (2, DC 27), greater dispel magic (2), true seeing
5th—baleful polymorph (DC 24), break enchantment, cloudkill
(DC 24), feeblemind (DC 24), teleport, wall of force
4th—dimension door (2), greater invisibility, ice storm (2), stoneskin
3rd—dispel magic, protection from energy, stinking cloud (DC 22),
suggestion (DC 22), tongues, vampiric touch
2nd—invisibility, mirror image, resist energy (2), shatter, web (DC 21)
1st—charm person (2, DC 20), mage armor (2), magic missile (3)
0 (at will)—detect magic, light, mage hand, read magic
TACTICS
Before Combat The wizard casts foresight, mage armor, mind blank,
moment of prescience, protection from energy (fire), resist energy
(cold, electricity), spell turning, and stoneskin.
During Combat The wizard casts maximized disintegrate, meteor
swarm, mass charm monster, and prismatic spray.
Base Statistics Without foresight, mage armor, mind blank, moment
of prescience, protection from energy, resist energy, spell turning,
and stoneskin, the wizard’s base statistics are AC 20, touch 16, flat-
footed 19; Fort +14, Ref +12, Will +18; +2 vs. enchantments; Defensive
Abilities none; DR none; Immune sleep; Resist none; CMD 25.
STATISTICS
Str 8, Dex 12, Con 16, Int 28, Wis 12, Cha 13
Base Atk +10; CMB +9; CMD 27
Feats Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell,
Forge Ring, Greater Spell Focus (evocation), Improved Initiative,
Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell
Focus (evocation), Spell Penetration, Still Spell, Toughness
Skills Diplomacy +16, Fly +14, Intimidate +11,
Knowledge (arcana, history, planes) +32,
Knowledge (geography, local, nature, nobility, religion) +22,
Perception +18, Sense Motive +11, Spellcraft +32 (+34 to identify
magic item properties), Stealth +11, Use Magic Device +21
Languages Aklo, Celestial, Common, Draconic, Dwarf, Elven, Giant,
Gnome, Halfling, Orc, Sylvan
SQ arcane bond (ring of protection +5), elven magic, weapon familiarity
Combat Gear potion of cure serious wounds, wand of cure moderate
wounds (50 charges), wand of delay poison (20 charges), wand
of restoration (20 charges), staff of evocation; Other Gear amulet
of natural armor +4, bag of holding (type IV), belt of mighty
constitution +4, cloak of resistance +5, gloves of arrow snaring,
headband of vast intelligence +6, pearl of power (5th), ring of
counterspells, ring of protection +5, diamond dust (worth 1,000 gp),
eye ointment for true seeing (worth 500 gp), spellbook, 4,175 gp
The master universalist draws power and knowledge
from all schools of magic.
MASTER UNIVERSALIST
CR 19
ELF WIZARD 20
XP 204,800
Medium humanoid (elf)
N
195
195
CR
18
19
CORE CLASSES
WIZARDS
196
197
S
ecanus kicked Cambin
hard in the back,
sending him sprawling. Where
the theurge had been standing, a
line of flame blistered the stones.
“Looks like we found him,”
Secanus said, nocking an arrow.
As he drew back the string, the
projectile’s shaft lit up with
brilliant blue energy.
“Fools!” the dragon sorcerer
rumbled. “You think you can
take what’s mine?”
“Yours?” Cambin shrieked back,
clenched fists blazing with holy
light. “You stole that book from
the temple not three days ago!”
The
reptile-man
smiled,
exposing jagged rows of bone-
yellow fangs.
“Of course,” he said. “At which
point it became my property...”
Prestige Classes
PRESTIGE CLASSES
Prestige classes allow you to customize characters in
very specialized ways. However, the prerequisites mean
characters with a prestige class tend to be higher level
and might require specific kinds of multiclassing to
be effective. The NPC Codex saves busy GMs the time it
would take to create NPCs with prestige classes.
This chapter gives you useful and interesting NPCs
at prestige class levels 2, 4, 7, and 10 for each of the 10
prestige classes detailed in the Pathfinder RPG Core
Rulebook. The NPCs are character levels 9, 13, 17, and 20,
allowing you to use them over a wide range of levels in
the campaign.
All of the NPCs in this chapter use the “heroic” set of
base ability scores (15, 14, 13, 12, 10, 8), and the value of
their gear has been determined using the Heroic Level
column of Table 14–9: NPC Gear, which can be found on
page 454 of the Core Rulebook.
In general, the NPCs do not list mundane gear such
as rope, torches, belt pouches, and so on unless it is vital
to the character (clerics have a holy symbol, rogues with
Disable Device have thieves’ tools, and so on). You can
assume that an NPC is geared appropriately for his or
her profession or adventuring career, and if cost is ever a
factor, you can mark off some of the character’s extra gear
for this purpose or swap it for expendable items such as
potions, nearly expended wands, and so on.
HOW TO USE THIS CHAPTER
As with the characters presented in Chapter 1, the
three most common uses for NPCs in this chapter are
as enemies, allies, and player characters, and the same
guidelines explained there apply to this chapter. If your
campaign requires PCs to train with a member of a
prestige class before they can take levels in that prestige
class, you may wish to use these NPCs as mentors or
trainers for PCs interested in pursuing these specific
courses of study.
NOTES ON CLASSES
As with the characters in Chapter 1, you always have the
option to alter or add to these characters to make them
even more useful to your campaign. If you’re considering
swapping a character’s core class abilities for those of
another class or archetype, be sure the altered character
still qualifies for the prestige class. For example, the
arcane trickster class requires a character to have sneak
attack +2d6, so don’t use a class or rogue archetype that
removes the character’s sneak attack ability.
The remainder of this section examines specific
alternative class and archetype choices for each of the
classes in this chapter.
Arcane Archer
This prestige class requires the ability to cast 1st-level
arcane spells, so all four of the arcane archers in this
chapter have at least one level in bard, sorcerer, or wizard.
If you want to alter the flavor of these characters, you can
swap levels in these core classes for levels in a similar
arcane spellcasting class such as summoner or witch. You
can even hand-wave the minor math differences between
the classes (such as the Hit Die type of a summoner
compared to that of a wizard) and create an NPC with
a very different feel. For example, the tournament
champion (arcane archer 4) is a bard/sorcerer, but could
easily be a summoner/sorcerer or a bard/witch, which
presents a very different concept for the character.
Arcane Trickster
This prestige class requires sneak attack +2d6, so all of
the arcane tricksters presented here have at least three
levels in the rogue class (the only class in the Core Rulebook
with sneak attack). The requirement that the character
must be able to cast mage hand means the character must
have levels in bard, sorcerer, or wizard, so all of the
arcane tricksters are multiclassed with rogue and one
of those three classes. You could, however, replace the
rogue levels in any of these characters with ninja levels
(Pathfinder RPG Ultimate Combat), since the ninja is a
modified rogue. The sandman bard archetype (Pathfinder
RPG Advanced Player’s Guide) and vivisectionist alchemist
archetype (Pathfinder RPG Ultimate Magic) also give the
sneak attack ability and would be interesting class swaps
for arcane tricksters.
Assassin
This prestige class has the easiest requirements to meet
(in terms of game mechanics) out of any in the Core
Rulebook, so the four assassins presented here have a
variety of base classes—a cleric/rogue, a druid/fighter, a
monk, and a rogue. This gives you many options when it
comes to quickly customizing these assassins to suit your
campaign without altering much of the math. The cleric/
rogue could be an oracle/rogue, a cleric/bard, or druid/
rogue. The monk could be a fighter, ranger, or rogue. The
druid/fighter could be a druid/barbarian, druid/ranger,
or cleric/fighter. The rogue could be a bard, ninja, or even
a summoner.
Dragon Disciple
This class requires levels in a spontaneous-casting
arcane class (of which there are only two examples in the
Core Rulebook, the bard and sorcerer), and if the character
has sorcerer levels, it requires him to have the draconic
bloodline, so this prestige class is perhaps the most
specialized in the Core Rulebook. Fortunately, changing
198
198
PRESTIGE CLASSES
INTRODUCTION
the character’s dragon type is very easy, allowing you to
use these four characters as any of the 10 dragon types
listed in the sorcerer class.
Duelist
This class requires three combat feats, so it is naturally
suited for fighters (and to a lesser extent rogues, who can
use rogue talents to gain extra combat feats). Its reliance
on using intelligent tactics, wearing light or no armor,
wielding a light or one-handed piercing weapon, and
having a free hand makes it a suboptimal choice for
barbarians (whose rage-based abilities are a poor thematic
match), monks (as they can fight without weapons, and
there is only one monk weapon they can use with duelist
class abilities), paladins (who usually wear heavier
armor), and rangers (who for the most part either are
archers or fight in melee with two weapons). Therefore,
the four duelists presented here all have fighter or rogue
levels. Because the duelist doesn’t use specific fighter or
rogue class features as requirements, you can easily swap
out these features with those of another archetype, such
as the free hand fighter, mobile fighter, acrobat rogue,
or rake rogue (all of which are detailed in the Advanced
Player’s Guide), to create a new duelist with this stat block.
Eldritch Knight
This class requires proficiency in all martial weapons
and 3rd-level arcane spellcasting, so the character must
have levels in barbarian, fighter, paladin, or ranger
(the only way to gain proficiency in all martial weapons
listed in the Core Rulebook), and levels in bard, sorcerer,
or wizard (the only classes in the Core Rulebook that have
arcane spellcasting). Though the theme of this class is
mostly taken over by the magus base class (see Ultimate
Combat), using the prestige class lets you do things that
you can’t do as a single-classed magus, such as using
higher-level spells or arcane spells that aren’t on the
magus spell list, mixing arcane and divine magic (as the
champion of magic eldritch knight on page 221 does),
and using barbarian rage. In most cases, you can swap
out the character’s spellcasting class for another (such
as replacing conjurer levels with summoner levels or
sorcerer levels with bard levels) or swap her martial class
levels for another martial class (ranger for barbarian,
cavalier for fighter, and so on).
Loremaster
Because this class’s skill, feat, and spell requirements
are very specific and its unique class abilities are not
particularly useful in combat, characters of this class
are often relegated to NPC status as sages or mentors.
The four loremasters presented here focus on knowledge
of the gods, nature, humanoid history, and the planes.
However, because the prestige class abilities don’t alter the
base class’s abilities or have specific ties to the character’s
field of study, you can swap out class levels or change the
knowledge focus to whatever you need for your campaign.
For example, if you need a 9th-level planar expert, use the
divine loremaster and swap her Knowledge (planes) and
Knowledge (religion) skill bonuses.
Mystic Theurge
This class requires three or more levels of investment
in two different spellcasting classes, and a character
interested in this path usually can’t afford to dip into
other classes on the way to taking prestige class levels.
One of the two unique class abilities of the mystic theurge
is the ability to use spell slots from one class to cast
spells from the character’s other class. However, because
doing so makes the spell use a higher-level spell slot
than normal, this is a suboptimal choice—the character
would normally do this only if he needed extra castings
of certain spells and didn’t have enough spell slots of the
right class. Rather than presenting an underpowered
character with weaker-than-normal spells, the four
mystic theurges in this chapter are not depicted as using
that class ability. Feel free to alter their spell lists to take
advantage of this ability if it suits your campaign.
Pathfinder Chronicler
This class requires a small skill investment and a
roleplaying or background requirement that doesn’t need
a specific class ability and has no effect on the character’s
stat block; therefore, the example Pathfinder chroniclers
represent a variety of classes. As with the example assassin
characters, this means you can easy swap base classes
to customize these Pathfinder chroniclers to suit your
campaign, such as by changing the mad prophet (page
233) from a cleric to a conjurer, the master storycrafter
(page 234) from a sorcerer to an illusionist, or the battle
skald (page 235) from a barbarian/bard to a ranger/bard.
Shadowdancer
This class requires three combat feats and a small skill
investment, so while it is mainly suited for martial
characters, it is within reach for spellcasters as well.
However, many of the shadowdancer’s class abilities—
darkvision, evasion, proficiencies, rogue talents, and
uncanny dodge—are available from other classes or
races (or can be emulated with other class abilities), so
many characters who take levels in this class will have
redundant abilities. Creating an effective shadowdancer
requires careful selection of base classes and feats to
avoid this; if you swap out earlier levels, make sure you
minimize the number of these abilities the character gains
from two different sources.
199
199
Init +5; Senses low-light vision; Perception +14
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 51 (5d10+2d6+2d10)
Fort +7, Ref +9, Will +10; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1; DR 10/magic (ranged weapon attack
only; 30 points); Immune sleep
OFFENSE
Speed 30 ft.
Melee +2 short sword +14/+9 (1d6+4/19–20)
Ranged mwk composite longbow +18/+13 (1d8+5/×3)
Special Attacks enhance arrows (magic), imbue arrow, weapon
training (bows +1)
Conjurer Spell-Like Abilities (CL 3rd; concentration +4)
4/day—acid dart
Conjurer Spells Prepared (CL 3rd; concentration +4; arcane spell
failure 15%)
2nd—glitterdust (DC 13), web (DC 13)
1st—burning hands (2, DC 12), color spray (2, DC 12)
0 (at will)—bleed (DC 11), dancing lights, ghost sound (DC 11),
mage hand
Opposition Schools divination, necromancy
TACTICS
Before Combat The arcane archer attempts to start combat
from a hard-to-reach spot, such as a high tree branch or
steep elevation. He casts heroism and protection from
arrows on himself from scrolls.
During Combat The archer keeps his distance and uses his
magic arrows first. He casts glitterdust and web to slow down
any approaching enemies, using imbue arrow to increase the
range of such spells if needed. He uses Arcane Armor
Training each round.
Base Statistics Without heroism and protection from
arrows, the archer’s base statistics are Senses
Perception +12; Fort +5, Ref +7, Will +8; DR none;
Melee +2 short sword +12/+7 (1d6+4/19–20);
Ranged mwk composite longbow +16/+11
(1d8+5/×3); Skills Climb +8, Knowledge (arcana,
nature) +7, Perception +12, Spellcraft +7 (+9 to
identify magic item properties), Stealth +12,
Swim +8.
STATISTICS
Str 14, Dex 21, Con 10, Int 12, Wis 13, Cha 8
Base Atk +8; CMB +10; CMD 25
Feats Arcane Armor Training, Iron Will, Manyshot, Point-Blank
Shot, Precise Shot, Rapid Shot, Scribe Scroll, Weapon Focus
(longbow), Weapon Specialization (longbow)
GREEN WARDEN
CR 8
ELF FIGHTER 5
XP
4,800
CONJURER 2
ARCANE ARCHER 2
Medium humanoid (elf)
N
Skills Climb +10, Knowledge (arcana, nature) +9, Perception +14,
Spellcraft +9 (+11 to identify magic items), Stealth +14, Swim +10
Languages Common, Elven, Goblin
SQ arcane bond (masterwork composite longbow), armor training 1,
elven magic, summoner’s charm (1 round), weapon familiarity
Combat Gear +1 frost arrows (5), +1 human-bane arrows (5),
+1 shock arrows (5), potion of cure moderate wounds, scroll
of heroism, scrolls of invisibility (2), scroll of protection
from arrows; Other Gear +1 studded leather, +2 short sword,
masterwork composite longbow with 50 arrows, belt of incredible
dexterity +2, spell component pouch, spellbook, 165 gp
Protectors of the forest, green wardens are sworn to
defend their sylvan homes from enemy encroachment,
using magic arrows to kill from the trees’ canopy.
200
200
CR
8
12
PRESTIGE CLASSES
Init +7; Senses low-light vision; Perception +25
DEFENSE
AC 21, touch 15, flat-footed 17 (+6 armor, +1 deflection, +4 Dex)
hp 86 (7d8+2d6+4d10+22)
Fort +6, Ref +15, Will +11; +2 vs. enchantments, +4 vs. bardic
performance, language-dependent, and sonic
OFFENSE
Speed 30 ft.
Melee mwk rapier +11/+6 (1d6/18–20)
Ranged +2 longbow +21/+16 (1d8+2/×3)
Special Attacks bardic performance 19 rounds/day (move action;
countersong, distraction, fascinate, inspire competence +3, inspire
courage +2, suggestion), enhance arrows (elemental, magic),
imbue arrow, seeker arrow (1/day).
Bard Spells Known (CL 10th; concentration +13)
4th (1/day)—greater invisibility, shout (DC 17)
3rd (4/day)—charm monster (DC 16), crushing despair (DC 16),
cure serious wounds (DC 16), deep slumber (DC 16)
2nd (5/day)—cat’s grace, eagle’s splendor, invisibility,
shatter, silence (DC 15)
1st (6/day)—charm person
(DC 14), feather fall, grease,
lesser confusion (DC 14),
unseen servant
0 (at will)—dancing lights, detect
magic, flare (DC 13), mage
hand, mending, prestidigitation
Sorcerer Spells Known (CL 2nd;
concentration +5; arcane spell failure 20%)
1st (5/day)—magic missile, true strike
0 (at will)—arcane mark, daze (DC 13), ghost
sound (DC 13), open/close, read magic
Bloodline arcane
TACTICS
Before Combat The arcane archer casts
cat’s grace and drinks her potion
of haste. She typically prepares
shock arrows as her enhance
arrows ability.
During Combat The archer’s
favorite tactic is to cast greater
invisibility, then make shots from
a distance using true strike.
Base Statistics Without cat’s grace,
the arcane archer’s statistics are Init +5; Ref +13;
Ranged +2 longbow +19/+14 (1d8+2/×3); Dex 20;
CMD 26.
TOURNAMENT CHAMPION
CR 12
HALF-ELF BARD 7
XP
19,200
SORCERER 2
ARCANE ARCHER 4
Medium humanoid (elf, human)
N
STATISTICS
Str 10, Dex 24, Con 13, Int 8, Wis 12, Cha 16
Base Atk +10; CMB +10; CMD 28
Feats Deadly Aim, Eschew Materials, Far Shot, Manyshot, Point-Blank
Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon
Focus (longbow)
Skills Knowledge (geography) +6, Knowledge (local, nobility) +8,
Perception +25, Perform (oratory, sing) +19, Spellcraft +3, Swim +0,
Use Magic Device +7
Languages Common, Elven
SQ arcane bond (+2 longbow), bardic knowledge +3, bloodline arcana
(+1 DC for spells with metamagic feats that increase spell level),
elf blood, lore master 1/day, versatile performance (oratory, sing)
Combat Gear +1 human-bane arrow (2), +1 magical beast-bane
arrow (4), potion of haste; Other Gear +2 chain shirt, +2 longbow
with 40 arrows, masterwork rapier, belt of incredible dexterity +2,
cloak of resistance +1, lesser bracers of archery,
ring of protection +1, 309 gp
These half-elves travel from fair to fair,
entertaining crowds with archery prowess,
arcane flourishes, and epic ballads.
CLAIRIAN ARROWSONG
The daughter of a pair of academics,
Clairian Arrowsong was never interested
in the studious pursuits her parents
encouraged. From an early age, Clairian
showed promise as both an
excellent archer and bard, despite
her parents’ misgivings about
both “hobbies.” In the hours she
was supposed to be studying
in solitude, she escaped to hear
the orators and bards who congregated
outside of the city’s university. But not until
she saw her first archery tournament did she
find her real passion. None but her parents
were surprised when, as a young woman,
she ran away with a sorcerer who served as a
soothsayer on the tournament circuit.
Combat Encounters: For extra coin and
adventure, Clairian hires herself out as an
archer to local princelings, bandit lords,
and thieves’ guilds. Though she serves
with skill, she would rather surrender
than die for another’s cause.
Roleplaying Suggestions: Quick with
song and laughter, Clairian doesn’t take
the plights of others too seriously. She
would rather live the good life and
have fun than be tied down to lords
or obligations.
201
201
ARCANE ARCHERS
UNDEAD BANE
CR 16
HUMAN RANGER 9
XP
76,800
SORCERER 1
ARCANE ARCHER 7
Medium humanoid (human)
N
Init +9; Senses Perception +22
DEFENSE
AC 26, touch 17, flat-footed 21 (+6 armor, +1 deflection, +4 Dex,
+1 dodge, +1 insight, +3 natural)
hp 138 (9d10+1d6+7d10+43)
Fort +16, Ref +17, Will +11
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee +1 short sword +17/+12/+7/+2 (1d6+1/19–20)
Ranged +2 flaming shock shortbow +24/+19/+14/+9 (1d6+2/×3
plus 1d6 electricity and 1d6 fire)
Special Attacks enhance arrows (distance, elemental,
elemental burst, magic), favored enemy (humans +2,
undead +4), imbue arrow, phase arrow (1/day),
seeker arrow (2/day)
Bloodline Spell-Like Abilities
(CL 6th; concentration +8)
5/day—touch of destiny
Ranger Spells Prepared (CL 6th;
concentration +8)
2nd—barkskin, snare
1st—alarm, entangle,
resist energy
Sorcerer Spells Known
(CL 6th; concentration +8;
arcane spell failure 20%)
3rd (3/day)—slow (DC 15)
2nd (6/day)—false life,
mirror image
1st (7/day)—burning
hands (DC 13), detect
undead, silent image (DC
13), true strike
0 (at will)—acid splash,
disrupt undead,
light, mage hand,
message, open/
close, resistance
Bloodline destined
TACTICS
Before Combat The arcane archer casts barkskin and
uses her wand of shield. She prepares frost burst arrows
using her enhance arrows ability.
During Combat Preferring to stay out of the
reach and sight of powerful enemies, the
arcane archer casts fly and greater invisibility
on herself, takes flight, and pelts her enemies with arrows from
relative safety.
Base Statistics Without barkskin, the arcane archer’s statistics are
AC 24, touch 17, flat-footed 19
STATISTICS
Str 10, Dex 20, Con 14, Int 8, Wis 14, Cha 14
Base Atk +16; CMB +16; CMD 34
Feats Deadly Aim, Dodge, Endurance, Eschew Materials, Great Fortitude,
Greater Vital Strike, Improved Initiative, Improved Vital Strike,
Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike,
Weapon Focus (shortbow)
Skills Climb +12, Heal +15, Intimidate +12, Knowledge (religion) +9,
Perception +22, Stealth +17, Survival +15, Swim +12
Languages Common
SQ bloodline arcana (gains a luck bonus on saves
when casting personal-range spells), evasion,
favored terrain (forest +2,
underground +4), hunter’s bond
(companions), swift tracker, track +4,
wild empathy +11, woodland stride
Combat Gear +1 ghost touch
arrows (10), +1 undead-
bane arrows (10), potion of
cure moderate wounds, potion
of cure serious wounds, potion
of lesser restoration, potion of
remove disease, scrolls of greater
invisibility (2), scrolls of invisibility
(2), wand of fly (10 charges), wand
of shield (20 charges), holy water
(10); Other Gear +2 chain shirt,
+2 flaming shock shortbow with 20
arrows, +1 short sword, amulet of natural
armor +1, belt of physical might +2 (Dex, Con),
cloak of resistance +2, dusky rose prism ioun
stone, efficient quiver, ring of feather fall, ring of
protection +1, 238 gp
Though these archers primarily hunt
undead, they are dangerous foes for
any creatures.
SORINA KALTHORIN
Sorina believes undeath is a
scourge and corruption that must
be purged. As long as the undead
spread their filth, all other moral
questions are moot. She sees it as
her sacred duty to destroy all undead
she comes across. To this end,
she is constantly in search of
crypts and ruins that hide her
hated foes.
202
202
CR
PRESTIGE CLASSES
ARCANE ARCHERS
16
19
CHAOS ARROW
CR 19
GNOME ROGUE 6
XP
204,800
SORCERER 4
ARCANE ARCHER 10
Small humanoid (gnome)
CE
Init +11; Senses low-light vision, see invisibility; Perception +26
DEFENSE
AC 31, touch 21, flat-footed 24 (+7 armor, +3 deflection, +6 Dex,
+1 dodge, +3 natural, +1 size)
hp 140 (6d8+4d6+10d10+40)
Fort +13, Ref +21, Will +13; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), evasion, trap sense +2, uncanny dodge
OFFENSE
Speed 20 ft.
Melee dagger +17/+12/+7/+2 (1d3/19–20)
Ranged +2 frost shock shortbow +27/+22/+17/+12 (1d4+2/×3 plus
1d6 cold and 1d6 electricity)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, arrow of death, enhance arrows (aligned, distance,
elemental, elemental burst, magic), imbue arrow, phase
arrow (3/day), seeker arrow (4/day), sneak attack +3d6
Gnome Spell-Like Abilities (CL 20th; concentration +24)
1/day—dancing lights, ghost sound, prestidigitation,
speak with animals
Bloodline Spell-Like Abilities (CL 11th;
concentration +15)
7/day—laughing touch
Sorcerer Spells Known (CL 11th; concentration +15;
arcane spell failure 10%)
5th (4/day)—cloudkill (DC 19), teleport
4th (7/day)—confusion (DC 20), greater
invisibility, shout (DC 18)
3rd (7/day)—explosive runes, haste,
heroism, stinking cloud (DC 17)
2nd (7/day)—darkvision, glitterdust (DC 16),
rope trick, see invisibility, web (DC 16)
1st (7/day)—color spray (DC 16), entangle
(DC 15), expeditious retreat, magic
missile, reduce person (DC 15), true strike
0 (at will)—bleed (DC 14), detect magic,
flare (DC 14), light, mage hand,
message, prestidigitation, ray of
frost, read magic
Bloodline fey
TACTICS
Before Combat The arcane archer
casts see invisibility and haste. She
prepares flaming burst arrows as her enhance
arrows ability.
During Combat A arcane archer uses imbue arrows to
fire off cloudkill, stinking cloud, and entangle from a distance.
Base Statistics Without see invisibility, the arcane archer’s statistics
are Senses low-light vision; Perception +26.
STATISTICS
Str 10, Dex 24, Con 14, Int 10, Wis 13, Cha 18
Base Atk +16; CMB +15; CMD 36
Feats Deadly Aim, Dodge, Eschew Materials, Improved Initiative,
Mobility, Pinpoint Targeting, Point-Blank Shot, Precise Shot,
Rapid Shot, Shot on the Run, Vital Strike, Weapon Focus (shortbow)
Skills Bluff +27, Craft (bows) +8, Disguise +13, Knowledge (local,
nature) +8, Perception +26, Spellcraft +8, Stealth +34, Swim +8,
Use Magic Device +12
Languages Common, Gnome
SQ bloodline arcana (+2 DC for compulsion spells), rogue talents
(bleeding attack +3, combat trick, surprise attack), trapfinding +3,
woodland stride
Combat Gear +1 dwarf-bane arrows (10), +1 elf-bane arrows (10), +1
human-bane arrows (10), +1 holy arrows (5), +1 unholy arrows (5),
dust of illusion, potions of cure serious wounds (3); Other Gear
+3 mithral chain shirt, +2 frost shock shortbow with 20 arrows,
daggers (3), amulet of natural armor +3, belt of physical
might +4 (Dex, Con), cloak of resistance +3, deck of
illusions, efficient quiver, hat of disguise, headband
of alluring charisma +2, ring of protection +3, rope of
climbing, 621 gp
Often whimsical in their destruction,
chaos arrows roam the world playing
the cruelest pranks for their own
twisted amusement.
TRIS DARKJESTER
It’s said that even a few demons that
have crossed Tris’s path found her a
little too malicious for their taste. The
gnome’s odd looks hide the heart
of a capricious and sadistic
killer. She enjoys watching
other creatures die, burning
in arcane fire or crackling
and freezing from the energy
of her dangerous bow.
Combat Encounters: Tris often
strikes without any clear reason
or purpose. She does it just to feed
her morbid sense of fun, or to see
if she can find a new way to murder.
Roleplaying Suggestions: Though she
doesn’t like to be, Tris can be patient. She
sometimes joins a group of adventurers
on some quest or another just to see how she
can subtly bring about the demise of a few
members before they find her out and she
can slay them with impunity.
203
203
STAGE MAGICIAN
CR 8
HALF-ORC BARD 4
XP
4,800
ROGUE 3
ARCANE TRICKSTER 2
Medium humanoid (human, orc)
N
Init +9; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex,
+1 dodge, +1 natural)
hp 51 (4d8+3d8+2d6+9)
Fort +6, Ref +15, Will +7; +4 vs. bardic performance, language-
dependent, and sonic
Defensive Abilities evasion, orc ferocity, trap sense +1
OFFENSE
Speed 30 ft.
Melee +1 light mace +9/+4 (1d6+1)
Ranged dagger +13 (1d4/19–20) or
light mace +13 (1d6)
Special Attacks bardic performance 12 rounds/day (countersong,
distraction, fascinate, inspire competence +2, inspire courage +1),
sneak attack +3d6
Bard Spells Known (CL 6th; concentration +8)
2nd (4/day)—cat’s grace, cure moderate wounds (DC 14), eagle’s
splendor, suggestion (DC 14)
1st (5/day)—animate rope, charm person (DC 13), silent image
(DC 13), sleep (DC 13)
0 (at will)—dancing lights, detect magic, lullaby (DC 12), mage
hand, mending, prestidigitation
TACTICS
Before Combat The arcane trickster drinks his potion of heroism and
casts cat’s grace on himself.
During Combat The trickster starts by throwing the light maces he
uses for his juggling act, then casts charm person and suggestion
to help even the odds.
Base Statistics Without heroism, the arcane trickster’s statistics
are Init +7; Fort +4, Ref +11, Will +5; Melee +1 light mace +7/+2
(1d6+1); Ranged dagger +9 (1d4/19–20) or light mace +9 (1d6);
Dex 17; CMD 21; Skills Acrobatics +15, Disable Device +15,
Escape Artist +15, Handle Animal +3, Intimidate +4, Knowledge
(arcana) +11, Perception +11, Perform (comedy) +9, Ride +4,
Sense Motive +6, Sleight of Hand +15, Stealth +15, Swim +4, Use
Magic Device +14.
STATISTICS
Str 10, Dex 21, Con 13, Int 14, Wis 8, Cha 14
Base Atk +6; CMB +6; CMD 23
Feats Catch Off-Guard, Combat Casting, Dodge, Improved Initiative,
Throw Anything
Skills Acrobatics +19, Disable Device +19, Escape Artist +19, Handle
Animal +5, Intimidate +6, Knowledge (arcana) +13, Perception +13,
Perform (comedy) +11, Ride +8, Sense Motive +8, Sleight of Hand +19,
Stealth +19, Swim +6, Use Magic Device +16
Languages Celestial, Common, Goblin
SQ bardic knowledge +2, orc blood, ranged legerdemain, rogue talents
(ledge walker), trapfinding +1, versatile performance (comedy),
weapon familiarity
Combat Gear potion of delay poison, potion of heroism, potions of
invisibility (2), potion of pass without trace, scrolls of summon
monster I (3), acid (4), holy water (4), smokesticks (4), tanglefoot
bags (4), thunderstones (4); Other Gear +1 leather armor, +1 light
mace, dagger (6), light mace (6), amulet of natural armor +1, ring
of protection +1, everburning torches (4), masterwork thieves’
tools, spell component pouch, 53 gp
Stage magicians use their skills to entertain nobles in
theaters and crowds of commoners on street corners.
204
204
CR
8
12
PRESTIGE CLASSES
ARCANE TRICKSTERS
ARCANOTHIEF
CR 12
HALFLING ROGUE 4
XP
19,200
SORCERER 5
ARCANE TRICKSTER 4
Small humanoid (halfling)
N
Init +4; Senses Perception +16
DEFENSE
AC 22, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex,
+1 natural, +1 size)
hp 111 (4d8+5d6+4d6+44)
Fort +9, Ref +16, Will +10; +2 vs. fear
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 20 ft.
Melee mwk rapier +7/+2 (1d4–2)
Ranged +1 heavy crossbow +13 (1d8+1/19–20)
Special Attacks impromptu sneak attack 1/day, sneak attack +4d6
Sorcerer Spells Known (CL 9th; concentration +12; arcane spell
failure 10%)
4th (4/day)—arcane eye, dimension door
3rd (7/day)—dispel magic, flame arrow, gaseous form
2nd (7/day)—false life, invisibility, knock, locate object, spider climb
1st (7/day)—detect secret doors, erase, feather fall, floating disk,
identify, unseen servant
0 (at will)—acid splash, detect magic, detect poison, light, mage
hand, open/close, prestidigitation, ray of frost
Bloodline arcane
TACTICS
Before Combat The arcane trickster casts false life.
During Combat The arcane trickster stays out of melee, using
invisibility, gaseous form, and dimension door to keep her
distance while pelting foes with crossbow bolts. When in dire
straits, she uses her scroll of teleport to flee.
Base Statistics Without false life, the arcane trickster’s statistics are
hp 97.
STATISTICS
Str 6, Dex 18, Con 16, Int 13, Wis 10, Cha 16
Base Atk +7; CMB +4; CMD 19
Feats Arcane Armor Training, Eschew Materials, Extend Spell,
Improved Lightning Reflexes, Lightning Reflexes, Nimble Moves,
Skill Focus (Disable Device), Still Spell
Skills Acrobatics +15 (+11 when jumping), Climb +9, Disable Device +26,
Escape Artist +11, Knowledge (arcana) +10, Perception +16,
Stealth +24, Swim +7, Use Magic Device +12
Languages Common, Draconic, Halfling
SQ arcane bond (+1 heavy crossbow), bloodline arcana (+1 DC for
spells with metamagic feats that increase spell level), metamagic
adept (1/day), ranged legerdemain, rogue talents (quick disable,
trap spotter), trapfinding +2
Combat Gear +1 construct-bane bolts (3), +1 undead-bane bolts (3),
potions of cure serious wounds (2), scroll of neutralize poison,
scroll of remove curse, scroll of remove disease, scroll of
teleport, wand of
delay poison (10 charges),
antitoxin (5), holy water (5),
tindertwigs (5); Other Gear
+1 mithral chain shirt, +1 heavy crossbow with
20 bolts, masterwork rapier, amulet of natural armor +1,
belt of incredible dexterity +2, cloak of resistance +2,
gloves of arrow snaring, ring of protection +1,
everburning torch, masterwork thieves’ tools, spell
component pouch, 56 gp
Masters at breaking into wizard towers and sorcerer
societies, arcanothieves steal magic items, supplying
local fences or selling directly to visiting adventurers.
JILIS QUICKFINGERS
A strange little thief, Jilis cares little for the money or
magic she steals. Instead, she enjoys the pure challenge
of larceny. She started with simple scores, but her love
of thieving quickly turned into an addiction. Like most
addicts, she needed more potent fixes over time. It didn’t
take her long to discover that wizards, sorcerers, and other
arcane spellcasters are extremely crafty when safeguarding
their treasures. They present unique challenges that, when
overcome, provide the rush she craves.
Combat Encounters: Jilis is not alone in her love for
challenging theft. She often recruits like-minded rogues,
sellswords, and even other spellcasters to aid her with
particularly difficult capers.
Roleplaying Suggestions: Jolly and personable, Jilis is a
fixture in many taverns favored by arcane spellcasters. She
sidles up to patrons, plies them with drinks, and worms
her way into their confidence to learn about how to trick
magical wards and locals who might make good marks.
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205
VAULTBREAKER
CR 16
HUMAN ROGUE 6
XP
76,800
TRANSMUTER 4
ARCANE TRICKSTER 7
Medium humanoid (human)
NE
Init +5; Senses Perception +21
DEFENSE
AC 24, touch 18, flat-footed 18 (+4 armor, +2 deflection, +5 Dex,
+1 dodge, +2 natural)
hp 109 (6d8+4d6+7d6+40)
Fort +9, Ref +19, Will +13
Defensive Abilities evasion, trap sense +2, uncanny dodge
OFFENSE
Speed 40 ft.
Melee +1 frost rapier +15/+10 (1d6/18–20)
Ranged mwk dagger +15 (1d4–1/19–20)
Special Attacks impromptu sneak attack 2/day, sneak attack +6d6
Transmuter Spell-Like Abilities (CL 11th; concentration +16)
8/day—telekinetic fist
Transmuter Spells Prepared (CL 11th; concentration +16; arcane
spell failure 10%)
6th—antimagic field, disintegrate (DC 22)
5th—passwall, prying eyes, teleport, transmute rock to mud
4th—beast shape II, charm monster (DC 19), dimension door,
greater invisibility, illusory wall (DC 19)
3rd—blink, dispel magic, fly, slow (DC 19), stinking cloud (DC 18),
water breathing
2nd—flaming sphere (DC 17), invisibility, knock, levitate, mirror
image, spider climb
1st—comprehend languages, detect secret doors, expeditious
retreat, feather fall, obscuring mist, shield, sleep (DC 16),
0 (at will)—detect magic, ghost sound, mage hand, open/close
Opposition Schools evocation, necromancy
TACTICS
During Combat The arcane trickster uses teleport, greater
invisibility, blink, and fly to keep out of melee. If forced into
melee, she uses Spring Attack and Vital Strike to make quick,
devastating attacks before leaping away.
STATISTICS
Str 9, Dex 20, Con 14, Int 20, Wis 12, Cha 10
Base Atk +9; CMB +8; CMD 26
Feats Arcane Strike, Dodge, Fleet (2), Lightning
Reflexes, Mobility, Point-Blank Shot, Scribe
Scroll, Spell Focus (transmutation), Spring
Attack, Vital Strike, Weapon Finesse
Skills Acrobatics +18 (+22 when jumping),
Appraise +18, Climb +12, Disable Device +25,
Disguise +8, Escape Artist +13, Knowledge
(arcana, geography, history, local, nature,
nobility, planes, religion) +13, Knowledge
(dungeoneering, engineering) +18,
Perception +21, Sleight of Hand +13,
Spellcraft +18, Stealth +25, Survival +6, Swim +7, Use Magic
Device +13
Languages Celestial, Common, Draconic, Dwarven, Elf, Gnome, Goblin
SQ arcane bond (+1 frost rapier), physical enhancement +1
(Strength), ranged legerdemain, rogue talents (finesse rogue,
surprise attack, trap spotter), trapfinding +3, tricky spells 4/day
Combat Gear potions of cure serious wounds (2), scrolls of
dispel magic (3); Other Gear +2 leather armor, +1 frost rapier,
masterwork daggers (5), amulet of natural armor +2, belt of
incredible dexterity +4, boots of speed, chime of opening, cloak of
resistance +2, headband of vast intelligence +2, lens of detection,
ring of protection +2, spell component pouch, spellbook, 167 gp
Masters at breaking into treasure vaults, many arcane
tricksters are more interested in the challenge of such
break-ins than the riches they gain from them.
DELANT THE BOLD
A true professional, Delant is meticulous and organized,
and hates it when her compatriots improvise or otherwise
fail to follow her carefully laid plans.
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CR
16
19
PRESTIGE CLASSES
ARCANE TRICKSTERS
GOD STEALER
CR 19
ELF ROGUE 3
XP
204,800
ENCHANTER 7
ARCANE TRICKSTER 10
Medium humanoid (elf)
NE
Init +8; Senses low-light vision; Perception +25
DEFENSE
AC 23, touch 17, flat-footed 19 (+5 armor, +3 deflection, +4 Dex, +1 natural)
hp 163 (3d8+7d6+10d6+87)
Fort +13, Ref +19, Will +16; +2 vs. enchantments
Defensive Abilities evasion, trap sense +1; DR 10/adamantine
(150 points); Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 unholy rapier +15/+10 (1d6/18–20)
Ranged ray +15 (by spell)
Special Attacks impromptu sneak attack 2/day,
sneak attack +7d6, surprise spells
Enchanter Spell-Like Abilities (CL 17th;
concentration +25)
11/day—dazing touch
Enchanter Spells Prepared (CL 17th; concentration +25)
9th—dominate monster (DC 29), energy drain (DC 27)
8th—irresistible dance (DC 28), mass charm
monster (DC 28), polar ray, power word stun
7th—insanity (DC 27), mass hold person
(DC 27), phase door, power word blind,
project image (DC 25)
6th—acid fog, chain lightning (DC 24),
circle of death (DC 24), disintegrate (DC
24), eyebite (DC 24), mass suggestion
(DC 26)
5th—cloudkill (DC 23), dominate person (DC 25),
feeblemind (DC 25), hold monster (DC 25),
mind fog (DC 25), teleport
4th—charm monster (DC 24), confusion (DC 24),
crushing despair (DC 24), dimension door,
enervation, stoneskin
3rd—deep slumber (DC 23), dispel magic,
displacement, fireball (DC 21), hold person
(DC 23) ray of exhaustion (DC 21),
suggestion (DC 23)
2nd—glitterdust (DC 20),
hideous laughter (DC
22), invisibility,
protection from
arrows, resist
energy (DC 20),
scorching ray, touch of idiocy
1st—alarm, burning hands (DC 19), charm
person (DC 21), disguise self, magic missile (2),
unseen servant
0 (at will)—detect magic, light, mage hand, read magic
Opposition Schools divination, transmutation
TACTICS
Before Combat The arcane trickster casts stoneskin.
During Combat The arcane trickster begins combat by casting
dominate monster, mass hold person, and similar enchantment
spells before casting destructive spells augmented by surprise spell.
Base Statistics Without stoneskin, the arcane trickster’s statistics are
DR none.
STATISTICS
Str 8, Dex 18, Con 18, Int 26, Wis 10, Cha 13
Base Atk +10; CMB +9; CMD 26
Feats Combat Casting, Empower Spell, Greater Spell Focus
(enchantment), Heighten Spell, Improved Initiative, Improved
Iron Will, Iron Will, Lightning Reflexes, Point-Blank Shot, Scribe
Scroll, Spell Focus (enchantment), Weapon Finesse,
Weapon Focus (ray)
Skills Acrobatics +27, Bluff +14, Climb +7,
Disable Device +27, Escape Artist +27, Fly +10,
Intimidate +14, Knowledge (arcana, dungeoneering,
engineering, history, local) +16, Knowledge
(religion) +21, Perception +25, Sense Motive
+8, Sleight of Hand +27, Spellcraft +21
(+23 to identify magic item properties),
Stealth +27, Survival +10, Swim +12, Use
Magic Device +24
Languages Abyssal, Celestial, Common,
Dwarven, Elf, Giant, Goblin, Ignan, Infernal
SQ arcane bond (+1 unholy longsword), elven
magic, enchanting smile, invisible thief (10
rounds/day), ranged legerdemain, rogue
talents (finesse rogue), trapfinding +1, tricky
spell 5/day, weapon familiarity
Combat Gear potions of cure serious
wounds (2), wand of lightning bolt (15 charges);
Other Gear +1 unholy rapier, amulet of
natural armor +1, bag of holding (type II),
belt of physical might +4 (Dex, Con), bracers
of armor +5, cloak of resistance +3,
headband of vast intelligence +6, ring of
protection +3, 805 gp
Often serving the priesthood of
vile cults, these tricksters steal
from powerful good temples.
BELLINOS
While Bellinos works
with evil cults, in truth
he hates all religions. He
sees gods as powerful liars
who treat mortals as pawns in
their sick games.
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207
SACRED KILLER
CR 8
HALF-ORC CLERIC OF NORGORBER 1
XP
4,800
ROGUE 6
ASSASSIN 2
Medium humanoid (human, orc)
NE
Init +5; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC 20, touch 16, flat-footed 14 (+4 armor, +5 Dex, +1 dodge)
hp 68 (1d8+6d8+2d8+24)
Fort +7, Ref +11, Will +6; +1 vs. poison
Defensive Abilities evasion, improved uncanny dodge, orc ferocity,
trap sense +2
OFFENSE
Speed 30 ft.
Melee +1 short sword +12 (1d6+1/19–20 plus poison)
Ranged mwk dagger +11 (1d4/19–20 plus poison)
Special Attacks channel negative energy 2/day (DC 9, 1d6), death
attack (DC 14), sneak attack +4d6
Domain Spell-Like Abilities (CL 1st; concentration +2)
4/day—bleeding touch, copycat
Cleric Spells Prepared (CL 1st; concentration +2)
1st—bless, disguise selfD, divine favor
0 (at will)—bleed (DC 11), detect poison, guidance
D Domain spell; Domains Death, Trickery
TACTICS
Before Combat The assassin attempts to cast his scroll of invisibility
and coats his short sword with greenblood oil.
During Combat The assassin begins combat by studying his foe for
a death attack. When making this attack, he uses Channel Smite
and Vital Strike to do as much damage as possible.
STATISTICS
Str 10, Dex 20, Con 14, Int 14, Wis 12, Cha 8
Base Atk +5; CMB +5; CMD 21
Feats Channel Smite, Dodge, Step Up, Vital Strike, Weapon Finesse,
Weapon Focus (short sword)
Skills Bluff +11, Climb +8, Disguise +7, Intimidate +9, Knowledge
(local, nobility, religion) +10, Perception +13, Sense Motive +13,
Sleight of Hand +13, Spellcraft +10, Stealth +17
Languages Common, Dwarven, Orc
SQ aura, orc blood, poison use, rogue talents (bleeding attack +4,
finesse rogue, surprise attack), trapfinding +3, weapon familiarity
Combat Gear potion of cure serious wounds, scroll of invisibility,
black adder venom (2), giant wasp poison (2), greenblood oil (2);
Other Gear +1 studded leather, +1 short sword, masterwork
dagger, belt of incredible dexterity +2, 303 gp
Most evil temples and cults use sacred killers to enforce
their twisted will or to eliminate annoying enemies.
DULG GOLDENEYES
When living on the streets as a young orphan, Dulg was
abducted by a cult of the god of murder, who originally
planned on using him as a test subject for new poisons
they were creating. Intrigued by the young half-orc’s spirit,
resilience, and intelligence, however, the cult decided to
cultivate him instead. They groomed him as an unholy
assassin, and the half-orc has been an unquestioning
killer for the cult ever since. Truly enjoying his murderous
trade, Dulg leaves a grim calling card with each kill. Once
his victim is dead, Dulg gouges out the eyes and leaves two
polished golden coins in the sockets.
Combat Encounters: If Dulg comes calling, it typically
means his marks have somehow crossed his cult, but this
is not always the case. Sometimes he murders just to hone
his craft and increase his grim renown.
Roleplaying Suggestions: Often silent and sullen, Dulg
tends to see people only as potential targets of his foul art.
He takes few freelance assignments, doing so only if he
believes it can enhance his already fearsome reputation.
208
208
CR
8
12
PRESTIGE CLASSES
ASSASSINS
DEATH INITIATE
CR 12
HUMAN MONK 9
XP
19,200
ASSASSIN 4
Medium humanoid (human)
LE
Init +5; Senses Perception +18
DEFENSE
AC 25, touch 21, flat-footed 19 (+2 armor, +1 deflection, +5 Dex,
+1 dodge, +2 monk, +2 natural, +2 Wis)
hp 88 (9d8+4d8+22)
Fort +9, Ref +14, Will +10; +2 vs. enchantments or poison
Defensive Abilities improved evasion, uncanny dodge; Immune disease
OFFENSE
Speed 60 ft.
Melee unarmed strike +15/+10 (1d10+1 plus 1d6 electricity) or
mwk quarterstaff +11/+6 (1d6+1) or
flurry of blows (unarmed strike) +16/+16/+11/+11/+6 (1d10+1 plus
1d6 electricity)
Ranged +1 shuriken +16/+11 (1d2+2) or
flurry of blows (+1 shuriken) +17/+17/+12/+12/+7 (1d2+1)
Special Attacks death attack (DC 16), flurry of blows, sneak attack +2d6,
stunning fist (10/day, DC 18), true death (DC 19)
TACTICS
Before Combat The assassin drinks her potion of barkskin,
attempts to study her victim for 3 rounds, and drinks her potion
of haste.
During Combat Disguised as a modest pilgrim, the assassin sidles
up to her mark and makes her death attack with a Stunning
Fist attack. She then retreats to throw flurries of shuriken.
Base Statistics Without barkskin, the assassin’s statistics are
AC 23, touch 21, flat-footed 17.
STATISTICS
Str 12, Dex 21, Con 12, Int 14, Wis 14, Cha 8
Base Atk +9; CMB +13; CMD 31
Feats Deadly Aim, Deflect Arrows, Dodge, Extra Ki, Improved
Unarmed Strike, Nimble Moves, Point-Blank Shot, Step Up,
Stunning Fist, Weapon Finesse, Weapon Focus (shuriken,
unarmed strike)
Skills Acrobatics +21 (+42 when jumping), Bluff +6, Climb +11,
Diplomacy +2, Disguise +6, Intimidate +7, Knowledge
(geography, local, nature) +5, Knowledge (history) +8,
Knowledge (religion) +6, Perception +18, Sense Motive +12,
Stealth +21, Swim +7
Languages Auran, Common, Infernal
SQ fast movement, hidden weapons, high jump, ki pool
(8 points, magic), maneuver training, poison use, slow fall
40 ft., wholeness of body
Combat Gear potion of barkskin, potion of cure serious wounds,
potion of haste; Other Gear +1 human-bane shuriken (5),
+1 shuriken (20), adamantine shuriken (10), cold iron shuriken (10),
masterwork quarterstaff, belt of physical might +2 (Str, Dex),
bracers of armor +2, cloak of resistance +1, ring of protection +1,
shock amulet of mighty fists, 235 gp
These monks deal swift and dispassionate death to those
who threaten or cross their monastery.
KEL SAL KOTH
Little is know about Kel Sal Koth’s background or origins,
even to her. Her first memories involve the monastery’s
early lessons about the deadly discipline she was chosen to
follow. Kel’s philosophy is simple, but her commitment to
it is deep. She believes that only in suppressing emotion
can one find true harmony with the universe—and the
true test of such suppression is dispassionately taking
other intelligent creatures’ lives.
Combat Encounters: Kel prefers to work alone, but if a
target is too strong, she handpicks other members of her
monastery to cause diversions or run interference.
Roleplaying Suggestions: To call Kel unfeeling is an
understatement. She only apes emotion as a ploy to get
closer to her prey.
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MURDEROUS SCYTHE
CR 16
HALF-ELF DRUID 4
XP
76,800
FIGHTER 6
ASSASSIN 7
Medium humanoid (elf, human)
NE
Init +4; Senses low-light vision; Perception +24
DEFENSE
AC 26, touch 12, flat-footed 26 (+12 armor, +2 deflection, +2 natural)
hp 144 (4d8+6d10+7d8+57)
Fort +15, Ref +8, Will +11; +2 vs. enchantments, +2 vs. fear, +3 vs.
poison, +4 vs. fey and plant-targeted effects
Defensive Abilities bravery +2, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 scythe +25/+20/+15 (2d4+15/19–20/×4 plus poison)
Special Attacks death attack (DC 19), quiet death, sneak
attack +4d6, true death (DC 22), weapon training (heavy
blades +1), wild shape 1/day
Domain Spell-Like Abilities (CL 4th; concentration +6)
5/day—wooden fist
Druid Spells Prepared (CL 4th; concentration +6)
2nd—barkskinD, resist energy (DC 14), spider climb, tree shape
1st—entangleD (DC 13), faerie fire (2), longstrider, obscuring mist
0 (at will)—detect magic, guidance, light, know direction
Domain Plant
TACTICS
Before Combat The assassin casts barkskin and longstrider. He applies
poison to his scythe, and wild shapes into an eagle or dire rat.
During Combat In animal form, the assassin studies an enemy
spellcaster for 3 rounds before casting obscuring mist to sow
chaos among his foes. He then takes his real form to make a
death attack against his target. In melee, he trips his foes.
Base Statistics Without barkskin and longstrider, the assassin’s
statistics are AC 24, touch 12, flat-footed 24; Speed 20 ft.
STATISTICS
Str 24, Dex 10, Con 16, Int 14, Wis 14, Cha 8
Base Atk +14; CMB +21 (+25 trip); CMD 33 (35 vs. trip)
Feats Combat Expertise, Critical Focus, Disruptive, Greater Trip,
Improved Critical (scythe), Improved Initiative, Improved
Trip, Improved Vital Strike, Natural Spell, Power
Attack, Skill Focus (Stealth), Vital Strike, Weapon
Focus (scythe), Weapon Specialization (scythe)
Skills Climb +13, Disguise +1, Fly +3, Knowledge
(geography) +10, Knowledge (local, religion) +7,
Knowledge (nature) +12, Perception +24, Sense
Motive +19, Stealth +21, Survival +12, Swim +13
Languages Common, Elven, Goblin, Sylvan
SQ armor training 1, elf blood, hidden weapons, nature bond (Plant
domain), nature sense, poison use, trackless step, wild empathy +3,
woodland stride
Combat Gear potion of cure serious wounds, deathblade poison,
purple worm poison (3); Other Gear +3 glamered darkwood
full plate, +2 scythe, belt of physical might +4 (Str, Con), cloak of
resistance +1, ring of protection +2, 402 gp
Many of these murderers serve as assassins for dark druid
circles or dominate savage humanoid tribes.
ZELATH THE REAPER
Knowing that death is just part of the cycle of life, Zelath
truly believes his murderous ways enforces the will of
nature. Like a deadly gardener, he prunes those who dare
thwart death’s call or despoil nature.
Combat Encounters: Zelath aids other druids in the
protection of their homes, bringing his unorthodox
talents for mutual defense and strategic offense.
Roleplaying Suggestions: Zelath often offers his expert
knowledge of poisons to friends of the natural order.
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CR
16
19
PRESTIGE CLASSES
ASSASSINS
FATAL AXE
CR 19
DWARF ROGUE 10
XP
204,800
ASSASSIN 10
Medium humanoid (dwarf)
NE
Init +0; Senses darkvision 60 ft.; Perception +25
DEFENSE
AC 24, touch 13, flat-footed 24 (+9 armor, +2 deflection, +1 insight,
+2 natural)
hp 183 (10d8+10d8+90)
Fort +12, Ref +14, Will +12; +2 vs. spells and spell-like abilities;
+7 vs. poison
Defensive Abilities defensive training (+4 dodge bonus to AC
vs. giants), evasion, improved uncanny dodge, trap sense +3,
+5 vs. poison
OFFENSE
Speed 25 ft.
Melee +1 flaming frost shock handaxe +20/+15/+10 (1d6+5/19–
20/×3 plus 1d6 cold and 1d6 electricity and 1d6 fire)
Ranged +1 returning shock throwing axe +15 (1d6+5/×3 plus 1d6
electricity)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, angel of death 1/day, death attack (DC 26), quiet
death, sneak attack +10d6, swift death 1/day, true death (DC 25)
TACTICS
Before Combat The assassin uses Stealth or Disguise to get close to
her prey so she can study and strike with her death attack.
During Combat Using her fast stealth and boots of speed to rush into
the fray, the assassin attacks the most threatening target using
bleeding strike. Next, she moves out of melee to soften foes with
throwing axe attacks before reentering melee.
STATISTICS
Str 18, Dex 10, Con 19, Int 22, Wis 14, Cha 6
Base Atk +14; CMB +18; CMD 31 (35 vs. bull rush or trip)
Feats Cleave, Combat Expertise, Fleet, Improved Critical
(handaxe), Improved Feint, Improved Iron Will, Improved Vital
Strike, Iron Will, Point-Blank Shot, Power Attack, Vital Strike,
Weapon Focus (handaxe)
Skills Acrobatics +12, Bluff +21, Climb +16, Diplomacy +6, Disable
Device +12, Disguise +11, Heal +7, Knowledge (dungeoneering) +14,
Knowledge (engineering, geography, history, nature, nobility,
religion) +11, Knowledge (local) +19, Linguistics +14, Perception +25
(+27 to notice unusual stonework), Sense Motive +25, Sleight
of Hand +22, Stealth +22, Survival +12, Swim +16, Use Magic
Device +21
Languages Abyssal, Aklo, Celestial, Common, Draconic,
Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Terran
SQ hidden weapons, hide in plain sight, poison use, rogue
talents (bleeding attack +10, combat trick, crippling strike,
fast stealth, weapon training), trapfinding +5
Gear +5 chain shirt, +1 flaming frost shock handaxe, +1 returning
shock handaxe, amulet of natural armor +2, belt of physical
might +4 (Str, Con), boots of speed, cloak of resistance +2, dusty
rose prism ioun stone, headband of vast intelligence +2, ring of
protection +2, 2,138 gp
Surprisingly quick and nimble for dwarves, fatal axes
mix melee prowess with devastating throwing axe strikes
to bring down their foes.
THELAN STONEBITER
In Thelan’s mind, the task she performs serves the greater
good of her clan and her fortress home. The dwarven
people have many foes, from savage giants to sociopathic
goblins to those capricious and deceptive elves. Her work,
though unconventional, deceptive, and contrary to most
dwarves’ sense of honor and fair play, is essential in
evening the odds. Not entirely without honor, she refuses
to use her murderous art against fellow dwarves.
Combat Encounters: Though Thelan sometimes takes
freelance assignments against non-dwarven targets, her
true passion is protecting her people.
Roleplaying Suggestions: When not on a mission,
Thelan acts like a normal dwarf. She is loyal to friends,
her clan, and the thanes of her fortress. Few who know
her suspect her of dark deeds.
211211
STORM PROPHET
CR 8
DWARF SORCERER 7
XP
4,800
DRAGON DISCIPLE 2
Medium humanoid (dwarf)
CE
Init +5; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex,
+3 natural)
hp 80 (7d6+2d12+40)
Fort +9, Ref +5, Will +7; +2 vs. poison, spells, and spell-like abilities;
Resist electricity 5
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee +1 warhammer +11 (1d8+7/×3) or
2 claws +11 (1d6+6) and bite +10 (1d6+9)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, dragon bite, claws (2, 1d4+4, magic, 5 rounds/day)
Sorcerer Spells Known (CL 8th; concentration +10)
4th (3/day)—greater invisibility
3rd (5/day)—fly, heroism, lightning bolt (DC 15)
2nd (7/day)—false life, protection from arrows, resist energy,
scorching ray
1st (7/day)—enlarge person (DC 13), mage armor, magic missile,
magic weapon, shield, shocking grasp
0 (at will)—arcane mark, detect magic, detect poison, ghost
sound (DC 12), light, mage hand, message, resistance
Bloodline draconic (blue)
TACTICS
Before Combat The dragon disciple drinks his potion of bull’s
strength, and casts false life and mage armor.
During Combat At range, the dragon disciple casts lighting bolt
and scorching ray. If forced into melee, he casts heroism
and greater invisibility first.
Base Statistics Without bull’s strength, false life, and mage
armor, the dragon disciple’s statistics are AC 15, touch 12, flat-
footed 14; hp no temporary hit points; Melee +1 warhammer
+9 (1d8+5/×3) or bite +8 (1d6+6), 2 claws +9 (1d6+4); Str 18; CMB
+8; CMD 20 (24 vs. bull rush or trip); Skills Climb +4.
STATISTICS
Str 22, Dex 12, Con 16, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +10; CMD 22 (26 vs. bull rush or trip)
Feats Arcane Armor Mastery, Arcane Armor Training, Combat
Casting, Eschew Materials, Great Fortitude, Improved Initiative,
Power Attack, Weapon Focus (claws)
Skills Bluff +7, Climb +6, Diplomacy +5, Intimidate +6, Knowledge
(arcana) +8, Knowledge (geography) +1, Knowledge (nature) +1,
Linguistics +1, Perception +10 (+12 to notice unusual stonework),
Perform (oratory) +3, Survival +2
Languages Common, Draconic, Dwarven
SQ blood of dragons, bloodline arcana (electricity spells deal +1
damage per die)
Combat Gear potion of bull’s strength, potion of cure moderate
wounds; Other Gear +1 warhammer, amulet of natural armor +1,
cloak of resistance +1, headband of alluring charisma +2, ring of
protection +1, 138 gp
Storm prophets are as terrible as thunderheads and as
capricious as tornados.
GWELLAT HAMMERMIND
The bastard son of a dwarven noble house, Gwellat never
fit in among his people, instead craving the open skies.
Denied this dream for most of his young life, he grew
resentful. His bitterness turned into anger that struck as
fast as lightning, and the magical powers he manifested
were just as unpredictable and destructive. Upon reaching
adulthood, he learned the secret of his true heritage.
Angry that the secret was kept from him for so long, he
unleashed his most destructive spells on his clan, killing
many of them. He fled his home to chase the storms he
always longed to be a part of.
212212
CR
8
12
PRESTIGE CLASSES
DRAGON DISCIPLES
ACID TERROR
CR 12
HUMAN SORCERER 9
XP
19,200
DRAGON DISCIPLE 4
Medium humanoid (human)
LE
Init +6; Senses Perception +12
DEFENSE
AC 24, touch 15, flat-footed 21 (+4 armor, +2 deflection, +2 Dex,
+1 dodge, +5 natural)
hp 108 (9d6+4d12+48)
Fort +9, Ref +10, Will +11; Resist acid 10
OFFENSE
Speed 30 ft.
Melee 2 claws +10 (1d6+3 plus 1d6 acid), bite +10 (1d6+4) or
quarterstaff +10/+5 (1d6+3)
Special Attacks breath weapon (30-foot cone, 13d6 acid, DC 22,
2/day), claws (2, 1d6+3 plus 1d6 acid, magic, 9 rounds/day),
dragon bite
Sorcerer Spells Known (CL 12th; concentration +18)
6th (4/day)—acid fog, form of the dragon I
5th (6/day)—cloudkill (DC 23), feeblemind (DC 22),
spell resistance
4th (7/day)—black tentacles, confusion (DC 21), dimension
door, fear (DC 20)
3rd (7/day)—displacement, fly, hold person
(DC 20), stinking cloud (DC 21), suggestion
(DC 20)
2nd (8/day)—acid arrow, glitterdust (DC 20),
hideous laughter (DC 19), invisibility, resist
energy, web (DC 20)
1st (8/day)—charm person (DC 18),
color spray (DC 17), mage armor,
magic missile, reduce person (DC
17), silent image (DC 17)
0 (at will)—acid splash, dancing
lights, daze (DC 17), detect
magic, mage hand, message,
open/close, ray of frost,
read magic
Bloodline draconic (green)
TACTICS
Before Combat As soon as she suspects
combat is imminent, the dragon
disciple casts mage armor and spell
resistance.
During Combat The dragon disciple prefers
to keep her distance, and starts combat by
casting quickened web followed by acid
fog. She then casts fly, black tentacles,
acid arrow, feeblemind, and cloudkill, with
judicious uses of Quickened Spell.
Base Statistics Without mage armor, the dragon disciple’s
statistics are AC 20, touch 15, flat-footed 17.
STATISTICS
Str 16, Dex 14, Con 15, Int 10, Wis 8, Cha 22
Base Atk +7; CMB +10; CMD 25
Feats Combat Casting, Dodge, Eschew Materials, Greater
Spell Focus (conjuration), Improved Initiative, Iron Will,
Lightning Reflexes, Quicken Spell, Spell Focus (conjuration,
enchantment), Toughness
Skills Climb +4, Fly +6, Intimidate +19, Knowledge (arcana) +8,
Linguistics +1, Perception +12, Spellcraft +7, Stealth +9
Languages Common, Draconic
SQ blood of dragons, bloodline arcana (acid spells deal +1 damage per die)
Combat Gear potion of cure serious wounds, potion of delay poison,
wand of detect thoughts (15 charges); Other Gear quarterstaff,
amulet of natural armor +1, belt of mighty constitution +2, cloak of
resistance +2, hat of disguise, headband of alluring charisma +2,
ring of protection +2, 800 gp
Cunning and manipulative, these
dragon disciples trap their foes
with schemes and spells before
showering them with deadly acid.
REMEL LEVATH
Remel Levath has always craved
control. She’s certain that if people
just did what she wanted them to,
there would be peace and order—
for her, at least. When the petty
motivations and stupid behaviors
of the “rabble” get in the way, she
has no choice but to magically
manipulate them into doing the
“right” thing. If they still don’t,
she unleashes her righteous fury
in a spray of purifying acid.
Combat Encounters: Remel sees
all altercations as the fault of the
other parties, and tends to shout
her disappointment throughout
the battle, encouraging them to
lay down their arms—though not
all who surrender receive mercy.
Roleplaying Suggestions: Always
arrogant and often argumentative,
Remel employs enchantment spells
even in casual conversation. Despite
her prejudices, she knows that she
needs like-minded individuals to
aid in enforcing her will. She can
be surprisingly flattering and
friendly toward those with the
good sense to follow her directions
in all things.
213
213
DRAGON CHIEFTAIN
CR 16
HALF-ORC BARD 10
XP
76,800
DRAGON DISCIPLE 7
Medium humanoid (human, orc)
CE
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +18
DEFENSE
AC 27, touch 12, flat-footed 27 (+9 armor, +2 deflection, –1 Dex,
+1 insight, +6 natural)
hp 189 (10d8+7d12+95)
Fort +16, Ref +11, Will +14; +4 vs. bardic performance, language-
dependent, and sonic
Defensive Abilities orc ferocity; Resist fire 5
OFFENSE
Speed 30 ft.
Melee bite +19 (1d6+9 plus 1d6 fire), 2 claws +19 (1d6+6) or
+1 heavy mace +19/+14/+9 (1d8+10)
Special Attacks bardic performance 26 rounds/day (move action;
countersong, dirge of doom, distraction, fascinate, inspire
competence +3, inspire courage +2, inspire greatness, suggestion),
breath weapon (30-foot cone, 7d6 fire, DC 17, 1/day), claws
(2, 1d6+6, magic, 7 rounds/day), dragon bite
Dragon Disciple Spell-Like Abilities (CL 7th; concentration +11)
1/day—form of the dragon I (red dragon only)
Bard Spells Known (CL 15th; concentration +19)
5th (3/day)—greater heroism, mass cure light wounds, shadow
walk (DC 19), song of discord (DC 20)
4th (5/day)—cure critical wounds, dominate person
(DC 19), neutralize poison, shout (DC 18)
3rd (6/day)—clairaudience/clairvoyance, fear (DC 17),
haste, invisibility sphere, phantom steed
2nd (6/day)—blur, cure moderate wounds,
detect thoughts (DC 16), silence (DC 16),
summon swarm, whispering wind
1st (6/day)—charm person (DC 16),
cure light wounds, expeditious
retreat, feather fall, remove fear,
unseen servant
0 (at will)—dancing lights, detect
magic, flare (DC 14), mage
hand, message, resistance
TACTICS
During Combat The dragon disciple
casts greater heroism and haste,
then uses dominate person and
charm person to create allies
among his enemies. In melee,
he uses his breath weapon and
Dazzling Display.
STATISTICS
Str 22, Dex 8, Con 18, Int 12,
Wis 10, Cha 18
Base Atk +12; CMB +18; CMD 30
Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting,
Dazzling Display, Great Fortitude, Improved Initiative, Power Attack,
Spell Focus (enchantment), Toughness, Weapon Focus (bite, claws)
Skills Climb +12, Intimidate +6, Knowledge (arcana, dungeoneering) +14,
Knowledge (geography, history, local, nature, religion) +10,
Linguistics +5, Perception +18, Perform (oratory, percussion,
sing) +17, Ride +2, Spellcraft +9, Stealth +10, Swim +9
Languages Common, Draconic, Goblin, Orc
SQ bardic knowledge +5, blood of dragons, jack-of-all-trades (use any
skill), lore master 1/day, orc blood, versatile performance (oratory,
percussion, sing), weapon familiarity
Combat Gear potions of cure serious wounds (2), potion of eagle’s
splendor; Other Gear +5 hide armor, +1 heavy mace, amulet of
natural armor +2, belt of physical might +2 (Str, Con), cloak of
resistance +3, dusty rose prism ioun stone, headband of alluring
charisma +2, ring of protection +2, 1,723 gp
These half-orcs become chieftains of savage tribes by
brutally and publicly assassinating the former chieftains.
214
214
CR
16
19
PRESTIGE CLASSES
DRAGON DISCIPLES
ICE MAIDEN
CR 19
ELF SORCERER 10
XP
204,800
DRAGON DISCIPLE 10
Medium humanoid (elf)
NE
Init +7; Senses blindsense 60 ft., low-light vision; Perception +20
DEFENSE
AC 32, touch 18, flat-footed 28 (+4 armor, +3 deflection, +3 Dex,
+1 dodge, +1 insight, +10 natural)
hp 222 (10d6+10d12+120)
Fort +18, Ref +12, Will +17; +2 vs. enchantments; DR 10/adamantine
(150 points); Immune cold, paralysis, sleep
OFFENSE
Speed 30 ft., fly 90 ft. (average)
Melee 2 claws +15 (1d6+1 plus 1d6 cold), bite +15 (1d6+1 plus 1d6 cold)
Ranged +1 composite longbow +16/+11/+6 (1d8+2/×3)
Special Attacks breath weapon (30-foot cone, 20d6 cold,
DC 27, 4/day), claws (2, 1d6+1 plus 1d6 cold, magic, 10
rounds/day), dragon bite
Dragon Disciple Spell-Like Abilities (CL 20th; concentration +27)
2/day—form of the dragon II (white dragon only)
Sorcerer Spells Known (CL 17th; concentration +24)
8th (4/day)—form of the dragon III, polar ray, sunburst
(DC 27)
7th (7/day)—delayed blast fireball (DC 26), form of the
dragon II, mass hold person (DC 24), prismatic spray
6th (7/day)—control water, disintegrate (DC 23), form
of the dragon I, freezing sphere (DC 25)
5th (7/day)—blight (DC 22), cone of cold (DC 24),
dream, spell resistance, wall of force
4th (7/day)—dimension door, fear (DC
21), ice storm, stoneskin, wall of ice
(DC 23)
3rd (8/day)—displacement, fly,
lightning bolt (DC 22), sleet storm,
vampiric touch
2nd (8/day)—darkvision, gust of wind
(DC 21), invisibility, resist energy, see
invisibility, web (DC 19)
1st (8/day)—charm person (DC 18), expeditious
retreat, mage armor, magic missile, shield,
silent image (DC 18)
0 (at will)—dancing lights, detect magic, disrupt
undead, mage hand, mending, ray of frost,
read magic, resistance, touch of fatigue
(DC 17)
Bloodline draconic (white)
TACTICS
Before Combat The dragon disciple casts stoneskin.
During Combat The dragon disciple casts shield
and spell resistance on herself, then takes
flight and rains down destructive spells
augmented with Empower Spell.
Base Statistics Without stoneskin, the dragon disciple’s statistics are
DR none.
STATISTICS
Str 12, Dex 16, Con 20, Int 16, Wis 10, Cha 25
Base Atk +12; CMB +13; CMD 31
Feats Combat Casting, Dodge, Empower Spell, Eschew Materials,
Great Fortitude, Greater Spell Focus (evocation), Improved
Initiative, Iron Will, Mobility, Nimble Moves, Quicken Spell, Spell
Focus (evocation), Spell Penetration, Toughness, Weapon Finesse
Skills Climb +6, Diplomacy +12, Fly +11, Heal +5, Intimidate +15,
Knowledge (arcana) +11, Knowledge (geography, local, nature,
nobility, planes) +8, Perception +20, Sense Motive +5, Spellcraft +11
(+13 to identify magic item properties),
Stealth +13, Survival +5, Use
Magic Device +15
Languages Auran, Common,
Draconic, Elven, Goblin
SQ blood of dragons, bloodline
arcana (cold spells deal +1
damage per die), elven magic,
weapon familiarity, wings
Combat Gear wand of cure
serious wounds (10 charges),
wand of lightning bolt
(10 charges); Other Gear
+1 composite longbow (+1
Str) with 20 arrows, amulet
of natural armor +3, belt of
mighty constitution +6, boots of
the winterlands, bracers of armor
+4, cloak of resistance +3, dusty
rose prism ioun stone, headband
of alluring charisma +6, ring of force
shield, ring of protection +3, 3,099 gp
With the patience of elves and the majesty
of dragons, ice maidens are masters
of subtle machinations—and of the
battlefield.
KORIEL DRAGONCHILD
The descendant of a white dragon and an elf,
Koriel was driven to prove herself by killing
a draconic relation and eating his heart,
claiming his territory and hoard.
Combat Encounters: Koriel maintains a
vast expanse of mountains as her domain,
and those who enter it must pay tribute or
surrender their lives.
Roleplaying Suggestions: Koriel sees
herself as more dragon than elf, and
lives as if she were a full-blooded dragon,
killing those who say otherwise.
215
215
TRIBAL CHAMPION
CR 8
HALF-ELF FIGHTER 7
XP
4,800
DUELIST 2
Medium humanoid (elf, human)
CN
Init +6; Senses low-light vision; Perception +14
DEFENSE
AC 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex,
+1 dodge, +1 natural)
hp 70 (7d10+2d10+16)
Fort +8, Ref +10, Will +4; +2 vs. enchantments, +2 vs. fear
Defensive Abilities bravery +2, canny defense +1, parry; Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 shortspear +14/+9 (1d6+6) or
mwk short sword +14/+9 (1d6+2/19–20)
Ranged mwk shortspear +16 (1d6+5)
Special Attacks precise strike +2, weapon training (spears +1)
TACTICS
During Combat The duelist uses Mobility to press her advantage
against spellcasters. In the thick of the fray, she uses parry and
Combat Expertise to augment her defenses.
STATISTICS
Str 14, Dex 18, Con 13, Int 13, Wis 10, Cha 8
Base Atk +9; CMB +11; CMD 27
Feats Combat Expertise, Dodge, Lightning Reflexes, Mobility, Power
Attack, Skill Focus (Perception), Vital Strike, Weapon Finesse,
Weapon Focus (shortspear), Weapon Specialization (shortspear)
Skills Acrobatics +6, Climb +6, Heal +1, Intimidate +6, Knowledge
(geography, history, nature) +2, Perception +14, Perform (dance) +1,
Ride +8, Stealth +10, Survival +4, Swim +6
SQ armor training 2, elf blood, improved reaction +2
Combat Gear potion of cure serious wounds; Other Gear +1 leather
armor, +1 shortspear, masterwork short sword, masterwork
shortspear, amulet of natural armor +1, cloak of resistance +1,
ring of protection +1, 236 gp
These brave warriors gain prestige within their tribes and
clans by challenging and defeating enemy spellcasters.
YALLATHOON
The daughter of a warrior who was branded as a coward
and a traitor by his tribe, Yallathoon had to work hard to
prove her worth to her people. The shame of her father’s
misdeeds spurred her on, and she quickly moved up the
ranks of the warrior caste. But it wasn’t until she defeated
a powerful wizard who tried to subjugate her tribe that
Yallathoon’s calling manifested. Branded with the title
“Mageslayer,” Yallathoon is hailed as the savior of her
tribe, and the sins of her father have been long forgotten.
Though she despises arcane spellcasters and is leery
of any divine casters who aren’t obviously servants of her
tribe’s favored deities, Yallathoon isn’t blinded by her
role or her pride. If offered the chance to ally with a caster
against a greater foe, she takes it—though nominally
only to show up the caster with her martial prowess.
Combat Encounters: Yallathoon typically runs into the
fray with other members of her tribe, but quickly breaks
off from the pack to confront enemy spellcasters—in
single combat, if at all possible.
Roleplaying Suggestions: Yallathoon is focused and
proud, and is used to being treated with respect. She
quickly dismisses those who do not treat her thus, but
happily shares stories of her exploits with those who do.
Warriors who disdain obvious magic items earn her
approval, while anyone who notes the magic on her spear
receives a flinty glare.
216
216
CR
8
12
PRESTIGE CLASSES
DUELISTS
FEISTY HOTSPUR
CR 12
HALFLING ROGUE 9
XP
19,200
DUELIST 4
Small humanoid (halfling)
NE
Init +7; Senses Perception +19
DEFENSE
AC 26, touch 19, flat-footed 19 (+6 armor, +1 deflection, +6 Dex,
+1 dodge, +1 natural, +1 size)
hp 101 (9d8+4d10+35)
Fort +9, Ref +18, Will +10; +2 vs. fear
Defensive Abilities canny defense +2, enhanced mobility, evasion,
grace +2, improved uncanny dodge, parry, trap sense +3
OFFENSE
Speed 20 ft.
Melee +1 rapier +18/+13 (1d4/18–20)
Special Attacks sneak attack +5d6, precise strike +4
TACTICS
During Combat The duelist drinks her potion of haste. She attempts
to disarm opponents, then makes sneak attacks even if she must
feint to do so.
STATISTICS
Str 8, Dex 20, Con 15, Int 14, Wis 12, Cha 12
Base Atk +10; CMB +14 (+16 to disarm); CMD 25 (27 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Dodge,
Greater Feint, Improved Disarm, Improved Feint, Iron Will,
Mobility, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +23 (+19 when jumping), Bluff +17, Climb +1,
Diplomacy +17, Disguise +17, Intimidate +17, Knowledge
(dungeoneering, local) +10, Knowledge (nobility) +7,
Perception +19, Perform (comedy) +5, Perform (sing) +6,
Sleight of Hand +13, Stealth +25
Languages Common, Halfling
SQ improved reaction +2, rogue talents
(combat trick, finesse rogue, surprise attack, weapon training),
trapfinding +4
Combat Gear potions of cure serious wounds (2), potion of haste;
Other Gear +2 mithral chain shirt, +1 rapier, amulet of natural
armor +1, belt of physical might +2 (Str, Con), cloak of resistance +2,
ring of protection +1, 180 gp
Anyone who questions the martial prowess of halflings
should keep quiet around feisty hotspurs, as these
diminutive bravos excel at poking holes in large people
who underestimate them.
LYLIN DALTHAINOL
Growing up in a rough neighborhood, Lylin had to learn
at a young age to fight fast and dirty. Her grace and feisty
nature caught the attention of a traveling swordmaster
and assassin, who took in the halfling as a student and
raised her as a daughter. He cultivated her kill-or-be-
killed nature, and trained her to be fearless and utterly
ruthless in both battle and life. Her former master is long
dead, but she has taken his lessons to heart, becoming a
bold and competent killer. These days she’s something
of a loner, but still keeps an eye out for promising young
halflings similar to herself as a child, so that she might
pass on her advice and training. Though much of her
knowledge is loudly proclaimed to be a “trade secret,” she
has often been known to boast of its central maxim: “Hit
first, hit hard, and don’t stop till you’re painted red.”
Combat Encounters: Lylin is proud, but also a selfish
and opportunistic combatant who is quick to turn on
allies when her own life is on the line. Though an assassin
and mercenary by trade—one who might easily be hired
by any villain and sent against the PCs—Lylin disdains
anonymity, and would prefer to finish her kills in public
(though she isn’t averse to starting with a sneak attack
from the shadows).
Roleplaying Suggestions: Lylin’s master taught her
social graces, but even when diplomatic and pleasant,
she is always sizing up potential opponents, and feels
no qualms about taking life at the slightest provocation.
She is far more likely to ally with a party that contains
other halflings, though those who rely too much on
racial camaraderie may be surprised by how quickly her
backslapping friendship disappears if they dare question
her methods.
217217
IRON DUELIST
CR 16
DWARF FIGHTER 10
XP
76,800
DUELIST 7
Medium humanoid (dwarf)
N
Init +8; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 24, touch 15, flat-footed 20 (+8 armor, +1 deflection, +3 Dex,
+1 dodge, +1 natural)
hp 159 (10d10+7d10+61)
Fort +14, Ref +13, Will +10; +2 vs. poison, spells, and spell-like
abilities; +3 vs. fear
Defensive Abilities bravery +3, canny defense +1, defensive training
(+4 dodge bonus to AC vs. giants), elaborate defense +2, enhanced
mobility, grace +2, parry
OFFENSE
Speed 20 ft.
Melee +1 flaming frost light pick +27/+22/+17/+12 (1d4+10/19–20/×4
plus 1d6 cold and 1d6 fire) or
mwk punching dagger +24/+19/+14/+9 (1d4+6/×3)
Ranged +1 light crossbow +20 (1d8+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, acrobatic charge, precise strike +7, riposte, weapon
training (axes +2, light blades +1)
TACTICS
During Combat The duelist drinks his potion of invisibility, and
gets into a tactical position. He uses Spring Attack, Lunge, and
Improved Vital strike to make hit-and-run attacks.
STATISTICS
Str 21, Dex 14, Con 16, Int 13, Wis 12, Cha 6
Base Atk +17; CMB +22; CMD 36 (40 vs. bull rush or trip)
Feats Combat Expertise, Combat Reflexes, Critical Focus, Dodge,
Greater Weapon Focus (light pick), Improved Critical (light pick),
Improved Initiative, Improved Vital Strike, Iron Will, Lunge,
Mobility, Spring Attack, Vital Strike, Weapon Finesse, Weapon
Focus (light pick), Weapon Specialization (light pick)
Skills Acrobatics +7 (+3 when jumping), Appraise +6 (+8 to assess
nonmagical metals or gemstones), Climb +13, Craft (weapons) +9,
Diplomacy +3, Disable Device +7, Knowledge (dungeoneering,
engineering) +9, Knowledge (history) +6, Perception +11
(+13 to detect unusual stonework), Perform
(percussion) +0, Stealth +7, Survival +6,
Swim +9
Languages Common, Dwarven, Orc
SQ armor training 2, improved reaction +2
Combat Gear potion of cure serious wounds, potion of invisibility;
Other Gear +4 chain shirt, +1 flaming frost light pick, +1 light
crossbow, masterwork punching dagger, amulet of natural armor +1,
belt of giant strength +4, boots of speed, cloak of resistance +2,
ring of protection +1, 759 gp
Nimble for a dwarf, an iron duelist excels at hit-and-
run tactics.
UNTHAL RUMBLEGUT
Born into a family of miners, Unthal learned at an early
age that when wielded properly, the pick could become
an effective weapon. When his clan’s mines dug too deep
into the Darklands, he was forced to defend his family
mines against duergar and drow incursions, working
with shielded defenders to lunge out from protective
shield walls, using his mobility to take down dangerous
foes before moving back behind the moveable walls of
iron and dwarven muscle. His unorthodox tactics were
mocked at first, with some seeing him as cowardly for
not standing and fighting with feet planted like a normal
dwarven warrior, but as the corpses of the clan’s enemies
mounted into piles, then great mounds, the whispers and
jokes died. Now he enjoys high status within his clan,
and teaches his ways to a new generation of dwarves,
occasionally making pilgrimages out onto the surface to
take his tactics to other holds.
Combat Encounters: Unthal’s tactics work best when
used in conjunction with more traditional dwarven
defense strategies, and he often works in concert with
other dwarven warriors. PCs intruding on dwarven
territory—whether intentionally or not—may
find themselves facing his pick.
Roleplaying Suggestions: Family and
clan mean everything to Unthal.
He is friendly to those who
respect that, and hostile to
those who do not.
218
218
CR
16
19
PRESTIGE CLASSES
DUELISTS
MASTER DUELIST
CR 19
HUMAN FIGHTER 10
XP
204,800
DUELIST 10
Medium humanoid (human)
N
Init +14; Senses Perception +20
DEFENSE
AC 28, touch 22, flat-footed 20 (+3 armor, +3 deflection, +7 Dex,
+1 dodge, +1 insight, +3 natural)
hp 224 (10d10+10d10+110)
Fort +17, Ref +19, Will +11; +3 vs. fear
Defensive Abilities bravery +3, canny defense +1, elaborate
defense +3, enhanced mobility, grace +2, parry
OFFENSE
Speed 30 ft.
Melee +1 human-bane shock rapier +29/+24/+19/+14 (1d6+9/15–20
plus 1d6 electricity)
Ranged mwk dagger +29/+24/+19/+14 (1d4+6/19–20)
Special Attacks acrobatic charge, crippling critical, no retreat, precise
strike +10, riposte, weapon training (light blades +2, crossbows +1)
TACTICS
During Combat Constantly moving in order to take advantage of
his Wind Stance, the duelist strikes other sword wielders first,
attempting to suss out who among them is the most talented and
then focusing his attentions on that one.
STATISTICS
Str 18, Dex 22, Con 18, Int 13, Wis 10, Cha 8
Base Atk +20; CMB +24; CMD 45
Feats Blinding Critical, Combat Expertise, Combat Reflexes,
Critical Focus, Deflect Arrows, Dodge, Improved Critical (rapier),
Improved Initiative, Improved Iron Will, Improved Vital Strike,
Iron Will, Mobility, Power Attack, Spring Attack, Toughness,
Vital Strike, Weapon Finesse, Weapon Specialization
(rapier), Wind Stance
Skills Acrobatics +16, Bluff +4, Climb +17, Diplomacy +4, Heal +5,
Intimidate +12, Knowledge (history, local, nobility) +6,
Perception +20, Perform (dance) +4, Ride +14, Stealth +16
SQ armor training 2, improved reaction +4
Combat Gear potion of cure serious wounds; Other Gear +1 human-
bane shock rapier, masterwork dagger, amulet of natural
armor +3, belt of physical perfection +4, boots of speed,
bracers of armor +3, cloak of resistance +3, dusty
rose prism ioun stone, hat of disguise, ring of
protection +3, 2,526 gp
Paragons of swordplay, these master duelists
constantly search for foes to defeat in order to
enhance their already formidable reputations.
DANCER
No one knows Dancer’s real name, and he has
no intention of giving it. Some surmise
from his foppish manners and arrogant
attitude that he is the scion of some far-f lung regent,
but that guess is far from the mark.
Born in the slums, Dancer conned his way into
aristocratic
circles
and
learned
swordplay
from
true masters of the art. He became a favored proxy
for aristocrats not wanting to risk their lives when
challenged to a duel, and killed innumerable nobles
and their champions before growing full of himself
and challenging one of the highest-ranking nobles
personally. Rather than face him in the dueling circle,
the noble sent a full legion of soldiers to kill the upstart,
and Dancer barely escaped with his life.
Now, having discarded his given name, Dancer actively
seeks out warriors with reputations for deft swordplay
and finagles his way into challenging them. His sole
purpose is to push himself to greater heights of prestige
and skill.
Combat Encounters: Dancer always fights alone, trying
to best powerful foes and groups to increase his reputation.
Roleplaying Suggestions: In social situations, Dancer
plays the part of the flippant dandy, luring opponents
into a false sense of security.
219
219
QUEEN OF STAVES
CR 8
ELF FIGHTER 2
XP
4,800
ABJURER 5
ELDRITCH KNIGHT 2
Medium humanoid (elf)
N
Init +3; Senses low-light vision; Perception +11
DEFENSE
AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 natural)
hp 67 (2d10+5d6+2d10+23)
Fort +9, Ref +6, Will +8; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1; Immune sleep; Resist 5 fire
OFFENSE
Speed 30 ft.
Melee +1 quarterstaff +11/+6 (1d6+7)
Abjurer Spells Prepared (CL 6th; concentration +8)
3rd—displacement, lightning bolt (DC 15), protection from energy
2nd—darkness, false life, mirror image (2), protection from arrows
1st—cause fear (DC 13), magic missile, shield (2), true strike
0 (at will)—ghost sound (DC 12), message, open/close, touch of
fatigue (DC 12)
Opposition Schools conjuration, enchantment
TACTICS
During Combat The eldritch knight casts shield and displacement on
herself, then casts lightning bolt and magic missile before casting
mirror image and entering melee.
STATISTICS
Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 8
Base Atk +6; CMB +9; CMD 23
Feats Arcane Armor Training, Craft Wand, Dodge, Great Fortitude,
Improved Iron Will, Iron Will, Scribe Scroll, Toughness, Weapon
Focus (quarterstaff), Weapon Specialization (quarterstaff)
Skills Knowledge (arcana) +10, Knowledge (local, nobility, planes,
religion) +6, Perception +11, Ride +7, Sense Motive +5, Spellcraft
+12 (+14 to identify magic item properties), Stealth +8
Languages Common, Draconic, Elven, Sylvan
SQ arcane bond (+1 quarterstaff), diverse training, elven magic,
protective ward (2 rounds, +2 deflection, 5/day), weapon familiarity
Combat Gear potion of cure serious wounds, scroll of
displacement, scrolls of false life (2), wand of invisibility (20
charges); Other Gear +2 leather armor, +1 quarterstaff,
amulet of natural armor +1, cloak of resistance +1, spell
component pouch, spellbook, 276 gp
A lone, lightly armored traveler carrying a walking staff,
a queen of staves mixes spell power with whirling
quarterstaff attacks.
ESMERELDA DARKSHADOW
Those who think all elves are creatures of light and
joy have not met Esmerelda. Dressing in dark colors
with a temperament to match, Esmerelda believes she
is doomed to a life of pain and gloom. Only when her
enemies lie broken at her feet does she crack the slightest
hint of a smile. Yet this dour disposition is not simply
part of her nature—as a young woman, Esmerelda
was told by an oracle that she would bring ruin and
destruction to everything she ever loved. Two days later,
her wife-to-be was slain by orcs. Resolved to never love
again, she paints herself gray with ash to symbolize the
death she carries.
Combat Encounters: Esmerelda travels the world alone,
attacking those who trigger her mercurial temper (such
as by not keeping their distance). Any sort of romantic
proposition or prophecy magic sends her into a rage.
Roleplaying Suggestions: All Esmerelda can talk about
is the ultimate futility of life and the inevitability of
death and decay.
220
220
CR
8
12
PRESTIGE CLASSES
ELDRITCH KNIGHTS
CHAMPION OF MAGIC
CR 12
GNOME PALADIN OF TORAG 2
XP
19,200
SORCERER 7
ELDRITCH KNIGHT 4
Small humanoid (gnome)
LG
Init –1; Senses low-light vision, see invisibility; Perception +12
DEFENSE
AC 21, touch 12, flat-footed 21 (+8 armor, +2 deflection, –1 Dex,
+1 natural, +1 size)
hp 134 (2d10+7d6+4d10+72)
Fort +15, Ref +6, Will +13; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); DR 10/adamantine (130 points)
OFFENSE
Speed 15 ft.
Melee +1 warhammer +14/+9 (1d6+5/×3)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, smite evil (+3 attack and AC, +2 damage)
Gnome Spell-Like Abilities (CL 13th; concentration +16)
1/day—dancing lights, ghost sound, prestidigitation, speak
with animals
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
At will—detect evil
Sorcerer Spells Known (CL 10th; concentration +13;
arcane spell failure 15%)
5th (3/day)—wall of force
4th (5/day)—dimension door, resilient
sphere (DC 17), stoneskin
3rd (7/day)—dispel magic,
displacement, fly, heroism
2nd (7/day)—darkvision, invisibility,
scorching ray, see invisibility, web
(DC 15)
1st (7/day)—comprehend languages,
enlarge person, identify, magic
missile, shield, true strike
0 (at will)—arcane mark, dancing lights,
detect magic, disrupt undead, mending,
prestidigitation, ray of frost, read
magic, resistance
Bloodline arcane
TACTICS
Before Combat The eldritch knight casts see invisibility
and stoneskin.
During Combat The eldritch knights separates
large groups with a wall of force, then attacks
opponents outside of the wall before passing through
it with dimension door to finish off the remainder of
his assailants.
Base Statistics Without see invisibility and stoneskin, the
eldritch knight’s statistics are Senses low-light vision;
DR none.
STATISTICS
Str 14, Dex 8, Con 18, Int 12, Wis 10, Cha 17
Base Atk +9; CMB +10; CMD 21
Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic
Arms and Armor, Eschew Materials, Extra Lay on Hands, Power
Attack, Still Spell, Toughness, Weapon Focus (warhammer),
Weapon Specialization (warhammer)
Skills Craft (armor) +10, Diplomacy +9, Heal +5, Knowledge (arcana,
religion) +9, Perception +12, Spellcraft +9, Use Magic Device +11
Languages Common, Draconic, Gnome, Sylvan
SQ arcane bond (+1 warhammer), aura, bloodline arcana (+1 DC for
spells augmented by metamagic feats that increase spell level),
code of conduct, diverse training, lay on hands (1d6, 6/day),
metamagic adept (2/day)
Other Gear +2 mithral breastplate, +1 warhammer, amulet of
natural armor +1, belt of giant strength +2, cloak of resistance +1,
ring of protection +2, silver holy symbol, diamond dust (worth
500 gp), 968 gp
These eldritch knights seek out evil spellcasters and
dispense justice for their misdeeds.
MELKALLAN TRUESPELL
Believing magic to be a gift from the gods, Melkallan
hates to see it misused by the wicked and the
power-hungry. He uses his magic to protect
the innocent, and to stop evil spellcasters
who would enslave and terrorize.
Combat Encounters: Preferring
the company of paladins and the
agents of good deities, Melkallan joins
any crusade that promises to bring
evil spellcasters to justice. While his
heart is pure and his zealous fervor is
admirable, the gnome unfortunately
adheres to rather stringent beliefs
regarding the acceptable use of magic,
and may command those he
deems “unworthy” to cease
casting immediately or face
the
consequences.
Parties
using magic for anything
less than a crusade on
behalf of a righteous lord
or the common people—perhaps
using it for mundane adventuring, looting,
mercenary work, and so on—all risk running
afoul of his long-winded judgments (and
long-handled warhammer).
Roleplaying Suggestions: Melkallan is friendly
and helpful to all, especially common people,
but becomes unyielding and focused when he
encounters any form of injustice.
221221
SPIRIT AVENGER
CR 16
HALF-ORC BARBARIAN 4
XP
76,800
SORCERER 6
ELDRITCH KNIGHT 7
Medium humanoid (human, orc)
N
Init +4; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 25, touch 18, flat-footed 20 (+5 armor, +3 deflection, +4 Dex,
+1 dodge, +2 natural)
hp 139 (4d12+6d6+7d10+48)
Fort +17, Ref +12, Will +16
Defensive Abilities orc ferocity, trap sense +1, uncanny dodge;
Resist acid 5, cold 5
OFFENSE
Speed 40 ft.
Melee +1 spear +15/+10/+5 (1d8+1/×3)
Ranged +1 shortbow +20/+15/+10 (1d6+3/×3)
Special Attacks rage (12 rounds/day), rage powers (no escape,
superstition +3)
Bloodline Spell-Like Abilities (CL 12th; concentration +15)
6/day—heavenly fire (1d4+3 divine energy)
Sorcerer Spells Known (CL 12th; concentration +15)
6th (3/day)—disintegrate (DC 19)
5th (5/day)—dismissal (DC 18), summon monster V
4th (6/day)—dimensional anchor, locate creature, resilient
sphere (DC 17)
3rd (7/day)—halt undead (DC 16), haste, lightning bolt
(DC 16), magic circle against evil, summon monster III
2nd (7/day)—blindness/deafness (DC 15), false life, mirror
image, resist energy, rope trick, see invisibility
1st (7/day)—bless, cause fear (DC 14), detect undead, magic
missile, shield, unseen servant
0 (at will)—dancing lights, detect magic, disrupt undead, flare (DC 13),
mage hand, message, open/close, prestidigitation, resistance
Bloodline celestial
TACTICS
Before Combat The eldritch knight casts false life.
During Combat The knight starts combat with shield and
summoning spells, letting conjured allies run interference while
he contains or damages his foes.
Base Statistics Without false life, the eldritch knight’s statistics are
hp 125.
STATISTICS
Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 16
Base Atk +14; CMB +14; CMD 32
Feats Arcane Armor Mastery, Arcane Armor Training, Blind-Fight,
Combat Casting, Dodge, Eschew Materials, Great Fortitude,
Iron Will, Point-Blank Shot, Rapid Shot, Weapon Focus
(shortbow), Weapon Specialization (shortbow)
Skills Climb +8, Diplomacy +5, Handle Animal +11, Intimidate +5,
Knowledge (nature) +8, Knowledge (planes, religion) +5,
Linguistics +1, Perception +16, Survival +11, Swim +8
Languages Celestial, Common, Giant, Orc
SQ bloodline arcana (summoned creatures gain DR 3/evil), diverse
training, fast movement, orc blood, weapon familiarity
Combat Gear +1 ghost touch arrows (10), +1 undead-bane
arrows (10), scroll of neutralize poison, scroll of remove
disease, scrolls of restoration (2); Other Gear +1 shortbow
with 20 arrows, +1 spear, amulet of natural armor +2, belt
of incredible dexterity +2, bracers of armor +5, cloak of
resistance +3, headband of mental prowess +2 (Wis, Cha),
ring of protection +3, 246 gp
Dedicated to protecting the world from evil outsiders
and undead, spirit avengers realize it’s better to
contain an enemy than to destroy it.
222
222
CR
16
19
PRESTIGE CLASSES
ELDRITCH KNIGHTS
MITHRAL WIZARD
CR 19
HUMAN FIGHTER 2
XP
204,800
EVOKER 8
ELDRITCH KNIGHT 10
Medium humanoid (human)
NE
Init +5; Senses Perception +20
DEFENSE
AC 34, touch 15, flat-footed 33 (+14 armor, +4 deflection, +1 Dex, +5 natural)
hp 198 (2d10+8d6+10d10+100)
Fort +18, Ref +9, Will +14; +1 vs. fear
Defensive Abilities bravery +1, 50% chance to negate critical hit or
sneak attack; DR 10/adamantine (150 points)
OFFENSE
Speed 20 ft.
Melee +3 longsword +24/+19/+14/+9 (1d8+8/17–20)
Special Attacks intense spells (+4 damage), spell critical
Evoker Spell-Like Abilities (CL 17th; concentration +25)
At will—elemental wall (8 rounds/day)
11/day—force missile (1d4+4)
Evoker Spells Prepared (CL 17th; concentration +25, arcane spell
failure 25%)
9th—meteor swarm, time stop
8th—mass charm monster (DC 26), mind blank,
quickened phantasmal killer, polar ray
7th—banishment (DC 25), quickened fireball (2),
mass hold person (DC 25), reverse gravity
6th—chain lightning (DC 24), disintegrate (DC 24),
quickened glitterdust, greater dispel magic,
stilled teleport, wall of iron
5th—cloudkill (DC 23), stilled dimension door,
interposing hand, teleport, wall of force (2)
4th—beast shape II, confusion (DC 22),
dimension door, fire shield, stilled
fireball, stoneskin, wall of ice (DC 22)
3rd—dispel magic (2), fireball (2, DC 21), fly,
lightning bolt (2, DC 21)
2nd—acid arrow (2), darkvision, invisibility,
mirror image, scorching ray, web (DC 20)
1st—feather fall, magic missile (4), mount, shield
0 (at will)—detect magic, light, mage hand, message
Opposition Schools divination, necromancy
TACTICS
Before Combat The eldritch knight casts stoneskin.
During Combat The knight casts time stop, then shield,
expeditious retreat, fly, and mirror image.
Base Statistics Without stoneskin, the knight’s
statistics are DR none.
STATISTICS
Str 16, Dex 13, Con 20, Int 26, Wis 10, Cha 8
Base Atk +16; CMB +19; CMD 34
Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic
Arms and Armor, Craft Wand, Craft Wondrous Item, Disruptive,
Greater Weapon Focus (longsword), Improved Critical (longsword),
Improved Initiative, Iron Will, Power Attack, Quicken Spell, Scribe
Scroll, Spell Penetration, Still Spell, Vital Strike, Weapon Focus
(longsword), Weapon Specialization (longsword)
Skills Bluff +19, Fly +22, Intimidate +22, Knowledge (arcana, planes) +31,
Knowledge (dungeoneering, engineering, geography, history, local,
nobility) +21, Perception +20, Ride +17, Spellcraft +31
Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant,
Goblin, Ignan, Infernal
SQ arcane bond (+2 longsword), diverse training
Combat Gear wand of greater invisibility (15 charges), wand of see
invisibility (10 charges); Other Gear +5 moderate fortification
mithral full plate, +3 longsword, amulet of natural armor +5, belt
of physical might +4 (Str, Con), cloak of resistance +3, headband of
vast intelligence +6, ring of protection +4, granite and diamond dust
(worth 500 gp), iron sheet and gold dust (worth 50 gp), 3,585 gp
Clad in full plate, these eldritch knights mix an
impenetrable defense with a relentless spell offense.
223
223
DIVINE LOREMASTER
CR 8
HALFLING CLERIC OF ABADAR 7
XP
4,800
LOREMASTER 2
Small humanoid (halfling)
LN
Init +2; Senses Perception +14
DEFENSE
AC 20, touch 14, flat-footed 18 (+6 armor, +1 deflection, +2 Dex,
+1 size)
hp 42 (7d8+2d6)
Fort +9, Ref +8, Will +12; +2 vs. fear
OFFENSE
Speed 20 ft.
Melee mwk heavy mace +6/+1 (1d6–2)
Special Attacks channel positive energy 5/day (DC 15, 4d6)
Domain Spell-Like Abilities (CL 9th; concentration +12)
6/day—resistant touch, touch of law
Cleric Spells Prepared (CL 9th; concentration +12)
5th—breath of life, spell resistanceD
4th—discern lies (DC 17), divination, order’s wrathD
3rd—invisibility purge, locate object, magic circle against
chaosD, magic vestment, remove disease
2nd—augury, hold person (DC 15), lesser
restoration, status, shield otherD, zone of truth
(DC 15)
1st—bane, bless, command (DC 14),
comprehend languages, obscuring mist,
sanctuaryD (DC 14)
0 (at will)—detect magic, detect poison,
guidance, light
D Domain spell; Domains Law, Protection
TACTICS
Before Combat The loremaster casts magic vestment.
During Combat The loremaster casts spell
resistance and stays out of combat, instead
supporting her allies with healing spells and
information about the foes they face.
Base Statistics Without magic vestment, the
loremaster’s statistics are AC 18, touch 14,
flat-footed 16.
STATISTICS
Str 6, Dex 14, Con 10, Int 17, Wis 16, Cha 15
Base Atk +6; CMB +3; CMD 16
Feats Brew Potion, Combat Casting, Empower Spell,
Scribe Scroll, Skill Focus (Knowledge [religion])
Skills Acrobatics +3 (–1 when jumping), Bluff +7,
Climb –1, Diplomacy +14, Heal +11, Intimidate +7,
Knowledge (arcana, engineering, geography,
nature) +4, Knowledge (dungeoneering) +6,
Knowledge (history, local, nobility) +9,
Knowledge (planes) +14, Knowledge (religion) +19,
Perception +14, Sense Motive +11
Languages Common, Halfling
SQ aura, lore +1, secrets (instant mastery)
Combat Gear potions of cure light wounds (5), potion of lesser
restoration, potions of remove disease (2), scrolls of consecrate (2),
scrolls of delay poison (2), scrolls of resist energy (2), scrolls
of spiritual weapon (2); Other Gear masterwork chain shirt,
masterwork heavy mace, cloak of resistance +1, headband of
vast intelligence +2, ring of protection +1, incense (worth 50 gp),
marked sticks (worth 25 gp), pair of platinum rings (worth 50 gp),
463 gp
Divine loremasters support allies with divinations and
healing rather than slinging combat spells or taking up
arms in melee.
ONORA GOLDENFIELDS
Onora never wanted to be an adventurer. Loving
knowledge for its own sake, she joined the clergy of the god
of wealth so she’d have good connections and resources
to help her collect rare books and increase the stores of
knowledge she’s already begun to accumulate. But as her
studies progressed, she became weary of the
inaccuracies and blatant lies she found in
secondary sources, and decided she needed
to seek out knowledge in a more direct
way. Now she travels with any adventuring
group that will journey to a place where
she can gain knowledge of the world or
history firsthand. She swears that her own
historical and philosophical treatises and
volumes will be far more accurate than the
ones written by her predecessors.
Combat Encounters: Nearly always
supporting a group of adventurers,
Onora cares more about accumulating
knowledge than the goals
of the group she’s joined.
Though she usually
provides support via
spells,
she’s
been
known to slip away
and pilfer books from
an enemy spellcaster’s library
while her allies fight the menace.
Roleplaying Suggestions: Honest
to a fault, Onora is never stingy with
her knowledge. She believes everyone
should have access to the truth—and
that truth should be unvarnished
and free of all the inaccuracies,
alterations made by political powers,
and rampant hyperbole that plague
so many publications
claiming to be factual.
224
224
CR
8
12
PRESTIGE CLASSES
LOREMASTERS
NATURE SCHOLAR
CR 12
ELF DRUID 9
XP
19,200
LOREMASTER 4
Medium humanoid (elf)
N
Init +3; Senses low-light vision; Perception +19
DEFENSE
AC 23, touch 15, flat-footed 20 (+4 armor, +2 deflection, +3 Dex,
+1 natural, +3 shield)
hp 106 (9d8+4d6+48)
Fort +12, Ref +8, Will +15; +2 vs. enchantments, +4 vs. fey and
plant-targeted effects,
Defensive Abilities freedom of movement; Resist fire 10; Immune
poison, sleep
OFFENSE
Speed 40 ft.
Melee +1 sickle +9/+4 (1d6)
Special Attacks wild shape 3/day
Domain Spell-Like Abilities (CL 9th; concentration +13)
At will—speak with animals (12 rounds/day)
Druid Spells Prepared (CL 13th; concentration +17)
7th—animal shapesD, heal
6th—antilife shellD, stone tell, transport via plants
5th—animal growth (DC 19), beast shape IIID (animals only), call
lightning storm (DC 19), insect plague
4th—cure serious wounds, flame strike (DC 18), freedom of
movement, rusting grasp, scrying (DC 18), summon nature’s
ally IVD (animals only)
3rd—dominate animalD (DC 17), meld into stone, poison (DC 17),
protection from energy, quench, speak with plants
2nd—animal messenger, fog cloud, heat metal (DC 16), hold
animalD (2, DC 16), owl’s wisdom
1st—calm animalsD (DC 15), detect animals or plants, entangle
(DC 15), faerie fire, hide from animals, speak with animals
0 (at will)—detect poison, know direction, light, purify food and drink
D Domain spell; Domain Animal
TACTICS
Before Combat The loremaster drinks her potion of resist energy
(fire) and casts freedom of movement.
During Combat The loremaster casts call lightning storm and flame strike.
Base Statistics Without resist energy and freedom of movement, the
loremaster’s statistics are Defensive Abilities none; Resist none.
STATISTICS
Str 8, Dex 16, Con 14, Int 15, Wis 18, Cha 10
Base Atk +8; CMB +7; CMD 22
Feats Brew Potion, Craft Wondrous Item, Extend Spell, Iron Will,
Skill Focus (Knowledge [nature], Stealth), Toughness, Weapon
Focus (sickle)
Skills Acrobatics +8 (+12 when jumping), Climb +7, Fly +11, Handle
Animal +13, Heal +12, Knowledge (arcana, history, local) +6,
Knowledge (dungeoneering, engineering, nobility, planes,
religion) +4, Knowledge (geography) +14, Knowledge (nature) +25,
Perception +19, Sense Motive +9, Stealth +11, Survival +14, Swim +7
Languages Auran, Common, Draconic, Druidic, Elven, Sylvan
SQ animal companion (effective druid level 6th), elven magic, lore +2,
nature bond (Animal domain), nature sense, secrets (lore of true
stamina, secret health), trackless step, weapon familiarity, wild
empathy +9, woodland stride
Combat Gear potion of cure moderate wounds, potion of neutralize
poison, potion of remove disease, potions of resist energy (fire) (2),
potion of water breathing; Other Gear +2 leather armor, +2 light
wooden shield, +1 sickle, amulet of natural armor +1, belt of mighty
constitution +2, boots of striding and springing, cloak of resistance +1,
headband of inspired wisdom +2, ring of protection +2, 2,706 gp
More aggressive than most other loremasters, nature
scholars use terrain and the magic of the natural world to
avoid enemies while calling down destruction.
225
225
MASTER HISTORIAN
CR 16
DWARF BARD 10
XP
76,800
LOREMASTER 7
Medium humanoid (dwarf)
N
Init –1; Senses darkvision 60 ft., see invisibility; Perception +16
DEFENSE
AC 19, touch 11, flat-footed 19 (+6 armor, +2 deflection, –1 Dex, +2 natural)
hp 120 (10d8+7d6+51)
Fort +13, Ref +15, Will +17; +2 vs. poison, spells, and spell-like abilities,
+4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee mwk short sword +11/+6 (1d6/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, bardic performance 32 rounds/day (move action;
countersong, dirge of doom, distraction, fascinate, inspire
competence +3, inspire courage +2, inspire greatness, suggestion)
Bard Spells Known (CL 17th; concentration +21)
6th (2/day)—find the path, permanent image (DC 20), summon
monster VI
5th (4/day)—dream, mirage arcana (DC 19), mislead, seeming (DC 19)
4th (5/day)—cure critical wounds, greater invisibility, legend lore,
secure shelter, shadow conjuration (DC 18)
3rd (6/day)—charm monster (DC 19), clairaudience/clairvoyance,
displacement, remove curse, scrying (DC 17), see invisibility
2nd (6/day)—detect thoughts (DC 16), enthrall (DC 18), hold
person (DC 18), locate object, suggestion (DC 18), tongues
1st (6/day)—charm person (DC 17), detect secret doors, disguise
self, feather fall, remove fear, unseen servant
0 (at will)—dancing lights, detect magic, flare (DC 14), ghost
sound (DC 14), mage hand, open/close
TACTICS
Before Combat The loremaster casts see invisibility.
During Combat The loremaster casts greater invisibility, then
summon monster VI to keep opponents busy, and uses illusions to
cover his escape.
Base Statistics Without see invisibility, the loremaster’s statistics are
Senses darkvision 60 ft.
STATISTICS
Str 10, Dex 8, Con 16, Int 14, Wis 16, Cha 18
Base Atk +10; CMB +10; CMD 21 (25 vs. bull rush or trip)
Feats Combat Casting, Combat Expertise, Extend Spell, Extra
Performance, Greater Spell Focus (enchantment),
Heighten Spell, Lightning Reflexes, Scribe Scroll, Skill
Focus (Knowledge [history]), Spell Focus (enchantment)
Skills Climb +7, Handle Animal +9, Heal +8, Intimidate +12,
Knowledge (dungeoneering, local, religion) +18,
Knowledge (engineering, nature, planes) +14,
Knowledge (geography) +19, Knowledge (history) +36,
Knowledge (nobility) +20, Perception +16 (+18 to notice
unusual stonework), Perform (act, oratory, sing) +17,
Perform (percussion) +8, Ride +3, Sense Motive +7, Spellcraft +15
(+25 to identify magic item properties), Swim +0, Use Magic Device +17
Languages Common, Dwarven, Elven, Giant, Terran
SQ bardic knowledge +5, greater lore, jack-of-all-trades (use any
skill), lore +3, lore master 1/day, secrets (applicable knowledge,
instant mastery, lore of true stamina, secret knowledge of
avoidance), versatile performance (act, oratory, sing)
Combat Gear scrolls of greater dispel magic (5), scrolls of greater
invisibility (4), scrolls of irresistible dance (6), scrolls of neutralize
poison (4), scrolls of shadow walk (5); Other Gear +2 chain
shirt, masterwork short sword, amulet of natural armor +2,
cloak of resistance +3, headband of alluring charisma +4, ring
of protection +2, handy haversack, slippers of spider climbing,
incense (worth 250 gp), ivory (worth 200 gp), silver mirror (worth
1,000 gp), 1,865 gp
These academics search for historical clues and relics.
RINDOL RUNEHAND
Orphaned in a giant attack, Rindol dedicated his life
to learning about giantkind so he can aid the dwarven
people in destroying them. He specializes in magic that
can confound giants’ unsophisticated minds, and has
memorized grand tales and songs of dwarven glory.
226
226
CR
16
19
PRESTIGE CLASSES
LOREMASTERS
DEMONOLOGIST
CR 19
HUMAN CONJURER 10
XP
204,800
LOREMASTER 10
Medium humanoid (human)
CE
Init +4; Senses see invisibility, Perception +22
DEFENSE
AC 27, touch 15, flat-footed 27 (+7 armor, +5 deflection, +5 natural)
hp 112 (10d6+10d6+40)
Fort +14, Ref +13, Will +21
OFFENSE
Speed 30 ft.
Melee quarterstaff +9/+4 (1d6–1)
Conjurer Spell-Like Abilities (CL 10th; concentration +17)
At will—dimensional steps (300 feet/day)
10/day—acid dart (1d6+5 acid)
Conjurer Spells Prepared (CL 20th; concentration +27)
9th—dominate monster (DC 28), foresight, quickened hold
monster (DC 24), prismatic wall, summon monster IX
8th—maze (2), moment of prescience, summon monster VIII (2)
7th—banishment (DC 24), quickened displacement, mass hold
person (DC 26), phase door, plane shift (DC 26), spell turning
6th—acid fog, chain lightning (DC 23), forceful hand, geas/quest,
quickened glitterdust, mass suggestion (DC 25)
5th—cloudkill (2, DC 24), contact other plane, sending, teleport (2)
4th—confusion (DC 23), dimensional anchor, fire shield, greater
invisibility, stoneskin, summon monster IV
3rd—arcane sight, dispel magic (2), fireball (DC 20), invisibility
sphere, protection from energy, stinking cloud (DC 22)
2nd—acid arrow, detect thoughts (DC 19), invisibility (2),
scorching ray, see invisibility, web (DC 21)
1st—alarm, charm person (DC 20), disguise self, floating disk,
magic missile, protection from evil, unseen servant
0 (at will)—dancing lights, daze (DC 19), detect magic, ray of frost
Opposition Schools necromancy, transmutation
TACTICS
Before Combat The loremaster casts see invisibility.
During Combat The loremaster casts greater invisibility. He summons
demons, then casts maze, hold monster, and mass suggestion.
STATISTICS
Str 8, Dex 10, Con 12, Int 24, Wis 14, Cha 17
Base Atk +10; CMB +9; CMD 24
Feats Augment Summoning, Blind-Fight, Combat Casting, Craft
Wondrous Item, Forge Ring, Greater Spell Focus (conjuration,
enchantment), Greater Spell Penetration, Improved Initiative,
Quicken Spell, Scribe Scroll, Skill Focus (Knowledge [planes]), Spell
Focus (conjuration, enchantment), Spell Penetration, Toughness
Skills Diplomacy +13, Fly +18, Intimidate +23, Knowledge (arcana,
dungeoneering, religion) +25, Knowledge (engineering,
geography, history, local, nature, nobility) +20, Knowledge
(planes) +41, Perception +22, Sense Motive +22, Spellcraft +30
(+40 to identify magic item properties), Stealth +20, Use Magic
Device +21
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Ignan,
Infernal, Orc, Undercommon
SQ arcane bond (staff of charming), greater lore, lore +5, secrets
(applicable knowledge, lore of true stamina, secret health, secret
knowledge of avoidance, secrets of inner strength), summoner’s
charm (5 rounds), true lore
Combat Gear potions of cure serious wounds (3), potion of
darkvision, scroll of ethereal jaunt, scroll of mage’s lucubration,
staff of charming; Other Gear amulet of natural armor +5, bracers
of armor +7, cloak of resistance +5, figurine of wondrous power
(ebony fly), portable hole, ring of freedom of movement, ring of
protection +5, forked rods, diamond dust (worth 500 gp), 3,188 gp
Demonologists compel and manipulate their foes, and
summon demon minions to do their dirty work.
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227
CELESTIAL THEURGE
CR 8
HUMAN CLERIC OF SARENRAE 3
XP
4,800
SORCERER 4
MYSTIC THEURGE 2
Medium humanoid (human)
NG
Init +0; Senses Perception +8
DEFENSE
AC 18, touch 10, flat-footed 18 (+7 armor, +1 natural)
hp 69 (3d8+4d6+2d6+31)
Fort +8, Ref +4, Will +11
Resist acid 5, cold 5
OFFENSE
Speed 20 ft.
Melee +1 spear +13 (1d8+7/×3)
Ranged mwk heavy crossbow +6 (1d10/19–20)
Special Attacks channel positive energy 6/day (DC 12 [DC 14
against undead], 2d6)
Bloodline Spell-Like Abilities (CL 4th; concentration +5)
4/day—heavenly fire (1d4+2)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day—rebuke death, touch of glory
Cleric Spells Prepared (CL 5th; concentration +7)
3rd—prayer, searing lightD
2nd—bless weaponD, delay poison, remove paralysis, shield other
1st—cure light woundsD, divine favor (2), protection from evil,
remove fear
0 (at will)—create water, guidance, purify food and drink, stabilize
D Domain spell; Domains Glory, Healing
Sorcerer Spells Known (CL 6th; concentration +7; 25% spell failure)
3rd (3/day)—haste
2nd (5/day)—bull’s strength, protection from arrows
1st (7/day)—bless, burning hands (DC 12), enlarge person, shield,
true strike
0 (at will)—dancing lights, detect magic, detect poison, mage hand,
mending, message, read magic
Bloodline celestial
TACTICS
Before Combat The mystic theurge casts bull’s strength.
During Combat The mystic theurge casts haste and shield, then
supports her companions with spells. She targets undead with
channeled energy and searing light.
Base Statistics Without bull’s strength, the mystic theurge’s statistics
are Melee +1 spear +11 (1d8+5/×3); Str 18; CMB +9; CMD 19.
STATISTICS
Str 22, Dex 10, Con 14, Int 8, Wis 14, Cha 12
Base Atk +5; CMB +11; CMD 21
Feats Arcane Armor Mastery, Arcane Armor Training, Combat
Casting, Eschew Materials, Extra Channel, Toughness, Weapon
Focus (spear)
Skills Diplomacy +7, Knowledge (arcana, religion) +5, Knowledge
(nobility) +4, Perception +8, Spellcraft +3
Languages Common
SQ aura, bloodline arcana (summoned creatures gain DR 2/evil),
combined spells (1st)
Combat Gear +1 bolts (3), +1 evil outsider-bane bolts (3), +1 undead-
bane bolts (3), scrolls of cure serious wounds (2), scrolls of
neutralize poison (2), scroll of remove disease, antitoxin (2), holy
water (2); Other Gear +1 breastplate, +1 spear, masterwork heavy
crossbow with 10 bolts, amulet of natural armor +1, cloak of
resistance +1, pair of platinum rings (worth 50 gp), 287 gp
These theurges support righteous causes, especially ones
that involve destroying undead.
TRAICA KALADON
The survivor of a zombie plague that ravaged her small
town, Traica now quests to destroy any undead threat.
Combat Encounters: Allying with paladins, inquisitors,
and clerics, Traica works to make the world safe for good
people everywhere.
Roleplaying Suggestions: Gracious and kind, Traica is
always willing to help the downtrodden.
228
228
CR
8
12
PRESTIGE CLASSES
MYSTIC THEURGES
SOUND WARRIOR
CR 12
HALFLING BARD 5
XP
19,200
DRUID 4
MYSTIC THEURGE 4
Small humanoid (halfling)
N
Init +3; Senses Perception +17
DEFENSE
AC 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, +3 Dex,
+1 dodge, +3 natural, +1 size)
hp 76 (5d8+4d8+4d6+18)
Fort +10, Ref +11, Will +14; +2 vs. fear, +4 vs. fey and plant-targeted
effects, +4 vs. bardic performance, language-dependent, and sonic
OFFENSE
Speed 20 ft.
Melee mwk dagger +10/+5 (1d3/19–20)
Ranged mwk dagger +13/+8 (1d3/19–20)
Special Attacks bardic performance 17 rounds/day (countersong,
distraction, fascinate, inspire competence +2, inspire courage +2),
wild shape 2/day
Domain Spell-Like Abilities (CL 4th; concentration +6)
5/day—lightning arc (1d6+2 electricity)
Bard Spells Known (CL 9th; concentration +14)
3rd (4/day)—charm monster (DC 20), displacement, haste,
sculpt sound
2nd (5/day)—hold person (DC 19), scare (DC 17),
shatter, sound burst (DC 17)
1st (7/day)—alarm, cause fear (DC 16), charm
person (DC 18), remove fear, ventriloquism
(DC 16)
0 (at will)—ghost sound (DC 15), know direction,
light, mage hand, message, resistance
Druid Spells Prepared (CL 8th;
concentration +10)
4th—air walkD, cure serious
wounds, freedom of
movement
3rd—call lightning (DC 15),
cure moderate wounds,
gaseous formD,
neutralize poison
2nd—barkskin, cat’s
grace, delay poison,
lesser restoration,
wind wall D
1st—cure light wounds, faerie fire, goodberry,
longstrider, obscuring mistD, pass without trace
0 (at will)—create water, detect poison,
mending, stabilize
D Domain spell; Domains Air
TACTICS
Before Combat The mystic theurge casts barkskin,
freedom of movement, and pass without trace.
During Combat While aiding her companions with bardic
performance, the mystic theurge harasses her opponents with
call lightning, charm monster, and wind wall.
Base Statistics Without barkskin, the mystic theurge’s statistics are
AC 21, touch 17, flat-footed 17.
STATISTICS
Str 10, Dex 16, Con 10, Int 10, Wis 15, Cha 20
Base Atk +8; CMB +7; CMD 23
Feats Combat Casting, Dodge, Great Fortitude, Greater Spell Focus
(enchantment), Natural Spell, Spell Focus (enchantment), Toughness
Skills Acrobatics +5 (+1 when jumping), Climb +6, Diplomacy +9,
Fly +9, Heal +6, Knowledge (arcana, religion) +8, Knowledge
(geography, local) +9, Knowledge (history) +10, Knowledge
(nature) +12, Perception +17, Perform (oratory, sing) +9, Sense
Motive +9, Stealth +20, Survival +12
Languages Common, Druidic, Halfling
SQ bardic knowledge +2, combined spells (2nd), lore master
1/day, nature bond (Air domain), nature sense, trackless
step, versatile performance (oratory), wild empathy +9,
woodland stride
Combat Gear potion of cure serious wounds, smokesticks (5),
thunderstones (5); Other Gear +2 leather armor, masterwork
daggers (2), belt of mighty constitution +2, cloak of resistance +1,
druid’s vestment, headband of alluring charisma +2, ring of
protection +2, 486 gp
Using a mix of rousing oratory, song,
and thunderous spells, a sound warrior
is often heard before she’s seen.
RINDRA THUNDERPATH
Rindra always loved loud noises and the jolt of
surprise they caused to
those around her. She
sought out ways to make
more and bigger noises,
and eventually turned
to magic so she could
call down cacophonous
thunder anytime she
wanted to. She prefers
the sounds of storms
and beasts over those
of the cities, so she lives
out in the wild.
Combat Encounters: Rindra protects many
canyons and mountain passes, and loves how
the noises from her thunderous spells bounce
off the stone walls.
Roleplaying Suggestions: Rindra speaks
loudly and forcefully, often stomping
her feet for emphasis or letting out a
surprisingly powerful belly laugh.
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229
DEATH MASTER
CR 16
HALF-ELF CLERIC OF URGATHOA 5
XP
76,800
EVOKER 5
MYSTIC THEURGE 7
Medium humanoid (elf, human)
NE
Init +4; Senses low-light vision; Perception +28
DEFENSE
AC 28, touch 13, flat-footed 28 (+12 armor, +3 deflection, +3 natural)
hp 182 (5d8+5d6+7d6+100)
Fort +14, Ref +7, Will +20; +2 vs. enchantments
Immune charm monster, fireball, lightning bolt, sleep
OFFENSE
Speed 20 ft.
Melee +1 heavy mace +10/+5 (1d8+2)
Special Attacks channel negative energy 4/day (DC 11, 3d6), hand
of the acolyte (8/day), intense spells (+2 damage)
Domain Spell-Like Abilities (CL 5th; concentration +10)
8/day—bleeding touch (2 rounds)
Evoker Spell-Like Abilities (CL 5th; concentration +8)
6/day—force missile (1d4+2)
Cleric Spells Prepared (CL 12th; concentration +17)
6th—antimagic fieldD, heal, word of recall
5th—flame strike (3, DC 20), slay livingD (DC 20), wall of stone
4th—death wardD, dimensional anchor, freedom of movement,
spell immunity, unholy blight (DC 19)
3rd—contagion (2, DC 18), dispel magicD, invisibility purge,
prayer, summon monster III
2nd—cure moderate wounds (2), death knellD (DC 17), hold
person (DC 17), silence (DC 17), spiritual weapon
1st—cause fearD (DC 16), cure light wounds (3), deathwatch,
entropic shield, obscuring mist
0 (at will)—bleed (DC 15), detect poison, mending, stabilize
D Domain spell; Domains Death, Magic
Evoker Spells Prepared (CL 12th; concentration +15; 15% spell failure)
6th—forceful hand, freezing sphere (DC 19), mislead
5th—stilled dimension door, telekinesis, wall of force (2)
4th—black tentacles, fire shield, stilled fireball, greater
invisibility
3rd—displacement, fireball (DC 16), fly, haste, invisibility sphere,
lightning bolt (DC 16)
2nd—false life, flaming sphere (DC 15), gust of wind (DC 15),
invisibility, mirror image, misdirection
1st—comprehend languages, expeditious retreat, feather fall,
magic missile (2), unseen servant
0 (at will)—dancing lights, detect magic, mage hand, read magic
Opposition Schools abjuration, enchantment
TACTICS
Before Combat The mystic theurge casts deathwatch, false life,
freedom of movement, and spell immunity.
During Combat The mystic theurge casts attack and slaying spells.
Base Statistics Without false life and spell immunity, the theurge’s
statistics are hp 168; Immune sleep.
STATISTICS
Str 12, Dex 10, Con 18, Int 16, Wis 20, Cha 8
Base Atk +8; CMB +9; CMD 22
Feats Arcane Armor Mastery, Arcane Armor Training, Combat
Casting, Command Undead, Craft Magic Arms and Armor, Craft
Wondrous Item, Extra Channel, Improved Initiative, Scribe Scroll,
Skill Focus (Perception), Still Spell, Toughness
Skills Heal +13, Intimidate +9, Knowledge (arcana, planes) +16,
Knowledge (dungeoneering, history, local, religion) +11,
Perception +28, Ride +0, Spellcraft +16
Languages Abyssal, Common, Elven, Infernal, Undercommon
SQ aura, arcane bond (staff of swarming insects), combined spells (4th),
elf blood
Combat Gear staff of swarming insects; Other Gear
+3 mithral full plate, +1 heavy mace, amulet of natural
armor +3, belt of mighty constitution +4, cloak of
resistance +3, hat of disguise, headband of mental
prowess +4 (Int, Wis), ring of protection +3, 5,838 gp
A death master slings a spell with each stride.
230
230
CR
16
19
PRESTIGE CLASSES
MYSTIC THEURGES
HOLY BATTLE MAGE
CR 19
DWARF CLERIC OF TORAG 5
XP
204,800
WIZARD 5
MYSTIC THEURGE 10
Medium humanoid (dwarf)
NG
Init +3; Senses darkvision 60 ft.; Perception +27
DEFENSE
AC 30, touch 14, flat-footed 30 (+11 armor, +5 deflection, –1 Dex, +5 natural)
hp 237 (5d8+5d6+10d6+159)
Fort +16, Ref +6, Will +23; +6 vs. poison, +4 vs. fear, +2 vs. spells and
spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), 20% miss chance; DR 10/adamantine (150 points);
Immune electricity (120 points), fire (120 points)
OFFENSE
Speed 20 ft.
Melee +1 holy warhammer +13/+8 (1d8+1/×3)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, channel positive energy 5/day (DC 12, 3d6), hand of
the apprentice (9/day), spell synthesis
Domain Spell-Like Abilities (CL 5th; concentration +12)
10/day—artificer’s touch (1d6+2), resistant touch
Cleric Spells Prepared (CL 15th; concentration +22)
8th—greater spell immunity, mind blankD
7th—ethereal jaunt, holy word (2, DC 25), repulsionD (DC 24)
6th—harm (DC 23), heal (2), heroes’ feast,
major creationD
5th—breath of life, disrupting weapon,
flame strike (DC 23), righteous might,
spell resistanceD, true seeing
4th—air walk, divine power, freedom of
movement, neutralize poison (2),
spell immunityD
3rd—invisibility purge, meld into
stone, prayer, protection from
energy (2), remove curse,
stone shapeD
2nd—aid, bull’s strength (2), hold person
(2, DC 19), wood shapeD
1st—animate ropeD, bless
(2), divine favor (2),
shield of faith (2)
0 (at will)—detect
magic, mending,
purify food and drink, stabilize
D Domain spell; Domains Artifice, Protection
Wizard Spells Prepared (CL 15th; concentration
+21; arcane spell failure 20%)
8th—prismatic wall
7th—giant form I, prismatic spray
6th—chain lightning (2, DC 23),
disintegrate (DC 22), transformation
5th—cloudkill (DC 21), hold monster (2, DC 21), wall of stone (2)
4th—arcane eye, dimension door, greater invisibility (2), stoneskin
3rd—fireball (DC 20), haste (2), heroism, suggestion (DC 19)
2nd—acid arrow, invisibility, see invisibility (2), web (2, DC 18)
1st—charm person (DC 17), magic missile (3), shield (2)
0 (at will)—detect poison, disrupt undead, mage hand, message
TACTICS
Before Combat The mystic theurge casts heroes’ feast, protection
from energy (electricity, fire), see invisibility, and stoneskin.
During Combat The mystic theurge uses spells to foil opponents and
bolster allies. If entering melee combat, he casts righteous might
and transformation.
Base Statistics Without heroes’ feast, protection from energy, and
stoneskin, the mystic theurge’s statistics are hp 223; Will +22;
+2 vs. poison, spells, and spell-like abilities; DR none; Immune
none; Melee +1 holy warhammer +12/+7 (1d8+1/×3).
STATISTICS
Str 10, Dex 8, Con 22, Int 22, Wis 24, Cha 11
Base Atk +10; CMB +10; CMD 24 (28 vs. bull rush or trip)
Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic
Arms and Armor, Craft Wondrous Item, Extra Channel, Forge
Ring, Improved Initiative, Scribe Scroll, Spell Focus
(evocation), Spell Penetration, Toughness, Weapon
Focus (warhammer)
Skills Craft (armor, weapons) +14, Diplomacy +13,
Heal +20, Knowledge (arcana, religion) +29, Knowledge
(dungeoneering, engineering, planes) +19,
Knowledge (history, local) +14,
Perception +27 (+29 to notice unusual
stonework), Sense Motive +20,
Spellcraft +19, Use Magic Device +10
Languages Aklo, Celestial, Common,
Draconic, Dwarven, Elven, Giant,
Undercommon
SQ aura, arcane bond
(+1 holy warhammer),
combined spells (5th)
Combat Gear
potions of bull’s
strength (2), wand of
cure serious wounds (20
charges), holy water (5);
Other Gear +5 mithral chainmail,
+1 holy warhammer, amulet of
natural armor +5, belt of mighty
constitution +6, minor cloak of
displacement, ring of protection +5,
diamond dust (worth 500 gp), eye ointment
(worth 250 gp), pair of canine statuettes
(worth 50 gp), 1,863 gp
These master theurges mix support for
allies with offensive might.
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231
ALOOF SCHOLAR
CR 8
HUMAN BARD 7
XP
4,800
PATHFINDER CHRONICLER 2
Medium humanoid (human)
N
Init +6; Senses Perception +13
DEFENSE
AC 18, touch 14, flat-footed 15 (+3 armor, +1 deflection, +2 Dex,
+1 dodge, +1 natural)
hp 61 (7d8+2d8+18)
Fort +6, Ref +9, Will +8; +4 vs. bardic performance, language-
dependent, and sonic
Defensive Abilities live to tell the tale (1/day)
OFFENSE
Speed 30 ft.
Melee mwk dagger +6/+1 (1d4–1/19–20)
Special Attacks bardic performance 25 rounds/
day (move action; countersong, distraction,
fascinate, inspire competence +3, inspire
courage +2, suggestion)
Bard Spells Known (CL 7th; concentration +10)
3rd (2/day)—glibness, scrying (DC 16)
2nd (4/day)—blur, daze monster (DC 17),
detect thoughts (DC 15), locate object
1st (5/day)—charm person (DC 16),
comprehend languages, detect secret doors,
silent image (DC 14), unseen servant
0 (at will)—dancing lights, detect magic, know
direction, mage hand, message, open/close
TACTICS
During Combat The Pathfinder chronicler
casts blur, then casts haste from her scroll.
Preferring to stay out of melee, she uses bardic
performance to aid her allies, and casts daze
monster or charm person on enemies who
come close. If threatened, she withdraws,
drinks her potion of invisibility, and makes
her escape.
STATISTICS
Str 8, Dex 14, Con 14, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +5; CMD 19
Feats Dodge, Extra Performance, Greater Spell
Focus (enchantment), Improved Initiative, Mobility,
Spell Focus (enchantment)
Skills Knowledge (arcana, local, nobility, religion) +17,
Knowledge (history) +13, Linguistics +7, Perception +13,
Perform (keyboard instruments) +7, Perform
(oratory) +15, Profession (scribe) +9, Spellcraft +12
(+14 to identify magic item properties), Stealth +12
Languages Celestial, Common, Draconic,
Dwarven
SQ bardic knowledge +4, deep
pockets (200 gp), elven magic,
lore master 1/day, master scribe, pathfinding, versatile performance
(keyboard, oratory)
Combat Gear potion of invisibility, scroll of cure serious wounds,
scroll of disguise self, scroll of haste, scroll of identify, scroll of
see invisibility, scroll of speak with animals, scroll of tiny hut,
wand of cure light wounds (20 charges); Other Gear +1 leather
armor, masterwork dagger, amulet of natural armor +1, cloak
of resistance +1, ring of protection +1, silver mirror (worth
1,000 gp), 63 gp
Often lost in their own thoughts, sometimes these
scholars forget others are around them. They’re usually
solitary, but have to go out exploring in search of
information—or pay adventurers to retell their stories.
DENARATH LITHERNORN
Given a choice, Denarath would rather avoid
people and be left alone with the company
of books. They give their opinions and
observations directly and without deceit or the
vagaries of tone, and never talk back when she
disagrees with their opinions. Unfortunately
for Denarath, chronicles are by definition
the stories of other people and their deeds,
so she needs to deal with other people for her
work. She puts up with them with a quiet and
detached reserve, waiting for them to perform
deeds worthy of being immortalized in her
prose. She takes an equal interest in all types
of martial and magical prowess, and encourages
allies to invite new, different members
into their group.
Combat Encounters: During battle,
Denarath sheepishly hovers behind
the other combatants and gives her support
with stoic detachment. After a battle, she
searches the bodies for any maps, scrolls,
or books that might be good sources of
information. After that, she immediately
pulls out a book and quill to write down an
account of the high points of the battle.
Roleplaying Suggestions: Denarath is
extremely quiet and withdrawn. Her face betrays
little emotion, and she speaks only in brief,
concise sentences. Tending to take things
too literally, she often scoffs at common
figures of speech. She can be a hassle to
travel with, since she packs a giant trunk of
books for even the shortest journey. She reads
late into the night, and refuses to
leave until she’s had time to
pick up the tomes she’s left
scattered around.
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232
CR
PRESTIGE CLASSES
PATHFINDER CHRONICLERS
8
12
MAD PROPHET
CR 12
GNOME CLERIC OF THE OLD CULTS 9
XP
19,200
PATHFINDER CHRONICLER 4
Small humanoid (gnome)
CE
Init +5; Senses low-light vision; Perception +17
DEFENSE
AC 19, touch 12, flat-footed 18 (+5 armor, +1 Dex, +2 natural, +1 size)
hp 97 (9d8+4d8+35)
Fort +11, Ref +7, Will +13; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants), live to tell the tale (2/day)
OFFENSE
Speed 20 ft.
Melee +1 heavy mace +9/+4 (1d6–1)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, aura of madness (DC 18, 9 rounds/day), bardic
performance 7 rounds/day (countersong, distraction, epic tales,
fascinate, inspire courage +1), channel negative energy 8/day
(DC 17, 5d6)
Domain Spell-Like Abilities (CL 9th; concentration +13)
At will—lore keeper, remote viewing (9 rounds/day)
7/day—vision of madness
Gnome Spell-Like Abilities (CL 13th; concentration +16)
1/day—dancing lights, ghost sound, prestidigitation, speak
with animals
Cleric Spells Prepared (CL 9th; concentration +13)
5th—slay living (DC 20), true seeingD
4th—chaos hammer (DC 18), confusionD (DC 18), summon
monster IV, tongues
3rd—blindness/deafness (DC 18), invisibility purge, prayer, rageD,
searing light
2nd—cure moderate wounds, hold person (2, DC 16), resist energy,
spiritual weapon, touch of idiocyD
1st—cause fear (DC 16), doom (DC 16), entropic shield, lesser
confusionD (DC 15), obscuring mist, shield of faith
0 (at will)—bleed (DC 15), detect poison, light, read magic
D Domain spell; Domains Knowledge, Madness
TACTICS
During Combat The Pathfinder chronicler drinks his potion of
fly. While flying above his enemies, he activates his aura of
madness, casts chaos hammer, and swoops down to cast slay
living on spellcasters.
STATISTICS
Str 6, Dex 12, Con 12, Int 14, Wis 19, Cha 16
Base Atk +9; CMB +6; CMD 17
Feats Combat Casting, Command Undead, Extra Channel, Great
Fortitude, Improved Initiative, Spell Focus (necromancy), Toughness
Skills Bluff +11, Diplomacy +11, Heal +12, Intimidate +11, Knowledge
(arcana, dungeoneering, history) +12, Knowledge (planes,
religion) +17, Linguistics +8, Perception +17, Perform (oratory) +11,
Profession (scribe) +14
Languages Abyssal, Aklo, Common, Draconic, Gnome, Sylvan
SQ aura, bardic knowledge +2, deep pockets (400 gp), improved aid,
master scribe, pathfinding
Combat Gear potion of cure serious wounds, potion of fly, scroll
of flame strike, scroll of summon monster V, scroll of summon
monster VI; Other Gear +2 studded leather, +1 heavy mace,
amulet of natural armor +2, brooch of shielding, cloak of
resistance +1, headband of inspired wisdom +2, 363 gp
These Pathfinders know some paths are twisted and mad.
TALMINUS THE ESOTERIC
Talminus believes the religions and cults of the past
favored modes of thought that offer more truths
about the nature of the universe than the uninspired
religions popular today. Obsessed with discovering and
understanding these cults’ ancient beliefs, he desires to
disseminate their teachings and herald a return to their
profound truths.
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233
MASTER STORYCRAFTER
CR 16
HALF-ELF SORCERER 10
XP
76,800
PATHFINDER CHRONICLER 7
Medium humanoid (elf, human)
N
Init +2; Senses low-light vision; Perception +23
DEFENSE
AC 22, touch 15, flat-footed 20 (+5 armor, +3 deflection, +2 Dex,
+2 natural)
hp 86 (10d6+7d8+17)
Fort +10, Ref +13, Will +15; +2 vs. enchantments
Defensive Abilities live to tell the tale (3/day); DR 10/magic
(ranged weapon attack only, 100 points); Immune sleep
OFFENSE
Speed 40 ft.
Melee quarterstaff +11/+6 (1d6–1)
Ranged dagger +14/+9 (1d4–1/19–20)
Special Attacks bardic performance
23 rounds/day (countersong, distraction,
epic tales, fascination, inspire action [move],
inspire courage +2, inspire competence +2,
whispering campaign)
Sorcerer Spells Known
(CL 10th; concentration +17)
5th (4/day)—break
enchantment, persistent image
(DC 24)
4th (6/day)—dimension door,
hallucinatory terrain, phantasmal
killer (DC 23)
3rd (8/day)—dispel magic, heroism,
invisibility sphere, major image (DC 22)
2nd (8/day)—invisibility, mirror image,
protection from arrows, scorching ray, web
(DC 19)
1st (8/day)—animate rope, color spray (DC 20),
disguise self, floating disk, identify, shield
0 (at will)—dancing lights, detect magic, flare (DC 17),
light, ghost sound (DC 19), mage hand, message,
open/close, prestidigitation
Bloodline arcane
TACTICS
Before Combat The Pathfinder chronicler casts heroism
and protection from arrows.
During Combat The chronicler casts shield on herself, then
supports allies with bardic performance and illusions.
Base Statistics Without heroism and protection from
arrows, the Pathfinder chronicler’s statistics are Fort +8,
Ref +11, Will +13; DR none; Melee quarterstaff +9/+4
(1d6–1); Ranged dagger +12/+7 (1d4–1/19–20); Skills
–2 on all skills.
STATISTICS
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 24
Base Atk +10; CMB +9; CMD 24
Feats Arcane Armor Training, Combat Casting, Enlarge Spell,
Eschew Materials, Extend Spell, Extra Performance, Greater Spell
Focus (illusion), Silent Spell, Skill Focus (Perception), Spell Focus
(illusion), Widen Spell
Skills Acrobatics +9 (+13 when jumping), Bluff +17, Diplomacy +17,
Knowledge (arcana, dungeoneering, geography, history,
local, nature, nobility, planes, religion) +15, Linguistics +10,
Perception +23, Perform (oratory, string) +17, Profession
(scribe) +10, Sense Motive +7, Spellcraft +12, Stealth +14,
Survival +10, Use Magic Device +22
Languages Common, Draconic, Dwarven, Elf, Gnome, Halfling, Orc
SQ arcane bond (staff of charming), bardic knowledge +3, bloodline
arcana (+1 DC for spells augmented by metamagic feats that
increase spell level), call down the legends, deep pockets (700 gp),
elf blood, improved aid, master scribe, metamagic adept (2/day),
new arcana, pathfinding
Combat Gear potions of cure serious wounds (2), potion of gaseous
form, staff of charming; Other Gear +3 leather armor,
amulet of natural armor +2, boots of striding and springing,
cloak of resistance +2, handy haversack, headband of
alluring charisma +4, ring of protection +3, 1,290 gp
These chroniclers travel with intrepid
adventurers to record tales of their exploits.
YENELIS HALFELVEN
Story is everything to Yenelis Halfelven. She
yearns to craft the most amazing story of
her generation, but such a story cannot be
a mere fiction—it must be based in fact.
She travels with promising adventurers,
hoping their deeds will spark her
perfect story, but so far has always
been disappointed.
Combat Encounters: At first,
Yenelis only observed the adventurers
she traveled with, but now she aids
them, hoping her abilities can push
them in the right direction.
Roleplaying Suggestions:
Yenelis scours taverns
and pubs, looking for
the group that will
finally give her the
perfect story.
234
234
CR
16
19
PRESTIGE CLASSES
PATHFINDER CHRONICLERS
BATTLE SKALD
CR 19
HUMAN BARBARIAN 6
XP
204,800
BARD 4
PATHFINDER CHRONICLER 10
Medium humanoid (human)
N
Init +1; Senses Perception +19
DEFENSE
AC 23, touch 13, flat-footed 21 (+7 armor, +3 deflection, +1 Dex,
+1 dodge, +3 natural, –2 rage)
hp 261 (6d12+4d8+10d8+146)
Fort +20, Ref +17, Will +17; +4 vs. bardic performance, language-
dependent, and sonic
Defensive Abilities improved uncanny dodge, live to tell
the tale (5/day), trap sense +2
OFFENSE
Speed 50 ft.
Melee +1 shock handaxe
+24/+19/+14/+9
(1d6+7/19–20/×3
plus 1d6
electricity)
Ranged +1 shock shortbow
+18/+13/+8/+3 (1d6+1/
×3 plus 1d6 electricity)
Special Attacks bardic
performance 28 rounds/
day (countersong, dirge
of doom, distraction, epic
tales, fascinate, greater epic
tales, inspire action [standard],
inspire competence +4,
inspire courage +3, inspire
greatness, soothing performance,
suggestion, whispering campaign),
rage (24 rounds/day), rage powers (clear
mind, moment of clarity, renewed vigor)
Bard Spells Known (CL 4th; concentration +6)
2nd (2/day)—mirror image, rage
1st (4/day)—expeditious retreat, feather fall,
remove fear, unseen servant
0 (at will)—dancing lights, know direction, mage hand,
mending, message, prestidigitation
TACTICS
During Combat The Pathfinder chronicler casts mirror image
on herself, uses bardic performance to aid her allies, and
shoots arrows at her foes. When raging, she uses moment
of clarity to cast spells when necessary.
Base Statistics When not raging, the Pathfinder
chronicler’s statistics are AC 25, touch 15, flat-footed 23;
hp 241; Fort +18, Will +15; Melee +1 shock handaxe
+22/+17/+12/+7 (1d6+5/19–20/×3 plus 1d6 electricity);
Str 18, Con 18; CMB +20; Skills Climb +17, Swim +12.
STATISTICS
Str 22, Dex 13, Con 22, Int 10, Wis 8, Cha 14
Base Atk +16; CMB +22; CMD 35
Feats Dazzling Display, Dodge, Extra Rage, Fleet (2), Improved
Critical (handaxe), Improved Vital Strike, Power Attack, Toughness,
Vital Strike, Weapon Focus (handaxe)
Skills Acrobatics +1 (+5 when jumping), Bluff +10, Climb +19, Handle
Animal +15, Heal +4, Intimidate +15, Knowledge (geography, local,
nobility) +16, Knowledge (history) +18, Linguistics +6, Perception +19,
Perform (oratory) +15, Profession (scribe) +7, Ride +14, Stealth +21,
Survival +7, Swim +14, Use Magic Device +15
Languages Common, Celestial, Draconic, Dwarven
SQ bardic knowledge +7, call down the legends, deep pockets
(1,000 gp), fast movement, improved aid, lay of the
exalted dead, master scribe, pathfinding, versatile
performance (oratory)
Combat Gear +1 flaming arrows (5), +1 thundering
arrows (5), dragon slaying arrow, greater human
slaying arrow, javelins of lightning (5); Other
Gear +5 leather armor, +1 shock handaxe, +1 shock
shortbow, amulet of natural armor +3, belt of mighty
constitution +4, cloak of resistance +5, figurines
of wondrous power (ivory goats), ring of
protection +3, 1,930 gp
Singing odes of battle and bravery,
these chroniclers make sure the
living never forget
those traditions,
and even try
to encourage
the living to
surpass the great
deeds of the heroes
of past ages. They believe
battle is the truest test of a
person’s mettle.
YGULDA GOLDENBROW
At a young age, Ygulda fell in love with ancient
ballads and odes, and now she considers herself a
living valkyrie. She aids any warriors she believes
carry the true spark of heroism, hoping they will
serve as muses for future songs in which she can
immortalize their great deeds.
Combat Encounters: Ygulda travels with a cadre
of heroic warriors, mostly barbarians. She tells
them that it’s better to die a glorious death in
battle than to survive through cowardice.
Roleplaying Suggestions: A hard fighter and a
hard drinker, Ygulda believes that victory
should be met with celebration. She scorns
anyone she considers a coward.
235
235
BLACKSTRIKE
CR 8
HUMAN FIGHTER 7
XP
4,800
SHADOWDANCER 2
Medium humanoid (human)
CN
Init +2; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex,
+1 dodge, +1 natural)
hp 86 (7d10+2d8+34)
Fort +9, Ref +8, Will +4; +2 vs. fear
Defensive Abilities bravery +2, evasion, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 greatsword +17/+12 (2d6+13/19–20)
Ranged mwk shortbow +11/+6 (1d6/×3)
Special Attacks weapon training (heavy blades +1)
TACTICS
Before Combat The shadowdancer drinks her potion of bull’s
strength. If she knows where the battle will take place, she scouts
the location to find good hiding places.
During Combat The shadowdancer drinks her potion of blur, then
keeps to the shadows, delivering greatsword attacks to foes on
the perimeter of battle so she doesn’t get dragged into the melee.
Base Statistics Without bull’s strength, the shadowdancer’s statistics
are Melee +1 greatsword +15/+10 (2d6+10/19–20); Str 18; CMB +12;
CMD 26.
STATISTICS
Str 22, Dex 14, Con 14, Int 12, Wis 10, Cha 8
Base Atk +8; CMB +14; CMD 28
Feats Combat Reflexes, Disruptive, Dodge,
Lightning Reflexes, Mobility, Power Attack,
Toughness, Vital Strike, Weapon Focus
(greatsword), Weapon
Specialization (greatsword)
Skills Acrobatics +14, Climb +10,
Handle Animal +3, Heal +1,
Knowledge (arcana) +4,
Knowledge (geography, local,
religion) +2, Perception +12, Perform
(dance) +4, Ride +6, Stealth +14,
Swim +10
SQ armor training 2, hide in
plain sight
Combat Gear potion of
blur, potion of bull’s
strength, potion of cure
moderate wounds; Other
Gear +1 chain shirt,
+1 greatsword, masterwork
shortbow with 20 arrows, amulet of
natural armor +1, cloak of resistance +1,
ring of protection +1, 219 gp
Like gnawing nightmares dwelling in shadow, blackstrikes
stalk just out of sight, yet still close enough to strike.
KRESIS HELGOLD
Nothing more than a murderer for hire, Kresis will
take nearly any job if the money is right. Possessing no
loyalty to any one group, she rarely accepts jobs from
the same people twice, and has been known to carry
out assassinations for both sides of a single conflict.
Sometimes, this means an aggravated employer sends
assassins after Kresis herself. In these situations, she
retreats rather than staying to fight—unless she knows
one of her would-be killers has a high price on his head
that she could claim.
Though she almost always takes jobs she’s offered,
Kresis draws the line at murdering children and people
she considers innocents. In times of doubt, she leaves
the fate of her prey to a simple coin toss. If the result
favors the victim, she doesn’t accept the money she was
promised for the job, and leaves it at that. If her employer
hires another assassin, it’s no longer her problem.
Combat Encounters: Kresis does not kill for fun; she
kills for pay. It’s not her job to collect information, to
help out other mercenaries, or to deliver
messages—just to kill her target and
get paid. She takes as few personal
risks as possible, and makes sure
she’s prepared before a battle so
she can fight on her own terms.
Once a mercenary, she turned
to assassination in order to
have more control over her
actions and lower her own
risk of death, and she’s
not about to stick her neck
out now. She almost never
fights in the middle of the day,
preferring to attack at night
or near dusk or dawn when the
shadows are long.
Roleplaying Suggestions: Sullen
and withdrawn, Kresis says little
about herself, and seems distracted
by her own thoughts. She is actually
an attentive listener, though, and
rarely forgets what she hears. She
eavesdrops on tavern conversations
to get information about her targets
before the kill. She couldn’t care
less about the fallout after the hit—
as long as she gets the money she
was promised, she considers the
venture a success.
236
236
CR
8
12
PRESTIGE CLASSES
SHADOWDANCERS
MIDNIGHT DANCER
CR 12
HALF-ORC BARD 9
XP
19,200
SHADOWDANCER 4
Medium humanoid (human, orc)
NE
Init +2; Senses darkvision 90 ft., see invisibility; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex,
+1 dodge, +1 natural)
hp 71 (9d8+4d8+9)
Fort +4, Ref +12, Will +8; +4 vs. bardic performance, language-
dependent, and sonic
Defensive Abilities evasion, orc ferocity, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 dagger +12/+7 (1d4+3/19–20)
Ranged +1 light crossbow +12 (1d8+1/19–20)
Special Attacks bardic performance 24 rounds/day (move action;
countersong, dirge of doom, distraction, fascinate, inspire
competence +3, inspire courage +2, inspire greatness, suggestion)
Shadowdancer Spell-Like Abilities (CL 4th; concentration +8)
2/day—shadow illusion (DC 15)
1/day—shadow call (DC 18)
Bard Spells Known (CL 9th; concentration +13)
3rd (4/day)—cure serious wounds, deep slumber (DC 18),
gaseous form, see invisibility
2nd (5/day)—darkness, invisibility, silence (DC 16), suggestion (DC 17)
1st (6/day)—cure light wounds, lesser confusion (DC 16), remove
fear, silent image (DC 15), sleep (DC 16)
0 (at will)—daze (DC 15), ghost sound (DC 14), lullaby (DC 15),
mage hand, message, open/close
TACTICS
Before Combat The shadowdancer casts see invisibility.
During Combat Keeping to the shadows at the edge of battle,
the shadowdancer supports allies and uses crossbow shots and
debilitating spells against enemies.
Base Statistics Without see invisibility, the shadowdancer’s
statistics are Senses darkvision 90 ft.
STATISTICS
Str 14, Dex 14, Con 10, Int 15, Wis 8, Cha 18
Base Atk +9; CMB +11; CMD 25
Feats Combat Casting, Combat Reflexes, Dodge, Iron Will,
Lightning Reflexes, Mobility, Spell Focus (enchantment)
Skills Acrobatics +15, Climb +10, Disable Device +12, Disguise
+10, Intimidate +6, Knowledge (dungeoneering) +19,
Knowledge (local) +14, Perception +15, Perform (act) +15,
Perform (dance) +14, Sleight of Hand +10, Stealth +23,
Swim +7, Use Magic Device +17
Languages Common, Goblin, Orc
SQ bardic knowledge +4, hide in plain sight, lore master
1/day, orc blood, rogue talent (fast stealth), shadow
jump (40 feet/day), summon shadow, versatile
performance (act, dance), weapon familiarity
Combat Gear +1 human-bane bolts (5), +1 undead-bane bolts (5);
Other Gear +3 leather armor, +1 dagger, +1 light crossbow with
20 bolts, dagger, amulet of natural armor +1, cloak of elvenkind,
headband of alluring charisma +2, ring of protection +1, 1,038 gp
These bards grant support though a subtle dance of shadows.
MELLAK THE RAVEN
Mellak sees life as a dance and death as its finale. A
performer at heart, he makes each death he deals an act
in his play of mortality, often using a dancing flourish
to make it as artistic as possible. He expounds upon his
philosophy of a beautiful death to his victims, explaining
that they are lucky to receive an elegant death rather than
the ugly end of sickness and infirmity.
237
237
BLACK ICE
CR 16
GNOME ILLUSIONIST 10
XP
76,800
SHADOWDANCER 7
Small humanoid (gnome)
NE
Init +6; Senses darkvision 60 ft., low-light vision; Perception +20
DEFENSE
AC 23, touch 17, flat-footed 20 (+4 armor, +3 deflection, +2 Dex,
+1 dodge, +2 natural, +1 size)
hp 147 (10d6+7d8+78)
Fort +12, Ref +15, Will +15; +2 vs. illusions
Defensive Abilities defensive roll, defensive training (+4 dodge
bonus to AC vs. giants), evasion, greater invisibility, improved
uncanny dodge, slippery mind; DR 10/adamantine (100 points)
OFFENSE
Speed 30 ft.
Melee staff of frost +10/+5 (1d4–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids
Gnome Spell-Like Abilities (CL 17th; concentration +19)
1/day—dancing lights, ghost sound, prestidigitation, speak
with animals
Arcane School Spell-Like Abilities (CL 10th; concentration +15)
At will—invisibility field (10 rounds/day)
8/day—blinding ray
Shadowdancer Spell-Like Abilities (CL 7th; concentration +9)
3/day—shadow illusion (DC 13)
2/day—shadow call (DC 16)
Illusionist Spells Prepared (CL 10th; concentration +15)
5th—feeblemind (DC 20), nightmare (DC 23), shadow
evocation (DC 23), teleport
4th—charm monster (DC 19), greater invisibility, phantasmal
killer (DC 22), solid fog, stoneskin
3rd—blink, displacement, fly, major image (DC 21), slow (DC 18)
2nd—acid arrow, darkness, hypnotic pattern (DC 20),
invisibility (2), resist energy
1st—charm person (DC 16), color spray (DC 19), feather
fall, mage armor, magic missile (2), shield
0 (at will)—daze (DC 15), ghost sound (DC 18), mage hand,
ray of frost
Opposition Schools divination, necromancy
TACTICS
Before Combat The shadowdancer casts mage armor and stoneskin.
During Combat The shadowdancer casts greater invisibility and
shield, then harries his foes with phantasmal killer, hypnotic
pattern, and spells from his staff of frost.
Base Statistics Without mage armor and stoneskin,
the shadowdancer’s statistics are AC 19, touch 17,
flat-footed 16; DR none.
STATISTICS
Str 6, Dex 14, Con 16, Int 20, Wis 10, Cha 14
Base Atk +10; CMB +7; CMD 23
Feats Combat Casting, Combat Reflexes, Dodge, Fleet (2),
Greater Spell Focus (illusion), Improved Initiative, Iron Will, Lightning
Reflexes, Mobility, Scribe Scroll, Spell Focus (illusion), Toughness
Skills Acrobatics +20, Bluff +20, Craft (alchemy) +7, Diplomacy +20,
Fly +17, Knowledge (arcana) +23, Knowledge (dungeoneering,
geography) +13, Knowledge (planes) +23, Perception +20, Perform
(dance) +8, Spellcraft +23, Stealth +24, Swim +2
Languages Aklo, Common, Draconic, Gnome, Sylvan
SQ arcane bond (staff of frost), extended illusions (+5 rounds), hide
in plain sight, rogue talents (combat trick, fast stealth), shadow
jump (80 feet/day), summon shadow
Combat Gear restorative ointment (5 applications), staff of frost
(10 charges); Other Gear amulet of natural armor +2, cloak
of resistance +4, headband of vast intelligence +2, ring of
protection +3, diamond dust (worth 500 gp), 3,800 gp
These evasive spellcasters make frustrating enemies.
SCAL WISTALVAK
Gnomes love pranks and practical jokes, but few are as
dark, devious, and deadly as those of Scal Wistalvak. The
entire time he uses illusions and ice magic to bring about
psychological torture and chilling death, he stays out
of sight, laughing maniacally.
238
238
CR
16
19
PRESTIGE CLASSES
SHADOWDANCERS
DARKSTAR
CR 19
HALFLING ROGUE 10
XP
204,800
SHADOWDANCER 10
Small humanoid (halfling)
N
Init +12; Senses darkvision 60 ft.; Perception +27
DEFENSE
AC 31, touch 21, flat-footed 24 (+7 armor, +3 deflection, +6 Dex,
+1 dodge, +3 natural, +1 size)
hp 143 (10d8+10d8+50)
Fort +13, Ref +25, Will +15; +2 vs. fear
Defensive Abilities defensive roll, improved evasion, improved
uncanny dodge, slippery mind, trap sense +3
OFFENSE
Speed 20 ft.
Melee +1 flaming short sword +25/+20/+15 (1d4+1/19–20 plus 1d6 fire)
Ranged +1 sling +24/+19/+14 (1d3+1)
Special Attacks sneak attack +5d6
Shadowdancer Spell-Like Abilities (CL 10th; concentration +10)
5/day—shadow illusion (DC 11)
4/day—shadow call (DC 14)
2/day—shadow power (DC 15)
TACTICS
During Combat The shadowdancer drinks his potion
of invisibility, summons a shadow to flank with
him, and focuses on dropping foes one at a time.
STATISTICS
Str 11, Dex 26, Con 14, Int 10, Wis 14, Cha 10
Base Atk +14; CMB +13; CMD 35
Feats Combat Reflexes, Dodge, Improved Initiative,
Iron Will, Mobility, Point-Blank Shot, Spring
Attack, Stand Still, Two-Weapon Fighting,
Vital Strike, Weapon Finesse, Weapon
Focus (short sword)
Skills Acrobatics +28 (+24 when jumping),
Climb +10, Disable Device +31, Escape
Artist +16, Heal +7, Intimidate +8, Knowledge
(arcana, engineering, planes) +5, Knowledge
(dungeoneering, local) +8, Perception +27,
Perform (dance) +8, Sleight of Hand +16,
Stealth +35, Swim +8, Use Magic Device +8
Languages Common, Halfling
SQ rogue talents (combat trick, defensive roll, fast
stealth, finesse rogue, opportunist, stand up, surprise attack,
trap spotter), shadow jump (320 feet/day), shadow master,
summon shadow, trapfinding +5
Combat Gear +1 demon-bane bullets (5), +1 human-bane
bullets (5), potions of cure serious wounds (2), potions of
invisibility (2); Other Gear +5 leather armor, +1 flaming short
sword, +1 sling with 20 bullets, amulet of natural armor +3,
bag of holding (type I), belt of incredible dexterity +6, boots
of speed, cloak of resistance +4, glove of storing, ring of
protection +3, rope of climbing, 3,969 gp
Short but deadly, a darkstar skirts the shadows with his
shadow companion.
FILAGAN UMBRAFLAME
A thief and a liar, Filagan is more interested in filling
his coin purse and enjoying the good life than he is in
carnage or murder. Though deadly in combat, he avoids
it whenever possible. He employs dirty tricks when
cornered, knowing his small size is a disadvantage in
a straight physical fight. Once he gets the best of his
opponent, he escapes to a nearby tavern or gambling hall
to lose himself in the crowd and relax.
Combat Encounters: A daring thief, Filagan knows
adventurers are typically lucrative marks. This often
causes him to take too big of risks and get himself into
trouble stealing from them. Filagan rarely travels with
allies, but might jump into a larger battle if doing so
means there’s less risk to him personally.
Roleplaying Suggestions: Jovial and fun-loving, Filagan
is the life of the party, buying drinks and telling good-
natured and self-deprecating jokes. He doesn’t let on that
he’s an experienced killer—at least not until someone
threatens one of his drinking buddies.
239
239
240
241
T
he chickens!” Doga yelled.
“We’ve got to save my
chickens!”
“Asmodeus take your chickens!”
Pelam roared. “It’s your chickens
what got us into this mess!”
Behind them, masonry exploded
as the dragon tore through the
shop wall. Doga quit trying to
scoop up his birds and flung
himself at the ground, arms over
his head. Pelam reached out and
dragged him in under the cart.
“Idiot!” he shrieked. “What do
you think happens when you go
messing with a wizard’s things?”
Doga sniffed, tears dripping
from the end of his nose.
“The egg was so big... I was
just gonna borrow it long enough
to win the prize at the fair. I was
gonna bring it right back...”
NPC Classes
NPC CLASSES
The Pathfinder Roleplaying Game may be about heroes
and monsters, but the game world also has thousands
or even millions of completely normal people living in
it—innkeepers, town guards, bakers, and so on. When
the PCs are around, trouble happens, and sometimes
you need stat blocks for those NPCs—perhaps because
you need to know how many rounds the innkeeper will
survive inside a burning building, or how many hits the
mind-controlled city guard can take from a reluctant
PC. This chapter gives you example NPC stat blocks
for the five NPC classes presented in the Pathfinder
RPG Core Rulebook. Even though those classes go up
to level 20, in most campaigns even the most worldly
peasant, merchant, or king is no more than 10th level,
and anything higher than that is the realm of legendary
heroes and player characters. Consequently, this chapter
presents these NPC classes from only levels 1 to 10.
The stat blocks presented here are not meant to
represent specific named NPCs; rather, they are used for
common roles these sorts of characters play in the game—
shopkeepers, minor cultists, swineherds, and so on. You
should be able to use these stat blocks for most NPCs in
a particular role, or make only a simple change to do so,
such as changing the Profession skill of the journeyman
carpenter (page 261) from carpentry to stonemasonry to
use the stat block as a mason.
All of the NPCs in this chapter use the “basic” set of
base ability scores (13, 12, 11, 10, 9, 8). Because the NPC
classes have no significant class abilities, it is easy to
assign different roles to these NPCs by altering their
skills or feats.
You can also customize the NPCs by adding limited
forms of certain PC-class abilities, such as giving the
miner (commoner 4) a +1 damage bonus when flanking
an opponent, the brigand (warrior 2) 1 round of barbarian
rage per day, or the doom prophet (adept 4) a 1/day usage
of an appropriate 1st-level domain power. Compared to
PC classes and monsters, the NPC classes are weak and
intentionally generic, and giving the NPCs a taste of a
1st-level PC class ability makes them more interesting in
play without affecting their overall CR.
NPC CLASS GEAR
The NPCs in this chapter have gear according to the Basic
Level column of Table 14–9: NPC Gear on page 454 of the
Core Rulebook. However, keep in mind that the table is
designed for adventuring NPCs, not common townsfolk.
Just because the table says a 2nd-level commoner has 390
gp doesn’t mean every 2nd-level pig farmer actually has
390 gp worth of portable valuables on his person or at his
home! The farmer owns a few pigs, some miscellaneous
farm tools, a handful of gold and silver coins, and (in a
country where peasants can own land) a few acres and
a cozy shack, but otherwise doesn’t have any assets of
interest to adventurers. For the sake of following the table,
the characters in this chapter are listed with appropriate
gear (and perhaps some livestock) according to their
professions, and the remainder of their level-appropriate
gold is listed, but it would be exceedingly rare for these
normal people to have savings equivalent to multiple years
of work stored in a mattress or buried under the house.
Given that a character working for a week can earn gp equal
to half the result of a Craft or Profession check, a typical
NPC-class character is probably carrying one-tenth of that
amount (at most) at any particular time. Attacking farmers
for their gold is not profitable for adventurers!
There are exceptions, of course. For example, adepts
in hostile tribes or bandit gangs tend to have treasure
indicated by the table, as do aristocrats (who are generally
wealthy or have access to significant resources) and
warriors (who are paid and equipped in anticipation
of battle). Members of those three classes usually have
armor, weapons, and magic items that PCs would consider
treasure. Some experts, such as skilled artisans or
merchants, may have valuable merchandise or a stash of
coin intended for buying more supplies. Use common
sense to decide whether an NPC’s listed “surplus” gold is
reasonable or not, and award treasure accordingly.
HOW TO USE THIS CHAPTER
The four most common uses for NPCs in this chapter are
as allies, enemies, minions, and player characters.
Allies
As with the NPCs in the other chapters, these characters
have a role to play in the campaign story, though normally
in a subservient or secondary manner. A village’s constable
(commoner 9) is tough enough to keep the peace for routine
squabbles, but must defer to the PCs when a tribe of orcs
begins raiding. The PCs might hire the local blacksmith
(expert 6) to arm their hired guards (warriors 3) who’ll
protect the old fort the heroes just recaptured, but the
PCs are still the focus of the campaign and the NPC-
class characters are less important to the story than the
PCs. You can even use these NPCs as mentors or teachers
for low-level characters, with the PCs exceeding the
capabilities of their trainers and becoming local legends
as “the greatest students I ever had.”
enemies
You can use these NPCs as opponents for your campaign,
though they lack the special powers that make combat
interesting and most PCs won’t find them a challenge
except in large numbers. In a low-magic or gritty
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NPC CLASSES
INTRODUCTION
campaign, humanoid opponents are the norm and skilled
opponents and monsters are rare exceptions; the villain
of the campaign may have levels in a PC class, but the
rest of his minions are experts and warriors. An evil
adversary might use deception or magic to turn a mob
against the PCs, forcing the heroes to dispatch their
misguided opponents, preferably in a nonlethal way that
doesn’t give them a reputation as casual murderers.
MINIONS
If an NPC-class character has a recurring role in the
campaign, a player might want to make that character a
permanent addition to the group by using the Leadership
feat or offering a ridiculously high wage (offering an NPC
a 1,000 gp bonus for taking a job is roughly equivalent
to 4 years of normal pay). Whether the player intends the
NPC to be a cohort, an important follower, or just
a reliable lackey, few NPCs are likely to refuse the
opportunity to associate with an incredibly
wealthy patron. If the NPC overcomes many
challenges and gains levels, it is fair to allow
the PC to suggest class levels, feats, and
skills for the minion to pursue (including
PC-class levels, if the PC provides suitable
training for that purpose).
PlAyer ChArACters
In some campaigns, the PCs start
out as normal people who encounter
extraordinary circumstances; the
PCs begin play with NPC
classes and only later take
levels in PC classes (if at
all). In other campaigns,
the main heroes could
each have a minion, and
some game sessions focus
on what the minions are
doing while the heroes
are off saving the world.
You can use these sample
NPCs for these kinds of
campaigns, but keep in
mind that NPC classes are
much less powerful than
PC classes and have few or
no special class abilities
that allow them to deal
with
special
monster
attacks and defenses; the
characters will have to
rely on wits and skills to
overcome challenges, and
combats should be limited to other NPC-class characters
and common animals, or else the PCs may die quickly.
HUMAN NAMES
The Core Rulebook lists sample names for all PC races
except humans, as human names vary by region and many
fantasy games, including the Pathfinder RPG, take their
inspiration from a wide variety of regions and traditions.
A sampling of human names representing numerous
cultures is given below.
To get a feel for creating human names that reflect
different cultural traditions, languages, and flavors, try
searching online for names from real-world nations and
cultures more akin to your setting. Even if your setting
doesn’t have a direct cultural analogue in the real world,
baby name websites that allow you to filter by origin
and ethnicity can often introduce you to names you’re
unfamiliar with, as well as naming conventions and
constructions that sound realistic and organic. Such
sites are great places to harvest NPC names when
you’re in a hurry.
Female Names: Alerdene, Alinza, Aula,
Bach Hien, Belka, Beshkee, Chammady,
Chao, Do Quyen, Eshe, Eudomia,
Gerda,
Hiriko,
Ilinica,
Indah,
Ingirt, Izora, Jalket, Jayazi, Kaede,
Kalizama, Kamshi, Lestari,
Leyli,
Marisan,
Me’amesa,
Meilin, Mirelinda, Mpaandi,
Nalmida, Nanya, Narantuyaa,
Ntisi, Pasara, Pontia, Que
Xuan, Revhi, Runa, Sahba,
Shirin, Shivkah, Sinkitah,
Surenchinua, Udara, Umie,
Valki,
Waajida,
Xemne,
Xue, Zalika, Zova.
Male
Names:
Aakif,
Andrezi, Arasmes, Bahram,
Baolo, Barid, Batsaikhan,
Belor, Budi, Darvan, Dolok,
Eilif,
Garidan,
Gellius,
Hadzi, Hamengku, Harisko,
Iacobus, Jaali, Jianguo, Kjell,
Kousei,
Kronug,
Menas,
Mitabu, Narsius, Nonek,
Pateba,
Pratavh,
Qorchi,
Ragnar,
Rubani,
Seckor,
Shokamb, Shuo, Sunaki,
Suryo, Tabansi, Teruawa,
Thanh Liem, Toan Hao,
Tomorbataar, Tuong Kinh,
Ursion, Vachedi, Viorec,
Yekskya, Zaiho, Zhen.
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Init +1; Senses Perception +1
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 5 (1d6+2)
Fort –1, Ref +1, Will +3
OFFENSE
Speed 30 ft.
Melee morningstar +0 (1d8) or
silver dagger +0 (1d4/19–20)
Ranged silver dagger +1 (1d4/19–20)
Adept Spells Prepared (CL 1st; concentration +2)
1st—bless, cure light wounds
0 (at will)—guidance, light, mending
TACTICS
During Combat The adept reads her scroll of sleep and
commands her dog to attack. She then casts bless and attacks
with her morningstar.
STATISTICS
Str 10, Dex 12, Con 8, Int 9, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Skill Focus (Handle Animal), Toughness
Skills Handle Animal +7, Heal +7, Spellcraft +3
Languages Common
Combat Gear scroll of cure light
wounds, scroll of sleep, alchemist’s
fire; Other Gear studded leather,
morningstar, silver dagger, guard
dog, healer’s kit, silver holy symbol,
smokestick, spell component pouch,
tindertwig, 9 gp
An acolyte has just begun to
unravel the mysteries of her faith,
and lacks the fervent zeal that more
indoctrinated members of her
religion have. She is eager to learn,
but her incomplete teachings
mean she is more easily swayed
by contrary rhetoric.
Settlements that have adepts
rather than clerics are often primitive
or remote. Their religious practices may
be a strange or heretical offshoot of a main
religion, weaker than the common form but
giving access to spells that are normally unavailable
to true clerics (such as minor creation and sleep).
A person trained by a cleric who instead
manifests adept abilities may be cast
out as a blasphemer or witch.
ACOLYTE
CR 1/3
HUMAN ADEPT 1
XP 135
Medium humanoid (human)
N
SHAMAN
CR 1/2
HALF-ORC ADEPT 2
XP 200
Medium humanoid (human, orc)
NE
Init –1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
hp 11 (2d6+4)
Fort +1, Ref +1, Will +5
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4–1/19–20)
Ranged dart +0 (1d4–1)
Adept Spells Prepared (CL 2nd; concentration +4)
1st—burning hands (DC 13), sleep (DC 13)
0 (at will)—ghost sound (DC 12), read magic, touch of fatigue
(DC 12)
TACTICS
During Combat If fighting foes that lack darkvision, the adept reads
his scroll of darkness. He looks for groups to target with burning
hands or sleep, resorting to darts or alchemist’s fire otherwise.
STATISTICS
Str 9, Dex 8, Con 12, Int 10, Wis 15, Cha 11
Base Atk +1; CMB +0; CMD 9
Feats Combat Casting
Skills Heal +9, Intimidate +2, Knowledge
(religion) +5
Languages Common, Orc
SQ orc blood, summon familiar (weasel),
weapon familiarity
Combat Gear scroll of bless, scrolls
of cure light wounds (2), scroll of
darkness, scroll of protection from good,
alchemist’s fire (2); Other Gear leather
armor, dagger, darts (10), healer’s kit,
smokestick, spell component pouch,
tindertwig, unholy symbol (bone-and-
tooth necklace worth 5 gp), 2 gp
A shaman serves a small tribe as a
visionary and source of wisdom—
the sole authority on supernatural
matters, and the only one who can
communicate with the worlds beyond.
His familiar may be a representation
of his spirit animal or a spy who
allows him to learn more about other
tribesfolk and appear wiser than he is.
This stat block can also be used as a
lesser adept apprenticed to an initiate
(adept 3), doom prophet (adept 4), or
guru (adept 6).
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CR
1/3
1/2
1
2
NPC CLASSES
ADEPTS
Init +0; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 30 (4d6+16)
Fort +3, Ref +1, Will +6
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee mwk heavy mace +7 (1d8+4)
Ranged mwk sling +3 (1d4+4)
Adept Spells Prepared (CL 4th; concentration +6)
2nd—darkness
1st—burning hands (DC 13), cause fear (DC 13), command (DC 13)
0 (at will)—detect magic, guidance, read magic
TACTICS
Before Combat The adept reads his scrolls of bear’s
endurance and bull’s strength.
During Combat The adept casts darkness on his mace,
then casts scorching ray or burning hands.
Base Statistics Without bear’s endurance and bull’s
strength, the adept’s statistics are hp 22; Fort +1;
Melee mwk heavy mace +5 (1d8+2); Ranged
mwk sling +3 (1d4+2); Str 14, Con 11;
CMB +4; CMD 14.
STATISTICS
Str 18, Dex 10, Con 15, Int 9, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 16
Feats Skill Focus (Intimidate), Toughness
Skills Fly +3, Intimidate +7, Knowledge
(religion) +3
Languages Common, Orc
SQ orc blood, summon familiar (bat),
weapon familiarity
Combat Gear scroll of
bear’s endurance,
scroll of bull’s
strength, scroll of
cure light wounds,
scroll of scorching
ray (3), alchemist’s
fire (2); Other Gear
masterwork studded
leather, masterwork heavy
mace, masterwork sling with
10 bullets, silver unholy symbol, spell component
pouch, 118 gp
A doom prophet preaches his dire portents to
any who listen.
INITIATE
CR 1
HUMAN ADEPT 3
XP 400
Medium humanoid (human)
CE
DOOM PROPHET
CR 2
HALF-ORC ADEPT 4
XP 600
Medium humanoid (human, orc)
CE
Init +0; Senses Perception +1
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 armor); +2 vs. good
hp 16 (3d6+6)
Fort +4, Ref +1, Will +4; +2 vs. good
OFFENSE
Speed 30 ft.
Melee spear +1 (1d8/×3) or
mwk cold iron dagger +2 (1d4/19–20)
Ranged dart +1 (1d4)
Adept Spells Prepared (CL 3rd; concentration +4)
1st—burning hands (DC 12), detect good, protection from good
0 (at will)—detect magic, light, read magic
TACTICS
Before Combat The adept casts protection from good.
During Combat The adept casts burning hands
whenever she can catch two or more foes in the area.
When she runs out of spells, scrolls, and acid, she
fights with her spear.
Base Statistics Without protection from good, the
adept’s statistics are AC no bonus vs. good;
Saves no bonus vs. good.
STATISTICS
Str 10, Dex 11, Con 12, Int 8, Wis 13,
Cha 11
Base Atk +1; CMB +1; CMD 11
Feats Combat Casting, Great Fortitude,
Scribe Scroll
Skills Knowledge (arcana, local,
planes) +3, Knowledge (religion) +5,
Spellcraft +5
Languages Common
SQ summon familiar (toad)
Combat Gear scrolls of burning hands (2,
CL 3rd), scrolls of cure light wounds (2),
scroll of obscuring
mist (CL 3rd), scroll
of sleep (CL 3rd),
acid (2); Other Gear
leather armor, darts (6),
masterwork cold iron
dagger, spear, belt pouch, masterwork
manacles, scroll case, silver holy symbol (cracked
moon), spell component pouch, 9 gp
The initiate never knew her true calling until
strange visions opened her eyes to the terrors
beyond reality. Now touched by madness, she
tries to bring others into the darkness.
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ENFORCER
CR 3
HUMAN ADEPT 5
XP 800
Medium humanoid (human)
NE
GURU
CR 4
DWARF ADEPT 6
XP 1,200
Medium humanoid (dwarf)
LN
Init +1; Senses Perception +4
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 27 (5d6+10)
Fort +2, Ref +5, Will +7
OFFENSE
Speed 30 ft.
Melee mwk club +7 (1d6+6)
Ranged dagger +3 (1d4+4/19–20)
Adept Spells Prepared (CL 5th; concentration +7)
2nd—bull’s strength, mirror image
1st—cause fear (DC 13), command (DC 13), cure light wounds
0 (at will)—ghost sound (DC 12), light, stabilize
TACTICS
Before Combat The adept casts
bull’s strength.
During Combat The adept casts
mirror image, then attacks
with his club. If he has trouble
landing blows, he switches to
his wand of burning hands.
Base Statistics Without bull’s
strength, the adept’s statistics
are Melee mwk club +5 (1d6+3);
Ranged dagger +3 (1d4+2/19–20);
Str 14; CMB +4; CMD 15.
STATISTICS
Str 18, Dex 12, Con 11, Int 9, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 17
Feats Cleave, Light Armor Proficiency, Power Attack,
Toughness
Skills Intimidate +4, Knowledge (local) +4,
Knowledge (religion) +3, Perception +4
Languages Common
SQ summon familiar (weasel)
Combat Gear scroll of cure moderate
wounds, wand of burning hands (CL 5th,
9 charges), alchemist’s fire (3),
tanglefoot bag; Other Gear
chain shirt, dagger, masterwork
club, cloak of resistance +1, belt
pouch, manacles (2), silver holy symbol, spell
component pouch, 2 gp
The enforcer uses threats and violence to
serve a dual purpose: to intimidate enemies
of his religion, and to pass judgment on
members who believe they can betray or
desert the holy cause.
Init +0; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 10, touch 10, flat-footed 10
hp 27 (6d6+6)
Fort +7, Ref +2, Will +8; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC
vs. giants)
OFFENSE
Speed 20 ft.
Melee quarterstaff +2 (1d6–1)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Adept Spells Prepared (CL 6th; concentration +9)
2nd—invisibility, mirror image
1st—bless, cure light wounds, obscuring mist
0 (at will)—create water, guidance, mending
TACTICS
During Combat The adept attacks for nonlethal damage
only (the attack penalty for this is
not included in her melee entry).
She tries to escape combat entirely
with her spells and items.
STATISTICS
Str 8, Dex 10, Con 12, Int 9, Wis 16,
Cha 10
Base Atk +3; CMB +2; CMD 12 (16 vs.
bull rush or trip)
Feats Eschew Materials, Great Fortitude,
Skill Focus (Knowledge [religion])
Skills Diplomacy +6, Knowledge
(religion) +11
Languages Common, Dwarven
SQ summon familiar (rat)
Combat Gear potion of gaseous
form, scroll of
cure moderate
wounds; Other Gear
quarterstaff, ring of
sustenance, book
(describes personal
meditations and
philosophy), wooden holy symbol, 34 gp
The guru achieved inner peace and
developed magical talents through
meditating and abandoning her attachment to
physical burdens and obligations. She lives on the
street, seeking students to enlighten and free from
their bonds, and though most people ignore her as a
beggar, she is wise and content.
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CR
3
4
5
6
NPC CLASSES
ADEPTS
HERMIT
CR 5
HUMAN ADEPT 7
XP 1,600
Medium humanoid (human)
N
HERETIC
CR 6
HALF-ELF ADEPT 8
XP 2,400
Medium humanoid (elf, human)
CN
Init +0; Senses low-light vision; Perception +5
DEFENSE
AC 13, touch 13, flat-footed 13 (+3 deflection)
hp 36 (8d6+8)
Fort +4, Ref +3, Will +12; +2 vs. enchantments
OFFENSE
Speed 30 ft.
Melee mwk spear +7 (1d8+3/×3)
Ranged mwk spear +5 (1d8+2/×3)
Adept Spells Prepared (CL 8th; concentration +11)
3rd—lightning bolt (DC 17)
2nd—bull’s strength, scorching ray, web (DC 15)
1st—bless, burning hands (DC 15), command,
cure light wounds
0 (at will)—guidance, purify food and drink,
stabilize
TACTICS
Before Combat The adept casts bull’s strength
and drinks his potion of shield of faith.
During Combat The adept blasts his
enemies with divine fire and lightning.
Base Statistics Without bull’s strength
and shield of faith, the adept’s
statistics are AC 10, touch 10, flat-
footed 10; Melee mwk spear +5
(1d8/×3); Ranged mwk spear +5
(1d8/×3); Str 11; CMB +4; CMD 14.
STATISTICS
Str 15, Dex 10, Con 12, Int 10, Wis
16, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Combat Casting, Iron Will, Skill Focus
(Knowledge [religion], Perform [oratory]), Spell
Focus (evocation)
Skills Acrobatics +3, Diplomacy +7,
Knowledge (religion) +14, Perform
(oratory) +10
SQ elf blood, summon familiar (monkey)
Combat Gear feather token (whip),
potion of shield of faith (CL 6th),
scroll of scorching ray (CL 7th), scroll of
web, wand of cure moderate wounds
(15 charges), wand of lightning bolt
(7 charges); Other Gear masterwork
spear, cloak of resistance +1, silver holy
symbol, spell component pouch, 443 gp
The heretic seeks to convert the faithful away from
a church that blinds them with lies.
Init +0; Senses Perception +3
DEFENSE
AC 13, touch 11, flat-footed 13 (+1 deflection, +2 natural)
hp 38 (7d6+14)
Fort +6, Ref +3, Will +9
OFFENSE
Speed 30 ft.
Melee quarterstaff +2 (1d6–1)
Ranged sling +3 (1d4–1)
Adept Spells Prepared (CL 7th; concentration +10)
2nd—animal trance (DC 15), invisibility, web (DC 15)
1st—cause fear (DC 14), cure light wounds, endure elements,
obscuring mist
0 (at will)—light, mending, purify food and drink
TACTICS
Before Combat The adept casts endure elements at the start of
each day. He drinks his potion of barkskin if expecting a fight.
During Combat The adept casts web, then hurls shock bullets
with his sling at any exposed foes, all the while uttering
vile epithets.
Base Statistics Without barkskin, the adept’s statistics
are AC 11, touch 11, flat-footed 11.
STATISTICS
Str 9, Dex 10, Con 12, Int 11, Wis 16, Cha 8
Base Atk +3; CMB +2; CMD 13
Feats Endurance, Great Fortitude, Skill Focus
(Knowledge [arcana], Survival), Toughness
Skills Heal +7, Knowledge (arcana) +13, Knowledge
(nature) +9, Stealth +10, Survival +16
Languages Common
SQ summon familiar (cat)
Combat Gear potion of barkskin, scroll of
comprehend languages, scrolls of
cure moderate wounds (2),
+1 shock bullets (6); Other
Gear dagger, quarterstaff,
sling with 10 bullets,
cloak of resistance +1,
ring of protection +1,
spell component pouch,
wooden holy symbol,
21 gp
This filthy, ill-mannered
hermit wants nothing but
to be left alone. He knows
many secrets that others have
forgotten, but will fight anyone who
dares to ask about them.
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HEALER
CR 7
HALFLING ADEPT 9
XP 3,200
Small humanoid (halfling)
NG
Init +1; Senses Perception +4
DEFENSE
AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 34 (9d6+3)
Fort +6, Ref +5, Will +11; +2 vs. fear
OFFENSE
Speed 20 ft.
Melee quarterstaff +3 (1d4–2)
Ranged sling +6 (1d3–2)
Adept Spells Prepared (CL 9th; concentration +11)
3rd—remove disease
2nd—cure moderate wounds, delay poison, web (DC 14)
1st—cure light wounds (2), endure elements, obscuring mist
0 (at will)—create water, read magic, stabilize
TACTICS
Before Combat The adept drinks her potion of mage armor.
During Combat The adept catches as many foes as possible in her
web, then heals her allies or seeks to escape. If she must fight,
she prefers her sling.
Base Statistics Without mage armor, the adept’s statistics
are AC 12, touch 12, flat-
footed 11.
STATISTICS
Str 6, Dex 13, Con 10, Int 12,
Wis 14, Cha 12
Base Atk +4; CMB +1;
CMD 12
Feats Brew Potion, Great
Fortitude, Iron Will, Scribe Scroll,
Skill Focus (Heal)
Skills Acrobatics +3 (–1 when
jumping), Appraise +4, Climb +0,
Heal +19, Knowledge (local) +8,
Knowledge (nature) +13, Linguistics +3,
Perception +4, Profession (herbalist) +14,
Survival +8
Languages Common, Elven, Gnome,
Halfling, Sylvan
SQ summon familiar (toad)
Combat Gear potions of cure light
wounds (2), potion of cure
moderate wounds, potions of lesser
restoration (2), potion of mage
armor, restorative ointment, scroll of
animal trance, scroll of cure moderate
wounds, scroll of neutralize poison (CL 8th),
scroll of remove curse (CL 8th), scroll of
remove disease, wand of cure light wounds
(29 charges), holy water, tanglefoot bag;
Other Gear quarterstaff, sling with 10 bullets, antitoxin (2),
everburning torch, healer’s kit, spell component pouch, wooden
holy symbol, bit and bridle, pony (combat trained), saddle,
saddlebags, 38 gp
This wise woman knows many natural remedies for
wounds and ailments, and supports this knowledge with a
strange mix of spells, scrolls, and potions. She is midwife
to many women, assists in the delivery of livestock, and
is trusted for her ability to predict storms and droughts.
The healer has a kind heart and hates to see any creature
suffer. She is usually able to find alternative ways for poor
folk to pay for her services, and as a result is beloved by
her community. Once she is provided with sufficient
food, water, and household supplies for her needs, she
often directs payments above and beyond that to other
needy people in the vicinity, creating a web of trust and
reliance among the townsfolk or villagers.
If she helps adventurers with a curse, disease, or terrible
injury, she is likely to ask them to build a stone wall, repair
a house, or tend to a farmer’s livestock in payment. This
is the case even if there is a remote threat of monsters
nearby, for she understands that the adventurers were
likely to chase down that threat anyway, and
therefore would be getting a service for free. She
believes in generosity and altruism, but likes
it when people remain humble and are willing
to get their hands dirty doing “real work” that
lacks the “glory” of bloodshed.
Many of her supplies were acquired from
years of negotiating and trading, whether
directly for the items (such as her wand
of cure light wounds) or for rare or exotic
materials she can use to make potions
and scrolls. If adventurers wish to pay
her in the form of these goods (or by
questing for them) or offer her minor
healing items the adventurers have
outgrown but that would still be
useful for helping villagers, she
gratefully accepts.
The healer is especially interested
in acquiring potions of cure light
wounds, as she is not particularly fast
on her feet (and is getting slower as
the years pass), nor is she a skilled
rider, so being able to hand a
healing potion (which even a
non-spellcaster can administer)
to a fast rider or runner might
make the difference between
life and death for an injured farmer
or rancher.
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CR
7
8
NPC CLASSES
ADEPTS
CULTIST
CR 8
HUMAN ADEPT 10
XP 4,800
Medium humanoid (human)
CE
Init +7; Senses Perception +3
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 45 (10d6+10)
Fort +5, Ref +6, Will +12
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee mwk silver dagger +5 (1d4–1/19–20)
Ranged mwk silver dagger +9 (1d4–1/19–20)
Adept Spells Prepared (CL 10th; concentration +13)
3rd—bestow curse (DC 16), cure serious wounds
2nd—invisibility, mirror image, web (DC 15)
1st—command (DC 14), cure light wounds, obscuring mist,
protection from law
0 (at will)—detect magic, light, read magic
TACTICS
Before Combat The adept drinks her potions
of barkskin, cat’s grace, fly, and mage
armor, then rises up out of reach of
enemy melee weapons.
During Combat The adept hurls fireballs
and lightning bolts from the air, then
returns to the ground to dispense
her touch spells and use her
wand of burning hands.
Base Statistics Without barkskin,
cat’s grace, fly, and mage armor,
the adept’s statistics are Init +5; AC 11,
touch 11, flat-footed 10; Ref +4; Speed 30 ft.;
Ranged mwk silver dagger +7 (1d4–1/19–20);
Dex 12; CMD 15; Skills Fly +1.
STATISTICS
Str 8, Dex 16, Con 10, Int 9, Wis 16, Cha 12
Base Atk +5; CMB +4; CMD 17
Feats Combat Casting, Great Fortitude,
Improved Initiative, Iron Will, Skill Focus
(Bluff), Toughness
Skills Appraise +2, Bluff +17, Fly +7, Knowledge
(arcana) +6, Knowledge (planes) +9,
Knowledge (religion) +5, Linguistics +0,
Spellcraft +7
Languages Common, Aklo
SQ summon familiar (raven, speaks Aklo)
Combat Gear necklace of fireballs (type IV),
potion of barkskin, potion of cat’s grace,
potion of fly, potion of mage armor,
scrolls of lightning bolt (2, CL 8th),
wand of burning hands (CL 5th,
16 charges), wand of cure light
wounds (31 charges), ; Other Gear masterwork silver dagger,
scroll case, silver unholy symbol, 37 gp
The cultist is a smiling friend to all in her community, so
few suspect she leads a second life dedicated to ushering in
the apocalypse. The cultist spins falsehoods to conceal her
true motives, presenting herself as a pious woman of the
church, a research assistant for a sage, or the demure wife
of the mayor or a local merchant—any role where she can
be known but does not wield power, and is therefore not
suspected of having any ambition. She uses her magic
to spy on townsfolk, punish her enemies and those who
would thwart her plans, direct suspicion away from her
onto a scapegoat, and sow confusion and panic among
the townsfolk so she can manipulate them more easily. If
discovered using magic, she pretends to be less successful
at it than she truly is and asks the witnesses not to tell
her superiors of it, as they would disapprove and
punish her for it.
Whether she serves demons, the god
of destruction, or strange beings from
the outer darkness, the cultist eagerly
anticipates the ruin of the world.
Much of her work involves placing
secret marks around her village,
sacrificing
animals,
burning
strange
herbs,
and
uttering
guttural chants, all of which help
power the apocalypse ritual taught
to her by her dark masters. The
culmination of these acts almost
certainly requires human sacrifice—
whether a direct act with a knife or
a subtle massacre such as a burning
building—and perhaps a celestial
conjunction
between
stars
and
planets invisible to the naked eye.
The cultist may believe the masters
of the apocalypse will reward her with
power or divinity when the time comes,
or will grant her a quick and merciful
death. She may wish to see the world
burn for some slight against her by a
rival or lover, or simply because the secret
madness within her throbs at the idea of
such wanton destruction.
Her minions in town include secret
alliances
with
enforcers
(adepts
5),
ruffians (commoners 7), or even a traitor
(commoner 10). The members of this
conspiracy may not know each other’s
identities, or may believe that someone
other than the cultist is in charge.
249
249
PAGE
CR 1/3
HALFLING ARISTOCRAT 1
XP 135
Small humanoid (halfling)
N
PRINCESS
CR 1/2
HUMAN ARISTOCRAT 2
XP 200
Medium humanoid (human)
N
Init +2; Senses Perception +6
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 3 (1d8–1)
Fort +0, Ref +3, Will +3; +2 vs. fear
OFFENSE
Speed 25 ft.
Melee dagger –1 (1d3–2/19–20)
TACTICS
During Combat The aristocrat fights as best he can with his dagger,
but flees as soon as possible to find a guard.
STATISTICS
Str 6, Dex 15, Con 9, Int 12, Wis 10, Cha 12
Base Atk +0; CMB –3; CMD 9
Feats Fleet
Skills Acrobatics +4, Climb +0, Diplomacy +5,
Escape Artist +3, Knowledge (local, nobility) +5,
Perception +6, Stealth +7
Languages Common, Halfling
Gear dagger, courtier’s outfit,
228 gp
This nervous young
page alternates between
avoiding unwanted attention
and
desperately
trying
to
impress any nobles who send
him on errands. His duties involve
carrying messages (whether on
parchment or memorized) within the
palace grounds or a city, delivering
packages, escorting the retainers
of visiting officials, and so on.
Sometimes a package carried
by a page contains something
quite
valuable,
though
if
that is the case, the page is
usually accompanied by one
or more guards (warriors 3).
The additional wealth in the
page’s stat block may account
for such items, though in
most cases the page only
carries a few silver coins
for his own personal
use plus a few
gold pieces for
his employer’s
expenses.
Init +1; Senses Perception +0
DEFENSE
AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 7 (2d8–2)
Fort –1, Ref +1, Will +3
OFFENSE
Speed 30 ft.
Melee unarmed strike +0 (1d3–1) or
light mace +0 (1d6–1) or
short sword +0 (1d6–1/19–20)
TACTICS
During Combat If forced into a fight, the aristocrat borrows,
improvises, or steals a weapon such as a light mace or
short sword (as an aristocrat, she is proficient with
all simple and martial weapons). If she has no allies
and believes her life is in danger, she flees.
STATISTICS
Str 8, Dex 13, Con 9, Int 11, Wis 10, Cha 14
Base Atk +1; CMB +0; CMD 12
Feats Dodge, Skill Focus (Diplomacy)
Skills Bluff +6, Diplomacy +10,
Knowledge (nobility) +5, Knowledge
(religion) +4, Perform (dance) +7, Perform
(sing, string instruments) +6, Ride +5,
Sense Motive +4
Languages Common
Gear noble’s outfit, signet ring, 310 gp
Well-rounded in her training,
the princess is a demure lady of
the court who handles herself
quite well in a fight. She has a
stubborn streak and a taste for
adventure, and doesn’t like
commoners telling her what
she can and can’t do.
Most of her remaining
wealth is in the form of
fine jewelry, such as
rings,
necklaces,
a
tiara, or a scepter.
These
items
are
quite recognizable
as belonging to the
royal family and sure
to cause suspicion if
they are found
in the hands of
anyone else.
250
250
CR
1/3
1/2
1
2
NPC CLASSES
ARISTOCRATS
SQUIRE
CR 1
HUMAN ARISTOCRAT 3
XP 400
Medium humanoid (human)
N
HEIR APPARENT
CR 2
HUMAN ARISTOCRAT 4
XP 600
Medium humanoid (human)
LG
Init +1; Senses Perception +5
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 19 (3d8+6)
Fort +1, Ref +2, Will +2
OFFENSE
Speed 20 ft.
Melee mwk longsword +4 (1d8+1/19–20) or
dagger +3 (1d4+1/19–20)
Ranged composite shortbow +3 (1d6+1/×3)
TACTICS
During Combat If serving a knight, the aristocrat fights near his
master, making frequent use of flanking and aid another. He stays
mounted to take advantage of his horse’s attacks.
STATISTICS
Str 13, Dex 12, Con 10, Int 8, Wis 9, Cha 11
Base Atk +2; CMB +3; CMD 14
Feats Mounted Combat, Power Attack, Toughness
Languages Common
Skills Diplomacy +4, Handle Animal +6, Intimidate +4,
Knowledge (nobility) +3, Perception +5, Ride +2
Combat Gear holy water; Other
Gear chainmail, composite
shortbow (+1 Str) with
20 arrows, dagger, masterwork
longsword, bit and bridle, light
horse (combat trained), riding
saddle, saddlebags, 11 gp
This squire has begun his
knightly training, but not yet
earned his spurs. He aspires
to match the valor and chivalry of the
finest knights. Most of his duties
involve caring for his knight’s
armor, weapons, and horse,
holding
prisoners
taken
by the knight, and giving
the knight an honorable
burial if he is killed.
The knight may
instruct the squire
to follow him into battle.
If the squire proves himself loyal,
skilled, and reliable in combat, his knight may
choose to elevate him to full knight status (though in
some lands this ceremony may only be performed by
the ruler). A knight may have many squires, but a squire
serves only one knight.
Init +1; Senses Perception +3
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 22 (4d8+4)
Fort +1, Ref +2, Will +3
OFFENSE
Speed 20 ft.
Melee mwk longsword +4 (1d8/19–20)
Ranged dagger +4 (1d4/19–20)
TACTICS
During Combat The aristocrat fights with skill and caution, as suits
one whose duty is to the throne. If in the company of others, she
suggests clever tactics even if she is not actually in command of
the group.
STATISTICS
Str 10, Dex 12, Con 10, Int 11, Wis 8, Cha 13
Base Atk +3; CMB +3; CMD 14
Feats Lightning Reflexes, Skill Focus
(Diplomacy), Toughness
Skills Diplomacy +11, Knowledge (engineering,
religion) +4, Knowledge (history) +5, Knowledge
(nobility) +7, Linguistics +4, Perception +3,
Perform (dance) +5, Ride +5, Sense
Motive +4, Survival +5
Languages Common, Elven
Combat Gear oil of bless weapon,
potion of cure moderate wounds,
potion of spider climb; Other
Gear masterwork breastplate,
dagger, masterwork longsword,
noble’s outfit, signet ring, 253 gp
The heir apparent has been groomed
to rule since birth, yet aspires to
an even greater destiny. She
welcomes the obligations of
a ruling queen, and hopes
to
accomplish
deeds
of
great
heroism,
justice, and mercy
during her time
on the throne.
She is normally
accompanied
by
guards (warriors 3) or
officers (aristocrats 6).
Some of her remaining wealth is in the
form of royal regalia, such as a circlet, and is easily
recognized as royal property.
251
251
FALCONER
CR 3
HUMAN ARISTOCRAT 5
XP 800
Medium humanoid (human)
CG
OFFICER
CR 4
ELF ARISTOCRAT 6
XP 1,200
Medium humanoid (elf)
N
Init +0; Senses low-light vision; Perception +8
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 36 (6d8+9)
Fort +2, Ref +2, Will +7; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 20 ft.
Melee mwk greatsword +8 (2d6+3/19–20) or
mwk warhammer +7 (1d8+2/×3)
Ranged mwk composite longbow +5 (1d8+2/×3)
TACTICS
During Combat The aristocrat directs her troops from horseback,
saving her personal attention for the toughest foes. She uses
potions of cure light wounds to save her most wounded
subordinates from death.
STATISTICS
Str 14, Dex 10, Con 10, Int 11, Wis 10, Cha 11
Base Atk +4; CMB +6; CMD 16
Feats Iron Will, Toughness, Weapon
Focus (greatsword)
Skills Diplomacy +9, Intimidate
+5, Knowledge (nobility) +5,
Perception +8, Profession
(soldier) +9, Ride +6, Sense
Motive +5
Languages Common, Elven
SQ elven magic, weapon
familiarity
Combat Gear potions of
cure light wounds (3),
potion of cure moderate
wounds; Other Gear
masterwork breastplate,
masterwork composite
longbow (+2 Str) with 20
arrows, masterwork greatsword,
masterwork warhammer,
courtier’s outfit, bit and bridle,
light horse (combat trained),
military saddle, saddlebags,
studded leather barding,
1,121 gp
The officer is a capable
and seasoned commander,
and has earned
the loyalty of
her troops.
Init +1; Senses Perception +10
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 17 (5d8–5)
Fort +0, Ref +4, Will +3
OFFENSE
Speed 30 ft.
Melee mwk short sword +4 (1d6/19–20)
Ranged mwk light crossbow +5 (1d8/19–20)
TACTICS
During Combat The aristocrat mounts his horse and flees while
shooting his crossbow. He orders his falcon to attack only if his
foes seem weak or he is in mortal peril.
STATISTICS
Str 10, Dex 12, Con 9,
Int 11, Wis 8, Cha 14
Base Atk +3; CMB +3;
CMD 14
Feats Lightning Reflexes,
Mounted Combat,
Skill Focus (Handle
Animal, Perception)
Skills Climb +5,
Diplomacy +9, Handle
Animal +13, Knowledge
(nobility) +7, Perception +10, Profession
(falconer) +7, Ride +3, Survival +3
Languages Common
Combat Gear potion of cure light wounds,
tanglefoot bag; Other Gear mithral
chain shirt, masterwork light crossbow
with 20 bolts,
masterwork short
sword, signal whistle,
silver holy symbol,
trained hawk
(Pathfinder RPG
Bestiary 131,
worth 40 gp), bit
and bridle, light horse
(combat trained), riding saddle,
saddlebags, 360 gp
The falconer has dedicated his life to
training birds of prey—his raptors are his
dearest friends. He cares little
about courtly life and
prefers the company of
his noble birds.
252
252
CR
3
4
5
6
NPC CLASSES
ARISTOCRATS
MAYOR
CR 5
HUMAN ARISTOCRAT 7
XP 1,600
Medium humanoid (human)
N
DIPLOMAT
CR 6
HALF-ELF ARISTOCRAT 8
XP 2,400
Medium humanoid (elf, human)
N
Init +1; Senses low-light vision; Perception +12
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 28 (8d8–8)
Fort +2, Ref +4, Will +9
OFFENSE
Speed 30 ft.
Melee mwk rapier +6/+1 (1d6–1/18–20)
Ranged dagger +7 (1d4–1/19–20)
TACTICS
During Combat The diplomat prefers to fence with words rather
than blades, but handles a rapier competently. She tries to
talk her opponents out of fighting, emphasizing the legal and
political trouble caused by harming an official diplomat.
STATISTICS
Str 9, Dex 12, Con 8, Int 12, Wis 10, Cha 16
Base Atk +6; CMB +5; CMD 16
Feats Alertness, Iron Will, Persuasive, Skill Focus
(Diplomacy, Knowledge [history])
Skills Bluff +14, Diplomacy +19, Intimidate +10,
Knowledge (geography, religion) +5,
Knowledge (history) +14, Knowledge
(nobility) +8, Linguistics +6, Perception +12,
Perform (dance) +7, Ride +5, Sense
Motive +13
Languages Common, Dwarven, Elven,
Giant, Goblin
SQ elf blood
Combat Gear potion of cure
moderate wounds; Other Gear
dagger, masterwork rapier,
cloak of resistance +1, figurine
of wondrous power (silver raven),
antitoxin (4), noble’s outfit, signet ring,
298 gp
Exposed since birth to the contentious
relationships between disparate races and
nationalities, the diplomat found her calling
in resolving the differences of others. Her
half-elven lifespan means she has dealt with
three or more generations of human nobility
in various countries and is well versed in
evolving etiquette. Slow-burning feuds and
several attempts on her life have made her
cautious and patient in her work.
Some of her remaining wealth is in
the form of jewelry appropriate to her
station (worth approximately 50 gp).
Init +0; Senses Perception +2
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 31 (7d8)
Fort +4, Ref +4, Will +9
OFFENSE
Speed 35 ft.
Melee mwk rapier +7 (1d6–1/18–20)
Ranged dagger +5 (1d4–1/19–20)
TACTICS
Before Combat The aristocrat drinks his potion of heroism.
He then calls rat
swarms with his
pipes of the sewers.
During Combat The
aristocrat sends his rats
forward and hides behind
allies. If alone, he uses
Combat Expertise to prolong
the fight in the hope that help
will arrive in time to save him.
Base Statistics Without heroism,
the aristocrat’s statistics are
Perception +0; Fort +2, Ref +2; Will +7;
Melee mwk rapier +5 (1d6–1/18–20);
Skills –2 on all skills.
STATISTICS
Str 8, Dex 11, Con 10, Int 13, Wis 10,
Cha 14
Base Atk +5; CMB +4; CMD 14
Feats Combat Expertise, Fleet,
Iron Will, Persuasive, Skill
Focus (Knowledge [local])
Skills Appraise +10, Bluff +14,
Diplomacy +16, Intimidate +14, Knowledge
(history) +9, Knowledge (local) +16, Knowledge
(nobility) +11, Knowledge (religion) +7, Perception +2,
Perform (wind) +8, Sense Motive +12
Languages Common, Halfling
Combat Gear potion of cure moderate wounds,
potion of heroism; Other Gear +1 chain shirt,
dagger, masterwork rapier, pipes of the sewers,
antitoxin (2), courtier’s outfit, staff of office
(worth 200 gp), everburning torch, 430 gp
The mayor has taken to wearing a chain
shirt beneath his clothing in the event
that illicit lenders come calling to
collect the money he owes.
253
253
KNIGHT
CR 7
HUMAN ARISTOCRAT 9
XP 3,200
Medium humanoid (human)
LE
Init +1; Senses Perception +5
DEFENSE
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 76 (9d8+36)
Fort +6, Ref +4, Will +5
OFFENSE
Speed 20 ft.
Melee mwk lance +12/+7 (1d8+5/×3) or
+1 longsword +12/+7 (1d8+6/19–20)
Ranged mwk composite shortbow +8/+3 (1d6+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
TACTICS
Before Combat Before a fight or joust, the aristocrat drinks his
potions of bear’s endurance and bull’s strength.
During Combat The aristocrat opens with a charge. When
confronting foes on foot, he stows his lance, then attacks
with his longsword. Against mounted foes, he wheels about
and charges so he can use Unseat, repeating this until all his
opponents are dismounted. If he is unable to hit a well-armored
rider, he is not above attacking the mount instead.
Base Statistics Without bear’s endurance and bull’s strength, the
aristocrat’s statistics are hp 58; Fort +4; Melee mwk lance +10/+5
(1d8+3/×3) or +1 longsword +10/+5 (1d8+4/19–20); Str 16, Con 12;
CMB +9; CMD 20.
STATISTICS
Str 20, Dex 12, Con 16, Int 10, Wis 8, Cha 9
Base Atk +6; CMB +11; CMD 22
Feats Improved Bull Rush, Power Attack, Ride-By Attack, Skill Focus
(Ride), Spirited Charge, Unseat
Skills Diplomacy +11, Handle Animal +5, Intimidate +11, Knowledge
(nobility) +12, Perception +5, Ride +10, Sense Motive +5
Languages Common
Combat Gear +1 human-bane arrows (2), potion of bear’s
endurance, potion of bull’s strength, potion of cure moderate
wounds; Other Gear masterwork full plate, masterwork heavy
steel shield, +1 longsword, dagger, masterwork composite
shortbow (+3 Str) with 40 arrows, masterwork lance, noble’s
outfit, signet ring, bit and bridle, heavy horse (combat trained),
masterwork breastplate barding, military saddle, saddlebags,
163 gp
Although this tarnished knight considers his honor
beyond reproach, he covets personal glory and seeks
the humiliation of his enemies. Whether commanding
a host of knights to rout tribes of hobgoblins or orcs or
touring the land in search of jousting competitions,
the knight is a tall, towering figure, striking fear into
the hearts of his opponents.
The knight does not fear battle and refuses to cheat or
use underhanded methods to achieve victory. He does not
believe that using magic is cheating, though he prefers
spells and items that enhance natural prowess rather than
ones that directly harm or afflict enemies, and frowns on
knights, warlords, and monsters that use such cowardly
tactics. His word is his bond, and he will negotiate an
enemy’s surrender to spare the lives of common troops
from pointless slaughter.
The above stat block may be used for a military
commander such as a general. It can also be used for a
lesser scion of a noble or royal house—one who has little
or no chance of inheriting the throne and is instead
trained for war. Such a scion may be loyal to the crown or
may attempt to gain support among the nobility to stage a
coup and usurp the throne for himself or a foreign power.
254
254
CR
7
8
NPC CLASSES
ARISTOCRATS
KING
CR 8
HUMAN ARISTOCRAT 10
XP 4,800
Medium humanoid (human)
N
Init +0; Senses Perception +10
DEFENSE
AC 18, touch 11, flat-footed 18 (+7 armor, +1 deflection)
hp 50 (10d8+5)
Fort +6, Ref +4, Will +10
OFFENSE
Speed 20 ft.
Melee mwk longsword +8/+3 (1d8–1/19–20) or
light mace +6/+1 (1d6–1)
Ranged mwk dagger +8/+3 (1d4–1/19–20)
TACTICS
During Combat No stranger to battle, the aristocrat fights with his
longsword and orders all available guards and retainers to slay
his attackers for the crime of attacking his royal person. He takes
full tactical command of the battle, directing each subject, and
avoids actions that put him at risk. If it looks like he would be
killed or captured, he directs his guards to block pursuers and
tries to flee.
STATISTICS
Str 8, Dex 11, Con 10, Int 14, Wis 10, Cha 14
Base Atk +7; CMB +6; CMD 17
Feats Alertness, Great Fortitude, Iron Will, Persuasive, Vital Strike,
Weapon Focus (longsword)
Skills Bluff +10, Diplomacy +19, Intimidate +12, Knowledge
(geography, history) +10, Knowledge (local) +6, Knowledge
(nobility) +15, Knowledge (religion) +8, Linguistics +9, Perception
+10, Perform (dance) +6, Perform (oratory) +10, Ride +6, Sense
Motive +17
Languages Common, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan
Combat Gear potion of cure serious wounds, potion of delay poison;
Other Gear +1 glamered breastplate, masterwork dagger,
masterwork longsword, cloak of resistance +1, ring of protection +1,
royal outfit, crown (worth 500 gp), royal scepter (worth 250 gp, as
light mace in combat), royal seal (worth 150 gp), 233 gp
Though once an even-tempered and capable ruler, the
king tires of the responsibilities of the crown and reflects
fondly on his days as a questing noble knight, free of court
intrigue and stif ling castle walls. Petitioners who bore
or offend him risk arousing his anger, as do sycophants
and hangers-on. He admires soldiers, knights, and
adventurers, though he doesn’t tolerate disrespect of
himself, his family, or his country.
If the king has a suitable heir (and therefore can afford
to take minor risks with his own life), he may sate
his desire for fresh air and action by going
on hunting trips, accompanied by a select
group of nobles and trusted guards. Player
characters who earn his goodwill may be
invited to these outings, but should be wary of outshining
the king’s skill at riding or hunting. The king giving
unexpected attention to the PCs may anger other nobles
and provide roleplaying and campaign plot opportunities.
Note that much of the king’s wealth is in the form of
royal regalia, such as a crown and royal seal. These items
are easily recognized as royal property and any non-noble
caught with them is assumed to be a thief. The king also
has access to other jewelry and clothing that belongs to
the official regalia of his office (such as crown jewels),
which may be worth thousands of gold pieces or more.
The above stat block can also be used for a queen,
adventuring prince or princess, or a (non-spellcaster)
ruler of a powerful religious institution (especially in
lands where it is customary for younger sons or daughters
to become clergy).
255
255
BEGGAR
CR 1/3
HALF-ELF COMMONER 1
XP 135
Medium humanoid (elf, human)
CN
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 4 (1d6+1)
Fort +1, Ref +2, Will –1; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)
TACTICS
During Combat The commoner offers his pitiful handful of copper
pieces to buy his life. If refused, he lashes out with his dagger
while screaming for help.
STATISTICS
Str 8, Dex 14, Con 13, Int 11, Wis 9, Cha 10
Base Atk +0; CMB –1; CMD 11
Feats Endurance, Skill Focus (Bluff)
Skills Bluff +4, Disguise +2, Perception +5, Perform (wind)
Languages Common, Elven
SQ elf blood
Gear dagger, disguise kit, wooden flute, 203 gp
A beggar has had a hard life. He might be honest in his
begging, or he might pretend to be something he’s not—
such as disfigured or a war hero—to evoke sympathy.
Init –1; Senses Perception +0
DEFENSE
AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 9 (2d6+2)
Fort +1, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee scythe –2 (2d4+1/×4) or
club +2 (1d6+1)
Ranged club +0 (1d6+1)
TACTICS
During Combat The commoner threatens aggressors with her
scythe, but switches to her club if she actually has to attack.
STATISTICS
Str 13, Dex 9, Con 12, Int 10, Wis 11, Cha 8
Base Atk +1; CMB +2; CMD 11
Feats Skill Focus (Handle Animal, Heal)
Skills Craft (carpentry) +6, Handle Animal +7, Heal +5, Knowledge
(nature) +1, Profession (farmer) +5
Init –1; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
hp 16 (3d6+6)
Fort +3, Ref +0, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee miner’s pick –2 (1d6+1) or
heavy mace +2 (1d8+1)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
TACTICS
During Combat The commoner uses whatever materials are
available to avoid melee combat, such as a lantern he can smash
to create a fire.
STATISTICS
Str 13, Dex 8, Con 14, Int 9, Wis 13, Cha 8
Base Atk +1; CMB +2; CMD 11 (15 vs. bull rush or trip)
Feats Skill Focus (Appraise, Profession [miner])
Skills Appraise +3 (+5 to assess nonmagical metals or gemstones),
Climb +5, Knowledge (dungeoneering) +0, Perception +5 (+7 to
notice unusual stonework), Profession (miner) +9
Languages Common, Dwarven
Gear leather armor, heavy mace, miner’s pick, pitons (10), rope (50
ft.), 753 gp
A miner labors long hours in the dark, and spends his
earnings freely during rare visits to the surface.
PIG FARMER
CR 1/2
HUMAN COMMONER 2
XP 200
Medium humanoid (human)
CN
Languages Common
Gear club, scythe, artisan’s tools, pigs (8), bit and bridle, light horse,
pack saddle, 251 gp
Despite her muddy appearance, a pig farmer has many
useful skills.
MINER
CR 1
DWARF COMMONER 3
XP 400
Medium humanoid (dwarf)
CN
Init +3; Senses Perception +10
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 10 (4d6–4)
Fort +1, Ref +5, Will +3; +2 vs. fear
OFFENSE
Speed 20 ft.
Melee fishing pole –3 (1d4–2)
Ranged sling +6 (1d3–2)
ACCOMPLISHED ANGLER
CR 2
HALFLING COMMONER 4
XP 600
Small humanoid (halfling)
CN
256
256
CR
1/3
1/2
1
2
3
4
NPC CLASSES
COMMONERS
TACTICS
During Combat The commoner uses her sling and retreats to a
safe location.
STATISTICS
Str 6, Dex 16, Con 9, Int 10, Wis 12, Cha 13
Base Atk +2; CMB –1; CMD 12
Feats Point-Blank Shot, Skill Focus (Perception)
Skills Acrobatics +5 (+1 when jumping), Climb +0, Craft (cook) +6,
Knowledge (geography, local, nature) +2, Perception +10,
Profession (fisherman) +6, Survival +2, Swim +2
Languages Common, Halfling
Combat Gear potion of cure light wounds; Other Gear sling with
10 bullets, fishing net, everburning torch, masterwork artisan’s
tools (fishing), 1,480 gp
An accomplished angler prides herself on handling life’s
trials with aplomb.
Init +1; Senses Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 17 (5d6)
Fort +1, Ref +2, Will +1
OFFENSE
Speed 35 ft.
Melee dagger +1 (1d4–1/19–20)
Ranged dagger +3 (1d4–1/19–20)
TACTICS
During Combat The commoner tries to talk her way out of a fight,
and uses her dagger if that fails.
STATISTICS
Str 8, Dex 13, Con 11, Int 9, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 13
Feats Alertness, Dodge, Fleet, Nimble Moves
Skills Diplomacy +6, Knowledge (local) +4, Perception +6, Sense
Motive +6
Languages Common
Gear dagger, antitoxin, 2,298 gp
A barmaid isn’t above passing messages or slipping a
dose of sleeping poison into a drink if the price is right.
hp 15 (6d6–6)
Fort +1, Ref +2, Will +5; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk rapier +3 (1d6–1/18–20)
TACTICS
During Combat The commoner calls for help, and uses alchemical
items to delay attackers.
STATISTICS
Str 9, Dex 10, Con 8, Int 14, Wis 12, Cha 13
Base Atk +3; CMB +2; CMD 12
Feats Alertness, Iron Will, Skill Focus (Appraise)
Skills Appraise +11, Bluff +5, Intimidate +5, Knowledge (history,
local) +4, Perception +11, Sense Motive +9, Spellcraft +5 (+7 to
identify magic item properties)
Languages Common, Elven, Gnome, Halfling
SQ elven magic, weapon familiarity
Combat Gear potion of cure light wounds, acid (2), alchemist’s
fire (2), tanglefoot bag, thunderstone; Other Gear masterwork
studded leather, masterwork rapier, magnifying glass,
merchant’s scale, silver holy symbol, 638 gp
A shopkeeper stocks a mix of useful supplies and gear for
townsfolk and adventurers alike. The stat block above can be
used for any typical merchant in a cosmopolitan settlement.
BARMAID
CR 3
HUMAN COMMONER 5
XP 800
Medium humanoid (human)
CN
SHOPKEEPER
CR 4
ELF COMMONER 6
XP 1,200
Medium humanoid (elf)
CN
Init +0; Senses low-light vision; Perception +11
DEFENSE
AC 13, touch 10, flat-footed 13 (+3 armor)
257
257
RUFFIAN
CR 5
HUMAN COMMONER 7
XP 1,600
Medium humanoid (human)
N
VILLAGE ELDER
CR 6
HALF-ORC COMMONER 8
XP 2,400
Medium humanoid (human, orc)
CN
Init +3; Senses Perception +4
DEFENSE
AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
hp 45 (7d6+21)
Fort +3, Ref +1, Will +1
OFFENSE
Speed 30 ft.
Melee mwk dagger +7 (1d4+3/19–20) or
club +6 (1d6+4)
Ranged dagger +2 (1d4+3/19–20)
TACTICS
During Combat The commoner fights with a dagger in his main
hand, and holds another dagger in his off hand in case he wants
to throw it.
STATISTICS
Str 16, Dex 8, Con 12, Int 11, Wis 9, Cha 10
Base Atk +3; CMB +6; CMD 15
Feats Improved Initiative, Skill Focus (Intimidate, Stealth), Step
Up, Toughness
Skills Bluff +5, Intimidate +8, Perception +4, Sense Motive +1,
Stealth +9
Languages Common
Combat Gear feather token (whip), potions of cure light
wounds (2), potion of shield of faith; Other Gear leather
armor, club, daggers (4), masterwork
dagger, manacles, rope (50 ft.), sunrods
(4), 3,656 gp
A ruffian makes a living by petty
theft and robbery when he isn’t
working with a larger gang.
Lacking the motivation to learn
a profitable trade, a ruffian has
spent a lifetime at hard unskilled
labor, and isn’t afraid to throw his
weight around to get what he wants.
Ruffians are employed anywhere
brute strength is more important than
skill or finesse and getting it done
cheaply is better than getting it
done well. Miners use ruffians
to push carts; farmers hire
them to load wagons;
merchants, thieves’
guilds, and cults use
them
as
enforcers
and guards; and street
gangs enlist them to
bolster their numbers.
Init +1; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 28 (8d6)
Fort +1, Ref +3, Will +6
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee mwk spear +4 (1d8–1/×3)
TACTICS
During Combat The commoner calls for help, then fights defensively
or uses total defense until allies arrive.
STATISTICS
Str 9, Dex 12, Con 8, Int 12, Wis 14, Cha 12
Base Atk +4; CMB +3; CMD 14
Feats Alertness, Iron Will, Persuasive, Toughness
Skills Bluff +5, Diplomacy +7, Intimidate +9, Knowledge (local) +9,
Perception +4, Perform (oratory) +5, Sense Motive +12
Languages Common, Giant, Orc
SQ orc blood, weapon familiarity
Combat Gear potion of
cure moderate wounds,
potion of invisibility;
Other Gear
masterwork
chain shirt,
masterwork
spear, courtier’s
outfit, bit and
bridle, light horse, riding
saddle, 4,731 gp
As a respected person in her community,
an elder takes it upon herself to stand
up to any troublemakers in her village
despite her advancing years.
She maintains a fine political
balance between the clergy,
merchants, and commoners
in her town, using diplomacy
and information to defuse
arguments.
If anyone attacks the elder,
she calls for guards (warriors 3)
and recruits (warriors 1) to
protect her, and most other
townsfolk call for additional
help if they can not or dare not
assist her directly.
258
258
CR
5
6
7
8
NPC CLASSES
COMMONERS
CONSTABLE
CR 7
HUMAN COMMONER 9
XP 3,200
Medium humanoid (human)
NE
TRAITOR
CR 8
HUMAN COMMONER 10
XP 4,800
Medium humanoid (human)
CE
Init +0; Senses Perception +14
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 49 (9d6+18)
Fort +5, Ref +4, Will +6
OFFENSE
Speed 30 ft.
Melee +1 spear +8 (1d8+4/×3) or
mwk sap +7 (1d6+2 nonlethal)
Ranged mwk light crossbow +5 (1d8/19–20)
TACTICS
During Combat The commoner calls for backup, and pursues an
enemy who flees or fights defensively against one who stays to
fight it out.
STATISTICS
Str 14, Dex 11, Con 13, Int 10, Wis 10, Cha 9
Base Atk +4; CMB +6; CMD 16
Feats Alertness, Iron Will, Light Armor Proficiency, Martial
Weapon Proficiency (sap), Toughness, Weapon
Focus (spear)
Skills Climb +6, Handle Animal +4, Intimidate +3,
Knowledge (local) +6, Perception +14, Ride +5,
Sense Motive +11, Swim +5
Languages Common
Combat Gear potion of bull’s strength,
potions of cure light wounds (2),
tanglefoot bags (4); Other Gear
masterwork chain shirt, +1 spear,
masterwork light crossbow with
10 bolts, masterwork sap, cloak
of resistance +1, everburning torch,
sunrods (5), bit and bridle, heavy
horse (combat trained), military
saddle, 2,568 gp
A gruff, no-nonsense sort, a constable
prefers a stern warning to violence, but
doesn’t hesitate to crack a belligerent
nuisance over the head.
Depending on the size of the town she
protects, the constable’s minions may include
guards (warriors 3), a larger number
of recruits (warriors 1), and perhaps a
tavern champion (warrior 5). In a smaller
community, she may only be able to gather a
group of pig farmers (commoners 2) and perhaps
some miners (commoners 4) to serve as a militia.
Unless dealing with monsters, the constable’s job
is to arrest and detain, not kill.
Init –1; Senses Perception +14
DEFENSE
AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
hp 55 (10d6+20)
Fort +6, Ref +4, Will +6
Immune detect thoughts, discern lies, alignment detection
OFFENSE
Speed 30 ft.
Melee light mace +4 (1d6–1)
Ranged splash weapon +4 (varies)
TACTICS
During Combat The traitor hides behind any available allies and
throws alchemical items, fighting in melee only as a last resort.
STATISTICS
Str 9, Dex 8, Con 12, Int 12, Wis 12, Cha 14
Base Atk +5; CMB +4; CMD 13
Feats Great Fortitude, Iron Will, Lightning Reflexes,
Skill Focus (Bluff, Sense Motive), Toughness
Skills Bluff +18, Diplomacy +8, Knowledge
(geography) +3, Knowledge (history) +5,
Knowledge (local) +6, Linguistics +3,
Perception +14, Ride +5, Sense Motive +12
Languages Common, Dwarven, Elven, Halfling
Combat Gear potion of cure moderate
wounds, potion of gaseous form, potion
of mage armor, acid (2), alchemist’s
fire (2); Other Gear leather armor,
light mace, ring of mind shielding,
875 gp
A trusted and respected pillar
of his community, a traitor
keeps a kind face and speaks
honeyed words, all the while
betraying his people for his
own selfish gain. In the long run,
he doesn’t care who gets hurt or
killed by his devious plans, as long
as he is able to profit from it in
terms of status or wealth.
The traitor may have the
village
elder
(commoner
8)
under his thumb, or may keep
several ruffians (commoners
7) at his beck and call. If allied with an
evil cult, he may be able to get help from
enforcers (adepts 5) or initiates (adepts 3) to
enact his plans and keep a cultist (adept 10)
on a short leash or at a safe distance.
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259
APPRENTICE JEWELER
CR 1/3
HUMAN EXPERT 1
XP 135
Medium humanoid (human)
N
OLD SAILOR
CR 1/2
ELF EXPERT 2
XP 200
Medium humanoid (elf)
CN
Init +2; Senses Perception +4
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
OFFENSE
Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)
TACTICS
During Combat The expert calls for help and makes a fighting retreat.
STATISTICS
Str 8, Dex 15, Con 11, Int 12, Wis 10, Cha 9
Base Atk +0; CMB –1; CMD 11
Feats Run, Skill Focus (Craft [jewelry])
Skills Appraise +5, Craft (jewelry) +8, Diplomacy +3, Disable
Device +6, Knowledge (history, local, nobility) +5, Perception +4,
Use Magic Device +3
Languages Common
Combat Gear acid; Other Gear padded armor, dagger,
masterwork artisan’s tools, 188 gp
An apprentice delivers orders when not
practicing her craft. She usually begins
her apprenticeship as a young adult, serves
for 7 years, and is paid mostly in room and
board at the master’s home or shop. After
this duration, the apprentice becomes
a journeyman in the craft and is paid a
daily wage by the master. Some, however
may instead leave to start their own
businesses
with
employees
once
they reach the journeyman stage.
A typical artisan has only one
apprentice at a time, but a famous
or wealthy one may have multiple
apprentices at once.
The above stat block can be used
for any sort of trade that requires fine
skill but not great strength,
such as cobbling,
dyeing, weaving,
glass-blowing,
locksmithing, or
pottery-making.
It can also be used
to represent skilled
professionals such as
carriage drivers and
house servants.
Init +1; Senses low-light vision; Perception +6
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 11 (2d8+2)
Fort +0, Ref +1, Will +3; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk dagger +3 (1d4+1/19–20) or
handaxe +2 (1d6+1/×3)
Ranged mwk dagger +3 (1d4+1/19–20) or
shortbow +2 (1d6/×3)
TACTICS
During Combat The expert keeps his back to the wall, seeks the
high ground, and uses Acrobatics to maintain a tactical advantage.
STATISTICS
Str 12, Dex 13, Con 11, Int 10, Wis 10, Cha 9
Base Atk +1; CMB +2; CMD 13
Feats Athletic
Skills Acrobatics +5, Climb +8, Craft (scrimshaw) +4,
Knowledge (religion) +4, Perception +6, Perform
(string) +3, Profession (sailor) +4, Sleight
of Hand +5, Survival +4, Swim +8
Languages Common, Elven
SQ elven magic, weapon familiarity
Other Gear leather armor, handaxe,
masterwork dagger, shortbow with
20 arrows, artisan’s tools, 36 gp
Quite weathered for an elf, a
sailor spends most of his free
time playing cards, making
music, or whittling away at
wood or ivory. Old sailors are
superstitious and wary of bad
omens before or during a voyage.
Though an old sailor is able
to defend himself if attacked, his
work relates to ship maintenance
and
transporting
cargo
rather
than repelling boarders. For an
experienced military sailor, use
the veteran buccaneer stat block
(page 267) or apply the advanced
creature simple template to the
old sailor stat block. You can also use
this stat block for laborers whose work
requires strength and maneuverability,
such as lumberjacks.
260
260
CR
1/3
1/2
1
2
NPC CLASSES
EXPERTS
SEASONED TRAPPER
CR 1
HALFLING EXPERT 3
XP 400
Small humanoid (halfling)
N
JOURNEYMAN CARPENTER
CR 2
HALF-ORC EXPERT 4
XP 600
Medium humanoid (human, orc)
N
Init +2; Senses Perception +7
DEFENSE
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 13 (3d8)
Fort +2, Ref +4, Will +4; +2 vs. fear
OFFENSE
Speed 20 ft.
Melee spear +3 (1d6/×3)
Ranged mwk light crossbow +6 (1d6/19–20)
TACTICS
During Combat The expert seeks concealment or cover and attacks
with her crossbow.
STATISTICS
Str 10, Dex 15, Con 10, Int 9, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 13
Feats Deadly Aim, Skill Focus (Survival)
Skills Acrobatics +3 (–1 when jumping), Climb +5, Craft
(leather) +5, Craft (traps) +7, Heal +6, Knowledge (nature) +3,
Perception +7, Ride +5, Stealth +11, Survival +9, Swim +4
Languages Common, Halfling
Combat Gear potion of cure light wounds; Other Gear
studded leather, masterwork light crossbow with
40 bolts, spear, masterwork artisan’s tools
(leather, traps), bit and bridle, riding dog,
riding saddle, 92 gp
A trapper catches animals with snares,
then turns their hides into leather
and fur goods. Most are independent
folk, content to live on the edge of
civilization so they don’t have to deal
with the niceties of polite society. A few
find themselves trying to escape a past
crime or tragedy, using the wilderness
to hide and eking out a livelihood
from the natural world. Most know the
best places to hunt and trap, hidden paths that
lead to observation points, and the locations
of caves and dangerous natural hazards.
In frontier areas, a seasoned trapper is
the next best thing to a guide, scout,
tracker, or sniper, and in wartime
many serve in the local militia, using
their keen eyes and deadly skills to
keep villagers safe and provide food.
In exchange for a few coins, they
may lead adventurers to the edge of
monster territory or provide food
or shelter in a storm.
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 10, touch 10, flat-footed 10
hp 22 (4d8+4)
Fort +2, Ref +1, Will +3
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee light hammer +4 (1d4+1)
Ranged light hammer +3 (1d4+1)
TACTICS
During Combat The expert uses the terrain to his advantage,
including ladders and narrow ledges.
STATISTICS
Str 13, Dex 10, Con 12, Int 12, Wis 8, Cha 11
Base Atk +3; CMB +4; CMD 14
Feats Power Attack, Skill Focus (Craft [carpentry])
Skills Acrobatics +6, Bluff +5, Climb +6, Craft
(carpentry) +11, Diplomacy +5, Disable Device +6,
Escape Artist +2, Intimidate +9, Knowledge
(engineering, local) +8, Perception +4
Languages Common, Orc
SQ orc blood, weapon
familiarity
Combat Gear oil of
mending (5), potions of
cure light wounds (2),
potions of spider climb (2);
Other Gear light hammer,
block and tackle, chain (20 ft.),
crowbars (2), everburning torch,
hammers (2), ladder, masterwork
artisan’s tools, bits and bridles (2),
mules (2), pack saddles (2), wagon,
561 gp
A journeyman carpenter is skilled
with a hammer, but tries to avoid
violence except to defend himself and
his family. Tools can be rebuilt or replaced,
and he will not waste his life protecting
mere objects.
The above stat block can be used for any
journeyman whose trade requires skill and
strength, such as a blacksmith, stonemason,
or teamster. The stat block can also be
used for older warriors in orc or
hobgoblin tribes who are not as
vigorous but are still able to fight.
261
261
SAPPER
CR 3
HUMAN EXPERT 5
XP 800
Medium humanoid (human)
LE
EXPERT BLACKSMITH
CR 4
DWARF EXPERT 6
XP 1,200
Medium humanoid (dwarf)
N
Init +1; Senses Perception +8
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 27 (5d8+5)
Fort +1, Ref +4, Will +4
OFFENSE
Speed 30 ft.
Melee mwk dagger +3 (1d4–1/19–20)
Ranged mwk dagger +5 (1d4–1/19–20) or
splash weapon +4 (varies)
TACTICS
During Combat The sapper throws alchemical splash weapons,
avoiding melee combat as long as possible.
STATISTICS
Str 8, Dex 12, Con 10, Int 16, Wis 11, Cha 9
Base Atk +3; CMB +2; CMD 13
Feats Lightning Reflexes, Point-Blank Shot, Skill Focus (Knowledge
[engineering], Stealth)
Skills Acrobatics +9, Climb +7, Craft (alchemy) +11, Disable Device +9,
Escape Artist +9, Knowledge (arcana,
geography) +11, Knowledge
(engineering) +14, Perception +8,
Stealth +12
Languages Common, Dwarven, Goblin
Combat Gear elixirs of hiding (2),
potion of barkskin, potion of
cure moderate wounds, potion of
invisibility, acid (4), alchemist’s fire (4);
Other Gear leather armor, masterwork
dagger, alchemist’s lab, antitoxin,
everburning torch, masterwork thieves’
tools, smokestick (2), tindertwig (4),
171 gp
Sappers specialize in undermining
fortifications and tunneling under walls.
Using a combination of time, engineering,
and explosives, sappers can rig
a tunnel to collapse to
protect a retreat or
create a path over a
mountainside. Their
enthusiasm for blowing
things up means they
take unnecessary risks,
and the lifespan of a
professional sapper is
often cut short in a
dramatic blast.
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 39 (6d8+12)
Fort +4, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC
vs. giants)
OFFENSE
Speed 20 ft.
Melee +1 warhammer +6 (1d8+2/×3) or
mwk cold iron warhammer +6 (1d8+1/×3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
TACTICS
Before Combat If she has at least 4 minutes to prepare to defend
her shop, the expert dons her masterwork breastplate.
During Combat The expert uses one of her warhammers in melee,
but calls for help and tries to avoid combat.
STATISTICS
Str 13, Dex 10, Con 14, Int 12, Wis 11, Cha 6
Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip)
Feats Craft Magic Arms and Armor, Master Craftsman (Craft
[weapons]), Skill Focus (Craft [armor, weapons])
Skills Appraise +10 (+12 to assess nonmagical
metals or gemstones), Craft (armor,
blacksmithing) +10, Craft (weapons) +15,
Knowledge (history) +8, Knowledge
(local) +9, Linguistics +7, Perform (sing) +7,
Sense Motive +9
Languages Common, Draconic,
Dwarven, Giant, Gnome, Halfling
Combat Gear oil of mending (5),
potions of cure light wounds (2),
potions of endure elements (2),
acid (2), alchemist’s fire (2),
thunderstone; Other Gear
leather armor, +1 warhammer,
masterwork cold iron
warhammer, masterwork
breastplate (not worn), feather
token (fan), block and tackle,
chain (20 ft.), masterwork
artisan’s tools, 1,211 gp
A blacksmith enjoys talking
about metal almost as much as
working it. She is proud that
her skill allows her to craft
everything from mundane
items to magic weapons.
262
262
CR
3
4
5
6
NPC CLASSES
EXPERTS
SUCCESSFUL MERCHANT
CR 5
HUMAN EXPERT 7
XP 1,600
Medium humanoid (human)
N
WISE SAGE
CR 6
HUMAN EXPERT 8
XP 2,400
Medium humanoid (human)
N
Init –1; Senses Perception +13
DEFENSE
AC 10, touch 9, flat-footed 10 (+1 armor, –1 Dex)
hp 31 (7d8)
Fort +3, Ref +2, Will +9
OFFENSE
Speed 30 ft.
Melee mwk silver dagger +5 (1d4–1/19–20)
Ranged mwk silver dagger +5 (1d4–1/19–20)
TACTICS
During Combat The expert hides behind his bodyguards or tries
to use his potion of invisibility to escape combat. The rapier he
wears is only for show, and he defends himself with his dagger.
STATISTICS
Str 9, Dex 8, Con 10, Int 14, Wis 12, Cha 13
Base Atk +5; CMB +4; CMD 13
Feats Alertness, Iron Will, Persuasive, Skill Focus
(Appraise, Intimidate)
Skills Appraise +15, Bluff +11, Diplomacy +13, Handle
Animal +6, Intimidate +11, Knowledge (geography)
+7, Knowledge (history, nobility) +4, Knowledge
(local) +12, Perception +13, Profession (merchant)
+11, Ride +9, Sense Motive +13, Survival +2
Languages Common, Dwarven, Elven
Combat Gear potion of cure moderate wounds,
potion of invisibility; Other Gear
masterwork silver dagger, masterwork
rapier, bracers of armor +1, cloak of
resistance +1, guard dog, magnifying
glass, merchant’s scale, bit and bridle,
heavy horses (2), light horse (combat
trained), riding saddle, saddlebags,
wagon, 720 gp
A successful merchant is pleasant
to customers but often an impatient
taskmaster to his employees. He
has spent a lifetime thinking of
ways to avoid physical work and
complains if expected to lend a
hand. He considers himself better
than anyone dumber or poorer
than he is.
The above stat block can be
used for any skilled NPC whose
profession relies on observation,
intimidation,
and
diplomacy,
such as a diplomat, innkeeper,
lawyer, or caravan leader.
Init +0; Senses Perception +1
DEFENSE
AC 11, touch 11, flat-footed 11 (+1 deflection)
hp 28 (8d8–8)
Fort +2, Ref +3, Will +8
OFFENSE
Speed 30 ft.
Melee quarterstaff +5/+0 (1d6–1)
TACTICS
During Combat The expert uses magic items to defend herself and
escape from combat as quickly as possible.
STATISTICS
Str 9, Dex 10, Con 8, Int 16, Wis 13, Cha 11
Base Atk +6; CMB +5; CMD 16
Feats Magical Aptitude, Skill Focus (Knowledge [arcana,
nature, planes], Use Magic Device)
Skills Appraise +14, Knowledge (arcana) +17, Knowledge
(dungeoneering, engineering, local) +7,
Knowledge (geography) +12, Knowledge
(history) +14, Knowledge (nature, planes)
+17, Knowledge (nobility) +5, Knowledge
(religion) +10, Linguistics +14, Spellcraft
+16, Use Magic Device +16
Languages Abyssal, Aklo, Aquan, Auran,
Celestial, Common, Draconic, Dwarven,
Elven, Ignan, Infernal, Terran
Combat Gear potion of cure moderate
wounds, scroll of expeditious retreat, scroll
of glitterdust, scrolls of identify (4), scroll
of invisibility, scroll of mage armor, scroll
of remove curse, wand of detect magic
(20 charges), wand of scorching ray (10
charges); Other Gear quarterstaff, cloak
of resistance +1, ring of protection +1,
everburning torch, bit and bridle, light
horse, riding saddle, 628 gp
A wise sage’s cantankerous manner
evaporates when she’s expounding
on matters of scholarly minutia. The
sage’s breadth of general knowledge
allows her to speak on most topics,
and her precious magic items let
her gain enough clues to direct her
further research. If she reaches her
limit on a topic, she may refer the
questioner to a specialist in that
field—or she may not, in order to
preserve her pride.
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CUTTHROAT LAWYER
CR 7
HALF-ELF EXPERT 9
XP 3,200
Medium humanoid (elf, human)
N
Init –1; Senses low-light vision; Perception +12
DEFENSE
AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 40 (9d8)
Fort +3, Ref +2, Will +9; +2 vs. enchantments
OFFENSE
Speed 30 ft.
Melee mwk rapier +6/+1 (1d6–1/18–20)
TACTICS
During Combat The expert fights defensively with her rapier, and
attempts to persuade her opponents that it is in their best
interest to stop fighting and let her escape.
STATISTICS
Str 9, Dex 8, Con 10, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +5; CMD 14
Feats Alertness, Iron Will, Martial Weapon
Proficiency (rapier), Persuasive, Skill
Focus (Bluff, Diplomacy)
Skills Bluff +21, Diplomacy +23, Intimidate +20,
Knowledge (history) +8, Knowledge (local,
nobility) +9, Linguistics +6, Perception +12,
Profession (barrister) +13, Sense Motive +15,
Spellcraft +8
Languages Celestial, Common, Draconic, Dwarven,
Elven, Gnome, Halfling, Infernal
SQ elf blood
Combat Gear potion of cure moderate wounds,
potion of heroism; Other Gear masterwork
rapier, circlet of persuasion, elixir of truth,
antitoxin, courtier’s outfit, light horses (2),
carriage, 1,100 gp
A cutthroat lawyer is a master of
loopholes, doublespeak, intimidation,
and litigation. She prides herself
on doing whatever it takes—within
the law—to win her case. Though
this means she won’t use illusions to
falsify evidence or enchantments to alter
a witness’s memories or coerce a judge or
juror to change a vote, it leaves her many
opportunities to enhance her own ability to
persuade and investigate. Given enough gold
and access to the right potions, she destroys
the opposition’s arguments, eradicates the
witnesses’ credibility, discovers conflicts of
interest in judges and jurors, digs up obscure
laws that invalidate the charges of which
her client is accused, suggests plausible
conspiracies or mistaken identities, points fingers at
other possible suspects, bogs down trial proceedings,
and offers plea bargains to a trivially smaller sentence in
order to get trials over with.
She loves the intellectual and magical challenge of
defeating her opponent within the bounds of the law,
much as a paladin enjoys a victory without resorting to
dishonorable tactics. She thrives on the attention and her
ability to manipulate others to see things as she wants
them to. If she worked as a prosecutor, her conviction
record would be nearly perfect, but because she loves
a good profit, she prefers aggressive litigation and
defending the accused. Any magic she uses to achieve a
win is added to her bill, and her favorite clients
are rich adventurers because they have the
deepest pockets.
The lawyer does have standards, and will
not defend those accused of crimes against
children. Likewise, she prefers clients who
are not actually guilty, or are guilty of
crimes against property rather than
against people.
The lawyer has a network of
contacts, observers, and expert
witnesses
ready
to
follow
people,
investigate
crime
scenes, badger city guards
for information, testify in
trials, and otherwise make
themselves useful for her
profession. She usually has
the assistance of one or more
less skilled lawyers (use the
successful
merchant
stat
block, expert 7) hoping to
gain some prestige by
association, and payrolls
two or three investigator
wizards (human diviner
4) at any one time. All of
these agents are people she
believes she can trust not to
violate any laws in the pursuit
of information, for one slip-
up can invalidate her entire case
and—worst of all—embarrass her
professionally. An agent who shows a lack of discretion
or discipline in this matter is cut off and disavowed;
depending on the infraction, she might bring her
litigious powers to bear against that person, in which
case it is usually best for the target to flee the city,
change his or her name, and attempt a new life
somewhere else.
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CR
7
8
NPC CLASSES
EXPERTS
MASTER ENTERTAINER
CR 8
GNOME EXPERT 10
XP 4,800
Small humanoid (gnome)
CN
Init +1; Senses low-light vision; Perception +2
DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 45 (10d8)
Fort +3, Ref +6, Will +7; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC
vs. giants)
OFFENSE
Speed 20 ft.
Melee dagger +7/+2 (1d3–2/19–20)
Ranged dagger +10/+5 (1d3–2/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids
Gnome Spell-Like Abilities (CL 10th; concentration +13)
1/day—dancing lights, ghost sound, prestidigitation, speak
with animals
TACTICS
During Combat The expert uses thrown daggers and
alchemical items to keep opponents at bay.
STATISTICS
Str 7, Dex 12, Con 10, Int 12, Wis 10, Cha 16
Base Atk +7; CMB +4; CMD 15
Feats Lightning Reflexes, Point-Blank
Shot, Quick Draw, Rapid Shot, Weapon
Focus (dagger)
Skills Acrobatics +14 (+10 when jumping),
Bluff +11, Craft (painting) +10, Disguise +9,
Escape Artist +9, Knowledge (local,
nobility) +9, Perception +2, Perform
(comedy) +16, Perform (dance) +11,
Perform (wind) +8, Sense Motive +5, Sleight
of Hand +14, Use Magic Device +16
Languages Common, Elven, Gnome, Sylvan
Combat Gear potion of cure moderate
wounds, scrolls of cat’s grace (2), scroll
of major image, scroll of shrink item,
wand of invisibility (10 charges), wand
of prestidigitation (20 charges), wand of
pyrotechnics (10 charges), wand of silent
image (10 charges), alchemist’s fire (2),
thunderstones (2); Other Gear daggers (8),
elixir of love, hat of disguise, marvelous pigments,
masterwork artisan’s tools, masterwork panpipes,
smokesticks (2), tindertwigs (4), 335 gp
Accomplished as an acrobat, clown, dancer, juggler, and
piper, a master entertainer augments her performance
with magical effects for audiences that pay high enough
ticket prices. Odd-looking even by gnome standards,
she is adept at making herself appear male or female, a
human or elf child, or even something monstrous like
a goblin or tiefling. When augmented by her magic cap,
the disguise is instantaneous and flawless. It is often her
practice to create a mundane disguise, then use the cap
to create an identical disguise over it, so that any who
magically detect or penetrate the disguise see the same
thing underneath, leading them to believe their magic
is erratic.
If working for a wealthy patron, she uses her funding
to create surreal and amusing backdrops, stages, and
costumes, sometimes with colors only visible to certain
races, or concealing words and images that appear only
when viewed with darkvision. She uses these props
to perform whimsical narratives that are suitable for
children, but that can easily be altered into something
haunting, disturbing, or even erotic or blasphemous
with a word from her employer. She has been known to
employ illusionists to add or subtract
elements from a performance, or
(like her habit with disguises)
create identical illusions on
top of actual scenery, perhaps
altering it slightly to give
the performance a sense of
heightened unreality.
Because of her experience traveling
with unsavory characters, she has
no qualms about being bribed
to help with many crimes, such
as smuggling goods into or out
of a city, faking a person’s death
as an on-stage “accident,” or
mocking an effigy or caricature of
a public official in a performance in
front of hundreds of witnesses.
She may travel alone or as part of a troupe of
actors or musicians (use the journeyman
carpenter stat block, expert 4), tavern
singers (bards 1), street performers
(bards 2), or laborers (use the
ruffian stat block, commoner 7).
During most of her travels she is
content to cavort and entertain,
but from time to time she sneaks
out to burgle or rob the rich and split the money
with her companions.
The above stat block can be used for any kind
of skilled nonmagical performer or artisan,
such as an actor, musician, painter, or singer.
Alter the NPC’s magic items to suit the particular
role; for example, scrolls of eagle’s splendor instead of
scrolls of cat’s grace.
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RECRUIT
CR 1/3
DWARF WARRIOR 1
XP 135
Medium humanoid (dwarf)
N
BRIGAND
CR 1/2
HUMAN WARRIOR 2
XP 200
Medium humanoid (human)
NE
Init +0; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 8 (1d10+3)
Fort +4, Ref +0, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC
vs. giants)
OFFENSE
Speed 20 ft.
Melee dwarven
waraxe +3
(1d10+1/×3) or
dagger +2
(1d4+1/19–20)
Ranged light crossbow +1
(1d8/19–20)
Special Attacks +1 on attack
rolls against goblinoid and
orc humanoids
TACTICS
During Combat The warrior prefers
melee combat and working with other
soldiers. He uses alchemist’s fire against
targets resistant to weapon damage.
STATISTICS
Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 7
Base Atk +1; CMB +2; CMD 12 (16 vs. bull
rush or trip)
Feats Weapon Focus (dwarven waraxe)
Skills Intimidate +2, Perception +1 (+3 to notice
unusual stonework)
Languages Common, Dwarven
Combat Gear alchemist’s fire; Other Gear
chainmail, heavy wooden shield, dagger,
dwarven waraxe, light crossbow with
20 bolts, 12 gp
Filled with bluster and swagger,
a recruit lacks the discipline of
an experienced soldier and can
quickly lose resolve if he finds
himself in over his head. A
recruit works best in a large
group under a strong leader
who can keep all the soldiers in
line and working together.
Left to his own devices, a recruit
becomes bored and looks for entertainments such as
drinking and gambling to pass the time.
Init +1; Senses Perception +0
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 15 (2d10+4)
Fort +4, Ref +1, Will +0
OFFENSE
Speed 30 ft.
Melee longsword +3 (1d8+1/19–20) or
sap +3 (1d6+1 nonlethal)
Ranged longbow +3 (1d8/×3)
TACTICS
During Combat The warrior snipes with arrows until her foes
are close, then uses her sword. She hurls thunderstones at
spellcasters, and tanglefoot bags at foes wearing heavy armor.
STATISTICS
Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 14
Feats Point-Blank Shot, Skill
Focus (Stealth)
Skills Intimidate +4, Stealth +6
Languages Common
Combat Gear potion of cure
light wounds, masterwork
arrows (5), tanglefoot bags (2),
thunderstone (2); Other
Gear leather armor, longbow
with 20 arrows, longsword,
sap, 48 gp
A brigand has no sense
of mercy, and is happy to
kill for a handful of silver.
Brigands waylay caravans,
create illegal turnpikes on
roads to collect tolls from
travelers, attack noisy camps
at night, and harass villages for
protection money. They are easily
routed but carry a grudge and remain
a recurring problem until imprisoned
or killed.
Many brigands are former soldiers
who lacked the discipline to stay in the
military or a mercenary company, and may
even be deserters from a local or invading
army. They rarely use group tactics, and
form into gangs under the toughest
member of the group, typically a
grizzled mercenary (warrior 6).
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CR
1/3
1/2
1
2
NPC CLASSES
WARRIORS
GUARD
CR 1
HUMAN WARRIOR 3
XP 400
Medium humanoid (human)
LN
VETERAN BUCCANEER
CR 2
HUMAN WARRIOR 4
XP 600
Medium humanoid (human)
CE
Init –1; Senses Perception +5
DEFENSE
AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
hp 22 (3d10+6)
Fort +3, Ref +0, Will +2
OFFENSE
Speed 30 ft.
Melee mwk guisarme +7 (2d4+3/×3) or
mwk longsword +6 (1d8+2/19–20)
Ranged javelin +2 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
TACTICS
During Combat The warrior uses his
reach to trip foes as they close, and
switches to his sword if necessary.
STATISTICS
Str 15, Dex 9, Con 10, Int 8, Wis 12, Cha 11
Base Atk +3; CMB +5; CMD 14
Feats Alertness, Toughness, Weapon
Focus (guisarme)
Skills Intimidate +6, Perception +5, Sense
Motive +4
Languages Common
Gear chain shirt, javelins (3), masterwork
guisarme, masterwork longsword,
manacles, 36 gp
A guard’s job is to protect others
and respond to trouble. Whether
sentries in a fort, members of a
city or town watch, caravan guards,
or bodyguards for a nervous merchant,
guards are trained to look for intruders
or suspicious activity and respond
with steel if violence is
necessary. Most operate in
pairs or larger groups, allowing one to run
for help if the group is outmatched.
The
above
stat
block
represents
a
professional guard or soldier who has seen
many battles (unlike guards, soldiers do not
generally carry manacles). Their armor and
weapons may belong to their employer (or
the army), but career guards buy high-quality
armor and weapons of their own, making
sure to retain enough mobility to chase down
attackers. To create a lower-ranking officer,
apply the advanced creature simple template to
this stat block.
Init +3; Senses Perception –1
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 26 (4d10+4)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 30 ft.
Melee mwk scimitar +6 (1d6+1/18–20)
Ranged mwk heavy crossbow +8 (1d10/19–20) or
throwing axe +7 (1d6+1)
TACTICS
During Combat The warrior uses her crossbow until she is in
boarding range, then switches to her scimitar.
STATISTICS
Str 12, Dex 16, Con 11, Int 10, Wis 8, Cha 9
Base Atk +4; CMB +5; CMD 19
Feats Dodge, Mobility, Toughness
Skills Acrobatics +6, Climb +6, Intimidate +6, Profession
(sailor) +3, Swim +17
Languages Common, Orc
Combat Gear elixir of swimming, potion of bull’s
strength, potions of cure light wounds (2), potion
of jump, alchemist’s fire; Other Gear studded
leather, masterwork heavy crossbow with 10 bolts,
masterwork scimitar, throwing axe, 231 gp
A veteran buccaneer lives to murder and
plunder. Like a shark, she constantly hunts
for prey. Buccaneers prefer easy targets
like heavy, slow-moving merchant
ships that quickly surrender their
booty rather than fast military
vessels that at best have a stockpile
of weapons and at worst carry a full crew
of angry sailors itching to spill pirate blood.
Some buccaneers take only cargo, some
take slaves, and some leave no survivors.
Larger pirate vessels may have slave
rowers (use the old sailor stat block,
expert 2) who are prodded to the decks
as reluctant fighters and living shields
for the actual buccaneers; these slaves
are easily replaced from surviving
members of the opposing crew. A
typical pirate captain uses the grizzled
mercenary stat block (warrior 6) or has a
PC class like the pirate king (fighter 15),
pirate queen (ranger 10), or sea captain
(druid 8).
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TAVERN CHAMPION
CR 3
HALF-ORC WARRIOR 5
XP 800
Medium humanoid (human, orc)
N
GRIZZLED MERCENARY
CR 4
HUMAN WARRIOR 6
XP 1,200
Medium humanoid (human)
CN
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 37 (5d10+10)
Fort +5, Ref +2, Will +0
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee unarmed strike +7 (1d3+2) or
sap +7 (1d6+2 nonlethal) or
warhammer +7 (1d8+3/×3)
TACTICS
During Combat The warrior makes nonlethal
unarmed strikes unless an opponent
draws a weapon. She uses Improved
Bull Rush to throw opponents into
tables or through windows. If
sorely pressed, she drinks her
potion of enlarge person.
STATISTICS
Str 14, Dex 13, Con 12, Int 9, Wis 8,
Cha 10
Base Atk +5; CMB +7; CMD 18
Feats Combat Reflexes, Improved Bull Rush,
Improved Unarmed Strike
Skills Intimidate +9, Perception +0
Languages Common, Orc
SQ orc blood, weapon familiarity
Combat Gear potions of cure light wounds (2),
potion of enlarge person; Other Gear chain shirt,
sap, warhammer, amulet of natural armor +1,
137 gp
A tavern champion is locally famous for
boxing, throwing darts, arm wrestling, or
just coming out on top in a bar fight. If she’s not
in the mood to fight—for example, if she’s just
trying to enjoy a meal or drink with friends—she
prefers to intimidate rivals into backing down, but
still enjoys a good brawl and knocks out anyone who
doesn’t take no for an answer.
Besting the tavern champion in a contest of
strength earns her respect and admiration (and
often a friendly camaraderie) as long as her
opponent has good sportsmanship and lets her
keep her dignity in defeat. Humiliating her,
on the other hand, could result in an ambush
beating or acts against the victor’s property or
companion creatures.
Init +0; Senses Perception +4
DEFENSE
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 51 (6d10+18)
Fort +7, Ref +3, Will +3
OFFENSE
Speed 20 ft.
Melee mwk heavy flail +9/+4 (1d10+3/19–20) or
mwk halberd +9/+4 (1d10+3/×3) or
longspear +8/+3 (1d8+3/×3) or
morningstar +8/+3 (1d8+2) or
cold iron kukri +8/+3 (1d4+2/18–20)
Ranged javelin +6 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
TACTICS
During Combat The mercenary throws a few
javelins, then closes in for the kill.
STATISTICS
Str 14, Dex 10, Con 12, Int 9, Wis 11, Cha 8
Base Atk +6; CMB +8; CMD 18
Feats Diehard, Endurance, Power Attack, Toughness
Skills Climb +0, Handle Animal +3, Intimidate +6,
Knowledge (local) +0, Perception +4, Swim +0
Languages Common
Combat Gear potion of barkskin, potion of cure
moderate wounds, alchemist’s fire (2), holy water;
Other Gear masterwork half-plate, cold iron kukri,
javelins (4), longspear, masterwork halberd,
masterwork heavy flail, morningstar, cloak of
resistance +1, antitoxin, sunrod, 325 gp
A grizzled mercenary is armed to the
teeth, and has survived wars and reckless
adventurers. He carries multiple weapons
so he can deal with various types of
monstrous foes, and is unfazed by most
encounters. He expects to be paid for his
service on time and in real coin—not
giant gems or weird statues.
The mercenary is willing to guard a
keep, wear a warlord’s tabard or uniform,
or venture into the upper levels of a
dungeon, but he’s no fool and doesn’t
like being treated as expendable.
He is loyal as long as he is paid well,
but not willing to risk his life on
an obvious suicide mission. The
above stat block can also be used for
veteran military officers.
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CR
3
4
5
6
NPC CLASSES
WARRIORS
EXPERT BODYGUARD
CR 5
HUMAN WARRIOR 7
XP 1,600
Medium humanoid (human)
N
ALOOF ARCHER
CR 6
ELF WARRIOR 8
XP 2,400
Medium humanoid (elf)
CN
Init +3; Senses Perception +8
DEFENSE
AC 17, touch 9, flat-footed 17 (+7 armor, –1 Dex, +1 shield)
hp 59 (7d10+21)
Fort +7, Ref +1, Will +5
OFFENSE
Speed 20 ft.
Melee +1 longsword +10/+5 (1d8+2/19–20) or
kukri +8/+3 (1d4+1/18–20)
Ranged mwk light crossbow +7 (1d8/19–20)
TACTICS
During Combat If she sees an enemy approaching,
the warrior fires her screaming bolt before
entering melee. In melee, she uses Stand Still to
prevent enemies from getting past her, giving her
employer time to escape.
STATISTICS
Str 13, Dex 9, Con 14, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +8; CMD 17
Feats Combat Reflexes, Improved Initiative, Iron Will,
Stand Still, Weapon Focus (longsword)
Skills Intimidate +9, Perception +8,
Sense Motive +8
Languages Common
Combat Gear potion of barkskin, potion
of bear’s endurance, potion of cure
moderate wounds, screaming bolt,
tanglefoot bag (2); Other Gear
masterwork banded mail, masterwork
light steel shield, +1 longsword, kukri, masterwork
light crossbow with 20 bolts, masterwork
manacles, 114 gp
A bodyguard carries many scars from
attempts on her employer’s life. Unlike
a common guard or even a grizzled old
mercenary, she is willing to die to protect
her charge if that is the only way to keep
him safe. If given the option to sacrifice
her own life to save him or flee to save
herself, she’ll choose the former.
A skilled bodyguard focuses her
attention on her employer and
any potential threats to his safety.
She searches rooms before he
enters, frisks unexpected guests
for weapons, and may drive his
chariot or employ common
guards she trusts to do so.
Init +2; Senses low-light vision; Perception +10
DEFENSE
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 52 (8d10+8)
Fort +6, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 20 ft.
Melee elven curve blade +10/+5 (1d10+3/18–20)
Ranged +1 composite longbow +12/+7 (1d8+3/×3)
TACTICS
During Combat The warrior uses her +1 flaming arrows on
dangerous targets like spellcasters. She falls backs and
keeps firing as foes approach her, avoiding melee as
long as possible.
STATISTICS
Str 14, Dex 14, Con 10, Int 10, Wis 10, Cha 9
Base Atk +8; CMB +10; CMD 22
Feats Deadly Aim,
Point-Blank Shot,
Rapid Shot, Weapon Focus
(composite longbow)
Skills Perception +10, Stealth +5
Languages Common, Elven
SQ elven magic, weapon
familiarity
Combat Gear elixir of
hiding, +1 flaming
arrows (6), potion of
cure moderate wounds,
potion of divine favor;
Other Gear masterwork
full plate, +1 composite
longbow (+2 Str) with
40 arrows, elven curve
blade, 72 gp
An aloof archer is disdainful of the archery
skill of non-elves. Despite their heavy
armor, aloof archers are remarkably
stealthy. Unlike the elven scouts
who move through the brush
and harass invaders, these
archers make up the ranged
support of elven armies,
firing over their comrades’
heads into the thick of
enemy forces, creating a
hail of deadly arrows.
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CAVALRY SOLDIER
CR 7
HALF-ELF WARRIOR 9
XP 3,200
Medium humanoid (elf, human)
LN
Init +0; Senses low-light vision; Perception +8
DEFENSE
AC 21, touch 10, flat-footed 21 (+9 armor, +2 shield)
hp 67 (9d10+18)
Fort +7, Ref +3, Will +4; +2 vs. enchantments
OFFENSE
Speed 20 ft.
Melee +1 lance +13/+8 (1d8+5/×3) or
mwk heavy pick +13/+8 (1d6+3/×4)
Ranged mwk composite shortbow +10/+5 (1d6+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
TACTICS
During Combat The warrior shoots her bow at lightly armored
opponents, using Mounted Archery to aim accurately even
when moving at speed. In melee, she wields her lance against
heavily armored targets, using Spirited Charge to increase
her damage and Ride-By Attack to create
openings in enemy defensive lines.
STATISTICS
Str 16, Dex 10, Con 12, Int 11, Wis 8, Cha 10
Base Atk +9; CMB +12; CMD 22
Feats Iron Will, Mounted Archery, Mounted Combat, Ride-
By Attack, Skill Focus (Perception), Spirited Charge
Skills Handle Animal +8, Perception +8, Ride +6
Languages Common, Elven
SQ elf blood
Combat Gear potions of cure moderate wounds (2),
potion of heroism, cold iron arrows (10), silver
arrows (10); Other Gear masterwork full plate,
masterwork heavy steel shield, +1 lance,
masterwork composite shortbow (+3 Str) with
40 arrows, masterwork heavy pick, bit and bridle,
heavy horse (combat trained), masterwork
chainmail barding, military saddle, saddlebags,
259 gp
A cavalry soldier mixes the elven
devotion to the natural world with
a human’s skill at armored
combat. She devotes
herself to a career
in the military,
the elven blood
in her veins giving her the time
and patience needed to reach
the highest pay grade for a
non-officer. She is content to
remain at her current rank
until she dies or retires, for
she took this job because of her love of horses and battle.
She respects discipline, and if she weren’t in the army,
she probably would form her own mercenary company
just so she could train others in horsemanship, battle
tactics, and skill-at-arms.
The soldier is blunt and direct but not intentionally
rude. She understands and respects that each horse
responds differently to verbal and nonverbal cues, and
knows that people are the same way, but is easily annoyed
by how humans say one thing and do another. She prefers
interactions where she can give or take orders with no
question as to what is expected of her and her fellows.
Flowery words and flattery are tiresome to her, and her
closest friends are those who speak to her openly and
honestly, as she would to them. She enjoys the company
of druids and rangers, appreciating their respect for
animals and feeling only slight envy because of her
inability to control the magic they wield.
The soldier has a keen eye for fine horses, and in times
of peace she breeds and raises them, either on her own or
for the army. She has retired many cavalry horses
in her lifetime, finding ranches where they can
be put to stud, tasked with light work, or
used to train novice riders. She is disgusted
by the idea of butchering horses for meat,
would rather starve than eat a horse, and
won’t permit any in her company to do
so. When a warhorse dies, she buries its
heart and head with honor and burns the
rest, unwilling to let a noble companion
be eaten by scavengers. Seeing someone
mistreat a horse drives her into a frenzy,
and she has been known to
tackle and beat a peasant or
merchant she spots whipping
a horse to get it to work. (She
is wise enough to not do this to
an officer or noble, but if by some
inaction on her part that person dies
in combat, so much the better.) She
especially dislikes goblins for their
cruelty toward horses, and enjoys
skewering them on her lance,
leaving the corpses on her lance
for follow-up attacks to better
intimidate their allies.
This stat block can also be
used for an expert military
archer, a non-noble general,
or a road-weary veteran who
has gone to war against
hordes of orcs, goblins,
or ogres.
270
270
CR
7
8
NPC CLASSES
WARRIORS
GLADIATOR CHAMPION
CR 8
HUMAN WARRIOR 10
XP 4,800
Medium humanoid (human)
NE
Init +3; Senses Perception +4
DEFENSE
AC 19, touch 15, flat-footed 15 (+3 armor, +1 deflection, +3 Dex,
+1 dodge, +1 shield)
hp 75 (10d10+20)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 30 ft.
Melee +1 short sword +12/+7 (1d8+3), mwk light mace +11
(1d6+1) or
trident +12/+7 (1d8+3)
Ranged trident +13 (1d8+3) or
dart +13 (1d4+2) or
net +9 ranged touch (entangle)
TACTICS
During Combat In a gladiator match, the
warrior fights with dramatic showmanship,
performing unnecessary acrobatic
maneuvers, intimidating foes with
flashy weapons displays (using Dazzling
Display), and otherwise prolonging the fight.
Depending on the style and theme of the
match, he may go for blood with his sword and
mace, hold the high ground with his trident,
or capture and drag his opponent with the net.
Outside the arena, he is quick and brutal with his
attacks, wasting no time before killing his opponent
so he is out of danger as soon as possible.
STATISTICS
Str 14, Dex 16, Con 10, Int 10, Wis 8, Cha 11
Base Atk +10; CMB +12; CMD 27
Feats Dazzling Display, Dodge, Toughness,
Two-Weapon Defense, Two-Weapon Fighting,
Weapon Focus (short sword)
Skills Acrobatics +12, Intimidate +8, Perception +4,
Sense Motive +9
Languages Common
Combat Gear potion of cure moderate wounds,
potion of heroism; Other Gear studded
leather, +1 short sword, darts (10), net,
masterwork light mace, trident, belt of giant
strength +2, ring of protection +1, antitoxin,
240 gp
The gladiator champion rose up from
hopeless slavery to great fame, winning
match after match with luck,
skill, and the approval of
the crowd. He has defeated
single opponents and dozens of warriors at once, fought
tigers and strange beasts, and even battled a minotaur
and things that have no name in any human tongue.
Now at the top of his game, the champion fights every
public battle as if a grand audience were watching. Though
he is still a slave, he is a valued slave with thousands of
fans, and his owner is careful to not put him in matches
where he will likely be slain. The gladiator lives for the
fighting, the glory, the wet heat of his opponent’s blood,
and the noise of the joyous crowd. Within the halls of
the gladiators he lives like a prince, albeit
a prince bound with a thin golden chain
that he cannot break on his own.
In the arena he has played the role of
mighty hero and god of war, but deep in his heart
he knows his time of greatness will eventually come to
an end. He hopes that someday his owner will grant him
his freedom, allowing him to retire to a place of comfort
where he can live off a small stipend—an honest reward
for a lifetime of dangerous service. He fears that his
master will discard him before he gets too old, throwing
away his life in some grand spectacle or to win a
bet against a rival’s champion—a humiliating,
pointless death for a seasoned performer.
The longer he remains a gladiator, the more
this voice of fear speaks to him. He is a hero to
the other slave gladiators, and enough fear may
push him to lead them in an armed rebellion
against their captors. Depending on the
skill of his fellows, use the stat blocks for
recruits (warriors 1), brigands (warriors 2),
veteran buccaneers (warriors 4), or tavern
champions (warriors 5). Having killed
hundreds over the years just for the
sake of entertainment, he
is more than willing to
sacrifice his comrades
if doing so means he
and the survivors have a
chance to live out their last years in peace.
Above all, the gladiator wants to survive. If
he is losing a fight—even a public one—and
has reason to believe his opponent will
be merciful, he surrenders rather than
fighting to the death.
This stat block can also be used for a
retired military hero, tribal champion,
or loyal retainer of a noble family. If
used for this purpose, change his
melee weapon choices and his
armor to alternatives that
are more suitable for
his revised role.
271271
272
273
I
n the darkness, something
moved. Amiri whirled, her
oversized sword striking sparks
against the ancient pillars. Both
adventurers froze as the sound
echoed down the empty corridors.
In its wake came a dry scraping,
like stone against rusted steel. It
stopped, then came again, louder.
Harsk chuckled grimly. “So
this gold doesn’t belong to
anybody, eh?”
“Not this again!” Amiri resumed
shoving coins into the ancient
clay pots. “I told you, that’s what
the old man said!”
“Of course.” Harsk raised his
crossbow and sighted down it
into suddenly shifting shadows.
Reflections glinted off blades and
helms.“But I think someone here
might disagree.”
Iconic Characters
ICONIC
CHARACTERS
Since the very beginning of the Pathfinder Adventure
Path, the game has been defined as much by its visual style
as by its rules and flavor. Some of the key components of
the art are the iconic characters who appear on and in
books time and again, defeating horrible monsters and
performing acts of great heroism.
Originally, the iconics were created so Paizo could have
a detailed reference character for each class; that way, if
a book needed art showing a fighter, the Paizo art and
development staff could send the artist the reference
illustration for Valeros instead of having to explain what
kinds of armor, weapons, and equipment the fighter should
have. The portraits of the iconics by artist Wayne Reynolds
graced the covers of the first Adventure Paths, drawing the
eye and giving a recognizable face to Pathfinder. The fans
clamored for more iconics and for histories of the ones
they had already seen, and over time the iconics became a
living part of the world. Whether showing off new weapons
and armor, blasting foes with new spells, or dodging the
attacks of vicious new beasts, they now represent all player
characters—past, present, and future—created by the
players of the Pathfinder Roleplaying Game. Whether you
played an iconic character in a pick-up game or pored over
the iconics’ character sheets to learn how you could make
your own PC even better, the iconics have been the faces of
the Pathfinder Adventure Path and Pathfinder RPG since
their inception.
This chapter presents stat blocks for the iconic
characters of the 11 core classes in the Core Rulebook at
levels 1, 7, and 12. Unlike the stat blocks featured in the
rest of this book, these statistics are built for use as player
characters rather than nonplayer characters. Each uses
the high fantasy (20 point) point buy system presented on
page 16 of the Pathfinder RPG Core Rulebook, and therefore
has higher ability scores than a typical NPC would. The
characters’ wealth was determined by the Character
Wealth by Level table on page 399 of the Core Rulebook.
Unlike the NPC stat blocks in this book, which generally
do not list mundane gear such as rope and torches,
these PC stat blocks include appropriate adventuring
gear the character is expected to have—they’re ready for
immediate adventuring. Of course you may change, add
to, or subtract from their gear to suit your campaign,
and players may want to alter how the iconics spent their
wealth, though the total amount of gear should follow the
Character Wealth by Level table.
HOW TO USE THIS CHAPTER
The two most common uses for the characters in this
chapter are as player characters or powerful NPCs.
PLAYER CHARACTERS
If you need a PC in a hurry, the iconics give you options
at character levels 1, 7, and 12—just grab one of the iconic
stat blocks and go. This is particularly handy for games
run at game stores or conventions, new players, last-
minute additions, or when a player has simply run out
of prep time or forgotten his character sheet. If you’ve
never played a character of a particular class before,
be sure to read the Tactics section of the stat block; it
includes useful information about how the character
prepares before combat and suggestions about what to
do while in battle. These characters are also legal for
Pathfinder Society play (but see the Pathfinder Society
Iconics sidebar on the facing page). If you use the iconics
as PCs, ignore the challenge rating and XP value listed
in the character’s stat block—those only matter for
monsters and NPCs.
The iconic characters are built as above-average
characters, but not the absolute “best” or most powerful
characters you potentially could build—they’re more
intended to represent typical examples or archetypes
of their particular classes. The Pathfinder Roleplaying
Game is very flexible, and thus gives you many different
ways to make a character “the best” at something. In
some cases that means he or she deals or heals the most
damage in a round; in others, he or she has the most hit
points, casts the most spells, or has the highest Armor
Class. Not everyone agrees on what specializations make
a given class the most fun to play, and if you’d rather
play a character a different way, you can easily adjust the
mechanical choices for these characters to reflect that,
increasing some aspects at the cost of others. In general,
however, these characters are designed to be well-
rounded individuals who have a good chance of surviving
level-appropriate adventures. For a new player needing a
character on the spot, having a character who survives
the first adventure is a much more rewarding experience
than having a character who deals a lot of damage but
dies before the adventure is finished!
POWERFUL NPCS
Just like all the other characters in this book, you can use
the iconics as NPCs for your player characters to fight,
study under, or contact for jobs or useful information.
However, because the iconics have PC-level gear and use
the 20-point ability score buy instead of the heroic array,
their CRs are 1 higher than those of NPCs of the same
level (1st-level Amiri is CR 1, whereas a 1st-level barbarian
NPC is CR 1/2, and so on). These are the CRs listed in
the iconics’ stat blocks, and the characters’ XP value is
based on this adjusted CR. Feel free to use the iconics
as tough leaders of groups of standard NPCs for a little
extra challenge.
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274
ICONICS
INTRODUCTION
ICONIC CHARACTER SUMMARIES
This section gives a quick description of each of the
iconic characters. You can find more information about
the histories and attitudes of these iconics—as well as
meet some of the iconics created for newer classes in the
Pathfinder RPG—by searching for “meet the iconics” on
the Paizo blog at paizo.com.
AMIRI (BARBARIAN)
Amiri is a fierce tribal warrior from the north who left
behind the lands of her chauvinistic tribe to escape the
bonds of tradition. Her oversized bastard sword is a
trophy from when she was sent on a suicide mission against
a frost giant camp by her tribe’s elders.
LEM (BARD)
Born a slave in a land under the shadow of devils, Lem
was blessed with a quick wit that earned him easier work
as an entertainer. He escaped from slavery, and looks for
things to laugh about so he can forget the misery his
fellow halflings endure back home.
KYRA (CLERIC)
Kyra grew up near a small temple to the sun goddess
Sarenrae, and when bandits attacked her village, the
priestesses gave their lives defending the innocent.
Standing in the burned ruin of the temple, young Kyra
swore her life and sword arm to the goddess, promising
mercy to the deserving and a quick death to those who
glory in murder.
LINI (DRUID)
Lini is an empathetic gnome with a talent for calming
angry animals. Lini’s nature bond class ability is with her
snow leopard (small cat), Droogami; animal companion
stat blocks for small cats at druid levels 1, 7, and 12 are
in Appendix 1. You may instead select a domain for Lini
to replace her animal companion (see the nature bond
ability on page 50 of the Core Rulebook).
VALEROS (FIGHTER)
Valeros is a good-hearted former mercenary whose
longing for adventure convinced him to flee an arranged
betrothal to a farmer’s daughter. He is famous for his two
swords, his love of strong drink, and his appreciation of
pretty women.
SAJAN (MONK)
Born into a warrior caste in a far-off land, Sajan fled his
duties and home in search of his missing twin sister, a
fellow martial artist. Under sentence of death in his
homeland for desertion, he obsesses over finding clues
that could lead him to his twin.
SEELAH (PALADIN)
Orphaned by a gnoll attack on a city of pilgrims, a starving
young Seelah was fascinated by a paladin’s shining helm.
After her theft of the helm led to the paladin’s death
while defending the city, the guilt-stricken girl climbed
onto the paladin’s pyre—only to be saved by the other
paladins, who took her in and made her one of them.
HARSK (RANGER)
Harsk is a gruff and driven dwarf, following a vow
of justice to avenge his brother’s death at the hands of
giants. He prefers tea to ale, wanting to keep his senses
sharp. Harsk’s nature bond class ability is with his
badger, Biter; animal companion stat blocks for badgers
at effective druid levels 4 and 9 (ranger levels 7 and 12)
are in Appendix 1. You may instead select companions
to replace the animal companion (see the hunter’s bond
ability on page 66 of the Core Rulebook).
MERISIEL (ROGUE)
Orphaned at a young age and raised by humans in the
slums, the elf Merisiel has seen many friends grow old
and die in the decades it took her to become an adult. She
believes in experiencing life to the fullest, for you never
know when you’ll meet an unexpected end.
SEONI (SORCERER)
Born into a nomadic tribe, Seoni is gifted with magic
and driven by dreams to explore the mysteries of her
supernatural heritage. She is adorned with dozens of
runic tattoos that indicate her high status in her tribe
and aid her spellcasting.
EZREN (WIZARD)
After years of trying to clear his father’s name, Ezren
abandoned his old life and became a wizard after his
of research revealed that his father was indeed guilty of
heresy. Ezren is a middle-aged man, and he has the ability
score modifiers for that age category (Core Rulebook 169).
PATHFINDER SOCIETY ICONICS
The Pathfinder Society Organized Play program has a few
special restrictions on certain feats, class abilities, and
equipment in order to make sure the worldwide campaign
goes smoothly. If you’re using one of these iconic characters
as a PC in a Pathfinder Society game and the PC has one
of the restricted options, you can’t use that option in the
game. See the Guide to Pathfinder Society Organized Play
(a free download from paizo.com/pathfindersociety) for
more information on these restrictions. The restrictions
should have a very minor impact on the iconic PCs, and the
characters are otherwise ready to use in Pathfinder Society.
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275
AMIRI, ICONIC BARBARIAN
Amiri never fit into the expected gender roles of her tribe,
refusing to be the docile, domestic sort of woman that the Six
Bear tribe valued. Instead, she insisted on competing with
the male warriors of her tribe, and constantly one-upped
them. If another hunter brought back a caribou to feed the
tribe, she brought back two. If the best warrior among them
killed four orcs in a raid, she killed six. Though many were
secretly impressed by her prowess, other tribes mocked
them, and the village elders knew that tradition could not
be mocked without grave consequences. Amiri had to die.
When the tribe attempted to send her on a suicide mission,
however, Amiri refused to fall. Instead, she returned with
an enormous trophy: a frost giant’s sword. Her former
comrades’ laughter—how could she possibly expect to wield
such a huge blade—and the admission that she’d been sent
out to die was too much for Amiri. Rage overtook her, and
in that blind bloodlust she found a strength she’d never
known she possessed. When the red mists cleared, she was
surrounded by dead members of her hunting party.
While she was unrepentant for the deaths of the men who
preferred to betray her rather than admit her skill, Amiri still
knew that kin-killing was a crime she could never live down.
She abandoned her people to the cold steppes and tundra
and headed south toward more civilized lands, enjoying the
heady rush of finally no longer being bound by tradition.
Since then, she has taken to traveling only with those
adventurers and mercenary companies who show her proper
respect. She values her oversized sword (even though she can
only truly wield it properly when her blood rage takes her),
but never speaks of the circumstances that forced her to flee
her homeland. Some things are better left unsaid.
Init +1; Senses Perception +5
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +1
OFFENSE
Speed 40 ft.
Melee Large bastard sword +3 (2d8+6/19–20)
Ranged shortbow +2 (1d6/×3)
Special Attacks rage (6 rounds/day)
TACTICS
During Combat Amiri counts on her high Strength and the sheer
size of her blade to defeat foes, knowing that her attacks
are less accurate because of the sword’s size. When she has
difficulty hitting a target, needs to deal even more damage, or
needs the extra boost to her Constitution, Amiri rages and uses
Power Attack to bring enemies to their knees.
Raging Statistics When raging, Amiri’s stats are AC 13; hp 17;
Fort +6, Will +3; Melee Large bastard sword +5 (2d8+9/19–20);
CMB +7; Skills Climb +7.
STATISTICS
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Exotic Weapon Proficiency (bastard sword), Power Attack
Skills Climb +5, Handle Animal +4, Intimidate +4, Perception +5,
Survival +5
Languages Common
SQ fast movement
AMIRI
CR 1
HUMAN BARBARIAN 1
XP 400
Medium humanoid (human)
CN
276
276
CR
1
7
12
ICONICS
AMIRI, BARBARIAN
Combat Gear acid flask; Other Gear hide armor, Large bastard
sword, shortbow with 20 arrows, backpack, bedroll, caltrops, flint
and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4),
waterskin, 5 gp
Init +2; Senses Perception +11
DEFENSE
AC 19, touch 11, flat-footed 17 (+7 armor, +1 deflection, +2 Dex,
+1 natural, –2 rage)
hp 86 (7d12+35)
Fort +9, Ref +4, Will +5
Defensive Abilities improved uncanny dodge, trap sense +2;
DR 1/—
OFFENSE
Speed 40 ft.
Melee +2 Large bastard sword +15/+10 (2d8+12/19–20)
Ranged mwk longbow +10/+5 (1d8/×3)
Special Attacks rage (18 rounds/day), rage powers (guarded stance
[+2 dodge vs. melee], powerful blow +2, surprise accuracy +2)
TACTICS
During Combat Amiri rages whenever she’s in combat, preferring
to fight in her enemies’ faces rather than from range. She
uses Power Attack and Cleave at every opportunity, though if
she has difficulty hitting a target that particularly infuriates
her, she either forgoes the extra damage and uses powerful
blow to make up the shortfall, or combines her Power Attack
with surprise accuracy to keep her chance to hit high. She bull
rushes foes into positions where they can be flanked.
Base Statistics When not raging, Amiri’s statistics are AC 21; hp 72;
Fort +7, Will +3; Melee +2 Large bastard sword +13/+8 (2d8+9/
19–20); Str 20, Con 14; CMB +12 (+14 bull rush), CMD 25; Skills
Climb +13, Swim +11.
STATISTICS
Str 24, Dex 14, Con 18, Int 10, Wis 12, Cha 10
Base Atk +7; CMB +14 (+16 bull rush); CMD 27 (29 vs. bull rush)
Feats Cleave, Exotic Weapon Proficiency (bastard sword), Improved
Bull Rush, Power Attack, Weapon Focus (bastard sword)
Skills Acrobatics +0 (+9 when jumping), Climb +15, Handle Animal +7,
Intimidate +10, Perception +11, Survival +9, Swim +13
Languages Common
SQ fast movement
Combat Gear javelin of lightning, potions of cure serious wounds (2),
potion of delay poison, potion of fly, potion of lesser restoration,
acid flask; Other Gear +3 hide armor, +2 Large bastard sword,
masterwork longbow with 20 arrows, amulet of natural armor +1,
belt of giant strength +2, ring of jumping, ring of protection +1,
backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.),
shovel, torches (5), trail rations (4), waterskin, 220 gp
Init +2; Senses Perception +16
DEFENSE
AC 24, touch 13, flat-footed 22 (+9 armor, +3 deflection, +2 Dex,
+2 natural, –2 rage)
hp 191 (12d12+108)
Fort +19, Ref +10, Will +12
Defensive Abilities improved uncanny dodge, trap sense +4; DR 3/—
OFFENSE
Speed 40 ft.
Melee +3 Large bastard sword +24/+19/+14 (2d8+18/19–20)
Ranged +1 longbow +15/+10/+5 (1d8+1/×3)
Special Attacks greater rage (30 rounds/day), rage powers
(guarded stance [+3 dodge vs. melee], increased damage
reduction +1, powerful blow +4, renewed vigor [3d8+7 hp],
strength surge +12, surprise accuracy +4)
TACTICS
During Combat Amiri rages whenever she’s in combat,
preferring to fight in her enemies’ faces rather than attacking
from range—a practice she often describes uncharitably as
“the coward’s way.” She uses Power Attack and Cleave at
every opportunity, though if she has difficulty hitting a target
that particularly infuriates her, she either forgoes the extra
damage and uses powerful blow to make up the shortfall, or
combines her Power Attack with surprise accuracy to keep her
chance to hit high. She bull rushes foes into positions where
they can be flanked.
Base Statistics When not raging, Amiri’s statistics are AC 26; hp 155;
Fort +16, Will +9; DR 2/—; Melee +3 Large bastard sword
+21/+16/+11 (2d8+13/19–20); Str 24, Con 18; CMB +19 (+21 bull
rush), CMD 34 (36 vs. bull rush); Skills Climb +20, Swim +17.
STATISTICS
Str 30, Dex 14, Con 24, Int 10, Wis 12, Cha 10
Base Atk +12; CMB +22 (+24 bull rush); CMD 35 (37 vs. bull rush)
Feats Cleave, Exotic Weapon Proficiency (bastard sword),
Great Cleave, Improved Bull Rush, Power Attack, Toughness,
Weapon Focus (bastard sword)
Skills Climb +23, Handle Animal +9, Intimidate +15, Perception +16,
Survival +13, Swim +20
Languages Common
SQ fast movement
Combat Gear javelin of lightning, potion of cat’s grace, potions of
cure serious wounds (5), potion of delay poison, potion of fly,
potion of haste, potion of lesser restoration; Other Gear +5 hide
armor, +3 Large bastard sword, +1 longbow with 20 arrows,
amulet of natural armor +2, belt of physical might +4 (Str, Con),
cloak of resistance +4, ring of counterspells (calm emotions),
ring of protection +3, backpack, bedroll, caltrops, flint and
steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4),
waterskin, 420 gp
AMIRI
CR 7
HUMAN BARBARIAN 7
XP 3,200
Medium humanoid (human)
CN
AMIRI
CR 12
HUMAN BARBARIAN 12
XP 19,200
Medium humanoid (human)
CN
277
277
LEM, ICONIC BARD
Although Lem was raised in a wealthy household, his
childhood was anything but comfortable. Born into
slavery, he was sold a half-dozen times before he reached
the age of 2. Always quick to side with the underdog, Lem
has learned that his most powerful traits are his optimism
and his sense of humor.
Init +2; Senses Perception +2
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +3; +2 vs. fear
LEM
CR 1
HALFLING BARD 1
XP 400
Small humanoid (halfling)
CG
OFFENSE
Speed 20 ft.
Melee short sword +3 (1d4–1/19–20)
Ranged sling +3 (1d3–1)
Special Attacks bardic performance 8 rounds/day (countersong,
distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 1st; concentration +5)
1st (2/day)—charm person (DC 15), sleep (DC 15)
0 (at will)—dancing lights, detect magic, ghost sound (DC 14),
prestidigitation
TACTICS
During Combat Lem knows he is best in a supporting role, and
tries to stay out of melee if possible. Instead, he uses his bardic
performance ability to inspire courage in his companions,
alternating between giving support and using well-placed spells
to charm or otherwise waylay foes.
STATISTICS
Str 8, Dex 14, Con 14, Int 13, Wis 10, Cha 18
Base Atk +0; CMB –2; CMD 10
Feats Weapon Finesse
Skills Acrobatics +8 (+4 when jumping), Bluff +8, Climb +1,
Diplomacy +8, Knowledge (arcana, nobility) +6, Perception +2,
Perform (wind) +8, Sense Motive +4, Stealth +10
Languages Common, Elven, Halfling
SQ bardic knowledge +1
Combat Gear scroll of cure light wounds, caltrops; Other Gear leather
armor, short sword, sling with 10 bullets, backpack, bedroll, flute,
hooded lantern, scroll case, silk rope (50 ft.), smokestick, spell
component pouch, trail rations (2), waterskin, 7 gp
Init +2; Senses Perception +4
DEFENSE
AC 20, touch 15, flat-footed 17 (+5 armor, +1 deflection, +2 Dex,
+1 dodge, +1 size)
hp 63 (7d8+28)
Fort +8, Ref +11, Will +9; +2 vs. fear, +4 vs. bardic performance,
language-dependent, and sonic
OFFENSE
Speed 20 ft.
Melee +1 short sword +11 (1d4/19–20)
Ranged sling +10 (1d3–1)
Special Attacks bardic performance 27 rounds/day (move action;
countersong, distraction, fascinate, inspire competence +3, inspire
courage +2, suggestion)
Bard Spells Known (CL 7th; concentration +12)
3rd (2/day)—deep slumber (DC 18), haste
2nd (4/day)—heroism, invisibility, silence (DC 17), suggestion
(DC 17)
LEM
CR 7
HALFLING BARD 7
XP 3,200
Small humanoid (halfling)
CG
278
278
CR
1
7
12
ICONICS
LEM, BARD
1st (6/day)—charm person (DC 16), grease, hideous laughter
(DC 16), remove fear, silent image (DC 16)
0 (at will)—dancing lights, detect magic, ghost sound (DC 15),
light, mage hand, prestidigitation
TACTICS
Before Combat Lem casts heroism before the start of the encounter.
During Combat Lem knows he is best in a supporting role, and
tries to stay out of melee if possible. Instead, he uses his bardic
performance ability to inspire courage in his companions. In cases
where a single enemy presents a particularly large threat to Lem
or his companions, the bard uses his offensive spells on that
target. Against larger groups of foes, he bolsters his allies with the
likes of haste and heroism.
Base Statistics Without heroism, Lem’s statistics are Senses
Perception +2; Fort +6, Ref +9, Will +7; Melee +1 short sword +9
(1d4/19–20); Ranged sling +8 (1d3–1); CMB +3; Skills Acrobatics +10
(+6 when jumping), Bluff +15, Climb +1, Diplomacy +15,
Knowledge (arcana, nobility) +15, Perception +2, Perform
(comedy) +15, Perform (wind) +17, Sense Motive +10, Stealth +13.
STATISTICS
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 20
Base Atk +5; CMB +5; CMD 17
Feats Dodge, Extra Performance, Toughness, Weapon Finesse
Skills Acrobatics +12 (+8 when jumping), Bluff +17, Climb +3, Diplomacy
+17, Knowledge (arcana, nobility) +17, Perception +4, Perform
(comedy) +17, Perform (wind) +19, Sense Motive +12, Stealth +15
Languages Common, Elven, Goblin, Halfling
SQ bardic knowledge +3, lore master 1/day, versatile performance
(comedy, wind)
Combat Gear potion of cure serious wounds, scroll of charm monster,
scroll of comprehend languages, scroll of glitterdust, wand of cure
light wounds (50 charges), wand of dispel magic (11 charges),
caltrops; Other Gear +2 studded leather, +1 short sword, sling with
10 bullets, cloak of resistance +1, headband of alluring charisma +2,
lesser extend metamagic rod, ring of feather falling, ring of
protection +1, universal solvent (2), backpack, bedroll, hooded
lantern, masterwork flute, scroll case, silk rope (50 ft.), smokestick,
spell component pouch, trail rations (2), waterskin, 42 gp
Init +6; Senses Perception +4
DEFENSE
AC 24, touch 16, flat-footed 21 (+8 armor, +2 deflection, +2 Dex,
+1 dodge, +1 size)
hp 105 (12d8+48)
Fort +12, Ref +16, Will +14; +2 vs. fear, +4 vs. bardic performance,
language-dependent, and sonic
OFFENSE
Speed 20 ft.
Melee +3 defending short sword +17/+12 (1d4+2/19–20)
Ranged +1 sling +15/+10 (1d3)
Special Attacks bardic performance 39 rounds/day (move action;
countersong, dirge of doom, distraction, fascinate, inspire
competence +4, inspire courage +3, inspire greatness, soothing
performance, suggestion)
Bard Spells Known (CL 12th; concentration +19)
4th (4/day)—break enchantment (DC 21), dominate person (DC 22),
greater invisibility, rainbow pattern (DC 21)
3rd (6/day)—deep slumber (DC 21), dispel magic, haste, see
invisibility
2nd (7/day)—heroism, hold person (DC 20), silence (DC 19),
suggestion (DC 20), tongues
1st (7/day)—charm person (DC 19), grease, hideous laughter (DC 19),
remove fear, silent image (DC 18), ventriloquism (DC 18)
0 (at will)—dancing lights, detect magic, ghost sound (DC 17),
light, mage hand, prestidigitation
TACTICS
Before Combat Lem casts heroism before the start of the encounter.
During Combat Lem knows he is best in a supporting role, and tries
to stay out of melee if at all possible. Instead of fighting directly,
he uses his bardic performance ability to inspire courage in his
companions, and augments his effectiveness with the use of well-
placed spells to charm or otherwise waylay foes until his allies can
deal with them.
Base Statistics Without heroism, Lem’s statistics are Senses
Perception +2; Fort +10, Ref +14, Will +12; Melee +3 defending
short sword +15/+10 (1d4+2/19–20); Ranged +1 sling +13/+8
(1d3); CMB +7; Skills Acrobatics +15 (+11 when jumping),
Bluff +22, Climb +1, Diplomacy +22, Knowledge (arcana) +23,
Knowledge (nobility) +18, Perception +2, Perform (comedy,
dance) +17, Perform (wind) +24, Sense Motive +15, Stealth +16.
STATISTICS
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 24
Base Atk +9; CMB +9; CMD 22
Feats Dodge, Extra Performance, Improved Initiative, Spell Focus
(enchantment), Toughness, Weapon Finesse
Skills Acrobatics +17 (+13 when jumping), Bluff +24, Climb +3,
Diplomacy +24, Knowledge (arcana) +25, Knowledge (nobility) +20,
Perception +4, Perform (comedy, dance) +19, Perform (wind) +26,
Sense Motive +17, Stealth +18
SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master
2/day, versatile performance (comedy, dance, wind)
Combat Gear potion of cure serious wounds, scroll of alter self,
scroll of charm monster, scroll of hideous laughter, wand of cure
moderate wounds (50 charges), wand of freedom of movement
(12 charges), caltrops; Other Gear +4 mithral slick chain shirt,
+3 defending short sword, +1 sling with 10 bullets, cloak of
resistance +3, extend metamagic rod, headband of alluring
charisma +4, ring of feather falling, ring of protection +2,
universal solvent (2), backpack, bedroll, hooded lantern,
masterwork flute, scroll case, silk rope (50 ft.), smokestick, spell
component pouch, trail rations (2), waterskin, 102 gp
LEM
CR 12
HALFLING BARD 12
XP 19,200
Small humanoid (halfling)
CG
279
279
KYRA, ICONIC CLERIC
Kyra was one of the few survivors of a brutal raid on her
hometown, and on the smoking ruins of her village she
swore her life and sword arm to Sarenrae, the goddess of
the sun, redemption, honesty, and healing. Possessed of a
fierce will, pride in her faith, and skill with the scimitar,
Kyra has traveled far since then. Where another might
be consumed by anger and a thirst for revenge, she has
instead found peace in the Dawnflower, and in the belief
that if she can prevent even one death at evil hands, her
own losses will not have been in vain. While she takes
great pleasure in ridding the world of evildoers, she takes
even greater pleasure in redeeming them.
Init +0; Senses Perception +3
DEFENSE
AC 16, touch 12, flat-footed 16 (+4 armor, +2 deflection)
hp 13 (1d8+5)
Fort +3, Ref +0, Will +5
OFFENSE
Speed 30 ft.
Melee scimitar +2 (1d6+2/18–20)
Ranged sling +0 (1d4+2)
Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1
vs. undead])
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, cure light woundsD, shield of faith
0 (at will)—detect magic, light, stabilize
D Domain spell; Domains Healing, Sun
TACTICS
Before Combat Kyra casts shield of faith.
During Combat Kyra attacks creatures that are irredeemably evil—
such as evil outsiders and undead—while offering redemption to
those who can still be turned to good, and healing her allies.
Base Statistics Without shield of faith, Kyra’s statistics are AC 14,
touch 10, flat-footed 14.
STATISTICS
Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling, Toughness
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4
Languages Common, Kelish
SQ aura
Gear chain shirt, scimitar, sling with 10 bullets, backpack, bedroll,
spell component pouch, sunrods (2), trail rations (2), waterskin,
wooden holy symbol, 8 gp
Init +0; Senses Perception +4
DEFENSE
AC 21, touch 13, flat-footed 21 (+8 armor, +3 deflection)
hp 56 (7d8+21)
Fort +7, Ref +3, Will +10
OFFENSE
Speed 20 ft.
Melee +1 scimitar +8 (1d6+3/18–20)
Ranged sling +5 (1d4+2)
Special Attacks channel positive energy 7/day (DC 17, 6d6 [+7
vs. undead])
Domain Spell-Like Abilities (CL 7th; concentration +11)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 7th; concentration +11)
4th—cure critical wounds, fire shieldD, holy smite (DC 18)
3rd—cure serious wounds, dispel magic, invisibility purge,
searing lightD
2nd—bull’s strength, cure moderate wounds, heat metalD (DC 16),
hold person (DC 16), spiritual weapon
1st—bless, command (DC 15), cure light wounds, divine favor,
endure elementsD, shield of faith
0 (at will)—detect magic, guidance, light, stabilize
D Domain spell; Domains Healing, Sun
TACTICS
Before Combat Kyra casts shield of faith before the start of the
encounter.
During Combat Kyra focuses her attacks on any creatures that
are innately and irredeemably evil—such as evil outsiders and
undead—while offering a chance of redemption to those who can
still be turned to good, and healing her allies as needed. Those
who refuse her offer of redemption, however, she exterminates.
Base Statistics Without shield of faith, Kyra’s statistics are AC 19,
touch 11, flat-footed 19.
STATISTICS
Str 14, Dex 10, Con 12, Int 11, Wis 18, Cha 14
Base Atk +5; CMB +7; CMD 18
Feats Combat Casting, Extra Channel, Improved Channel, Selective
Channeling, Toughness
Skills Diplomacy +12, Heal +14, Knowledge (religion) +10
Languages Common, Kelish
SQ aura, healer’s blessing
Combat Gear oil of align weapon, oil of daylight, potion of
eagle’s splendor, scroll of comprehend languages, scroll of
lesser restoration, scroll of magic circle against evil, wand
of cure light wounds (50 charges), thunderstone (2); Other
Gear +2 breastplate, +1 scimitar, sling with 10 bullets, cloak
of resistance +1, phylactery of positive channeling, ring of
protection +1, antitoxin, backpack, bedroll, silver holy symbol,
spell component pouch, trail rations (2), waterskin, 38 gp
KYRA
CR 1
HUMAN CLERIC OF SARENRAE 1
XP 400
Medium humanoid (human)
NG
KYRA
CR 7
HUMAN CLERIC OF SARENRAE 7
XP 3,200
Medium humanoid (human)
NG
280
280
CR
1
7
12
ICONICS
KYRA, CLERIC
Init +1; Senses Perception +4
DEFENSE
AC 25, touch 15, flat-footed 24 (+10 armor, +4 deflection, +1 Dex)
hp 105 (12d8+48)
Fort +13, Ref +10, Will +15
OFFENSE
Speed 30 ft.
Melee +2 flaming scimitar +17/+12 (1d6+8/18–20 plus 1d6 fire)
Ranged mwk sling +14/+9 (1d4+6)
Special Attacks channel positive energy 8/day
(DC 21, 8d6 [+12 vs. undead]), nimbus of
light (12 rounds/day)
Domain Spell-Like Abilities (CL 12th;
concentration +16)
7/day—rebuke death (1d4+6)
Cleric Spells Prepared (CL 12th; concentration +16)
6th—blade barrier (DC 20), heal D, mass cure
moderate wounds
5th—breath of life, dispel evil, disrupting weapon, flame strikeD
(DC 19)
4th—cure critical wounds, fire shieldD, freedom of movement,
holy smite (DC 18), tongues
3rd—daylight, dispel magic, invisibility purge, prayer, searing
lightD, speak with dead (DC 17)
2nd—align weapon, delay poison, heat metalD (DC 16),
hold person (DC 16), lesser restoration, spiritual weapon
1st—bless, command (DC 15), detect undead, divine favor, endure
elementsD, shield of faith
0 (at will)—detect magic, guidance, light, stabilize
D Domain spell; Domains Healing, Sun
TACTICS
Before Combat Kyra casts divine favor and shield of faith before
the start of the encounter.
During Combat Kyra focuses her attacks on any creatures that are
innately and irredeemably evil—such as evil outsiders and
undead—while offering a chance of redemption to those who
can still be turned to good, and healing her allies as needed.
Base Statistics Without divine favor and shield of faith, Kyra’s
statistics are AC 23, touch 13, flat-footed 22; Melee +2 flaming
scimitar +14/+9 (1d6+5/18–20 plus 1d6 fire); Ranged mwk sling
+11/+6 (1d4+3); CMD 25.
STATISTICS
Str 16, Dex 12, Con 14, Int 11, Wis 18, Cha 16
Base Atk +9; CMB +12; CMD 27
Feats Alignment Channel (evil), Combat Casting, Extra Channel, Improved
Channel, Lightning Reflexes, Selective Channeling, Toughness
Skills Diplomacy +18, Heal +19, Knowledge (religion) +15
Languages Common, Kelish
SQ aura, healer’s blessing
Combat Gear potion of eagle’s splendor, potion of remove
blindness/deafness, potion of remove curse, potion of remove
disease, scroll of break enchantment, scroll of neutralize poison,
scroll of water breathing, wand of cure moderate wounds
(50 charges), thunderstone (2); Other Gear +4 mithral
breastplate, +2 flaming scimitar, masterwork sling with 10 bullets,
belt of physical perfection +2, cloak of resistance +3, horn of
goodness/evil, pearl of power (3rd level), phylactery of positive
channeling, ring of protection +2, antitoxin, backpack, bedroll,
silver holy symbol, spell component pouch, trail rations (2),
waterskin, 138 gp
KYRA
CR 12
HUMAN CLERIC OF SARENRAE 12
XP 19,200
Medium humanoid (human)
NG
281
281
LINI, ICONIC DRUID
Lini always had a way with wild creatures. More than
once, her enclave was threatened by some great bear or
razor-clawed cat, yet each time she soothed the beast and
sent it on its way. In the years since her departure from
the Lands of the Linnorm Kings, Lini has collected more
than a dozen sticks—one from each forest she has visited.
These sticks are a roadmap of her experiences, and each
holds a wealth of memories for the gnome druid.
Init +1; Senses low-light vision; Perception +9
DEFENSE
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 11 (1d8+3)
Fort +5, Ref +1, Will +5; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee sickle –1 (1d4–2)
Ranged sling +2 (1d3–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids
Gnome Spell-Like Abilities (CL 1st; concentration +3)
1/day—dancing lights, ghost sound (DC 13), prestidigitation,
speak with animals
Druid Spells Prepared (CL 1st; concentration +4)
1st—entangle (DC 14), goodberry
0 (at will)—detect magic, know direction, resistance
TACTICS
Before Combat Lini casts goodberry at the start of each day.
During Combat Lini attempts to stay out of melee, sending her
animal companion to fight while she uses her magic to heal,
summon allies, and control the environment.
STATISTICS
Str 6, Dex 12, Con 16, Int 12, Wis 16, Cha 15
Base Atk +0; CMB –3; CMD 8
Feats Self-Sufficient
Skills Craft (jewelry) +3, Handle Animal +6, Heal +9, Knowledge
(geography) +5, Knowledge (nature) +7, Perception +9,
Spellcraft +5, Survival +7
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ nature bond (animal companion, snow leopard named Droogami*),
nature sense, wild empathy +3
Combat Gear goodberries (5), scroll of cure light wounds, acid;
Other Gear leather armor, sickle, sling with 10 bullets, belt pouch,
mistletoe, spell component pouch, stick collection, sunrods (2),
trail rations (2), 8 gp
* Use the level 1 small cat on page 305 for animal companion stats.
Init +1; Senses low-light vision; Perception +16
DEFENSE
AC 20, touch 13, flat-footed 19 (+4 armor, +1 deflection, +1 Dex,
+3 natural, +1 size)
hp 56 (7d8+21)
Fort +9, Ref +4, Will +10; +2 vs. illusions, +4 vs. fey and plant-
targeted effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee +1 sickle +5 (1d4–1)
Ranged sling +7 (1d3–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, wild shape 3/day
Spell-Like Abilities (CL 7th; concentration +10)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak
with animals
Druid Spells Prepared (CL 7th; concentration +11)
4th—dispel magic, ice storm
3rd—daylight, neutralize poison, remove disease (DC 18)
2nd—barkskin, bull’s strength, flaming sphere (DC 16), spider climb
1st—entangle (2, DC 15), goodberry, speak with animals (2)
0 (at will)—detect magic, know direction, light, resistance
TACTICS
Before Combat Lini casts goodberry at the start of each day. Before
combat, she casts barkskin on herself and bull’s strength and
greater magic fang on her animal companion.
During Combat Lini avoids melee, sending in her animal companion.
Base Statistics Without barkskin, Lini’s statistics are AC 17, touch 13,
flat-footed 16.
STATISTICS
Str 6, Dex 12, Con 16, Int 12, Wis 18, Cha 16
Base Atk +5; CMB +2; CMD 14
Feats Augment Summoning, Natural Spell, Self-Sufficient, Spell
Focus (conjuration)
Skills Craft (jewelry) +3, Handle Animal +13, Heal +14, Knowledge
(geography) +11, Knowledge (nature) +13, Perception +16,
Spellcraft +11, Survival +13
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ nature bond (animal companion, snow leopard named Droogami*),
nature sense, trackless step, wild empathy +10, woodland stride
Combat Gear goodberries (5), potion of eagle’s splendor, scrolls of
call lightning (2), wand of cure moderate wounds (32 charges),
wand of greater magic fang (7 charges), wand of produce flame
(43 charges), acid; Other Gear +2 leather armor, +1 sickle, sling with
10 bullets, cloak of resistance +1, druid’s vestments, headband of
inspired wisdom +2, ring of protection +1, belt pouch, mistletoe, spell
component pouch, stick collection, sunrods (2), trail rations (2), 113 gp
* Use the level 7 small cat on page 305 for animal companion stats.
LINI
CR 1
GNOME DRUID 1
XP 400
Small humanoid (gnome)
N
LINI
CR 7
GNOME DRUID 7
XP 3,200
Small humanoid (gnome)
N
282
282
CR
1
7
12
ICONICS
LINI, DRUID
Init +1; Senses low-light vision; Perception +23
DEFENSE
AC 24, touch 14, flat-footed 23 (+5 armor, +2 deflection, +1 Dex,
+5 natural, +1 size)
hp 93 (12d8+36)
Fort +12, Ref +8, Will +15; +2 vs. illusions, +4 vs. fey and plant-
targeted effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs.
giants); DR 10/adamantine (120 points); Immune poison
OFFENSE
Speed 20 ft.
Melee +3 sickle +11/+6 (1d4+1)
Ranged +2 sling +13/+8 (1d3)
Special Attacks +1 on attack rolls against goblinoid and reptilian
humanoids, wild shape 6/day
Spell-Like Abilities (CL 12th; concentration +15)
1/day—dancing lights, ghost sound (DC 14), prestidigitation,
speak with animals
Druid Spells Prepared (CL 12th; concentration +18)
6th—mass bull’s strength, move earth, wall of stone
5th—animal growth (DC 21), stoneskin, wall of thorns (2)
4th—air walk, dispel magic, flame strike (DC 20), ice storm
3rd—daylight, greater magic fang, neutralize poison (2),
remove disease
2nd—barkskin (2), bull’s strength, flaming sphere (DC 18), lesser
restoration, spider climb
1st—entangle (2, DC 17), faerie fire, goodberry, speak
with animals (2)
0 (at will)—detect magic, know direction,
light, resistance
TACTICS
Before Combat Lini casts goodberry at the
start of each day. Before combat, she
casts barkskin and stoneskin on herself
and animal growth, bull’s strength,
and greater magic fang on her animal
companion. If she’s joined by several allies,
Lini casts mass bull’s strength to improve
their attacks.
During Combat Lini attempts to stay out of melee,
sending her animal companion to fight while she uses
her magic.
Base Statistics Without barkskin, Lini’s statistics are AC 19, touch 14,
flat-footed 18.
STATISTICS
Str 6, Dex 12, Con 16, Int 12, Wis 22, Cha 16
Base Atk +9; CMB +6; CMD 19
Feats Augment Summoning, Combat Casting, Lightning Reflexes,
Natural Spell, Self-Sufficient, Spell Focus (conjuration)
Skills Craft (jewelry) +3, Handle Animal +18, Heal +19, Knowledge
(geography) +16, Knowledge (nature) +18, Perception +23,
Spellcraft +16, Survival +17
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ nature bond (animal companion, snow leopard named Droogami*),
nature sense, trackless step, wild empathy +15, woodland stride
Combat Gear goodberries (5), scrolls of call lightning storm (2),
scrolls of tree stride (2), wand of cure serious wounds
(31 charges), wand of flame blade (21 charges), acid; Other
Gear +3 wild leather armor, +3 sickle, +2 sling with 20 bullets,
cloak of resistance +1, druid’s vestments, elemental gem
(earth), headband of inspired wisdom +4, ring of protection +2,
belt pouch, mistletoe, spell component pouch, stick collection,
granite and diamond dust (worth 250 gp), 603 gp
* Use the level 12 small cat on page 306 for animal companion stats.
LINI
CR 12
GNOME DRUID 12
XP 19,200
Small humanoid (gnome)
N
283
283
VALEROS, ICONIC FIGHTER
Valeros was born on a quiet farm, and grew up dreaming
of adventure and exploration. Though this longing only
increased as he grew older, so did the responsibilities of
agricultural life. Finally, just a month before a marriage
of convenience to a local farmer’s daughter could lock
him into place, Valeros came to the realization that the
door to a life of adventure was closing for good. Seized
by a desperate need for a larger life than cattle and corn,
Valeros packed quietly and left in the middle of the night.
In the years since, Valeros has come a long way from
the wide-eyed young man who sought only the joy of
exploration (and maybe a pretty girl or three). Life on the
road is much harder than the bards’ tales suggest, and adult
Valeros has the scars to prove it. Discovering himself to
be a deft hand with a sword, Valeros quickly fell in with
the mercenary crowd, learning the dirtier, grittier facts
of warfare. After acting as hired muscle for dozens of
different employers, Valeros finally realized that it was
time to go into business for himself as an adventurer.
While admittedly not the best at following orders,
Valeros is an extremely talented two-blade fighter, easily
earning his keep in any group through the tenacity and
absolute fearlessness—some might say thoughtlessness—
with which he flings himself into combat.
Despite his reputation as a bruiser and scofflaw,
Valeros has picked up a fair bit of education during his
travels, and can even read (something his “respectable”
parents never learned to do). Valeros takes an easy-come,
easy-go approach to life, wealth, and relationships.
Though a fan of fine weapons and creature comforts,
the only object he’s never without is the tankard on his
belt (as you never know when someone might offer you
a drink). Noble at heart and fiercely loyal to those few
who earn his affection, Valeros nevertheless hides such
sentiments under a jaded and crass demeanor, frequently
observing that there’s nothing better than “an evening of
hard drinking and soft company.”
Init +2; Senses Perception +0
DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 16 (1d10+6)
Fort +4, Ref +2, Will +0
OFFENSE
Speed 20 ft.
Melee longsword +3 (1d8+3/19–20), short sword +2 (1d6+1/19–20) or
longsword +5 (1d8+3/19–20)
Ranged shortbow +3 (1d6/×3)
TACTICS
During Combat Valeros always attempts to attack with both his
longsword and short sword each round. He uses the longsword
alone if he cannot take a full attack action or has difficulty
hitting a target when wielding two weapons.
STATISTICS
Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Toughness, Two-Weapon Fighting, Weapon Focus (longsword)
Skills Climb +3, Knowledge (dungeoneering) +5, Ride +2, Swim +3
Languages Common, Goblin
Combat Gear acid flask, alchemist’s fire; Other Gear scale mail,
longsword, short sword, shortbow with 20 arrows, throwing axe,
backpack, bedroll, caltrops, crowbar, flint and steel, grappling
hook, hemp rope (50 ft.), smokestick, tankard, torches (4), trail
rations (5), waterskin, 10 gp
Init +7; Senses Perception +0
DEFENSE
AC 24, touch 15, flat-footed 20 (+7 armor, +1 deflection, +3 Dex,
+1 dodge, +1 natural, +1 shield)
hp 71 (7d10+28)
Fort +8, Ref +6, Will +3; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +2 longsword +13/+8 (1d8+9/19–20), +1 short sword +10
(1d6+5/19–20) or
+2 longsword +15/+10 (1d8+9/19–20)
Ranged mwk shortbow +11/+6 (1d6/×3)
Special Attacks weapon training (heavy blades +1)
TACTICS
During Combat Valeros always attempts to attack with both
his longsword and short sword each round. He uses the
longsword alone if he cannot take a full attack action. Unless
he absolutely must wield a weapon in two hands to gain the
additional damage potential, he wields both swords to take
advantage of his Two-Weapon Defense feat.
STATISTICS
Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 11
Base Atk +7; CMB +11; CMD 26
Feats Combat Reflexes, Dodge, Double Slice, Improved Initiative,
Toughness, Two-Weapon Defense, Two-Weapon Fighting,
Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +13, Knowledge (dungeoneering) +11, Ride +12,
Swim +13
Languages Common, Goblin
VALEROS
CR 1
HUMAN FIGHTER 1
XP 400
Medium humanoid (human)
NG
VALEROS
CR 7
HUMAN FIGHTER 7
XP 3,200
Medium humanoid (human)
NG
284
284
CR
1
7
12
ICONICS
VALEROS, FIGHTER
SQ armor training 2
Combat Gear potion of bear’s endurance, potion of cure serious
wounds, potion of enlarge person, potion of fly, acid flask,
alchemist’s fire (2), holy water; Other Gear +1 breastplate,
+2 longsword, +1 short sword, heavy mace, masterwork
shortbow with 20 arrows, amulet of natural armor +1, belt of
giant strength +2, cloak of resistance +1, ring of protection +1,
antitoxin, backpack, bedroll, crowbar, everburning torch,
grappling hook, hemp rope (50 ft.), tankard, trail rations (2),
waterskin, 88 gp
Init +8; Senses Perception +0
DEFENSE
AC 29, touch 17, flat-footed 24 (+9 armor, +2 deflection, +4 Dex,
+1 dodge, +2 natural, +1 shield)
hp 130 (12d10+60)
Fort +14, Ref +11, Will +7; +3 vs. fear
Defensive Abilities bravery +3, 25% chance to negate critical hits
and sneak attacks
OFFENSE
Speed 30 ft.
Melee +2 keen longsword +21/+16/+11 (1d8+13/17–20), +2 short
sword +18/+13 (1d6+8/19–20) or
+2 keen longsword +23/+18/+13 (1d8+13/17–20)
Ranged +1 shortbow +17/+12/+7 (1d6+1/×3)
Special Attacks weapon training (heavy blades +2, light blades +1)
TACTICS
During Combat Valeros activates his boots of speed, using the
extra movement to get into a position from which he can take
a full attack action in the following round, and maintaining
the effects of haste as long as he can continue to benefit from
an additional attack each round. When he’s unable to make
more than one attack, he prefers his longsword and utilizes
Vital Strike to increase his damage output. Unless he absolutely
must wield a weapon in two hands to gain the additional
damage potential, he wields both swords to take advantage of
his Two-Weapon Defense feat.
STATISTICS
Str 20, Dex 18, Con 16, Int 12, Wis 10, Cha 11
Base Atk +12; CMB +17; CMD 34
Feats Combat Reflexes, Dodge, Double Slice, Greater Weapon
Focus (longsword), Greater Weapon Specialization (longsword),
Improved Initiative, Improved Two-Weapon Fighting, Toughness,
Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend,
Vital Strike, Weapon Focus (longsword), Weapon Specialization
(longsword)
Skills Climb +18, Intimidate +13, Knowledge (dungeoneering) +12,
Ride +17, Swim +18
Languages Common, Goblin
SQ armor training 3
Combat Gear necklace of fireballs (type V), potions of cure serious
wounds (2), potion of fly, potion of heroism, acid flask, alchemist’s
fire (2), holy water; Other Gear +3 light fortification breastplate,
+2 keen longsword, +2 short sword, +1 shortbow with 20 arrows,
masterwork heavy mace, amulet of natural armor +2, belt of
physical perfection +2, boots of speed, cloak of resistance +3,
ring of protection +2, antitoxin, backpack, bedroll, crowbar,
everburning torch, grappling hook, hemp rope (50 ft.), tankard,
trail rations (2), waterskin, 288 gp
VALEROS
CR 12
HUMAN FIGHTER 12
XP 19,200
Medium humanoid (human)
NG
285
285
SAJAN, ICONIC MONK
Far from the Inner Sea region, in the mysterious land of
Vudra, Sajan and his twin sister Sajni were born into the
padaprajna warrior caste. The siblings trained and served
as partners, each complementing the other’s technique, and
became talented martial artists. After numerous victories,
however, the siblings were separated when their lord was
defeated, shamed, and forced to cede half his army to the
victor—among them Sajan’s sister. Sajni was taken away
from Vudra by her new master and placed upon a ship as
tribute to a distant lord. Daring disgrace or even death,
Sajan abandoned his responsibilities to follow, so unwilling
was he to condemn Sajni to life in the barbaric lands to the
west. Eventually he tailed her all the way to Absalom, the
City at the Center of the World, but lost her among the
travelers and treasures of a hundred nations. Still, Sajan has
not yet given up hope. He continues to seek any clue that
might point him toward his sister, and has traveled far from
Absalom and performed many heroic deeds in return for
even the barest of rumors.
Init +2; Senses Perception +5
DEFENSE
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 Wis)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +3
OFFENSE
Speed 30 ft.
Melee flurry of blows +2/+2 (1d6+3) or
unarmed strike +3 (1d6+3) or
temple sword +3 (1d8+3)
Ranged shuriken +2 (1d2+3)
Special Attacks flurry of blows, stunning fist (1/day, DC 11)
TACTICS
During Combat Sajan relies on Mobility to get into a strategic
location in combat, and uses a combination of Combat Reflexes
and flurry of blows to deal as much damage as possible to his
targets. Against a particularly powerful single enemy, he utilizes
Stunning Fist to take the combatant out of commission.
STATISTICS
Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 10
Base Atk +0; CMB +3; CMD 17
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility,
Stunning Fist
Skills Acrobatics +6, Climb +7, Perception +5, Sense Motive +5,
Stealth +6
Languages Common, Vudrani
Gear shuriken (5), temple sword, belt pouch, wooden holy symbol, 2 gp
Init +3; Senses Perception +11
DEFENSE
AC 20, touch 17, flat-footed 16 (+3 armor, +1 deflection, +3 Dex,
+1 dodge, +1 monk, +1 Wis)
hp 56 (7d8+21)
Fort +9, Ref +10, Will +8; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 50 ft.
Melee flurry of blows +8/+8/+3 (1d8+3) or
unarmed strike +8 (1d8+3) or
+2 temple sword +10 (1d8+5)
Ranged shuriken +8 (1d2+3)
Special Attacks flurry of blows, stunning fist (7/day, DC 14)
TACTICS
During Combat Sajan uses fast movement and Acrobatics to get
into a strategic location in combat, and uses a combination of
Combat Reflexes and flurry of blows to deal as much damage as
possible to his targets. He employs combat maneuvers when it’s
strategically advantageous—grappling spellcasters and tripping
foes with his temple sword when his allies flank them. Against
a particularly powerful single enemy, he utilizes Stunning Fist to
take the combatant out of commission.
STATISTICS
Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 10
Base Atk +5; CMB +10 (+12 grapple or trip); CMD 25 (27 vs. grapple
or trip)
Feats Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple,
Improved Trip, Improved Unarmed Strike, Mobility, Scorpion Style,
Spring Attack, Stunning Fist
Skills Acrobatics +13 (+28 when jumping), Climb +13, Perception +11,
Sense Motive +11, Stealth +13
Languages Common, Vudrani
SQ fast movement, high jump, ki pool (4 points, magic),
maneuver training, purity of body, slow fall 30 ft., still mind,
wholeness of body
Combat Gear potions of cure light wounds (2); Other Gear +2 temple
sword, shuriken (50), bracers of armor +3, cloak of resistance +2,
ring of protection +1, belt pouch, wooden holy symbol, 58 gp
Init +3; Senses Perception +18
DEFENSE
AC 28, touch 23, flat-footed 24 (+5 armor, +2 deflection, +3 Dex,
+1 dodge, +4 monk, +3 Wis)
SAJAN
CR 1
HUMAN MONK 1
XP 400
Medium humanoid (human)
LN
SAJAN
CR 7
HUMAN MONK 7
XP 3,200
Medium humanoid (human)
LN
SAJAN
CR 12
HUMAN MONK 12
XP 19,200
Medium humanoid (human)
LN
286
286
CR
1
7
12
ICONICS
SAJAN, MONK
hp 93 (12d8+36)
Fort +13, Ref +14, Will +14; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison
OFFENSE
Speed 70 ft.
Melee flurry of blows +15/+15/+10/+10/+5 (2d8+5 plus 1d6
electricity) or
unarmed strike +14/+9 (2d8+5 plus 1d6 electricity) or
+3 temple sword +16/+11 (1d8+7/19–20)
Ranged +1 shuriken +13/+8 (1d2+5)
Special Attacks flurry of blows, stunning fist (12/day, DC 19)
TACTICS
During Combat Sajan uses his fast movement and Acrobatics
to get into a strategic location in combat, and uses a
combination of Combat Reflexes and flurry of blows to deal as
much damage as possible to his targets. He employs combat
maneuvers when doing so is strategically advantageous—
grappling spellcasters and tripping foes with his temple
sword when his allies flank them. Against a particularly
powerful single enemy, he utilizes Stunning Fist to take the
combatant out of commission. When overmatched, he’s quick
to withdraw and use his +1 shuriken to harass a foe at range
or from more defensible ground, or by using his speed to
keep just out of reach.
STATISTICS
Str 18, Dex 16, Con 14, Int 10, Wis 17, Cha 10
Base Atk +9; CMB +16 (+18 grapple, +20 trip); CMD 36 (38 vs.
grapple, 40 vs. trip)
Feats Combat Reflexes, Deflect Arrows, Dodge, Gorgon’s Fist,
Greater Trip, Improved Grapple, Improved Trip, Improved
Unarmed Strike, Mobility, Scorpion Style, Spring Attack,
Stunning Fist, Wind Stance
Skills Acrobatics +18 (+46 when jumping),
Climb +19, Perception +18, Sense Motive +18,
Stealth +18
Languages Common, Vudrani
SQ abundant step, diamond body, fast
movement, high jump, ki pool (9 points,
lawful, magic), maneuver training, purity of body, slow fall
60 ft., still mind, wholeness of body
Combat Gear elixir of fire breath, potion of bear’s endurance,
potions of cure serious wounds (2), potion of fly; Other Gear
+3 temple sword, +1 shuriken (50), belt of giant strength +2,
bracers of armor +5, cloak of resistance +3, headband of
inspired wisdom +2, monk’s robe, ring of protection +2,
+1 shock amulet of mighty fists, belt pouch, wooden holy
symbol, 708 gp
TEMPLE SWORD
Heavy blades typically used by guardians of religious
sites, temple swords have distinctive crescent-shaped
blades, like an amalgam of a sickle and sword. Many have
holes drilled into the blade or places on the pommel where
charms, bells, or other holy trinkets might be attached.
Monks are proficient with the temple sword.
Table 4–1
Exotic Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range
Weight
Type
Special
One-Handed Melee Weapons
Temple sword
30 gp
1d6
1d8
19–20/×2
—
3 lbs.
S
Monk, trip
287
287
SEELAH, ICONIC PALADIN
Seelah faced numerous tragedies in her young life. The
loss of her home brought her family to the city of Solku in
Katapesh, and there she lost her family to gnoll raids. At
14, she was orphaned and poor on the streets of a strange
town, doing what she had to in order to survive—stealing,
mugging, conning travelers, even attempting to make her
way as a young mercenary. Eventually, a band of Iomedaean
paladins came to Solku to help defend it against the gnoll
hordes. Immediately enamoured with the shinning steel
of the foreign defenders, Seelah stole one of their helmets,
a great helm emblazoned with the image of a golden bird.
During the Battle of Red Hail, however, Seelah realized
that one of the bravest knights, a woman named Acemi,
fought the battle without her helm. While holding Solku’s
gates, the knight took a mortal wound to the skull, winning
the day but dying of her wound that evening.
Wracked with guilt, Seelah approached Acemi’s body
as her companions prepared her pyre. They watched
silently as Seelah placed the stolen helm over the dead
woman’s head, and then climbed onto the pyre aside her.
The paladins were moved; they had known from the start
that Seelah had stolen the helm, but Acemi had forbidden
them from collecting it, hoping the helm would win the
desperate orphan coin enough for a few meals. The knights
of Iomedae took Seelah in that night. Although she has
come to terms with Acemi’s death, Seelah still regrets the
theft that ironically brought her into Iomedae’s arms. She
originally came to Iomedae out of guilt, but as the years
passed, that guilt has transformed into a powerful love and
faith in her goddess.
The young paladin wears her hair in Acemi’s style
and trains relentlessly in the use of the longsword. In so
doing, she hopes to carry on the good work that Acemi
might have done had she not fallen at the Battle of Red
Hail. It’s the least she feels she can do to make up for a
death that she caused.
Init +0; Senses Perception +1
DEFENSE
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +0, Will +3
OFFENSE
Speed 20 ft.
Melee longsword +5 (1d8+3/19–20)
Ranged shortbow +1 (1d6/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will—detect evil
TACTICS
During Combat Seelah is fearless and vigilant in the face of evil, and
she faces fiends, undead, and those with malicious intent head-
on. Against particularly powerful evil foes—especially fiends and
evil dragons—she channels her goddess’s power into her attacks
with her smite evil ability.
STATISTICS
Str 16, Dex 10, Con 14, Int 10, Wis 13, Cha 15
Base Atk +1; CMB +4; CMD 14
Feats Power Attack, Weapon Focus (longsword)
Skills Diplomacy +6, Knowledge (religion) +4, Sense Motive +5
Languages Common, Osiriani
SQ aura, code of conduct
Combat Gear holy water; Other Gear scale mail, heavy wooden
shield, longsword, shortbow with 20 arrows, backpack, silver holy
symbol, trail rations (4), 18 gp
Init +0; Senses Perception +1
Aura courage (10 ft.)
DEFENSE
AC 25, touch 10, flat-footed 25 (+11 armor, +4 shield)
hp 64 (7d10+21)
Fort +11, Ref +6, Will +10
Immune disease, fear
OFFENSE
Speed 20 ft.
Melee +1 longsword +13/+8 (1d8+5/19–20)
Ranged +1 composite longbow +8/+3 (1d8+5/×3)
Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day
(+3 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +10)
At will—detect evil
Paladin Spells Prepared (CL 4th; concentration +7)
2nd—eagle’s splendor
1st—divine favor, lesser restoration
TACTICS
During Combat Seelah is fearless, especially in the face of evil, and
she faces fiends, undead, and those with malicious intent head-
on. Against particularly powerful evil foes—especially fiends and
evil dragons—she channels her goddess’s power into her attacks
with her smite evil ability. If she has already expended her daily
uses of smite evil, she uses her divine bond to increase her
weapon’s power. When her allies are injured or in trouble, Seelah
puts herself in harm’s way in an effort to heal them.
STATISTICS
Str 18, Dex 10, Con 14, Int 10, Wis 13, Cha 16
SEELAH
CR 1
HUMAN PALADIN OF IOMEDAE 1
XP 400
Medium humanoid (human)
LG
SEELAH
CR 7
HUMAN PALADIN OF IOMEDAE 7
XP 3,200
Medium humanoid (human)
LG
288
288
CR
1
7
12
ICONICS
SEELAH, PALADIN
Base Atk +7; CMB +11; CMD 21
Feats Cleave, Extra Lay on Hands, Power Attack, Vital Strike,
Weapon Focus (longsword)
Skills Diplomacy +13, Knowledge (religion) +10, Sense Motive +11
Languages Common, Osiriani
SQ aura, code of conduct, divine bond (weapon +1, 1/day), divine
grace, lay on hands (3d6, 8/day), mercies (diseased, sickened)
Combat Gear wand of cure moderate wounds (42 charges), holy
water; Other Gear +2 full plate, +2 heavy wooden shield, +1
composite longbow (+3 Str) with 20 arrows, +1 longsword, belt
of giant strength +2, cloak of resistance +1, backpack, silver holy
symbol, trail rations (4), 143 gp
Init +0; Senses Perception +1
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
DEFENSE
AC 28, touch 10, flat-footed 28 (+13 armor, +5 shield)
hp 106 (12d10+36)
Fort +17, Ref +11, Will +16
Immune charm, disease, fear
OFFENSE
Speed 20 ft.
Melee +2 holy longsword +20/+15/+10 (1d8+7/17–20)
Ranged +1 composite longbow +13/+8/+3 (1d8+6/×3)
Special Attacks channel positive energy (DC 20, 8d6),
smite evil 4/day (+4 attack and AC, +12 damage)
Paladin Spell-Like Abilities (CL 12th; concentration +16)
At will—detect evil
Paladin Spells Prepared (CL 9th; concentration +13)
3rd—dispel magic, prayer
2nd—eagle’s splendor, resist energy, zone of truth (DC 16)
1st—bless weapon, divine favor, lesser restoration
TACTICS
During Combat Seelah is fearless, especially in the face of evil,
and she faces fiends, undead, and those with malicious intent
head-on. Against particularly powerful evil foes—especially
fiends and evil dragons—she channels her goddess’s power
into her attacks with her smite evil ability. If she has already
expended her daily uses of smite evil, she uses her divine bond
to increase her weapon’s power. When her allies are injured
or in trouble, Seelah puts herself in harm’s way in an effort to
heal them.
STATISTICS
Str 20, Dex 10, Con 14, Int 10, Wis 13, Cha 18
Base Atk +12; CMB +17; CMD 27
Feats Cleave, Extra Lay on Hands, Improved Critical (longsword),
Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus
(longsword)
Skills Diplomacy +19, Knowledge (religion) +15, Sense Motive +16
Languages Common, Osiriani
SQ aura, code of conduct, divine bond (weapon +3, 2/day),
divine grace, lay on hands (6d6, 12/day), mercies (diseased,
paralyzed, poisoned, sickened)
Combat Gear oil of silence, potion of fly, potion of haste, wand of
cure serious wounds (35 charges), holy water; Other Gear +4 full
plate, +3 heavy wooden shield, +1 composite longbow (+3 Str)
with 20 arrows, +2 holy longsword, belt of giant strength +4, cloak
of resistance +3, phylactery of positive channeling, backpack,
silver holy symbol, trail rations (4), 748 gp
SEELAH
CR 12
HUMAN PALADIN OF IOMEDAE 12
XP 19,200
Medium humanoid (human)
LG
289
289
HARSK, ICONIC RANGER
Harsk is an uncommon dwarf. He enjoys the wide skies
of the open plains more than claustrophobic tunnels,
prefers the taste of tea to alcohol, and handles his battles
at range rather than in melee. As a young dwarf, he
eschewed the company of his fellows, finding that few
things made him happier than crouching in a tree stand
with his bow, listening to the wind through the forest
leaves and waiting for prey to wander by.
That all changed twenty years ago when his elder
brother, a captain named Sigur, led a dwarven war band
from Janderhoff against a small party of raiding giants.
Out of affection, Sigur offered his less-experienced
sibling the chance to come and prove himself as chief
scout and second-in-command. Calm and peaceful by
nature, Harsk turned him down, failing to see the honor
his brother was doing him until several days after the
company had departed. Traveling light and fast, Harsk
caught up with his brother quickly—but not quickly
enough. Misjudging the size and skill of the raiding
party, Sigur had led his band into an ambush, where it
was slaughtered to the last dwarf.
With his brother’s blood still fresh on his hands, Harsk
went mad with rage. That night, he stalked through the
giants’ camp like a vengeful wraith, slaughtering giant
after giant with his crossbow before melting back into
the forest, only to reappear elsewhere and take another
victim. When the last giant was left gurgling in the dust,
Harsk took up his brother’s axe and slipped off into the
trees, vowing to forever be the voice of justice in the wild
places, to keep balance and prevent the sacrifices of noble
warriors like his brother.
Harsk, like many of his kind, is gruff and taciturn, but
there ends most of his connection to dwarven society.
Something of a loner, he prefers to spend his time outdoors,
communing with nature, though he occasionally travels
alongside others whose goals match his own. Uninterested
in the beer and ale so strongly associated with dwarves
in the minds of human society, Harsk instead drinks pot
after pot of strong tea to keep his senses sharp. While he
never lets his brother’s axe out of his sight, he wields it
only as a last resort, knowing his true skills lie in the hunt
and striking from darkness.
Init +3; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee battleaxe +3 (1d8+2/×3)
Ranged heavy crossbow +4 (1d10/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, favored enemy (humanoids [giants] +2)
TACTICS
During Combat Harsk prefers fighting with his crossbow over his
battleaxe. His hatred for giants often motivates him to target
creatures of that subtype to the exclusion of others.
STATISTICS
Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Rapid Reload
Skills Handle Animal +3, Heal +6, Knowledge (geography, nature) +4,
Perception +6 (+8 to notice unusual stonework), Stealth +6,
Survival +6
Languages Common, Dwarven
SQ track +1, wild empathy +0
Gear studded leather, battleaxe, heavy crossbow with 30 bolts,
antitoxin, backpack, smokestick, trail rations (4), signal whistle,
tea pot, 11 gp
Init +3; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 natural)
hp 64 (7d10+21)
Fort +10, Ref +10, Will +8; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee +1 battleaxe +10/+5 (1d8+3/×3)
Ranged +2 heavy crossbow +12 (1d10+2/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, favored enemy (fey +2, humanoids [giants] +4)
Ranger Spells Prepared (CL 4th; concentration +6)
2nd—barkskin
1st—entangle (DC 13), resist energy
TACTICS
During Combat Harsk prefers fighting with his crossbow over his
battleaxe but isn’t afraid to get dirty in melee if the situation calls
for it. His hatred for giants often motivates him to target creatures
of that subtype to the exclusion of others.
STATISTICS
Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Base Atk +7; CMB +9; CMD 22 (26 vs. bull rush, 26 vs. trip)
HARSK
CR 1
DWARF RANGER 1
XP 400
Medium humanoid (dwarf)
LN
HARSK
CR 7
DWARF RANGER 7
XP 3,200
Medium humanoid (dwarf)
LN
290
290
CR
1
7
12
ICONICS
HARSK, RANGER
Feats Endurance, Far Shot, Improved Precise Shot, Iron Will, Point-
Blank Shot, Precise Shot, Rapid Reload
Skills Handle Animal +9, Heal +12, Knowledge (geography, nature) +10,
Perception +12 (+14 to notice unusual stonework), Stealth +13,
Survival +12
Languages Common, Dwarven
SQ favored terrain (mountain +2), hunter’s bond (animal, badger
named Biter)*, track +3, wild empathy +6, woodland stride
Combat Gear potions of cure moderate wounds (3), potions of pass
without trace (2), screaming bolts (4), tanglefoot bag; Other
Gear +2 studded leather, +1 battleaxe, +2 heavy crossbow with
30 bolts, amulet of natural armor +1, cloak of resistance +2,
antitoxin, backpack, signal whistle, smokestick, tea pot, trail
rations (4), 468 gp
* See page 299 for Harsk’s animal companion’s statistics.
Init +6; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 26, touch 17, flat-footed 21 (+7 armor, +2 deflection, +5 Dex,
+2 natural)
hp 106 (12d10+36)
Fort +13, Ref +16, Will +10; +2 vs. poison, spells,
and spell-like abilities
Defensive Abilities defensive training (+4 dodge
bonus to AC vs. giants), evasion
OFFENSE
Speed 20 ft.
Melee +2 battleaxe +16/+11/+6 (1d8+4/×3)
Ranged +3 flaming heavy crossbow +22 (1d10+3/17–20
plus 1d6 fire)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, favored enemy (fey +2, humanoids [giants] +6,
humanoids [humans] +2), quarry
Ranger Spells Prepared (CL 9th; concentration +11)
3rd—neutralize poison
2nd—barkskin, bear’s endurance, cure light wounds
1st—entangle (DC 13), longstrider, resist energy
TACTICS
During Combat Harsk prefers fighting with his crossbow over his
battleaxe but isn’t afraid to get dirty in melee if the situation
calls for it. His hatred for giants often motivates him to
target creatures of that subtype to the exclusion of
others, and to choose one as his quarry. If tracking a
giant, he casts resist energy against an energy type
that giant uses before engaging.
STATISTICS
Str 14, Dex 22, Con 16, Int 10, Wis 14, Cha 8
Base Atk +12; CMB +14; CMD 32 (36 vs. bull rush, 36 vs. trip)
Feats Endurance, Far Shot, Improved Critical (heavy crossbow),
Improved Precise Shot, Iron Will, Pinpoint Targeting, Point-Blank
Shot, Precise Shot, Rapid Reload, Weapon Focus (heavy crossbow)
Skills Handle Animal +14, Heal +17, Knowledge (geography,
nature) +15, Perception +17 (+19 to notice unusual stonework),
Stealth +21, Survival +17
Languages Common, Dwarven
SQ camouflage, evasion, favored terrain (forest +2, mountain +4),
hunter’s bond (animal, badger named Biter)*, swift tracker,
track +6, wild empathy +11, woodland stride
Combat Gear seeking bolts (20), potions of pass without trace (2),
wand of cure moderate wounds (35 charges), tanglefoot bag;
Other Gear +4 studded leather, +2 battleaxe, +3 flaming heavy
crossbow with 30 bolts, amulet of natural armor +2, belt of
incredible dexterity +4, boots of speed, cloak of resistance +2,
ring of protection +2, antitoxin, backpack, signal whistle,
smokestick, tea pot, trail rations (4), 464 gp
* See page 299 for Harsk’s animal companion’s statistics.
HARSK
CR 12
DWARF RANGER 12
XP 19,200
Medium humanoid (dwarf)
LN
291
291
MERISIEL, ICONIC ROGUE
The elves have a name for elven children unfortunate
enough to be born and raised in human society—the
Forlorn. Merisiel is one of these, born in the Varisian city
of Magnimar to elven parents who were either unable or
unwilling to raise a child on their own. Merisiel never
learned the truth of it, for her parents left her in the care
of the city’s temple to Calistria. The priests raised Merisiel
as a ward of the temple, but she had little patience for
teachers and prayer. Eventually, she left the temple and
spent many years on the streets of Magnimar, earning a
living as a freelance thief. When her growing reputation
as a thief became inconvenient, she decided to leave her
home city to seek out new settlements to explore and enjoy.
Merisiel became a master at stowing away on ships,
talking her way out of trouble, and finding her way in
new societies. She’s called dozens of cities home, leaving
one for another when her companions outgrew her or
she outlived them. Life has been hard for Merisiel, made
more so by the fact that she’s always found it difficult to
master skills that come easily to her companions. Faced
often with situations where a quick tongue or stealth won’t
suffice to keep her out of trouble, Merisiel has taken to
carrying dozen knives. When things go wrong with her
carefully laid plans (as they almost always seem to do), the
knives come out and what needs to be done gets done. To
date, Merisiel hasn’t met a problem that can’t, in one way
or another, be solved with a blade.
Each of the cities she’s spent time in carries special
memories for Merisiel. In cosmopolitan Kintargo, she fell
in love for the first five times, but only the last of those
relationships survives to this day. In bustling Corentyn,
she spent five years in prison for a crime she wasn’t able
to pin on someone more deserving, a sentence exceeded
by her stay in Almas (still her record—ten years in jail).
In Cassomir she helped rob a corrupt jeweler, in Oppara
a decadent and cruel magistrate, and in Sothis a narrow-
minded priest of Abadar. Yet in each of these cases her
companions betrayed her and left her penniless. She
spent many years in Katapesh and Absalom, but the size
of these cities eventually grew to be too much even for
her. Recently, she’s come home to Magnimar with a new
purpose in life. Finally matured to the point where she’s
willing (and perhaps able) to learn from her mistakes, she
hopes to make something more of her life than merely bad
decisions laced with periodic bouts of excitement and fun.
Merisiel’s life experiences have taught her to enjoy
things to their fullest as they occur—it’s impossible to tell
when the good times might end. She’s open and expressive,
always on the move and working on her latest batch of
plots to make easy money. In the end, it comes down to
being faster than everyone else—either on her feet or with
her beloved blades. She wouldn’t have it any other way.
Init +4; Senses low-light vision; Perception +6
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +0; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6+2/18–20)
Ranged dagger +4 (1d4+2/19–20)
Special Attacks sneak attack +1d6
TACTICS
Before Combat Though something of a show-off, Merisiel understands
the value of hiding in order to get the drop on her opponents.
During Combat Merisiel makes sneak attacks on her foes to
maximize the damage she can do with her daggers and rapier.
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 16
Feats Weapon Finesse
Skills Acrobatics +7, Bluff +5, Climb +5, Disable Device +7, Knowledge
(local) +4, Perception +6, Sleight of Hand +7, Stealth +7
Languages Common, Elven
SQ elven magic, trapfinding +1, weapon familiarity
Combat Gear acid, alchemist’s fire; Other Gear studded leather,
daggers (6), rapier, backpack, hooded lantern, oil (5), silk rope
(50 ft.), thieves’ tools, 3 gp
Init +9; Senses low-light vision; Perception +12
DEFENSE
AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex,
+1 dodge, +1 shield)
hp 56 (7d8+21)
Fort +4, Ref +11, Will +3; +2 vs. enchantments
Defensive Abilities evasion, trap sense +2, uncanny dodge;
Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 keen rapier +11 (1d6+3/15–20)
Ranged dagger +10 (1d4+2/19–20)
Special Attacks sneak attack +4d6
TACTICS
Before Combat Though something of a show-off, Merisiel understands
the value of hiding in order to get the drop on her opponents.
MERISIEL
CR 1
ELF ROGUE 1
XP 400
Medium humanoid (elf)
CN
MERISIEL
CR 7
ELF ROGUE 7
XP 3,200
Medium humanoid (elf)
CN
292
292
CR
1
7
12
ICONICS
MERISIEL, ROGUE
During Combat Merisiel makes sneak attacks on her foes to
maximize the damage she can do with her daggers and rapier.
STATISTICS
Str 15, Dex 20, Con 12, Int 10, Wis 10, Cha 12
Base Atk +5; CMB +7; CMD 24
Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon Finesse
Skills Acrobatics +20, Bluff +11, Climb +12, Disable Device +17,
Knowledge (local) +10, Perception +12, Sleight of Hand +15,
Stealth +15
Languages Common, Elven
SQ elven magic, rogue talents (bleeding attack +4, combat trick, fast
stealth), trapfinding +3, weapon familiarity
Combat Gear potion of cure serious wounds, potion of invisibility,
acid, alchemist’s fire, tanglefoot bag; Other Gear +2 studded
leather, masterwork buckler, +1 keen rapier, daggers (12),
belt of incredible dexterity +2, boots of elvenkind, cloak
of resistance +1, ring of protection +1, universal solvent,
backpack, hooded lantern, masterwork thieves’ tools, oil (5),
silk rope (50 ft.), 16 gp
Init +10; Senses low-light vision; Perception +17
DEFENSE
AC 29, touch 18, flat-footed 23 (+8 armor, +2 deflection, +5 Dex,
+1 dodge, +3 shield)
hp 105 (12d8+48)
Fort +9, Ref +17, Will +7; +2 vs. enchantments
Defensive Abilities improved evasion, improved uncanny dodge,
trap sense +4; Immune sleep
OFFENSE
Speed 30 ft.
Melee +3 keen rapier +19/+14 (1d6+6/15–20)
Ranged mwk dagger +16/+11 (1d4+3/19–20)
Special Attacks sneak attack +6d6
TACTICS
Before Combat Though something of a show-off, Merisiel
understands the value of hiding in order to get the drop on
her opponents.
During Combat Merisiel makes sneak attacks on her foes to
maximize the damage she can do with her daggers and rapier.
STATISTICS
Str 17, Dex 22, Con 14, Int 10, Wis 10, Cha 12
Base Atk +9; CMB +12; CMD 31
Feats Dodge, Improved Initiative, Mobility, Point-Blank
Shot, Quick Draw, Toughness, Weapon Finesse, Weapon
Focus (rapier)
Skills Acrobatics +26, Bluff +16, Climb +18, Disable Device +23,
Knowledge (local) +15, Perception +17, Sleight of Hand +21,
Stealth +21
Languages Common, Elven
SQ elven magic, rogue talents (bleeding attack +6, combat trick,
fast stealth, improved evasion, surprise attack, weapon training),
trapfinding +6, weapon familiarity
Combat Gear oil of silence (2), potions of cure serious wounds (3),
potion of fly, potions of invisibility (2), acid, alchemist’s fire,
tanglefoot bag; Other Gear +5 studded leather, +2 buckler,
+3 keen rapier, masterwork daggers (12), bag of holding
(type I), belt of physical perfection +2, boots of elvenkind,
cloak of resistance +3, ring of protection +2, universal solvent,
backpack, hooded lantern, masterwork thieves’ tools, oil (5),
silk rope (50 ft.), 266 gp
MERISIEL
CR 12
ELF ROGUE 12
XP 19,200
Medium humanoid (elf)
CN
293
293
SEONI, ICONIC SORCERER
A member of the wanderers known as Varisians, Seoni
wears the magical markings of her culture in the elaborate
tattoos that crisscross her body. But her path was not to
be the path of tradition. A caravan master’s daughter who
spent much of her youth traveling, she was expected to
one day either lead her own caravan or perhaps develop
a talent for reading the harrow, the fortune-telling cards
of her people. One night, while her family camped at the
edge of the mysterious Lurkwood, young Seoni wandered
out of sight of her people’s cooking fires. There she found
a great white tree, its ancient roots twisted around a ring
of rune-carved stone. As she investigated, the tree’s bark
fell away, revealing elaborate symbols and images that
related a brief tale—that of her own short life. Seoni fled,
but returned with her kin soon after to find nothing
more than a normal old tree and a strange rock.
Regardless, the images upon the wood carved themselves
into Seoni’s mind, and she promised that she would
never submit to letting another choose her destiny. From
that point onward, she delved into the mysteries of her
homeland, eventually even unlocking sorcerous power
within herself—an ancient sorcery unlike the common
magic of her people. When she came of age, she sought to
continue her wandering life, but this time along routes she
chose and in pursuit of her own ambitions.
Init +2; Senses Perception +3
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged dagger +2 (1d4/19–20)
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—mage armor, magic missile
0 (at will)—acid splash, detect magic, flare (DC 15), read magic
Bloodline arcane
TACTICS
Before Combat Seoni casts mage armor on herself.
During Combat In combat, Seoni serves as artillery from range,
blasting foes with acid splash and magic missile.
Base Statistics Without mage armor, Seoni’s statistics are AC 13,
flat-footed 10.
STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Alertness, Dodge, Eschew Materials, Spell Focus (evocation)
Skills Bluff +8, Climb +3, Knowledge (planes) +4, Perception +3,
Sense Motive +3, Spellcraft +4
Languages Common, Varisian
SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline
arcana (+1 DC for metamagic spells that increase spell level)
Combat Gear scroll of color spray; Other Gear dagger, quarterstaff,
backpack, smokestick, sunrods (5), trail rations (4), 9 gp
Init +6; Senses Perception +3
DEFENSE
AC 25, touch 15, flat-footed 22 (+4 armor, +2 deflection, +2 Dex,
+1 dodge, +2 natural, +4 shield)
hp 41 (7d6+14)
Fort +3, Ref +4, Will +6
OFFENSE
Speed 30 ft.
Melee quarterstaff +3 (1d6)
Ranged dagger +5 (1d4/19–20)
Sorcerer Spells Known (CL 7th; concentration +12)
3rd (5/day)—dispel magic, haste, lightning bolt (DC 20)
2nd (7/day)—glitterdust (DC 17), invisibility, scorching ray,
web (DC 17)
1st (8/day)—burning hands (DC 18), enlarge person (DC 16),
identify, mage armor, magic missile, shield
0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 17),
light, prestidigitation, read magic
Bloodline arcane
TACTICS
Before Combat Seoni casts mage armor and extended shield (using
her metamagic adept ability) before the start of the encounter.
During Combat In combat, Seoni serves as artillery from range,
blasting foes with magic missile, lightning bolt, and scorching ray.
Base Statistics Without mage armor and shield, Seoni’s statistics are
AC 17, touch 15, flat-footed 14.
STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 21
Base Atk +3; CMB +3; CMD 18
Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend
Spell, Greater Spell Focus (evocation), Improved Initiative, Spell
Focus (evocation)
Skills Bluff +15, Climb +3, Knowledge (planes) +10, Perception +3,
Sense Motive +3, Spellcraft +10
Languages Common, Varisian
SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline
arcana (+1 DC for metamagic spells that increase spell level),
metamagic adept (2/day)
SEONI
CR 1
HUMAN SORCERER 1
XP 400
Medium humanoid (human)
LN
SEONI
CR 7
HUMAN SORCERER 7
XP 3,200
Medium humanoid (human)
LN
294
294
CR
1
7
12
ICONICS
SEONI, SORCERER
Combat Gear potion of cat’s grace, potions of cure light wounds (3),
scroll of fireball, scroll of fly, wand of magic missile (CL 3rd, 50
charges); Other Gear dagger, quarterstaff, amulet of natural
armor +2, headband of alluring charisma +2, ring of protection +2,
backpack, trail rations (4), 44 gp
Init +7; Senses Perception +4
DEFENSE
AC 31, touch 19, flat-footed 27 (+4 armor, +4 deflection, +3 Dex,
+1 dodge, +1 insight, +4 natural, +4 shield)
hp 80 (12d6+36)
Fort +8, Ref +10, Will +13
OFFENSE
Speed 30 ft.
Melee quarterstaff +6/+1 (1d6)
Ranged dagger +9 (1d4/19–20)
Sorcerer Spells Known (CL 12th; concentration +19)
6th (4/day)—chain lightning (DC 25)
5th (6/day)—cone of cold (DC 24), overland flight, wall of force
4th (7/day)—charm monster (DC 21), dimension door, resilient
sphere (DC 23), stoneskin, wall of fire
3rd (8/day)—dispel magic, displacement, fireball (DC 22), haste,
lightning bolt (DC 22)
2nd (8/day)—darkness, darkvision, glitterdust (DC 19), invisibility,
scorching ray, web (DC 19)
1st (8/day)—burning hands (DC 20), enlarge person (DC 18),
identify, mage armor, magic missile, shield
0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 19),
light, mage hand, mending, prestidigitation, read magic
Bloodline arcane
TACTICS
Before Combat Seoni casts displacement, mage armor, and
extended shield (using her metamagic adept ability) before the
start of the encounter.
During Combat In combat, Seoni serves as artillery from range, blasting
foes with chain lightning, cone of cold, and scorching ray; supports
her allies with spells such as haste and enlarge person; and controls
the battlefield with walls of force and fire, web, and darkness.
Base Statistics Without mage armor and shield, Seoni’s statistics are
AC 23, touch 19, flat-footed 19.
STATISTICS
Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 24
Base Atk +6; CMB +6; CMD 25
Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend
Spell, Greater Spell Focus (evocation), Improved Initiative, Quicken
Spell, Spell Focus (evocation), Toughness
Skills Bluff +22, Climb +3, Knowledge (planes) +15, Perception +4,
Sense Motive +4, Spellcraft +15
Languages Common, Varisian
SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline
arcana (+1 DC for metamagic spells that increase spell level),
metamagic adept (3/day), new arcana
Combat Gear potions of cure moderate wounds (3), scroll of fly,
scroll of protection from energy, wand of magic missile (CL 7th,
32 charges); Other Gear dagger, quarterstaff, amulet of natural
armor +4, belt of incredible dexterity +2, cloak of resistance +3,
dusty rose prism ioun stone, headband of alluring charisma +4,
ring of counterspells (contains magic missile), ring of protection +4,
backpack, trail rations (4), granite and diamond dust worth 250 gp,
734 gp
SEONI
CR 12
HUMAN SORCERER 12
XP 19,200
Medium humanoid (human)
LN
295
295
EZREN, ICONIC WIZARD
Born to a successful merchant in Absalom, Ezren spent
his childhood in comfort and safety, only to have all that
change when his father was charged with heresy against the
god Abadar. Ezren spent much of his adult life attempting
to prove his father’s innocence, only to finally confirm
his father’s guilt. The revelation shook Ezren to the core,
undermining his faith in family and church, and he
abandoned both, setting out to find a new life. Despite his
age, Ezren embraced arcane studies, a pursuit that swiftly
revealed a true aptitude for the wizardly arts. With freedom
and potency he’s never enjoyed before, Ezren seeks to
explore the world he so long neglected.
Init +2; Senses Perception +1
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 8 (1d6+2)
Fort +3, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee mwk cane +1 (1d6) or
dagger +0 (1d4/19–20)
Ranged light crossbow +2 (1d8/19–20)
Special Attacks hand of the apprentice (7/day)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—burning hands (DC 15), magic missile
0 (at will)—acid splash, detect magic, light
TACTICS
Before Combat Ezren uses his bonded object to cast mage armor
before the start of the encounter.
During Combat Ezren uses his attack spells in conjunction with his
hand of the apprentice special attack to eliminate threats against
him and his companions.
Base Statistics Without mage armor, Ezren’s statistics are AC 12,
touch 12, flat-footed 10.
STATISTICS
Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Great Fortitude, Scribe Scroll
Skills Appraise +8, Knowledge (arcana, history, nature, planes) +8,
Linguistics +8, Spellcraft +8
Languages Common, Draconic, Goblin, Infernal, Osiriani, Terran
SQ arcane bond (cane)
Gear dagger, light crossbow with 10 bolts, masterwork cane (treat
as club), backpack, scroll case, spell component pouch, spellbook
(contains all prepared spells plus all 0-level spells; 1st—color spray,
expeditious retreat, grease, mage armor, protection from evil,
shield, and sleep), 9 gp
Init +2; Senses Perception +1
DEFENSE
AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2 Dex,
+1 natural, +4 shield)
hp 55 (7d6+28)
Fort +8, Ref +6, Will +8
OFFENSE
Speed 30 ft.
EZREN
CR 1
HUMAN WIZARD 1
XP 400
Medium humanoid (human)
N
EZREN
CR 7
HUMAN WIZARD 7
XP 3,200
Medium humanoid (human)
N
296
296
CR
1
7
12
ICONICS
EZREN, WIZARD
Melee +1 cane +4 (1d6+1) or
dagger +3 (1d4/19–20)
Ranged mwk light crossbow +6 (1d8/19–20)
Special Attacks hand of the apprentice (8/day)
Wizard Spells Prepared (CL 7th; concentration +12)
4th—dimension door, shout (DC 20)
3rd—dispel magic, fireball (DC 19), haste
2nd—glitterdust (DC 17), knock, scorching ray, spider climb
1st—burning hands (DC 17), expeditious retreat, mage armor,
magic missile, obscuring mist, shield
0 (at will)—acid splash, detect magic, light, mage hand
TACTICS
Before Combat Ezren casts mage armor and shield before the start
of the encounter.
During Combat Ezren uses his attack spells in conjunction with his
hand of the apprentice special attack to eliminate threats against
him and his companions.
Base Statistics Without mage armor and shield, Ezren’s statistics are
AC 15, touch 14, flat-footed 13.
STATISTICS
Str 10, Dex 14, Con 14, Int 20, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 17
Feats Combat Casting, Craft Magic Arms and Armor, Great Fortitude,
Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
Skills Appraise +15, Fly +12, Knowledge (arcana, history, nature,
planes) +15, Linguistics +15, Spellcraft +15
Languages Abyssal, Celestial, Common, Draconic, Elven, Giant,
Goblin, Ignan, Infernal, Kelish, Osiriani, Terran, Undercommon
SQ arcane bond (cane)
Combat Gear potion of cat’s grace, potion of cure moderate wounds,
potion of fly, potion of tongues, scroll of blur, scroll of charm person,
scroll of magic weapon, wand of magic missile (50 charges);
Other Gear +1 cane (treat as club), dagger, masterwork light
crossbow with 10 bolts, amulet of natural armor +1, cloak of
resistance +2, headband of vast intelligence +2, pearl of power
(1st), ring of protection +2, backpack, scroll case, spell component
pouch, spellbook (contains all prepared spells plus all 0-level spells;
1st—charm person, color spray, grease, protection from evil, sleep;
2nd—acid arrow, bear’s endurance; 3rd—fly, lightning bolt), 89 gp
Init +2; Senses Perception +1
DEFENSE
AC 24, touch 14, flat-footed 22 (+4 armor, +2 deflection, +2 Dex,
+2 natural, +4 shield)
hp 92 (12d6+48)
Fort +11, Ref +9, Will +12
OFFENSE
Speed 30 ft.
Melee +2 cane (rod of thunder and lightning) +8/+3 (1d6+2) or
dagger +6/+1 (1d4/19–20)
Ranged mwk light crossbow +9 (1d8/19–20)
Special Attacks hand of the apprentice (10/day), metamagic
mastery (3/day)
Wizard Spells Prepared (CL 12th; concentration +19)
6th—disintegrate (DC 23), greater dispel magic, summon
monster VI
5th—cloudkill (DC 22), cone of cold (DC 24), empowered lightning
bolt, teleport
4th—dimension door, greater invisibility, scrying (DC 21), shout (DC 23)
3rd—dispel magic, fireball (DC 22), fly, haste, lightning bolt
(DC 22), tongues
2nd—acid arrow, glitterdust (DC 19), knock, scorching ray (2),
spider climb
1st—burning hands (DC 20), charm person (DC 18), expeditious
retreat, grease, mage armor, magic missile, obscuring mist,
protection from evil, shield (2)
0 (at will)—acid splash, detect magic, light, mage hand
TACTICS
Before Combat Ezren casts mage armor and shield before the
start of the encounter. Given the time, he also casts fly and
greater invisibility.
During Combat Ezren uses his attack spells in conjunction with his
hand of the apprentice special attack to eliminate threats against
him and his companions.
Base Statistics Without mage armor and shield, Ezren’s statistics are
AC 16, touch 14, flat-footed 14.
STATISTICS
Str 10, Dex 14, Con 14, Int 24, Wis 12, Cha 10
Base Atk +6; CMB +6; CMD 20
Feats Combat Casting, Craft Magic Arms and Armor, Craft Rod,
Empower Spell, Great Fortitude, Greater Spell Focus (evocation),
Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
Skills Appraise +22, Craft (alchemy) +22, Fly +17, Knowledge
(arcana, engineering, history, nature, planes) +22, Linguistics +22,
Spellcraft +22
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common,
Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Ignan, Infernal,
Kelish, Orc, Osiriani, Terran, Undercommon
SQ arcane bond (cane)
Combat Gear potion of cat’s grace, potions of cure serious wounds (3),
scroll of antimagic field, scroll of passwall, scrolls of protection
from energy (2), scroll of remove curse, scroll of secure shelter,
staff of fire, wand of mnemonic enhancer (7 charges); Other
Gear +2 cane (rod of thunder and lightning; treat as club), dagger,
masterwork light crossbow with 10 bolts, amulet of natural armor +2,
cloak of resistance +3, headband of vast intelligence +4, ring
of protection +2, ring of wizardry I, backpack, scroll case, spell
component pouch, spellbook (contains all prepared spells plus
all 0-level spells; 1st—color spray, sleep; 2nd—bear’s endurance;
4th—black tentacles, summon monster IV; 5th—dream,
polymorph, mage’s private sanctum; 6th—true seeing), 724 gp
EZREN
CR 12
HUMAN WIZARD 12
XP 19,200
Medium humanoid (human)
N
297
297
APPENDIX 1: ANIMAL COMPANIONS
This section presents an assortment of suitable druid and
ranger animal companions at various effective druid levels.
All of the druids and rangers in Chapter 1 are built with the
nature bond (domain) or hunter’s bond (companions) class
abilities, so it is a simple matter to replace those abilities with
an animal companion of the appropriate level. For druids,
ignore the bonus spells and granted powers listed in the stat
block; for rangers, ignore the hunter’s bond ability (which
otherwise does not affect the ranger’s statistics in any way).
An asterisk (*) after an animal companion’s name indicates
that only druids can select that type of companion.
DINOSAUR*
Effective Druid Level
N Small animal
1
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +6, Will +1
OFFENSE
Speed 60 ft.
Melee bite +2 (1d4), 2 talons +2 (1d6)
STATISTICS
Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Skill Focus (Perception)
Skills Acrobatics +7 (+19 when jumping), Perception +8
SQ tricks (attack, come, defend, down, fetch, guard, seek)
PONY
Effective Druid Level
N Medium animal
1
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
STATISTICS
Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8
SQ tricks (attack, come, defend, down, guard, heel, work)
SMALL CAT
Effective Druid Level
N Small animal
1
Init +5; Senses low-light vision, scent; Perception +5
DEFENSE
AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size)
hp 11 (2d8+2)
Fort +4, Ref +8, Will +1
OFFENSE
Speed 50 ft.
Melee bite +7 (1d4+1 plus trip), 2 claws +7 (1d2+1)
STATISTICS
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 16 (20 vs. trip)
Feats Weapon Finesse
Skills Perception +5, Stealth +13
SQ tricks (attack [all creatures], come, defend, down, guard, heel)
BIRD
Effective Druid Level
N Small animal
2
Init +2; Senses low-light vision; Perception +7
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +3
OFFENSE
Speed 10 ft., fly 80 ft. (average)
Melee bite +5 (1d4), 2 talons +6 (1d4)
STATISTICS
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 13
Feats Weapon Finesse, Weapon Focus (talons)
Skills Fly +8, Perception +7
SQ tricks (attack, come, down, fetch, heel, seek, stay)
BOAR*
Effective Druid Level
N Small animal
2
Init +1; Senses low-light vision, scent; Perception +10
DEFENSE
AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)
hp 22 (3d8+9)
Fort +5, Ref +4, Will +2
OFFENSE
Speed 40 ft.
Melee gore +4 (1d6+1)
STATISTICS
Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4
Base Atk +2; CMB +2; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Perception +10
SQ tricks (attack, come, defend, guard, heel, perform, stay)
CONSTRICTOR SNAKE
Effective Druid Level
N Medium animal
2
298
298
APPENDICES
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 19 (3d8+6)
Fort +4, Ref +6, Will +2
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d3+3 plus grab)
STATISTICS
Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +4 (+8 grapple); CMD 17 (can’t be tripped)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +7 (+3 when jumping), Climb +10, Perception +8,
Stealth +7, Swim +10
SQ tricks (attack, come, defend, down)
BEAR*
Effective Druid Level
N Small animal
3
Init +3; Senses low-light vision, scent; Perception +5
DEFENSE
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +6, Will +2
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee bite +6 (1d4+3), 2 claws +6 (1d3+3)
STATISTICS
Str 16, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +5, Survival +2, Swim +7
SQ tricks (attack, come, defend, down, guard, heel, perform, stay)
CAMEL
Effective Druid Level
N Large animal
3
Init +3; Senses low-light vision, scent; Perception +6
DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +1
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +6 (1d4+6)
Ranged spit +4 ranged touch (sickened for 1d4 rounds)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 19, Dex 17, Con 14, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +7; CMD 20 (24 vs. trip)
Feats Endurance, Weapon Focus (bite)
Skills Perception +6
SQ tricks (attack, come, down, fetch, guard, heel, stay, work)
DOG
Effective Druid Level
N Small animal
3
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee bite +6 (1d4+3)
STATISTICS
Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 17 (21 vs. trip)
Feats Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +8, Survival +3
SQ tricks (attack, come, defend, fetch, guard, heel, stay, track)
BADGER
Effective Druid Level
N Medium animal
4
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
299
299
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 34 (4d8+16)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
OFFENSE
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee bite +7 (1d6+3), 2 claws +6 (1d4+3)
Special Attacks rage (as barbarian for 6 rounds per day)
STATISTICS
Str 16, Dex 16, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 19 (23 vs. trip)
Feats Toughness, Weapon Focus (bite)
Skills Climb +11, Perception +8
SQ tricks (attack [all creatures], come, defend, fetch, guard, heel,
stay)
Note: The badger’s stat block does not include the adjustments
from its rage ability.
SHARK
Effective Druid Level
N Medium animal
4
Init +2; Senses blindsense, low-light vision, scent; Perception +8
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 34 (4d8+16)
Fort +10, Ref +6, Will +2
Defensive Abilities evasion
OFFENSE
Speed 0 ft., swim 60 ft.
Melee bite +8 (1d6+6)
STATISTICS
Str 18, Dex 14, Con 18, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +7; CMD 19
Feats Great Fortitude, Weapon Focus (bite)
Skills Perception +8, Swim +12
SQ tricks (attack [any creature], guard, seek, track)
VIPER SNAKE
Effective Druid Level
N Medium animal
4
Init +3; Senses low-light vision, scent; Perception +9
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 22 (4d8+4)
Fort +5, Ref +7, Will +2
Defensive Abilities evasion
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d4+3 plus poison)
STATISTICS
Str 14, Dex 16, Con 13, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +5; CMD 18 (can’t be tripped)
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +7 (+3 when jumping), Climb +10, Perception +9,
Stealth +7, Swim +10
SQ tricks (attack [any creature], come, defend, down)
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for
6 rounds; effect 1 Con; cure 1 save.
BIG CAT*
Effective Druid Level
N Medium animal
5
Init +4; Senses low-light vision, scent; Perception +9
DEFENSE
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +3
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee bite +6 (1d6+2), 2 claws +6 (1d4+2)
Special Attacks rake (2 claws +6, 1d4+2)
STATISTICS
Str 14, Dex 18, Con 14, Int 2, Wis 15, Cha 10
Base Atk +3; CMB +5; CMD 19 (23 vs. trip)
Feats Skill Focus (Perception), Weapon Focus (bite, claws)
Skills Acrobatics +8 (+12 when jumping), Perception +9, Stealth +9,
Swim +6
SQ tricks (attack [any creature], defend, down, guard, heel, seek, stay)
PONY
Effective Druid Level
N Medium animal
5
Init +2; Senses low-light vision, scent; Perception +9
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 32 (5d8+10)
Fort +6, Ref +6, Will +1
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee 2 hooves +6 (1d3+3)
STATISTICS
Str 16, Dex 15, Con 14, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
Feats Endurance, Run, Skill Focus (Perception)
Skills Acrobatics +6 (+10 when jumping), Perception +9, Swim +7
SQ combat trained, tricks (attack [all creatures], come, defend, down,
guard, heel, work)
WOLF
Effective Druid Level
N Medium animal
5
Init +3; Senses low-light vision, scent; Perception +10
DEFENSE
300
300
APPENDICES
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 37 (5d8+15)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +6 (1d6+3 plus trip)
STATISTICS
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Run, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +10, Survival +3
SQ tricks (attack, come, defend, fetch, guard, heel, stay, track)
APE*
Effective Druid Level
N Large animal
6
Init +3; Senses low-light vision, scent; Perception +10
DEFENSE
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
hp 45 (6d8+18)
Fort +9, Ref +8, Will +3; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +10 (1d6+7), 2 claws +10 (1d6+7)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 24, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Base Atk +4; CMB +12; CMD 25
Feats Great Fortitude, Skill Focus (Perception), Toughness
Skills Acrobatics +8, Climb +15, Perception +10, Stealth +3
SQ tricks (attack, come, defend, down, fetch, guard, seek,
stay, work)
HORSE
Effective Druid Level
N Large animal
6
Init +3; Senses low-light vision, scent; Perception +11
DEFENSE
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +8, Will +3; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +8 (1d4+5), 2 hooves +3 (1d6+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 16, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 23 (27 vs. trip)
Feats Endurance, Run, Skill Focus (Perception)
Skills Acrobatics +7 (+15 when jumping), Perception +11, Swim +9
SQ combat trained, tricks (attack [all creatures], come, defend, down,
guard, heel, stay, work)
CAMEL
Effective Druid Level
N Large animal
7
Init +4; Senses low-light vision, scent; Perception +9
DEFENSE
AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +9, Will +2; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +10 (1d4+9)
Ranged spit +7 ranged touch (sickened for 1d4 rounds)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 23, Dex 18, Con 16, Int 2, Wis 11, Cha 4
Base Atk +4; CMB +11; CMD 25 (29 vs. trip)
Feats Endurance, Run, Weapon Focus (bite)
Skills Perception +9
SQ tricks (attack [any creature], come, down, fetch, guard, heel,
stay, work)
301
301
CROCODILE*
Effective Druid Level
N Medium animal
7
Init +2; Senses low-light vision; Perception +9
DEFENSE
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +10 (1d8+9) or
tail slap +10 (1d12+9)
Special Attacks death roll, grab, sprint
STATISTICS
Str 22, Dex 14, Con 17, Int 1, Wis 12, Cha 2
Base Atk +4; CMB +10 (+14 grapple); CMD 22 (26 vs. trip)
Feats Run, Skill Focus (Perception, Stealth)
Skills Perception +9, Stealth +12, Swim +14
SQ hold breath, tricks (attack [any creature], come, defend,
guard, seek)
SMALL CAT
Effective Druid Level
N Medium animal
7
Init +6; Senses low-light vision, scent; Perception +6
DEFENSE
AC 21, touch 16, flat-footed 15 (+6 Dex, +5 natural)
hp 39 (6d8+12)
Fort +7, Ref +11, Will +3; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +10 (1d6+4 plus trip), 2 claws +11 (1d3+4)
STATISTICS
Str 18, Dex 22, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 24 (28 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse, Weapon Focus (claws)
Skills Acrobatics +10 (+18 when jumping), Climb +9, Perception +6,
Stealth +13
SQ sprint, tricks (attack [all creatures], come, defend, down, fetch,
guard, heel, stay)
BIRD
Effective Druid Level
N Small animal
8
Init +4; Senses low-light vision; Perception +10
DEFENSE
AC 21, touch 16, flat-footed 16 (+4 Dex, +1 dodge, +5 natural,
+1 size)
hp 45 (7d8+14)
Fort +7, Ref +9, Will +4; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 10 ft., fly 80 ft. (average)
Melee bite +11 (1d4+2), 2 talons +11 (1d4+2)
STATISTICS
Str 14, Dex 18, Con 14, Int 2, Wis 14, Cha 6
Base Atk +5; CMB +6; CMD 21
Feats Dodge, Weapon Finesse, Weapon Focus (bite, talons)
Skills Fly +11, Perception +10
SQ tricks (attack [any creature], come, down, fetch, guard, heel,
seek, stay)
CONSTRICTOR SNAKE
Effective Druid Level
N Large animal
8
Init +3; Senses low-light vision, scent; Perception +10
DEFENSE
AC 20, touch 13, flat-footed 16 (+3 Dex, +1 dodge, +7 natural,
–1 size)
hp 59 (7d8+28)
Fort +8, Ref +8, Will +3; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +13 (1d4+12 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d4+12)
STATISTICS
Str 26, Dex 17, Con 17, Int 1, Wis 12, Cha 2
Base Atk +5; CMB +14 (+18 grapple); CMD 28 (can’t be tripped)
Feats Dodge, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Acrobatics +7 (+3 when jumping), Climb +20, Perception +10,
Stealth +4, Swim +16
SQ tricks (attack [any creature], come, defend, down, guard)
BADGER
Effective Druid Level
N Medium animal
9
Init +4; Senses low-light vision, scent; Perception +15
DEFENSE
AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
hp 76 (8d8+40)
Fort +10, Ref +10, Will +3; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee bite +11/+6 (1d6+4), 2 claws +11 (1d4+4)
Special Attacks rage (as barbarian for 6 rounds per day)
STATISTICS
Str 18, Dex 18, Con 18, Int 2, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 24 (28 vs. trip)
Feats Skill Focus (Perception), Toughness, Weapon Focus (bite),
Weapon Focus (claws)
Skills Climb +12, Perception +15
302
302
APPENDICES
SQ tricks (attack [all creatures], come, defend, down, fetch, guard,
heel, seek, stay)
Note: The badger’s stat block does not include the adjustments from
its rage ability.
PONY
Effective Druid Level
N Medium animal
9
Init +3; Senses low-light vision, scent; Perception +11
DEFENSE
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 52 (8d8+16)
Fort +8, Ref +9, Will +2; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee hoof +11/+6/+11 (1d3+5)
STATISTICS
Str 20, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +6; CMB +11; CMD 24 (28 vs. trip)
Feats Endurance, Power Attack, Run, Skill Focus (Perception)
Skills Acrobatics +8 (+12 when jumping), Perception +11, Swim +9
SQ combat trained, tricks (attack [any creature], come, defend, down,
guard, heel, seek, stay, work)
DOG
Effective Druid Level
N Medium animal
10–11
Init +4; Senses low-light vision, scent; Perception +11
DEFENSE
AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
hp 85 (9d8+45)
Fort +10, Ref +10, Will +4; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee bite +12/+7 (1d6+7)
STATISTICS
Str 21, Dex 18, Con 18, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +11; CMD 25 (29 vs. trip)
Feats Run, Skill Focus (Perception, Survival), Toughness, Weapon
Focus (bite)
Skills Perception +11, Survival +8, Swim +9
SQ tricks (attack [any creature], come, defend, down, fetch, guard,
heel, stay, track)
HORSE
Effective Druid Level
N Large animal
10–11
Init +3; Senses low-light vision, scent; Perception +13
DEFENSE
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 67 (9d8+27)
Fort +9, Ref +9, Will +4; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +11 (1d4+6), 2 hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 22, Dex 17, Con 17, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +13 (+15 overrun); CMD 26 (28 vs. overrun,
30 vs. trip)
Feats Endurance, Improved Overrun, Multiattack, Power Attack, Run,
Skill Focus (Perception)
Skills Acrobatics +8 (+16 when jumping), Perception +13, Swim +10
SQ combat trained, tricks (attack [any creature], come, defend,
down, guard, heel, seek, stay, work)
VIPER SNAKE
Effective Druid Level
N Medium animal
10–11
Init +4; Senses low-light vision, scent; Perception +10
DEFENSE
AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
hp 67 (9d8+27)
Fort +8, Ref +10, Will +4; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +11/+6 (1d6+4 plus poison)
STATISTICS
Str 16, Dex 18, Con 14, Int 1, Wis 12, Cha 2
Base Atk +6; CMB +9; CMD 23 (can’t be tripped)
Feats Improved Natural Attack (bite), Skill Focus (Perception),
Toughness, Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +9 (+5 when jumping), Climb +15, Perception +10,
Stealth +10, Swim +11
SQ tricks (attack [any creature], come, defend, down, guard, seek)
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for
6 rounds; effect 1 Con; cure 1 save.
WOLF
Effective Druid Level
N Medium animal
10–11
Init +3; Senses low-light vision, scent; Perception +10
DEFENSE
AC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 natural, –1 size)
hp 85 (9d8+45)
Fort +11, Ref +9, Will +4; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +13/+8 (1d8+10 plus trip)
Space 10 ft.; Reach 5 ft.
303
303
STATISTICS
Str 25, Dex 16, Con 20, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +14; CMD 28 (32 vs. trip)
Feats Blind-Fight, Dodge, Run, Skill Focus (Perception), Weapon
Focus (bite)
Skills Perception +10, Stealth +5, Survival +4
SQ tricks (attack [any creature], come, defend, fetch, guard, heel,
seek, stay, track)
BOAR*
Effective Druid Level
N Medium animal
12
Init +2; Senses low-light vision, scent; Perception +12
DEFENSE
AC 26, touch 12, flat-footed 24 (+2 Dex, +14 natural)
hp 95 (10d8+50)
Fort +11, Ref +9, Will +4; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee gore +14/+9 (1d8+9)
Special Attacks ferocity
STATISTICS
Str 22, Dex 14, Con 18, Int 2, Wis 13, Cha 4
Base Atk +7; CMB +13; CMD 25 (29 vs. trip)
Feats Improved Bull Rush, Power Attack, Skill Focus (Perception),
Toughness, Weapon Focus (gore)
Skills Perception +12, Survival +3, Swim +12
SQ tricks (attack [any creature], come, defend, down, guard, heel,
perform, seek, stay, track)
SMALL CAT
Effective Druid Level
N Medium animal
12
Init +7; Senses low-light vision, scent; Perception +7
DEFENSE
AC 26, touch 17, flat-footed 19 (+7 Dex, +9 natural)
hp 85 (10d8+40)
Fort +10, Ref +14, Will +4; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +14/+9 (1d6+5 plus trip), 2 claws +15 (1d3+5)
STATISTICS
Str 20, Dex 24, Con 16, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +12; CMD 29 (33 vs. trip)
Feats Blind-Fight, Skill Focus (Stealth), Toughness, Weapon Finesse,
Weapon Focus (claws)
Skills Acrobatics +12 (+20 when jumping), Climb +11, Perception +7,
Stealth +15
SQ sprint, tricks (attack [all creatures], come, defend, down, fetch,
guard, heel, perform, seek, stay)
BEAR*
Effective Druid Level
N Medium animal
13
Init +3; Senses low-light vision, scent; Perception +12
DEFENSE
AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
hp 82 (11d8+33)
Fort +10, Ref +10, Will +4; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee bite +15/+10 (1d6+7), 2 claws +15 (1d4+7)
STATISTICS
Str 24, Dex 17, Con 16, Int 2, Wis 12, Cha 6
Base Atk +8; CMB +15; CMD 28 (32 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack, Run, Skill Focus
(Perception, Survival)
Skills Climb +11, Perception +12, Survival +6, Swim +13
SQ tricks (attack [any creature], come, defend, down, guard, heel,
perform, seek, stay, track)
CAMEL
Effective Druid Level
N Large animal
13
Init +5; Senses low-light vision, scent; Perception +14
DEFENSE
AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size)
304
304
APPENDICES
hp 93 (11d8+44)
Fort +10, Ref +12, Will +3; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +16/+11 (1d4+12)
Ranged spit +12 ranged touch (sickened for 1d4 rounds)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 26, Dex 20, Con 16, Int 2, Wis 11, Cha 4
Base Atk +8; CMB +17; CMD 32 (36 vs. trip)
Feats Blind-Fight, Endurance, Power Attack, Run, Toughness,
Weapon Focus (bite)
Skills Perception +14
SQ tricks (attack [all creatures], come, defend, down, fetch, guard,
heel, perform, stay, work)
BADGER
Effective Druid Level
N Medium animal
14
Init +4; Senses low-light vision, scent; Perception +22
DEFENSE
AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natural)
hp 114 (12d8+60)
Fort +12, Ref +12, Will +5; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee bite +15/+10 (1d6+5), 2 claws +15 (1d4+5)
Special Attacks rage (as barbarian for 6 rounds per day)
STATISTICS
Str 20, Dex 19, Con 18, Int 2, Wis 12, Cha 10
Base Atk +9; CMB +14; CMD 29 (33 vs. trip)
Feats Blind-Fight, Dodge, Skill Focus (Perception), Toughness,
Weapon Focus (bite, claws)
Skills Climb +13, Perception +22
SQ tricks (attack [any creature], come, defend, down, fetch, guard,
heel, seek, stay, work)
Note: The badger’s stat block does not include the adjustments from
its rage ability.
BIRD
Effective Druid Level
N Small animal
14
Init +5; Senses low-light vision; Perception +14
DEFENSE
AC 26, touch 17, flat-footed 20 (+5 Dex, +1 dodge, +9 natural, +1 size)
hp 90 (12d8+36)
Fort +10, Ref +13, Will +6; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 10 ft., fly 80 ft. (average)
Melee bite +16/+11 (1d4+4), 2 talons +16 (1d4+4)
STATISTICS
Str 18, Dex 20, Con 14, Int 2, Wis 14, Cha 6
Base Atk +9; CMB +12; CMD 28
Feats Dodge, Power Attack, Toughness, Weapon Finesse, Weapon
Focus (talons, bite)
Skills Fly +13, Perception +14
SQ tricks (attack [all creatures], come, defend, down, fetch, guard,
heel, perform, seek, stay)
CROCODILE*
Effective Druid Level
N Medium animal
14
Init +3; Senses low-light vision; Perception +15
DEFENSE
AC 26, touch 14, flat-footed 22 (+3 Dex, +1 dodge, +12 natural)
hp 102 (12d8+48)
Fort +12, Ref +11, Will +5; +4 on Will saves vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +16/+11 (2d6+10) or
tail slap +16 (1d12+10)
Special Attacks death roll, grab, sprint
STATISTICS
Str 25, Dex 16, Con 18, Int 1, Wis 12, Cha 2
Base Atk +9; CMB +16 (+20 grapple); CMD 30 (34 vs. trip)
Feats Dodge, Improved Natural Attack (bite), Power Attack, Run,
Skill Focus (Perception, Stealth)
Skills Perception +15, Stealth +13, Swim +15
SQ hold breath, tricks (attack [any creature], come, defend, down,
guard, seek, stay)
DOG
Effective Druid Level
N Medium animal
15
Init +5; Senses low-light vision, scent; Perception +12
DEFENSE
AC 27, touch 15, flat-footed 22 (+5 Dex, +12 natural)
hp 114 (12d8+60)
Fort +12, Ref +13, Will +5; +4 on Will saves vs. enchantments
Defensive Abilities improved evasion
OFFENSE
Speed 40 ft.
Melee bite +17/+12 (1d6+10)
STATISTICS
Str 24, Dex 20, Con 18, Int 2, Wis 12, Cha 6
Base Atk +9; CMB +16; CMD 31 (35 vs. trip)
Feats Intimidating Prowess, Run, Skill Focus (Perception, Survival),
Toughness, Weapon Focus (bite)
Skills Intimidate +6, Perception +12, Survival +9, Swim +11
SQ tricks (attack [all creatures], come, defend, down, fetch, guard,
heel, seek, stay, track, work)
305
305
SHARK
Effective Druid Level
N Medium animal
15
Init +4; Senses blindsense, low-light vision, scent; Perception +22
DEFENSE
AC 29, touch 15, flat-footed 24 (+4 Dex, +1 dodge, +14 natural)
hp 102 (12d8+48)
Fort +14, Ref +14, Will +5; +4 on Will saves vs. enchantments
Defensive Abilities improved evasion
OFFENSE
Speed 0 ft., swim 60 ft.
Melee bite +17/+12 (1d8+10)
STATISTICS
Str 24, Dex 18, Con 18, Int 1, Wis 12, Cha 2
Base Atk +9; CMB +16; CMD 31
Feats Dodge, Great Fortitude, Improved Natural Attack (bite),
Lightning Reflexes, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +22, Swim +15
SQ tricks (attack [any creature], defend, down, guard, heel, seek,
stay, track)
BIG CAT*
Effective Druid Level
N Large animal
16
Init +5; Senses low-light vision, scent; Perception +12
DEFENSE
AC 28, touch 15, flat-footed 22 (+5 Dex, +1 dodge, +13 natural,
–1 size)
hp 110 (13d8+52)
Fort +12, Ref +13, Will +6; +4 on Will saves vs. enchantments
Defensive Abilities improved evasion
OFFENSE
Speed 40 ft.
Melee bite +18/+13 (1d8+9), 2 claws +18 (1d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks grab, pounce, rake (2 claws +18, 1d6+9)
STATISTICS
Str 28, Dex 20, Con 18, Int 2, Wis 15, Cha 10
Base Atk +9; CMB +19; CMD 35 (39 vs. trip)
Feats Dodge, Power Attack, Run, Skill Focus (Perception, Stealth),
Weapon Focus (bite, claws)
Skills Acrobatics +9 (+13 when jumping), Perception +12, Stealth +13,
Swim +14
SQ tricks (attack [any creature], come, defend, down, fetch, guard,
heel, perform, seek, stay, track)
HORSE
Effective Druid Level
N Large animal
16
Init +5; Senses low-light vision, scent; Perception +15
DEFENSE
AC 29, touch 15, flat-footed 23 (+5 Dex, +1 dodge, +14 natural,
–1 size)
hp 110 (13d8+52)
Fort +11, Ref +13, Will +5; +4 on Will saves vs. enchantments
Defensive Abilities improved evasion
OFFENSE
Speed 50 ft.
Melee bite +15 (1d4+7), 2 hooves +13 (1d6+3)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 24, Dex 20, Con 17, Int 2, Wis 12, Cha 6
Base Atk +9; CMB +17 (+19 overrun); CMD 33 (35 vs. overrun,
37 vs. trip)
Feats Dodge, Endurance, Improved Overrun, MultiattackB, Power
Attack, Run, Skill Focus (Perception), Toughness
Skills Acrobatics +12 (+20 when jumping), Perception +15, Swim +11
SQ combat trained, tricks (attack [all creatures], come, defend, down,
fetch, guard, heel, perform, seek, stay, work)
CONSTRICTOR SNAKE
Effective Druid Level
N Large animal
17
Init +5; Senses low-light vision, scent; Perception +13
DEFENSE
AC 28, touch 15, flat-footed 22 (+5 Dex, +1 dodge, +13 natural,
–1 size)
hp 133 (14d8+70)
Fort +13, Ref +14, Will +5; +4 on Will saves vs. enchantments
Defensive Abilities improved evasion
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +20/+15 (1d6+15 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d4+15)
STATISTICS
Str 30, Dex 20, Con 18, Int 1, Wis 12, Cha 2
Base Atk +10; CMB +21 (+25 grapple); CMD 37 (can’t be tripped)
Feats Blind-Fight, Diehard, Dodge, Improved Natural Attack (bite),
Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Acrobatics +9 (+5 when jumping), Climb +22, Perception +13,
Stealth +10, Swim +18
SQ tricks (attack [any creature], come, defend, down, guard, heel,
seek, stay)
DINOSAUR*
Effective Druid Level
N Medium animal
18–19
Init +6; Senses low-light vision, scent; Perception +13
DEFENSE
AC 32, touch 17, flat-footed 25 (+6 Dex, +1 dodge, +15 natural)
hp 142 (15d8+75)
Fort +14, Ref +15, Will +6; +4 on Will saves vs. enchantments
Defensive Abilities improved evasion
OFFENSE
Speed 60 ft.
306
306
APPENDICES
Melee bite +17/+12 (1d6+6), 2 claws +17 (1d4+6), 2 talons +18
(2d6+6)
Special Attacks pounce
STATISTICS
Str 22, Dex 22, Con 20, Int 2, Wis 12, Cha 14
Base Atk +11; CMB +17; CMD 34
Feats Diehard, Dodge, Endurance, Improved Natural Attack (talons),
Mobility, Run, Skill Focus (Perception), Weapon Focus (talons)
Skills Acrobatics +14 (+26 when jumping), Perception +13,
Stealth +13
SQ tricks (attack [any creature], come, defend, down, fetch, guard,
heel, perform, seek, stay, track, work)
VIPER SNAKE
Effective Druid Level
N Medium animal
18–19
Init +5; Senses low-light vision, scent; Perception +13
DEFENSE
AC 30, touch 16, flat-footed 24 (+5 Dex, +1 dodge, +14 natural)
hp 112 (15d8+45)
Fort +11, Ref +14, Will +6; +4 on Will saves vs. enchantments
Defensive Abilities improved evasion
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +17/+12 (1d6+7 plus poison)
STATISTICS
Str 20, Dex 21, Con 14, Int 1, Wis 12, Cha 2
Base Atk +11; CMB +16; CMD 32 (can’t be tripped)
Feats Dodge, Improved Natural Attack (bite), Mobility, Skill Focus
(Perception), Skill Focus (Stealth), Toughness, Weapon Finesse,
Weapon Focus (bite)
Skills Acrobatics +10 (+6 when jumping), Climb +17, Perception +13,
Stealth +17, Swim +13
SQ tricks (attack [any creature], come, defend, down, fetch, guard,
heel, seek, stay)
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for
6 rounds; effect 1 Con; cure 1 save.
WOLF
Effective Druid Level
N Large animal
18–19
Init +5; Senses low-light vision, scent; Perception +13
DEFENSE
AC 31, touch 15, flat-footed 25 (+5 Dex, +1 dodge, +16 natural,
–1 size)
hp 157 (15d8+90)
Fort +14, Ref +14, Will +6; +4 on Will saves vs. enchantments
Defensive Abilities improved evasion
OFFENSE
Speed 50 ft.
Melee bite +20/+15 (2d6+13 plus trip)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 28, Dex 20, Con 20, Int 2, Wis 12, Cha 6
Base Atk +11; CMB +21; CMD 37 (41 vs. trip)
Feats Blind-Fight, Dodge, Improved Natural Attack (bite), Mobility,
Run, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Perception +13, Stealth +10, Survival +4
SQ tricks (attack [any creature], come, defend, down, fetch, guard,
heel, perform, seek, stay, track, work)
APE*
Effective Druid Level
N Large animal
20
Init +6; Senses low-light vision, scent; Perception +12
DEFENSE
AC 30, touch 15, flat-footed 24 (+6 Dex, +15 natural, –1 size)
hp 120 (16d8+48)
Fort +14, Ref +16, Will +6; +4 on Will saves vs. enchantments
Defensive Abilities improved evasion
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +22/+17 (1d6+10), 2 claws +22 (1d6+10)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 30, Dex 22, Con 14, Int 2, Wis 12, Cha 7
Base Atk +12; CMB +23; CMD 39
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved
Bull Rush, Skill Focus (Perception), Toughness, Weapon Focus
(bite, claws)
Skills Acrobatics +14, Climb +18, Perception +12, Stealth +11
SQ tricks (attack [any creature], come, defend, down, fetch, guard,
heel, perform, seek, stay, track, work)
SMALL CAT
Effective Druid Level
N Medium animal
20
Init +8; Senses low-light vision, scent; Perception +13
DEFENSE
AC 32, touch 19, flat-footed 23 (+8 Dex, +1 dodge, +13 natural)
hp 136 (16d8+64)
Fort +13, Ref +18, Will +6; +4 on Will saves vs. enchantments
Defensive Abilities improved evasion
OFFENSE
Speed 50 ft.
Melee bite +21/+16 (1d6+7 plus trip), 2 claws +21 (1d3+7)
STATISTICS
Str 24, Dex 26, Con 16, Int 2, Wis 12, Cha 6
Base Atk +12; CMB +19; CMD 38 (42 vs. trip)
Feats Blind-Fight, Dodge, Mobility, Skill Focus (Stealth), Toughness,
Weapon Finesse, Weapon Focus (bite, claws)
Skills Acrobatics +13 (+21 when jumping), Climb +13, Perception +13,
Stealth +16
SQ sprint, tricks (attack [all creatures], come, defend, down, fetch,
guard, heel, perform, seek, stay, track, work)
307
307
APPENDIX 2: ENCOUNTER GROUPS
By following the guidelines for building adventures and
encounters in the Pathfinder RPG Core Rulebook (see pages
396–401), you can use the NPCs presented in this book to create
a number of diverse and challenging encounters. If you’re
in a hurry, this appendix provides a number of thematic
encounters using the NPCs in this book. Every theme is split
into low-level, mid-level, and high-level encounters, each
with its Challenge Rating. These are followed by the NPCs in
the encounters, along with their races, classes, and levels, as
well as the page where you can find each NPC.
ArcAne WArriors
Not all masters of the arcane arts are wizened scholars
poring over books of esoteric formulae. Some possess
formidable powers forged in the heat of battle.
Low-Level (CR 3)
These two mages are not afraid to dive into melee when
the need arises.
1 battle mage (elf wizard 3)
Page 179
1 gem sorcerer (dwarf sorcerer 2)
Page 160
Mid-Level (CR 8)
This wandering pair doesn’t look for trouble, but doesn’t
shrink from it either.
1 queen of staves (elf fighter 2/
Page 220
abjurer 5/eldritch knight 2)
1 storm prophet (dwarf sorcerer 7/
Page 212
dragon disciple 2)
High-Level (CR 22)
Tricky and dangerous, these arcane warriors stalk the
land looking for challenges to overcome and evil to work.
1 chaos arrow (gnome rogue 6/sorcerer 4/
Page 203
arcane archer 10)
1 god stealer (elf rogue 3/enchanter 7/
Page 207
arcane trickster 10)
1 ice maiden (elf sorcerer 10/dragon disciple 10)
Page 215
Archer BAnds
Many warriors know that the best kind of offense is the
kind made from a distance. These warriors deal death
before their enemies can approach.
Low-Level (CR 3)
These stealthy archers fire off shots from hiding.
2 novice scouts (half-elf rangers 1)
Page 128
1 skilled sniper (half-elf rogue 3)
Page 145
Mid-Level (CR 11)
These woodland scouts mix archery with magic and
melee might.
1 fastidious sharpshooter (gnome fighter 8)
Page 83
3 forest guardians (elf barbarians 6)
Page 12
1 green warden (elf fighter 5/conjurer 2/
Page 200
arcane archer 2)
High-Level (CR 18)
These archers hunt down undead, but can also handle
anyone else who gets in their way.
1 undead bane (ranger 9/sorcerer 1/
Page 202
arcane archer 7)
2 undead slayers (rangers 16)
Page 139
AristocrAtic courts
Though aristocrats often shun battle or get others to do
their dirty work, they present different kinds of challenges
to overcome—particularly social ones.
Low-Level (CR 4)
A princess and her paladin guard pass out coins to the poor.
6 beggars (half-elf commoners 1)
Page 256
1 callous rake (human paladin of Iomedae 1)
Page 112
1 princess (human aristocrat 2)
Page 250
Mid-Level (CR 11)
The local mayor is constantly surrounded by a group
of lawyers and merchants vying for his favor. He is also
protected by a pair of personal bodyguards.
3 cutthroat lawyers (half-elf experts 9)
Page 264
2 expert bodyguards (human warriors 7)
Page 269
1 mayor (human aristocrat 7)
Page 253
2 successful merchants (human experts 7)
Page 263
High-Level (CR 18)
A cadre of paladins and a court historian serve in the
retinue of this young king.
1 king (human aristocrat 10)
Page 255
1 master historian (dwarf bard 10/loremaster 7)
Page 226
1 mounted paragon (human paladin 16)
Page 123
4 pious guards (human paladins of Iomedae 10)
Page 117
BArBAriAn WArBAnds
Barbarian warriors are the scourge of wilderness and the
high seas; their actions are hard to predict and overcome.
Low-Level (CR 3)
These sea-going mercenaries can be found in a small
boat or raiding a coastal settlement.
1 sail master (human druid 2)
Page 62
2 savage mercenaries (human barbarians 1)
Page 10
Mid-Level (CR 10)
Dwarven barbarians sometimes recruit the aid of gnome
spellcasters to empower their bands.
308
308
APPENDICES
1 cave stalker (dwarf rogue 6)
Page 146
2 sundering axes (dwarf barbarians 7)
Page 13
1 trickster mage (gnome sorcerer 8)
Page 165
High-Level (CR 16)
Charismatic tribal leaders are able to coax hidden powers
from some of their tribe members.
1 acid terror (human sorcerer 9/dragon disciple 4)
Page 213
2 savage riders (human barbarians 13)
Page 18
1 tribal leader (human bard 13)
Page 36
BArdic troupes
Often these groups are content with entertaining the
masses. Other times they have clandestine motivations.
Low-Level (CR 2)
Bards sometimes hire sorcerers or wizards to supplement
their performances with flashy magic.
1 mercenary magician (human sorcerer 1)
Page 160
2 tavern singers (half-elf bards 1)
Page 26
Mid-Level (CR 11)
Sometimes bards ply their trade while a thief skulks
about, pickpocketing members of the crowd.
1 freelance thieves (human rogue 7)
Page 147
1 seance medium (human bard 10)
Page 33
1 street artist (elf bard 8)
Page 31
High-Level (CR 16)
The wandering troupes of circus performers who dazzle
and entertain crowds also have many dangerous talents.
1 courtesan (human bard 12)
Page 35
1 lion tamer (gnome bard 15)
Page 38
2 poisonous performers (human monks 11)
Page 102
1 prankster illusionist (gnome illusionist 10)
Page 185
BurglArs
These skilled thieves and adventurers are adept at
breaking, entering, and larceny.
Low-Level (CR 3)
While the street performer distracts a crowd outside a
building, two cutpurses pilfer the loot within.
2 cutpurses (human rogues 1)
Page 144
1 street performer (human bard 2)
Page 26
Mid-Level (CR 11)
A pair of gnomes is backed up by a bit of muscle and a
drunken cleric who is just along for the new experience.
1 blackstrike (human fighter 7/shadowdancer 2)
Page 236
1 carousing champion (halfling cleric of
Page 47
Cayden Cailean 6)
2 trapsmiths (gnome rogues 8)
Page 147
High-Level (CR 19)
A wealth of academic knowledge and a good sword arm
can be useful during break-ins.
1 graceful slayer (elf barbarian 17)
Page 22
1 master historian (dwarf bard 10/loremaster 7)
Page 226
1 vaultbreaker (human rogue 6/transmuter 4/
Page 206
arcane trickster 7)
cArAvAn defenders
Tasked with making sure that traders and their goods
reach their desired destination, many caravan defenders
leap into action when danger approaches—though those
who fight for gold may flee if death seems likely.
Low-Level (CR 7)
A daring merchant and a somewhat reluctant carpenter
come to the aid of the caravan guards.
4 guards (human warriors 3)
Page 267
1 journeyman carpenter (half-orc expert 4)
Page 261
1 successful merchant (human expert 7)
Page 263
Mid-Level (CR 12)
A well-defended diplomat is traveling with this caravan.
When threatened, she and her entourage take up the
caravan’s defense.
4 cavalry soldiers (half-elf warriors 9)
Page 270
1 diplomat (half-elf aristocrat 8)
Page 253
1 griffon rider (elf fighter 10)
Page 85
High-Level (CR 18)
Traveling though the dangerous high desert, this rich
caravan is defended by stalkers and spellcasters.
4 desert stalkers (half-orc rangers 14)
Page 137
1 fury of flame (human druid 14)
Page 73
1 natural arcanist (halfling sorcerer 16)
Page 173
city defenders
Civil peace and prosperity must often be defended with
force of arms. These men and women defend the people
of their settlement.
Low-Level (CR 4)
A veteran guard leads a cadre of raw recruits on a patrol
through lower-class sections of the city to show them the
ropes and toughen them up for future challenges.
1 guard (human warrior 3)
Page 267
6 recruits (dwarf warriors 1)
Page 266
Mid-Level (CR 11)
A paladin leads a group of cavalry soldiers patrolling the
lands just outside the city walls.
4 cavalry soldiers (half-elf warriors 9)
Page 270
1 saintly knight (half-orc paladin of Iomedae 9)
Page 116
309
309
High-Level (CR 20)
When a city is threatened, its paladins rally to defend it.
1 mithral master (half-elf paladin of Abadar 19)
Page 126
4 mounted paragons (human paladins 16)
Page 123
divine crusAders
Religious missionaries, driven by their fervor, often treat
any resistance to their cause as heresy.
Low-Level (CR 4)
Dangers to the faithful can bring crusaders of different
religious mind-sets together to fight for a common purpose.
1 haughty avenger (half-elf paladin 3)
Page 113
1 initiate of flame (dwarf druid 1)
Page 62
1 war priest (dwarf cleric of Gorum 2)
Page 44
Mid-Level (CR 9)
Not all religions help people. Some calls to divine action
bring only slaughter.
4 axe warriors (half-orc barbarians 3)
Page 11
1 axe dancer (half-orc monk 8)
Page 99
1 wrath priest (half-orc cleric of Rovagug 8)
Page 49
High-Level (CR 20)
When dwarven holds are threatened, their holy defenders
can rally truly awesome divine responses.
1 axe lord (dwarf paladin of Torag 17)
Page 124
2 dwarven arbalesters (dwarf fighters 16)
Page 91
1 holy battle mage (dwarf cleric of Torag 5/
Page 231
wizard 5/mystic theurge 10)
drAconic rAvAgers
Draconic blood often breeds arrogance and an intolerance
for those seen as lesser creatures.
Low-Level (CR 4)
With a majesty to match her arrogance, this sorcerer always
keeps her monastic bodyguard nearby.
1 vigilant bodyguard (human monk 3)
Page 97
1 whiteclaw sorcerer (elf sorcerer 3)
Page 161
Mid-Level (CR 14)
These blackscale sorcerers revere their acid terror leader
as a deity.
1 acid terror (human sorcerer 9/dragon disciple 4)
Page 213
3 blackscale sorcerers (half-orc sorcerers 10)
Page 167
High-Level (CR 19)
In times of great danger, dragon chieftains rally the most
powerful warriors from their tribes.
1 dragon chieftain (half-orc bard 10/dragon
Page 214
disciple 7)
4 undead hunters (half-orc barbarians 16)
Page 21
druid circles
Protectors of sacred wilderness sites, these priests and their
allies respond to threats with the wild savagery of nature.
Low-Level (CR 7)
Even druid circles filled with small folk can be deadly
when roused.
1 evasive slip (halfling druid 6)
Page 65
2 sylvan protectors (gnome druids 3)
Page 63
1 town watcher (halfling ranger 2)
Page 128
Mid-Level (CR 12)
Being stranded on a remote island necessitates strange
druidic fellowships with the indigenous population.
1 castaway (half-orc druid 12)
Page 71
2 mud shamans (human druids 9)
Page 68
High-Level (CR 18)
Lone and dangerous druids often select champions from
local barbarian tribes to serve them.
1 hateful scourge (half-elf druid 17)
Page 76
2 life stealers (human barbarians 15)
Page 20
guild AssociAtions
Larger cities give rise to many guilds. Each is filled with
specialists more interested in profit and their own self-
interest than the well-being of others.
Low-Level (CR 3)
Human apprentice jewelers are lucky when they can learn
the craft from a dwarven master.
3 apprentice jewelers (human experts 1)
Page 260
1 gem sorcerer (dwarf sorcerer 2)
Page 160
Mid-Level (CR 11)
Members of the Solicitors’ Guild sometimes seek out
academics to assist with important cases.
1 cruel instructor (human bard 9)
Page 32
4 cutthroat lawyers (half-elf experts 9)
Page 264
High-Level (CR 19)
The Drama and Actors’ Guild hires a few adventurers to
act in plays. Typically, a master storycrafter teaches them
how to convert their talents into drama.
1 improvised hurler (dwarf monk 15)
Page 106
1 masked lord (human rogue 17)
Page 156
1 master storycrafter (half-elf sorcerer 10/
Page 234
Pathfinder chronicler 7)
1 spellsword (elf bard 16)
Page 39
locAl Adventurers
Most settlements support their own bands of adventurers
who don’t look kindly on any form of competition.
310
310
APPENDICES
Low-Level (CR 5)
This group of misfits scours the countryside looking for
threats to overcome and treasure to accumulate.
1 daring bravo (gnome fighter 2)
Page 80
1 skilled sniper (half-elf rogue 3)
Page 145
1 street magician (gnome enchanter 2)
Page 178
1 war priest (dwarf cleric of Gorum 2)
Page 44
Mid-Level (CR 9)
Having adventured with each other for a number of
seasons, the members of this group fight well together
and have a few tricks up their collective sleeves.
1 adventuring blacksmith (half-elf fighter 6)
Page 82
1 carousing champion (halfling cleric of
Page 47
Cayden Cailean 6)
1 freelance thief (human rogue 7)
Page 147
1 thunder wizard (halfling evoker 7)
Page 182
High-Level (CR 18)
These local champions are very protective of their
community, and know each other’s tactics like the backs
of their hands.
1 cruel conjurer (human conjurer 15)
Page 190
1 dwarven arbalester (dwarf fighter 16)
Page 91
1 elemental priest (halfling cleric of Gozreh 16)
Page 57
1 mage slayer (half-orc rogue 16)
Page 155
MonAstic BAnd
Bands of monks roam the areas around their monastery
to protect the people in their charge or to further their
esoteric philosophies.
Low-Level (CR 5)
A cruel master shows initiates how to strike hard and go
for the kill.
3 careful initiates (human monks 1)
Page 96
1 cruel devotee (human monk 5)
Page 98
Mid-Level (CR 10)
These monks protect their sacred charge.
1 sacred sorcerer (human sorcerer 9)
Page 166
3 spry ambushers (gnome monks 4)
Page 97
1 steadfast defender (dwarf monk 9)
Page 100
High-Level (CR 18)
These strange fellows defend a cave sacred to their order.
2 improvised hurlers (dwarf monks 15)
Page 106
1 warren chief (gnome monk 17)
Page 108
Mysterious Adventurers
Keeping their goals and motivations to themselves, these
adventurers can serve as a foil to other groups, threatening
to steal the PCs’ glory.
Low-Level (CR 3)
Just recently formed, this group is still learning how to
work together effectively.
1 initiate of flame (dwarf druid 1)
Page 62
1 mercenary magician (human sorcerer 1)
Page 160
1 novice scout (half-elf ranger 1)
Page 128
1 tavern singer (half-elf bard 1)
Page 26
Mid-Level (CR 8)
These ragtag adventurers care only about accumulating
treasure, though they claim loftier goals when asked.
1 bramble sorcerer (half-elf sorcerer 5)
Page 162
1 cavern defender (half-elf druid 5)
Page 64
1 gambler (dwarf bard 7)
Page 30
1 mounted archer (human ranger 5)
Page 130
High-Level (CR 13)
Searching for a group of artifacts for a mysterious master,
this group goes to great lengths to guard its secrets.
1 blackscale sorcerer (half-orc sorcerer 10)
Page 167
1 chameleon (half-orc bard 11)
Page 34
1 giant killer (gnome ranger 11)
Page 134
1 mistress of high places (half-elf druid 11)
Page 70
pirAte creWs
Roaming the open sea and river networks, these raiders
care for little besides gold and their own preservation.
Low-Level (CR 4)
This small crew of novice pirates raids settlements
nestled along riverbanks.
1 old sailor (elf expert 2)
Page 260
1 sail master (human druid 2)
Page 62
3 superstitious mercenaries (human fighters 1)
Page 80
Mid-Level (CR 10)
The terror of coastal communities, this crew is led by a
daring woman who has claimed the rank of pirate queen.
1 bloodfire sorcerer (half-orc sorcerer 7)
Page 164
1 pirate queen (human ranger 10)
Page 133
6 veteran buccaneers (human warriors 4)
Page 267
High-Level (CR 17)
Raiding ships on the high seas, this seasoned crew is
supported by a fire mage.
1 life stealer (human barbarian 15)
Page 20
1 pirate king (half-elf fighter 15)
Page 90
1 pyromaniac mage (human evoker 13)
Page 188
4 scheming fencers (human fighters 11)
Page 86
Questing pAlAdins
Unyielding in their goals, a group of paladins on a sacred
mission can be frustrating adversaries.
311311
Low-Level (CR 7)
This group’s unorthodox tactics surprise the enemies of
law and good.
1 holy archer (elf paladin of Erastil 6)
Page 114
2 skirmishing crusaders (gnome paladins of
Page 113
Erastil 4)
Mid-Level (CR 10)
A cadre of clerics follow around a paladin they consider
a living saint.
4 noble crusaders (human clerics of Iomedae 5)
Page 46
1 saintly knight (half-orc paladin of Iomedae 9)
Page 116
High-Level (CR 20)
This group is on a quest to purge the world of both
demons and undead.
1 demon hunter (human paladin 20)
Page 127
3 undead slayers (human rangers 16)
Page 139
sAge circle
Purveyors of knowledge are good at keeping secrets
unless they are paid to share them. They may lord their
magical abilities over their communities, or reside in
hidden hermitages.
Low-Level (CR 7)
This sage has taken on a wizard who is too afraid to go
adventuring, and is plagued by the endless pessimism-
laced questions of the local doom prophet.
1 cautious mage (human wizard 1)
Page 178
1 doom prophet (half-orc adept 4)
Page 245
1 wise sage (human expert 8)
Page 263
Mid-Level (CR 10)
These sages are usually found in the back of one smoky
tavern or another, arguing about minutiae and eager to
acquire rare books from adventurers.
1 aloof scholar (elf bard 7/Pathfinder chronicler 2) Page 232
1 divine loremaster (halfling cleric of Abadar 7/
Page 224
loremaster 2)
1 wise sage (human expert 8)
Page 263
High-Level (CR 18)
Masters of dwarven lore, these sages share their vast
knowledge only in return for payment made in fine gems,
mithral items, and platinum coins.
1 deep marshal (dwarf abjurer 16)
Page 191
1 master historian (dwarf bard 10/loremaster 7)
Page 226
1 tunnel drummer (dwarf bard 14)
Page 37
sellsWords
Those plagued by pesky adventurers often hire skilled
mercenaries to defend them.
Low-Level (CR 6)
Brigands often team up with rogues to bring down foes
with deadly efficiency.
2 skulking brutes (half-orc rogues 2)
Page 144
3 traitorous brigands (half-orc fighters 3)
Page 81
Mid-Level (CR 12)
This fencer keeps a couple of slingers to watch his back
during a fight.
2 halfling slingers (halfling fighters 9)
Page 84
1 scheming fencer (human fighter 11)
Page 86
High-Level (CR 19)
This unconventional duo defeats its foes with bold, even
ostentatious flourishes.
1 failed disciple (half-orc fighter 18)
Page 93
1 sword savant (elf monk 19)
Page 110
slAyers
When adventurers thwart their plans, governments,
churches, and criminals have all been known to send
hired killers out to take care of the problem, either
quickly and quietly or in a spectacular show designed to
stop any future rebellion.
Low-Level (CR 3)
This group specializes in bringing down marks in a fast
and bloody fashion.
2 savage mercenaries (human barbarians 1)
Page 10
1 skulking brute (half-orc rogue 2)
Page 144
Mid-Level (CR 11)
With unholy purpose, this group stalks its prey and leaves
no one standing.
2 spell hunters (dwarf fighters 7)
Page 83
1 death priest (human cleric of Urgathoa 9)
Page 50
1 sacred killer (half-orc cleric of Norgorber 1/
Page 208
rogue 6/assassin 2)
High-Level (CR 23)
This fellowship of despicable villains will eventually
turn on one another, but until then they are a danger to
all they encounter.
1 fatal axe (dwarf rogue 10/assassin 10)
Page 211
1 fire diabolist (human cleric of Asmodeus 20)
Page 61
1 infernal champion (human fighter 20)
Page 95
1 mithral wizard (human fighter 2/evoker 8/
Page 223
eldritch knight 10)
sMAll rovers
Never judge a book by its cover, and never underestimate
enemies because of their diminutive stature. These
halfling combatants take on full-sized foes with ease.
312
312
APPENDICES
Low-Level (CR 6)
Patrolling the areas around hidden settlements, these
protective wardens make sure their communities stay
secret and safe.
1 dog rider (halfling barbarian 4)
Page 11
1 sylvan protector (gnome druid 3)
Page 63
3 town watchers (halfling rangers 2)
Page 128
Mid-Level (CR 12)
These small raiders wander the coasts and rivers, looking
for easy prey.
1 pirate queen (halfling ranger 10)
Page 133
2 halfling slingers (fighters 9)
Page 84
1 sea captain (halfling druid 8)
Page 67
High-Level (CR 17)
Mixing natural magic with natural attacks, these little
folk pack a surprisingly hard punch.
2 little fists (halfling monks 14)
Page 105
1 natural arcanist (halfling sorcerer 16)
Page 173
sorcerer felloWships
Sorcerers band together for mutual protection and to
increase the amount of carnage they can create on the
field of battle.
Low-Level (CR 5)
This pair ruthlessly patrols the land, unfailingly attacking
all who trespass.
1 border guard (half-orc ranger 4)
Page 129
1 bramble sorcerer (half-elf sorcerer 5)
Page 162
Mid-Level (CR 11)
A pair of monks wielding large and wicked blades protects
this powerful sorcerer.
2 axe dancers (half-orc monks 8)
Page 99
1 blackscale sorcerer (half-orc sorcerer 10)
Page 167
High-Level (CR 15)
With a mix of ice and lightning magic, this fellowship of
sorcerers takes on all who threaten its members.
2 azure bolt sorcerers (human sorcerers 13)
Page 170
1 ice mage (half-elf sorcerer 14)
Page 171
sWAshBucklers
With daring and panache, these warriors challenge others
to duels just to increase their own reputations.
Low-Level (CR 5)
This pair of bumbling gnome swordfighters has attracted
the attention of a poet wishing to lampoon their exploits.
1 court poet (human bard 5)
Page 28
2 daring bravos (gnome fighters 2)
Page 80
Mid-Level (CR 13)
Their courtesan companion spurs on these swashbucklers
to greater deeds of daring.
1 contract killer (elf rogue 11)
Page 150
1 courtesan (human bard 12)
Page 35
1 scheming fencer (human fighter 11)
Page 86
High-Level (CR 18)
This celebrated duelist of the dwarven people is supported
by elemental might and a driving drumbeat to urge him on.
1 elemental priest (halfling cleric of Gozreh 16)
Page 57
1 iron duelist (dwarf fighter 10/duelist 7)
Page 218
1 tunnel drummer (dwarf bard 14)
Page 37
thieves’ guild BrAvos
Whether committing crimes or enforcing the will of their
guild, these bravos are bold, daring, and not afraid of a
fight. Leaving the actual thievery to others, they instead
focus on causing distractions and eliminating those who
might pose a threat to the guild’s livelihood.
Low-Level (CR 5)
A sniper often backs up a guild initiate during the first
few missions of his career.
1 guild initiate (halfling rogue 5)
Page 146
1 skilled sniper (half-elf rogue 3)
Page 145
Mid-Level (CR 8)
When a guild needs to make a show of strength, it sends
in an impressive bruiser retained for just that purpose,
with support from lesser guild members.
1 spell hunter (dwarf fighter 7)
Page 83
3 guild initiates (halfling rogues 5)
Page 146
High-Level (CR 14)
When push comes to shove, guildmasters take matters into
their own hands, perhaps with the support of necromancers,
to ensure troublemakers stay eternally silent.
2 contract killers (elf rogues 11)
Page 150
1 guildmaster (dwarf rogue 13)
Page 152
1 undead creator (human necromancer 11)
Page 186
unholy pilgriMs
On nefarious quests for dark gods, these unholy travelers
are a danger to all they encounter, caring little whom they
sacrifice to their deities’ eternal hunger.
Low-Level (CR 6)
A group of initiates follows a doom prophet and his
bodyguards to an unholy oracle site.
2 axe warriors (half-orc barbarians 3)
Page 11
1 doom prophet (half-orc adept 4)
Page 245
3 initiates (human adepts 3)
Page 245
313
313
Mid-Level (CR 12)
A pair of evil priests and their companions wander the
byways spreading death.
1 cautious hunter (half-orc monk 10)
Page 101
1 deadly spy (elf rogue 9)
Page 148
2 death priests (human clerics of Urgathoa 9)
Page 50
High-Level (CR 19)
This deadly group escorts sacred relics to unholy sites
with the goal of heralding the world’s end.
3 death initiates (human monks 9/assassins 4)
Page 209
1 death master (half-elf cleric of Urgathoa 5/
Page 230
evoker 5/mystic theurge 7)
1 herald of armageddon (human cleric of
Page 58
Rovagug 17)
visiting Adventurers
Entering new lands to make their names, adventurers
often come into conflict with established champions.
Low-Level (CR 7)
A local celebrity has thrown in with the new adventuring
band in town.
1 battle mage (elf wizard 3)
Page 179
1 charlatan (human rogue 4)
Page 145
1 local celebrity (human bard 3)
Page 27
1 scholar priest (human cleric of Nethys 3)
Page 45
1 traitorous brigand (half-orc fighter 3)
Page 81
Mid-Level (CR 10)
This ambitious group spies on other adventurers and
attempts to beat them to adventuring sites.
1 spell hunter (dwarf fighter 7)
Page 83
1 cave stalker (dwarf rogue 6)
Page 146
1 con artist (half-elf bard 6)
Page 29
1 tribal seer (half-orc diviner 6)
Page 181
1 vivisectionist cleric (human cleric of
Page 48
Zon-Kuthon 7)
High-Level (CR 21)
Working toward nothing less than overthrow of the status
quo, this group attempts to thwart other adventuring
groups whenever possible.
1 dagger master (halfling rogue 18)
Page 157
1 failed disciple (half-orc fighter 18)
Page 93
1 grand necromancer (human necromancer 18)
Page 193
1 rival explorer (half-orc bard 18)
Page 41
1 shadow cleric (elf cleric of Norgorber 18)
Page 59
Wilderness hunters
Sometimes stalking game, sometimes pursuing those
who dare enter their domain, hunters can be more
dangerous than monsters.
Low-Level (CR 4)
A poacher takes a trio of apprentice hunters to steal game
from the local nobility.
3 novice scouts (half-elf rangers 1)
Page 128
1 poacher (human ranger 3)
Page 129
Mid-Level (CR 11)
Stalking the mire, these hunters do not take kindly to any
interference or competition.
1 mud shaman (human druid 9)
Page 68
2 swampwalkers (half-elf rangers 9)
Page 132
High-Level (CR 14)
This unlikely trio stalks the hills and mountains to rid
the land of giants and their thralls.
2 giant-killers (gnome rangers 11)
Page 134
1 monastic sniper (elf monk 13)
Page 104
WizArds’ guild Agents
Arcane spellcasters are often the masterminds behind
seats of power, and defend their positions ruthlessly.
Low-Level (CR 5)
When the guild investigates, it typically sends a pair of
battle mages for support.
2 battle mages (elf wizards 3)
Page 179
1 investigator wizard (human diviner 4)
Page 179
Mid-Level (CR 10)
Sometimes guild business requires a subtle hand. These
agents find solutions to guild problems with quiet finesse.
1 con artist (half-elf bard 6)
Page 29
1 deadly spy (elf rogue 9)
Page 148
1 seductive enchanter (elf enchanter 8)
Page 183
High-Level (CR 17)
When threatened, a guild is quick to respond with
powerful casters and melee support.
1 arcane pretender (halfling fighter 14)
Page 89
1 cruel conjurer (human conjurer 15)
Page 190
2 pyromaniac mages (human evokers 13)
Page 188
APPENDIX 3: CLASS FEATURES
The following table indicates the page in the Core Rulebook
where each class feature can be located.
Class Feature
Page
A thousand faces
51
Abundant step
59
Acrobatic charge
383
Advanced talents
69
Angel of death
380
314
314
APPENDICES
Arcane bond
78
Armor mastery
56
Armor training
55
Arrow of death
376
Aura
39
Aura of courage
61
Aura of faith
63
Aura of good
60
Aura of justice
63
Aura of resolve
63
Aura of righteousness
63
Bardic knowledge
35
Bardic performance
35
Blindsense
382
Blood of dragons
381
Bloodline
71
Bravery
55
Breath weapon
382
Call down the legends
391
Camouflage
67
Channel energy
40
Channel positive energy (paladin)
62
Code of conduct
63
Combat reflexes
383
Combined spells
388
Crippling critical
384
Death attack
378
Deep pockets
389
Defensive roll
393
Defensive training
21, 23
Deflect arrows
384
Detect evil
60
Diamond body
59
Diamond soul
59
Diverse training
385
Divine bond
63
Divine grace
61
Divine health
61
Domains
40
Dragon bite
382
Dragon form
382
Elaborate defense
384
Elf blood
24
Empty body
60
Enhance arrows (aligned)
375
Enhance arrows (distance)
375
Enhance arrows (elemental)
375
Enhance arrows (elemental burst)
375
Enhance arrows (magic)
375
Enhanced mobility
383
Epic tales
390
Eschew materials
71
Evasion
59
Favored enemy
64
Favored terrain
65
Flurry of blows
57
Grace
383
Greater epic tales
391
Greater lore
386
Greater rage
34
Hail of arrows
376
Hidden weapons
379
Hide in plain sight
67, 392
High jump
59
Holy champion
63
Hunter’s bond
66
Imbue arrow
376
Impromptu sneak attack
377
Improved aid
390
Improved evasion
59
Improved quarry
67
Improved reaction
383
Improved uncanny dodge
34
Indomitable will
34
Inspire action
391
Invisible thief
378
Jack-of-all-trades
38
Ki pool
59
Lay of the exalted dead
391
Lay on hands
61
Live to tell the tale
390
Lore master
38
Master hunter
67
Master scribe
390
Master strike
70
Mercy
61
Mighty rage
34
Nature bond
50
Nature sense
50
No retreat
384
Orc ferocity
25
Parry
383
Pathfinding
390
Perfect self
60
Phase arrow
376
Poison use
379
Precise strike
383
Purity of body
59
Quarry
67
Quiet death
380
Quivering palm
60
Rage
32
Rage powers
32
Ranged legerdemain
377
Resist nature’s lure
51
Riposte
383
315
315
Rogue talents
68, 392
Secret
386
Seeker arrow
376
Shadow call
393
Shadow illusion
392
Shadow jump
393
Shadow master
393
Shadow power
393
Slippery mind
393
Slow fall
59
Smite evil
61
Sneak attack
68
Spell synthesis
388
Still mind
59
Stunning fist
59
Summon shadow
392
Surprise spells
378
Swift death
380
Swift tracker
67
Timeless body (druid)
51
Timeless body (monk)
60
Tireless rage
34
Track
64
Trackless step
51
Trap sense
34, 69
Trapfinding
68
Tricky spells
378
True death
379
True lore
386
Uncanny dodge
34
Venom immunity
51
Weapon familiarity
21, 22, 23, 25, 26
Weapon mastery
56
Weapon training
56
Whispering campaign
390
Wholeness of body
59
Wild empathy
50
Wild shape
51
Wings
382
Woodland stride
51
accomplished angler (commoner 4) 256
acid terror (dragon disciple 4)
213
acolyte (adept 1)
244
adept (1–10)
244–249
adventuring blacksmith (fighter 6)
82
ageless master (monk 20)
111
aloof archer (warrior 8)
269
aloof scholar (Pathfinder
232
chronicler 2)
Amiri
276–277
angel slayer (ranger 15)
138
animal companions
298–307
apprentice jeweler (expert 1)
260
arcane archer
200–203
arcane experimenter (barbarian 14) 19
arcane pretender (fighter 14)
89
arcane trickster
204–207
arcanothief (arcane trickster 4)
205
arisen sorcerer (sorcerer 20)
177
aristocrat (1–10)
250–255
assassin
208–211
axe lord (paladin 17)
124
axe warrior (barbarian 3)
11
axe dancer (monk 8)
99
azure bolt sorcerer (sorcerer 13)
170
barbarian (1–20)
10–25
bard (1–20)
26–43
barmaid (commoner 5)
257
battle mage (wizard 3)
179
beggar (commoner 1)
256
spell hunter (fighter 7)
83
black ice (shadowdancer 7)
238
blackscale sorcerer (sorcerer 10)
167
blackstrike (shadowdancer 2)
236
blade lord (rogue 20)
159
bloodfire sorcerer (sorcerer 7)
164
border guard (ranger 4)
129
bounty hunter (ranger 12)
135
bramble sorcerer (sorcerer 5)
162
brigand (warrior 2)
266
brutal warlord (fighter 13)
88
bullying brawler (monk 2)
96
glaive rager (barbarian 8)
13
callous rake (paladin 1)
112
cannibalistic hunter (barbarian 10)
15
careful initiate (monk 1)
96
carousing champion (cleric 6)
47
castaway (druid 12)
71
cautious archer (fighter 5)
82
cautious hunter (monk 10)
101
cautious mage (wizard 1)
178
cavalry soldier (warrior 9)
270
cave stalker (rogue 6)
146
cave wizard (wizard 9)
184
cavern defender (druid 5)
64
celestial theurge
228
(mystic theurge 2)
chain mauler (rogue 14)
153
chameleon (bard 11)
34
champion of magic (eldritch knight 4) 221
chaos arrow (arcane archer 10)
203
charlatan (rogue 4)
145
class features
314–316
cleric (1–20)
44–61
commoner (1–10)
256–259
con artist (bard 6)
29
constable (commoner 9)
259
contract killer (rogue 11)
150
mercenary healer (cleric 1)
44
court poet (bard 5)
28
courtesan (bard 12)
35
creeping death (druid 15)
74
crime lord (fighter 19)
94
cruel conjurer (wizard 15)
190
cruel devotee (monk 5)
98
cruel instructor (bard 9)
32
cultist (adept 10)
249
cutpurse (rogue 1)
144
cutthroat lawyer (expert 9)
264
dagger master (rogue 18)
157
dancing dervish (rogue 10)
149
daredevil hunter (ranger 17)
140
daring bravo (fighter 2)
80
dark nature priest (druid 18)
77
darkstar (shadowdancer 10)
239
deadly spy (rogue 9)
148
death dealer (barbarian 19)
24
death initiate (assassin 4)
209
death master (mystic theurge 7)
230
death priest (cleric 9)
50
death whisperer (rogue 19)
158
deep marshal (wizard 16)
191
demon hunter (paladin 20)
127
demon-blooded sorcerer (sorcerer 18) 175
demonologist (loremaster 10)
227
desert protector (paladin 8)
115
desert stalker (ranger 14)
137
diabolical charmer (sorcerer 15)
172
dilettante (rogue 12)
151
diplomat (aristocrat 8)
253
divine loremaster (loremaster 2)
224
dog rider (barbarian 4)
11
dog rider knight (paladin 7)
115
doom prophet (adept 4)
245
doomsayer (bard 20)
43
double axe fury (barbarian 11)
16
dragon chieftain (dragon disciple 7) 214
dragon disciple
212–215
dragon smiter (paladin 13)
120
druid (1–20)
62–79
duelist
216–219
INDEX
316
316
APPENDICES
dwarven arbalester (fighter 16)
91
dwarven rager (barbarian 2)
10
earthfather (druid 20)
79
eldritch knight
220–223
elemental priest (cleric 16)
57
elven honorblade (paladin 11)
118
elven recluse (fighter 17)
92
encounter groups
308–314
enforcer (adept 5)
246
evasive slip (druid 6)
65
expert (1–10)
260–265
expert blacksmith (expert 6)
262
expert bodyguard (warrior 7)
269
Ezren
296–297
failed disciple (fighter 18)
93
falconer (aristocrat 5)
252
fastidious sharpshooter (fighter 8)
83
fatal axe (assassin 10)
211
fate-bound mage (sorcerer 19)
176
feisty hotspur (duelist 4)
217
fey enchantress (sorcerer 12)
169
fey friend (druid 13)
72
fiendslayer (ranger 13)
136
fiery dragonkin (sorcerer 17)
174
fighter (1–20)
80–95
fire cleric (cleric 11)
52
fire diabolist (cleric 20)
61
forest guardian (barbarian 6)
12
forge rider (paladin 12)
119
freelance thief (rogue 7)
147
furious crusader (paladin 18)
125
fury of flame (druid 14)
73
gambler (bard 7)
30
gem sorcerer (sorcerer 2)
160
giant hunter (paladin 15)
122
giant slayer (barbarian 12)
17
giant killer (ranger 11)
134
gladiator champion (warrior 10)
271
god stealer (arcane trickster 10)
207
golem-breaker (ranger 18)
141
graceful slayer (barbarian 17)
22
grand necromancer (wizard 18)
193
green warden (arcane archer 2)
200
griffon rider (fighter 10)
85
grizzled mercenary (warrior 6)
268
grove guardian (monk 18)
109
guard (warrior 3)
267
guild initiate (rogue 5)
146
guildmaster (rogue 13)
152
guru (adept 6)
246
halfling slinger (fighter 9)
84
hammer of justice (paladin 5)
114
harrying brute (monk 7)
99
Harsk
290–291
hateful scourge (druid 17)
76
haughty avenger (paladin 3)
113
healer (adept 9)
248
heir apparent (aristocrat 4)
251
herald of armageddon (cleric 17)
58
heretic (adept 8)
247
hermit (adept 7)
247
holy archer (paladin 6)
114
holy battle mage (mystic theurge 10) 231
honorable outcast (paladin 2)
112
horse monk (monk 16)
107
ice mage (sorcerer 14)
171
ice maiden (dragon disciple 10)
215
improvised hurler (monk 15)
106
infernal champion (fighter 20)
95
initiate (adept 3)
245
initiate of flame (druid 1)
62
investigator wizard (wizard 4)
179
iron duelist (duelist 7)
218
island defender (druid 7)
66
journeyman carpenter (expert 4)
261
jungle wizard (wizard 5)
180
king (aristocrat 10)
255
knight (aristocrat 9)
254
Kyra
280–281
Lem
278–279
life stealer (barbarian 15)
20
Lini
282–283
lion tamer (bard 15)
38
little fist (monk 14)
105
local celebrity (bard 3)
27
loremaster
224–227
lucky mage (sorcerer 11)
168
mad prophet (Pathfinder
233
chronicler 4)
mage hunter (ranger 19)
142
mage slayer (rogue 16)
155
mage sniper (wizard 14)
189
mage spy (wizard 17)
192
masked lord (rogue 17)
156
master duelist (duelist 10)
219
master entertainer (expert 10)
265
master historian (loremaster 7)
226
master of undeath (cleric 15)
56
master spy (bard 19)
42
master storycrafter
234
(Pathfinder chronicler 7)
master universalist (wizard 20)
195
mayor (aristocrat 7)
253
mercenary magician (sorcerer 1)
160
Merisiel
292–293
midnight dancer (shadowdancer 4) 237
miner (commoner 3)
256
mistress of high places (druid 11)
70
mithral master (paladin 19)
126
mithral wizard (eldritch knight 10)
223
monastic sniper (monk 13)
104
monk (1–20)
96–111
mother of beasts (cleric 10)
51
mountaineer (ranger 7)
131
mounted archer (ranger 5)
130
mounted paragon (paladin 16)
123
mud shaman (druid 9)
68
murderous halfling (fighter 4)
81
murderous scythe (assassin 7)
210
mystic theurge
228–231
natural arcanist (sorcerer 16)
173
nature scholar (loremaster 4)
225
nimble shuriken thrower (monk 6)
98
noble crusader (cleric 5)
46
notorious foil (bard 17)
40
novice scout (ranger 1)
128
officer (aristocrat 6)
252
old sailor (expert 2)
260
orc slayer (ranger 8)
131
page (aristocrat 1)
250
paladin (1–20)
112–127
Pathfinder chronicler
232–235
pig farmer (commoner 2)
256
pious guard (paladin 10)
117
pirate king (fighter 15)
90
pirate queen (ranger 10)
133
poacher (ranger 3)
129
poisonous performer (monk 11)
102
prankster illusionist (wizard 10)
185
priest of oblivion (cleric 19)
60
princess (aristocrat 2)
250
profane general (cleric 13)
54
puppet master (wizard 19)
194
pyromaniac mage (wizard 13)
188
queen of staves (eldritch knight 2)
220
rage flame (druid 19)
78
raging swimmer (barbarian 9)
14
ranger (1–20)
128–143
recruit (warrior 1)
266
refined reaver (barbarian 18)
23
rider of the steppe (paladin 14)
121
rival explorer (bard 18)
41
rogue (1–20)
144–159
ruffian (commoner 7)
258
sacred guardian (cleric 14)
55
sacred killer (assassin 2)
208
sacred sorcerer (sorcerer 9)
166
sail master (druid 2)
62
saintly knight (paladin 9)
116
Sajan
286–287
sapper (expert 5)
262
savage mercenary (barbarian 1)
10
savage plant sage (druid 4)
63
savage rider (barbarian 13)
18
scarred wanderer (barbarian 20)
25
scheming fencer (fighter 11)
86
scholar priest (cleric 3)
45
sea captain (druid 8)
67
seance medium (bard 10)
33
seasoned trapper (expert 3)
261
seductive enchanter (wizard 8)
183
Seelah
288–289
Seoni
294–295
shadow cleric (cleric 18)
59
shadowdancer
236–239
shaman (adept 2)
244
shieldbreaker (fighter 12)
87
shopkeeper (commoner 6)
257
shoreline cleric (cleric 4)
45
skilled sniper (rogue 3)
145
skirmishing crusader (paladin 4)
113
skulking brute (rogue 2)
144
sorcerer (1–20)
160–177
sound warrior (mystic theurge 4)
229
spellsword (bard 16)
39
spirit avenger (eldritch knight 7)
222
spry ambusher (monk 4)
97
squire (aristocrat 3)
251
stage magician (arcane trickster 2)
204
steadfast defender (monk 9)
100
storm prophet (dragon disciple 2)
212
storm sorcerer (sorcerer 6)
163
317
317
street artist (bard 8)
31
street magician (wizard 2)
178
street performer (bard 2)
26
successful merchant (expert 7)
263
sundering axe (barbarian 7)
13
superstitious mercenary (fighter 1)
80
supreme hunter (ranger 20)
143
swampwalker (ranger 9)
132
swift brawler (monk 12)
103
sword savant (monk 19)
110
sylvan protector (druid 3)
63
taiga stalker (druid 16)
75
tainted sorcerer (sorcerer 4)
161
taunting comedian (bard 4)
27
tavern champion (warrior 5)
268
tavern singer (bard 1)
26
thunder wizard (wizard 7)
182
toothy transmuter (wizard 12)
187
tournament champion
201
(arcane archer 4)
town watcher (ranger 2)
128
traitor (commoner 10)
259
traitorous brigand (fighter 3)
81
trapsmith (rogue 8)
147
tribal champion (duelist 2)
216
tribal leader (bard 13)
36
tribal seer (wizard 6)
181
trickster mage (sorcerer 8)
165
trickster priest (cleric 12)
53
tunnel drummer (bard 14)
37
tunnel rat (ranger 6)
130
undead bane (arcane archer 7)
202
undead creator (wizard 11)
186
undead hunter (barbarian 16)
21
undead slayer (ranger 16)
139
unseen archer (rogue 15)
154
Valeros
284–285
battle skald (Pathfinder
chronicler 10)
235
vaultbreaker (arcane trickster 7)
206
veteran buccaneer (warrior 4)
267
vigilant bodyguard (monk 3)
97
village elder (commoner 8)
258
vivisectionist cleric (cleric 7)
48
war priest (cleric 2)
44
warren chief (monk 17)
108
warrior (1–10)
266–271
water merchant (druid 10)
69
whiteclaw sorcerer (sorcerer 3)
161
wild lancer (barbarian 5)
12
wise sage (expert 8)
263
wizard (1–20)
178–195
wrath priest (cleric 8)
49
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| textdata/thevault/Pathfinder/1st Edition/Core Rules/NPC Codex.pdf |
THE GUIDE
TO HERBS
FOR RPGS
5th Edition
By Shaun Hately
Ambulant In Fabulam
1
LEGAL NOTICE
This guide is © Shaun Hately 1997, except where copyright is already owned by someone
else. Portions of this guide are © Druann Pagliasotti 1996 and © Maya Deva Kniese 1996,
and are used with permission. These sections are indicated and no challenge is made to
their copyright status. All Rights are reserved on this guide. However permission is
granted to distribute this guide in any way or form (on paper, on disk, via the internet etc)
provided the following conditions are met.
1) no profit is made from the guide. A charge for materials, such as paper is permitted, but
no profit is to be made.
2) the guide is distributed in its entirety. In particular this legal notice is attached, and the
list of contributors is left intact. The guide should also be unedited, except for formatting
which can be changed if necessary for purposes of presentation etc.
This guide may be copied freely subject to the conditions above. It may be altered freely
for use in peoples own games. However such altered copies should not be distributed
(except within your own game group) without the permission of the creator, Shaun
Hately.
Obviously, I have no way of enforcing these conditions, but I have put a lot of work into
this guide and I believe it is only fair that other contributors and myself get the credit (or
the abuse!) we deserve.
This guide has been inspired by games systems owned and copyrighted by others, most
notably ‘Dungeons & Dragons’, and ‘Advanced Dungeons and Dragons’ owned by TSR
Inc, ‘Middle-Earth Role-Playing’ owned by ICE, ‘Maelstrom’ written by Alexander Scott
and published by Penguin, ‘Dragon Warriors’ written by Dave Morris and Oliver Johnson,
and published by Corgi, and ‘Tunnels and Trolls’ by Ken St Andre. The author of this
guide acknowledges this inspiration but does not believe that this guide infringes on their
copyright. No challenge is made to the copyright status or ownership of any work.
The author of this guide affirms his support of copyright laws, and the efforts of game
companies and others to protect their rights and intellectual property. This is the opinion
of the author of this guide, (Shaun Hately) only, and is not necessarily the opinion of
other contributors to this guide, or of those people who are kind enough to host it on
their websites.
The author asserts his moral right to be known as the creator and compiler of this guide,
and the moral rights of all contributors to this guide to have their contributions
recognised.
‘Dungeons & Dragons’, ‘Advanced Dungeons & Dragons’, ‘D&D’, and ‘AD&D’ are
trademarks of TSR Inc. ‘Middle-Earth Role Playing’, and ‘MERP’ are trademarks of
Tolkien Enterprises, a division of Elan Merchandising Inc. The use of these and other
trademarks is, in no way, intended as a challenge to their trademark status. The lack of
symbols denoting their trademark status is, in no way, intended as a challenge to their
trademark status.
The author and contributors to this guide are in no way responsible for misuse of any of
the substances contained in this guide.
Certain portions of this guide contain material of a mildly adult nature. In the case of
younger players, parental discretion is advised.
2
CONTENTS
Section
Page
Special Thanks
3
Introduction
3
How To Use This Guide
5
Notes On The Use of Herbs by Druann Pagliasotti and Shaun Hately
7
How Many Herbs Do I Know?
8
Notes on Climatic Zones
8
Notes on Locales
9
Caveat
10
The Herbal
11
APPENDIX A: The Revised Herbalism Skill by Maya Kniese
65
APPENDIX B: Addiction Effects
66
APPENDIX C: General Information on Herbs
71
APPENDIX D: Herbs by Season
75
APPENDIX E: Herbs by Locale
79
APPENDIX F: Herbs by Climatic Zone
83
APPENDIX G: Conditions and Herbs For Treatment
86
APPENDIX H: Real World and Fantastic Herbs
88
APPENDIX I: Adventure Ideas
91
References
93
Acknowledgments
96
3
SPECIAL THANKS
There is an acknowledgments section at the end of this guide where you can find a list
(unfortunately, it may be incomplete) of the people who have helped to make this guide,
possible, through such tasks as editing, playtesting, and contributing herbs. If you like this
guide, the credit must go to all these people.
I believe that there are three people however who are worthy of my special thanks, and I
would like to mention them here (in no particular order).
The first of these is Ezra Van Everbroek. Ezra produced a hypertext version of the fourth
edition of this guide, and also hosted it. This document allowed people to jump from place
to place in the guide, and to find information easily. This website appears to be the place
that those who found out about the guide through the web, most often obtained their
information from. Creating such a large hypertext document can’t have been an easy task
and I salute and thank Ezra for undertaking such a task.
The second person is Druann Pagliasotti. Shortly after the third edition of this guide went
out over e-mail, Druann sent a list of new herbs adapted to the guides format to the
ADND-L list. I contacted Druann and was kindly given permission to include these herbs
in the fourth edition of the guide. Furthermore, Druann sent me a list of suggestions and
clarifications to many of the herbs that I had already included in the guide, and suggestions
on the long term storage and availability of herbs for purchase. There would have been a
fourth edition of the guide without Druann’s contributions, but it would have been a
shadow of what it became.
Last, but by no means least, I would also like to single out Maya Deva Kniese for special
thanks. Maya contributed some herbs to this edition of the guide, but more importantly
contributed a number of ideas, the most significant of which is the revised Herbalism
proficiency (see Appendix A). Again, without Maya’s contribution, I would have done a
5th edition, but there is no way it would have been as complete or as (I hope) good.
These special thanks are not intended to diminish the contributions of other people to
this guide. Everyone who is listed in the acknowledgments section contributed and
deserves their place there. I simply feel that the three people listed above were worthy of
special recognition. All these contributors share the responsibility and the credit for
anything you like about this guide. Any criticisms, errors or dislikes that you have are
solely my responsibility.
INTRODUCTION
“Anything green that grew out of the mould
Was an excellent herb to our fathers of old.”
- Rudyard Kipling
Welcome to the fifth edition of “The Guide to Herbs for RPGs”, the third edition of this
guide to be distributed by e-mail and across the Internet. Herbs have been a staple of
fantasy literature for many years. Striders use of Athelas in “The Lord of the Rings” to
cure Frodo, and Polgara’s herb lore in “The Belgariad” and “The Mallorean”, and
Raistlin’s use of herbal teas to calm his cough in “Dragonlance” are two examples that
come to mind. The first edition of this guide was written in response to a request by one
of my players for more detailed use of the Herbalism proficiency than that supplied in the
core AD&D rules, and also to provide a general system which can be converted to other
rules systems fairly easily. This was in 1990 or 1991 and that edition was nothing more
than an adaptation of the herbs contained in Alexander Scott’s Maelstrom RPG adapted
to AD&D rules, a description of each herb, the chance of finding it, its preparation time,
and its cost. This guide was quite useful, though several problems were found with it. The
guide was used for a few years and my printed copy (done on a Commodore 64 and a 9 pin
4
began GMing a new campaign and I decided to rewrite my herbal on my new 486. This
second edition contained the same herbs as the first edition but with the addition of
clearer descriptions, the addition of the Locale in which each herb could be found, and an
Ability Check roll required to use each herb successfully. This herbal was much more useful
than the previous one. In mid 1995, I gained net access for the first time, and discovered
the phenomena of NetBooks, and unofficial supplements to various role playing games. I
downloaded these and began to use them in my games. As a student I can not afford to buy
all the commercially produced supplements for use in my games, and so these unofficial
(and free!) supplements were a gift from the Gods. In December 1995 and January 1996, I
revised my Herbal once again, incorporating herbs from the RPG Middle-Earth Role
Playing (MERP), and on returning to University at the start of March, subscribed to the
ADND-L e-mail list, and offered the Herbal to the inhabitants of that list. I received over
300 requests for the Herbal, and was informed that there was interest in Herbalism on the
REALMS mailing list. I subscribed to this list as well, and offered the Herbal once again. I
received more requests from this list. At the start of July, I released a fourth edition of the
guide which for the first time included herbs submitted by other people, as well as herbs
that I had designed through research outside gaming materials. In particular, special
mention must go to Druann Pagliasotti whose assistance in compiling the fourth edition
was considerable. Druann contributed new herbs, as well as sending me a list of suggested
clarifications, and amendments to over forty of the herbs that I had designed. Since that
time I have received more e-mail (both praise and criticism) from many of the people
who are using my herbal, and this has once again encouraged me to put together a new
revised edition. This edition includes even more herbs that other people have added to my
rules, and some new herbs that I have developed, in total over 50 new herbs. It also
includes more detailed physical descriptions of some of the herbs from previous editions
where I have been able to find them. Most notably, it includes a revised Herbalism
proficiency, which was largely developed by Maya Deva Kniese, whose contribution to
this fifth edition was considerable. I welcome the contributions I have received to this
guide, but as always all responsibility for any errors and discrepancies is mine and mine
alone, although other contributors deserve full credit for whatever you like. The fifth
edition also divides the ‘Locale’ field of the descriptions into two separate fields,
‘Climate’ and ‘Locale’. This was a commonly requested change, and I saw no reason why
it could not be made. I welcome contributions, criticisms and comment on my guide, and
will try to incorporate these in any future editions of the guide. Some people may have
noticed that the title of the guide has changed from “The AD&D Guide to Herbs” (the
title of the 1st-3rd Editions) to “The Guide to Herbs for RPGs” (4th and 5th Editions).
This occurred because of advice that the original title was not compatible with the guides
status as unofficial. Also the guide is no longer AD&D specific but designed to be used in
other RPG rule systems. Please feel free to distribute this guide in unedited form in any
format that you desire. I only ask that my contribution and that of other people is
acknowledged and that the guide is distributed free of charge.
NOTE: In my guide I have used the term “Autumn” instead of “Fall” to describe the
season between Summer and Winter. I have also used the correct Australian English
spelling for words. I have altered contributions received from other people for the sake of
consistency. I have received e-mail criticising me for this, saying “you should use the
American conventions, because most AD&D players are American.” (By the way, this
was not intended as a flame, but was part of some useful constructive criticism.) I have
been taught English as it is spoken and written in my native country, and I will write and
speak in that way. There are several reasons for this.
1) If I was attempting to write for a specific country, I would use their own conventions. I
am not. I am writing this guide for everyone who requests it. I have received requests for
the third and fourth editions of this guide from the United States, the United Kingdom,
Ireland, Canada, Spain, France, Belgium, Germany, Australia, Mexico, Peru, New Zealand,
Holland, South Africa, Argentina, Chile, Colombia, Croatia and Zaire and possibly from
other countries as well.
2) If I decided to write this guide in ‘correct’ English, I would be faced with the problem of
what is ‘correct’. Is it American English, that of the largest English speaking country on
Earth or British English, the source of the language.
5
3) I believe that the differences in English from country to country are so minor that all
English speaking people on Earth will be able to read my guide with no problems.
4) Finally, it is simply easier for me to write this guide in the form of English with which I
am most familiar.
I should note here that this herbal is not always ‘accurate’ in terms of the real use of herbs
in our world. This is because my skills in Herbalism are very limited. I am not a
professional herbalist just someone with an interest in the topic (especially from a gaming
point of view). I have endeavoured to be as accurate as possible in terms of descriptions,
but sometimes I am trying to describe a herb after seeing a black and white drawing. I have
tried to be accurate in terms of naming the herbs, but some herbs have many different
names. Bilberry for example is also known as Huckleberry, Whortleberry, Hurtleberry,
Whin-berry, Wimberry, Black Heart, Hurts, and may even have other names that I am
not familiar with. I have also ascribed to some herbs powers that do not exist in the real
world. For example there is no herb that bestows infravision on a person in our world (as
least I assume there isn’t!) but such herbs do exist in the guide. This is because the guide
has been written for a fantasy game, and I felt that the powers ascribed to these herbs in
legend and tradition could actually exist in fantasy worlds. I would also like to apologise
for the fact that some of the herbs contained within have no physical descriptions. This is
because I have adapted them from other game systems and I can’t find any physical
descriptions in the original source material. This is especially true for those herbs adapted
from MERP. If anyone feels that I have made mistakes in identifying herbs, or their
curative properties, they should feel free to contact me, either by e-mail or by mail. For
anyone who wants to find accurate books on Herbalism and its real life applications,
please refer to the books in the reference section. Please do not assume this guide is
accurate. Experimenting with plants can be very dangerous, and I accept no responsibility
for any misuse.
HOW TO USE THIS GUIDE
This guide was written in order to allow a more detailed method of using the Herbalism
Non Weapon Proficiency than that provided in the PHB. It may be used only by
characters with the Herbalism proficiency. A revised Herbalism proficiency which can be
used in FRPGs, appears below. The description of each herb contains the following
information:
NAME: This is what the herb is called. In brackets after each name is the name of the
person who developed the herb for the guide, and the source of the herb if applicable.
Available: This is the time of year when the herb is available, and the percentage chance
for a person who searches for the herb for one day finding it.
Climatic Zone: This describes the climatic zone or zones in which the herb can be found.
Locale: This describes the region or regions in which the herb can be found.
Preparation: This describes how long a herb needs to be prepared before it can be used.
Cost: The cost before the / is the cost of the herb in raw form. The cost after the / is the
cost of buying the herb ready to use.
Uses: The number of uses indicates how much of the herb can be found at any one time.
Ability Check: The ability check is the value that must be rolled under on a d20 for the use
of the herb to be successful. If the ability check is listed as ‘?’ it means that the herb may
or may not have the powers attributed to it. If the ability check is listed as ‘-’ then no
ability check is needed for success. The GM should decide what effects these herbs have if
any.
Description: This section describes what the herb can do.
The GM who uses or allows this guide in their games should examine it carefully before
use, and remove or modify any herbs that they wish. This is particularly true for those
herbs that have quite major powers.
It will be noted that very few poisons are listed in this guide. This is for two reasons.
1. I believe that a Herbalist should not use their art for nefarious purposes.
2. I believe that allowing players access to too many poisons can severely effect game
6
Any GM who wishes to have detailed poisons in their games is referred to the “Netbook:
Poisons of the Realm”, (author unknown to me) which I find to be excellent for the
purpose. If you can find it, the rules for poisons sent to the GMAST-L list by Ron Knight
(Modar) in late October of this year (1996) is also very good. The NetBook of Poisons,
revised and expanded by Adrienne Mills, and based on the “Netbook: Poisons of the
Realm” (mentioned in previous editions of this guide) is also very good and very detailed
in its treatments of poisons.
It should also be noted that I have tried not to include herbs that could be classed as
“Drugs” with the connotation of illicit use. This is because I do not and do not wish to be
seen to be supporting illicit drug use. Having said that, for anyone who wishes to use drugs
in their games, I refer them to ‘Appendix A: Drugs for Fantasy Role Playing Games’,
from the ‘Complete Guide to Alcohol for Fantasy Role Playing Games’ which has
excellent rules on all aspects of drug use including addiction and its effects. The drugs
contained within it could be converted to my system fairly easily, although the system
contained in that guide is already excellent for the purpose.
Finally, a note and a request. It has come to my attention, that people create and develop
new herbs for their games and add them into this guide. I, of course, have no objection to
this. However, I would appreciate it if you sent me a copy of these herbs. If they work in
your games, they would probably work in other peoples, and should be included in any new
edition of the guide (with full credit to you, of course). Again, people make changes to the
guide, because they find mistakes, or discrepancies, or just things they don’t like. That’s
fine, but please let me know. If you noticed something wrong, I would like a chance to fix
it.
What you do with the guide in your own game is up to you. You can change and edit it in
any way that you like. But please, if you distribute the guide, make sure that you distribute
it in unedited form. If you have made any changes or additions, list them separately from
the main guide. My name is on this guide, and while I’m perfectly happy to take the flak
for any errors in it, I only want to be blamed for my own errors or for those of
contributors, which slipped past me. I have been sent an e-mail from someone who
thought a herb was too powerful. It was, because someone else had edited the guide and
made it more powerful. It wasn’t a major problem, but it was annoying.
Furthermore, I own the copyright on this guide (except where I have indicated that it is
owned by someone else, and I have their permission to include the information). I have
gone to a lot of trouble to try and ensure that I don’t violate other peoples copyright, in
order to avoid legal problems. If you add information into my guide, I may end up being
legally responsible for information that I didn’t want to be. I don’t want that to happen.
Having said that, if I have inadvertently violated anyone’s copyright, please inform me
and I will remove the material in question.
Finally leave my name, and the name of other contributors on the guide. A person was
distributing the 3rd Edition of my guide under their name as if it was their work. They
have since apologised to me, and I consider the matter closed, so I won’t mention their
name. The guide costs you nothing, but it represents a large amount of work on my part
and on the parts of the other contributors. I think we deserve the credit for our work.
I receive no payment for this guide. It is simply a labour of love. But I would like to hear
what you think of it, any praise or criticisms that you might have. Hundreds of hours of
work have gone into this guide over the years, and I really like to know what people
think, whether it is good or bad. Please e-mail me
with
comments
at:
[email protected]
A special note: I have referred to a variety of diseases in this work. Some of my
descriptions may be inaccurate and for that I apologise. I have no medical training, and
the guide is intended only for games. It is also possible that some of my descriptions of
7
diseases may offend some people. Again, I apologise. I have no intention of causing
offence. If you do find any of this guide offensive, let me know so I can fix the problem.
ONCE AGAIN, THIS IS A GUIDE FOR GAME PURPOSES ONLY. DO NOT
UNDER ANY CIRCUMSTANCES, USE ANY OF THE HERBS CONTAINED IN
THIS GUIDE FOR ANY REAL LIFE PURPOSE WITHOUT CONSULTATION
WITH AN EXPERT ON HERBS AND THEIR EFFECTS.
Shaun Hately, 11th February, 1997
NOTE ON THE USE OF THE AD&D “LOCATE ANIMALS OR PLANTS” SPELL:
Players with access to the 1st level Priest Spell “Locate Animals or Plants” will try to use
it to locate specific herbs. If this occurs I would suggest that the Dungeon Master uses the
percentage score given under “Available” in each herbs description as the chance that the
herb will be detected each round, subject to the local environment and season. However I
would remind the GM that according to the PHB, the results of this spell are always
determined by the GM. If the GM does not want the herb to be found, it should not be
found.
NOTES ON THE USE OF HERBS
by Druann Pagliasotti and Shaun Hately
Unless otherwise indicated in text, any cut herbs and preparations of herbs only have a
shelf life of 3d6 weeks. Dried herbs have a shelf life of 1d4 years if kept in a sealed
container away from moisture (but not all of these herbs can be used in a dried form).
Potions, on the other hand, have an indefinite lifespan - which is why they're more
expensive yet still desirable.
A rule of thumb for purchasing is that the chance of purchasing an herb in a large city
WITHIN its native region is equal to the chance of finding it in the wild (and the price
will remain the same); the chance of purchasing an herb in a large city OUTSIDE of its
native region is equal to half the chance of finding it in the wild (and the price will be half
again as much); and the chance of purchasing an herb in a large city OPPOSITE of its
native region (eg., artic vs. desert) is one quarter of the chance of finding it in the wild
(and the price will be doubled or tripled).
The GM of an individual campaign must rule on the use of this guide. They must decide
whether or not they wish it to be used at all, and they must modify it to fit their
campaign. Some of the herbs contained in this guide are extremely powerful, and if they
are overused they will unbalance the game. The prices given for herbs are only guidelines
and must be treated with common sense. In plague years, for example the cost of herbs
that protect against plague will increase incredibly. And if the characters stumble into a
herbalist while supporting a friend who is on the verge of death from snakebite, the
herbalist may decide to charge well above the going rate. Some apothecarists are nothing
but charlatans and will sell anything while saying it is a wondrous herb.
Once again, I must point out that this guide is intended for use in games only. Do not use
it as a guide to herbal medication. Many plants are highly poisonous and experimenting
can be extremely dangerous. I accept no responsibility for any misuse arising from any
edition of this guide.
HOW MANY HERBS DO I KNOW?
The first two editions of this guide contained only about 40 herbs and so we never
considered the need to limit the amount of herbs that a PC with Herbalism proficiency
knew. Now there are a lot more herbs and such a rule does seem necessary. If PCs knowing
of all these herbs does not cause a problem in your games, then just assume they do know
8
following. Once again I assume that you games uses a 3d6 Intelligence score similar to
that used in D&D, AD&D, Dragon Warriors, and Tunnels and Trolls.
The PC herbalist starts with knowledge of 3 x INT x Level of Herbalism Skill herbs. That
is a PC with a herbalism skill of 1 and an Intelligence of 12 will know of 36 herbs. A PC
with a herbalism skill of 2 and an Intelligence of 9 will know of 54 herbs. Which herbs are
known, should be decided by the GM with reference to the climate and terrain type in
which the PC grew up.
NOTES ON CLIMATIC ZONES
In this new edition of the herbal, a new field has been added to the description of each
herb. This is the Climatic Zone section. A normal world can be assumed to be divided into
five climatic zones :- Tropical, Subtropical, Temperate, Cold and Polar. A few notes are
below in order to help the GM determine which zone a given section of their world will
fall into:
Tropical: the tropical regions are those located close to the equator. They typically
have an average annual and monthly temperature of around of over 20°C (68°F). They
also have a tendency to have wet summers and drier winters, as you get towards their
boundaries. On Earth the Tropical region may be considered to be approximately 12°
north and south of the equator. Papua New Guinea and Peru have tropical climates.
Subtropical: the subtropics typically have anywhere from 4 - 11 months with
temperatures of over 20°C (68°F) with the balance of the year having temperatures of
between 10 - 20 °C (50 - 68 °F). It extends roughly between latitudes 12 - 25°. Northern
Australia and the Florida Peninsula both fall into this area.
Temperate: the temperate regions are anywhere which has 4 - 12 months with
temperatures between 10 - 20 °C (50 - 68 °F) and the rest of the year is colder. For
convenience they can be considered to lie between latitudes of 25 - 45°. Southern Europe,
the USA and Australia generally fall into this zone.
Cold: A cold region has 1 - 4 months with a temperature of between 10 - 20 °C (50 - 68
°F) with the rest of the year being colder. It can be considered to fall between 45 - 65°
latitude. Canada, the southern half of Alaska and Scandinavia all fall into this region.
Polar: The polar regions have a year round average temperature of less than 10 °C (50
°F). They lie above latitudes of 65°. Greenland, Antarctica, and the most northern reaches
of Canada, Russia, and Scandinavia all lie in this zone.
The above is a guide for game purposes only and is not absolutely accurate, geographically
speaking. It must also be remembered that other factors, such as elevation above sea level,
the location of rain shadows, ocean currents etc, also effect climate. Also, I have limited
the number of climatic zones to the ones above, and there are many others. Some of the
herbs may be found in a ‘tropical desert’. Under those circumstances it should be inferred
that the herb is found in hot deserts, not that these deserts have ‘wet summers’.
NOTES ON LOCALES
One of the more important pieces of information contained in the description of each
herb is the locale where it is found. A brief description of what I mean by each locale is
outlined below in order to help you determine into which locale each area of your
gameworld fits.
Coastal: These are the regions that lie near the sea, oceans, or possibly near large inland
salt-water lakes. As a rule of thumb, I assume that the coastal regions can extend up to
five miles inland, although this may vary from place to place.
Desert: Most people assume deserts to be very hot places, such as the Sahara, the
Australian Desert, or Death Valley, and indeed many deserts are very hot, but there are
also cool deserts. A desert is normally defined as any area that receives, on average, less
9
than 10 inches of rain a year, but for game purposes may be assumed to be any area that is
very dry, without recourse to such official formulae.
Forest: A forest is any area that is heavily covered with trees. There are both large
forests, which may cover vast areas, or small forests. In medieval times, forests covered a
much larger area of the world than they do today.
Grassland: These areas, while mostly untouched by agriculture contain very few large
tress. Instead they are mostly covered with grass, hence their name. The American
prairies are a good example of grasslands.
Hills: A hill is a relatively small raised area of land. They are often found at the foot of
mountains, but may exist in their own right, separate from the surrounding landscape.
Jungle: Similar to a forest, but normally thicker in nature, and found in more tropical
environments. The Amazon is a perfect example of a jungle environment.
Mountains: Very large, raised areas of land, often found at the borders of continental
shelves. A notable feature of mountains is that they are, due to their height, often much
colder than the surrounding land. Another feature is the rain shadow phenomena. It may
rain very heavily on one side of a mountain, but not at all on the other. The Himalayas,
the Alps, and the Rockies are all examples of mountain chains.
Rivers: A river is a flowing stream of (normally) fresh water which runs to the sea.
Rivers can be large (like the Mississippi, or Amazon) or very small, local creeks.
Rural: This describes farmland, land that has been turned over to agriculture, but is only
sparsely settled.
Special: Where this is listed as the locale, read the description of the herb for more
details.
Swamp: Areas of very moist soil. The Florida Everglades are a good example of a
swamp.
Underworld: By Underworld, I refer to large underground complexes, ie the Underdark
of Advanced Dungeons & Dragons, the Mac Mordain Cadal from the works of Raymond
E Feist, Ulgo from the works of David Eddings, or the Mines of Moria from Tolkien. It
might also be assumed that the herbs may grow in smaller complexes, but I do not
recommend it.
Urban: Any area that is widely settled, such as towns, villages or cities.
Volcanoes: When a herb is said to grow in this locale, it may grow actually within the
mouth of the volcano, or merely on its sides (GMs discretion, unless the description
makes it clear).
Wasteland: This is the hardest area to describe. A wasteland may have once been any
type of land, but has now been rendered totally inhospitable perhaps by some great
disaster. Much of France after World War I fulfilled this criteria, as did Tunguska after the
1908 explosion. Hiroshima and Nagasaki, or Chernobyl also fulfilled this criteria. In
essence, any area of your gameworld where some great disaster rendered the land
uninhabitable, may fit into this locale.
10
CAVEAT
Some of the herbs contained in this guide have very powerful game effects, and have the
potential to severely unbalance a campaign. The GM should ensure that they check each
of the herbs thoroughly and modify or disallow it, if they feel it will unbalance their
campaign. As always, the GM is the final arbiter in their campaign. What they say goes,
no matter what this guide says. Remember that.
11
THE HERBAL
ADDER’S TONGUE (Shaun Hately)
Available:
Spring 10%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
3 days
Cost:
5 gp/ 15 gp
Uses:
1
Ability Check:
Intelligence -2
The herb has one leaf which grows from a stalk about three inches from the ground. It’s
appearance gives it its name. The leaf must be boiled in olive oil and set in the sun for
three days. At the end of that time the infusion can be used as a balm for wounds. In the
event that the wound is infected the balm will draw out the infection within one day.
However for that one day the damage caused by the infection will be twice as severe. If
the wound is not infected the balm will increase the rate of healing by 1 hp for that day.
ADGANA (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available:
Spring 10%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 week
Cost:
10 gp/ 500 gp
Uses:
1
Ability Check:
Intelligence
The leaves of this plant must be dried. They may then be crushed and eaten. It’s effects
diminish with constant use. The first time and second time Adgana is used it adds 2 to the
user's Strength, Dexterity and Constitution for 2d4+4 minutes. The third time it is used it
adds 1 to Strength and Dexterity for the same amount of time, the 4th time +1 is added to
Strength only, and after that no benefit is ever gained. In addition to this, the herb is also
highly addictive.
AGRIMONY (Shaun Hately)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 week
Cost:
2 gp/ 8 gp
Uses:
3
Ability Check:
Intelligence
Agrimony reaches a height of 1 to 2 feet. It has leaves up to seven inches long, which are
serrated, green on top and white underneath. It has yellow flowers with five petals which
are arranged in a spike on top of the stem. Its dried leaves must be boiled in a pint of red
wine for five minutes, and then left to stand for an hour. It should then be used on sprains
and bruises in a compress. A successful application will cure sprains and bruises in half the
normal time. Agrimony was also believed to produce very heavy sleep if placed beneath a
persons head, so deep that the person could not be woken until it was removed. At the
GMs discretion agrimony may have this effect, but I would suggest the potential victim
gets a save vs poison with a very large (8-10) bonus.
‘If It is leyed under mann’s head,
He shal sleepyn as he were dead;
He shall never drede na wakyn
Till fro under his head it be taken’
Traditional English Rhyme
ALDAKA (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 5%
Climatic Zone:
Cold
Locale:
Mountains
Preparation:
1 week
12
Uses:
1
Ability Check:
Intelligence
The roots of this plant must be brewed over a low fire for one week, and the resulting
distillation drunk. If used successfully, sight will be restored to the recipient provided the
eye remains.
ALETHER (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available:
Spring, Summer 5%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 day (for potion)
Cost:
10 gp/ 100 gp (for potion)
Uses:
1
Ability Check:
Intelligence -5
Eating a handful of these orange berries will add +1 to both a characters chance to hit, and
to their damage rolls for 2d6 minutes. The berries can be brewed in white wine to produce
a drink that will add +2 to the recipients chance to hit, and temporarily give them 2d4 hp.
This effect lasts for 2d12 minutes, and ends with the characters total collapse for 1d3
days unless they successfully save against poison. This brew will only be useful for one
month after manufacture and then loses its potency.
ALKANET (Shaun Hately)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
none
Cost:
2 gp/ 2 gp
Uses:
1
Ability Check:
Intelligence -4
This plant has a thick red root, narrow hairy leaves, and small red or blue flowers. The
root can be eaten directly upon being drawn out of the ground but will only keep for a
week or so. The herb allows a +1 bonus to any saving throw vs ingested poisons for 1d8
hours after eating.
ALL-HEALE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Autumn 75%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
2 weeks
Cost:
2 gp/ 10 gp
Uses:
7
Ability Check:
Intelligence +1
When All-heale is mixed in a pint of olive oil and applied to a wound, (one application
per day), the recipient will heal even if still working as normal. With rest, the recipient
will heal at three times the normal rate.
13
ALOE (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn, Winter 55%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
none
Cost:
5 cp/ 5 cp
Uses:
2
Ability Check:
Intelligence
The leaf of Aloe applied to a wound, will double the natural healing rate of burns and
minor cuts.
AMRANS (Druann Pagliasotti)
Available:
Spring 40%
Climatic Zone:
Temperate
Locale:
Rivers, Rural
Preparation:
3 days/ 1 week
Cost:
50 gp/ 50 gp
Uses:
1
Ability Check:
Intelligence -2
The lilac flowers can be prepared into a potion that rapidly cures wounds (3d6 if properly
prepared (for 1 week), 1d4 if poorly prepared (for 3 days))
ANGELICA (Shaun Hately)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
Mountains
Preparation:
1 hour
Cost:
5 sp/ 1 gp
Uses:
2
Ability Check:
Intelligence -3
Angelica’s root should be boiled in water for an hour and then drunk in order to relieve
coughs. The plant can grow to a height of eight feet. It has a hollow stem and has large,
broad pointed leaves at the base of the stem. It has a cluster of white or pink flowers at
the top of the stem. The herbs does not in any way act as a cure for any disease causing a
cough, it merely reduces the amount of coughing.
ANISE (Shaun Hately)
Available:
Summer 25%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
10 minutes
Cost:
1 gp/ 1 gp
Uses:
5
Ability Check:
Intelligence -6
Anise grows to height of about two feet, and is distinguished by its unusual leaf formation.
At its base, the leaves are heart shaped and toothed, but as we progress up the stalk they
are small and feathery. It has delicate white flowers which ripen in summer to produce
small ridged seeds. These seeds should be crushed and left to stew for ten minutes in boiling
water. The resultant mixture should then be strained and drunk as desired (it will keep for
up to 3 months). A successful application will relieve hiccups.
14
ANSERKE (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 30%
Climatic Zone:
Tropical
Locale:
Coastal
Preparation:
none
Cost:
75 gp/ 75 gp
Uses:
1
Ability Check:
Intelligence -4
The root must be applied to a bleeding wound. Within three rounds it will have stopped
the bleeding. The recipient must not move for one turn or risk the wound reopening.
ARCHANGELICA (Druann Pagliasotti)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
Swamp
Preparation:
none
Cost:
5 sp/ 5 sp
Uses:
1
Ability Check:
Intelligence -2
This white flowering plant has black seeds and roots with a sharp taste. The root, when
brewed, makes a hot, peppery decoction that helps alleviate common colds, flu and
congestions (doubles recovery time, adds +2 to Constitution rolls to prevent colds in bad
weather).
ARFANDAS (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn, Winter 50%
Climatic Zone:
Cold
Locale:
Rivers
Preparation:
1 day
Cost:
2 sp/ 3 sp
Uses:
4
Ability Check:
Intelligence -6
If the stem of Arfandas is bound up in the dressing of a fracture, it will double the rate of
healing for that fracture.
ARKASU (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 55%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
none
Cost:
12 gp/ 12 gp
Uses:
3
Ability Check:
Intelligence -3
When the sap of the Arkasu plant is applied to wounds, it doubles the rate of healing. The
effect is not cumulative.
ARLAN (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 60%
Climatic Zone:
Cold
Locale:
Grassland
Preparation:
none
Cost:
20 sp/ 20 sp
Uses:
1
Ability Check:
Intelligence -5
The leaf of Arlan when applied to a wound will heal 1 hp of damage if it is used within 5
rounds. Arlan will also speed a persons recovery from respiratory illness by five times.
ARNICA (Shaun Hately)
Available:
Summer 25%
Climatic Zone:
Temperate, Cold
15
Preparation:
none
Cost:
1 gp/ 1 gp
Uses:
1
Ability Check:
Intelligence - 6
This plant grows to a height of 1 to 2 feet. It has a hairy stem on which its leaves are
arranged in pairs. It has orange flowers. These flowers should be plucked and dried, and
then boiled in a litre of beer. This should be applied to a compress which is wrapped
around a bruise. A successful application will cause the bruise to fade within one day. The
pollen of the flowers if inhaled will cause uncontrollable sneezing. A phial of arnica
carried in a persons pocket is also reputed to help a person quit smoking.
ARNUMINAS (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 70%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
none
Cost:
6 gp/ 6 gp
Uses:
5
Ability Check:
Intelligence -1
The leaf of this plant should be applied to the site of ligament, cartilage, or muscle
damage. If used successfully, it will double the speed of healing of such damage.
ARPUSAR (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 40%
Climatic Zone:
Cold
Locale:
Rivers
Preparation:
1 week
Cost:
7 gp/ 30 gp
Uses:
2
Ability Check:
Intelligence -7
The stalks of this plant must be brewed for one week in fresh water at the end of which
time it may be drunk. If it is successful, it will heal any damage to a persons muscles that
are capable of healing naturally within one day.
ASARABACCA (Shaun Hately)
Available:
Spring 10%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 day
Cost:
3 gp/ 7 gp
Uses:
2
Ability Check:
Intelligence -6
Asarabacca is a creeping vine with many small leaves each on their own small stalk. It
also has small purple flowers. These flowers must be brewed up on a fire and left to stand.
When administered successfully to someone, they must save vs poison or be rendered
docile, and incapable of violence for 3d8 hours. The brew has a distinctive purple colour,
and bitter taste, so to be given secretly in food, the food must be able to hide these
attributes.
16
ASH (Shaun Hately)
Available:
Spring 50%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 day
Cost:
5 gp/ 8 gp
Uses:
3
Ability Check:
Intelligence -4
The bark of the ash tree must be stripped from its branches and boiled in clear water for
one day. It should then be drunk as a cure for fevers, especially those caused by diseases
such as malaria. It does not cure the cause of the fever but merely brings it under control
within 2d6 hours. The ash tree is sacred to worshipers of Thor, who use its wood to make
spears. The wood of the ash tree could possibly be used as an essential item in the
manufacture of magical spears. Ash leaves should be boiled in water and drunk as a cure for
the poison of viper bites (cures poison in 2d6 turns, any damage already incurred
remains). The ash tree has ash grey bark, and black buds. Its flowers have no petals. Ash
trees are also by tradition used to make stakes for the purposes of killing vampires. This
belief stems from Roman times, when Pliny the Elder wrote that all evil things feared
Ashwood.
ASHLINE (Seth Klein from Fantasy Star IV)
Available:
Winter, Spring 5%
Climatic Zone:
Temperate
Locale:
Mountains
Preparation:
1 week
Cost:
50 gp/ 500 gp
Uses:
16
Ability Check:
Intelligence -3
Ashline is a small red flower, with very pale green leaves. The entire plant must be
mashed and boiled in fine red wine for one week and the resultant mixture mixed with
olive oil. When this liquid is poured over a petrified person it will, on a successful roll,
restore them to their normal state.
ATHELAS (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 45%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
none
Cost:
200 gp/ 200 gp
Uses:
4
Ability Check:
?
Also known as “Kingsfoil”. It appears as a vine with dark green leaves divided into four
parts. According to legend, the leaves of Athelas when crushed by the hands of a King
over the afflicted person are capable of curing anything.
“When the black breath blows
and death’s shadow grows
and all lights pass,
come athelas! come athelas!
Life to the dying
In the King’s hand lying!”
from “The Return of The King”
17
ATIGAX (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 40%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
1 day
Cost:
40 gp/ 70 gp
Uses:
5
Ability Check:
Intelligence
The roots of this plant must be brewed over a low fire for one day, and the resulting
distillation drunk. If used successfully, sight will be protected from glare or blinding light
for a period of nine hours. This herb can thus be used to limit the ill effects suffered by
subterranean creatures (such as drow) in full sunlight.
ATTANAR (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn, Winter 45%
Climatic Zone:
Temperate
Locale:
Rivers
Preparation:
none
Cost:
8 gp/ 8 gp
Uses:
2
Ability Check:
Intelligence -6
Attanar is a moss, which when applied to the forehead of a stricken person, will cure
fevers. It takes effect 2d6 hours after it is successfully administered.
BALM (Shaun Hately)
Available:
Summer 20%
Climatic Zone:
Subtropical
Locale:
Forest
Preparation:
1 hour
Cost:
3 gp/ 5 gp
Uses:
4
Ability Check:
Intelligence -4
Balm is a plant about 2 to 3 feet tall with squarish stems. It has oval, serrated leaves. It
has small flowers which can be any shade from white to blue, which form small clusters at
the base of the leaves. The herb should be boiled and given to women suffering menstrual
pains (hey, someone has gone to the trouble of writing “A Guide to AD&D Sex” so this
might be useful!) It also reputedly has properties of bestowing longevity, and so could be
used as an ingredient in “Potions of Longevity” and the like.
BARBERRY (Shaun Hately)
Available:
Summer 20%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
3 hours
Cost:
4 gp/ 9 gp
Uses:
2
Ability Check:
Intelligence -11
The Barberry plant has sharp thorns on its twigs. It can obtain a height in excess of eight
feet. It has roughly oval shaped leaves, which are smooth with toothed edges. It has pale
yellow flowers which produce oval red berries, with a small black dot at their tip.
Barberries should be ground up in cold water and be left to stand in cold water, and then
boiled quickly. This mixture should be drunk as a cure for liver disorders such as jaundice.
If successfully administered the cure should take effect within two weeks. However three
failed applications mean that there is never any hope of cure by this method.
BASE MULLEIN (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 90%
Climatic Zone:
Temperate
Locale:
Rural
18
Cost:
10 sp/ 10 sp
Uses:
1
Ability Check:
Intelligence
Base Mullein is very easily found due to the fact that its flower stalks often obtain a
height of 8 feet or more. Its clear yellow flowers cover about 3 feet of the top of the
stalk, and form a long funnel about an inch or two in diameter. If the leaves of this herb
are applied to a burn within one hour, it will reduce the damage taken from the burn, by
half.
BASIL (Shaun Hately)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
none
Cost:
3 sp/ 3 sp
Uses:
1
Ability Check:
Intelligence -3
Basil must be used almost immediately on being picked. The leaves should be applied to
the bite of a venomous creature, and it will then have the effect of drawing out the
poison. It will give a bonus of +4 to the saving throw vs poison, or if the save has already
been made and failed, it will allow a second saving throw at normal values. Any damage
already sustained will remain. The herb has one upright stalk, and small white flowers.
BASTIT (Druann Pagliasotti)
Available:
Always 20%
Climatic Zone::
Temperate
Locale:
All
Preparation:
none
Cost:
3 sp/ 3 sp
Uses:
1
Ability Check:
Intelligence +2
A small succulent that, when crushed, tends to repel parasitic insects, including mosquitoes
and the like. It has a pungent but not unpleasant odour. (Lasts 1d6 hours but can be
washed or sweated off. Easily noticed by tracking animals.)
BELAN (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 35%
Climatic Zone:
Tropical
Locale:
Coastal
Preparation:
none
Cost:
40 gp/ 40 gp
Uses:
3
Ability Check:
Intelligence -6
The nut must be eaten to stop bleeding (including internal bleeding). Within two hours it
will have stopped the bleeding. The recipient must not move for one additional hour or
risk the bleeding restarting.
19
BELRAMBA (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
3 days
Cost:
60 gp/ 180 gp
Uses:
1
Ability Check:
Intelligence -3
Belramba is a lichen. It must be brewed in water, and then drunk three days later. If used
successfully, all nerve damage capable of healing naturally will be healed, at three times
the normal rate.
BILBERRY (Shaun Hately)
Available:
Spring 1%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
15 days
Cost:
500 gp/ 3000 gp
Uses:
1
Ability Check:
Intelligence -13
Bilberries are small black berries. They must be mixed with pure alcohol and left to stand
for fifteen days, at the end of which time they must be drunk. A successful application will
give a human the same infravision ability as half elves, but a failed application may lead
to the death (save penalty -4) of the person who drinks it, as if they had drunk a class J
poison (Death/ 20 hit points, onset 1d4 minutes).
BIRTHNOT (Druann Pagliasotti)
Available:
Always 30%
Climatic Zone:
Temperate
Locale:
Hills
Preparation:
3 days
Cost:
2 cp/ 2 cp
Uses:
1
Ability Check:
Intelligence
Birthnot is a dark-leaved, flowerless vine. The dried leaves can be used to create a
contraceptive tea effective on most humans, demihumans and humanoids, male or female.
Must be ingested between 1 hour - 30 minutes before properties invoked. (70% effective;
causes mild impotence in males 15% of the time.)
BISHOP’S WEED (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 45%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
3 weeks
Cost:
4 gp/ 10 gp
Uses:
3
Ability Check:
Intelligence -6
Bishop’s weed is a small plant with pale blue flowers, and small pale green leaves. This
herb will protect people from Plague (+5 bonus to saves vs disease). It is drunk in wine,
and is effective for one week. In plague years, its price increases rapidly.
20
BITTERMOURN (Druann Pagliasotti)
Available:
Winter 5%
Climatic Zone:
Polar
Locale:
All
Preparation:
2 hours
Cost:
1000 gp and up
Uses:
1
Ability Check:
Intelligence -14
A rare, colourless lichen that grows on rocks beneath year-round ice. When crushed and
strained, it creates a clear gel at freezing temperatures that melts into liquid when warmer.
Imbibing a pint slows the aging process and grants a lifespan of twice normal length.
BLACKBERRY (Shaun Hately)
Available:
Spring 65%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
none
Cost:
1 gp/ 1 gp
Uses:
1
Ability Check:
Intelligence -2
The leaves of these small black berries should be crushed and applied to small wounds,
where they can stop minor bleeding very quickly (within one round).
BLACKROOT (Druann Pagliasotti)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
All
Preparation:
none
Cost:
4 gp/ 4 gp
Uses:
1
Ability Check:
Intelligence -2
A tall plant with small, bell-shaped violet flowers and complex roots that are black on the
outside and white on the inside. Blackroot's roots can be applied to fresh wounds in order
to promote quick healing (applied immediately, gives 1d4 back to character at once).
BLACK ROSE (Druann Pagliasotti)
Available:
Spring, Summer 5%
Climatic Zone:
Temperate
Locale:
All
Preparation:
none
Cost:
100 gp/ 100 gp
Uses:
1
Ability Check:
Intelligence -2
This rare rose is easily identified by its black, velvety flower and long white thorns. The
thorns are hollow and absorb liquids at a rate of a pint every 5 minutes. The liquid is
stored in the plant's fibrous roots. The black rose's roots are often used to draw poison
from wounds or, placed under the tongue, to absorb alcohol and prevent intoxication.
Sometimes victims are tied down and pierced with the thorns to cause prolonged and
painful exsanguination.
21
BLOODKEEP (Druann Pagliasotti)
Available:
Spring 20%
Climatic Zone:
Temperate
Locale:
Coastal
Preparation:
none
Cost:
4 sp/ 4 sp
Uses:
1
Ability Check:
Intelligence
Tall stalks with jagged leaves and purple-red flowers, bloodkeep's fresh leaves can be bound
to a wound to stop bleeding at once and quicken coagulation (apply within 2 rounds of
injury to stop bleeding; character regains 20% - rounded down - of lost hit points at once).
BORAGE (Shaun Hately)
Available:
Spring 30%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
5 days
Cost:
1 gp/ 10 gp
Uses:
1
Ability Check:
Intelligence -3
This plant has hollow, hairy cylindrical stalks which grow to a height of 1 to 2 feet. It has
drooping flowers, red or blue in colour, which are shaped as a five pointed star at the top
of the stem. The dried herb should be boiled in water and the infusion drunk. It is used to
cure minor fevers such as those caused by chills, and influenza. It will relieve the fever in
1d3 hours.
BRELDIAR (Shaun Hately from ICEs “MERP” RPG)
Available:
Spring 35%
Climatic Zones:
Temperate
Locale:
Volcanoes
Preparation:
none
Cost:
50 gp/ 50 gp
Uses:
1
Ability Check:
Intelligence -2
This flower, when eaten, alters the way a person judges distance for a period of one hour.
While under the influence of the flower, a person can add a bonus of two to ranged
combat attacks, while subtracting two from melee attacks.
BULL-RUSH (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 55%
Climatic Zone:
Temperate, Subtropical
Locale:
Swamp
Preparation:
3 days
Cost:
2 sp/ 3 sp
Uses:
2
Ability Check:
Intelligence +3
Bull-rushes are tall straight stemmed plants with many small flowers at the top of the
stalk. These flowers must be ground into an ointment which is applied to a persons eyes
or tongue. This herb will put someone to sleep for 3d12 hours. A roll of 1 on the ability
check will put the person into a coma.
22
BURDOCK (Shaun Hately)
Available:
Spring 35%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 day
Cost:
10 gp/ 30 gp
Uses:
1
Ability Check:
Intelligence -6
This plant grows to about 3 feet tall. It has huge leaves with a whitish underside, and
purple flours. Its root must be boiled in water and then the root eaten and the water drunk
as a cure for syphilis. The person will be cured within a week.
‘They are Burrs, I can tell you, they’ll stick where they are thrown.’
William Shakespeare ‘Troilus and
Cressida’
BURSTHELAS (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 5%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
1 week
Cost:
110 gp/ 1000 gp
Uses:
2
Ability Check:
Intelligence
Bursthelas must be brewed for one week in fine red wine before it can be used. It must then
be drunk within one month or spoil. A successful draft will heal any fractured bones within
the body within one to three days.
CAFFAR (Druann Pagliasotti)
Available:
Summer, Autumn 5%
Climatic Zone:
Tropical
Locale:
Desert
Preparation:
1 hour
Cost:
10 gp/ 10 gp
Uses:
1
Ability Check:
Intelligence
Caffar is made of the small caffar nut that is ground into a powder and brewed into a dark,
sweet-smelling beverage, traditionally with a goat's milk base. Like kaffe or black tea,
caffar can be used to delay sleep, but it has the side effect of making the ingester more
psychically sensitive; psionicists' skills are greatly enhanced and even the unpsyighted are
more sensitive to nuances in the environment and in others' manners, sometimes even to
the point of detecting “auras” around certain objects. (Raises Wisdom [Intuition] by 1 for
every 2 cups imbibed, to maximum of 19. Drinking 3-4 cups in one day causes jumpiness
that increases as more is imbibed. Those who drink 5 or more cups in one day become
slightly physically addicted to the substance and suffer headaches and mild stomach pains
when their usage is cut back.)
CALAMUS (Shaun Hately)
Available:
Spring, Summer 15%
Climatic Zone:
Temperate
Locale:
Swamp
Preparation:
1 day
Cost:
5 gp/ 15 gp
Uses:
1
Ability Check:
Intelligence -14
This rush grows in small grassy clumps. It can grow from about 2 to 6 feet in height and
has very small yellow green flowers that jut out from the stem. The leaves are long, thin
and light green in colour and smells faintly sweet. The root is white with a red brown peel.
The root must be peeled and boiled in fresh water within a day of being picked, and should
23
the person hearing organs, the herb may restore some small measure of hearing to a
totally deaf person, perhaps 10% of normal hearing. In addition the herb has been
reported to have aphrodisiac qualities (GMs discretion) and was used by certain Native
American peoples to make their dogs fierce.
CALCENA MUSHROOM (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available:
Always 2%
Climatic Zone:
Any
Locale:
Underworld
Preparation:
2 week (for potion)
Cost:
100 gp/ 1000 gp (for potion)
Uses:
1
Ability Check:
-
Anyone who breathes in the spoors of one of these pink mushrooms incurs a -3 penalty
on all saves vs illusions for 2d12 hours. The mushroom may be brewed into a potion by
brewing tea and leaving the mushroom to stand in the tea for 2 weeks. The resultant
concoction when drunk is a powerful hallucinogen. Anyone under the influence of it will
see whatever the GM wants them to see. This effect also lasts 2d12 hours.
CALLIN (Druann Pagliasotti)
Available:
Autumn 30%
Climatic Zone:
Tropical
Locale:
Jungle
Preparation:
1 week
Cost:
5 gp/ 25 gp
Uses:
1
Ability Check:
Intelligence -2
A dark nut that grows on the Callin tree in tropical jungles. When the husk is dried,
ground and ingested, it thins the blood and strengthens internal organs, helping to prevent
heart attacks. (If taken regularly, prevents heart attacks except under extreme duress.
Addictive; causes nausea, dizziness and an increased chance of cardiac arrest if quit under
unsupervised conditions after repeated use.)
CAT’S TAIL (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 75%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 week
Cost:
1 gp/ 3 gp
Uses:
1
Ability Check:
Intelligence -6
Cat’s tail is a small plant with long thin spear shaped leaves rising from its base, and a
single long, thin, soft flower at the top of the stalk. This herb when made into a salve,
will heal all damage to a person’s heel.
24
CEPHALOPHAGE (Druann Pagliasotti, from Gene Wolfe’s “Torturer” series.)
Available:
Always 5%
Climatic Zone:
Temperate
Locale:
Special (see below)
Preparation:
none (if growing in correct area)
Cost:
100 gp/ 100 gp
Uses:
1
Ability Check:
Intelligence -4
A pale, fleshy fungus with a tough, rubbery consistency that is commonly found growing
near carnivorous plants. The fungus grows upon corpses, absorbing the cadaver's life
memories and personality; up to 10 different minds have been found absorbed by one
cephalophage mushroom. Eating cephalophage will transfer those memories and
personality quirks to the eater. (Effects last 1d3 hours and while they last the eater can
access all of the dead person's mind. After the effects wear off, the eater may still
succumb on occasion to “flashbacks” or personality instability; save vs. Intelligence when
under intense stress or in a situation liable to cause such flashbacks.) This plant is
condemned by some religions as unholy, believed to prevent a soul/spirit from attaining
the afterlife. (from Gene Wolfe's Torturer series)
CHAMOMILE (Shaun Hately)
Available:
Spring, Summer 30%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
Negligible
Cost:
2 gp/ 3 gp
Uses:
1
Ability Check:
Intelligence -3
This plant can grow up to 2 feet tall, and has a branched stem. It has few leaves, and these
are finely divided. The flower heads have yellow centres which are domed in shape with a
hollow at their very centre. The petals of this plant bend backwards towards the stem.
The flowers from a single plant must be immersed in boiling water and the resultant drink
consumed. This drink is very bitter and is normally mixed with honey but this is
unnecessary. The drink will last for approximately 2 months after manufacture, while the
leaves can be dried, and will then keep for up to three years. A successful use of this herb
will have a calming effect on the consumer.
CHERVIL (Shaun Hately)
Available:
Always 10%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
none
Cost:
10 gp/ 10 gp
Uses:
1
Ability Check:
Intelligence -5
Chervil is used to dissolve blood clots, which can help to prevent complications caused by
injury. The clots are dissolved within 1d3 turns.
CINQUEFOIL (Shaun Hately)
Available:
Summer 10%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 hour
Cost:
10 gp/ 15 gp
Uses:
1
Ability Check:
Intelligence -5
This plant creeps along the ground on long slender stringlike stalks. It has five or seven
part leaves, and small yellow flowers. The stalks must be boiled in white wine or vinegar
and then drunk. The herb will then act as an aphrodisiac, and increase the recipients
Charisma [Appearance] by 1 for 1d4 hours.
25
COLEWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Spring, Summer 70%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
none
Cost:
6 sp/ 6 sp
Uses:
1
Ability Check:
Intelligence -4
Colewort is a small plant with a single large glossy leaf, and small white flowers with four
petals. Anyone who chews on the flowers before drinking will remain sober for the entire
evening. Its effects protect only against alcohol, and not against any other drug or toxin.
COLTSFOOT (Shaun Hately)
Available:
Spring, Summer 25%
Climatic Zone:
Temperate
Locale:
Mountains
Preparation:
1 hour
Cost:
2 gp/ 4 gp
Uses:
1
Ability Check:
Intelligence -5
The plant has a single golden yellow flower borne at the top of a six inch tall stem with
long pinkish woolly scales. These flowers are crushed and mixed with honey, and applied
as a poultice to infected wounds in a effort to draw out the infection. It does not cure any
damage.
COMFREY (Shaun Hately)
Available:
Spring 50%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 day
Cost:
4 gp/ 10 gp
Uses:
1
Ability Check:
Intelligence -5
Comfrey grows to a height of up to 3 feet. It has stiff, angular and hollow stalks which are
covered with rough hairs. It has pink, mauve white or cream flowers. Its thick black root
is the portion used in Herbalism. It should be boiled and wrapped in a poultice which is
then wrapped around a broken limb and increases the speed of healing by fifty percent. It
can also be used in a bath by women in order to give the impression that they are virgins
on their wedding nights.
COW PARSNIP (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 45%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
6 weeks
Cost:
3 gp/ 10 gp
Uses:
7
Ability Check:
Intelligence -6
Cow parsnip has small leaves covered with tiny hairs. These hairs must be made into a
salve. Cow parsnip will cure madness for a short period (a few hours). Repeated
application over a two week period may (GMs discretion) cure insanity altogether.
26
COW-WHEAT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 50%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
1 week
Cost:
2 gp/ 3 gp
Uses:
2
Ability Check:
Intelligence
Cow wheat is a small straight stemmed yellow-green plant. Its pale yellow flowers produce
a white powder when crushed, between two hands. If this powder is placed into food or
drink it will cause a person to act as if drunk. For those who desire game mechanics to deal
with drunkenness, please consult the Intoxication Table in the 1st Edition AD&D DMG,
page 82. Each dose of this herb successfully administered will increase the level of
drunkenness by one step.
CULKAS (Shaun Hately from ICEs “MERP” RPG)
Available:
Always 40%
Locale:
Desert
Climatic Zone:
Tropical
Preparation:
none
Cost:
35 gp/ 35 gp
Uses:
10
Ability Check:
Intelligence
Each application of Culkas will cure one square foot of sunburn.
DAGMATHER (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 40%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
1 week
Cost:
6 gp/ 28 gp
Uses:
2
Ability Check:
Intelligence -7
The spine of this plant must be brewed for one week in fresh water at the end of which
time it may be drunk. If it is successful, it will heal any damage to a persons cartilage that
are capable of healing naturally.
DAINABERRY (Maya Kniese)
Available:
Autumn 20%
Climatic Zone:
Temperate
Locale:
Rivers
Preparation:
None (or 3 weeks)
Cost:
2 gp/ 8 gp
Uses:
3d10
Ability Check:
Intelligence -3
The Dainabush or Sleepberry is a creeping, thorny vine, much like a bramble. Young vines
are about 5 mm thick, with 2 mm long thorns. Older vines can become as thick as 10 cm,
with curved thorns up to 5 cm long, although this requires many years of growth. Young
vines are light green, with 3 lobed green leaves. Older vines grow reddish brown, darkening
to black, with leaves, such as there are, dark green in colour. The vines flower in early
summer, with light blue, bell shaped flowers. In autumn, it carries dark blue or purple
berries, which are fleshy, almost crunchy rather than juicy. The berries are slightly sweet
and quite tasty, but have a strong effect on mammals: those who eat them fall asleep. The
berries have this effect on mammals only, but a single berry is enough to bring down any
man sized or smaller mammal, and given enough berries, even the greatest mammal will
fall asleep. There is no saving throw, although the sleep caused is quite normal, and a
sleeping creature can simply be awakened. Although the berries can simply be eaten to
cause the effect, it is also possible to dry them carefully, and grind them into powder. This
powder is weaker (save vs poison to avoid), but will keep a long time. The powder can be
27
DARNELL (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Autumn 40%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
2 weeks
Cost:
3 gp/ 7 gp
Uses:
1
Ability Check:
Intelligence -2
These tiny yellow flowers will, if eaten, cause dimness of the sight for several hours. This
dimness means that in full light the character will see as if on a moonlit night. This herb
does effect those with infravision or ultravision.
DARSURION (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 50%
Climatic Zone:
Cold
Locale:
Mountains
Preparation:
none
Cost:
3 sp/ 3 sp
Uses:
1
Ability Check:
Intelligence -6
The leaves of Darsurion when applied to a wound will heal 1 hp of damage if used within 3
rounds. The effect is not cumulative.
DEADLY-NIGHTSHADE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 75%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 week
Cost:
4 gp/ 8 gp
Uses:
4
Ability Check:
Intelligence +3
This plant can grow up to five feet tall. It has soft green spreading leaves, and purple
flowers and berries. The berries must be left to stand in water for a week and the
distillation drunk. Deadly nightshade will put someone to sleep for 4d8 hours. They
cannot be woken. A roll of 1 will kill them, a roll of 20 will render them insane.
DEGIIK (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 25%
Climatic Zone:
Tropical
Locale:
Coastal
Preparation:
none
Cost:
100 gp/ 100 gp
Uses:
3
Ability Check:
Intelligence -2
Degiik leaves must be given to someone at the point of death (at -10 hp and not losing
any more hit points). They will keep the person alive for one day.
28
DELREAN (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 80%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 hour
Cost:
3 sp/ 3 sp
Uses:
4
Ability Check:
-
The bark of Delrean should be boiled into a paste and then smeared on the skin. It will
then repel any insect from coming near the recipient, but the foul stench will reduce their
Charisma (Appearance) by 1d2. It is effective for 5d6 hours.
DITTANY (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer, Autumn 55%
Climatic Zone:
Temperate
Locale:
Rivers
Preparation:
2 weeks
Cost:
1 gp/ 5 gp
Uses:
3
Ability Check:
Intelligence
This herb grows six or eight inches high with square stalks and sort round leaves. The
leaves must be dried for two weeks and then be boiled in ale or wine. It is then applied as a
lotion. Dittany can be used to draw splinter and bone fragments from a wound. It is also
an effective antiseptic for cleaning wounds, and can therefore prevent infections caused
by dirty water etc.
DOG ROSE (Shaun Hately)
Available:
Summer, Autumn 70%
Climatic Zone:
Temperate
Locale:
Rural, Urban
Preparation:
2 weeks
Cost:
1 sp/ 10 sp
Uses:
10
Ability Check:
Intelligence
The dog rose grows to about ten feet in height and has very sharp thorns. In spring and
early summer it has pale pick flowers which turn into vivid orange seed pods at the end of
summer. These pods must be dried and then eaten at the rate of one per three days to
avoid scurvy in environments where this disease is common (ie, on long ocean voyages.)
Certain ancient and medieval cultures believed that placing a dog rose in a coffin would
prevent the body within from rising as undead.
DRAAF (Shaun Hately from ICEs “MERP” RPG)
Available:
Spring 60%
Climatic Zone:
Subtropical
Locale:
Coastal
Preparation:
none
Cost:
5 sp/ 5 sp
Uses:
1
Ability Check:
Intelligence -4
The leaves of Draaf must be eaten in order to restore 1d3 hit points, as long as they are
eaten within 10 minutes of the damage being inflicted.
29
DRAGONTEARS (Druann Pagliasotti)
Available:
Spring 10%
Climatic Zone:
Temperate
Locale:
Desert
Preparation:
2 weeks
Cost:
100 gp/ 100 gp
Uses:
1
Ability Check:
Intelligence -2
This rare, small, translucent succulent grows primarily in the low desert. When crushed, it
exudes a sweet, milky white substance with numbing properties. Properly prepared,
dragontears promotes rapid healing and prevents scarring from wounds. Drinking
dragontears can be fatal, as its numbing properties can cause choking or heart failure.
(Cures 1d8 hp, always prevents scarring.)
DRAGONWORT (Shaun Hately)
Available:
Spring 25%
Climatic Zone:
Cold
Locale:
Mountains
Preparation:
3 days
Cost:
100 gp/ 300 gp
Uses:
1
Ability Check:
Intelligence
This plant has a gnarled, erect and cylindrical stem. It has wavy leaves, dark green on top,
bluish green underneath. It has pink flowers that cluster in a spike at the top of the stem.
The root of this herb should be boiled over a low heat for three days, and the infusion
drunk by people with smallpox and the plague in order to effect a cure. The value of this
herb increases greatly in times of plague.
DWARF MALLOW (Shaun Hately)
Available:
Spring 10%
Climatic Zone:
Temperate
Locale:
Swamp
Preparation:
none
Cost:
1 gp/ 3 gp
Uses:
1
Ability Check:
Intelligence -2
This small plant has a single primary stem from which other, shorter stems ending either
with leaves or with small pick flowers. These flowers when crushed and mixed with honey
and salt into a poultice will relieve the pain of bee stings on a successful application. In
addition the crushed flower may be mixed with oil and smothered onto the body in which
case, no bees will approach for 1d4 + 2 hours. At the GMs discretion, this effect may
extend to other small insects.
EBUR (Shaun Hately from ICEs “MERP” RPG)
Available:
Spring 45%
Climatic Zone:
Temperate
Locale:
Coastal
Preparation:
none
Cost:
22 gp/ 22 gp
Uses:
5
Ability Check:
Intelligence -2
The flowers of Ebur must be eaten each day. If the treatment is successful the rate of
healing for a sprain will be doubled for that day.
30
EDRAM (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 15%
Climatic Zone:
Cold
Locale:
Rivers
Preparation:
none
Cost:
30 gp/ 30 gp
Uses:
4
Ability Check:
Intelligence -10
Edram is a moss which when eaten will cause bones to heal at one and a half times their
normal rate.
ELDAAS (Druann Pagliasotti)
Available:
Spring, Summer 5%
Climatic Zone:
Temperate
Locale:
Coastal
Preparation:
2 days
Cost:
2 gp/ 4 gp
Uses:
1
Ability Check:
Intelligence -1
This tall, blue-flowered plant with spike-shaped leaves is the base for medicines against
nausea, usually taken in the form of a bitter-smelling and -tasting herbal tea. Eldaas is used
to counteract the nausea associated with hangovers, motion sickness, morning sickness,
and more
common illnesses. (Adds + 2 to saves versus Constitution for each level of potency the
herb is brewed at, to a maximum of + 6 - however, at this strength eldaas can cause dry
mouth and constipation. Lasts 1d6 hours regardless of potency level.)
ELECAMPANE (Shaun Hately)
Available:
Winter, Spring 15%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
none
Cost:
1 sp/ 1 sp
Uses:
1
Ability Check:
Intelligence
This plant has a thick root, with leaves that are white on the bottom and green on top, as
well as showy yellow flowers. The root may be eaten in which case it will cause the
recipient to vomit. This effect, while useful in removing ingested poisons from the
system, will leave the recipient weak (- 1d4 to Constitution for 2d6 hours). For this
reason it may be used as a mildly debilitating poison.
ELVISH GALINGALE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Spring, Summer 35%
Temperate:
Polar
Locale:
Forest
Preparation:
1 week
Cost:
1 gp/ 2 gp
Uses:
5
Ability Check:
Intelligence -4
Elvish Galingale grows to about four feet in height. It has a triangular stem on which
grows a tuft of grass like flowers. The roots are boiled and left to stand for a week and the
resulting decoction is then drunk. This herb increases the flow of blood. This is very useful
when a person is cold. However if a person is bleeding, either internally or externally, or
is wounded it will double the speed of loss of blood. Its effect lasts 1d6+1 hours.
31
ENTRISTE (Druann Pagliasotti)
Available:
Summer 30%
Climatic Zone:
Subtropical
Locale:
Desert
Preparation:
none
Cost:
25 gp/ 25 gp
Uses:
1
Ability Check:
Intelligence -3
A small-leafed ivy that hugs the ground. Entriste's leaves absorb liquid and, when crushed,
may be used to draw poison from a wound. (1 leaf absorbs a quarter-pint of liquid. Causes
1d4 damage but draws 100% of poison from a wound if applied within 5 rounds of
insinuative poisoning, -25% for each round thereafter. Does not work against gases or
“instant-death” poisons. Most poison effects are weakened if the poison is at least
partially removed.)
FALSIFAL (Druann Pagliasotti)
Available:
Spring 30%
Climatic Zone:
Temperate
Locale:
Swamp
Preparation:
1 hour or less
Cost:
3 gp/ 3 gp
Uses:
2
Ability Check:
Intelligence -2
A wide-leafed plant with large pink flowers and thick roots containing a slimy gel. When
the root is pulped, mixed with water and used as a poultice, it is effective against fresh
burns, aiding rapid healing. The root-gel can also be thinned and drunk as a thick tea to
counter the effects of blood loss. (On burns, add 2 hp/day for each of the first 3 days of
rest the character takes. Used to counter blood loss, victim regains 1d3 hp/day instead of
1.)
FEBFENDU (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 5%
Climatic Zone:
Cold
Locale:
Coastal, Rivers
Preparation:
1 week
Cost:
90 gp/ 900 gp
Uses:
1
Ability Check:
Intelligence
The roots of this plant must be brewed over a low fire for one week, and the resulting
distillation drunk. If used successfully, hearing will be restored to the recipient.
FELMATHER (Shaun Hately from ICEs “MERP” RPG)
Available:
Spring 30%
Climatic Zone:
Temperate
Locale:
Coastal
Preparation:
none
Cost:
10 gp/ 10 gp
Uses:
3
Ability Check:
Intelligence -7
The leaves of this plant should be placed under the tongue of a person in a coma. If
successful, the person will awake in 1d6 hours. If a roll of 20 is made, the persons mind
will be destroyed.
32
FENNEL (Shaun Hately)
Available:
Autumn 20%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
2 weeks
Cost:
5 sp/ 1 gp
Uses:
1
Ability Check:
Intelligence
Fennel has thick stems, and bright green, lacy leaves and routinely grows to about five
feet in height. (There is a rare form which has a bronze stem. In terms of its use, it is
identical to the common fennel). In summer it has golden, yellow flowers. These flowers
turn to seed in early Autumn. The seed heads must be harvested and left until the seeds
separate from them. The seeds may then be mixed with boiling water to make a tea. This
tea has the effect of relieving hunger pains in the recipient for 2d8 hours, However it does
not in anyway act as a substitute for food, and any damage due to starvation will still
occur.
FETHERFEW (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 65%
Climatic Zone:
Temperate, Subtropical
Locale:
Forest
Preparation:
3 weeks
Cost:
2 gp/ 4 gp
Uses:
3
Ability Check:
Intelligence +3
This herb grows to about 18 inches in height. It has many small white flowers. The
flowers must be dried and then boiled in white wine. The resulting mixture must be drunk.
This herb will remove the effects of vertigo from a person for up to twelve hours. It does
this by stabilising the persons inner ear.
FIRE-FLOWER (Shaun Hately from C.S. Lewis’ ‘Chronicles of Narnia’)
Available:
Summer 1%
Climatic Zone:
Subtropical, Tropical
Locale:
Mountains
Preparation:
10 years
Cost:
1000 gp/ 100000 gp
Uses:
100
Ability Check:
-
It is suggested that this herb be found in one location on an entire world, ideally in a
Mountain range in a tropical or subtropical region (The Mountains of the Sun). This is a
small bush which has one pale golden flower and small red berries with the appearance of a
live coal. The flowers of the bush must be taken and crushed into a diamond vial, and left
to cure for ten years. This is also the amount of time needed for a single flower to bloom.
A single drop of this elixir will heal any illness or injury, but will not allow limbs or other
appendages to grow back. This is an incredibly powerful herb, and is likely to only exist in
the hands of powerful lords and kings.
33
FLOURE-DE-LUCE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 60%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
3 weeks
Cost:
3 gp/ 10 gp
Uses:
2
Ability Check:
Intelligence
The Floure-De-Luce is also known as the Blue Flag. It has broad and flat leaves shaped
rather like a sword. The flowers are purplish blue and the roots which tend to stretch
themselves along the surface of the ground are reddish brown on the outside. The root
must be mashed and boiled in water and left to stand for at least twenty days before
drinking. This herb removes bruises from a body very quickly (within 1d4 hours).
FOOTLEAF (Maya Kniese)
Available:
Spring, Summer, Autumn 10%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
None
Cost:
10 sp/ 10 sp
Uses:
1
Ability Check:
Intelligence -4
This 30 cm high plant has 3 thick, fleshy leaves, dark green and covered with soft hairs.
The leaves form a rosette, lying on the ground, and form the actual plant. The light green
blades that account for its hight are actually sheathes from which flower stalks grow
during the summer. From each of the sheathes (there can be as many as 30 to a plant), a
single flower stalk grows with tiny purple flowers. The thick leaves, which can become as
large as 20 cm across, can be torn loose and put inside your boots (One leaf to a boot),
enabling you to walk all day without tiring or even getting footsore.
FUMITORE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Spring, Summer 80%
Climatic Zone:
Cold, Temperate
Locale:
Coastal
Preparation:
2 weeks
Cost:
3 gp/ 6 gp
Uses:
1
Ability Check:
Intelligence
The stems of fumitore are angular and branching, and grow to a height of about 1 foot. It
has grey-green divided leaves, and small pinkish-white flowers with purple tips. This herb
prevents hair growing on a characters eyelids. (SEE: MOUNTAIN SETWALL)
GALLOWBRUSH (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available:
Winter 5%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 day (for potion)
Cost:
10 gp/ 50 gp (for potion)
Uses:
1
Ability Check:
Intelligence -3
This briar is red in colour with bright crimson thorns. Any mammal pricked with these
thorns must make a save vs poison with a +1 bonus or fall asleep for 1d4+2 x 10 minutes.
Even if they save the victim still feels drowsy. The thorns can also be brewed into a drink
when mixed with water. Anyone drinking this must save vs. poison with a -4 penalty or
fall asleep for 1d6 hours.
GARDEN FLAX (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Spring, Summer 55%
Climatic Zone:
Temperate
Locale:
Forest
34
Cost:
3 gp/ 6 gp
Uses:
5
Ability Check:
Intelligence +3
The brown seeds of this herb (which has deep blue flowers) if chewed remove all pain from
a characters wounds. It will also prevent a character from feeling anything. He could walk
through a fire and feel no pain. There is a 10% chance per hour that a character moving
normally will suffer 1d2 hp damage, while under the influence of this herb. This occurs
because the character doe not notice minor bruises or scratches. It was widely believed in
medieval times that if the seeds of this plant were strewn across a vampires path the
vampire would be unable to proceed further, until it had counted every seed. At the GMs
discretion this may be a use for this herb in FRP campaigns.
GARIIG (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 60%
Climatic Zone:
Tropical
Locale:
Desert
Preparation:
1 day
Cost:
55 gp/ 70 gp
Uses:
1
Ability Check:
Intelligence -10
Gariig is a small cactus. It will restore all hit points to a wounded person if eaten within
two days of being harvested.
GEFNUL (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 60%
Climatic Zone:
Polar
Locale:
Volcanoes
Preparation:
1 day
Cost:
200 gp/ 500 gp
Uses:
1
Ability Check:
Intelligence -6
Gefnul will totally cure and heal the recipient if eaten within one week of harvesting. A
roll of over the Herbalists intelligence will kill the recipient, a roll of twenty will kill the
recipient beyond the ability of a raise dead spell to revive him.
GOAT’S RUE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 60%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
2 weeks
Cost:
6 gp/ 15 gp
Uses:
1
Ability Check:
Intelligence -10
This herb will cure poison if ingested within one hour of the poisoning. Any damage
already taken, including death, remains. Goat’s Rue grows to about 3 feet tall. It has
hollow branches and pale whitish blue flowers that hang down in spikes. The flowers must
be dried before use.
35
GOLDEN CROWN (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy)
Available:
Spring 10%
Climatic Zone:
Subtropical
Locale:
Rural
Preparation:
1 hour
Cost:
1 gp/ 2 gp
Uses:
2
Ability Check:
Intelligence -3
The golden flowers of this small yellow-green plant may be made into a poultice that is
used to stop bleeding. One successful application will normally stop minor bleeding, or
staunch the flow of major bleeding until it only minor (a second application will stop the
bleeding altogether). This herb is often used by midwives to staunch the flow of vaginal
bleeding after birth.
GOLDEN LUNGWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 80%
Climatic Zone:
Temperate, Subtropical
Locale:
Forest
Preparation:
1 week
Cost:
1 gp/ 2 gp
Uses:
6
Ability Check:
Intelligence -3
Golden lungwort has large oval leaves, covered with small hairs, and small pale blotches. It
grows to a height of about 1 foot, and has small bell shaped flowers with five petals which
change colour from pink, to mauve to blue. Flowers of different colours are often found
on the same plant. This herb heals the ears of all aches and pains.
GUARDSEYE (Maya Kniese)
Available:
Always 5%
Climatic Zone:
Cold
Locale:
Grassland
Preparation:
20 minutes
Cost:
100 gp/ 100 gp
Uses:
1d4
Ability Check:
Intelligence -3
This 40 cm high perennial has smooth, dark blue leaves and a woody stem. It has white,
cuplike flowers, with purple flecks on the inside. In autumn, the plant dies except for a
thick root than can be up to 50 cm long, but even dead, it does not shed its leaves. Thus
the all year availability, for it is the leaves that are important. When cooked in water, the
resulting tea will grant the drinker the ability to detect all life forms within 500 m. This
includes hidden, invisible, phased, ethereal and similarly affected creatures. The effect last
for fully 6 hours.
GYLVIR (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 10%
Climatic Zone:
Temperate
Locale:
Coastal
Preparation:
none
Cost:
100 gp/ 100 gp
Uses:
1
Ability Check:
Intelligence-2
This is an algae. When eaten it allows a person to breathe underwater (and only
underwater!) for a period of four hours.
36
HARE’S EARS (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 55%
Climatic Zone:
Temperate
Locale:
Mountains
Preparation:
2 weeks
Cost:
2 gp/ 5 gp
Uses:
3
Ability Check:
Intelligence -6
This herb cures skin diseases.
HARFY (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 10%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
1 week
Cost:
150 gp/ 150 gp
Uses:
1
Ability Check:
Intelligence
The resin of this herb must be applied to a bleeding wound. It will immediately stop any
bleeding.
HART’S TONGUE (Shaun Hately)
Available:
Always 10%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
none
Cost:
2 gp/ 2 gp
Uses:
1
Ability Check:
Intelligence -2
This fern resembles a deer’s tongue, hence its name. When a single frond is eaten, it
serves to immediately decrease the recipients libido for 2d4 days. For this reason it is
often of value to those undertaking a vow of celibacy, or who must be away from their
loved ones. It does not diminish performance in any way, merely desire.
HAWKWEED (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 75%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
2 weeks
Cost:
4 gp/ 6 gp
Uses:
2
Ability Check:
Intelligence
This herb increases a character eyesight for 1d4 turns. They can see twice as far, and
when in missile combat, all ranges are treated as if one less. Hawkweed has oval leaves,
covered with small hairs on the underside, and green on the top. These leaves surround the
plant at the base of the stem, and small yellow flowers tinged with red at the tips.
37
HEALWELL (Druann Pagliasotti)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
All
Preparation:
none
Cost:
1 sp/ 1 sp
Uses:
1
Ability Check:
Intelligence
A common enough herb to make it into most gardens, healwell is a small flowering plant
with bright yellow flowers. Its pale green leaves secrete an oil that can be rubbed on small
injuries. (Cures 1 hp/oz of oil, 1 round/oz to apply; not useful on wounds over 2 hp.)
HENBANE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer, Autumn 90%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 week
Cost:
1 gp/ 3 gp
Uses:
3
Ability Check:
Intelligence
This herb will reduce the effects of poison weapons, but only if taken before the weapon
strikes. In the case of non fatal poisons the effect is completely nullified, but in the case
of fatal poisons, the only benefit is a +3 to Saving Throws. Henbane has large, thick, soft
woolly leaves, and thick stalks about 2 to 3 feet tall. It has hollow pale yellow flowers at
the top of the stalk. Either the seed or the flowers must be dried and then eaten. The
effect last 1d8 hours.
HOREHOUND (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 90%
Climatic Zone:
Temperate
Locale:
Coastal
Preparation:
4 weeks
Cost:
1 gp/ 5 gp
Uses:
3
Ability Check:
Intelligence -2
This plant has angular greyish stems and grows to a height of three feet. It has oval
shaped tooth edged, ash green leaves. It has small creamy white flowers which group at
the base of the leaves. This herb will cause the recipient to vomit up any poison in their
system. It is effective only against ingested poisons. The person will be incapacitated by
nausea for 1-3 days. In the case of an ‘instant death’ poison, the person can be saved if
the herb is successfully administered within one round, but they will be incapacitated for
the full three day period.
HORSEWEED (Maya Kniese)
Available:
Spring, Summer, Autumn 10%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
None
Cost:
7 gp/ 7 gp
Uses:
1
Ability Check:
Intelligence -2
This 25 cm high plant has many broad, double sawed leaves growing in a rosette. It grows
large, yellow composite flowers, which will quickly grow hairy seeds that will fly far on
the wind. The plant often has flowers and seed simultaneously. If a generous amount of
the leaves is fed to a horse or similar creature, it will be able to travel all day without
tiring, even if moving at a gallop.
IRONHARD (Maya Kniese)
Available:
Summer, Autumn 10%
38
Locale:
Hills
Preparation:
None
Cost:
15 gp/ 15 gp
Uses:
1
Ability Check:
Intelligence -4
This 2 foot high plant has dark blue leaves with a thick white hair growth on the
underside. It grows all summer and the first half of autumn, and has many small yellow 6
leaved flowers. The plant has a milky white sap, which can be rubbed onto the skin,
hardening it and granting a 1 bonus on armour-class for one hour.
JAFFRAY (Druann Pagliasotti)
Available:
Summer 10%
Climatic Zone:
Tropical
Locale:
Desert
Preparation:
2 days
Cost:
10 gp/ 15 gp
Uses:
2
Ability Check:
Intelligence -2
A clove-like herb that is normally ground up and sprinkled into other dishes or drinks as
flavouring, Jaffray also acts as a mild aphrodisiac, increasing sexual interest and general
sensitivity to the surroundings. Face flushes, pupils dilate, breathing quickens, and skin
becomes preternaturally sensitive. The herb has a mildly cinnamon-like flavour and its
potency is not affected by being cooked. The herb is also sometimes used to counteract
suspected poisoning, since it increases resistance to poison yet is so common as to be
inoffensive if added to a meal. (Wisdom -2, Constitution +2, causes mild, pleasant sense
of intoxication. Effects last 1d4 hours. Regular usage will build the user's tolerance to the
drug, requiring greater amounts to achieve the same effects. Immunity is possible.)
JINAB (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy)
Available:
Always 10%
Climatic Zone:
Subtropical
Locale:
Rural
Preparation:
1 hour
Cost:
5 gp/ 7 gp
Uses:
2
Ability Check:
Intelligence -4
The dark chocolate brown bark of this small fast growing tree, may be eaten in order to
allow a person to remain awake for one whole week, without the need for sleep. At the
end of this period, they will collapse, absolutely exhausted for four days, and will capable
of only half movement for a further week after that.
JOJOJOPO (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 60%
Climatic Zone:
Polar
Locale:
Mountains
Preparation:
none
Cost:
9 sp/ 9 sp
Uses:
1
Ability Check:
Intelligence -5
The leaf of this herb, when applied to frostbite will cure 2d6 points of frostbite damage.
39
JUNIPER (Shaun Hately)
Available:
Summer 20%
Climatic Zone:
Temperate, Subtropical
Locale:
Mountains
Preparation:
Negligible
Cost:
4 gp/ 4 gp
Uses:
10
Ability Check:
Intelligence -8
The Juniper tree can grow up to ten feet in height. It is an evergreen, which has prickly
stiff foliage. The berries appear in early summer, but take three years to ripen to the stage
where they are useful. Unripe berries are green, ripe ones are bluish-black in colour.
Because of this rather long period of ripening, it is wise to never denude a tree of berries.
A normal sized tree will have between 100 and 200 ripe berries. 15 of these berries should
be crushed and mixed with boiling water. When the liquid has cooled, the infusion should
then be drunk in order to relieve muscle pains for 3d4 hours. This liquid will only keep for
a month under normal conditions, but can be mixed with an alcoholic spirit to increase its
lifespan indefinitely. According to some gipsy traditions, a sprig of juniper kept in a house
would protect the inhabitants from vampire attacks. This may actually work at the GMs
discretion.
KATHKUSA (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 30%
Climatic Zone:
Polar
Locale:
Wasteland
Preparation:
none
Cost:
50 gp/ 50 gp
Uses:
1
Ability Check:
Intelligence
This plant is found only in the most inhospitable regions. When a leaf of the plant is
eaten, it will (if used successfully) raise a persons strength +2 (or 20 percentage points in
the case of exceptional strength) for 1d10 rounds. However if the Intelligence check is
failed by more than three, the person will collapse into unconsciousness for one hour.
KELVENTARI (Shaun Hately from ICEs “MERP” RPG)
Available:
Always 50%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
none
Cost:
19 gp/ 19 gp
Uses:
1
Ability Check:
Intelligence -6
If the crushed Kelventari berries are applied to a burn within one turn on its infliction it
will heal 1d3 quarters of all damage caused by the burn, no matter how much damage was
taken.
KILMAKUR (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 45%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
1 week
Cost:
65 gp/ 300 gp
Uses:
1
Ability Check:
Intelligence -3
The roots of this plant must be brewed over a low fire for one week, and the resulting
distillation drunk. If used successfully, the recipient will gain a bonus of +2 to all saving
throws versus fire based attacks for 1d10 hours.
KLAGUL (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 60%
40
Locale:
Grassland
Preparation:
1 day
Cost:
30 gp/ 50 gp
Uses:
3
Ability Check:
Intelligence -2
The buds of this plant must be boiled for a day and then eaten. After boiling they will
keep for six weeks. When eaten, they will if successful give the recipient infravision for
six hours.
KYLATHAR (Maya Kniese)
Available:
Summer, Autumn 10%
Climatic Zone:
Subtropical
Locale:
Forest
Preparation:
None
Cost:
20 gp / 20 gp
Uses:
1
Ability Check:
None
The Kylathar or Changeberry is a strange plant indeed. Anyone who eats the yellow, soft,
plum sized fruits instantly has two random stats exchanged; Strength with Constitution,
Wisdom with Dexterity; anything is possible (the GM should determine which statistics
are exchanged).There is no saving throw, and no cure (no easy one anyway; if you as DM
want one, make it up). Eating more of the berries will simply cause more stats to be
randomly exchanged. Short of magical storage, the fruits will spoil and rot within 2 days
after plucking. The bush itself grows about 2 metres high, with long, dusty green leaves,
which are slightly sawed. The flowers grow in groups of 4 to 8, and are yellowish white
with orange edges. The flowers grow in late spring, the fruits are ripe in autumn.
LAISHABERRIES (Maya Kniese)
Available:
Summer, Autumn 10%
Climatic Zone:
Cold
Locale:
Forest
Preparation:
None (1 day for jelly)
Cost:
20 gp each/ 40 gp for jelly
Uses:
3d20
Ability Check:
Intelligence -3
Laishaberries, also known as fruit of silence, grow on dark green, knee-high bushes. The
leaves of the bushes are hard and waxy, and stay on long into autumn, sometimes even
into winter. Concealed under the leaves, the red, cherry sized berries grow. In spring and
early summer, the bush grows small, fragrant, wax blue flowers. The berries, which are
equally fragrant, begin as hard white fruits, turning soft, red, and juicy as they ripen. The
berries taste quite bland themselves, although they can be used to add a special taste to all
kinds of jellies. When ripe, the berries can be eaten raw, and will each heal 2 hp of
damage, or speed the recovery from most diseases. However, they will also render the
eater mute for 20 minutes for each berry eaten. Also, if more than 5 or 6 berries are eaten
at a time, a saving throw vs poison is required to avoid severe stomach cramps. A jelly
made from the berries themselves loses both the healing and silencing powers (and the
danger of cramps) of the fresh berries, but the curative effects for most diseases is doubled;
fresh berries reduce the recovery time by one day for each berry eaten, the jelly halves
the time.
41
LAND CALTROPS (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 60%
Climatic Zone:
Tropical
Locale:
Forest
Preparation:
2 weeks
Cost:
2 gp/ 5 gp
Uses:
1
Ability Check:
Intelligence -1
If applied to a snake bite within one turn, it will draw out the poison. Some very
venomous snakes give bites that are incurable by this method, and so the herb has no
effect against ‘instant death’ poisons. It may (at the GMs discretion) provide protection
against other, non-fatal animal poisons.)
LARNURMA (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available:
Spring 3%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 week (for oil)
Cost:
10 gp/ 100 gp (for oil)
Uses:
3
Ability Check:
Intelligence -3
This tree has round purple fruit, which are about the size and consistency of plums When
eaten this fruit will heal 2 hp per fruit. These fruits cannot be dried and will rot within two
weeks of picking. However the juice of three fruits can be mixed with olive (or other
vegetable) oil, and left to stand for a week. This oil has an almost unlimited life. Rubbing
this oil into the recipients skin will ease muscle pains, and also restore 1d4 hit points.
LAUMSPUR (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available:
Spring 10%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
4 days (for potion)
Cost:
100 gp/ 500 gp (for potion)
Uses:
1
Ability Check:
Intelligence -2
This is a green plant with small red flower, which are renowned for their healing
properties. These flowers can be eaten fresh or dried for later use. If not dried they will
become useless within 1 week. The flowers can also be brewed over a very low heat in
fresh water to produce a ‘potion’, which cane be drunk for its healing effect. When
consumed, the herb will, on a successful herbalism check, heal 6 hp damage with fresh
leaves, 4 hp using dry leaves, and 6 - 8 hp using the brew.
LEOPARD’S BANE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 25%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
none
Cost:
5 gp/ 5 gp
Uses:
3
Ability Check:
Intelligence
This is a poison that kills animals (but not monsters) that eat it, but has no effect on
humanoids, demi-humans or humans.
42
LESSER CENTAURY (Shaun Hately)
Available:
Summer 25%
Climatic Zone:
Temperate, Cold
Locale:
Mountains
Preparation:
none
Cost:
5 gp/ 5 gp
Uses:
1
Ability Check:
Intelligence -3
This plant has rosy-pink flowers, which are splayed out like a five pointed star. These
flowers if eaten within one day of being picked will cause the recipient to vomit up any
ingested poison within their body. The person will remain very weak for 1d3 days, can
only move with great difficulty and is totally able to perform any useful actions.
LUNGWORT (Shaun Hately)
Available:
Spring 10%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 day
Cost:
1 gp/ 3 gp
Uses:
3
Ability Check:
Intelligence -9
This plant has broad leaves covered with dark spots, resembling diseased lungs. It is used in
the treatment of diseased lungs, by boiling the leaves and drinking the infusion. The effect
of a successful treatment is to render breathing easier and to clear fluids from the lungs
caused by a whole array of diseases - pneumonia and tuberculosis to name but two. It does
not actually cure the disease, but merely relieves this symptoms. With some diseases that
alone can be the difference between life and death.
MAKEBATE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 35%
Climatic Zone:
Tropical, Subtropical
Locale:
Desert
Preparation:
2 weeks
Cost:
1 gp/2 gp
Uses:
2
Ability Check:
Intelligence -3
This herb will counteract the poison of scorpions if taken within 2 turns of the bite. Any
damage, including death, already taken will remain.
MANDRAKE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Spring 40%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
4 weeks
Cost:
3 gp/ 5 gp
Uses:
3
Ability Check:
Intelligence +1
This root of this herb sends the recipient to sleep. The sleep will last five hours, during
which time the person cannot be woken except by a neutralise poison spell or potion.
The root is said to bear a resemblance to the naked male form, hence its name. The plant
has several dark green leaves which are about 1 foot long. The purple flowers of the plant
are bell shaped. The root of the plant must be boiled on the night of a full moon and left
to sit for an entire month before use. According to Ancient Egyptian legend, the sun god,
Ra, sent Mathor to earth to punish mankind. Mathor’s slaughter was so intense, that Ra
took pity on man, and forced Mathor to drink the blood of his victims mixed with
Mandrake root. He fell asleep and when he awoke was unable to remember why he had
come to earth, and so the slaughter was ended.
MARIGOLD (Shaun Hately)
43
Climatic Zone:
Temperate
Locale:
Rural, Urban
Preparation:
2 weeks
Cost:
2 gp/ 10 gp
Uses:
4
Ability Check:
Intelligence -4
Marigold can grow to a height of two feet and has rows of flat orange and yellow petals
around a central disc. These flowers must be dried and then mixed with olive or other
vegetable oil to produce a soothing balm which will soothe and clean small wounds, in
order to prevent infection.
MARJEROME (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 35%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
6 weeks
Cost:
2 gp/ 6 gp
Uses:
1
Ability Check:
Intelligence -2
This herb removes the colour from the skin of a person who has had yellow jaundice. The
herb has angular stems which grow to a height of 1 to 2 feet, which are reddish in colour
and are covered in small hairs. It has ovate shaped leaves which surround the stem and
grow smaller and smaller towards the top of the plant. It is topped by pale pink flowers.
MARSH MALLOW (Shaun Hately)
Available:
Always 20%
Climatic Zone:
Temperate
Locale:
Coastal
Preparation:
1 day
Cost:
5 gp/ 8 gp
Uses:
3
Ability Check:
Intelligence -7
This plant has a green fleshy stem and broad egg shaped leaves, both of which are covered
with downy hairs. It has five petalled, pale pink flowers which sit at the base of the leaves.
The root must be boiled and the resultant distillation applied to burns. If used successfully
the herb will double the rate of healing for the burn.
MARUERA (Seth Klein)
Available:
Spring, Summer 1%
Climatic Zone:
Subtropical and Tropical
Locale:
Mountains
Preparation:
none (or 1 week)
Cost:
50 gp (each)/ 50 gp (each) or 100 gp for gum
Uses:
see description
Ability Check:
-
In appearance this tree looks much like any other. It can be identified by its vivid green
leaves. These leaves when chewed produce large amounts of oxygen from the carbon
dioxide already in the persons breath. One leaf may chewed for up to ten minutes, before
its properties are exhausted. The leaves are often boiled and the resultant infusion added
to other substances to produce a gum. A piece of this gum will allow the recipient to
survive without oxygen for 2d4 x 10 minutes, provided they are conscious and able to
chew. The herbs main use is in allowing the recipient to survive in oxygen poor or free
environments such as underground. When a tree is found it will normally have 3d100
leaves. Taking too many leaves can harm the tree. The tree has a chance of dying equal
to the percentage of the leaves taken. For example if 30% of the leaves are taken the
tree has a 30% chance of dying, if 50% are taken it has a 50% chance of dying. The
leaves are also said to have a calming effect when chewed (GMs discretion).
MASTERWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
44
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
3 weeks
Cost:
2 gp/ 7 gp
Uses:
7
Ability Check:
Intelligence -15
Masterwort grows to be about three feet tall and bears umbels of white flowers. It has
winged dark green leaves like those of a maple tree. The leaves must be boiled and left to
stand for at least twenty days before use. This herb is used as a protection from plague,
giving a +2 bonus to any saves vs disease.
MEGILLOS (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 75%
Climatic Zone:
Cold
Locale:
Mountains
Preparation:
none
Cost:
1 gp/ 3 gp
Uses:
1
Ability Check:
Intelligence
The leaves of this herb increases a character eyesight for 1 turn. They can see twice as
far, and when in missile combat, all ranges are treated as if one less.
MELANDER (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 65%
Climatic Zone:
Cold
Locale:
Rivers
Preparation:
1 day
Cost:
12 sp/ 20 sp
Uses:
4
Ability Check:
Intelligence
Melander is a moss that must be brewed in clear water. The resultant distillation must then
be drunk. It will then add +1 to all saving throws vs disease for a period of 1d10 days.
MILKWORTE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Spring, Summer 95%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
2 weeks
Cost:
4 gp/ 8 gp
Uses:
1
Ability Check:
Intelligence -16
This herb protects from (for 1d4 days) and treats cholera (cures cholera in 1d4 days).
45
MIRENNA (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 60%
Climatic Zone:
Cold
Locale:
Mountains
Preparation:
none
Cost:
10 gp/ 10 gp
Uses:
1
Ability Check:
Intelligence -2
The berries of Mirenna will heal 1d2 hp when eaten.
MOUNTAIN GARLICK (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 30%
Climatic Zone:
Temperate, Cold
Locale:
Mountains
Preparation:
1 day
Cost:
8 gp/ 9 gp
Uses:
2
Ability Check:
?
This herb is said to repel evil spirits.
MOUNTAIN SETWALL (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 40%
Climatic Zone:
Temperate
Locale:
Mountains
Preparation:
3 weeks
Cost:
1 gp/ 3 gp
Uses:
2
Ability Check:
Intelligence -7
This herb cause hair to grow on a characters eyelids. (SEE: FUMITORE)
MUGWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 55%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
2 weeks
Cost:
2 gp/ 4 gp
Uses:
2
Ability Check:
Intelligence -7
The effects of this herb last for two hours. During this time the character can function at
negative hit points, or beyond the point of exhaustion. Mugwort can grow to be taller
than a man. It has a stiff and angular stem, reddish brown in colour. It has deeply incised
smooth leaves which are dark green on top and silvery white underneath. It has small,
yellow-green or yellow-red flowers arranged in long spikes at the top of the stem. THIS
HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
NAPWEED (Shaun Hately)
Available:
Spring 40%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 week
Cost:
1 gp/ 1 gp
Uses:
1
Ability Check:
Intelligence -11
This plant has a single main stem with small fern like leaves, and small pink flowers
growing from it. These flowers must be dried, powdered, and mixed into wine and then
drunk to counter the effect of injected poisons. A successful application means that only
half normal damage is taken from the poison. In addition to this use, the flower is often
counted as a symbol of faith between lovers and is used to decorate and garnish foods at
weddings. According to Greek mythology, this plant was used by the centaur, who
46
wounded by Hercules with an arrow poisoned with the Hydra’s blood, treated himself with
it.
NAVEW (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Winter 60%
Climatic Zone:
Subtropical, Tropical
Locale:
Rivers
Preparation:
5 weeks
Cost:
4 gp/ 12 gp
Uses:
3
Ability Check:
50%
The seeds of Navew dropped in a drinks or on to food before it is eaten acts as
counteragent to ingested poisons. It prevents the death of a person poisoned in that meal,
though they may still be very ill.
NIGHTCALL (Druann Pagliasotti)
Available:
Summer 10%
Climatic Zone:
Tropical
Locale:
Desert
Preparation:
2 days
Cost:
50 gp/ 50 gp
Uses:
1
Ability Check:
Intelligence -2
A blue-grey herb smelling faintly of nutmeg that heightens the user's senses. Overdosage
or prolonged usage causes photosensitivity, distraction and nervousness; on the other
hand, prolonged usage can also make the effects permanent. Nightcall gradually dyes the
long-term user's hair, teeth, nails, horns, or scales midnight blue. (The minimum dose of
1 tsp gives the eater +100' sight range, +10% hearing, and +1 to Wisdom/Intuition and
Dexterity scores. The effects increase proportionately to the dosage, to no more than
+400/40/+4. Dosages over 1 tsp, or 1 tsp taken several days in a row, will cause
addiction.)
OEDE (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available:
Spring 1%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
2 weeks (to dry)
Cost:
1000 gp/ 10000 gp
Uses:
1
Ability Check:
?
One of the most valuable and prized of all plants, this bush has laves that are almost
golden in colour. These leaves can be dried, but if they are not will last only two weeks.
This means the drying process must be begun within an hour of the leaves being picked.
These leaves can according to legend cure any disease. Whether or not the leaves have
this power is up to the individual GM.
47
OIOLOSSE (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 1%
Climatic Zone:
Polar
Locale:
Elven Forest
Preparation:
none
Cost:
1200 gp/ 1200 gp
Uses:
1
Ability Check:
Intelligence -10
This herb will restore an Elf to life if given within seven days of death.
OLUS VERITIS (Shaun Hately)
Available:
Winter 15%
Climatic Zone:
Temperate, Cold
Locale:
Rivers
Preparation:
1 hour
Cost:
5 gp/ 10 gp
Uses:
4
Ability Check:
Intelligence -2
Olus veritis is pale green in colour and grows right on the edge of rivers. The leaves are
rough in texture, and have tiny thorns all along their edges. A leaf should be baked in an
oven for one hour and then dragged across the skin of the recipient, cutting their flesh
very slightly. The recipient, must save vs poison or be compelled to answer all questions,
absolutely truthfully for the next 1d6 x 10 minutes. Up to three uses of the herb can be
made in a 24 hour period. If any more than this are made the recipient will die within 3
hours of the third dose, or instantly if five or more doses are administered.
OLVAR (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 30%
Climatic Zone:
Polar
Locale:
Coastal
Preparation:
none
Cost:
300 gp/ 300 gp
Uses:
1
Ability Check:
Intelligence -8
The flower of the Olvar bush must be given to a person on the point of death (at -10 hp,
and not losing any more). It will then keep them alive for 2d10 days.
ORACH (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 45%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
6 weeks
Cost:
2 gp/ 10 gp
Uses:
1
Ability Check:
Intelligence -2
Orach grows to about 3 or 4 feet in height. It has a whitish stalk, pale green leaves and
greenish-white flowers. The seeds must be gathered, bruised and left to stand in pure
alcohol for six weeks. The mixture must then be drunk, one spoonful a day for a week.
The herb will cure yellow jaundice. It leaves a yellow colour in the skin.
48
PALLAST (compound) (Druann Pagliasotti)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
Swamp
Preparation:
2 hours
Cost:
5 sp/ 1 gp
Uses:
1
Ability Check:
Intelligence -2
“Pallast” is a compound made of the pale, papery bark from willows and the roots of
marshmallows. When ground together and imbibed, pallast cures minor aches and pains,
especially headaches and pain from abscessed teeth, sore muscles, and so forth. Pallast
itself is a very bitter pale powder, and is usually served in a heavily sweetened tea.
(Relieves minor pains but does not restore lost hit points.)
PALMA ELDATH (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 60%
Climatic Zone:
Cold, Polar
Locale:
Mountains
Preparation:
none
Cost:
3 gp/ 3 gp
Uses:
3
Ability Check:
Intelligence -3
This herb keeps a person warm for one night or one day, and prevents them suffering
from exposure. This can mean the difference between life and death.
PARGEN (Shaun Hately from Alexander ICEs “MERP” RPG)
Available:
Summer 1%
Climatic Zone:
Tropical
Locale:
Jungle
Preparation:
none
Cost:
2000 gp/ 2000 gp
Uses:
1
Ability Check:
Intelligence -15
A single berry from the Pargen Tree will restore a person to life (-1 point of
Constitution) if given within 4 days.
PATTRAN (Druann Pagliasotti)
Available:
Summer 20%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
3 days
Cost:
10 gp/ 10 gp
Uses:
1
Ability Check:
Intelligence -2
The root of a small, shrub-like plant with dark green, shiny leaves and thorns, Pattran is
used to relax the muscles and encourage sleep. In mild dosages, Pattran causes a general
feeling of relaxation, eases sore, strained or sprained muscles, and similar aches. In larger
doses, Pattran
causes sleepiness. Pattran tastes like a combination of mint and rich soil. (For sleep
dosages, user may voluntarily choose to sleep well or, if resisting, save versus poison at
+3. Effects last 2d4 hours; if asleep, the user will sleep and awaken normally.)
49
PENNYROYAL (Shaun Hately)
Available:
Spring 25%
Climatic Zone:
Temperate
Locale:
Rural, Urban
Preparation:
none
Cost:
3 gp/ 3 gp
Uses:
1
Ability Check:
Intelligence -4
Pennyroyal is a low creeping herb with a squarish stem and small dark green leaves which
grow in pairs. The flowers grow in round clusters which are mauve in hue. The leaves
should be plucked and while fresh be thrown into a persons bath water. They may then
have an aphrodisiac effect on anyone the recipient attempts to influence in the next 1d4
days (assume that 1 is added to the recipients Charisma for this period). In addition, if
dried (takes two weeks), the leaves may be sprinkled among books, and will then act as an
insect repellent. These make the leaves highly prized among mages and sages who will
normally pay 12 gp for the dried leaves.
PEONY (Shaun Hately)
Available:
Spring 5%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 hour
Cost:
1 gp/ 2 gp
Uses:
1
Ability Check:
Intelligence -2
This plant with its delicate pink flowers may be boiled into a powerful healing draught,
capable of stoping all bleeding, internal and external immediately. However a roll of 1 on
the Herbalism check by the herbalist, will kill the recipient in 1d4 minutes, as they suffer
a massive heart attack. The herb can be deliberately used as a poison by using five times
the normal dosage.
PERIWINKLE (Shaun Hately)
Available:
Spring 45%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 hour
Cost:
1 gp/ 10 gp
Uses:
1
Ability Check:
Intelligence -8
The plant is a creeping vine with dark, green shiny leaves and pale blue flowers. The
flours must be crushed into a powder and administered orally. If used successfully the herb
will stop all bleeding, both internal and external in one turn. The recipient must not move
for one hour or risk reopening the wounds.
PETIVERIA (Shaun Hately)
Available:
Summer 20%
Climatic Zone:
Subtropical, Tropical
Locale:
Rural
Preparation:
1 day
Cost:
1 gp/ 3 gp
Uses:
1
Ability Check:
Intelligence -3
This plant has a single stem with dark green, shiny leaves growing from it. It is topped by
very thin, yellow flowers. The petals of these flowers should be tied into a poultice, where
they will, on a successful application act to bring down swelling and bruise over the course
of a one day period.
PRINCE’S FEATHER (Shaun Hately)
Available:
Summer, Autumn 45%
Climatic Zone:
Temperate
50
Preparation:
1 hour
Cost:
1 gp/ 2 gp
Uses:
1
Ability Check:
Intelligence -6
This herb has red-green leaves and long pink flowers. The flowers must be beaten into
powder and eaten by the recipient. If successful, the herb will halve the rate of internal
bleeding within 1 turn.
RAMPALT (Druann Pagliasotti)
Available:
Summer 20%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 day
Cost:
5 cp/ 5 cp
Uses:
1
Ability Check:
Intelligence
This dark-colored root grows on a plant distinguished by its waxy dark green leaves. When
the root is boiled down, it turns into a thick, strong-smelling greyish liquid that cures
congestion when boiled in water and inhaled. (Relieves stuffy head, opens sinuses, for as
long as the steam is breathed + 2d6x10 rounds.)
REWK (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 60%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 day
Cost:
9 sp/ 1 gp
Uses:
4
Ability Check:
Intelligence -7
The nodules of the stem of Rewk must be brewed in clear water for one whole day before
drinking. It will then cure 1d3 points of damage.
RIBWORT PLANTAIN (Shaun Hately)
Available:
Spring 30%
Climatic Zone:
Temperate, Subtropical
Locale:
Urban
Preparation:
none
Cost:
1 gp/ 1 gp
Uses:
2
Ability Check:
Intelligence -3
This plant has a cluster of dark green leaves, with marked parallel veins at its base, a
single stem topped by a cluster of tiny, pale orange flowers. The chopped leaves are
applied to the flesh to reduce bruising. A successful application will remove slight bruises
altogether within an hour, more severe bruises will take 1d4 days.
51
ROSE CAMPION (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 80%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
3 weeks
Cost:
1 gp/ 3 gp
Uses:
6
Ability Check:
Intelligence -7
This herb will protect against scorpion stings for three days. It will protect against only
one sting. It will protect against ‘instant death’ venom.
RUE (Shaun Hately)
Available:
Summer 25%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
None
Cost:
1 gp/ 1 gp
Uses:
4
Ability Check:
Intelligence -2
Rue is a small rounded bush which grows to about three feet in height. It has yellow, scoop
like flowers. The leaves are shaped like spades, and are blue grey in colour. It has seedpods
which resemble a small green orange. The seedpods should be consumed as an antidote to
ingested poisons. Provided it is taken within 10 minutes, of the poison being ingested, and
the poison has not already had its effect, it will neutralise the poison in 1d4 minutes, on a
successful herbalism check. It is also mixed with wormwood to create a very effective
antiseptic. See Wormwood for details.
SABITO (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available:
Summer 2%
Climatic Zone:
Tropical
Locale:
Coastal
Preparation:
1 week
Cost:
100 gp/ 500 gp
Uses:
3
Ability Check:
Intelligence -2
This plant has leaves which are bluish in tinge, and is found growing in the sands of coastal
dunes. The root is dark blue in colour and may be made into small pills. Consuming one of
these pills will allow the recipient to breathe underwater for 10 minutes, by allowing them
to absorb the oxygen in the water directly into their skin through osmosis. Their skin has
a translucent appearance for these ten minutes.
SADDILIA (Maya Kniese)
Available:
Summer, Autumn 1%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
1 hour
Cost:
100 gp/ 300 gp
Uses:
Varies
Ability Check:
Intelligence -5
This rare tree can grow up to 20 m tall, and can become quite old. It has dark red wood,
and equally dark blue leaves. The flowers, which grow in small bunches, are startling white,
almost radiant. Its nuts have a very special property; each nut raises the Intelligence or
Wisdom (determine randomly) of the eater by 0.1 point (20 max). The effect lasts for a
whole week, after which it fades again, although there is a 10% chance the effect is
permanent. Around the tree there are often animals (squirrels, salmon) who eat the nuts
on a regular basis, and are therefore quite intelligent, often possessing speech or even
(GMs discretion) spellcasting abilities. The number of nuts available varies greatly,
depending on the age of the tree, the amount of creatures aware of its existence, etc, and
mainly of course on the GMs wishes. Basically, the GM should determine how many of
52
the players you wish to profit from it, multiply by ten, and make up an explanation as to
why there are no more nuts.
SAFFRON (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Autumn, Winter 60%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 week
Cost:
20 gp/ 100 gp
Uses:
2
Ability Check:
Intelligence
The plant has a tuberous root, and large purplish flowers with yellow-red centres. The
pistils of the flower must be pounded into a paste which is left to dry for a week. The
resulting powder is taken as snuff. This herb raises all attribute scores by one for one hour.
NOTE: THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
SANICLE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer, Autumn, Winter 90%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
2 weeks
Cost:
5 gp/ 30 gp
Uses:
4
Ability Check:
Intelligence +2
Sanicle leaves should be crushed and left in white wine, the strained through a cloth and
drunk. It has the effect of binding wounds so that they are not reopened by action. It is a
small plant with glossy green leaves, with long leaf stalks which are divided into three or
five lobes. It has small white or pink flowers which sit at the top of a slender stalk.
SARACEN’S CONFOUND (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 80%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
11 weeks
Cost:
1 gp/ 20 gp
Uses:
4
Ability Check:
Intelligence +3
This herb cures fevers within 1d4-1 turns.
SCENTED MAYWEED (Shaun Hately)
Available:
Summer 40%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 day
Cost:
8 gp/ 15 gp
Uses:
1
Ability Check:
Intelligence -3
Scented mayweed grows to a height of about 2 feet. It has erect and branching stems. It
has small leaves, white flowers with a yellow centre. The flowers must be crushed,
emitting a pungent odour and should then be applied to the eyes in order to heal damage
to them caused by acid. If used within a day of the injury, they can prevent blindness.
SERAPIAS TURBITH (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Spring, Summer 45%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
4 weeks
Cost:
4 gp/ 7 gp
Uses:
3
53
This herb will place the recipient into a deep sleep for one day. The recipient CANNOT
be woken. At the end of the day, all wounds will be healed. It does not, of course, resurrect
a dead person, or regenerate lost limbs.
SESSALI (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy)
Available:
Autumn, Spring, Summer 10%
Climatic Zone:
Subtropical
Locale:
Coastal
Preparation:
2 hours
Cost:
1 gp/ 4 gp
Uses:
7
Ability Check:
Intelligence -3
A rugged thorny plant found by the sea. The leaves must be boiled for two hours in salt
water, and the resultant mix sweetened with honey. This mixture will act as a cure for
certain types of ingested poisons (GMs discretion, as to which ones). The recipient must
be made to drink one dose immediately the mixture is ready, and then a further dose every
twelve hours for three days (7 doses in all). If the number of successful applications is four
or more, the patient will recover.
SHEPHERD’S PURSE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 85%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
1 week
Cost:
5 gp/ 12 gp
Uses:
4
Ability Check:
Intelligence +2
This herb rarely grows to a height of more than one and a half feet. It has small greyish
green leaves, growing smaller towards the summit of the plant. It has small four petalled
dirty-white flowers at its peak. If applied to wounds it will stop their bleeding for one
hour, and temporarily removes the need to bandage.
SILVERTHORN (Shaun Hately from Raymond E. Feist’s ‘Silverthorn’)
Available:
Always 1%
Climatic Zone:
Temperate
Locale:
Mountains
Preparation:
12 hours
Cost:
1000 gp/ 10000 gp
Uses:
1
Ability Check:
Intelligence
Silverthorn is a small thorny plant, white in colour with red berries and silver thorns.
Called aelebera by the elves, this herb can function either as a poison or as an antidote to
itself. It is found only by one lake located high in the mountains. For use as a poison the
thorns must be crushed and boiled in oil over the course of a night, at which point, the
resultant mixture may be smeared on the end of a weapon. When the weapon pierces its
target, the poison will take effect killing the victim within 2d6 hours. There is no save
and no cure, except for the antidote outlined below. Not even the most powerful magic
can cure this poison.
The only cure for this poison, is also made from the Silverthorn plant. The berries must
be boiled in absolutely pure water, contained in a pure silver vessel, and the resultant
mixture stored in a vial of absolutely pure glass until use. The liquid must be placed on the
dying victims lips, where within 1d20 minutes, they will recover from the poisoning.
SINQUOI (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy)
Available:
Summer 15%
Climatic Zone:
Subtropical
Locale:
Rural
Preparation:
1 hour
Cost:
2 gp/ 3 gp
54
Ability Check:
Intelligence -2
The red leaves of this unusually twisted tree should be burned and the smoke inhaled. This
will have the effect of ‘dilating’ time (making it appear to pass slower.) For every minute
experienced outside the influence of the herb, only thirty seconds will pass. A single dose
is effective for 1d6 hours. Normally used by torturers to prolong agony, the leaves may
also be used by people who must think quickly. It does not increase the speed at which a
person moves (Under it’s influence all movement will seem sluggish), and does not impart
any bonuses in combat for this reason, (you may see the blow coming more easily, but you
will still be unable to avoid it.)
SNAKESPIKE (Druann Pagliasotti)
Available:
Spring 15%
Climatic Zone:
Temperate
Locale:
Coastal
Preparation:
1 hour/ 3 hours
Cost:
5 gp/ 7 gp
Uses:
2
Ability Check:
Intelligence
A thin stalk covered with yellow-green flowers. The leaves can be steeped in water to
make a tea that, when imbibed 3 times a day, reduces inflammation and restores strength;
when made into an ointment, snakespike soothes and promotes rapid healing. (Tea gives
1d3 hp/day instead of 1; ointment restores 1d2 hp immediately per application but can
only be administered to the same character once a day.)
SPANISH NUT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 80%
Climatic Zone:
Temperate, Subtropical
Locale:
Forest
Preparation:
25 weeks
Cost:
10 gp/ 100 gp
Uses:
1
Ability Check:
Intelligence -2
This herb is a powerful aphrodisiac. If successfully administered I would suggest that the
GM or player roleplays the recipient accordingly. However if a method of using dice to
simulate its effect is wanted, I suggest that anyone who attempts to seduce the recipient
should have a bonus of 1d4 to their Charisma (Appearance) for a period of 2d10 turns.
55
SPIDERWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Spring, Summer 50%
Climatic Zone:
Temperate
Locale:
Special (see below)
Preparation:
2 weeks
Cost:
4 gp/ 10 gp
Uses:
3
Ability Check:
Intelligence
This herb will cure spider poison if applied within 2 rounds. Any damage already incurred,
including death remains. This plant may be found anywhere in temperate regions where
there is chalky soil.
SPRING ADONIS (Shaun Hately)
Available:
Spring 40%
Climatic Zone:
Cold
Locale:
Mountains
Preparation:
2 weeks
Cost:
3 gp/ 8 gp
Uses:
4
Ability Check:
Intelligence -2
This plant has small green leaves, and wide round yellow flowers. These flowers may be
dried, and then eaten. They will then reduce the chance of a heart attack by half each day
they are eaten. They may (at the GMs discretion) also help to strengthen the heart of a
person, who through age, injury, or other cause, has a weak heart. Eaten ten or more of
these flowers at a time will temporarily raise the Constitution and Strength scores of a
person by 1 for 2d12 hours, while reducing their Dexterity by 2 for the same period. In
addition to this reduction such person also has a (50 - Constitution) % chance of suffering
a fatal heart attack 3d12 hours after taking such a massive dose. Certain tribes of
barbarians in the mountain regions where this herb is found, use it in order to help them
go berserk in battle. These tribes, due to constant dosing from birth have only a (20 -
Constitution) % chance of suffering the heart attack. According to legend, the Greek
goddess Aphrodite changed her beloved Adonis, the son of King Cinyras, into this flower,
just before he died after being wounded by a wild boar.
STRAWBERRY (Shaun Hately)
Available:
Summer 40%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
negligible
Cost:
2 gp/ 2gp
Uses:
3
Ability Check:
Intelligence -12
These small red berries grow on very small bushes with pale green rounded leaves. Five
berries should be bound into a bandage, which should then be applied to a lepers sores. If
the application is successful, that sore will deteriorate no further.
56
SUAEYSIT (Druann Pagliasotti)
Available:
Autumn 20%
Climatic Zone:
Cold
Locale:
Forest
Preparation:
none / 1 week
Cost:
10 gp/ 50 gp
Uses:
1
Ability Check:
Intelligence -4
A dark black mushroom with greyish markings along the undersides, this fungus grows in
shadowed forests in cool to cold climes. Suaeysit mushrooms can be eaten directly or dried
and ground into tinctures or otherwise prepared. The mushrooms give the imbiber a rush
of energy,
clearing the mind and raising the spirits. However, they are highly addictive, and care
must be taken when preparing and prescribing dosages. Often used to counteract shock in
emergency situations. (Temporarily adds +1 to all statistics - no top limit to natural
statistics, but it does not add to magically enhanced statistics - and saving throws, and
relieves effects of fatigue. This effect lasts for 1d4 hours, after which the user operates at
-1 to all statistics and saving throws, and feels even more fatigued. The negative effects of
"coming down" can, of course, be counteracted by taking more the drug, with resultant
addictive effects.)
SWEET TREFOILE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Spring, Summer 60%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
2 weeks
Cost:
1 gp/ 3 gp
Uses:
6
Ability Check:
Intelligence -4
This herb will halve falling damage if applied within one turn of the fall.
TAI-GI (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy)
Available:
Summer 10%
Climatic Zone:
Subtropical
Locale:
Rural
Preparation:
1 hour
Cost:
2 gp/ 3 gp
Uses:
3
Ability Check:
Intelligence -4
The ground and powdered root of this small, almost flat plant will, if eaten, increase the
efficiency of all a persons five senses by 5 times for a period of 2d6 hours. They will be
able to see five times as far, and things five times as small, track by scent alone, hear the
smallest sounds, and even taste many poisons on their tongues. A side effect is that they
are also five times as susceptible to pain (for each hit point of damage the person must
save vs Constitution with a penalty of the amount of damage, ie a person with a
Constitution of 15 take 6 points of damage. He musts roll 9 or under on d20 or collapse
in agony. If the person ever takes more damage than their Constitution score while under
the influence of this herb, they have a 95% (19 in 20) chance of instant death, just from
the pain.
57
TAMARINDES (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 85%
Climatic Zone:
Tropical
Locale:
Forest
Preparation:
4 weeks
Cost:
1 gp/ 2 gp
Uses:
7
Ability Check:
Intelligence
This herb will quench the thirst. However it does not replace the water in their system. A
person can still die of thirst, they just won’t feel thirsty. Because of this fact, its use can
be dangerous.
TAMARISKE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Always 20%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
2 weeks
Cost:
5 gp/ 7 gp
Uses:
3
Ability Check:
Intelligence
This herb will cleanse wounds, removing all infection. It does not cure lost hit points.
TATEESHA (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy)
Available:
Always 20%
Climatic Zone:
Subtropical
Locale:
Swamp
Preparation:
(none for nuts, 1 week for silks)
Cost:
1 sp/ 1 sp for nuts, 5 gp/ 10gp for silks
Uses:
2
Ability Check:
Intelligence -5
The tateen bush is a low lying shrub with long thin leaves and small brown nuts. These
nuts may be chewed to provide a short lived feeling of euphoria, and are mildly addictive.
They have the side effect of staining the teeth, making it easy to find a tateen addict.
The flowers, called silks bloom only in spring, and if gathered and dried for one week form
a powerful narcotic which may be smoked. For 2d10 minutes after smoking the persons
insight is increased (+1 to Intelligence), but for 1d4 hours after this, a state of distortion
ensues and the recipient Intelligence and Wisdom drop by 2 from their normal levels.
Prolonged use causes the user to collapse into an almost dreamlike trance. THIS HERB IS
HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
TEMPIN (Druann Pagliasotti)
Available:
Summer 20%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
none
Cost:
5 gp/ 5 gp
Uses:
1
Ability Check:
Intelligence -2
A bushy climbing vine with tubular yellow flowers, the leaves and flowers of tempin can be
boiled and made into a poultice that will draw out poisons from bites and stings and allow
the wound to heal cleanly and without complications. (When poultice is applied
promptly, gives an additional +2 save vs. poison, once on any particular poison attack.
Also gives back 1 extra hp/day for the first 2 days after poultice is applied.)
58
TEPHROSIA (Shaun Hately)
Available:
Spring, Summer, Autumn 30%
Climatic Zone:
Tropical
Locale:
Coastal
Preparation:
1 hour
Cost:
2 gp/ 3gp
Uses:
3
Ability Check:
Intelligence
-2
/
Intelligence
-3
(for
seedpods)
Tephrosia consists of a small woody stem, with fern like leaves along its length, and
topped by several small flowers (or in summer seedpods). Either the flowers or the seeds
may be boiled in water and then drunk to calm the recipient. This is very useful when a
person is delirious, or otherwise insane. It also has a mild pain relieving effect and may be
given to the wounded or injured. The seedpods are more effective than the flowers (hence
the different ability checks) and may also be dried. This herb is mildly addictive and should
be used with care.
TERBAS (Shaun Hately from ICEs “MERP” RPG)
Available:
Spring 75%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
none
Cost:
2 gp/ 2 gp
Uses:
1
Ability Check:
Intelligence -5
The leaf of this plant must be applied to the site of nerve damage. If successful, the rate
of healing for such damage will be doubled on each day of use.
TERIKO WEED (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy)
Available:
Spring, Summer 5%
Climatic Zone:
Subtropical
Locale:
Rural
Preparation:
1 hour
Cost:
2 gp/ 3 gp
Uses:
3
Ability Check:
Intelligence -3
This small dark green weed is prized as a contraceptive. It must be boiled for one hour
into an elixir, and drunk by the woman. A successful application will prevent 98% of
pregnancies for a period of 1d3+1 weeks.
THORN APPLE (Frank Shears)
Available:
Spring, Summer 20%
Climatic Zone:
Temperate, Subtropical
Locale:
Rural
Preparation:
none
Cost:
1 gp/ 1 gp
Uses:
4
Ability Check:
Intelligence
This is a small ground hugging plant. Its seeds are about a quarter of an inch in diameter,
and are covered in small thorns. A single seed is very effective as a minor pain reliever. It
will ease small pains, such as headaches or minor muscular pains for 3d4 hours. The pain
relief is almost instantaneous.
59
THROW-WAXE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Spring, Summer 45%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
7 weeks
Cost:
2 gp/ 3 gp
Uses:
8
Ability Check:
Intelligence -4
This herb will heal any scars in a year if applied every week.
THURL (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 90%
climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 day
Cost:
1 sp/ 2 sp
Uses:
4
Ability Check:
Intelligence
The clove of Thurl must be brewed for one whole day. When the mixture is drunk it will
restore 1 hp of damage.
THYME (Shaun Hately)
Available:
Spring 15%
Climatic Zone:
Temperate, Cold
Locale:
Rural
Preparation:
2 weeks
Cost:
2 gp/ 5 gp
Uses:
3
Ability Check:
Intelligence -9
Thyme can grow up to a foot in height. It has tiny dark green leaves, and is an evergreen.
In spring it has many sweet scented mauve flowers. The smell is so strong that the herb is
often smelt before it is seen. These flowers must be dried and then mixed with fresh, clear
water. To produce an antiseptic lotion. This lotion should be applied to infected wounds.
A successful application will destroy the infection, although any damage already sustained
will remain.
UR (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 70%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
none
Cost:
3 gp/ 3 gp
Uses:
4
Ability Check:
Intelligence
Ur can be used as a substitute for one days food. It cannot be used for more than three
days or a character will begin to suffer -2 to all statistics. When any statistic is less than 3
the character become comatose, when any statistic reaches 0 they die. A character will
regain 1 statistic point per day with food and medical care, but will remain incapacitated
until all statistics reach normal levels.
60
VALERIAN (Shaun Hately)
Available:
Spring 20%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
1 hour
Cost:
1 gp/ 2 gp
Uses:
1
Ability Check:
Intelligence -2
Valerian grows to a height of about 3 feet, and has one hollow furrowed stem. It has large,
pale green, serrated leaves along the length of this stalk which slits into flowers stems
with small pink flowers at its top. The root is the useful part of this plant and should be
grated into boiling water and the resulting infusion drunk in order to ease the spasms of
somebody who is subject to fits. A successful application will stop all fits for 1d12 hours.
The scent of the bruised or cut root also can be used to attract rats. According to some
versions of the legend, the Pied Piper of Hamlin used this herb to lead the rats from the
town.
VINUK (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
1 hour
Cost:
8 sp/ 8 sp
Uses:
1
Ability Check:
Intelligence
If this herb is given to an unconscious person, it will immediately awaken the person. It
will only wake up a person who is unconscious due to alcohol or fainting etc, not that
caused by physical damage. And just because the person is conscious does not mean that
they are coherent.
WHITE BRYONY (Shaun Hately)
Available:
Autumn 30%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
1 hour
Cost:
1 gp/ 2 gp
Uses:
1
Ability Check:
Intelligence -5
This climbing vine has greenish white star shaped flowers, each bearing five petals, and
has green berries which turn red when ripe. It has a root, something like a huge turnip, and
this root should be ground up and boiled in water and drunk as a cure for pneumonia.
WHITECANDLE (Druann Pagliasotti)
Available:
Autumn 30%
Climatic Zone:
Temperate, Subtropical
Locale:
Forest
Preparation:
1 hour
Cost:
5 gp/ 5 gp
Uses:
1
Ability Check:
Intelligence -2
A tall, flowered plant with silvery-green leaves. When the flowers are mixed with water or
wine and applied directly to a wound, they act as a painkiller. (Restores 1d4 immediately,
but these points are lost as the effect wears off in 2 hours Further applications before the
previous one has worn off are ineffective.)
61
WILLOW-HERB (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 60%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
none
Cost:
5 gp/ 5 gp
Uses:
4
Ability Check:
Intelligence -2
The plant grows to about three feet in height. It has long hairy leaves and large purplish-
pink flowers. The smoke of this herb will keep away snakes. One dose burns for about five
minutes.
WINCLAMIT (Shaun Hately from ICEs “MERP” RPG)
Available:
Spring 1%
Climatic Zone:
Temperate
Locale:
Forest
Preparation:
none
Cost:
100 gp/ 100 gp
Uses:
1
Ability Check:
Intelligence
Each Winclamit tree bears but one fruit per year. When this fruit is eaten it will restore
1d100 hp to the recipient. The fruit can be stored for up to 2 months in a dry sealed
container.
WOLFSBANE (Maya Kniese)
Available:
Summer, Autumn 10%
Climatic Zone:
Temperate
Locale:
Hills
Preparation:
None (2 days for pills)
Cost:
20 gp each/ 40 gp for jelly
Uses:
3
Ability Check:
Intelligence
This small (15 cm) plant has black green leaves, sawed deeply several times, and three
flower stalks with tiny white flowers and brown seed pods. The seeds are fine as dust, and
are therefore usually worked into pills, although, in a pinch, it is possible to simply pluck
a stalk and eat it whole. In both cases, the seeds have the effect of granting a +2 on a
saving throw vs poison to avoid lycanthropy. The protection lasts for 2d4 x 10 minutes.
WOLFSBANE (WHOLESOME) (Shaun Hately)
Available:
Summer 25%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
1 day
Cost:
5 gp/ 10 gp
Uses:
2
Ability Check:
Intelligence - 7
This is a small plant, about 1 foot tall with pale, divided green leaves and hooded yellow
flowers. The stem if rather hairy. The root must be boiled in water and then applied to a
bite from a venomous creature within 5 rounds of the bite. If used successfully, the damage
caused by the venom will be reduced by half.
62
WOODROSE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer 60%
Climatic Zone:
Temperate
Locale:
Rivers
Preparation:
none
Cost:
1 gp/ 1 gp
Uses:
3
Ability Check:
Intelligence
If drunk in wine, this herb cause people to become very merry. Anyone who wishes to
resist its effect can do so, if they save vs poison (+2 bonus).
WOOD SORREL (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:
Summer, Autumn 80%
Climatic Zone:
Tropical
Locale:
Desert
Preparation:
2 weeks
Cost:
2 gp/ 4 gp
Uses:
2
Ability Check:
Intelligence
This is a small plant with leaves in three parts, like a shamrock. The flowers are bell
shaped and are white with a dash of blue. The leaves must be crushed and dried for two
weeks before use. This herb keeps people cool. It is obviously invaluable in desert regions.
It doubles the persons ability to endure heat effects, but does not counteract dehydration,
etc.
WORMWOOD (Shaun Hately)
Available:
Spring 5%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
none
Cost:
2 gp/ 2 gp
Uses:
1
Ability Check:
Intelligence -2
The effects of this herb last for two hours. During this time the character can function at
negative hit points, or beyond the point of exhaustion. Wormwood normally grows to
about four feet in height. It has a stiff and angular stem, reddish brown in colour. It has
deeply incised smooth leaves which are silvery white with a slight tinge of green. It has
small, yellow-green flowers arranged in long spikes at the top of the stem. The herbs is
also a rather effective insect repellent and is often left with clothing to keep fleas away.
It also makes a very effective antiseptic when mixed with rue (Intelligence check to
remove all infection from a wound within 5d6 hours). In addition to its above effects
wormwood is also a prime ingredient in a very dangerous, very addictive drink called
Absinthe which is milky green in colour. I will not outline the manufacture of this drink as
it is highly dangerous, and often illegal. THIS HERB IN ANY FORM IS HIGHLY
ADDICTIVE. REPEATED USE IS VERY UNWISE.
‘While Wormwood hath seed get a handful or twaine
To save against march, to make flea to feraine:
Wherre chamber is sweeped and Wormwood is strowne,
No flea for his life dare abide to be known
Whate save is better (if physik be true)
For places infected than Wormwood and Rue?
It is a comfort for hart and the braine,
And therefore to have it is not in vaine’
Thomas Tusser (1527-1580)
63
YARAN (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 80%
Climatic Zone:
Temperate
Locale:
Grassland
Preparation:
none
Cost:
8 sp/ 8 sp
Uses:
2
Ability Check:
Intelligence
The pollen of this flower must be inhaled. A successful roll means that a persons sense of
smell and of taste are doubled for one hour. The herb must still be growing or have been
cut in the last 10 minutes.
YARROW (Shaun Hately)
Available:
Summer 30%
Climatic Zone:
Temperate
Locale:
Rural
Preparation:
none
Cost:
10 gp/ 10 gp
Uses:
3
Ability Check:
Intelligence
The small white flowers of this herb, which cluster at the top of its one to two feet tall
straight stem, should be crushed and applied to wounds. If successfully used it will stop
minor bleeding, and reduce major bleeding to the minor level. A second application can
then be used to stop the minor bleeding. According to legend Achilles used yarrow to treat
wounded Greek troops during the Trojan War.
YAVETHALION (Shaun Hately from ICEs “MERP” RPG)
Available:
Autumn 40%
Climatic Zone:
Temperate
Locale:
Coastal
Preparation:
none
Cost:
45 gp/ 45 gp
Uses:
1
Ability Check:
Intelligence
When the fruit is eaten, it will restore 1d3 hp to the recipient. Yavethalion keeps for
only two weeks.
YOUNG LAD’S LOVE (Shaun Hately)
Available:
Summer, Autumn 30%
Climatic Zone:
Temperate, Subtropical
Locale:
Forest
Preparation:
None
Cost:
1 gp/ 1 gp
Uses:
5
Ability Check:
Intelligence -5
Young lad’s love is a 3 to five foot tall shrub with many branches that resemble small
trees. It has small yellow-white flowers, and green feathery leaves, which smell of lemon.
These leaves turn a rich orange-brown in late autumn. The flowers should be crushed and
placed into a poultice, to be used. A successful application will cure one small area of
frostbite, such as a foot or hand, in 2d8 hours.
64
ZULSENDRA (Shaun Hately from ICEs “MERP” RPG)
Available:
Summer 30%
Climatic Zone:
Tropical
Locale:
Underworld
Preparation:
none
Cost:
70 gp/ 70 gp
Uses:
2
Ability Check:
Intelligence
When this mushroom is eaten, it doubles a persons rate of movement, and rate of attack
for three rounds. At the end of that time the person must save versus poison or collapse
in exhaustion for 1d6 turns.
ZUR (Shaun Hately from ICEs “MERP” RPG)
Available:
Winter 60%
Climatic Zone:
Cold
Locale:
Underworld
Preparation:
6 hours
Cost:
12 gp/ 50 gp
Uses:
2
Ability Check:
Intelligence
This fungus must be brewed for six hours. A successful roll means that a persons senses of
smell and of hearing are doubled for one hour.
65
Appendix A: The Revised Herbalism Skill
by Maya Kniese
The revised herbalism skill that appears below is largely the work of Maya Kniese and is ©
1996 Maya Kniese and is used with permission. I have edited her original document for
greater clarity. Note, the following skill assumes (as does the entire guide) that
Intelligence is measured as a score from 3-18, as appears in D&D, AD&D, Dragon
Warriors, and Tunnels & Trolls FRPGs. If a different system is used, in your game it is
necessary to revise the skill accordingly. The following system is totally optional of
course, and you should feel free to use your own system, or that contained in your games
systems rulebooks.
Herbalism, as a skill or a proficiency, is the ability to first of all find and then to prepare a
certain herb in order to use its special properties (normally curative). To use this skill,
simply tell the GM that you intend to look for a certain plant. The GM will decide, based
on the information contained in the Guide for each herb, and on the fact whether or not
he wants the herb to be found if the plant exists in the area. If the herb does exist in the
area, the GM will then roll 1d10 to determine the rarity of the plant in that area. This
number must be multiplied by 10 and added to your intelligence score, in order to give the
percentage chance that the herb will be found in each hour of searching. If the PC has two
skill or proficiency levels in herbalism, then twice intelligence is added to the d10 x 10
roll, if the PC has three skill or proficiency points, three times Intelligence must be added.
The GM must add modifiers to this chance of finding the herb, based on common sense,
etc. For example an eight feet tall plant in the middle of an open field is going to be very
easy to see, and consequently to find. If the PC has a survival skill or proficiency in the
type of terrain that they are searching in, 5% should be added to this roll. If the PCs is in
an area, that he or she is familiar with, for example their own village, 10% is added to the
chance. These additions are cumulative. Finally once the herb is found, the Ability Check
must be rolled in order to determine whether or not the herb is prepared correctly and
functions as desired.
66
Appendix B: Addiction Effects
Reading through the guide, it may have been noticed that certain of the herbs contained
within are addictive. In previous editions of this guide, I have not included any
information on the effects of addiction, overdose, or withdrawal symptoms etc. This was
because I do not wish to be seen as supporting or condoning drug use in any way, shape or
form. For the record, I do not condone the administration, or use of any drug except on
the basis of competent medical advice. However I have decided to include this appendix in
the new edition of the guide, after many requests from users of previous editions of the
guide. All information contained in this appendix is completely optional, even more so
than any other information contained within the guide. It is useful in a game environment
by tending to limit the effectiveness of certain powerful herbs. The undesirable effects of
overuse will discourage PCs from becoming habitual users. However, I caution all GMs that
forcing a player to play an addicted PC may be very distressing for the player. No player
likes losing control of their character, and that may be an effect of addiction. Always
remember the first priority of any game is to be fun.
A second warning. Drug use is a very contentious issue among certain people and groups.
Don’t let this fact get in the way of your games. Also the mention of drug use and
addiction in games may distress some people. Please be careful.
Thirdly, a personal plea. Please never use any drug or herb unless prescribed by a medical
practitioner, or a trained and skilled herbalist. A transient high, or a quick fix is not worth
your life or your health. If you have any type of substance abuse problem seek help.
The suggested addiction effects contained in the appendix have been created for game
purposes. They may or may not be accurate in a real world environment. This appendix is
organised alphabetically, by the name of the herb. I have only considered powerfully
addictive herbs. Those which are described as mildly addictive (such as Caffar, Callin or
Tephrosia) should be role played by the GM and player, or ignored as the GM sees fit.
ADGANA
Chance of Overdose
Each time this herb is used, there is a 1 in 10 chance of Overdose occurring. An overdose
causes the recipients heart to race at five times the normal speed for 1d12 minutes. At
the end of this time the recipient will die of massive internal bleeding. During this time
the recipient may be treated for ingested poison with a successful treatment allowing their
survival.
Addiction and Withdrawal
Whenever this herb is used the recipient must save vs Constitution or become addicted.
For every time after the first time the herb is used, a cumulative penalty of 1 applies to
this save. An addict is unable to gain any benefit from the herb, but craves it nonetheless.
They will undertake any risk and do anything to get the herb. They will kill anyone who
stands between them and the herb. This is undisputable and unavoidable.
Recovery from Addiction
It is almost impossible to recover once addicted to Adgana. The only method is to go
totally cold turkey for six months. During this time, the addict will take any and all
opportunities to get hold of the herb. They will neglect everything else such is their
fanaticism. They will be prone to severe depression and may be suicidal. After six months
they will no longer crave the herb with such intensity, but will still do anything to get hold
of it, if they see it. They will also suffer a permanent 1 point penalty to all attributes.
67
MUGWORT
Chance Of Overdose
An overdose may occur if this herb is administered three or more times in any given 24
hour period. If this occurs, the PC must make a save vs poison with a -2 penalty. Each
time the herb is administered after the third time in the 24 hour period, an additional
cumulative penalty of -1
is applied to the save. For example if it has been used for the 5th time in 24 hours, the
total penalty will be -4.
If overdose occurs the PCs metabolism will go out of control. The PC must role under the
Constitution on d20, or they will suffer heart failure and die within 2d10 minutes. Poison
curing magic or the administration of a Navew nut has a 50% chance of saving the PCs
life. Even if the PC survives they will be all but incapacitated for 1d4 days. There is also
a (30-Constitution) % chance of the permanent loss of 1 CON point.
Addiction And Withdrawal
If this herb is used more than 3 times in a week (7 days) there is a 10% chance of
addiction, with any additional use of this herb in that week raises the chance of addiction
by a further 5%. This addition is cumulative. An addicted character must make a
Constitution check each morning. If this is failed the PC is unable to function without a
dose of Mugwort, and will suffer the loss of 1 point of Constitution. If the characters
Constitution ever reaches 0, they will die. One dose of Mugwort will restore their
Constitution score back to normal levels. Once addicted the PC will require double the
normal dose of Mugwort for it to have any normal effect, but the normal 3 dose rule for
overdose still applies.
It should be noted that the gradual loss of Constitution will cause the PC to take on a
wasted appearance.
Recovery From Addiction
The PC must manage to abstain from the herb for 10+1d4 days. Each day they must
make the above Constitution check. If they fail this check, they will lose a point of
Constitution as described above. On a day when this occurs, if the PC has any chance to
get hold of the herb, they will do so, no matter what, unless they pass a Wisdom check
with a penalty of 5. The GM may allow a bonus to this check, if the PC would have to do
something totally out of character, for example, a Paladin having to mug someone to get
it, but the roll should never be better than a base Wisdom check. If the PC manages to
survive the 10+1d4 day period, they are no longer addicted, and will gain any lost
Constitution points (except those caused by overdose) back at the rate of one per day.
However if they ever use the herb again, they will instantly become re-addicted.
NIGHTCALL
Chance of Overdose
If more than 1 teaspoons (1 dose) is ever taken in a 24 hour period, the recipient has a
(10% x number of doses) chance of overdosing. They will become extremely sensitive to
light, causing pain and combat penalties (-2 penalty to combat in full light) for a period of
3d12 hours. They will be unable to concentrate properly for the same period of time,
giving a 10% chance of miscasting spells.
Addiction and Withdrawal
Taking more than one dose of Nightcall at a time, or for more than three consecutive
days will cause addiction. An addict must have one dose a day or suffer detrimental effects
to both sight and hearing (each lose approximately half their effectiveness. The addict
cannot hear all sound, and see everything as if it were dusk, even in full sunlight.)
68
Recovery from Addiction
If the addict goes three weeks without a dose, they can be considered to have recovered
from their addiction, but they can become addicted again, if the exceed the one teaspoon
dose.
SAFFRON
Chance Of Overdose
This herb is incredibly powerful. If the herb is used more than once in a three day period,
the PC must make a save vs poison with a -5 penalty or die immediately from a massive
brain haemorrhage. A third usage in that period will automatically kill the character.
Addiction and Withdrawal
Addiction automatically occurs if this herb is used more than once in a week. An addicted
character will lose one point a day from two randomly determined attributes, unless they
have a dose of this herb. Any addicted PC who has a chance to get the herb, will take it no
matter what. The following effects will occur if the respective attribute scores ever falls
to 0.
Attribute
Effect
Strength
The character becomes totally unable to move a muscle - absolute
paralysis of all voluntary bodily functions.
Dexterity
The PC can move but only with spasms. They cannot move faster than a
shuffle and tend to fall at least once per round.
Intelligence
The PC loses all knowledge and is functionally in a vegetative state.
Wisdom
The PC goes totally insane
Charisma
The characters face begins to collapse. The eyes, nose, ears and mouth
become indistinguishable. Their hands become gnarled and useless. They
lose control of their bodily functions and stink from perspiration and
other factors.
Constitution
The PC dies.
The loss of Constitution, Strength and Charisma points all serve to alter the characters
physical appearance.
Recovery From Addiction
The only cure for this addiction is powerful healing magic, although lesser magic will
restore the PCs scores back to their normal levels. If the character is cured of their
addiction their scores will remain at their current levels, until some form of restoration
magic is used.
If a once addicted character ever has Saffron again, they become addicted with no chance
of being cured. However this is unlikely to occur, because such a character develops an
almost pathological hatred of the herb, and is likely to attack anyone in possession of it,
and destroy it whenever they see it. (This is up to the player and the GM, but allows a lot
of good campaign ideas.)
SUAEYSIT
Chance Of Overdose
If a roll of 20 is made by the herbalist when administering this herb the PC will suffer a +4
bonus to all scores for a period of 1d10 minutes and must make a save vs Constitution or
die. If they don't die they will collapse for 1d4 hours. When they awake all their scores
will be at -4 for 1d6 days.
Addiction and Withdrawal
The addiction is psychological in nature. The PC can choose not to take the herb any
time they wish, but many will not due to the consequences. As Druann (the herbs creator)
says taking the herb increase all the PCs attributes for 1d4 hours. I suggest that after this
period has elapsed all the PCs scores, and their saving rolls will drop by -1 for an
equivalent number of days. The way to counteract this is to take another dose and raise
69
days again. In other words say a PC has, at the end of each 'up' period, lasting say an
average of 2.5 hours, another dose of the herb in order to keep the scores up. If they do
this 10 times in succession, thus giving them 20.5 hours of 'up' periods, they must then
put up with 20.5 days of 'down' time. They can quit if they like, and suffer no more
disadvantage than lower scores for 3 weeks or they can continue taking the herb.
Recovery From Addiction
As described above, all that is necessary to recover from addiction to this herb is a desire
to quit, and a willingness to accept the consequences.
TATEESHA
For the purposes of this appendix, I will only consider the addictive effects of the silks.
The mildly addictive qualities of tateen nuts will not be considered here.
Chance of Overdose
If a 20 is rolled on the ability check when administering this herb, the recipient will
overdose. Overdoes will also occur if Tateesha silks are smoked more than once in a 24
hour period. Overdose of this herb will cause the recipient to lose touch with reality for
between 10 and 30 minutes. They will hallucinate, normally that they are being attacked,
and they will treat any approach by a person as an attack. During this period of
hallucination, they will fight with a -3 penalty to any attack rolls, are incapable of using
spells of any sort (although they are quite likely to think that any spells they cast have
been effective.) They will also be able to endure wounds that would normally cause
unconsciousness. After the initial effects described above, the recipient will collapse into a
coma for 3d6 hours. They will awaken with a severe headache, and no recollection of the
events following their overdose. There is a 1 in 20 chance that they will suffer a stroke
during this coma, which may (10% chance) kill them, or (20% chance) leave them
paralysed down one side.
Addiction and Withdrawal
Addiction may occur if Tateesha silks are smoked more than once in a two week period.
The chance of addiction begins at one in six, but increases by a further one in six each
time the herb is used during that two week period.
A Tateesha addict is extremely lethargic, and finds it very hard to get excited or involved
about anything, except another dose of the herb. Their Intelligence and Wisdom scores
are 1 point lower than normal unless they have smoked Tateesha in the previous two
days. An addict experiencing withdrawal will smoke the herb at any opportunity, unless
they make a save vs poison. A successful save allows them to suppress the craving for 2d6
hours, although they still suffer the Intelligence and Wisdom penalties.
Recovery From Addiction
A Tateesha addict who manages to do without the herb for more than a month will no
longer suffer the Intelligence and Wisdom penalties, although they will still use the herb at
any opportunity unless they make their save vs poison. At this stage, though, a successful
save will suppress the craving for 1d4 days. If an addict manages to go an additional 2
months (a total of 3 months) without the herb they will no longer experience this
craving. Any use of the herb, after being addicted will instantly readdict the person.
WORMWOOD
I have had grave concerns about including this information on addiction in the guide, and
as Absinthe is so dangerous, as compared to other substance contained, I will not provide
game rules. I suggest that the GM not allow the use of Absinthe in his games. It is only
mentioned in the guide for the sake of completeness in the section on Wormwood. While
Wormwood is a herb, like the others in this appendix. Absinthe is a dangerous drug of
dependency with NO beneficial effects, and is therefore outside the purpose of this guide.
The author of this guide (Shaun Hately) wishes to make clear that he is
absolutely opposed to any misuse of drugs, and accepts no responsibility for any
70
purposes only. It does not seek, in any way, shape or form to advocate or
encourage the misuse of any substance, natural or manufactured.
71
Appendix C: General Information on Herbs
NAME
TIME
ZONE
LOCALE
COST
PURPOSE
Adder’s Tongue
Sp
Te
Ru
5gp/15gp
anti-infection
Adgana
Sp
Te
Ru
10gp/500gp
raises attributes
Agrimony
Su
Te
Fo
2gp/8gp
bruises, sprains
Aldaka
Wi
Cd
Mo
100gp/1000gp
blindness
Alether
Sp/Su
Te
Ru
10gp/100gp
combat skills
Alkanet
Su
Te
Ru
2gp/2gp
antidote
All-Heale
Au
Te
Fo
2gp/10gp
healing
Aloe
Au/Wi
Te
Gr
5cp/5cp
healing, burns
Amrans
Sp
Te
Ri/Ru
50gp/50gp
healing
Angelica
Su
Te
Mo
5sp/1gp
coughing
Anise
Su
Te
Ru
1gp/1gp
cures hiccups
Anserke
Su
Tr
Co
75gp/75gp
bleeding
Archangelica
Su
Te
Sw
5sp/5sp
colds, flu
Arfandas
Au/Wi
Cd
Ri
2sp/3sp
fractures
Arkasu
Au
Te
Gr
12gp/12gp
healing
Arlan
Au
Cd
Gr
20sp/20sp
healing
Arnica
Su
Te/Cd
Mo
1gp/1gp
bruising
Arnuminas
Au
Te
Gr
6gp/6gp
tissue damage
Arpusar
Au
Cd
Ri
7gp/30gp
muscle damage
Asarabacca
Sp
Te
Fo
3gp/7gp
renders docile
Ash
Sp
Te
Fo
5gp/8gp
fevers, snakebite
Ashline
Wi/Sp
Te
Mo
50gp/500gp
petrification
Athelas
Au
Te
Fo
200gp/200gp
???
Atigax
Wi
Te
Gr
40gp/70gp
protects eyesight
Attanar
Au/Wi
Te
Gr
8gp/8gp
fevers
Balm
Su
St
Fo
3gp/5gp
menstrual pains
Barberry
Su
Te
Ru
4gp/9gp
liver disorders
Base Mullein
Al
Te
Ru
10sp/10sp
burns
Basil
Su
Te
Ru
3sp/3sp
antidote
Bastit
Al
Te
All
3sp/3sp
repels insects
Belan
Su
Tr
Co
40gp/40gp
bleeding
Belramba
Su
Te
Fo
60gp/180gp
nerve damage
Bilberry
Sp
Te
Fo
500gp/3000gp
infravision
Birthnot
Al
Te
Hi
2cp/2cp
contraceptive
Bishop’s Weed
Su
Te
Ru
4gp/10gp
plague
Bittermourn
Wi
Po
All
1000gp and up
longevity
Blackberry
Sp
Te
Ru
1gp/1gp
bleeding
Blackroot
Su
Te
All
4gp/4gp
healing
Black Rose
Sp/Su
Te
All
100gp/100gp
liquid absorption
Bloodkeep
Sp
Te
Co
4sp/4sp
bleeding
Borage
Sp
Te
Fo
1gp/10gp
fever
Breldiar
Sp
Te
Vo
50 gp/50gp
alters perception
Bull-Rush
Al
Te/St
Sw
2sp/3sp
sleep
Burdock
Sp
Te
Ru
10gp/30gp
syphilis
Bursthelas
Su
Te
Gr
110gp/1000gp
fractures
Caffar
Su/Au
Tr
De
10gp/10gp
psi enhancement
Calamus
Sp/Su
Te
Sw
5gp/15gp
restores hearing
Calcena Mushroom
Al
All
Un
100gp/1000gp
hallucinogenic
Callin
Au
Te
Ju
5gp/25gp
heart attacks
Cat’s Tail
Su
Te
Fo
1gp/3gp
heals heels
Cephalophage
Al
Te
Sp
100gp/100gp
see description
Chamomile
Sp/Su
Te
Ru
2gp/3gp
calming effect
Chervil
Al
Te
Fo
10gp/10gp
dissolve clots
Cinquefoil
Su
Te
Ru
10gp/15gp
aphrodisiac
NAME
TIME
ZONE
LOCALE
COST
PURPOSE
Colewort
Sp/Su
Te
Fo
6sp/6sp
sobriety
Coltsfoot
Sp/Su
Te
Mo
2gp/4gp
anti-infection
72
Cow Parsnip
Al
Te
Fo
3gp/10gp
madness
Cow-Wheat
Su
Te
Gr
2gp/3gp
intoxication
Culkas
Al
Tr
De
35gp/35gp
sunburn
Dagmather
Su
Te
Gr
6gp/28gp
tissue damage
Dainaberry
Au
Te
Ri
2gp/8gp
induces sleep
Darnell
Au
Te
Fo
3gp/7gp
dims sight
Darsurion
Wi
Cd
Mo
3sp/3sp
healing
Deadly-Nightshade
Su
Te
Fo
4gp/8gp
sleep
Degiik
Su
Tr
Co
100gp/100gp
maintains life
Delrean
Wi
Te
Fo
3sp/3sp
repels insects
Dittany
Su/Au
Te
Ri
1gp/5gp
anti-infection
Dog Rose
Su/Au
Te
Ru/Ur
1sp/10sp
prevents scurvy
Draaf
Sp
St
Co
5sp/5sp
healing
Dragontears
Sp
Te
De
100gp/100gp
healing
Dragonwort
Sp
Cd
Mo
100gp/300gp
smallpox, plague
Dwarf Mallow
Sp
Te
Sw
1gp/3gp
relieves beestings
Ebur
Sp
Te
Co
22gp/22gp
healing
Edram
Wi
Cd
Ri
30gp/30gp
fractures
Eldaas
Sp/Su
Te
Co
2gp/4gp
nausea
Elecampane
Wi/Sp
Te
Ru
1sp/1sp
induces vomiting
Elvish Galingale
Sp/Su
Po
Fo
1gp/2gp
raise bloodflow
Entriste
Su
St
De
25gp/25gp
antidote
Falsifal
Sp
Te
Sw
3gp/3gp
burns, blood loss
Febfendu
Wi
Cd
Ri/Co
90gp/900gp
deafness
Felmather
Sp
Te
Co
10gp/10gp
awaken
Fennel
Au
Te
Ru
5sp/1gp
relieves hunger
Fetherfew
Su
Te/St
Fo
2gp/4gp
vertigo
Fire-Flower
Su
St/Tr
Mo
1000gp/1000000gp
healing
Floure-De-Luce
Al
Te
Gr
3gp/10gp
bruises
Footleaf
Sp/Su/Au
Te
Ru
10sp/10sp
protects feet
Fumitore
Sp/Su
Cd/Te
Co
3gp/6gp
hair prevention
Gallowbrush
Wi
Te
Ru
10gp/50gp
induces sleep
Garden Flax
Sp/Su
Te
Fo
3gp/6gp
pain removal
Gariig
Su
Tr
De
55gp/70gp
healing
Gefnul
Su
Po
Vo
200gp/500gp
healing
Goat’s Rue
Su
Te
Fo
6gp/15gp
antidote
Golden Crown
Sp
St
Ru
1gp/2gp
stops bleeding
Golden Lungwort
Su
Te/St
Fo
1gp/2gp
heals ears
Guardseye
Al
Cd
Gr
100gp/100gp
detect life
Gylvir
Au
Te
Co
100gp/100gp
breathe water
Hare’s Ears
Su
Te
Mo
2gp/5gp
skin disease
Harfy
Su
Te
Gr
150gp/150gp
bleeding
Hart’s Tongue
Al
Te
Fo
2gp/2gp
lowers libido
Hawkweed
Al
Te
Fo
4gp/6gp
improves eyesight
Healwell
Su
Te
All
1sp/1sp
healing
Henbane
Su/Au
Te
Ru
1gp/3gp
antidote
Horehound
Su
Te
Co
1gp/5gp
antidote
Horseweed
Sp/Su/Au
Te
Gr
7gp/7gp
strengthen horse
Ironhard
Su/Au
Te
Hi
15gp/15gp
hardens skin
Jaffray
Su
Tr
De
10gp/15gp
antidote
Jinab
Al
St
Ru
5gp/7gp
keeps awake
Jojojopo
Au
Po
Mo
9sp/9sp
frostbite
Juniper
Su
Te/St
Mo
4gp/4gp
relieve muscles
NAME
TIME
ZONE
LOCALE
COST
PURPOSE
Kathkusa
Wi
Po
Wa
50gp/50gp
raise strength
Kelventari
Al
Te
Fo
19gp/19gp
burn
Kilmakur
Su
Te
Gr
65gp/300gp
fire protection
Klagul
Su
Te
Gr
30gp/50gp
infravision
Kylathar
Su/Au
St
Fo
20gp/20gp
alters attributes
73
Land Caltrops
Su
Tr
Fo
2gp/5gp
snakebite
Larnurma
Sp
Te
Ru
10gp/100gp
ease pain/ heal
Laumspur
Sp
Te
Fo
100gp/500gp
heal
Leopard’s Bane
Su
Te
Gr
5gp/5gp
poison to animals
Lesser Centaury
Su
Te/Cd
Mo
5gp/5gp
antidote
Lungwort
Sp
Te
Ru
1gp/3gp
relieves lungs
Makebate
Al
Tr/St
De
1gp/2gp
scorpion stings
Mandrake
Sp
Te
Fo
3gp/5gp
sleep
Marigold
Sp/Su
Te
Ru/Ur
2gp/10gp
antiseptic
Marjerome
Al
Te
Gr
2gp/6gp
jaundice
Marsh Mallow
Al
Te
Co
5gp/8gp
burns
Maruera
Sp/Su
St/Tr
Mo
50gp/100gp
breathing
Masterwort
Su
Te
Ru
2gp/7gp
plague
Megillos
Wi
Cd
Mo
1gp/3gp
improves eyesight
Melander
Wi
Cd
Ri
12sp/20sp
disease resistance
Milkworte
Sp/Su
Te
Ru
4gp/8gp
cholera
Mirenna
Wi
Cd
Mo
10gp/10gp
healing
Mountain Garlick
Al
Te/Cd
Mo
8gp/9gp
repels evil spirits?
Mountain Setwall
Al
Te
Mo
1gp/3gp
hair growth
Mugwort
Su
Te
Ru
2gp/4gp
prevents collapse
Napweed
Sp
Te
Ru
1gp/1gp
poison protection
Navew
Wi
St/Tr
Ri
4gp/12gp
antidote
Nightcall
Su
Tr
De
50gp/50gp
enhances senses
Oede
Sp
Te
Ru
1000gp/1000gp
???
Oiolosse
Wi
Po
Fo
1200gp/1200gp
see description
Olus Veritis
Wi
Te/Cd
Ri
5gp/10gp
compels truth
Olvar
Wi
Po
Co
300gp/300gp
prevents death
Orach
Su
Te
Fo
2gp/10gp
jaundice
Pallast
Su
Te
Sw
5sp/1gp
pain relief
Palma Eldath
Al
Cd/Po
Mo
3gp/3gp
warmth
Pargen
Su
Tr
Ju
2000gp/2000gp
resurrection
Pattran
Su
Te
Fo
10gp/10gp
sleep
Pennyroyal
Sp
Te
Ru/Ur
3gp/3gp
insect repellent
Peony
Sp
Te
Ru
1gp/2gp
healing
Periwinkle
Sp
Te
Ru
1gp/10gp
bleeding
Petiveria
Su
St/Tr
Ru
1gp/3gp
swelling/bruising
Prince’s Feather
Su/Au
Te
Ru
1gp/2gp
bleeding
Rampalt
Su
Te
Fo
5cp/5cp
congestion
Rewk
Au
Te
Ru
9sp/1gp
healing
Ribwort Plantain
Sp
Te/St
Ur
1gp/1gp
bruising
Rose Campion
Su
Te
Fo
1gp/3gp
scorpion stings
Rue
Su
Te
Ru
1gp/1gp
antidote/antiseptic
Sabito
Su
Tr
Co
100gp/500gp
breathing
Saddilia
Su/Au
Te
Gr
100gp/300gp
raises attributes
Saffron
Au/Wi
Te
Fo
20gp/100gp
raises attributes
Sanicle
Au/Su/Wi
Te
Fo
5gp/30gp
bleeding
Saracen Confound
Su
Te
Ru
1gp/20gp
fevers
Scented Mayweed
Su
Te
Fo
8gp/15gp
blindness
Serapias Turbith
Sp/Su
Te
Gr
4gp/7gp
healing
Sessali
Au/Sp/Su
St
Co
1gp/4gp
antidote
NAME
TIME
ZONE
LOCALE
COST
PURPOSE
Shepherd’s Purse
Al
Te
Gr
5gp/12gp
bleeding
Silverthorn
Al
Te
Mo
1000gp/10000gp
antidote
Sinquoi
Su
St
Ru
2gp/3gp
dilates time
Snakespike
Sp
Te
Co
5gp/7gp
inflammation
Spanish Nut
Al
Te/St
Fo
10gp/100gp
aphrodisiac
Spiderwort
Sp/Su
Te
Sp
4gp/10gp
spider bites
Spring Adonis
Sp
Cd
Mo
3gp/8gp
relieves heart
Strawberry
Su
Te
Ru
2gp/2gp
leprosy
74
Sweet Trefoile
Sp/Su
Te
Fo
1gp/3gp
falling damage
Tai-Gi
Su
St
Ru
2gp/3gp
enhances senses
Tamarindes
Al
Tr
Fo
1gp/2gp
quenches thirst
Tamariske
Al
Te
Ru
5gp/7gp
anti-infection
Tateesha
Al
St
Sw
1sp/10gp
raises intelligence
Tempin
Su
Te
Fo
5gp/5gp
antidote
Tephrosia
Sp/Su/Au
Tr
Co
2gp/3gp
calming effect
Terbas
Sp
Te
Fo
2gp/2gp
nerve damage
Teriko Weed
Sp/Su
St
Ru
2gp/3gp
contraceptive
Thorn Apple
Sp/Su
Te/St
Ru
1gp/1gp
pain relief
Throw-Waxe
Sp/Su
Te
Fo
2gp/3gp
scarring
Thurl
Au
Te
Fo
1sp/2sp
healing
Thyme
Sp
Te/Cd
Ru
2gp/5gp
antiseptic
Ur
Wi
Te
Gr
3gp/3gp
food substitute
Valerian
Sp
Te
Gr
1gp/2gp
eases fits
Vinuk
Su
Te
Gr
8sp/8sp
awaken
White Bryony
Au
Te
Fo
1gp/2gp
pneumonia
Whitecandle
Au
Te/St
Fo
5gp/5gp
pain relief
Willow-Herb
Su
Te
Fo
5gp/5gp
snake repellent
Winclamit
Sp
Te
Fo
100gp/100gp
healing
Wolfsbane
Su/Au
Te
Hi
20gp/40gp
lycanthropy
Wolfsbane (whole)
Su
Te
Fo
100gp/100gp
antidote
Woodrose
Su
Te
Ri
1gp/1gp
makes merry
Wood Sorrel
Su/Au
Tr
De
2gp/4gp
cools
Wormwood
Sp
Te
Ru
2gp/2gp
antiseptic
Yaran
Au
Te
Gr
8sp/8sp
enhances senses
Yarrow
Su
Te
Ru
10gp/10gp
bleeding
Yavethalion
Au
Te
Co
45gp/45gp
healing
Young Lad’s Love
Su/Au
Te/St
Fo
1gp/1gp
frostbite
Zulsendra
Su
Tr
Un
70gp/70gp
increase move
Zur
Wi
Cd
Un
12gp/50gp
enhances senses
ABBREVIATIONS CONTAINED IN APPENDIX C
Sp
Spring
Gr
Grassland
Su
Summer
Hi
Hills
Wi
Winter
Ju
Jungle
Au
Autumn
Mo
Mountains
Al
Always
Ri
Rivers
Tr
Tropical
Ru
Rural
St
Subtropical
Sp
Special
Te
Temperate
Sw
Swamp
Cd
Cold
Un
Underworld
Po
Polar
Ur
Urban
Co
Coastal
Vo
Volcanoes
De
Desert
Wa
Wasteland
Fo
Forest
All
All
Appendix D: Herbs By Season
Summer
Agrimony
Alether
Alkanet
Angelica
Anise
Anserke
Archangelica
Arnica
Balm
Barberry
Base Mullein
Basil
Bastit
Belan
Belramba
Birthnot
Bishop’s Weed
Black Rose
Blackroot
Bull-Rush
75
Calamus
Calcena Mushroom
Cat’s Tail
Cephalophage
Chamomile
Chervil
Cinquefoil
Colewort
Coltsfoot
Cow Parsnip
Cow-Wheat
Culkas
Dagmather
Dainaberry
Deadly-Nightshade
Degiik
Dittany
Eldaas
Elvish Galingale
Entriste
Fetherfew
Fire-Flower
Floure-De-Luce
Footleaf
Fumitore
Garden Flax
Gariig
Gefnul
Goat’s Rue
Golden Lungwort
Guardseye
Hare’s Ears
Harfy
Hart’s Tongue
Hawkweed
Healwell
Henbane
Horehound
Horseweed
Ironhard
Jaffray
Jinab
Juniper
Kelventari
Kilmakur
Klagul
Laishaberries
Land Caltrops
Leopard’s Bane
Lesser Centaury
Makebate
Marigold
Marjerome
Marsh Mallow
Maruera
Masterwort
Milkworte
Mountain Garlick
Mountain Setwall
Mugwort
Nightcall
Orach
Pallast
Palma Eldath
Pargen
Pattran
Petiveria
Prince’s Feather
Rampalt
Rose Campion
Rue
Sabito
Saddilia
Sanicle
Saracen’s Confound
Scented Mayweed
Serapias Turbith
Sessali
Shepherd’s Purse
Silverthorn
Spanish Nut
Spiderwort
Strawberry
Sweet Trefoile
Tai-Gi
Tamarindes
Tamariske
Tateesha
Tempin
Tephrosia
Teriko Weed
Thorn Apple
Throw-Waxe
Vinuk
Willow-Herb
Wolfsbane
Wolfsbane (wholesome)
Wood Sorrel
Woodrose
Yarrow
Young Lad’s Love
Zulsendra
Autumn
All-Heale
Aloe
Arfandas
Arkasu
Arlan
Arnuminas
Arpusar
Athelas
Attanar
Base Mullein
Bastit
Birthnot
76
Cephalophage
Chervil
Cow Parsnip
Culkas
Dainaberry
Darnell
Dittany
Dog Rose
Fennel
Flour-De-Luce
Footleaf
Guardseye
Gylvir
Hart’s Tongue
Hawkweed
Henbane
Horseweed
Ironhard
Jinab
Jojojopo
Kelventari
Laishaberries
Makebate
Marjerome
Marsh Mallow
Mountain Garlick
Mountain Setwall
Palma Eldath
Prince’s Feather
Rewk
Saddilia
Saffron
Sanicle
Sessali
Shepherd’s Purse
Silverthorn
Spanish Nut
Suaeysit
Tamarindes
Tamariske
Tateesha
Tephrosia
Thurl
White Bryony
Whitecandle
Wolfsbane
Wood Sorrel
Yaran
Yavethalion
Young Lad’s Love
Winter
Aldaka
Aloe
Arfandas
Ashline
Atigax
Attanar
Base Mullein
Bastit
Birthnot
Bittermourn
Bull-Rush
Calcena Mushroom
Cephalophage
Chervil
Cow Parsnip
Culkas
Darsurion
Delrean
Edram
Elecampane
Febfendu
Floure-De-Luce
Gallowbrush
Guardseye
Hart’s Tongue
Hawkweed
Jinab
Kathkusa
Kelventari
Makebate
Marjerome
Marsh Mallow
Megillos
Melander
Mirenna
Mountain Garlick
Mountain Setwall
Navew
Oiolosse
Olus Veritis
Olvar
Palma Eldath
Saffron
Sanicle
Shepherd’s Purse
Silverthorn
Spanish Nut
Tamarindes
Tamariske
Tateesha
Ur
Zur
Spring
Adder’s Tongue
Adgana
Alether
Amrans
Asarabacca
Ash
Ashline
Base Mullein
77
Birthnot
Black Rose
Blackberry
Bloodkeep
Borage
Breldiar
Bull-Rush
Burdock
Calamus
Calcena Mushroom
Cephalophage
Chamomile
Chervil
Colewort
Coltsfoot
Comfrey
Cow Parsnip
Culkas
Draaf
Dragontears
Dragonwort
Dwarf Mallow
Ebur
Eldaas
Elecampane
Elvish Galingale
Falsifal
Felmather
Floure-De-Luce
Footleaf
Fumitore
Garden Flax
Golden Crown
Guardseye
Hart’s Tongue
Hawkweed
Horseweed
Jinab
Kelventari
Larnurma
Laumspur
Lungwort
Makebate
Mandrake
Marigold
Marjerome
Marsh Mallow
Maruera
Milkworte
Mountain Garlick
Mountain Setwall
Napweed
Oede
Palma Eldath
Pennyroyal
Peony
Periwinkle
Ribwort Plantain
Serapias Turbith
Sessali
Shepherd’s Purse
Silverthorn
Snakespike
Spanish Nut
Spiderwort
Spring Adonis
Sweet Trefoile
Tamarindes
Tamariske
Tateesha
Tephrosia
Terbas
Teriko Weed
Thorn Apple
Throw-Waxe
Thyme
Valerian
Winclamit
Wolfsbane
Wormwood
78
Appendix E: Herbs By Locale
Coastal
Anserke
Bastit
Belan
Bittermourn
Black Root
Black Rose
Bloodkeep
Cephalophage
Degiik
Draaf
Ebur
Eldaas
Febfendu
Felmather
Fumitore
Gylvir
Healwell
Horehound
Marsh Mallow
Olvar
Sabito
Sessali
Snakespike
Tephrosia
Whitecandle
Yavethalion
Desert
Bastit
Bittermourn
Black Rose
Blackroot
Caffar
Cephalophage
Culkas
Dragontears
Entriste
Gariig
Healwell
Makebate
Nightcall
Whitecandle
Wood Sorrel
Forest
Agrimony
All-Heale
Asarabacca
Ash
Athelas
Balm
Bastit
Belramba
Bilberry
Bittermourn
Black Rose
Blackroot
Borage
Cat’s Tail
Chervil
Colewort
Cow Parsnip
Darnell
Deadly-Nightshade
Delrean
Elvish Galingale
Fetherfew
Garden Flax
Goat’s Rue
Golden Lungwort
Hart’s Tongue
Hawkweed
Healwell
Kelventari
Laishaberries
Land Caltrops
Laumspur
Mandrake
Oiolosse
Orach
Rampalt
Rose Campion
Saffron
Sanicle
Scented Mayweed
Spanish Nut
Suaeysit
Sweet Trefoile
Tamarindes
Tempin
Terbas
Throw-Waxe
Thurl
White Bryony
Willow-Herb
Winclamit
Wolfsbane (wholesome)
Young Lad’s Love
Grassland
Aloe
Arkasu
Arlan
Arnuminas
79
Bastit
Bittermourn
Black Rose
Blackroot
Bursthelas
Cephalophage
Cow-Wheat
Dagmather
Floure-De-Luce
Guardseye
Harfy
Healwell
Horseweed
Kilmakur
Klagul
Leopard’s Bane
Marjerome
Saddilia
Serapias Turbith
Shepherd’s Purse
Ur
Valerian
Vinuk
Whitecandle
Yaran
Hills
Bastit
Birthnot
Bittermourn
Black Rose
Blackroot
Cephalophage
Healwell
Ironhard
Whitecandle
Wolfsbane
Jungle
Bastit
Blackroot
Black Rose
Callin
Healwell
Pargen
Whitecandle
Mountains
Aldaka
Angelica
Arnica
Ashline
Bastit
Bittermourn
Black Rose
Blackroot
Cephalophage
Coltsfoot
Darsurion
Dragonwort
Fire-Flower
Hare’s Ears
Healwell
Jojojopo
Juniper
Lesser Centaury
Maruera
Megillos
Mirenna
Mountain Garlick
Mountain Setwall
Palma Eldath
Silverthorn
Spring Adonis
Whitecandle
Rivers
Amrans
Arfandas
Arpusar
Bastit
Bittermourn
Black Rose
Blackroot
Dainaberry
Dittany
Edram
Febfendu
Healwell
Melander
Navew
Olus Veritis
Woodrose
Rural
Adder’s Tongue
Adgana
Alether
Alkanet
Amrans
Anise
Barberry
Base Mullein
Basil
Bastit
80
Black Rose
Blackberry
Blackroot
Burdock
Cephalophage
Chamomile
Cinquefoil
Comfrey
Dog Rose
Elecampane
Fennel
Footleaf
Gallowbrush
Golden Crown
Healwell
Henbane
Jinab
Larnurma
Lungwort
Marigold
Masterwort
Milkworte
Mugwort
Napweed
Oede
Pennyroyal
Peony
Periwinkle
Petiveria
Prince’s Feather
Rewk
Rue
Saracen’s Confound
Sinquoi
Strawberry
Tai-Gi
Tamariske
Teriko Weed
Thorn Apple
Thyme
Whitecandle
Wormwood
Yarrow
Special
Cephalophage
Spiderwort
Swamp
Archangelica
Bastit
Bittermourn
Black Rose
Blackroot
Bull-Rush
Calamus
Cephalophage
Dwarf Mallow
Falsifal
Tateesha
Whitecandle
Underworld
Bittermourn
Calcena Mushroom
Zulsendra
Zur
Urban
Dog Rose
Marigold
Pennyroyal
Ribwort Plantain
Volcanoes
Bittermourn
Breldiar
Gefnul
Wasteland
Bittermourn
Kathkusa
81
Appendix F: Herbs By Climatic Zone
Tropical
Anserke
Belan
Caffar
Calcena Mushroom
Culkas
Degiik
Fire-Flower
Gariig
Jaffray
Land Caltrops
Makebate
Maruera
Navew
Nightcall
Pargen
Petiveria
Sabito
Tamarindes
Tephrosia
Wood Sorrel
Zulsendra
Subtropical
Balm
Bull-Rush
Calcena Mushroom
Draaf
Entriste
Fetherfew
Fire-Flower
Golden Crown
Golden Lungwort
Jinab
Kylathar
Makebate
Maruera
Navew
Petiveria
Ribwort Plantain
Sessali
Spanish Nut
Tai-Gi
Tateesha
Teriko Weed
Thorn Apple
Whitecandle
Young Lad’s Love
Temperate
Adder’s Tongue
Adgana
Agrimony
Alether
Alkanet
All-Heale
Aloe
Amrans
Angelica
Anise
Archangelica
Arkasu
Arnica
Arnuminas
Asarabacca
Ash
Ashline
Athelas
Atigax
Attanar
Barberry
Base Mullein
Basil
Bastit
Belramba
Bilberry
Birthnot
Bishop’s Weed
Blackberry
Blackroot
Black Rose
Bloodkeep
Borage
Breldiar
Bull-Rush
Burdock
Bursthelas
Calamus
Calcena Mushroom
Callin
Cat’s Tail
Cephalophage
Chamomile
Chervil
Cinquefoil
Colewort
Coltsfoot
Comfrey
Cow Parsnip
Cow-Wheat
Dagmather
Dainaberry
Darnell
Deadly-Nightshade
Delrean
Dittany
Dog Rose
Dragontears
82
Eldaas
Elecampane
Falsifal
Felmather
Fennel
Fetherfew
Floure-De-Luce
Footleaf
Fumitore
Gallowbrush
Garden Flax
Goat’s Rue
Golden Lungwort
Gylvir
Hare’s Ears
Harfy
Hart’s Tongue
Hawkweed
Healwell
Henbane
Horehound
Horseweed
Ironhard
Juniper
Kelventari
Kilmakur
Klagul
Larnurma
Laumspur
Leopard’s Bane
Lesser Centaury
Lungwort
Mandrake
Marigold
Marjerome
Marsh Mallow
Masterwort
Milkworte
Mountain Garlick
Mountain Setwall
Mugwort
Napweed
Oede
Olus Veritis
Orach
Pallast
Pattran
Pennyroyal
Peony
Periwinkle
Prince’s Feather
Rampalt
Rewk
Ribwort Plantain
Rose Campion
Rue
Saddilia
Saffron
Sanicle
Saracen’s Confound
Scented Mayweed
Serapias Turbith
Shepherd’s Purse
Silverthorn
Snakespike
Spanish Nut
Spiderwort
Strawberry
Sweet Trefoile
Tamariske
Tempin
Terbas
Thorn Apple
Throw-Waxe
Thurl
Thyme
Ur
Valerian
Vinuk
White Bryony
Whitecandle
Willow-Herb
Winclamit
Wolfsbane
Wolfsbane (wholesome)
Woodrose
Wormwood
Yaran
Yarrow
Yavethalion
Young Lad’s Love
Cold
Aldaka
Arfandas
Arlan
Arnica
Arpusar
Calcena Mushroom
Darsurion
Dragonwort
Edram
Febfendu
Fumitore
Guardseye
Laishaberries
Lesser Centaury
Megillos
Melander
Mirenna
Mountain Garlick
83
Spring Adonis
Suaeysit
Thyme
Zur
Polar
Bittermourn
Calcena Mushroom
Elvish Galingale
Gefnul
Jojojopo
Kathkusa
Oiolosse
Palma Eldath
84
Appendix G: Conditions And Herbs For Treatment
CONDITION
HERBS
Aphrodisiac
Calamus, Cinquefoil, Jaffray, Pennyroyal, Spanish Nut
Arouse
Felmather, Vinuk
Attribute,
enhancement
Adgana, Saffron, Spring Adonis
Bleeding
Anserke, Belan, Blackberry, Bloodkeep, Falsifal, Golden
Crown, Harfy, Peony, Periwinkle, Prince’s Feather, Sanicle,
Shepherd’s Purse, Yarrow
Blindness
Aldaka, Scented Mayweed
Blood Clots
Chervil
Breathe
without
oxygen
Gylvir, Maruera, Sabito
Broken Bones
SEE FRACTURES
Bruising
Agrimony,
Arnica,
Floure-De-Luce,
Petiveria,
Ribwort
Plantain
Burns
Aloe, Base Mullein, Culkas, Falsifal, Kelventari, Marsh Mallow
Calming
Chamomile, Dainaberry, Gallowbrush, Tephrosia
Cartilage Damage
Arnuminas, Dagmather
Collapse, prevention
Mugwort
Cholera
Milkworte
Combat,
enhancement
Alether
Congestion
Archangelica, Rampalt, White Bryony
Contraceptive
Birthnot, Teriko Weed
Cools
Wood Sorrel
Coughing
Angelica
Deafness
Calamus, Febfendu
Death, prevention
Olvar
Disease Resistance
Melander
Disease, cure
Oede
Distance Perception
Breldiar
Energy
Horseweed, Jinab, Suaeysit, Wormwood
Eyesight,
improvement
Hawkweed, Megillos
Falling
Sweet Trefoile
Fevers
Ash, Attanar, Borage, Saracen’s Confound
Fire, protection from
Kilmakur
Fits
Valerian
Fractures
Arfandas, Bursthelas, Comfrey, Edram
Frostbite
Jojojopo, Young Lad’s Love
Hair, growth
Mountain Setwall
Hair, prevention of
Fumitore
Healing
All-Heale, Aloe, Amrans, Arkasu, Arlan, Blackroot, Cat’s
Tail, Darsurion, Draaf, Dragontears, Ebur, Fire-Flower, Gariig,
Gefnul, Golden Lungwort, Healwell, Laishaberries, Larnurma,
Laumspur,
Mirenna,
Rewk,
Serapias
Turbith,
Thurl,
Winclamit, Yavethalion
Heart Attacks
Callin, Spring Adonis
Hiccups
Anise
Hunger
Fennel, Ur
Infected Wounds
Adder’s
Tongue,
Coltsfoot,
Dittany,
Marigold,
Rue,
Tamariske, Thyme, Wormwood
Inflammation
Snakespike
Infravision
Bilberry, Klagul
Insanity
Cow Parsnip
Insect Repellent
Bastit, Delrean, Dwarf Mallow, Pennyroyal, Wormwood
Intelligence, enhance
Saddilia
85
Leprosy
Strawberry
Libido, reduction
Hart’s Tongue
Life, detection
Guardseye
Life Maintenance
Degiik
Ligament Damage
Arnuminas
Lung conditions
Lungwort
Lycanthropy
Wolfsbane
Movement, increase
Zulsendra
Menstrual Pain
Balm
Muscle Damage
Arnuminas, Arpusar
Nausea
Eldaas
Nerve Damage
Belramba, Terbas
Pain, prevention
Footleaf
Pain Relief
Garden Flax, Juniper, Larnurma, Pallast, Thorn Apple,
Whitecandle
Petrification
Ashline
Plague
Bishop’s Weed, Dragonwort, Masterwort
Pneumonia
White Bryony
Poisoning
Goat’s Rue, Napweed
Poisoning, bite
Basil, Black Rose, Entriste, Land Caltrops, Makebate, Rose
Campion, Spiderwort, Tempin, Wolfsbane (Wholesome)
Poisoning, ingested
Alkanet, Elecampane, Horehound, Jaffray, Lesser Centaury,
Navew, Rue, Sessali, Silverthorn
Poisoning, weapons
Henbane
Psionic Enhancement
Caffar
Respiratory Illness
Arlan, Lungwort
Scarring
Throw-Waxe
Scurvy
Dog Rose
Sedation
Asarabacca, Bull-Rush, Deadly-Nightshade, Mandrake, Pattran
Sensory,
enhancement
Nightcall, Tai-Gi, Yaran, Zur
Sight Protection
Atigax, Darnell
Skin Conditions
Hare’s Ears
Skin, strengthen
Ironhard
Smallpox
Dragonwort
Snake, repellent
Willow-Herb
Sobriety
Colewort
Sprains
Agrimony
Stings, bee
Dwarf Mallow
Strength
Enhancement
Kathkusa
Syphilis
Burdock
Thirst
Tamarindes
Time, dilation
Sinquoi
Truth, compulsion
Olus Veritis
Underwater
Breathing
Gylvir, Maruera, Sabito
Vertigo
Fetherfew
Warmth
Elvish Galingale, Palma Eldath
Wisdom, enhance
Saddilia
86
Appendix H: Real World Herbs And Fantastic Herbs
The following table identifies which herbs exist in this world, and which only exist in
fantasy worlds. I have made every effort to be accurate, but it is possible that the table
may contain some errors. The herbs that do exist in our world do not necessarily have the
powers ascribed to them in this guide.
Real World
Adder’s Tongue
Agrimony
Alkanet
All-Heale
Aloe
Angelica
Anise
Arnica
Asarabacca
Ash
Balm
Barberry
Base Mullein
Basil
Bilberry
Bishop’s Weed
Blackberry
Borage
Bull-Rush
Burdock
Calamus
Cat’s Tail
Chamomile
Chervil
Cinquefoil
Colewort
Coltsfoot
Comfrey
Cow Parsnip
Cow-Wheat
Darnell
Deadly-Nightshade
Dittany
Dog Rose
Dragonwort
Dwarf Mallow
Elecampane
Elvish Galingale (English Galingale)
Fennel
Fetherfew
Floure-De-Luce
Footleaf (Artemisia Vulgaris)
Fumitore
Garden Flax
Goat’s Rue
Golden Lungwort
Hare’s Ears
Hart’s Tongue
Hawkweed
Henbane
Horehound
Ironhard (Verbena Officinalis)
Juniper
Land Caltrops
Leopard’s Bane
Lesser Centaury
Lungwort
Makebate
Mandrake
Marigold
Marjerome
Marsh mallow
Masterwort
Milkworte
Mountain Garlick
Mountain Setwall
Mugwort
Napweed
Navew
Orach
Palma Eldath (Palma Christi)
Pennyroyal
Peony
Periwinkle
Prince’s Feather
Ribwort Plantain
Rose Campion
Rue
Saddilia (Hazel Tree)
Saffron
Sanicle
Saracen’s Confound
Scented Mayweed
Serapias Turbith
Shepherd’s Purse
Spanish Nut
Spiderwort
Spring Adonis
Strawberry
Sweet Trefoile
Tamarindes
Tamariske
Tephrosia
Throw-Waxe
Thyme
Valerian
White Bryony
Willow-Herb
Wolfsbane
Wolfsbane (wholesome)
Wood Sorrel
Woodrose
87
Young Lad’s Love
Fantasy
Adgana
Aldaka
Alether
Amrans
Anserke
Archangelica
Arfandas
Arkasu
Arlan
Arnuminas
Arpusar
Ashline
Athelas
Atigax
Attanar
Bastit
Belan
Belramba
Birthnot
Bittermourn
Black Rose
Blackroot
Bloodkeep
Breldiar
Bursthelas
Caffar
Calcena Mushroom
Callin
Cephalophage
Culkas
Dagmather
Dainaberry
Darsurion
Degiik
Delrean
Draaf
Dragontears
Ebur
Edram
Eldaas
Entriste
Falsifal
Febfendu
Felmather
Fire-Flower
Gallowbrush
Gariig
Gefnul
Golden Crown
Guardseye
Gylvir
Harfy
Healwell
Horseweed
Jaffray
Jinab
Jojojopo
Kathkusa
Kelventari
Kilmakur
Klagul
Laishaberries
Larnurma
Laumspur
Maruera
Megillos
Melander
Mirenna
Nightcall
Oede
Oiolosse
Olus Veritis
Olvar
Pallast
Pargen
Pattran
Rampalt
Rewk
Sabito
Sessali
Silverthorn
Snakespike
Suaeysit
Tai-Gi
Tateesha
Tempin
Terbas
Teriko Weed
Thurl
Ur
Vinuk
Whitecandle
Winclamit
Yaran
Yarrow
Yavethalion
Zulsendra
Zur
88
Appendix I: Adventure Ideas
It is totally up to you, as a GM, as to how you use these herbs in your own RPG campaign.
Many people use them as just another form of healing. This is fine, but I feel that this
means missing out on a lot of potential adventure ideas, and opportunities.
In Europe, herbalism was a major science of the Middle Ages, and the Renaissance, and
like many such sciences was not well understood. Many people ascribed the efficacy of
herbal remedies to all sorts of magical influences. Certain herbs could only be cut by
moonlight, others were associated with all sorts of traditions. Many herbs had their uses
dictated by their appearance. As an example, Lungwort was held to be good for the lungs
simply because the herb looks vaguely lung like. Sometimes through sheer fluke, this
‘Doctrine of Signatures’ was accurate, which only served to increase the mystical
connections in the yes of the general populace.
The middle ages, where most fantasy campaigns are set, were a time of great diseases, like
the Black Death, and a time where many died young. A man or woman who could heal
these diseases was revered. Some were seen as holy men, others as servants of evil. As an
example, Nostradamus, the famous French seer, was a medical doctor, who first came to
the attention of prominent people because of his success in treating the plague. This same
success also brought him to the attention of the Inquisition, who investigated him as a
witch. According to some legends, he was saved from the stake because he treated and
saved the Chief Inquisitor. A more mundane example is that many of the unfortunate
women burned or hanged for witchcraft were nothing more than herbalists, albeit
sometimes very mystical ones.
This leads to interesting role-playing opportunities for PCs. Perhaps the local lords
daughter lies dying of the plague, and they must save her or suffer the consequences of
their ‘witchcraft’. It may be dangerous to be a herbalist in some communities. A PC
herbalist is also likely to have an interest in the other pseudo-sciences of Medieval times,
like astrology, or later, phrenology, which is likely to increase this prejudice.
Herbs were incredibly prized in Medieval times, normally for their food value, rather than
their medicinal uses. Many of the great journey’s of the middle ages and renaissance,
many of the great Voyages of Discovery were undertaken in order to find new routes to
Asia, and its vast resources of herbs and spices. Marco Polo’s journeys, the Voyages of
Columbus, the discovery by Europeans of both the Americas and Australia, were all
inspired, at least in part by herbs. When Columbus reached the Carribean, he observed the
Arawak Indians smoking tobacco. When Captain James Cook explored the east coast of
Australia, he brought with him a botanist, Joseph Banks, for the purpose of identifying
plants and their uses. In a fantasy campaign, these reasons are just as likely to be valid.
Great journeys, great Voyages of Exploration, the stuff of adventures, can all occur if the
GM wishes.
For much of history, herbs were incredibly valuable. According to Christian tradition, the
three kings brought Gold, Frankincense, and Myrrh to honour the new king, Jesus.
Frankincense and Myrrh are both gum resins of trees. These ‘herbs’ were so valuable as to
be considered kingly gifts. Herbs were so valuable that wars were fought for their control.
Aloe was so prized by the Ancient Greeks, that Alexander the Great is reported to have
been asked by Aristotle, to conquer the island of Socotra, the only known source of the
plant in order to ensure a constant supply. India was occupied by the British East India
Company, and later by Britain itself, partly because of its vast supplies of herbs. Colonial
America built much of its industry around the propagation and transport of herbs from
place to place. Tea was so prized, that it served as the spark that ignited the United States
War of Independence, when a tax was placed upon its import - the Boston Tea Party. So
herbs were, in several ways, responsible for the rise and fall of great nations.
Great trade routes operated between Europe and Asia, for the purpose of transporting
herbs and spices, and these trade routes became the basis of much piracy, and also of much
travel. The need for fast transport of herbs and spices lead to ever faster ships, being built,
89
rise of the merchant class, and the fall of the feudal system. Governments sought to
control the import of herbs and spices, by creating monopolies and by heavy taxes.
Smuggling was rampant as people tried to avoid these duties.
These are just a few examples of the use of herbs in our world, and their effects on
history. They may help GMs to come up with adventures or even campaign ideas. If you
do use herbalism as a source for adventures or campaign ideas, I would love to hear about
them.
90
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93
ACKNOWLEDGMENTS
‘Furthermore I desire, that none would rashly censure me for that which I have here
done; but that they know in what time I did it.’
Thomas Johnson, ‘To The Reader’, Gerard’s Herball, second edition, 1633
The credit for this Guide to Herbs is shared with the people listed below. However any
criticisms or dislikes that you have, or any errors that appear in the guide are my
responsibility alone.
Special thanks are owed to Druann Pagliasotti who contributed a number of herbs to the
fourth edition of this guide (which are included in this 5th edition), as well as making
extensive notes on the herbs contained in previous editions and notes on the storage and
availability of herbs.
Special thanks also to Maya Deva Kniese who contributed the document that formed the
basis of the section on the Herbalism proficiency that appears as Appendix A of this
edition of the guide, for her notes on climate as well as contributing a number of herbs to
the guide.
Thanks to Sean Snyder, Seth Klein, and Frank Shears who all contributed herbs to this new
edition of the Guide.
Thanks are also owed to Michael Bertalan who compiled a table of Name/ Region and
Time/ Cost/ Result based on the third edition of this guide. This table has formed the basis
for Appendix C: General Information on Herbs.
Thanks also to Paul Mathews who compiled a set of tables for the third edition of this
Herbal. These tables formed the basis for some of the tables contained in this fifth
edition, most notably Appendices D and E.
Thanks to Andrew Hately for access to his books.
Thanks to Raymond E. Feist for generously answering my question on the use of herbs in
the world of Midkemia.
I would also like to thank many other people for their comments, criticisms and
encouragement concerning my guide. I would like to mention them all by name, but
unfortunately my computer ate my list. Special thanks however go to Viola Krings, Beth
Larabee, Heidi Cole (Chalindra), and Michael Isherwood for their comments and
suggestions.
Ezra Van Everbroek produced a marvellous hypertext version of the fourth edition of the
guide. I am deeply indebted for this. Runar Magnusson (Doc), Erik Trimble, Christopher
A. Brooks, Alex Forst-Rakoczy, and Ole A. Ringdal have also hosted or host a copy of
the guide or a link to it on their webpages. I know other people have done so as well, and
I’d like to thank them all as well, but these are the only ones that I know of personally. If
I left you out please let me know.
I would like to thank all of the people I have gamed with over the last fifteen years, in
particular the members of the Ambulant In Fabulam RPGamers Society, the original
inspiration behind this guide, and in particular, Toni Barber, the archivist for the society,
and Antoinette Vasey, the societies secretary.
This guide was originally based in large part on Appendix 1 of Alexander Scott’s
MAELSTROM roleplaying game, published by Penguin in 1984, and worth getting just
for this section. No challenge is made to any copyright status held on this work.
This guide was partly inspired by the game ADVANCED DUNGEONS & DRAGONS™,
© 1977-1996 TSR Inc and DUNGEONS & DRAGONS™ © 1974-1996 TSR Inc. No
94
This guide was partly inspired by the game MIDDLE-EARTH ROLE PLAYING™, ©
1986 Tolkien Enterprises. No challenge is made to any copyright status held on this
work.
This guide was also partly inspired by the DRAGON WARRIORS game by Dave Morris
and Oliver Johnson which was published by Corgi Books, from 1983-1986. No challenge
is made to any copyright status held on these assorted works.
I would like to thank Daniel Mayes for his playtesting the first edition of this guide, Paul
Mathews for playtesting the second edition of the guide, David Gillet for playtesting the
third edition, Antoinette Vasey, Daniel Fields, David Gillet, Paul Fields, Emma Belantyne,
JP Forster, and Linda Makepeace for playtesting the fourth edition of the guide, and
Antoinette Vasey, Daniel Fields, Paul Fields, Emma Belantyne, Peter Creighton, Toni
Barber, and Simon Loyd for playtesting the fifth edition of this guide.
I used for background information a document called ‘The Great Net Herb Pamphlet.’ I
have been unable to identify the author(s) of this pamphlet. Whoever they were, they
deserve my thanks.
I would like to thank the denizens of the e-mail lists ADND-L, REALMS, GMAST-L,
TAOGM-L, NETBOOKS-L, members of the IRPS, contributors to the usenet groups,
AUS.GAMES.ROLEPLAY, REC.GAMES.FRP.DND, and REC.GAMES.FRP.MISC, for
their comments, criticisms and advice concerning this herbal and their discussions on
many aspects of role playing.
I would also like to thank the contributors to the usenet group, ALT.FOLKLORE.HERBS
for their valuable discussions on herbalism, herbs, and their uses.
I would like to thank all people who have written or contributed to official or unofficial
rules supplements on the Net and elsewhere for their inspiration in particular Gary Gygax
and Dave Arneson, authors and originators of “Dungeons & Dragons”, Ed Greenwood, the
creator of “The Forgotten Realms”, Dave Morris and Oliver Johnson, the co-creators of
the “Dragon Warriors” FRPG, the authors of “The Complete Guide to Alcohol for
Fantasy Role Playing Games” for their appendix on drug use, Hank Driskill and John
Gavigan for their unofficial “Highlander” rules which got me interested in Netbooks, the
author(s) of the “Netbook: Poisons of the Realm”, who I have been unable to identify,
but who did a sterling job in providing rules for hundreds of poisons. Adrienne Mills used
this work as a foundation for her “Net Book of Poisons” which is very detailed and I
recommend to anyone. Finally Ron Knight (Modar) who also produced an excellent list of
poisons and rules for using them.
The above list may, unfortunately, be incomplete. If I left you out, I apologise. Please let
me know, so I can rectify the omission.
Finally, I would like to thank the GeoCities (http://www.geocities.com) organisation for
providing me with free web space which allows me to make my guide easily available on
the Internet. If you need web space, GeoCities is a great place to get it.
I welcome criticisms about this guide and contributions to future editions. Any
contributions that I incorporate will be acknowledged in the guide.
I can be e-mailed at:
[email protected] or [email protected] (the first address is better).
or by normal mail:
Mr Shaun Hately
45 Moreton St
Frankston North
95
AUSTRALIA
The most up to date version of this guide should be available on my webpage at:
http://www.geocities.com/hollywood/8017/frp.htm
| textdata/thevault/_GM Books/World Building & Game Design/ Misc G, H, I/Guide to Herbs for RPGs.pdf |
Powerplay
The Petaybee Trilogy 03
Anne McCaffrey & Elizabeth Ann Scarborough
CONTENTS
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14
Chapter 15
Chapter 16
Chapter 17
Chapter 18
Chapter 19
Chapter 20
Chapter 21
Chapter 22
Chapter 23
Chapter 24
Chapter 25
Epilogue
This book is merrily dedicated to
Maureen Beirne
Good Friend Staunch Ally
Cheerful Companion Experienced Tour Guide for many kindnesses for many years
1
Outside Kilcoole
Contents - Next
Yanaba Maddock and Sean Shongili held hands in a darkness illuminated only by the glowing eyes of
hundreds of animals and the flames of hundreds of candles. The drumming had stopped now, replaced by
the sweet lapping of sliding water, the beat of many hearts and the breathing of many creatures. One
pulse was louder than all the drums had been, one breath a wind that guttered and flared the candles with
each respiration.
‘So how do we do it here?’ Yana whispered nervously to her love and the father of her unborn
children. ‘Does the planet give me away or what?’
Sean smiled and winked, ‘No-one has that right but you, love. Let's just say that the planet acts as
witness and honorary best being.’
‘…best being,’ an echo sang from the cavern walls, ‘best being…’
He stopped walking and she stopped beside him. All she knew was that they were getting married,
Petaybean-style.
She'd been so busy with her new duties as Petaybee's administrator over the last two months that she
hadn't had enough time to enquire as fully as she would have liked into the rite or folkways of the
Petaybean marriage ceremony before it was upon her. Sean's niece, Bunny Rourke, one of Yana's chief
informants on matters Petaybean, had told her that it was a special sort of latchkay with a night chant at
the hotsprings. Yana had attended the break-up latchkay when she first arrived. This occasion differed in
that the night chant was at the beginning of the latchkay instead of at the end. As at all latchkays, there
would be much singing, although probably more at this particular one. Both Sean and Yana were to
prepare a song for each other. Songs were how Petaybeans celebrated or commemorated all their most
noteworthy experiences. The mode was mostly either a rhyme scheme to some ancient Irish air or a
free-verse poem chanted Inuit style to the accompaniment of a drum. Yana, whose heart was full but
whose mind was too crowded with administrative details while her body was having to make physical
accommodations to her pregnancy, had finally created her song. Other than that, she simply hoped that
things would go well and allowed herself to be led through the proceedings by the people she had trusted
more than once with her life.
Two hours earlier Kilcoole's premiere couturiere, Aisling Senungatuck, had arrived with the gown
she had created for Yana - rabbit hides crocheted together with woollen yarn in a long, panelled design
with a flared skirt, scooped neck and long sleeves. The crocheted lace inserts were heavily decorated
with beads made from scavenged wire and the little Petaybean pebbles found in certain streams.
Tumbled, polished, and drilled, the stones were lovely and translucent. The gown was yellow, the
Petaybean wedding colour, Aisling explained, &lsquot;Because most of the plants make yellow
dye.&rsquot; The rabbits were contributed from the collecting places of all the village hunters. Sean's
vest was a darker shade of the yellow, trimmed with beaver fur and blue and white beads.
Now the motes of light formed a circle around the two, and Clodagh Senungatuck, Aisling's sister and
village healer, stepped into the centre with Sean and Yana. Yana noted with some amusement that as
many of Clodagh's orange striped cats as could crowd around her feet did so, their eyes eerie and
iridescent in the candleglow.
‘Sean Shongili and Yanaba Maddock, we've come here because we understand you got somethin' to
say to all of your friends and kin here where the planet hears you best, is that right?’
‘It is,&rlquo; Sean said. ’I have a song to sing for you all.’
‘Sing for us,' soft voices said from the shadows, accompanied by an underlying rumble of throaty
feline purrs, the whicker of the curly-coats, and the affirmative yips of the dogs.
‘Sing,' the echo said.
Yana had no idea how many bodies were clustered into the cave that day. The line seemed to stretch
clear back to the village and included every man, woman and child, horse, cat, the larger track cats,
everybody's dog teams. She could have sworn that she saw wild game emerge from the brush and join in
the procession just before Clodagh led them into the darkness of the cave behind the hotsprings waterfall.
Sean cleared his throat. The candleflame shadowed the chiselled planes of his face and softened the
outline of his mouth as he began speaking.
‘Yanaba, she met the enemy
Coming to us, she met friends as well And honoured them.
She met me, and I met love.
Aijaiji.
‘With her friends, here around her
With her lover, I who take her hand,
For these people and this world embracing us
She met the enemy again and again.
It is in her name to do so.
Aijaija.
‘Yanaba, who knows my aspects
Yanaba, who has my heart
Yanaba, who honours my world and my people
Yanaba, who carries our future in her body
Yanaba, you are already part of my life
Yanaba, you already possess my heart
I tell you this here, with our world as witness,
I want you with me for ever.
Ajai.’
Yana's mouth went suddenly dry. Something soft and furry rubbed against her bare ankles. Her
stomach gave a heave and she wondered could the baby be moving so soon, pushing her to speak. She
took Sean's hands as much for support as encouragement and clung to them so tightly that she was afraid
she'd leave bruises, except that he returned the strong grip. That gave her the courage she needed. She
felt suddenly light-headed and needed to hold on to him to keep from floating to the top of the cave.
‘Sean Shongili, my truest friend and love.
Here I am, a woman whose only song
Was of war and death.
How can I sing what I feel for you?
You gave me life when I was dying,
A home when I had known none in
Many years of wandering,
A family when all of mine is dead,
A life to bear
When I thought I could give only death.
You showed me a new world and
Invited me to make it my own.
‘And I do.
In old songs by better singers
They say, "You are all the world to me."
I say so too.
Sean Shongili, you are all the world to me
And the world to me is you.
I love you. Take me as I take you.
As they used to say on Earth, "I do."
Sean took her in his arms then, and kissed her, letting his body rest against her belly which, although
firm and a bit fuller and rounder than usual, wasn't that noticeable yet.
Then Clodagh clapped her hands and everyone dispersed leaving Yana and Sean alone in the cave
but not in darkness. As the candles departed, a warm soft glow pulsed throughout the cavern and he
eased her to the rock which seemed to melt into a comfortable bed as she and Sean made love. They
always enjoyed that occupation but here, now, in the cave, where the planet was also part of this
communion, she felt as if she had never before been so consumed by the passion that always fired up
between them in the act of love. Sean felt it too, for his hands were tender, possessive in a fashion she
would once have resented, exciting in ways she had never experienced. The climax was so extraordinary
that she wept and knew, from the wetness of the cheek he pressed hard against hers, that he also had
been rocked by the intensity of their consummation. For a moment, she thought she had died.
This time they did not sleep afterwards or dress as they left the cave to join the throng waiting outside
at the thermal pools.
Cheers and laughter greeted them from the people and animals in the springs' three pools. Overhead
the stars and moons, real and man-made, lit the sky while the candles planted along the sides of the pool
garlanded it with ribbons of light. The big cats sported rather clumsily in the water while the dogs fetched
various things thrown by their masters. The smaller cats sat disdainfully on the edge of the pool. Yana
laughed when one of the curly-coats took a running jump and dived into the pool making a whale-sized
wave that swamped the shore and wet several disgusted felines who began furiously to lick themselves
dry.
Then Sean pushed her in and a moment later, a seal appeared among the splashing, laughing, naked
company. This activity continued till daylight and was the merriest, raunchiest festivity she had ever
attended. Periodically, someone would hoist themselves out of the water and run bare-assed to the
baskets beyond the candles to fetch something to cram into their mouths before diving back into a pool.
Fortunately, all the food had been prepared in bite-sized portions, was easily chewed and swallowed, or
was fruit that wouldn't be harmed if it got wet.
At daylight, everyone went ashore and dressed and walked limply home except Sean and Yana, who
rode double on one of the curlies while Bunny led the village girls who spread flower petals and seeds on
the path before them.
‘I'm starving,' Yana muttered up into Sean's chin.
He nuzzled the top of her head. 'Good, you'll like this part then. The feast was prepared before we
left. But don't eat so much or you'll be too full to dance with me afterwards.’
‘Dance? You have to be joking! My legs feel like noodles. Umm, noodles. Do you suppose Clodagh
made hers? The ones with the smoked fish and dried tomato sauce?’
‘I have it on good authority that she did. Is all you think of your stomach?’
‘I'm eating for two!’
‘So you are. Forgive me,' he said, lifting her down from the curly-coat's back.
During the feasting, she had ample chances to rest and gaze into Sean's eyes and messily feed him and
receive food from him, also part of the wedding protocol. The food was arrayed in the middle of the
meeting house, and Sean and Yana as well as the other adults sat on benches along the wall while Bunny
led the youngsters of Kilcoole in offering them food.
Meanwhile, everyone occupied themselves by singing the songs they had written for Sean and Yana.
Bunny sang of her first meeting with Yana and their wild ride down the river. Sean's sister, Sinead, told
how she knew Yana would be one of them from the time she went on her first hunt. Adak sang of the
hiding of Sean in the snocle shed with Yana, and making frequent clandestine trips which the powers that
be did not know anything about.
Even Steve Margolies, now residing in Kilcoole with his partner, Frank Metaxos, and Diego, sang of
how Yana and Sean had reunited him with his family. And Yana's neighbour across the street had a
hilarious pantomime song about Yana throwing Colonel Giancarlo out of her cabin with the burned fish.
That was one of the few songs rhymed and sung to an old Irish air instead of chanted to drums. Clodagh
said she believed the tune went originally to a song called 'The Charladies' Ball'.
As the other young people began to clear away the empty serving plates, Diego took his newly
crafted guitar and joined the drummers, Old Man Mulligan on his whistle, and Mary Yulipilik on her
handmade concertina. All together, they wheezed up a quite respectable dance tune.
Sean took Yana's hands in his, led her out onto the floor and then swung himself opposite her at the
top of the cleared hall. Two by two came Dr Whittaker Fiske, who had returned especially to dance at
the wedding, partnering Clodagh, followed by Sinead with Aisling, Moira and Seamus, Bunny and her
sister Cita, Frank Metaxos and Steve Margolies, Liam Maloney and Bunny's cousin Nula to form a
complete reel line. Captain Johnny Greene, who had extended his shore leave for the occasion, had
Captain Neva-Marie Rhys-Hall from SpaceBase as his partner for the dance in another reel line while his
fellow copter pilot, Rick O'Shay, gallantly led old Kitty Intiak on to the floor. Orange cats tiptoed daintily
to the food which had been put on the side for them, while the dogs went home to their kennels to
eagerly await scraps from the feast. Track cats lounged by the doors and on top of the roof and the
curlies grazed in the last of the green fields left by the unusually long, warm summer, now turning to fall.
Somewhere in the middle of the third dance, Terce, who was minding the snocle shed, tapped Adak
on the shoulder and he in turn tapped Johnny on the shoulder and whispered something in his ear. The
two men left, accompanied by Captain Rhys-Hall, and returned in time to rescue Yana from a fifth dance.
Marmion de Revers Algemeine and two Company corpsmen in dress white uniforms were with them.
Yana and Sean stopped dancing to greet their friend, elegant as usual in a royal blue tunic with a
purple underdress, the top heavily embroidered in jade and silver, matching Marmie's earrings and rings.
‘Marmie! How wonderful that you could come!' Yana cried and Marmion kissed both her cheeks,
then Sean's.
‘Yes, and in addition to your wedding present, I'm afraid I've come to take you away from all this.
The CIS court is reconvening a week from now and your testimony will be necessary to augment
Commissioner Phon Tho Anaciliact's decision on Petaybee. I thought you'd want to do it yourself, since
going off-planet would be lethal to native Petaybeans.' She glanced down briefly at Yana's middle and a
look of consternation flowed over her classic features. 'Oh, my. Time flies, doesn't it?’
Yana smiled. 'It does indeed. But I see no reason…’
‘I don't think it's wise for you to go off-planet this far into your pregnancy, Yana,' Sean said, his hand
on her shoulder tightening protectively.
Others in the room had joined them by now. Clodagh and Whit Fiske also greeted Marmie with
kisses on the cheeks and Bunny pushed her way through to them, trailed closely by Diego, who had
stopped playing and slung his guitar across his back as soon as he saw the newcomers arrive.
‘How long does she need to be gone, Marmie?' Clodagh asked.
‘Not long, I should think. Counting the journey, two weeks your time, three at the most.’
‘Huh,' Clodagh said. 'I'd never last that long. Sean neither.’
‘I mean to be there too, Yana, though as an Intergal board member,' Marmion said, 'my testimony is
assumed to be biased and self-serving in one of those peculiarly bureaucratic fashions that people can't
really explain anyhow. It's too bad there's no qualified native Petaybean to testify.’
‘I qualify and I think I could go too,' Bunny said, pulling at her sleeve. 'I'm young enough to go
off-planet without any ill effects and I know everything that's happened. I could sing them the song I
made about it. Though Diego's songs are better.’
‘If you're going, I'm going,' Diego said. 'Now's my chance to show you all those technical things you
keep telling me couldn't possibly work! Besides, I wouldn't want your head getting turned by all those
guys in uniform. And I could see my mom,' he added with a glance at Marmion, as if the more
conventional reason might sway her where his desire to be with Bunny might not.
‘We need Colonel Maddock - or is it Shongili now?' Marmie asked with a twinkle.
‘I think for courtroom purposes I'd better remain Maddock for the time being,' Yana said.
‘Yana, you're four months pregnant,' Sean said. 'With my child.' The emphasis, Yana knew, was not
merely possessive. Because of Sean's dual nature as man and seal, he was concerned just how many of
his traits his children would inherit and how deeply an off-planet experience would affect them.
‘Matty women are on duty right up until delivery now, Sean,' she said, dropping her hand to his arm
and giving it a reassuring squeeze. 'And you heard Marmie, it will only be three weeks. If I have Bunny
along…’
Clodagh touched Sean's hand. 'It should be OK that long, Sean. And Petaybee needs her to do this.’
‘I suppose so. I only wish I could accompany her.’
‘I'd take good care of her, Uncle Sean. You know I would,' Bunny said, throwing her arms around
his waist.
‘And I'd take care of both of them, Dr Shongili,' Diego said, with a challenging look at Marmion.
Marmion smiled at him and said, 'With you as adult guardian, I see no problem in Bunny and Diego
accompanying you, Yana. In fact, I'm sure CIS Anaciliact would appreciate all the support he can get. I
don't suppose little Cita…?’
But Sean denied that choice with a firm shake of his head. 'After all she's been through she's much too
fragile in my opinion. Cita stays here. Besides, Coaxtl frets herself into moulting mountains of hair if the
girl is out of sight for any extended period.’
‘I can tell what needs to be told, to anyone who asks,' Bunny said at her staunchest.
‘Sean,' Yana said, turning to look into his dear, worried face. 'Duty does have a way of calling
regardless of personal convenience, love.’
‘I wouldn't stop you from doing what you think you need to do, even if I thought I could get away
with it, Yana.' His grin was slightly strained and anxious and so were his eyes. She understood his
concern, and maybe more than just 'understood' after their union in the cave. 'But be careful.’
Two hours later they were ready to depart, though Yana deeply regretted the necessity of leaving her
new husband so precipitously. She consoled herself with the knowledge that what they had between
them would keep, on the ice and in the heat, come what may.
Clodagh gave each of them an almost ritualistic kiss and embrace, putting a little leather bag on a
thong around their necks.
As she hung Yana's around her neck, Yana asked, 'What's this?’
‘It's dirt,' Clodagh said simply.
‘Dirt?’
‘Yes. Petaybee wants you to have something to remember it by. The dirt's from the cave.’
Not long before, Yana would have been stymied how to receive such a statement, but now she
squeezed Clodagh warmly in an embrace of her own. 'This makes me feel a lot better.’
Then Sean clasped her in a farewell embrace and she, Bunny and Diego boarded the Company
shuttle that would take them to Marmion's executive space-liner, waiting in orbit. In Yana's carryall was
Sean's wedding vest, to sleep with, and a hastily made town recording to Petaybean relatives in
Company service. Bunny carried a frozen fish for her cousin Charlie from his parents and a basket of
pemmican from the wedding feast for homesick Petaybeans. Diego carried letters from his father to his
mother and a basket of his favourite Petaybean foods plus nutrients to keep himself and Bunny healthy on
the journey.
Once aboard the spaceliner, Sally Point-Jefferson, Marmion's aide, tenderly placed Charlie's fish in
the freezer. Bunny remained glued to the viewscreen, watching Petaybee shrink into a tiny point of light in
the vastness of black space. She bent and unbent her fingers against the port in farewell as her home
disappeared altogether.
2
Shipside
Contents - Prev/Next
Bunny turned away from the window, a little gasp of dismay escaping her throat, her eyes misty with
suppressed tears.
‘I never thought I'd see the last of Petaybee,' she said in such a mournful tone that Diego immediately
took her into a warm embrace, murmuring reassurances and some of the silly names that he had created
for her.
‘Now, gatita,' he said, the name meaning 'little cat' or 'kitten', 'it's not as if you won't be coming back,
or anything. It's only for a little while. And I bet that no-one from Kilcoole has ever seen Petaybee from
space like you just did. Looks like one of those stones Aisling polishes up, the bluey ones with the white
bands.’
‘Yes, I guess it does at that,' Bunny said, sniffling until Marmion handed her a tissue. 'Oh, sorry.
Didn't bring anything to blow into.’
‘What the well-appointed vessel has in quantity - things you don't remember to bring with you,'
Marmion said kindly. 'I forget how hard it is to leave a place you love. Only think how excited you'll be
to see it in the viewscreen on your way back. The better view!’
Marmion then organized everyone into doing things: like settling into their cubicles, getting food,
getting comfortable. 'I've had Sally acquire clothing for you or you'll all be over-warmly dressed where
we're going. It's also very important, I think, that we choose garments that will seem appropriate to our
mission.’
‘What's wrong with what we're wearing?' Bunny wanted to know for she was wearing the beautiful
Gather Blouse Aisling had made out of the material Yana had gifted her with. The blouse made her feel
very elegant and adult, and Diego said it was the nicest thing he'd seen her in.
‘I'm not suggesting you change your style, dear,' Marmion said in a conciliatory tone, 'and that blouse
is certainly lovely but you can't appear every day in it. So Sally and I scrounged around to see what
would be you as well as ah… not too conspicuously different. Oh,' and she gave an exasperated sigh as
she saw the defiant look on Bunny's face, 'for all I'm supposed to be so diplomatic, I'm not putting this in
the right words, am I? But then, where we're going, one is not often judged by what they are, but what
they seem to be. You know what I'm talking about, Colonel Yana dear, don't you?' And Marmion
appealed to Yana on more than the one count she was trying to explain.
‘I do, indeed, Marmion…' Yana tried to pull a fold over her belly from the material of her one-piece
suit and failed with a laugh. Til need a size larger, I know.’
‘Oh, you're easy to do, Yana,' Marmion said. 'Wasn't she, Sally?’
The aide laughed and nodded. 'With trouser pleats for expansion,' she said. 'And a tunic tailored just
that little bit fuller across the… ah… hips.’
‘It isn't my hips that worry me,' Yana said with a grin, hoping to clear Bunny's troubled expression.
‘Diego, we've ordered you the very latest,' Marmion went on and then giggled in one of those
displays of amusement which charmed her friends. 'In fact, the whole operation was a great deal of fun.
Why don't you and Bunny go see what's in your wardrobes? We'll still have time to discard what you
really can't possibly be seen in before you have to be seen in it.’
Diego escorted Bunny firmly to the cabins they'd been assigned. Only when the panel had slid shut
behind them did Marmion's expression alter to one of concern.
‘You do know what I mean, Yana?’
‘Oh, yes, Marmion. I know precisely what you're trying to do and so does Diego. He knows the
drills. So do I. So, now what? Or do we wait for the others to return before you tell us the bad news?’
‘How ever did you know there is some?’
‘Because you're taking such especial pains to make us seem normal, look normal and yet different
enough so we'll still be "original" as well as acceptable.’
Marmion, hands loosely clasped in her lap, considered that. 'It will not be smooth sailing, although I
have every confidence that common sense, at least this once, will prevail. Intergal, as well as other
holding companies that have vast numbers of star systems held in fief as Petaybee is, will be watching.
The scientifically acute are fascinated by the idea of a sentient planet. You must know that, with all the
paper that's flooded your desk since they got a name to send messages to.’
Yana nodded ruefully. 'No kidding. There's been so much of it I haven't even begun to read it all,
much less answer it. Sean's been doing a lot of the footwork, I suppose you'd call it, and that leaves
Diego as the only other literate person in the north, other than his father and Steve Margolies, who are
busy enough with their own work. Loncie Ondelacy is able to do some in the South. Diego's been
teaching Bunny to read and write but, fast as she is, she can't learn enough in a couple of months to do
more than help with alphabetical filing. Most of the letters seem to be from people who want to come to
Petaybee for some reason or other - I can't believe there's so many out there all of a sudden when the
planet's been so quiet for years. 'We've had several enquiries from drug companies too and I have no
idea how Clodagh's cures can be reproduced at this point. Even with a good growing season this year,
the planet so far has provided just about enough to keep native Petaybeans supplied - if we're actually
going to try to farm some of Clodagh's plants and produce her cures for a wider population we'll have to
do it in some way that doesn't overtax Petaybee. Clodagh's not even sure, at this point, if some of the
ingredients can live off-planet. I knew this was going to take a lot of work, but it seems to me that
someone's been broadcasting outside the committee a lot of what ought to be classified information about
the planet's sentient nature. It's pushing us to go much faster than we're equipped to do at present.’
Marmion said, 'I understand your concern, and discretion certainly has been urged on all parties
where Petaybee is concerned. I'm afraid what you're dealing with now is only, if you'll pardon the
expression, the tip of the iceberg. Some of our board members are expressing concern that other
colonized worlds might try to claim similar status. They're worried that Petaybee will set a precedent. If
there were some way to reassure them that this is a one-off case of planetary sentience…' and she
cocked her head hopefully at Yana.
‘You expect me to be able to answer that, Marmion? I can barely cope with the knowledge that
there's one . . .’
‘And that's exactly the attitude you ought to take, if I may make such a suggestion. Reaffirming it
whenever asked just as you did to me now.’
‘But suppose Petaybee isn't a one-off…' Yana liked to know she was telling the truth, inadvertently
or otherwise.
Marmion sighed. 'All the more reason, from the board's standpoint, for keeping information about
Petaybee hush-hush. They'd just as soon not give inhabitants of other terraformed planets any ideas but,
at the same time, I expect CIS is going to want some sort of poll to try to determine if other worlds
formerly considered habitats are indeed sentient beings.’
She gave a gusty sigh. 'It all seemed so easy back there,' and she flicked her fingers in the general
spatial direction of Petaybee. 'Lots of things seemed easy back there.’
‘Mostly because there weren't so many things to cloud perceptions,' Yana said.
‘Well, that's item one, Yana,' Marmion went on briskly. 'We have no way of knowing if there are
more sentient planets so we'll pretend Petaybee's an exception. As such, it will make our job that much
easier. I think.’
‘What's item two?’
‘Matthew Luzon is recovering from his injuries and…’
‘Determined to somehow make us all pay for the indignities he suffered?' Yana supplied when
Marmion hesitated.
‘Yes, not to refine too much on it. That's why I've put some precautions in train. Sally…' and she
gestured to her aide who immediately handed Yana a slim device which had a variety of depressible
keys. 'This is precaution number one. Carry it with you at all times and as inconspicuously as possible.
It'll fit nicely in your brassiere. Put it on the left, depression side up and memorize the positions of the
various function keys so you can just…" and she placed a casual hand over her left breast '… signal
what's needed.' She grinned. 'As you'll see, it's got a sensitive recorder and a few off-stage tricks that can
be implemented. Rather handy.’
‘Have you needed such a device?' Yana examined it, noting the icons as well as the abbreviations like
REC and MAY which were self-explanatory.
‘Not "needed" precisely,' Marmion allowed, 'but I always felt more… secure… when I was in
unknown space as it were, with that gadget in place. Then I've also appointed you "assistants",' and now
she did look slightly embarrassed.
‘Assistants?' Yana cocked her head at Marmion.
‘Yes, well, everyone who is anyone has them…’
‘And I must appear to be "everyone" or "anyone"… And who's my assistant?’
‘You have three, Sally and Millard Ephasios for show, and someone you don't need to have named
as undercover guardian,' Marmion explained, finishing with her charmingly ingenuous smile immediately
counteracted by a sly wink. 'And you won't know who that is.’
‘Hmm. All these subversive measures’
‘Discreet, my dear Yana,' Marmion corrected her.
‘Are necessary, you feel?’
‘I don't like the weather report,' Marmion said.
‘Have you minders for Diego and Bunny?’
‘I do and I know they'll suit right down to the ground.’
‘Are you giving Bunny one of these?' Yana held up the slim device, which was no more than two
fingers long and two knuckles wide. 'She loves gadgetry.’
‘No, their bracelets should be adequate. As I'm sure you noticed, Bunny's unsettled enough about the
venturing forth. I don't want to upset her further. She's naturally shrewd anyway and what she doesn't
know about human nature, Diego knows about space-faring ways.’
‘This trip will do her understanding of the galaxy a world of good,' Yana remarked and, when
Marmion gave her a startled look and started to laugh at her choice of words, she joined in. 'Where's the
galley on this boat? You'd think the way I eat, I hadn't seen food since break-up!’
‘You go with Sally to see your wardrobe and I'll just fix a little something to tide you over to dinner
time,' Marmion said.
‘You? Cook?' Yana said.
Marmion smiled a trifle archly. 'Actually I'm rather good, aren't I, Sally?' And when her aide nodded
affirmatively, 'But I only do it for very special people.’
‘So you get to bear-lead me, huh, Sally?' Yana said as she followed Sally to her cabin.
They passed the ones assigned to Diego and Bunny and heard the spirited discussions within.
‘And people wear things like this? I'd freeze…’
‘You're not going to be on Petaybee and it's a great colour for you, gatita…’
‘Well, I dunno about the way it clings…’
‘Trust me,' Diego said, 'it's terrific.’
Yana grinned to Sally as they passed.
The selection made for Yana quite took her breath away. She'd never had many occasions to dress
up and the extent of the apparel displayed for her approval ranged from severely tailored to rich formal
attire.
‘Whenever would I wear something like this?' she asked Sally, holding out a gore of the garnet
synthi-silk full skirt, even as she was mentally trying it on. Then she noticed the decorations - copying
Petaybean designs - on the neck and sleeve bands.
‘There will be one or two formal occasions when you'll need to be extra elegant,' said Sally, taking
another fold and holding it up to Yana's face. 'Yes, I thought this would be a good colour for you.’
‘I've never had anything so… so soft and…' She couldn't resist stroking the fine fabric against her
cheek.
‘Feminine?' asked Sally. 'About time, then.' Then she went to the more tailored semi-uniform
garments. 'You'll have more use of these and’
‘Oh,' and Yana's wondering fingers caught at the Petaybean designs discreetly worked into the
pocket flaps.
‘Marmion was so taken with the Petaybean designs when we first arrived on the planet that we asked
Aisling to do us some treatments. Subtle but noticeable and definitely smart. That woman has an excellent
clothes sense. Too bad it's been limited to rabbit skins and handwovens, not that' - and Sally hastily
corrected the impression that she might be disparaging -'those haven't been handsome fabrics - just
more… ah… practical than you'd need on Station.’
‘Which are we going to, by the way? Marmion didn't say.’
‘Oh,' and Sally tossed out this bombshell as nonchalantly as she could, 'Gal-Three, of course.’
Yana gulped and her mind raced from one consideration to another: it was the largest of the Space
Cities, certainly in this sector of inhabited space, the headquarters of half a dozen of the more massive
and prominent diversified enterprises as well as CIS, Gallegal, Gal-naval and other galactic agencies. It
was immense and was constantly updating its facilities with state-of-the-art technologies. Bunny would be
totally overwhelmed and Yana understood why Marmion was going to such lengths to dress them -
clothes can give you confidence just as uniforms can bestow anonymity at times - and why they would
need hidden alert devices and 'assistants'. Yana hoped that Diego knew something about Gal-3 - at least
its reputation.
‘Baptism into civilization by total immersion?' she quipped at Sally to cover her uneasy chagrin.
‘She'll be well protected, Yana.' Sally was deadly serious.
‘Then who've you got riding herd on her?’
‘Riding herd? Oh, yes. Good term.' Sally grinned. 'Marmion has roped -' Sally grinned to ease Yana's
tension, '- a pair of her young relatives… not too young, though, and very knowledgeable… to help out.
And a very competent person as the discreet guard. She'll have fun, too. This is going to be quite a
learning experience.’
‘Not just for her,' Yana said with a sigh.
‘Well, do you approve?' Marmion asked, coming in to the cabin with a loaded tray.
‘I'll never be as well dressed again,' Yana said, on the end of a sigh. 'Oh, that smells divine…’
‘Good natural foods always do. This is earth chook.’
'Chicken?'
‘Prepared from a much coveted family recipe known to The famille de Revers as the Colonel's
Southern Fried Chicken,' said Marmion, snatching off the cover of the main dish with a dramatic gesture.
'The colonel was my many-greats ancestor who fought in some sort of early war on Earth.’
‘Ohhh,' and Yana, sniffing deeply, made no more concessions to courtesy but sank down on the chair
by the table and served herself from the large platter.
‘What smells so good?' Bunny asked, Diego right behind her, sniffing with his not so small proboscis.
‘Yummy!’
‘There's enough for all and more that can be hotted up if anyone has an appetite,' Marmion said with
understandable pride as the young people pulled chairs up to the table.
Marmion and Sally exchanged glances at the success of their agenda.
3
SpaceBase
Contents - Prev/Next
Sean forced himself back to work after seeing Yana off. He had hoped that they would have had a
little time to spend together. He'd arranged his investigations in the south so that they could. Damn CIS.
But he had to trust Marmion de Revers Algemeine. She was awake on every count and more than able
to handle whatever the ungood Captain Torkel Fiske and ex-chairperson Dr Matthew Luzon could be up
to. Sean did not doubt for a moment that they had plans underway to discredit Marmion, Yana, Bunny
and Diego, perhaps even to discredit Anaciliact - though he would be the hardest person to compromise
of the lot of them that had gone so bravely forth today. Sean just didn't see either Torkel Fiske or
Matthew Luzon forgetting the indignities both had suffered on Petaybee, well deserved though they had
been.
Luzon may have broken legs but with new healing techniques those injuries wouldn't put him out of
action much longer. And nothing had broken his brains any more than they already were or altered the
sense of outrage the man had sustained when all his calculations had backfired. Of course, he had lost
credibility with Farringer Ball, the secretary general of Intergal, but that would only make him more
anxious to retaliate.
The Company too, was retaliating, apparently intent on drowning the newly appointed interim joint
governors of affairs Petaybean, himself and Yana, under a mountain of paperwork.
At SpaceBase, most of the several tons of paper that was stacked ceiling high in Yana's little cabin
would have been electronically transmitted. So far Kilcoole had no electrical power, nor did it want to
acquire any in the near future. The generator which ran Adak's radio was inadequate for the volume of
communication the Company suddenly found necessary to transmit. The battery-powered comunits
weren't up to the job either. So couriers were sent several times a day via two of the hovershuttles that
had been sent down to aid in the repair of SpaceBase.
Three weeks after the planet had destroyed the landing fields and many of the surrounding buildings
by extruding massed rock up through the centre of the facility, SpaceBase had been all but evacuated.
Meanwhile, troops were busily relocating buildings around the old cleared perimeter and salvaging what
they could until small shuttles could ferry enough material to build a new landing pad. Before the first
shipment could arrive, however, the planet gave the Company another demonstration of its power.
Sean and Yana were riding the curlies towards SpaceBase and were just in sight of the standing
stones the planet had made of the landing field. Suddenly both curlies shied and whinnied. About the
same time, the trees began to shimmy, the river alongside the trail churned as if stirred by millions of giant
fish, and the ground shuddered. Both curlies abruptly sat down, Sean and Yana still astride them.
‘Earthquake!' Yana yelled but Sean had found himself grinning back at her and pointing.
For the standing stones were tumbling. The planet, with a mighty swallow followed by several small
sips, was retrieving the stones and earth with which it had made such an impression on Intergal's principal
Petaybean outpost.
Yana grinned back at him through the cloud of gritty dust and the grinding roar and slam of the
planet's machinations.
‘Well, isn't that something?' she said when the tremors subsided. The curlies rose to their feet. The
soldiers working around the edge of the base crept back to survey the damage done when the structures
the planet had hoisted aloft suddenly settled back to ground level again, though not exactly in their former
places or conformation. 'And what, do you suppose, was that all about?’
‘Scientifically, I suppose this subsidence probably has something to do with the volcanic and seismic
activity happening near the equator - since it's busy building up layers in the sea there. Maybe it needed
this bit elsewhere. What it looks like, however, is in light of the Company's agreement to be sensible,
Petaybee is showing that it's willing to let bygones be bygones.’
Now he was wishing his planet was not so forgiving.
Though repairs and replacements had only brought SpaceBase back to about a fourth of its former
capacity, it seemed to have plenty of power to generate the damned paperwork which only Sean and
Yana were available or able to handle. Frank Metaxos and Steve Margolies, though literate and willing to
be helpful, were still Company employees and as such kept far too busy with their own work to assist in
administrative chores.
,' really must get a literacy programme going as soon as possible, he reflected ruefully.
Until now he hadn't really been aware of the volume of work, since he had been out canvassing the
planet, trying to find out which needs the people wanted met, how they perceived the planet's wishes in
their areas, what sort of interaction they desired with the Company. He also assisted Clodagh in finding
new areas where the plants for her cures grew and generally tried to obtain a feeling for what was needed
beyond Kilcoole. Fortunately, Lonciana Ondelacy, a former Company Corpswoman, was also literate
and she was able to do much of the work in the South. Unfortunately, all of the paperwork still had to be
processed at SpaceBase before that destined for the South could be sent to Loncie. Portage, the
southern continent's landing base, wasn't equipped for a large volume of traffic or anything much larger
than a shuttle. Whittaker Fiske had been helping transfer relevant documents to Loncie by loaning
Petaybee's new administration the services and copter of his personal pilot, Johnny Greene.
Now Sean picked up a piece of paper, this one from the Ambassador of someplace called Petra 6.
'To whom it may concern,' it began.
We have recently been apprised of information leading us to believe that relatives of some of our
settlers reside on Planet Terraform B. Our people would like to know how to comply with the visa
process on your world in order to be reunited with their estranged family members.
Yrs Truly,
Alphonsina Torunsdotter, Ambassador.
Before he could think of a reply, the door to the cabin banged open and a pair of battered men,
bound tightly with sinew rope and each wearing a dead animal around his neck, fell into the room. They
were closely followed by the fuming form of Sean's sister, Sinead, who slammed the door shut.
‘You won't believe what I caught these two, these two murderers doing, Sean!' Sinead said.
‘I believe exhibits A and B might already be tied around their necks, Sis,' Sean said mildly.
‘Yes, but they didn't claim this fox or this wolf from any of the culling places. They went into the
woods and using their so-called civilized weapons -' she slapped two laser rifles atop a tottering pile of
papers, causing an avalanche which all but buried the prisoners '- simply slaughtered these perfectly
healthy creatures without so much as a by-your-leave or a thank-you!’
‘MMMhmmm,' Sean said, eyeing the prisoners. 'And what do you have to say for yourselves?’
‘Well,' the bearded one began, 'we did ask weeks ago how to apply for a hunting licence on
Petaybee, after some Corps buddies of ours told us about all the game here, but we never got an answer
so we figured, backwater planet, wide open, anything goes.’
Sinead grabbed him by the hair and pulled his face back so that he could only see her cross-eyed
glare. 'You figured wrong, wormbreath.’
‘You should', Sean told the men, 'have been patient. How did you get here anyway? SpaceBase is
only transporting official personnel these days.’
‘We - uh - we caught the shuttle.’
‘What shuttle?’
‘The PTS shuttle our soldier buddies told us about.’
‘Excuse me,' Sinead said.
‘Stands for Petaybean Tourist Service,' the man whose hair she had hold of said quickly. 'Looks like
it's brand new - arrived on MoonBase a few hours before we did.’
The other man said, 'I demand that you and this -this amazon of yours’
‘The lady', Sean said, 'is my sister.’
‘That you and your sister untie us and inform us of what laws we have broken and notify our
Ambassador at once. I am Dr Vincent de Peugh, vice-president in charge of resource utilization for
Intergal's Terra Section Delta and this is my colleague, Dr Raymond Ersol, vice-president in charge of air
quality control. We do not intend to spend our vacations being victimized by your government on some
trumped-up charges.’
Sean rose from behind the paperwork, lifted several sheets from the head and shoulders of Dr Ersol
and neatly replaced them on the desk, which he then leaned against, ankles and arms crossed.
‘Well, gentlemen, I can see that you've been misled. You've broken no written law, as such, since we
have yet to write any. Quite simply, the people who live here know that one hunts only to live on
Petaybee and one takes only the game which offers itself. What I would like to see from you is your
authorization to be here at all. As far as I know, at this time, only official personnel and designated
settlers approved and transported by Intergal are allowed to be here - not off-world employees looking
for what you consider recreation. What we, as Sinead has so tactfully explained, consider wanton murder
of an allied species. You see, and as a resource manager, Dr Peugh, I'm sure you'll understand this, we
of Petaybee, people, animals, plants and planet, have a system and we all depend on each other. You've
just gone and upset that system something terrible. Now then, Sinead will be glad to release you after
you've accompanied her to make due restitution to those you've offended.’
‘And our property?' Ersol nodded to the rifles.
‘We'll return it to you on Earth, if you'd care to leave a forwarding address. Might take a while
though. Backwater place like Petaybee, the postal service is atrocious. No doubt that's why I never
received your request, or if I did,' and he gestured to the piles of paper, 'I haven't got around to
answering it yet. Sinead, I think maybe you might get Liam to accompany you and maybe Dinah. She's
been driving Liam nuts since Diego left. And you could loosen the hobbles on these gentlemen so you
don't have to carry them outside again.’
Sinead gave him a mock salute and hauled her prisoners back outside again.
Sean sighed. It didn't look like he was going to be bored while Yana was shipside anyway. Now he'd
better see if he could enlist Whit Fiske to help him find out about this Petaybean Tourist Service shuttle
business.
Shipside
Yana, Bunny, Diego and Marmion were all together in the forward viewing lounge as the great
sprawling array of interlocking circles that was Gal-3 grew from a glittering spot of light to its real
majestic splendour. The circles were stacked five deep 'horizontally' and, in places, nine in'vertical'
alignment. There were two more thick, squat circles at nadir and zenith of the complex which housed its
defensive equipment. Yana stared in fascination. She'd never had such a view of the facility: both of her
trips here had been made in the belly of a troop transport. She rather thought they'd been docked on one
of the nadirward circles.
Diego was explaining the various levels to a goggle-eyed Bunny: the upper level was for executives
and company chairpersons, the next level was general for the Gal-3 resident population, housing
recreation and mercantile areas, the middle one was probably all accommodation, transients and
residents, while the fourth was devoted to repair, environmental controls, and so on, and the fifth storage,
while the blobs on top and bottom were restricted to Federation personnel, defence and administration.
‘Wait a min, Diego.' Bunny finally got her awe under control. 'People live all their lives on this…
thing?’
‘Sure. I haven't lived that long on a planetary surface, you know,' he replied.
Her look was clearly 'you poor deprived kid' but he didn't notice it, for he was waxing verbose on the
entertainment and catering treats that were in store for her.
‘Oh, and I have just the right couple to be sure you don't miss the right places,' Marmion said
cheerfully. 'My nephew and niece… or rather, my late husband Henri Algemeine's nephew and niece but
they are such charming youngsters that I know you won't object to their company.’
Yana could see Diego wincing and Bunny's blink of astonishment.
‘They really do know their way around,' Marmion went on firmly to squelch incipient rebellion. 'Bailey
Algemeine's sixteen’
‘Eighteen, Marmion,' Sally corrected her.
‘Remember, he graduated from Aldebaran Tech last month.’
‘Aldebaran Tech?' Diego breathed respectfully.
‘Time does fly, doesn't it. Yes, and I do believe he got both patents on his escape pod projects.’
‘Escape pods?' Diego was impressed.
‘But he's free for a while and waiting for just the right opportunity. So it's fortunate he's on Gal-Three
right now, isn't it?' Marmion's bright smile for such serendipity was irresistible.
‘Your niece?' Bunny asked with a sideways, and slightly proprietary, glance at Diego.
‘Charmion's finished her course in neural deprivation… she's a Pultney-Gabbison, you know,'
Marmion bubbled on. 'So she came with Bailey for a visit. He's been showing her around Gal-Three,
too. She's nineteen. Almost too athletic for a girl in her social position.' Marmion sighed and, having
delivered her message, turned to watch the docking. Now, smoothly aiming at the second horizontal
group of circles, the far from insignificantly sized spacelaunch became a mote as it was received into the
small docking area which catered to the vessels of people of rank similar to hers. Yana began to agree
with Sally, that proper clothes would lend confidence: not much else would.
A melodious chime rang through the launch and so did the verbal announcement that all docking
procedures had been completed and the passengers might now disembark.
A cluster of people stood politely awaiting their arrival. 'Bots, attached to grav floats, scurried on
board to collect luggage - Bunny followed their progress with round eyes. Yana noticed her hands
twitching at her sides as if she wanted to take one apart and see what its innards were like.
Bailey and Charmion were easy to pick out of the group: they were the youngest: the boy with long
black hair in a clever clip and the girl with a head of very blond curls that framed a face appropriately
enough as 'charming' as her name. They were also a very good-looking pair, fashionably clad in some of
the very colours that Bunny had protested about. They also looked intelligent and welcoming, with no
trace of the stylish boredom so many young aristocrats affected. Charmion was obviously fond of her
aunt and called out a stream of greetings as Marmion disembarked her launch.
Beyond Charmion and tall Bailey, Yana saw the imposing figure of Millard Ephasios, one of the aides
Marmion had had with her on Petaybee, and decided that the tall, attractive, grey-haired gentleman with
the patient expression on his face was one of Marmion's suitors and the older woman her social
secretary. The woman was impeccably dressed and had an organizational air about her, like a rear
echelon officer. Rentnor Bavistock was her secretary and Cynthia Grace was Marmion's financial
adviser. Marmion murmured that Cynthia would be a good person to talk to on how to set up small
businesses on Petaybee so that people like Clodagh, who'd be gathering and processing Petay-bee's
pharmaceutical wealth, could set themselves up properly. Yana sighed, not really wanting to impose
'modern' anything on her friends. She also discovered that things weren't really what they appeared to be
on Gal-3.
Residence permits, in the form of metal bracelets'to be worn at all times' said Rentnor firmly, were
immediately clamped around each wrist.
‘Don't even take them off when you shower,’
Marmion added, taking hers from Rentnor and noting that Sally was already wearing one. 'Loss can
cause the most remarkable problems in getting about the facility.’
‘You wouldn't believe!' Bailey said, rolling his eyes and grinning at Bunny and Diego.
The last member of the welcoming committee wore an official-looking outfit, tailored to his spare
figure, with collar tabs Yana didn't recognize but which were sufficiently intricate to denote high rank. He
was swarthy, with a close-shaven pate of black hair, an oddly asymmetrical countenance which made his
large nose seem to divide the disparate sides. His black eyes were patient and he had a slight lift to one
corner of a wide mouth. Like a well-trained or very polite official, he waited until the initial exchange of
introductions, news and urgent messages had been accomplished before he stepped forward to take and
kiss the hand Marmion held out to him.
‘Oh, Commander, how good of you to take the time,' Marmion said and then introduced
Commander Nal an Hon. 'I've told my friends to be very careful of their ID bracelets.’
‘Indeed, a caution worth repeating frequently,' he said. Then, turning to the newcomers, 'While the
bracelets will admit you to every level but Nadir and Zenith, you would be wise not to explore or you
may find yourself missing a hand.’
Bunny gasped and protectively clasped her braceleted hand to her chest.
‘Now, Nal, I won't have you frightening my young friends simply because they're dirtfoots,' Marmion
said with a little reassuring laugh.
‘It's because they're dirtfoots that I do,' he said with no apology and caught Yana's gaze, nodding to
mean that his warning was for her as well. Yana raised an eyebrow at him. And to think, six months ago
she might have said something similarly preposterous to someone like herself. 'Having said that, I would
be happy to escort your friends into Zenith Ring for The Tour.’
‘How kind of you, Nal. When we've had time to settle in, I'll take you up on that offer,' and Marmion
twinkled flirtatiously at the Commander.
‘Then I shall await your call, madame,' he said and with a courteous bow withdrew.
‘And you will tell me what that was all about, won't you, Rentnor, Cynthia?' Marmion said in an
undertone and with no single sparkle of amusement.
‘Hmmm. But it will take an hour or so, Marmie,' Cynthia said. 'Meanwhile, let's get to your suite.' She
gave a little convulsive shudder. 'It's so open out here.’
Bailey and his cousin Charmion immediately moved to bracket Diego and Bunny. 'We'll lead on, Aunt
Marmie,' Bailey said.
And Yana had Sally on one side and Millard on the other while Rentnor and Cynthia partnered
Marmion as they made their way out of the docking bay. When the lock doors closed with a satisfactory
clank, Cynthia uttered a little sigh of relief.
‘Agoraphobic?' Yana asked Sally.
‘Definitely. Her launch only has a viewscreen in the pilot's compartment,' Sally said. 'It can take you
like that, you know.’
‘I thank the stars that I don't,' Yana replied. 'You've been well, Millard?’
‘Tolerably, thank you, Colonel Maddock-Shongili.’
‘I've been Yana to you before, Millard,' Yana said repressively.
‘I'm practising, Yana,' Millard said with a mischievous grin that seemed out of place on his serious
face.
‘For what?’
‘For making it very plain to even casual observers,' and Millard paused significantly,' that you are not
just a transient or insignificant dirtfooter!’
‘Oh?' Yana asked, amused that he too had noticed. 'And what do you suppose gives anyone that
impression? The Colonel or the hyphenated surname?’
‘Either,' replied Millard imperturbably, idly glancing at those passing them in the corridor. Taking a
long step, he got on the walkway - the- four young people were well ahead of them now on that
transportation -and turned to hold out a hand for Yana.
She had a half-formed notion to remind him that she was scarcely infirm when a nudge from Sally
behind her made her accept the proffer of courteous assistance. Feeling slightly regal, Yana accepted
with a smile and a nod to Millard.
‘You're doing just great, Yana,' Sally murmured in her ear.
‘Will you be colonelling me, too?' Yana whispered back.
‘No, but I'm another woman and patently your companion, while Millard has been booted into the
role of escort.’
‘Oh!’
When they reached the main concourse, Yana was sorry that Bunny was in front of her. She would
have liked to see the girl's expression when she beheld the mechanical and commercial splendours of the
Second Level. Not only was there a ceiling monorail in operation but four levels of shops on this part of
the concourse and belt steps at regular intervals to get you easily from one level to another. Some of the
shops were blasting passersby with their sounds, smells, and sensual outputs… assaults to which the
residents were now immune but which would stun Bunny as they did Yana, who had only heard about
such concourses. The lower-level facilities she had infrequently patronized as an officer were
considerably more primitive than these.
‘You will notice, Colonel,' Millard was saying,' that there are location diagrams at convenient intervals
by the belt-lifts.' And he indicated the one they were passing. 'Your quarters are located at Interface
Three, that's two circles right of our present position, Three-L-110. Please memorize that and record.’
Yana's hand was halfway to her belt for the recording device which had so often been part of her
basic equipment when she remembered Marmion's gift. She had drilled herself on the position of the keys
and now, with a brush of her hand, opened the recorder and spoke Three-L-110, Interface Three.
‘Handy gadget,' she murmured, turning her head over her shoulder to Sally.
‘They are.’
They continued to the turn, the panels sliding open at the wave of a wrist to admit them and closing
behind them, shutting out the frenetic noise of the concourse.
‘The walkway is on the portside,' Millard said, 'or you can walk for the exercise.’
‘I need the walk. Oh, is it safe?' Yana replied.
‘Safe enough, Colonel.’
‘That's going to unnerve me,' Yana said between her teeth.
‘It's supposed to have the opposite effect,' Millard murmured back, and she saw the glint of mischief
in his eyes.
The living accommodations were on two levels, with belt-lifts again to take the upper-level residents
to their doors. Obviously the second level was more secure. There was also an air of refined elegance in
the floor covering, the discreet non-stimulating murals and decor. Brass territory, Yana thought to herself.
And also thought she could stand a bit of this right now, especially with Petaybee's winter on its way
when she returned to the planet.
Marmion's quarters were on the upper level and seemed to take over one whole quadrant of the
circle. Each wristband had to be presented before the panel would admit another body. Yana had lost
track of the luggage 'bots, but when she arrived in her room everything was there, so she suspected a
service access and wondered if the 'bots got their IDs checked, too.
In a state of shocked bemusement, Bunny was peering around the sumptuous main lounge of
Marmion's quadrant. And it was a quadrant, Sally told her with a grin.
‘Marmion rents four of the five levels to Gal-Three,' she added.
‘And the fifth?’
‘That's environment and another company owns it and the equipment. Marmion does have a share in
the company but only a small one.’
‘Oh!’
‘This way, Bunny, Diego,' she added, taking the newcomers on a small tour while Marmion went off
with her business colleagues, and Bailey and Charmion deliberated exactly how to entertain Bunny and
Diego when they returned to the lounge.
‘We're all on the guest side,' Sally explained. 'Marmion's got a complete office here so she can keep
up with her investments.’
4
Outside Kilcoole
Contents - Prev/Next
Youngling, you are troubled, the rumble of the clouded snow leopard's concern brushed soothingly
against the painful thoughts and feelings attacking Cita's spirit.
‘Coaxtl,' the girl reached up and put her arm around the neck of the great cat, burying her face in fur.
'Oh, Coaxtl, I am nothing but trouble. I have been weak and foolish and now my new family, my sister
and her mate and my beautiful new aunt, have left me behind and my kind uncle is so displeased with me
he seldom speaks to me any more. I am indeed unworthy to be included in the activities here, too stupid
to help, too needy, too…’
Too long dwelling in the false caves of men, Coaxtl said with a cough of disdain. Too long away
from the clean cold snow. Come, let us go to the mountains together and chase each other's
tracks and find a rabbit who wants to die. It will be like the old days, before the men brought you
here.
Goat-dung wailed and hugged the cat harder. 'Oh, poor, poor Coaxtl, I know you have stayed here
away from your home just because I am too stupid to look after myself and you are a very kind cat…’
Hush that! And stop thinking of yourself as Goat-dung, Youngling. The others have given you
good names - the name of your dam, Aoifa, and the name of your sire and your litter-mate, which
is Rrrrrourrrrke! Coaxtl took great pleasure in roaring the name. Or they call you Cita, which is a
better name than La Pobrecita, the poor little one, or Goat-dung. This one would drop all of those
kitten names and simply call oneself Rrrrrourrrrke!
‘I wish I were your kitten, Coaxtl.’
Well, you aren't, but we can pretend. Come. Though you've gained some weight since you've
been here, still you are not too large for one to carry on one's back pan-way. One smell's snow
and one wants to rrrroll!
Goat-dung, no, Cita, no, The Rrourrke Youngling, climbed on to the back of her friend, and together
they bounded away from the river and the town, from all the bustling people, away from the memories of
the terrors of the SpaceBase, and out into the forest with its showers of rust-coloured needles and bright
golden leaves. Rabbits, squirrels and birds scattered before them as Coaxtl raced through the red
underbrush, her paws crackling on the carpet of old leaves which sent up a delicious, spicy smell with the
cat's every step.
Before they reached the edge of the forest, Coaxtl suddenly laid down and rolled over. Youngling
Rrourrke tumbled into the leaves and laughed as Coaxtl mock-pounced her, all four paws landing clear
of the girl while the furry face gazed into hers.
‘Your breath smells like dead meat!' the girl cried.
Yours smells like you've lived among men too long! Coaxtl answered. What are you lying there
for, lazy Youngling? It's your turn to carry me!
‘And how should I do that, crazy cat?' she asked, scrambling out from under the creature's
underbelly, where twigs and leaves dangled from the silky fur. The girl opened her mouth wide and
pretended to go for the back of the cat's neck. 'Shall I carry you in my mouth, like a mama cat?’
Don't be impertinent! Coaxtl said, and bounded off into the brush. Bet you can't track me!
Goat-dung ,' Pobrecita ,' Cita ,' Aoifa ,' Youngling Rrrrrourrke roared her name and plunged through
the brush after her friend. Every time she paused, bewildered when the cat seemed to be nowhere
around, she heard a laughing thought just ahead of her and saw the quiver of a bush or the flash of silver
fur which was not awfully good camouflage in the brightly coloured forest, and she was on the trail once
more.
And then, without warning, she ran out of the forest onto the edge of the muskeg-humped plain, and
there was no Coaxtl, not anywhere.
Hsst, the cat's voice cautioned. Hide. A man-thing comes.
‘What? Where? Coaxtl, I can't find you. Where are you?' she asked, and rustled the brush trying to
find sight of the cat. But while her back was turned, she suddenly smelt what must have alerted the cat
long before, and saw a small flat vessel, not like the copters she had once known as Company Angels
but what Bunny had referred to as a'shuttle'. It had letters on the side. Bunny had been showing her
stupid sister letters before she left. She thought the names of those letters were P, like Petaybee or
Pobrecita, which began with such a letter, and I - no, the table on top - that was it! Bunny had said that a
'I had a table on top -PT… S like snake or serpent - PTS. That was what it said on it.
She was so proud of herself for puzzling this out that she didn't think to hide. She had become
somewhat easier among people since her move to Kilcoole, and more accustomed to what Coaxtl called
man-things. The Shepherd Howling had not cared much for such things unless they were bringing
supplies, so machinery played little part in the terror of her life among the Flock before she met Coaxtl.
So mostly she was curious and watched the shuttle land, despite many hissings from Coaxtl. She had
no idea that such an important-looking craft or the people from it would take any notice of someone like
her.
One by one they climbed out and sank promptly into the squooshy hillocks of muskeg. Their lower
clothing and legs and feet would be very wet, she knew. Some of them carried long metal sticks and
some of them had long white skirts, others wore short skirts and high fur boots and leaned on the arms of
companions. Still others wore shiny pants. All of them were much too warmly dressed in layers and
layers of fur and down, mittens, boots, coats, mufflers, and hats.
‘Aha!' one of the ones in a skirt cried. 'There's one!’
‘One what?' asked a woman's bored voice.
‘An aboriginal Petaybean.’
‘There's no such thing,' another protested.
‘Ah, you sir, as a businessman, obviously do not understand the spiritual nature of the relationship
between the Petaybean native and his or her Great Benefactor. It has been explained to me and my
brethren, however, by an expert on the subject.' And without waiting for further argument, the man in the
white skirt slogged forward, squooshing up to his knees with every step. 'You there?’
‘Brethren.' He had said 'Brethren'. Shepherd Howling talked that way, and Dr Luzon. They were not
very nice but she had learnt to mind them. Half of her wanted to shrink back into the brush but she stood
as if rooted while the man approached and waited for him to demand that she do something she didn't
want to.
‘Oh, little girl, yoo hoo!' another white skirt, this one a woman, called.
‘Yes, you!' the man said. 'You are an indigenous native of this glorious being upon which we stand?’
‘Well,' the girl began.
Youngling… Coaxtl's voice whispered.
‘Well, yes, I guess so.’
‘Ah!' the man's nervous smile broadened into a wide grin and he beckoned to those waiting behind
the shuttle. 'She is! Come along, it's all right then.’
The others surged forward as awkwardly as the first, carrying their bags and their metal sticks and
baskets.
The woman in the white skirt was the first to arrive. 'Brother Shale, you've been too hasty as usual
and frightened her.' The woman pulled back her hood to reveal a shaven head, and took off her mitten to
stick out a hand. 'Hello, honey. I'm Sister Igneous Rock. Take us to your leader.’
Ponopei II
Torkel Fiske had disguised himself before leaving his shuttle. He didn't care to be recognized by any
of his father's cronies. A dark colourwash and a quick weave altered his hairstyle to shaggily long with a
parting instead of his usual cropped red cut. A false dark moustache which looked utterly convincing, a
pair of dark glasses well suited to the climate of the resort moon Ponopei II, a white synlin suit and a
Caribbe seascape-designed shirt that were unlike anything he ever wore anywhere else, woven sandals,
no socks and the sort of jewellery he normally wouldn't be caught dead in at his wrists, fingers, neck and
one ear completed his ensemble. He chemically altered his skin colour with the substance designed to
keep shipsiders from feeling out of place where sun and sea worship were the norm. Running an allview
holo to check his appearance, he didn't recognize himself. He looked like a pirate on vacation himself.
Good. Onidi Louchard wouldn't take him for a rich, regimented fool then, a Company flunky who had
risen to power on his father's reputation. More and more he was starting to feel that people around him
did view him in that light and he hated it.
Fortunately, he had had cause to disguise himself before on Company business. A little fiddling with
the computers altered the identity codes to provide him with yet another persona. His shuttle was an
Intergal rental registered to M'sser J. LaFitte, a gem dealer from Burroughs Canal, Mars.
He had come to Ponopei II often enough that he knew his way around and was known, so he was
gratified when none of the docking officials recognized him, nor the florist where he bought his leis, one
for himself and one to seal the deal with Louchard. The maitre d' at his favourite restaurant failed to
recognize him as well, but said, on consulting the reservation, 'Ah, M'sser LaFitte, your companion has
not yet arrived, but your chamber is ready. This way, sir.’
Torkel spent the next fifteen minutes sizing up the people who entered after him, wondering which one
could be Louchard. After watching three men in shorts and sandals, another in a yellow business suit
similar to his own, five giggling young girls and one slightly older, petite, demure looker, dressed to kill - a
society trophy wife, he guessed - he thought he had been stood up-Then the trophy wife in the soft
lavender and blue sarong dress turned her snappy high-heeled sandals his way. Her legs were very nice,
he noted. Pity women seldom showed them in public any more - except here, of course, where they
showed everything. In taking in her appearance, he saw that she was somewhat older than he had
assumed at first, her dark blond hair tufted at the ears and crown with silver. Then he realized she was
wearing a blue frangi-pangi behind one ear. Louchard's communique had melodramatically mentioned a
blue flower and that he was to bring leis.
The woman with the blue flower smiled and extended a tiny, beringed hand. All the rings had gems
that matched her dress except for a prodigious stack of gold ones on the ring finger of her right hand. He
admitted her to the chamber, and shut out the sights and sounds of the soft pink sands of the beach, the
lime-green waters, and the multicoloured gardens by closing the hatch of the privacy bubble behind her
and drawing the beaded curtains.
‘It's Captain LaFitte, surely, isn't it?' the woman enquired, sliding neatly across from him.
‘It's Captain Fiske, as your organization was told,' he said. 'And I was told I would negotiate with
Louchard.’
‘Louchard couldn't make it,' the woman said with a charming show of teeth in a pink lipsticked
mouth. 'I represent the organization. We understood you had business to discuss and I am the business
manager, Dinah O'Neill.’
‘I see,' he said, and he did. She was no more a business manager than he was Jean LaFitte. The
appearance of Onidi Louchard was a carefully guarded secret, but he had heard that the pirate was
female. And this lady's eyes were as cold and calculating a's he always fancied himself to be. They
understood each other quite well already. 'The deal is simply this. I recently met some gentlemen in
business with Louchard on the planet known to the locals as Petay-bee. It's a treacherous world that
refuses to give up its secrets to outsiders, but seems to have a fondness for certain people who live there.
Three of those people are now on Gal-Three. The one I'm concerned with is a former Company Corps
officer, Yanaba Maddock. She and her paramour, a suspicious local named Shongili, have manoeuvred
themselves into being named coadministrators of the governmental affairs of Terraform B. They're the
ones who threw a monkey wrench in your operation on the planet and they're now the ones in charge of
future resource use. Maddock is pregnant. Her husband is, for a variety of complicated reasons, unable
to leave the planet. The teenagers accompanying her are a boy of no particular consequence and a girl
who is the husband's niece. But the important one is Maddock.’
‘I can see where holding her would give you a certain… leverage. But I fail to see where there's any
profit in that for us,' said Dinah O'Neill.
‘I really should have spoken to your leader then,' Torkel said. 'He would have understood at once.
Petaybean mineral wealth is still waiting to be mined. Captain Louchard has seen this…’
She shrugged. 'That is true. But it's also true, Captain, that there are many other worlds to mine.
Petaybean ore and gems are top quality but are proving… costly to extract. In addition to losing four
men and the supplies invested in their operation you now want us to kidnap some settlers? That planet
doesn't yield its largesse to them either and they're all poor as dirt. Sounds to me like you've got a
personal problem with these people, Captain. We're not terrorists, we're business people.’
‘So is the woman who is hosting Yana Maddock and the children. I'm sure as a "business person"
you'll be familiar with the name Marmion de Revers Algemeine?’
‘Naturally, though regrettably she has never shown an inclination to avail herself of our services. If the
parties you're interested in detaining are in her care, however, I must tell you that such an operation
would be so difficult it would be no more cost-effective than your other proposal.’
‘Even if detaining Algemeine as well as Maddock is possible? I would think that the lady would
command an extremely high ransom.’
The woman shook her head and looked at him pityingly. 'So would the board of directors of Intergal,
but we do know our limits, Captain.’
He leaned over and boldly took her hand. 'So do I - on my own. You don't think I'd suggest this
unless I knew I could expedite access to the targets, do you? Just say yes and we can make this
happen.’
She smiled and covered his hand with her other one. The rings bit into the back of his knuckles. 'I
never could resist a smooth-talking man who wears more jewellery than I do. Expedite away, Captain,
and have your people get in touch with our people. You know how.’
5
Outside Kilcoole
Contents - Prev/Next
After asking to be taken to Cita's leader, whoever that was, the white-robed Sister Igneous Rock
continued to look at Cita expectantly while the others chimed in.
‘A very good idea, oddly enough, considering the source,' one of the women in very short skirts said.
'Do take us to your leader. I'd like to speak to whoever is in charge. I represent BIEX, the galaxy's
leading pharmaceutical concern and…’
‘Come off it, Portia,' said one of the men in shiny pants. 'She's just a kid. Doesn't even look like she
speaks English.’
‘Petaybeans don't need to speak English,' Sister Igneous Rock told the man sternly. 'They
communicate instinctively with the Beneficent Source. Please take us there, dear. Can you give us a
name, perhaps?’
‘This unworthy one has been called Goat-dung,' Cita began timorously, awed by the presence of such
strange, if apparently ignorant, ones.
‘Not by me,' Sister Igneous Rock said indignantly, wrinkling her nose as if Cita smelled like her
namesake. 'Really, dear, while natural names are pleasing to the Beneficence, I would not dream of
calling the first actual denizen of Petaybee I meet by such a demeaning name as "Goat-dung".’
‘Mostly I answer to Cita.’
Sister Igneous Rock nodded and seemed gratified but the rest once more began talking as if Cita was
not there.
‘Coaxtl, what shall I do?' she asked softly, hoping the big cat could hear her, for she could no longer
see her friend. 'Who is it they wish to see? It is too far to take them back to Uncle Sean before nightfall
and the ones in the short clothes will freeze after dark…’
‘I don't want to see any damned leader,' one of the men with the metal sticks was saying. 'They had
plenty of time to answer our applications for hunting permits. That fellow I talked to said they had cats
here big as horses with pelts that would fetch thousands, and unicorns that if you cut off their horns and
drank them in a powder would let you do it as many times a night as you wanted.’
Do not tell them I am here, Youngling, Coaxtl said.
‘There's no need to bother this child at all,' an older woman said. 'Once we find my family, they can
help us all sort out our problems. Honey, do you know a family named Monaghan? We got separated
when the Company resettled us during the Troubles. I've been living on Coventry all these years and I
just now heard that some of the folks from my village were settled here.’
Cita shook her head. The woman looked nice and Cita wanted to help her but this was all very
confusing. 'I haven't lived in Kilcoole long, but we could ask my Uncle Sean, if he's not too busy. Or
Clodagh. I guess they're leaders.’
‘No, no, child,' Brother Shale said. 'We don't mean human leaders, we want to make the
acquaintance of the Beneficence. We want to offer up our service and adoration…’
‘In all due humility, of course,' added a third white-robed figure. Behind him was a fourth that Cita
had not previously noticed.
‘Brothers Shale and Schist are correct,' this new person, a woman, added. 'We have no use for
human leaders. I am Sister Agate, and I personally would like to state,' and as she said this, she turned
about this way and that to shout over the heads of all of the people, including Cita,' that I am delighted to
be here and will assist the Beneficent Entity in any way I possibly can.’
‘Hush, Agate. We all will. It's not right to put yourself forward like that,' Sister Igneous Rock said.
‘I don't know about any Beni - whatsis,' Cita said, 'or that family either. But I'm very young and
ignorant. They'd know in Kilcoole. Except it's almost night now and it'll be dark before we can get there
and I'm afraid I'm too stupid to find my way in the dark.’
‘That's where the Government is supposed to be,' the woman called Portia said. 'How far is it?’
‘Many klicks,' Cita said after trying to figure out how to explain distances on Petaybee.
‘Coaxtl, where can I take them to spend the night?' she asked while they argued among themselves.
But the big cat didn't answer. She was all alone with these strangers. Finally, she drew them into the
woods, where they would not get snowed upon, and with the help of the white-robed ones, who could
be most insistent, got them to bundle together beds of leaves and needles and lie close together, the most
warmly dressed to the outside.
‘Ah, rocked to sleep by the breeze of the Beneficence,' Sister Agate said through chattering teeth, as
she curled near Portia Porter-Prendergrass, who kicked her viciously.
The men with the metal sticks refused to obey and sat with their backs to trees, shivering despite their
winter clothing, holding their sticks menacingly in front of them. When they fell asleep, in spite of
themselves, Cita crept over to them and took the sticks from their hands and buried them beneath
bushes.
Brother Schist muttered constantly under his breath and the man in the shiny pants tried to snuggle
Sister Igneous Rock.
Cita huddled alone in the dark, searching for a particular touch in her head, a particular pair of eyes
kindling in the darkness. She had actually dropped off to sleep when she felt a familiar warmth against her
side.
Help comes, Coaxtl said simply. That was when Cita noticed that Coaxtl's warmth was joined by
another, smaller purring bundle.
An orange cat rubbed herself against Coaxtl who rumbled a low growly remark.
Clodagh is on her way to us with the curly-coats. She will be here soon.
Cita was so relieved she could almost cry. She was so incompetent and everyone was always helping
her out of the problems she seemed to find.
Do not bow your head, Youngling, Coaxtl rumbled. You have done exceedingly well, as the
Clodagh person will tell you, even as her messenger does. You have saved the furred and
feathered ones from the men with the metal sticks, and the men with the metal sticks from the
wrath of the Home. You have also saved these puny others from wandering unguided in lands
which are unfamiliar to them and which they are unfit to travel. Clodagh is pleased with you.
Then Coaxtl sighed. Even if we must return to the false caves of men.
‘Oh, Coaxtl! And you are so miserable…’
How can one be miserable when there are warm places to lie, food to eat, snow to roll in, and
a youngling to lick into shape? Coaxtl interrupted her. One may prefer the inner chambers but
wherever one sets one's paws they touch the Home. Coaxtl raised her head and lapped at a
snowflake, the first of several now drifting from the sky. Ah! See you, Youngling? The Home, knowing
that we sought snow and were prevented from reaching it, sends it to us. We are rewarded. You
have brought honour to the pride and snow to us both. This is a good thing, yes?
Cita nodded, still uncertain. 'I can see that it's working out well. And it is a good thing to achieve
honour even if I did it accidentally. Still, is it not better to achieve honour by being in the right place at the
right time?’
Coaxtl blindsided her with a massive lick to her face. This is no time to ponder on the mysteries of
life, Youngling. Now compose yourself for what sleep you may achieve with all this noise. The
great clouded cat settled herself and curled about Cita's body when the girl obeyed. To Coaxtl's
amusement, Cita slept, despite the snores that filled the air.
Having delivered its message, the orange cat had already disappeared.
When Cita opened her eyes again, the sky through the trees was ivory with snow and she was
covered with a light coating of it. Coaxtl was not to be seen but her side where the cat had lain against
her was still warm.
The people from the shuttle stirred restlessly under a thin blanket of snow.
One of the would-be huntsmen awoke with a start and reached for the weapon that wasn't there, and
a moment later the head of a curly-coat appeared through the brush.
‘Clodagh!' Cita called with relief. And behind Clodagh were Uncle Seamus and three of the grown
Rourke cousins, leading what looked like every curly-coat in the village.
‘Coaxtl tells us you've been hunting, Aoifa Rourke,' Clodagh said. 'I hope you caught game enough to
feed all of these while you were at it.’
Watching the newcomers trying to mount the curlies made Cita feel as though she was not the only
one who was ignorant and clumsy. The woman Portia had to leave her scantily clad legs open to the
snow while her short skirt rode up to her waist as she mounted, a detail not lost on the male Rourke
cousins.
The men who came with metal sticks were angry when they found their sticks gone, especially when
Coaxtl and Nanook appeared alongside the curlies to guide them.
‘I told you!' one of the men said to the other. 'Cats as big as horses! I told you. That's what that
fellow said and it's true. Wouldn't that pelt make a magnificent rug?’
Coaxtl coughed and Clodagh said, 'No, Coaxtl, they're guests.’
‘Did it talk to you?' the third man said.
‘Oh, yes. Coaxtl and Nanook and the other track cats can be very eloquent, but sometimes not very
nice.’
‘What did it say?' Brother Schist asked. Cita, who understood Coaxtl very well, thought that the cat
had merely coughed.
But Clodagh said to the hunter, 'Coaxtl says your pelt is too thin and hairless to be good for much of
anything.’
It took a long time to return to Kilcoole, what with having to make sure everyone stayed mounted.
Poor curlies! Cita thought. She'd have to go and gather some of the late carrots from everyone's gardens
to give them a treat after this.
‘Are you the mayor or the governor or whatever of this town we're going to?' the man who didn't like
Portia asked Clodagh.
‘I'm Clodagh.’
‘Clodagh!' Portia stopped groaning. 'You're the one I wanted to speak to, then. The medicine
woman, right?’
Clodagh shrugged.
‘Look, I'm prepared to make you an offer for your formulas and all the ingredients you can supply.
That's just for now, of course, while we're in the development stage. Later on, when we've located the
sources, we'll need to know the best places to set up our operations.’
‘Are you sick?' Clodagh asked.
‘No, of course not, though I'm getting sick of being on this stupid horse but…’
‘You are the planet's handmaiden!' Sister Igneous Rock screeched, interrupting Portia and scaring the
horses. She jumped down from hers, and ran forward to Clodagh's curly-coat and grabbed Clodagh's
hand in both of hers and began weeping over it. 'Oh, how I have longed to meet you since first we were
given word of this miraculous place!’
‘When was that?' Clodagh asked.
‘About six weeks ago,' Brother Shale said. 'And believe me, since then Sister Igneous Rock has
worked wonders forming our order. Why, she came straight away and told me and the others and we all
knew at once that Petaybee was just what we'd been looking for. We had a little study group before, you
know, about the evils of the universe and how to get back to what was natural and real - we tried talking
to Terra, but it wasn't very responsive. Then, when Brother Granite told us about the Beneficence and
how it caused ruin to the abominations wrought upon it by the Unworthy, well, we had to come and see
for ourselves.’
‘When can we see the evidence of Petaybee's wrath, Mother Clodagh?' Brother Schist asked.
‘Scuse me,' Clodagh said with a snort. 'I don't have any kids.’
‘Please pardon our brother,' Sister Igneous Rock said. 'We mean that you are the spiritual mother of
our order. Brother Granite told us of your wondrous bond with the Beneficence.’
‘What's that?’
‘I think they mean the planet, Clodagh,' Cita offered. People called it so many different things. The
Shepherd Howling had reviled the planet and called it The Great Beast and said it was a man-eating
monster, Coaxtl simply called it The Home, and Uncle Sean and Clodagh called it Petaybee, for the
initials Pee, Tee, Bee which also stood for Powers That Be, the local name for Intergal, the Company
which first settled the planet. Cita thought that, of all of the names, Coaxtl's made the most sense.
‘Why didn't they say so, then?' Clodagh asked. At once, all the white robes dismounted, loudly
apologising and begging forgiveness, prostrating themselves on the ground so that Clodagh's curly-coat
almost stepped on them. They were coated with another layer of snow by the time the Rourke cousins
got them to their feet and onto their ponies again.
Clodagh just shook her head. 'Cheechakos,' she said.
‘What's that?' Cita asked. Her own Flock had many Spanish words and Asian words in their
language, but here in Kilcoole, the people used some words in the old Irish tongue and some in the Inuit
and Native American tongues of their ancestors.
‘A cheechako is a newcomer, child.’
‘Like me?’
‘No, because you're from Petaybee. You're used to the cold and all. A person is a cheechako until
they've lived here from freeze-up to thaw. If they live through the winter, they know if they want to stay
or go away.’
‘But the Beneficence helps you get through winters, doesn't it, Moth - Clodagh?' Sister Agate asked,
a tad anxiously. 'It surely doesn't kill anyone. From what Brother Granite said, it provides for all!’
Clodagh rolled her eyes and said to Cita, 'This could be a real long winter.’
Sean Shongili was tempted to say 'Look what the cat's dragged in,' when Clodagh, Cita and the
Rourkes, with curlies and feline in escort of the most recently landed visitors, stopped in front of Yana's
cabin that afternoon.
The newcomers, when sorted, turned out to be representatives of two rival pharmaceutical firms
whose requests for interviews were allegedly somewhere in the stack of paperwork, three more hunters,
four members of what seemed to be a newly formed religious cult wishing, sight unseen, to worship
Petaybee, and eleven other people who claimed to believe they had long-lost family members living on
the planet somewhere.
Sean sent Cita after Sinead, who came and took the hunters in tow to put them with the others she
had previously captured. He told the drug representatives firmly that they would have to go through
company channels for any patents on medicines. As Intergal had first terraformed and settled Petaybee, it
had prior claim to any economic windfalls the planet might generate. Any credits, that is, left over from
what Intergal might decide to charge the planet for what had already been done to 'improve' it up to
Intergal standards - whatever they were. The religious cult and the so-called relatives required different
handling.
‘There are Monaghans living over at Shannon-mouth,' Sean told the lady who had asked. 'I can send
word to them that you're here and maybe they'll come to see you in a couple of weeks.’
‘Two weeks! But I only have two weeks!' she said. 'I've already taken a week of my vacation getting
here.’
Sean just told her he'd do what he could, and privately decided to have a word with Whit about
having Johnny Greene stop off to leave word with the Monaghans the next time he was over
Shannonmouth. But with the other relative seekers listening, he didn't want to make a promise aloud.
‘Just show us the way to the hotel and we'll find our own transportation tomorrow,' said the man who
was looking for the Valdez family.
‘There's no hotel,' Sean said.
‘Well, then, where are we supposed to stay?' the drug representative, Portia Porter-Pendergrass,
demanded.
He took two deep breaths before answering. 'Don't you think you should have taken that up with the
people who provided you transportation to the surface?’
She shrugged off what he considered a very pertinent question and answered with what he recognized
as a bald-faced lie of convenience. 'They indicated there should be no problem. It's not as if we can't pay
.’
‘That's not the issue,' he told her and gestured grandly around the paper-engulfed cabin. 'This,' he
said, 'is the governor's mansion, if you will. The other houses are no bigger. SpaceBase is still out of
commission from the quake, or I'd send you there. I'm afraid no house in Kilcoole can accommodate
more than two of you at a time, and even that's going to crowd folks. It's not too cold yet though, so
there're probably extra blankets enough to go round and floor space by the fire.’
‘Very well,' Portia said. Til stay with Clodagh.’
‘Not so fast,' said Bill Guthrie, from the rival drug company. 'If you stay with her, so do I.’
‘You will both stay where I tell you to,' Sean said severely. 'My niece, Buneka, isn't using her shack
right now. You, Mr Guthrie, and you, Mr Valdez, can stay there. Seamus, if you wouldn't mind staying
over at the Maloneys', I'll bunk Miss Porter-Pendergrass in with Moira and the kids.’
The male Rourke cousins looked very cheered at that.
‘You gentlemen', he nodded to the five men who claimed to be looking for relatives named Tsering,
Romancita, Menendez, Furey and O'Dare respectively, 'can stay with Steve Margolies and Frank
Metaxos. There's only the two of them with Diego gone and they've got more floor space than most
because they haven't been here long enough to fill it up yet. As for you ladies,' he looked rather
hopelessly into the apprehensive faces of the women who introduced themselves as Una Monaghan,
Ilyana Salvatore, Dolma Chang, Susan Tsering and Furey's wife, Wild Star, 'I'll have to see.’
‘Excuse me, Governor Shongili.' Una Monaghan stuck up her hand like a schoolchild.
‘Dama?’
‘Well, it seems to me we're causing you a lot of trouble. I never meant to actually. It was just when
that man suggested that I might find some of my people… Well, I'm an orphan, you see, and my family
line on Terra D died out and, well, what I mean to say is, it looks like you could use help here and I am a
file clerk and if it's going to be an awfully long wait well’
‘Me too,' Susan Tsering said. 'I can file too. You look like you need help with this office.’
‘I don't suppose any of you people are teachers?' Sean asked hopefully.
‘I am,' Wild Star Furey said. 'I've been company librarian on Minnehoma Station for the last nine
years and I've helped Petaybean and other colonial recruits learn the basics when they come on active
duty.’
Sean smiled for the first time. 'Then, ladies, I will find a place to stay myself and you may take over
the gubernatorial mansion.’
There was a meow from the top of a stack of papers. 'With the help of the resident paperweight. This
is Marduk. He lives here.’
‘What a nice kitty!' Una Monaghan said.
‘But Governor Shongili, what of us? When shall we, how shall we, where shall we meet with the
Beneficence?' asked Sister Igneous Rock. Sean had to hand it to the white robes. They had been very
patient and quiet throughout the proceedings.
‘You're the ones who should stay with Clodagh,' he decided, knowing that he was probably going to
regret it.
6
Contents - Prev/Next
Brother Granite did not have to go far to find the believers he sought. Many people were already
searching for something better, something they didn't have, something to lift them out of the ordinariness
of their lives, to put them in touch with greatness.
What could be greater than an all-knowing, all-powerful, all-embracing planet? Even Dr Luzon, who
had been very difficult for Petaybee to convince, recognized that precept now. That was why Dr Luzon
had sent him forth, to spread the news to those in need of hope.
‘Braddock, my boy, I was in error,' Dr Luzon had said from his hospital bed. 'That planet is indeed
sentient. I mocked it and it rose up against me.’
‘Oh, Doctor, I'm so glad you agree,' Braddock had said with considerable relief. 'I - er - came to the
same conclusion.’
‘Well, of course you did. You're a very perceptive fellow. That's why you have my trust. And you do
have it, son. In fact, now that we know the truth about Petaybee, hallowed be its name, it occurs to me
that our doubts may have been for a very special reason, that we may have been where we were, when
we were, for a very special purpose.’
‘Protecting the Company's interests…’
A look of annoyance momentarily crossed the doctor's high brow and ascetic mouth. His expression
changed so quickly that Braddock felt that the doctor had probably suffered a twinge of pain. After all,
he had been severely injured in the earthquake. 'No, my boy, I mean an even higher purpose. We were
doubters and we were made to believe in the positive force of Petaybee. I see now that we were put on
the spot as witnesses. It is our duty now to go forth among other worlds and spread this news to others.
Indeed, it is up to us to make sure that others are able to contact Petaybee and Petaybee can expand its
influence beyond those few insular settlers we met.’
‘But, sir, I didn't get the impression that any more people were wanted.’
‘Not by the settlers, perhaps. They wish to keep the wonder to themselves, to have Petaybee serve
them alone. As for the planet, because its people are selfish, it has had little opportunity to expand its
influence to others. That is our purpose.’
‘Ours, sir?’
‘As I have lain here, reviewing all that happened to us on Petaybee, I have reached some inescapable
conclusions, besides those I have just imparted to you. One is that I must use my resources and facilities
to help in as selfless a way as possible to expiate my sin to Petaybee. However, my physical condition',
and he waved his hand at his legs, stretched before him on the bed, 'prevents me from taking as active a
part as I would like. There is also the fact that my name and my connection with the Company might be
construed as a conflict of interests in what I propose we do. Therefore, so that association does not
stand in the path of my expiation, I must begin by firing you.’
‘I'm afraid I don't quite understand, sir,' Braddock said cautiously. Normally, if the doctor was
unhappy with him, he had no problem figuring out exactly how he had failed his employer. But the doctor
had not given him any indication that would cause Braddock to think he was going to be fired. Why,
even the beaming, kindly expression on his intelligent face did not look like the expression of someone
who was firing someone else.
‘Only so that you will no longer be associated with me, of course,' Dr Luzon said hastily, noticing
Braddock's confusion. 'In fact, I don't even want it known that I am setting you up in a business that will
facilitate our mutual desire to help people discover the magic of Petaybee.’
Braddock gawked at his erstwhile employer.
‘You see, Braddock, I am going to set you up in business. The transport business. So that you can
travel easily throughout this star system and all others controlled by the Company.’
‘You are, sir?' Then, the light slowly dawned on him. 'Ah! So that I can tell others about the planet,
sir?’
‘That's it, Braddock. Absolutely correct. You will form a company which will enable you to help
those searching for the nirvana which only Petaybee can provide to reach the planet. A transport
company. Now then, I know a thing or two about how people's minds work, how to discreetly
encourage them to do the right thing. Some people we will be able to attract simply by appealing to what
interests them. The wealth of animal life on the planet, for instance, should appeal to sportsmen. And of
course, there will be financiers hoping to benefit by the Company's necessary withdrawal. We are not
playing favourites here. We'll carry anyone who can pay the fare. But there are others who will want to
come because they have relatives there, from whom they were separated during the Company's
relocation programmes following land purchases after the various Terran wars. But many, Braddock, will
simply hunger for a greater truth, a higher purpose, than any they have known. They must have a leader
they can follow. You, Braddock, will become that leader, but not as Braddock Makem…’
Thus the PTS transport company was conceived.
Thus Brother Granite received his name and his instruction in the sort of language to use in bringing
the truth about Petaybee to other worlds.
And it was good.
Gal-3 - Several days later
This whole CIS thing wasn't working out the way Diego had thought it would, but he was glad he'd
come along anyway, just to keep Bunny's head straight if nothing else. Marmie was a nice lady and all
that, but he could have done without the niece and nephew. The nephew was way too nice to Bunny and
the niece kept trying to get her to act and dress like shipside girls. Diego liked her the way she was
already.
He had looked forward to her reactions to the advanced gadgetry that was part of shipboard life and
had imagined her repairing something she hadn't known existed until then, but every time he started
pointing something out, Charmion got bored and suggested going to the fancy gymnasium where Bailey
impressed Bunny and depressed Diego - who had never been a jock - with his gymnastic prowess.
And he couldn't really say anything about it to Bunny. She was like some little kid who'd never seen
candy before. He, of course, was already pretty familiar with all this stuff, though neither of his parents
ever inhabited the same lofty circles as Marmion Algemeine. But Bunny, who couldn't imagine doing
anything athletic in less than sixteen layers of down and fur, was easily swayed and tried very hard to
learn what Bailey and Charmion had been doing all their lives.
Meanwhile, Marmion and her crew were keeping the colonel entertained and as busy as possible, but
Diego could tell that Yana was getting a little antsy when they'd been there a week and the CIS hearing
still hadn't convened. Every day he got up thinking, today we'll do what we came here for. Yana will tell
them how it is and Bunny will speak for the planet and maybe I'll sing them my song, then we'll go home.
He should have known better. His dad was always complaining about how long it took the brass to move
on anything significant.
There was one delay after another. Anaciliact was away on another assignment and Farringer Ball,
who represented the Company's interests, had been stricken with a mysterious illness that was sweeping
through the upper echelons of the power structure on other stations. Ball normally inhabited Gal-3 but
had been away conferring with the leaders of other terraformed colonies when the illness struck.
That was the scuttlebutt anyway - the details were being kept fairly hush-hush. Not that Diego cared,
except for the inconvenience it was causing him. While his father's recent illness made him pity anyone
who was very sick, Farringer Ball had never seemed particularly human to him. Trust a bigwig to show
his only signs of humanity just when it would royally screw it up for everyone else. Diego wondered what
would happen next to detain them.
The colonel was anxious, too, he could tell. One day she and Sally swung by to collect Bunny on the
way to the doctor. Yana was getting checked for her pregnancy and she wanted to see if Bunny was
having any problem being cut off from the planet.
When she returned, Bunny was oddly quiet and fingered the little bag of Petaybean dirt that now
looked so incongruous with her modern fuchsia and teal striped bodytight.
‘How'd it go, Bun?' he asked her.
‘OK,' she said. 'The doctor says my immune system should hold up a few more years and my brown
fat deposit isn't large enough yet to make me uncomfortable off-planet. After I'm about twenty or so,
though, I won't be able to leave for very long, ever, or I'll end up like Lavelle.’
‘So what? You don't want to leave Petaybee anyway, do you?’
‘Not for good, no, but Charmion asked me to come to her family's chalet in the Strigian Alps
sometime to help her set up a dog team and ski. She showed me pictures and it's really beautiful there -
all these beautiful houses and there's flowers all the time, even when the mountains are covered in snow.
It's not that I want to leave Petaybee, really. It's just that I want to be able to if- you know, if I want to.’
‘Not me,' he said, folding his arms across his chest. 'I've been lots of places and Petaybee is the
best.’
‘Sure it is,' she said. 'But at least you got to pick.’
‘You'll get a chance to wear those formal clothes this evening,' Marmion said, emerging from her
office to the main room where her guests were lounging. They had spent the morning exploring yet
another level as well as making another visit to the extensive gymnasium which fascinated Bunny.
Marmion was delighted with the way Bailey and Charmion were filling their days on Gal-3 and the
youngsters all appeared to like each other, though young Diego seemed rather quiet at times and for the
last day or two Bunny had been less bubbly than usual.
Once Yana and Bunny had been assured by a visit to Marmion's personal physicians that their
absence from Petaybee was causing harm to neither of them nor to Yana's unborn child, Yana had
relaxed considerably. Afterwards, Sally had induced Yana to enjoy some of the beauty treatments
available on Second Level. But, even with so much to do, the continual delays in convening the CIS
hearing were irritating and nerve-racking.
Distraction on a grander scale was needed, Marmion decided.
Calling for the attention of her guests, she waved a sheaf of messages in her hand at them all. 'We
could go to a party on every single level. How do they find out so quickly that I'm back?' The question
was rhetorical. 'But I've chosen just the one for us,' she went on. 'A sort of welcome for a new executive
in…' she peered down at the sheet in her hand, '… oh, Rothschild's. So everyone who is anybody on
Gal-3 will come but that limits the attendance nicely.’
‘It does?' Yana asked, raising her eyebrows in surprised amusement.
‘Certainly. There aren't that many "anybodies" on Gal-Three at the moment.' Marmion gave a trill of
her delightful laughter. 'I already checked the guest list and most of them are the sort of people I'd like
you to meet anyway while you're here. So that's settled. We'll leave at 2030 hours. All right? And
everyone dressed in your finest.’
Bunny and Diego groaned while Bailey and Charmion looked quite pleased.
‘That'll be loads of fun,' Charmion said and turned to encourage Bunny and Diego. 'This'll be much
nicer than you know. More like what you were describing as a latchkay, only Gal-Three style.’
‘People sing?’
‘The ones who are paid to,' Charmion said, 'but if you want to join in, no-one will object.’
‘Could I see you a moment, Yana?' Marmion asked, gesturing politely for Yana to join her in her
office.
The social-lady side of Marmion dropped immediately the panel slid shut behind Yana. Marmion
seated herself at a desk that was neatly piled with disks and vari-coloured flimsies while three screens
behind her scrolled detailed reports, graphs, and tables of figures.
‘Too many people know I have just returned from Petaybee,' she said, rattling her fingers on the
intricately inlaid wood of the desktop. 'Far, far too many people have been apprised of everything -
everything - about Petaybee. Anaciliact holoed in from this emergency mission of his and when I told
him what's been happening he was livid - if you can imagine that consummate diplomat in such a state.'
Marmion rose and began pacing the room, head down, one arm across her chest supporting the other as
she rubbed her forehead. 'I was right to give you that safety disk, and right to assign you guardians. All of
you. I must remember to assign a few to myself,' she said with an impish grin,' though with the security
available on Gal-Three, they might end up stumbling over each other while we're dragged off through a
service hatch or something.' Her smile indicated how unlikely that was.
‘If you're concerned about Petaybee, Marmion, don't be,' Yana said, hoping to relieve her unusual
anxiety.
‘I don't worry about Petaybee at all, Yana,' Marmion replied. 'It has proved well able to take care of
itself. It's all the… the types that are homing in on it. There simply aren't the facilities to cope with them
and I'm sure that's one of the reasons they've been sent.' She frowned.
‘You mean to discredit Sean's abilities as administrator?’
‘Precisely.’
‘Did you happen to hear how soon the meeting we're due at is going to convene?' Yana, too, didn't
wish Sean inundated with problems when he had no-one trained to help. Even, and especially, Petaybee.
‘Not soon enough,' Marmion said in what was for her a harsh voice. She flung up her hands in
frustration. 'I don't think it's all delaying tactics and, of course, Farringer Ball is quite legitimately ill, some
sort of a virus he contracted, so we do have to wait on his return to good health.' She made a little moue
of concern over that delay. 'However, Intergal has conceded - well, CIS has forced them to concede -
that the planet has prior rights to its mineral and metal wealth and anything else that might be valuable.
They're pulling out - as fast as they can.' She made a face. 'That's unlike them, too. But then, they've
never had a planet to face as an opponent. Must make a difference. No bribery will work in this
instance.’
‘Must make it very difficult for Intergal to change its modus operandi.’
Marmion grinned and chuckled. 'If only you knew… But then,' she said more briskly, 'you probably
do.’
‘Not on the level you do, Marmion.’
‘Now, tonight,' the financier went on,' there are certain people I'd like you to talk to.’
‘You mean, show me off to?’
‘Well, that, too,' and Marmion flicked her fingers at Yana's qualification. 'You're the best
spokesperson Petaybee could have.’
‘Not Bunny? When she's lived there all her life?’
‘Her ingenuousness may be useful, to a degree, but you're a military person with experience on many
planets and situations. Your remarks will carry more weight. Also, these are the people Petaybee should
get to know for the clout they have in intergalactic research and development.' She added quickly when
she saw Yana frown, 'The good kind, not the search-and-strip type of operation. It may well constitute a
challenge to them, you see, and they need challenges.’
‘"Life gets ted-jus, don't it?" ' Yana asked with a fake yawn.
Marmion grinned. 'Precisely. Been there, done that, seen this.’
‘Care to give me a briefing?’
‘It's all here,' Marmion said, handing Yana a disk. 'I have compiled vital statistics on all my peers.
Some of them are even nice.' Then she saw Yana's surprised expression and made a little moue. 'Well,
they have them on me! Must keep track of the competition. Have a listen and then if you've any
questions… Oh, blast it!' For her screen bleeped the urgent code. Yana waved at her and left the room,
a departure she sensed Marmion would appreciate.
When Yana entered with Marmion, she gasped at the splendour of their host's incredible lounge with
its vaulting roof of clear plasglass opening on to the stars and all 'outdoors' as she thought of it. Behind
her, she heard Bunny react to the place, but more with a trenchant disgust than amazement. She smiled to
herself, thinking that Bunny would not be easily corrupted by the beauties of her new environment even if
she was being more subtly wooed by its gadgetry and mechanics.
Their hostess, so suavely elegant that Yana was more than relieved to be as well attired, undulated
over to them, both hands held out to Marmion. They exchanged pecks to the air over their cheeks and
then Yana was introduced to Pleasaunce Ferrari-Emool.
‘You might have heard of Ples's company, Yana, Nova Bene Drugs…’
Pleasaunce reacted more favourably to Yana than she did to her.
‘Only you, Marmie, could have stolen the march on that one,' cooed Pleasaunce eyeing Yana, her
cold glance taking in every fold of the 'gown' and the single crystal pendant that Marmie had insisted
Yana wear as the crowning touch to her costume. A delicately arched eyebrow twitched and Yana
wondered just how much the bauble was worth. Plenty, to judge by the cold glint in the woman's eyes.
'And how deee-vine to welcome you in person, Colonel Maddock-Shongili.’
Another unexpected feature of the last few days was how easily all these Station folk seemed to
pronounce double- and triple-barrelled names, giving just the right emphasis on the syllables so that the
names flowed rather than stumbled out of their mouths.
‘How gracious of you to include us in your little party, Lady Ferrari-Emool,' Yana replied, doing the
peck in the air bit as if she had never done anything else to greet friends.
She caught Marmion's delighted but surprised expression out of the corner of her eye. Yana had felt
damned foolish practising both the salute and the names in front of her mirror ever since Marmion had
announced that they were attending this party. It paid off as any good briefing did.
The hostess had paid attention to her social secretary, too, for she got out Diego's suddenly doubled
name of Etheridge-Metaxos and Bunny's Rourke without a quaver. She did not, of course, greet Sally or
Millard as effusively but did gracefully wave them in the direction of the vast spread of refreshments.
‘Now you must meet the guest of honour,' Pleasaunce said, linking an arm with Marmion and leading
the adults to the cluster of gorgeously attired men and women. She pushed her way through in such a
practised way that no-one could have taken offence, though there were some querulous glances at being
displaced - until the displacer was recognized. 'Macci, darling, you simply must meet Marmion de Revers
Algemeine and her guests, Colonel Yanaba Maddock-Shongili, Buneka Rourke and Diego
Etheridge-Metaxos, all from that incredible new world which, it transpires, is sentient. All by itself.’
Macci, who hadn't exactly welcomed his hostess's interruption - he'd been talking to two adoring
young creatures - now let the full force of a Charm Nine smile break across his sculptured features.
When the two girls moved slightly away, Yana could see that he wore one of the very fashionable
SecondSkins, a shimmering tight-fitting garment that only the very athletically trim could wear to
advantage. And he did. Though he wore a discreet - if decorative - loincloth where some of the other
guests sort of let everything hang out. Despite that subtlety, he had a body almost as magnificent as
Sean's, a centimetre or two taller than her husband and broader across the shoulders: not bad, actually,
she had to admit.
‘I know, Marmie,' he said, giving her a paternal kiss on her forehead while his eyes were locked on to
the other three.
When he took Yana's hand, she experienced a sort of electric shock in the contact that surprised her
-hand-fasted as she was to Sean Shongili and with every intention of staying that way. But the man was
unfairly laden with such charisma that Yana reached for the locket under her dress and pressed it hard.
Macci - she heard Pleasaunce listing his pedigree - Macchiavelli (no less) Sendal-Archer-Klausevitch.
And the woman rolled it off her tongue trippingly.
‘What did your parents ever have in mind when they saddled you with that mess?' Yana heard herself
saying. She knew she was being terribly gauche but she resented the effect his magnetism had on her.
‘Trying to win relative favour,' Macci said, squeezing her hand in a very practised and sexy manner
but he let her have it back the moment she pulled away. 'We were the cadet branch, you see.’
‘Ah! Still?’
‘The family motto is "We Shall Contrive",' he replied and his deep blue eyes danced down at her.
‘I'd say you're a practised hand at that,' she said, wanting to laugh because she couldn't believe she
was playing this sort of game. Then she realized that it was a game and even if he were a much more
versatile and accomplished player than she'd ever be, it could be fun!
‘I do my possible.' And he laughed with her now.
‘Oh, dear Macci, we won't detain you further,' Pleasaunce said archly, and importunately drew both
Yana and Marmion away from his enchanted circle.
‘There are so many other people who're dying to meet you.’
They might have been dying to meet her but she damned near died of the boredom of repeating
herself: Yes, she came from Petaybee; yes, the planet was sentient; no, the planet did not ask nor answer
questions; no, she hadn't had vile nightmares and been visited by strange thoughts; yes, the planet was
cold and had very little in the way of technology because the cold banjaxed equipment; yes, everyone
was healthy there and lived long lives; yes, it was possible it was the healthy diet and no, she wouldn't
recommend it as a holiday resort - in the summer the insects ate you alive and in the winter you could
easily freeze to death. No, that didn't sound like a friendly place but it was, and yes, the planet really was
friendly, too, despite its weather which wasn't precisely the planet's fault. No, the Planetary Terraform B
process was not at fault. Petaybee was unique as far as planets went. It went on all night, until the smile
on her face felt pasted so she was glad when Marmion signalled that they could leave.
7
Gal-3
Contents - Prev/Next
The next morning Yana couldn't remember the names of any of the other people she had met with the
exception of Macci: not because Macci had been that unique, although in one sense he had - he was
memorable - but because the others had blended into such an identical blur. Their faces, their voices,
their apparel had had a sameness that made identifying one from the other very difficult. Yana did
remember the things she ate and the wines she drank but the people? And these were those who were
important on Gal-3? No-one appeared to want to talk about anything remotely'significant' considering
they were persons whom Marmion had said were important for her to meet. When they weren't
questioning her avidly, they gossiped about the people who hadn't been invited. Yana hoped that she'd
never hear what was said about her or anyone else in Marmion's group. Petaybee was coming up more
and more golden and real!
She was not the only one silent this morning. Bunny was slouched over her morning meal, and the
measure of her discomfort was registered by the fact that she was wearing an outfit which Marmion had
provided for her rather than some of the Gal-3 finery Charmion had urged her to purchase. She was
moodily staring out of the lounge window at the comings and goings of station vehicles, tugs, and
incoming traffic of all kinds.
Yana decided not to show Bunny the corn-message from Sean which asked Yana to see if Marmion
could check out a firm trading as PTS, Petaybee Transport Shuttle, which was so busily landing new
problems in his lap. People were being dumped back of beyond, wanting 'hotel' facilities, of all things,
and he was running out of places to stash them. And food to feed them. And could this influx of
unwanted and generally useless self-seekers please be stopped. To which Johnny Greene, who had sent
the message from the space station on Whit Fiske's credit, had added a devout 'amen'.
‘Can we find out about these yabos, Millard?' Yana had asked although she took the tone of the
message as one: amused, two: coping, and three: why was she staying away so long.
Millard glanced at the message, made a note on his wristpad, and smiled down at her. 'Sure thing.’
‘Hey, looka that,' Diego said suddenly, pointing to where a line of drones were being shepherded by
little space tugs.
Millard smiled. 'Ah, the collies at work.’
‘Why're they called that?' Bunny asked.
‘Watch how they herd the ships in,' Millard said. 'Their names are actually the Megabite and the
Maggie Lauder but we call them Meggie and Maggie.’
The speedy work vessels did indeed seem to be nipping at the skids of the drones, angling them into
the correct alignment with their ultimate destination on the lower docking circle. But he was specifically
pointing to the sleek, taper-ended vessel, clearly no drone, nearly the last one on the long drone tether. 'I
wonder what holed that.’
‘Meteor, probably,' Millard replied, looking up and frowning slightly at the company the obvious
space craft was keeping.
‘Looks big enough to have been holed by a shuttle craft,' Diego said, 'and a big one at that.’
‘Would the crew have survived such a holing?' Bunny asked, coming out of her slump long enough to
peer about.
‘Depends on the speed with which the crew reacted to the disaster,' Millard said.
‘Cost a pretty pile of credits to fix it I'll bet,' Diego said.
‘Someone who can afford a craft that size has the credit,' Sally said. 'This is the biggest repair facility
in the quadrant so they'd have to come here for that sort of major restoration.’
The collies bracketed the nose of the vessel now, manoeuvring it carefully down a half degree, to the
port another fraction and then slowly forwards until it moved out of sight.
‘Wonder what happened to it?' Bunny said.
‘We could go see,' Diego suggested.
‘Could we?' she asked, brightening, and turning to Millard.
‘Bailey has some cronies down in the ship dock,' Millard said. Their faces fell. 'You really will have to
wait until Bailey and Charmion are available,' he said and then his wrist set bleeped. 'Excuse me.' He
read the message that came in and turned to Yana. 'This is interesting. The PTS is newly registered as a
tourist transport in the civilian section of the Intergal Station. A B. Makem is listed as owner.’
‘B. Makem?' Yana blinked. The name was somehow familiar but, after last night's inundation of
names, she couldn't put the name to a face.
‘Braddock Makem?' Sally asked, in a startled tone as she looked up from the report she was
working on.
‘One of Matthew's little men?’
‘He isn't one of Dr Luzon's men any more,' Sally said. 'Luzon fired him. Scuttlebutt is that when
Luzon woke up with broken legs, loss of pride and that massive deflation of amuition, he fired the lot of
them.’
Yana grinned. 'Anything else, Millard?’
‘Funding's low but it's got a waiting list and paid passages for twenty on each of three weekly
scheduled flights from Intergal Station.’
Yana gasped. 'There isn't room at Kilcoole for twenty extra bodies much less a hundred and twenty.
What is Makem up to?’
‘I'd hazard Makem isn't up to anything,' Millard said, his eyes narrowing, 'but I'd suspect Matthew
Luzon is. Does Sean say who's been landed?’
Just then Marmion came into the room, a flimsy in her hand and a look of total exasperation on her
face.
‘Once again, there can be no meeting,' she said, waving the sheet.
‘But Phon Tho was coming back this morning. He said we'd hear today,' Yana said in protest.
‘We did,' Marmion said grimly, with another crisp flutter of the message, 'but not at all what we
hoped to hear. Really, I think we are just going to have to do something.' She tapped her index finger
across her lips and then brightened. 'Of course, we will put it about that you're leaving!’
‘But… but what good will that do?' Yana said, almost wailing with disappointment. She wanted to be
back with Sean, to help him with these unexpected visitors - if only to shove them off-planet as fast as
they arrived. She didn't want to have to come back here again whenever the CIS Council finally got its
act together and all its members in attendance so she, Bunny and Diego could say their piece and have it
done with. Mainly she wanted to be back with Sean. She was feeling'deprived'. She hadn't finally married
again to spend her time away from the man of her heart and the father of her child.
‘Well, as long as they think you'll just sit about and wait for them to organize themselves, that's what
they'll do,' Marmion said, then paused thoughtfully, regarding the flimsy as if there were unseen lines that
required decoding. 'Though why this delay when they were so bloody eager to get you here in the first
place… And we came as fast as anyone can… Hmmm. Well, they do have the depositions to work
from…’
‘Something's rotten in Denmark?' Sally asked.
‘If it were on Denmark, I wouldn't give it a second thought. But this is Gal-Three… And it was
presented to me as an in-and-out appearance.' Giving her shoulders a massive shrug, Marmion returned
to her office.
‘Why,' Yana asked the room, 'would B. Makem want to start trouble for us on Petaybee? I thought
we'd opened his eyes to that erstwhile employer of his.’
‘Yes,' Millard said thoughtfully, and began to tap out codes on his terminal. 'We'll just see.’
Yana began pacing restlessly, fretting about Sean. He'd have so much more to do now with who
knows how many people foisted off on Petaybee. She reread the communique, her free hand going
automatically to the little bag of Petaybean dirt that generally provided her with comfort as she tried to get
more of Sean than the words conveyed. Even if Johnny Greene had sent the message, it was from Sean
and by Sean and therefore 'Sean' and she gathered what comfort she could out of that contact. It was
stupid of her, at her age, to need the man so desperately and yet she did. Here she was in the lap of
luxury, being scrupulously cared for and pampered and wined and dined, and not liking it a bit simply
because Sean wasn't here to share the absurdities with her like Macci and his Second-Skin and loincloth.
Sean would have looked just as well in such attire: probably better since he had a second skin of his
own, if it came to that. The memories that thought provoked made her smile, and she nibbled at the edge
of the message, until she realized what she was doing. She really was being ungrateful, especially when
Marmion was going out of her way to be so accommodating and helpful. Not that she didn't appreciate it
all, except that she had managed to get accustomed to the discomforts of Petaybee. Now she'd have to
learn to love them all over again. It would be snowing soon, and she'd miss it, and freeze-up and all the
other wonders that Petaybee had in store for people in their first year. She resented her absence terribly
and that reminded her of who might be responsible for all the delays.
‘Do you know where Matthew Luzon is right now?' she asked, stopping and turning to survey those
in the lounge. 'And where are Diego and Bunny for that matter?' she asked Sally and Millard, and asked
the same question of Bailey and Charmion who entered at that critical moment.
‘Must be around here somewhere,' Millard said, swivelling about as if the two had to be in the lounge,
visible or invisible.
At that precise moment, there was a request for entry.
‘Macci Sendal,' was the response in a resonant voice.
Sally and Millard exchanged astonished glances.
‘You made a conquest, Yana,' Sally said, grinning. 'Shall I admit him?’
Yana was flustered. 'Whatever would he want with me?’
‘I suspect business,' Sally said. 'After all, Rothschild's have always diversified. I don't recall them
having any Pharmaceuticals…’
‘Yes, they do,' Millard replied. 'They have recently acquired a major holding in SpayDe.’
‘You're quite right,' and Sally hurried to press the door release. Til just replicate some refreshments.’
Despite the fact the man was wearing more normal station apparel instead of the formal SecondSkin,
he was as devastating as ever as he came forward to greet Yana. He had a small posy for her, smiles for
Sally, Millard and Marmion's young relatives, and he accepted Sally's invitation for mid-morningses even
as he led Yana, still holding the hand he had kissed so extravagantly, to one of the smaller seating
arrangements on one side of the large room. Sally passed the refreshments and then, to Yana's
amazement, left her with him. He bent a lambent gaze on her, ravishing her with his eyes, which was
disconcerting to say the least. Had he been another officer she'd have known how to handle the situation
but he was too highly placed in society, as well as the financial circles, for her to use those forthright
tactics.
‘Now, tell me more about this magical planet you come from, Yana. There was no chance to discuss
anything intelligent with you last night. Especially when Pies was acting hostess.' He caught her eyes with
another of his ravishing glances - she did wish he wouldn't - and she felt herself flushing at the ardour he
was projecting. Really, it was much too early in the morning - or did she mean too late - for this sort of
… foreplay. He was leaning forward towards her now and the scent he was using oughtn't to be allowed,
it was so aphrodisiac.
She had opened her mouth to answer when the entry chime rang again. And continued to ring with
each new arrival, someone else who had attended that party who now wished to discuss 'business' with
Yana.
Yana urgently motioned Sally and Millard to join her, and then Sally brought Cynthia and Cynthia
thought that Marmion had better be involved.
‘You dear people, Petaybee's only a small planet,' Marmion said, arriving not a moment too soon and
instantly assessing the scene. 'With very limited facilities. And while it's certainly marvellous of you to
volunteer…' That word stopped any conversation as the various representatives turned blank faces in her
direction. '… to help the Colonel set up a modern depot.' She smiled at the sobering effect of her little
speech, for she, they - and the surprised Yana - knew that no-one had 'volunteered' anything. They'd all
been trying to get into a best-advantage situation. 'How good of you to offer. Mind you, who knows
what a planet is willing to pay for such amenities but it is a planet that is virtually untouched.
Nabatira-san, I think you need to send at least five of those marvellous structural cubes to Petaybee, just
to cope with the influx. Yana, you don't think Petaybee would mind an up-to-date self-catering hostel?
No, two, I think: north and south.’
By the time the bemused entrepreneurs got a chance to retreat, Marmion had made sure that each
had signed a contract to deliver, at a cost later to be discussed with the planet, sufficient of their products
to replace what Intergal was taking off-planet. And of a higher quality and more modern design.
‘I think that about takes care of that, Yana, don't you?' Marmion said when the door to her suite
finally closed on Macci's heels. 'Macci didn't get you to sign anything, did he?' she asked Yana.
Dazedly Yana shook her head. 'But another two seconds and I'd've signed anything he put in front of
me. Is he always like that?’
‘He makes a habit of it. Dangerous man,' Marmion said, 'but you handled him very well considering
none of us expected him to appear quite so soon this morning.' Then she made a full circuit of the room
with her eyes. 'Where did Bunny and Diego get to?’
Sally and Millard exchanged horrified glances. Marmion, however, was looking straight at Bailey and
Charmion.
‘Haven't seen them, Aunt Marmie,' Bailey said. 'We only just woke up when the mob arrived.’
‘While I don't blame them for a moment for leaving the babel…' Marmion broke off. 'Where are
they?’
8
Gal-3
Contents - Prev/Next
The repair-bay light was still on by the time Diego and Bunny reached the corridor. When the light
was on, the outer hatch was still opened and no unprotected personnel could enter. A skeleton crew,
suited up with oxygen and grav boots, would shepherd new arrivals on board and tend to any emergency
needs. Diego had observed such procedures on many stations before.
As soon as the light went off, it meant the outer bay door was closed, the oxygen levels had returned
to normal inside the bay, and it was usually OK to go in and look around, if you kept out of the way.
Right now the light was staying on for what seemed an unusually long time to Diego. He hoped there
wasn't a radiation leak or some other problem that would prevent them from having a look-see. He also
didn't want Charmion and Bailey appearing, bored as usual with what was commonplace to them, and
taking Bunny off before she had a chance to see what really did interest her. He knew she'd enjoy
observing actual repairs to a space-going vessel but she sure wouldn't if Charmion was there to act as if it
was all so boring and so grubby while Bailey made another try at sweet-talking Bunny away from him.
Just when he found he was getting bored by the interminable wait, the light went off. He tugged
Bunny's hand. 'Come on. Act like you belong here.’
At that point the inside hatch irised open and six figures, still suited and with helmets on, which was a
little weird, emerged and headed down the corridor in the opposite direction from Bunny and Diego. As
they disappeared, Diego said, 'That's funny.’
‘What?’
‘First thing folks usually do is crack open their helmets! Hmmm.’
‘Maybe they're coming right back,' Bunny said. 'I don't usually wear my parka and snowpants in the
house either, but if I just have to go inside for a moment, it's easier not to take off all those clothes first.’
Diego shrugged. 'Yeah. Maybe.’
But he peered through the viewport first. The derelict was alone in the repair bay, the outer hatch
closed. The hole in her side was big enough to drive a good-sized shuttle through. He checked the dials
on the lock.
‘Well, there's oxygen inside so maybe they just did go to get something, Bunny,' he told her. 'And
no-one's inside. So we can at least take a close look at that damage.’
‘Won't we need some kind of code to get through here? Or will the bracelet give us access?' Bunny
asked.
That was a good question. He hadn't counted on the bay being empty. He'd planned to ask the repair
crew but they'd gone off. Generally crews didn't mind letting you look, if you asked first and kept out of
the way.
But at the door he was surprised to find that the iris still bore a pupil of space in its centre where it
hadn't completely closed. By sticking his foot through the opening he got it to enlarge enough to let a
body squeeze through.
Bunny reached around him, to one of the folds, and touched something shiny. 'This is caught.’
‘Can you use it to pry the door open a little more?' Diego asked.
‘I think so,' she said and complied. Sure enough, when she had wiggled the bit around, the hatch
creaked fully open. When they had both stepped through, Bunny pulled the object free and the hatch
closed behind them, silently this time. There was a faint smell of singed protein in the air, the same smell
Diego had noticed when the dentist drilled his teeth.
‘Maybe I shouldn't have done that,' she said with a backward glance. 'We might need it to get out.’
‘Nah, the crew will be back pretty soon. Come on, let's see what holed the ship.’
Their shoes clanked hollowly on the metal grid floor as they walked towards the lone ship squatting
like a toad in the cavernous bay.
‘It's a queer shape, isn't it?' Bunny asked, whispering. 'It doesn't look much like the other ones.’
‘Probably wasn't manufactured by an Intergal company,' Diego said, dropping his own voice to the
same level. Though why they were whispering he didn't know. Their footsteps were loud enough to wake
the next watch; why try to sneak around? But the bay was huge, except for this - this corpse lying in
state. 'Maybe that's why people went to such trouble to drone it in: figure out its design capabilities or
something. It's a derelict for sure.’
Bunny was slightly ahead of him, and she peered around the corner of the hole. 'Uh-oh. Diego?’
‘Yeah?’
‘Look.’
He looked over her, his chin resting on the top of her glossy black crown. The interior of the hull was
not empty.
The hole sure had been big enough to fly a shuttle through and that's just what somebody had done. A
good-sized shuttle - twenty-seater at least from what he could see, crouched inside the hull, wearing it
like a disguise. Beside the shuttle lay the bodies of seven people clad only in their underwear.
Bunny turned over a woman who had been lying on her stomach. A burn hole drilled through the
centre of her forehead. A gingerly examination of the other bodies showed similar burn holes, all fatal.
‘Frag!' Diego breathed, and peered anxiously at the shuttle. But nobody stirred.
‘Diego?' Bunny asked. 'Why were these people killed?' Her voice had a plaintive note to it and he
thought that whatever the dangers provided by Petay-bee's weather and conditions, mass murders didn't
happen on Petaybee - at least not yet. She looked pale under the brilliant white lights of the bay. Shock,
he thought, a little numb himself.
Then he thought, Think. 'I'm not sure, gatita, but I'm willing to bet the guys we saw in the space suits
weren't crew. These guys were. And Gal-Three just got boarded by unfriendlies. And if the legit repair
crew were wearing security bracelets, those… murderers are wearing them now. I think that we'd better
tell Marmion so she can alert that Commander dude.’
‘You're right, Diego. That's what we'd better do real fast.’
‘There should be an alarm right here someplace…' he said, crossing to the far wall. But where the
alarm activation mechanism had been was a large hole. He turned to look for the comunit, but the screen
was blank, the buttons dark.
‘We'll have to locate a working unit,' he told Bunny.
‘Wait. Maybe - shouldn't we do something to the shuttle, maybe? Disable it? So they can't get away
with this?' She sounded angry now, which put more colour in her face.
‘Buns, gatita,' Diego said, throwing up his arms in a dramatic gesture,' they're on a shipping deck.
There's plenty of other vehicles here they could use. We've just got to keep them from breaching the
security of other levels. Or whatever they're on this station to do. You coming?’
‘Sure,' she said, but the hatch refused to reopen.
‘The last time I saw them, they were watching the collies bring in a derelict,' Millard told Marmion.
‘Yes,' Sally said. 'That's right but they were told they'd have to wait for Charmion and Bailey.’
‘Right,' Yana said in a droll tone of voice. 'And kids always do as they're told, don't they? Look,
never mind. They're my responsibility. Just tell me how to get to the repair bay.’
‘I'll show you, Yana,' Marmion said. 'I'm sure they're fine. Sally, go put in a page for them, will you,
dear? And Millard, if you would let Faber and the others know to meet us in my salon in three-quarters
of an hour, that would expedite matters considerably.’
Millard looked dubious and started to say something but just then Macci strode up to them, looking
less languid than Yana had ever seen him before. He visibly relaxed when he saw her, as if he'd been
searching for her and her alone.
‘Macci, dear, I don't suppose you've seen the youngsters, Diego and Bunny, around anywhere, have
you?' Marmie asked.
‘As a matter of fact, I have, entering Bay 16.’
‘Which one would that be?' Marmie asked.
‘It would be my pleasure to escort you there.’
Millard still looked anxious but Marmion waved him away with, 'How considerate of you, Macci, but
then you always are and you're the perfect escort. Millard, you can then go ahead and get the meeting
arranged for me, will you? Thanks.’
Yana was treated to a view of Macci's splendid back and the smiles of encouragement which he
tossed over his shoulder as he led them down the corridors. They passed a number of people in the first
few levels of their descent. On reaching the docking area, Macci led them on a twisting turning route until
they found themselves in a long silvery tunnel, the kind of passage that always reminded Yana of being in
the guts of a large worm. At the far end of the tunnel, several figures approached clad in white helmeted
suits of the type one wore for making ship's repairs or effecting an exterior ship to station link.
‘Now, there hasn't been a leak anywhere, has there?' Marmion asked, surprised.
‘Oh, we'd've been denied access to this area if there was, but I'll just check it out, ladies,' Macci said
and sprinted athletically towards the men. Marmie and Yana increased their strides so they were not far
behind him.
Yana and Marmion could hear him speaking, though not what he said. Then suddenly, he crumpled to
the floor. The men stepped over him, blocking him from the women's view. The leading figure now held a
weapon, which was pointed at Marmie and Yana. Instantly Yana flung herself into Marmie, knocking her
to the floor. She heard no projectile zinging towards them, no snake's-strike hiss of laser, only a sort of
slow whine. She looked up, her nose filling with a sweet perfumey fragrance. A pink cloud blossomed
between her and the men, obscuring them and enveloping her and Marmie.
‘Shit,' she said, remembering to hold her breath and wondering what she could do to stop being
gassed again. That's when she remembered the alarm Marmion had given her. She got her fingers to the
buttons and pressed what she hoped would be the right ones before she lost consciousness. Her last
thought was: Not some kind of fraggin' gas again.
Kilcoole
Sinead didn't worry about making her 'guests' comfortable.
‘They can bed down with the dogs,' she told Aisling. 'Maybe if they become acquainted with some
animals they'll acquire a little more respect for them.’
‘Now, alannah,' Aisling's soft reproof carried out of the blanket chest from which she was busily
flinging bright woolly throws onto the bed. 'They're off-worlders and freeze-up has begun. Even if they
were poachin', sure it won't look good if they freeze to death their first night here. What are you cookin'?'
Aisling was always suspicious when Sinead cooked. Whereas Aisling Senungatuck was a very good
cook, Sinead's repertoire was limited to spitted small game over a campfire. And then she was likely to
get it half done, if she was too hungry, or incinerate it if she became preoccupied.
‘Fox,' she said.
‘Fox?’
‘They killed it, they're gonna eat it.’
‘But nobody eats fox,' Aisling said.
‘Not as a rule. But they don't need to know that.’
‘At least let me add a few spices.’
‘Not a one,' Sinead said with an evil grin.
‘Well, take them out a few of these blankets. They'll need 'em.’
‘What? With all those warm pooches around? Nah, I don't think so.’
‘Sinead…' Aisling let her voice take on the tone her partner would recognize as signalling impending
doom.
‘Oh, all right. But you worked so hard making those pretty blankets and they're gonna end up
smelling of dog.’
‘Then you can help me wash them later. Call those men in to eat now.’
‘No, we'll eat out front.’
'Sinead.'
‘There's not enough room in here, Aisling. Come on out and join us. You can give the fox-killer
advice on how to sew up the pelt so it won't show the holes he made skinnin' it.’
The next morning, before first light, Liam Maloney and Seamus arrived to a howled greeting from the
dog team. The clamour from the dogs woke their guests, who rose painfully, stretching stiff joints and
complaining of the cold. Dr Ersol was scratching.
‘If I turn out to be allergic to fleas, madame, I'll have you before the Company Court,' he told Sinead.
‘There aren't any fleas on Petaybee,' Aisling told him. 'Too cold. But if there were, you could've as
easily got them from the fox, so don't go blaming the dogs. Sinead takes better care of them than she
does of herself sometimes.’
‘We won't be after botherin' the dogs this mornin' though,' Sinead said in the broad brogue she put on
with outworlders who annoyed her. 'No snow for them, y'see. No, Mister Maloney here and Mister
Rourke and me will be takin' the curlies. I'm afraid you fine gentlemen will need to walk.' She eyed the
three men Liam and Seamus had brought with them. She was not impressed despite all the fine
equipment and special clothing they were sporting.
Seamus looked at her as if she was daft. To the men he said, more jovially than anyone had
addressed them since they'd arrived on Petaybee, 'Ah, that girl missed her callin', sure she did. She
shoulda been a general in the Company Corps, she's that hard.’
‘Them as abuses animals can do without their services, I say,' Sinead defended herself.
But Liam said, 'True enough, but they'll only be slowin' us down if they walk, cheechakos that they
are. They can use Mother's Sidhe and Da's Oosik.’
‘Come to that,' Aisling said, 'one of 'em could use Darby. She's gentle.’
‘Fine then,' Sinead said. 'You three newcomers can take the curlies first shift. The poachers here can
walk for a spell.’
After rounding up the horses in question, the eight of them rode - and walked - away into the sunrise.
Two hours later Sinead was forced to relent. The two poachers had suffered hard treatment at her hands
the night before. Neither of the off-worlders had been able to sleep well among the dogs; at first because
the men feared the dogs, and later because as soon as the dogs stopped licking their visitors' faces or
sniffing their behinds, they managed to steal the blankets. When the poachers began to stumble and fall
more often than they walked, Sinead had two of the newcomers dismount and allowed the walkers to
ride.
A short time later, they came to the first culling place she was willing to show them. She had disarmed
Ersol and de Peugh of their high-tech weapons the previous day and though she, Liam and Seamus all
carried daggers, short thrusting spears and bows and arrows, the other three - Mooney, Clotworthy and
Minkus -had not been allowed even those.
‘Frag, there must be ten or fifteen rabbits in there,' Ersol said, seeing the hole where the rabbits sat or
lay, waiting for them.
‘Probably. There have been about that many since spring,' she answered.
‘So, you gonna stab 'em or shoot 'em with your bow?' one of the others asked.
‘Neither,' she said, then gently lifted one rabbit by the scruff of its neck and, avoiding the mouth,
twisted its head saying, 'Thank you, little brother, for giving your life that we can live, for your flesh to
feed us and your fur to keep us warm. We honour you.’
‘Excuse me?' said Nigel Clotworthy, who had admitted to being a systems analyst. He looked at his
companions in a puzzled fashion.
‘She was talking to the rabbit, not you, buddy,' de Peugh answered.
‘We gotta talk to rabbits?’
‘Yeah. Hey, Sinead, baby, what if Harvey there says he doesn't want to get his neck wrung and he's
not so crazy about being your earmuffs either. Do you let him go, say "Sorry, my mistake."
‘They're here,' she said, pausing to wring another neck with an emphatic crack and murmur the same
prayerful thanks before she continued her explanation to the hunters, 'because they want to be killed.
Rabbits tend to overproduce. These will be the sick ones, the old ones, the extra bucks or does who
couldn't find a place. Rabbits are very sensitive, actually, and they get depressed if they're not wanted.
They know we have a use for them. So they come here. It's like that with all the animals in the culling
places, only more so with rabbits.’
‘What about foxes?' Ersol asked, and met her black look steadily.
‘Foxes,' she said, 'don't get depressed. But sometimes they do get sick, or too old. Or there's not
enough food and they decide to become culls.’
‘Sounds unnatural to me. I mean, it's survival of the fittest and all that but everybody wants to live, as
a rule.’
‘Yes,' she said. 'As a rule. So it's sure a shame to kill something that doesn't want to die, isn't it?' Her
glacial blue gaze caught and froze his.
‘It's not very sporting though, is it?' observed Minkus, one of the other hunters.
‘Killing is serious business,' Sinead said, with a shrug. She handed him the rabbit she had just picked
up. 'Here, you try this. Make sure the break is clean and say part of the thanks before you finish him so
he knows you're doing it.’
‘Lady, I never try to hurt anything any more than it takes to do the job, but you people have gone
over the top. This anthropomorphism shit is crazy. The whole universe is going to have a big belly laugh
at your expense. First you try to tell us the planet is sentient and then you want me to believe you're
intimate with the psychology of bunny rabbits and foxes.' Minkus snapped the rabbit's neck in anger.
First Sinead said thanks to the rabbit. Then she had words for the hunter. 'You don't think we just
made all this up, do you? We learnt a long time ago that the animals are willing to come to these places to
die as long as we are courteous and grateful for their sacrifice. But if we forget our manners, there'll be no
rabbit, no moose, no caribou, bear, or fowl and we'd better hope the vegetable crop was good in the
summer because the long and the short of it is, there'll be no meat at all. It's the same with the sea
creatures.’
‘Come on, you people have only been here a couple hundred years,' de Peugh said.
‘Yes sir, that's right, we have,' Seamus put in. 'By the time we came, our ancestors back on Earth on
the Inuit side had taken to outside ways and didn't listen to the animals no more. And you know what?
Them animals got extinct - at least as far as men knew, for they never came near 'em no more. Except for
the polar bears that is,' Seamus grinned. 'They just turned the huntin' round the other way. You boys
manage to snag a polar bear, I want to warn you for your own good, be real polite to the one you take
or his kinfolk will take exception.’
‘Your turn, Seamus,' Sinead said.
After there was a rabbit apiece, duly dressed and skinned, she motioned for them to move on.
‘How about all your little friends in there wanting to die?' de Peugh asked.
‘There are more folks in Kilcoole than just us,' Liam said.
In two more hours, the trail led to a kidney-shaped lake, clear as crystal and full of lily pads. The
curlies became restive.
‘Whoa, boy…' said Clotworthy, leaning forward and patting the curly's neck to reassure his mount.
‘Darby's a mare,' Liam offered.
‘Girl then. What's wrong with her?’
‘They want to go swimming,' Sinead said, hopping down from her mount, 'and unless you want to go
too, I'd suggest you dismount and remove her tack. You others do the same.' Liam and Seamus already
had their saddles and bridles off.
Minkus and Mooney, who had been walking, decided to join the horses. The freeze of the previous
night had cooled the water only slightly. The day had been sunny and warm after the snowfall and the
lake, like most Petaybean waterways, was partially fed by hotsprings.
Sinead was hot and tired, too. She wasn't naturally cranky, anyone would tell you that, but she was at
a loss how to impress on these oafish off-worlders the seriousness of the relationship between the species
on Petaybee. She had heard in stories and songs how it had been on Earth before her
great-great-grandparents left; how the animals were no different from made things, how the world was
something you walked on and nothing more. Maybe it was because Petaybee was alive that the
relationship between hunter and hunted was a special, privileged one, maybe it was not like that on old
Earth, maybe it wasn't like that anywhere else in the universe, except…
The old songs and stories her ancestors' ancestors had handed down as curiosities long after they had
ceased to have any meaning in their day-to-day lives reflected that once the animals had been thought of
as sisters and brothers, just as they were on Petaybee; that once they had talked with people even more
easily than they did now. Maybe this new batch of crazies had the right idea. Maybe you had to pretend
that living things were something to be worshipped, instead of doing as Petaybee and its inhabitants had
always done and having a bit of friendly give and take. But maybe it took religious awe to get bozos like
these blokes to respect anything.
She waded in after the men and horses and plunged her hands, then her head into the lake's waters,
surface diving, opening her eyes to see the swaying stems of the lilies. The curlies' feet churned up mud
but soon they too were swimming - curlies were good swimmers. The mud settled and she could see
their legs working away under water. Then, as if by agreement, all six of them dived at once.
Lily roots were a great delicacy for curlies, one of their favourite foods, and she could feel their gaiety
as they closed off their noses, lowered their extra eyelids and dived like seals for the bottom, their tails
streaming out behind them like mermaids' hair as their lips and teeth pried loose the lily roots. Once the
roots were captured, the curlies turned snouts up, pumped with their front legs and were back on the
surface, munching their catch.
The men as well were all in the lake now. Sinead climbed out, dried herself and dressed. Seamus had
emerged before her and Liam followed shortly after. The curlies made three or four more dives.
‘Looks like them fellows are more interested in horse play than the curlies are,' Seamus said,
watching the hunters diving and splashing each other and trying to catch the curlies' tails.
One of them was busily trying to uproot lilies. Hoping to curry favour, no doubt, Sinead thought with
a wince at her own unspoken pun.
Liam said, 'Their feet probably hurt and curly-coats know well enough that once they're out of the
water, they'll have riders again.’
Seamus grinned. 'Ah, Sinead, it's a cruel taskmaster you are.’
‘Maybe so,' she said. 'But I don't seem to be gettin' through to them, now do I?’
‘I always thought it was simple,' Liam said. 'All my life, everybody I know, anytime they wanted
anything, just listened to what was wanted and did it and they were taken care of. It's not like it's difficult
or anything. But these fellows just don't seem to think that way.’
Seamus whistled for his curly and the others automatically followed. The men playing in the water
either didn't see or pretended they didn't.
‘Ah, we've worried them enough, Sinead,' Seamus said with a wink. 'They've no guns to do great
harm with now. I say we take the curlies and leave them on their own a bit.’
Sinead returned his wink. 'An excellent idea. Perhaps without us looking on they'll figure things out for
themselves.’
9
Kilcoole
Contents - Prev/Next
Clodagh looked over the four white-robed figures and shook her head. 'I don't know what Sean
thinks I'm going to do with all of you. There's only me at the house, but I don't think there's enough
stretching space for all of you.’
‘Please, Clodagh,' Sister Igneous Rock said. 'We don't want to put you out. But we have learnt that
the Beneficence manifests itself to you in certain caverns warmed by its blessed blood and breath. We
could ask for nothing better than to be allowed to live there.’
The others nodded eagerly but Clodagh shook her head. 'The caves aren't living places. It's OK to
take shelter there if you're caught out in the weather, of course, and it's OK for animals. Not for people.’
‘Forgive my ignorance, Clodagh, but why is that, would you say?' Brother Shale asked.
Clodagh shrugged. 'We talk to the planet most directly in the caves. If someone's living there, it
wouldn't be polite to go in and have a chat with their house. And on the other hand, how would you like
someone setting up housekeeping inside your mouth?’
Sister Agate beamed. 'Oh, she is so wise. They said you were wise, and you really are just as wise as
they said. Isn't she wise, brothers and sisters?’
‘Indeed. But might we, at least, become acquainted? Would you introduce us to the planet?’
Clodagh shrugged. 'You're standing on it. But I don't see why not. Only thing is, we just had one
latchkay and there's not another one s'posed to happen till Snowdance. And a latchkay is really the best
time. But things are happenin' so fast, maybe we should have another one sooner.’
‘How soon is the next one?' Brother Shale asked.
‘Two, three months. Depending.’
‘Oh,' Sister Igneous Rock said. 'But that won't do.’
‘Why not?’
‘We had hoped to come and worship and return home to spread the Word within the next month.’
‘Hmph,' Clodagh said. 'If you go that soon, you'll miss most of the winter.’
‘Well, yes,' Brother Shale said. 'It is said that the exterior temperature gets down below minus two
hundred Fahrenheit and I have rather poor circulation to endure that sort of cold.’
‘Never mind that,' Sister Igneous Rock said staunchly. 'Now, Clodagh, I appreciate your importance
as the nominal high priestess of the Beneficence, but I really don't understand why we should wait for a
latchkay. Brother Granite told us that significant communication had taken place quite extemporaneously
when people wandered into or were taken to the caves by one of you. That is what we wish.’
Clodagh said, 'OK, but I'm not any kind of priestess. I guess I'd better take you tonight, and we can
all sleep there. This once.’
‘Fine,' Brother Shale said. 'Now then, what will the Beneficence perceive as an appropriate
sacrifice?’
De Peugh was the first of the hunters to notice that something was missing. 'Damn!' he said slapping
the water.
‘Damn what?' asked Clotworthy, shaking the water out of his ears.
‘The Great White Huntress and her native bearers have deserted us and taken the transportation!’
‘Oh dear,' said Minkus. 'I'm afraid he's correct. I do hope she left our clothing. My winter togs came
from Herod's on Nilus II and they were hideously expensive.' He flung this last bit back over his bony
white shoulder while wading to shore. 'Ah!' he said, once there. 'It's all right, chaps! Our kit is all
accounted for.’
‘Great,' said Ersol. 'So it'll take us much longer to freeze to death this way.' A fat black cloud chose
that moment to cross the path of the low-hanging sun and a teasing wind chased wavelets up to wet the
back of his legs as he danced around on the sharp stones scattered along the shore.
The first one to finish dressing was Mooney, who, looking to the far side of the lake, pointed and
said, 'She didn't take all the horses with her! Look, there's one of them over there!’
‘First one to catch it gets to ride!' Clotworthy said and started running. Unfortunately, he hadn't quite
finished putting on his boots, and tripped and fell face down in the shallows, wetting his water-resistant
parka and muddying and scratching his face.
Ersol, a more experienced hunter, proceeded calmly into the lumpen undergrowth sprouting beneath
the sparse, skinny trees.
‘I see it,' he hissed back to the others, and stalked it. Meanwhile, Clotworthy stood, picked up a bow
and arrow, followed by Minkus brandishing a spear, and Mooney holding the dagger in his teeth so he
would have both hands free to grab the curly's mane if necessary. De Peugh took the time to hoist the
quiver of arrows on to his shoulder and test the bow string before following his fellows. He also,
prudently, stuck a rabbit in one of the forty-seven capacious pockets of his hunting vest.
The curly looked as if it was amenable to being caught, standing quietly, drinking from the lake, until
Ersol was almost within touching distance of it. Then it lifted its head and looked at him.
‘Holy horseshit, will you look at that!' he said.
The curlycorn shook its shaggy head at him, its newly sharpened single horn glinting, and trotted off to
a safe distance. It blinked at him, once.
‘It's a fraggin' unicorn!' Ercol called back to the others.
‘Well, don't just stare at it, shoot it!' de Peugh growled, coming up behind him and drawing his own
bow. 'You can bet your retirement fund those things don't get depressed and go lie in holes waiting to
die.’
‘No-one', said Minkus, 'will ever believe this.’
‘Not unless we take the head back with us,' de Peugh said, letting his arrow fly.
The arrow was just a bit behind the curlycorn, which galloped off, not in fear, it seemed to Minkus,
but as if it had suddenly thought of a previous appointment.
‘Missed!' Ersol said and sent his arrow flying too.
They were not stupid men, on the whole, and it didn't take them too long to decide that they hadn't a
prayer of catching the heretofore mythical creature so they stopped chasing it.
Thoroughly winded and disgusted, they turned back to where they had left the rest of their winter gear
and the rabbits Sinead had left behind for them.
Something new had been added. What looked like an enormous calico housecat, the base of its tail
thin, the tip bushy, was licking the last of the last rabbit from its mouth. Behind it lurked the curlycorn,
quite as if, Minkus thought, the two beasts were conspiring against the hunting party.
Minkus was inclined to remonstrate with the beasts but de Peugh had worked his way into a
leadership position and hushed the lot of them with a finger to his lips.
The cat sauntered towards the curlycorn and the two of them ambled off into the woods. With a
stealthy wiggle of his fingers, de Peugh motioned them to follow.
Together they crept after the elusive beasts as quietly as five men unaccustomed to Petaybean
groundcover could creep. The animals managed to stay just out of range, but did not seem to notice their
arrows.
‘You can tell nothing here is used to being hunted,' Ersol whispered. 'They aren't taking anything fired
in their direction personally.’
With another gesture from de Peugh, the men spread out and came towards the animals from five
different angles. This time, when Ersol fired his arrow, it glanced off the flank of the curlycorn, which
whinnied and began to run. The cat chased it, as if in a game. The men broke into a run too, and because
of their angles, closed in on the cat.
Suddenly the curlycorn reared, his chest looming over Minkus. Now was the time to use the spear or
never. But the cat evaded Mooney's dagger by springing straight across the shaft of Minkus's spear,
knocking it aside.
Minkus, who fancied himself no mean hand at springing, threw himself at the cat at precisely the same
time as the other four men. The cat's fur brushed his hands as his feet landed, tangling with eight other
feet, and the lot of them plunged through the underbrush and down, down, bruisingly down into a deep,
dark hole.
Landing on that part of his anatomy best suited for abrupt seating, Minkus was showered with debris
from above. Looking up, he saw the faces of the cat, its teeth bared in a wide grin, and the curlycorn,
staring down at him and his companions. Perhaps there was something to this anthropomorphism after all,
he thought. He could have sworn that both animals wore expressions of profound satisfaction.
‘I think I broke my jaw,' mumbled Mooney. Or that was what Minkus understood him to say.
Mooney's actual statement was obscured by what seemed to be the echo of his last word, distorted into '
Ha ha ha ha ha ha ha'.
After sending Liam and Seamus on to the other culling places, Sinead and the extra curlies turned
back to where she'd last seen the cheechakos. It had started snowing in the time they took to make their
plans, and a light coating of snow masked the lake shore and its surroundings. She missed the spot at
first, for there was no longer any clothing or weapons or any trace of the dead rabbits.
‘I know I left 'em around here somewhere,' she said, dismounting and looking for a sign that would
enable her to start tracking the men. Brushing aside some of the snow, she uncovered the vestiges of
several sets of tracks, two sets leading away from the site and one leading back. There was also one
clear set of the paw prints of a track-sized cat. She began calling but her cries were not answered, and
after trying to tell one broken bush from another she gave up and decided to find Liam and Seamus
instead so that she could send Seamus back to Kilcoole for help while she and Liam, the best tracker of
the three of them, continued to search.
Clodagh was beginning to realize why religious congregations were sometimes called 'flocks'. The
ones following her to the hotsprings had less sense than sheep and were noisier than magpies.
They insisted on walking to the hotsprings cave barefoot, even though she warned them about the
coo-berry brambles that still guarded the entrance to the cave from the unwary and uninvited. The
coobrambles had settled back into being ordinary weeds again, their extraordinary growth curtailed once
the brambles had penetrated and removed all of the Petraseal, and most of the people who had painted
the sealant, in four of the planet's communion caves. The brambles had been cut back, poisoned, and
burnt but there was still a thriving growth at the hotsprings. You just had to know how to avoid it.
Clodagh did avoid it. The newcomers insisted on walking straight through the brambles and she had
an awful time getting them loose again, finally having to resort to the small mist bottle of coo repellent she
had thankfully remembered to carry with her.
Then the newcomers wanted to enter the cave by prostrating themselves and crawling in like worms,
but Clodagh pointed out that since the entrance was through the waterfall, they could drown that way and
really, truly, the planet didn't care a bit how they came in as long as they didn't have any Petraseal with
them.
They did insist on grovelling and kissing the cave floor the moment they entered, though.
After genuflecting six or seven times, Sister Igneous Rock threw her outstretched arms into the air and
cried, 'Speak to us O Beneficence…’
All they got was an echo, not of the last word, but of the O. It sounded like Wo, no, no…’
‘Tell us what you would have us do! How can we dedicate our miserable lives to your service? How
can we redeem the error of humankind to your greater glory? How can we demonstrate that, though
unworthy, we are more than willing to do your bidding? How can we convince You to show us your
will?’
‘How?' echoed the others. 'Tell us how.’
Clodagh sighed. They could start by shutting up. Even if it had something to say today, which it
apparently didn't, not even the planet could get a word in edgewise the way these folks carried on.
After a time, they did stop babbling. Clodagh had half fallen asleep by then.
Lazily, she roused up. 'You all done now?’
But just then, Brother Schist collapsed back down to his knees and yelled, 'Halleluja! I just heard
voices!’
‘What? Where? Why should it talk to you and not to the rest of us? What did it reveal to you?' cried
Sister Agate.
‘It said, "Fraggitall, these things have thorns.
‘Ah-ha,' Clodagh said, and stepped over them to the cave's entrance, sliding between the waterfall
and the cliff face.
Portia Porter-Pendergrass and Bill Guthrie were tangling themselves to shreds in coobrambles.
Clodagh took her spray-mist bottle from her apron pocket, spritzed her way to them and tried to
help.
‘Get away from me!' Portia shrieked. 'Guthrie, what kind of a man are you? Make this… this witch -
let go of me!’
‘I thought you came to talk to me,' Clodagh said, genuinely puzzled. 'Sean said you folks wanted to.’
‘Pay no attention to her, Dama,' Bill Guthrie said. 'She's hysterical. She became addicted to one of
her company's own tranquillizers - sad case, really. I wanted to talk to you about the pharmaceutical
potential of some of the materia medica you have discovered on your charming planet but Portia
thought we should just begin taking samples. Unfortunately, the samples seem to have taken us.’
‘Sure looks that way,' Clodagh said. 'Dama, if you just stand up and pick off the ones stuck to your
clothes, I think you're free now. It's startin' to snow anyway. Coobrambles shrink when it snows. Come
on over to the spring and let's wash and treat those scratches. You got some pretty deep ones.’
The easiest place to give the distraught Portia and Guthrie a dry bramble-free place to sit while
washing and treating their wounds was the inside of the cave. The 'rock flock', as Clodagh was beginning
to think of the white-robed pilgrims, eagerly assisted in 'ministering' as they called it.
‘What did you want samples of anyway?' Clodagh asked Portia Porter-Pendergrass, just to distract
her from screeching in the ear of her rescuers whenever Clodagh daubed a little sting-bush leaf on a
scratch.
‘That stuff you're putting on me now, for starters,' she said. Her face and hands were a mess and one
thorn had narrowly missed her left eye. Clodagh felt bad for her.
‘That's OK then, alannah,' she said as if to a child, being as gentle as she could with a very deep
scratch on the leg. 'You can have the rest of this when we're done here. You'll need it anyway to make
those scratches go away.’
‘How about me?' Bill Guthrie asked plaintively.
‘You too,' Clodagh said, patting his knee. 'Just be brave and hold on till I'm finished here and I'll
gather some more for you to take home.’
‘And that cough medicine you gave Yanaba Maddock?' Portia asked.
‘Why? You got a cough?’
‘Oh yes,' she said, giving a forced hack.
‘Me too,' Bill Guthrie said.
‘That stuff you sprayed on the bushes,' Portia said as pitifully as she could.
But before Bill Guthrie could chime in again, Sister Agate threw herself between the two coobramble
victims and Clodagh.
‘Do not harken to the false words of these infidels, Mother Clodagh…’
‘I told you, I'm not your mother…’
‘Clodagh, she's right,' Brother Shale said, taking her shoulders and attempting to pull her away from
the pharmaceutical reps. 'These people are out only to exploit the Beneficence. They want to strip it of its
miracles and synthesize its wonders for base motives of pecuniary profit.’
‘They'll desecrate the Beneficence,' Sister Igneous Rock howled.
‘Be quiet,' Clodagh said.
‘You mustn't…' Sister Agate began.
‘They're crazy…' Bill Guthrie said, shaking off Brother Shale.
But both were drowned out by a booming echo of Clodagh's voice, rebounding through the cave. '
QUIET! QUIET! Quiet! Quiet! Quiet! Quiet! Et! Et! Et. Et…’
‘It spoke!' Sister Igneous Rock whispered, clasping her heart.
‘That was an echo, you idiot!' Portia Porter-Pendergrass said with a snarl.
‘QUIET, IDIOT!' the echo said just once. And this time nobody spoke.
Finally, Clodagh said, 'You people quit fighting and stop being so silly. You lot,' she nodded at the
rock flock,' the planet isn't a Creator any more than any of you. It's part of creation. The powers that be
at Intergal even helped make it how it is now, though they only woke it up, they didn't create its life.’
‘But how do you know, Clodagh,' Brother Agate asked. 'You are but a mere mortal, though
favoured …
‘I know 'cause the planet told me so, of course,' she said. 'And if you want it to tell you anything,
you're gonna have to get rid of some of your funny ideas long enough to make room for what it's got to
say. As for you folks,' she nodded to Portia and Bill, 'you can have any medicine you need and welcome
to it.’
‘They'll Analyse it,' Sister Agate moaned.
‘They'll Synthesize it,' Brother Shale groaned.
‘So?' Clodagh asked. 'If there's sick folks needing medicine and they can make up stuff like we got
here to cure them, that's a good thing.’
‘You don't understand!' Sister Igneous Rock wailed. 'We've seen it happen before on other worlds!
Our own worlds! We even aided in the desecration, may the Beneficence forgive us, before we realized
what we had wrought and saw the light. Brother Shale was a geologist for the intergalactic energy rapists
and I myself engineered plants with which they could steal the treasures of other worlds. Even when I
learnt there were Better Ways I could not convince my masters. They want only to destroy. Oh, believe
me, Clodagh, for I have seen how they work. We have all seen it.
They'll build factories here and pollute the waters, clog the voice of the Bene - the planet, they'll strip
it bare of its healing plants and minerals!’
‘It'd just be a small factory,' Bill Guthrie said, holding up his thumb and forefinger with an inch spread
between them to show how small the factory would be.
‘And if we took all of the mature plants, well, they're plants, they'll grow back, right? We call it a
renewable resource, Clodagh,' Portia said like she was talking to someone dumb enough to go out in
midwinter without a coat on. 'It's a growing thing.’
‘So's your skin,' Clodagh said, shaking her head. 'But if the coobrambles stripped it all off you, it
wouldn't grow back - at least not fast enough to keep you alive. Petaybee's just like you. You take off its
skin and it'll be back to what it was - not dead maybe, but not awake either.’
‘But, don't you see, there are real lives, human lives, being wasted for want of the cures Petaybee
has to offer. You owe it to them…' As if in support of that argument, the cave began to echo with the
cry, 'Help! Help, please! Somebody help us.’
10
Gal-3 - Repair bay
Contents - Prev/Next
Bunny tried to get the ship's computer to sound an alert while Diego attempted to persuade the hatch
to reopen. His bracelet didn't do the job, nor did any amount of trying different button combinations on
the pad located beneath a smooth metal panel. Finally, something clicked, he wasn't sure what, and the
panel irised open. He heard footsteps in the corridor and looked to see where they were coming from.
‘Bunny, quick, we've got to hide!' he said. 'The white suits are coming back. They're carrying things.
More bodies it looks like.’
‘Can we run for it?’
‘You can't outrun a laser.’
‘Diego, they've all got pressure suits on. If they open the outer hatch while we're here, we're goners.’
‘That, too, although with them carrying stuff, they aren't likely to have free hands to pull the lasers on
us.’
‘Come on, Diego. If we stand here arguing about it, we're goners for sure.’
‘They're too close!' he said. He saw them clearly now, the white-suited figures, carrying two women
-Yana and Marmie! One of the figures, a tall man, wore the helmet but no white suit. Diego was pretty
sure he hadn't been with them earlier.
‘Let's go,' she said, and pushed him out the door.
They were halfway down the corridor when a cloud of sweet-smelling pink gas overtook them.
Yana awoke coughing so hard she thought for a moment her life of the last few months had been a
dream and she was still in the infirmary following the Bremport massacre. She had a sickly sweet taste in
her mouth and a constriction about her chest, which she found, when she stopped coughing, was caused
by another body lying across her. She reached out and her hand was full of face - smooth, unlined face
and a tangle of hair.
A chorus of coughing, not as violent as her own, erupted all around her and then Bunny's voice
grumbled in a sleepy-headed childish tone, 'Ouch, your finger's in my eye.’
‘Sorry,' Yana muttered and Bunny wriggled away, provoking another'sorry' from whomever she
rolled into in giving Yana more space: Diego, in fact.
‘Sorry, Diego,' Bunny said. 'It's a little crowded in here.’
‘Yana,' Marmion's voice was faintly slurred, and she too began coughing, but daintily. 'Was that party
of Ples's much better than I thought it was?’
‘I don't think so, unless she uses pink perfumed, gas on her guests afterwards,' Yana said, coughing
again.
‘Merde alors! Is that what it was? Where are we?’
‘I don't know. (Hack) It's dark.’
Then suddenly it wasn't and a chirpy voice said, 'Oh, good, our guests are awake. Tell me, none of
you have any food allergies do you? Anyone a vegetarian?’
Yana blinked fast and focused on the small port where a pert face dimpled in at them. Yana had seen
hundreds of faces like that pushing everything from shampoo to specific space craft for flights to
anywhere you cared to mention.
‘What's it to ya?' Bunny asked, surprisingly pugnacious on such short notice.
‘Now, honey, that's no way to be. Just because you have to be our guests for a while doesn't mean
the experience has to be unpleasant. Sorry to crowd you all in like that but we thought you'd feel
reassured to find each other near by when you woke up. I'm afraid the boys were a little careless how
you landed. So, let's try again, shall we? Any food allergies?’
The tangle on the floor sorted themselves out. 'I demand to know where we are and why we've been
detained in this fashion,' Marmion said.
Til be glad to explain but really, the crew is going to be cross if they don't get their dinners on time so
could you please answer my question first?' the person at the port said with a trace of irritation.
‘I would dislike causing your crew any inconvenience,' Yana said in a trenchant tone. 'None of us is a
vegetarian but I,' and she paused for a coughing fit, 'am sensitive to any sort of gas!’
‘Fine, good. Wonderful. Back in a jiff,' the person said, and left.
‘Marmion,' Yana said sotto voce, and when she had Marmion's attention in the dimly lit room, she
gestured to where she had hidden her alarm. It was gone now: she'd've been surprised if it'd still been
there, a gross oversight on their captors' part.
Marmion gave the most imperceptible of nods and a sly smile. So, thought Yana, both of them had
had a chance to send signals. Help ought to be on its way. Wherever they were.
‘Macci's not here,' Marmion said suddenly. 'What have they done with him, do you suppose? There's
just us four.’
‘Oh!’
Then Pert-face, as good as her word, was back. When she opened the hatch, she had two armed
guards with her and the three of them stayed outside the room. The guards wore orange coveralls with no
identifying patches. Pert-face wore a bodytight in green with an aqua tunic of what appeared to be
crocheted lace. Her hair was light brown, with lynxlike grey tufts at the ears and in a diamond pattern at
the crown, extending into the fringe of hair accenting earnest brown eyes.
‘I'm Dinah O'Neill,' she introduced herself. 'I represent Louchard Enterprises’
‘As what?' Yana asked.
‘Oh, Public Relations, Legal, Administrative, what-have-you. I'm the representative. And you, I take
it, must be Colonel Yanaba Maddock?’
Yana nodded but declined to shake her hand.
‘And the famous Marmion de Revers Algemeine!' Dinah O'Neill said, the stars practically dancing in
her eyes as she addressed Marmie. 'I'm thrilled to meet you.’
‘I wish I could say the same,' Marmion said.
‘Now, now, Madame Algemeine, I'm sure you've been unavoidably detained for business reasons
before. Think of this little interlude as another minor delay. And these lovely youngsters must be… let's
see, Diego Metaxos? Right? Right! And Buneka or Bunny - my, that really suits you - Rourke. I can't tell
you how delighted I am to have you here.’
‘I'll bet,' Yana said, coughing again.
‘And where is Macci Sendal?' Marmion asked. 'He was with us when we were gassed.’
‘Ah, yes, that glamorous one. As far as I know he's all right but really, I felt the four of you would be
crowded enough in here despite misery loving company so much.’
‘There's a reason for all of this nonsense?' Marmion asked, totally unamused.
‘The reasons are rather complicated and really nothing you need to worry about now. You're all safe
and well and that's the important thing, isn't it? Except that poor Colonel Maddock seems to be catching
cold.' Yana had launched into another paroxysm.
‘It's not a cold,' Bunny said, wrapping her arm protectively across Yana's hunched shoulders while
she coughed. 'She's only just over a gas poisoning at Bremport and you - you can't just go around
indiscriminately gassing people…’
‘I'm so sorry,' Dinah O'Neill said. 'The boss fancied a disabling laser bolt through the knees but I
suggested that gas provides less wear and tear on the cargo - I mean, the guests. I do apologize.' She
snapped her fingers at one of the guards who had a tray in one hand and a four-litre bottle in the other.
'Here's your dinner. Quite nourishing, I assure you. And just what the captain ordered. Enjoy!’
The guard laid these supplies on the floor and backed away.
‘I have a dog named Dinah,' Diego said softly to no-one in particular. 'She's a nice bitch!’
‘Flattery will get you nowhere, youngster,' and there was an edge on the bubbly tone Pert-face used.
The door clanged shut.
Marmion lifted up the tray and peered at its contents. 'Nutritional bars and some vitamin cubes.’
‘What was all that crap about allergies and vegetarianism, then?' Diego wanted to know.
‘Here, Yana,' Marmion said, passing the water bottle. 'See if it'll soothe your throat.’
Yana gratefully swigged a big mouthful which she trickled down her dry throat.
‘What are you doing?' she asked Bunny who was now audibly sniffing, turning her head to smell each
corner of the small room.
‘Wherever we are, we're still on the Space Station,' Bunny said.
‘However can you arrive at that conclusion?' Marmion asked, surprised and sceptical.
‘Air,' Bunny said and grinned. 'I'm a good sniffer and this is the same air that we were breathing on
Gal-Three. Your launch had different-smelling air. But this…' and she sniffed again, '… is the same as
Gal-Three.’
‘You know, she might be right,' Marmion said.
‘I devoutly hope she is,' Yana said with an unobtrusive gesture to where the alarm pad had been.
Marmion considered this. 'I wonder… You could be right, Bunny.’
‘D'you think they do have Macci next door or someplace?' Diego asked.
‘You mean, could he be in this with our dear Dinah?' Marmion asked. 'Really, Diego. Macci's
Rothschild's, not a pirate.’
‘Is that who's kidnapped us? Pirates?' Bunny was torn between astonishment and dismay. Then her
expression changed into a disgusted grimace. 'Water! I chewed that cube and it's one you've got to
swallow. Urgh.’
They finished their repast and each took a long swig of water to wash down the last of the dry bars
and cubes and then arranged themselves about the small room. They sat two on a side, facing each other,
their legs meeting in the centre of the small space.
‘Now what?' Bunny asked in a very brave voice that had only a slight tremor in it.
Yana scratched at her shoulder, unobtrusively fingering where the alarm pad had been. She was
desperately hoping that her initial use of the now missing device had got through to the security folk.
Surely there'd been enough time to trace their whereabouts - that is, if they were on the station as Bunny
felt they should be. And where was the 'unseen' eye that Marmion had mentioned in her launch that
would be watching out for their safety?
She started coughing again. Bunny handed over the water but Yana couldn't stop coughing long
enough to take a sip.
‘Dinah? Dinah O'Neill?' cried Bunny, rising and pounding on the hatch with both fists. 'The Colonel
needs a doctor. She's coughing blood! Damn it! Answer me…’
The hatch was hauled open so abruptly that Bunny lost her balance and then lurched back away from
the angry faces that looked in at them: the two men who had brought the 'food'.
‘Let's see the blood,' one of them demanded.
Yana was barking so hard and painfully that she was bent over her knees, trying to ease the spasms
that racked her belly. She was hoping the coughing wouldn't provoke a miscarriage. That thought made
her clasp her belly protectively as the compulsive tickle kept up its irritation and she kept up her
coughing.
‘You see! You see!' Bunny cried, outraged. 'Get her a doctor. She's no good to you dead!’
The hatch shut with a resounding clang.
‘She'll be all right?' Diego asked, his voice taut. 'She won't lose the baby or anything?’
Yana shook her head, denying that to him as well as to herself. And kept right on coughing, gasping
for breath now, her ribs aching from the exercise.
‘We must be able to do something!' Bunny cried and had pounded twice on the hatch when it opened
again and a soulful face, long and aristocratic, framed with silvery hair and a well-trimmed beard looked
in briefly. He was pushed aside by Dinah O'Neill.
‘What's this? What's this? Blood?’
‘She can't stop coughing from all that gas you poured into us,' Bunny said angrily. 'Do something.’
‘This is Doctor Namid Mendelsky…' Dinah began.
‘I'm a doctor of astronomy, not medicine, Ms O'Neill,' he said contritely. 'But your infirmary must
have some sort of linctus. Even pirates get coughs…’
‘Privateer,' Dinah O'Neill corrected primly. She spoke over her shoulder. 'Bring the first aid kit.’
‘That's for injuries…’
‘Get it.’
‘Codeine stops the cough reflex,' Diego said helpfully. 'Most first aid kits have something of that sort
in them. Mild. Useful.’
Yana hesitated. 'C-codeine?' she gasped. 'What about the b-baby?’
Mendelsky raised his eyebrows and gave a slightly uneasy shrug. 'I wouldn't think there'd be much
risk to the foetus at this stage, but I'm no obstetrician. I think it's a safe bet, however, if the cough
continues to be this violent, that you could miscarry.’
She nodded, pausing only a moment to bark again.
‘What she needs is to get back to Petaybee, and Clodagh's syrup,' Bunny said.
‘Ah, yes,' said Privateer Dinah O'Neill brightly. 'Well, we can see our way clear to do that, after
certain basic arrangements have been made.’
‘Ransom demands, you mean,' Marmion said stiffly.
Dinah O'Neill twinkled at her as if she'd said something very witty. 'First we really must do something
to stop that coughing or we won't be able to get her to agree to anything.’
Yana violently waved both arms, trying to indicate that despite her coughing she wasn't about to agree
to anything. Then the guard returned and was thrusting the first aid container, a sizeable one too, at Dinah
who side-stepped so that the box went to Dr Mendelsky.
‘Please,' Bunny said, now supporting the weakening Yana against her. 'Find something!’
‘I'm really an astronomer, not a medical…’
‘Anything!' Bunny cried in an anguish punctuated by Yana's painful barking.
‘Ah, codeine!' Namid Mendelsky held up a vial in triumph and then his face lost that look for one of
doubt. 'But how much?’
Marmion held out her hand for the vial. Looked at it. 'The spray,' she said authoritatively and, when
she received that, did the filling and then released the drug into Yana's throat. Almost magically, it seemed
to everyone in the small room, the paroxysm eased and Yana lay, exhausted, against Bunny.
‘And look, an herbal linctus?' Mendelsky passed that over to Marmion who also read its label.
She broke the seal on the cap and opened the bottle, passing it to Yana who let the thick liquid flow
into her mouth and down her throat, lining it in a soothing fashion. She recapped the bottle, clutching it to
herself, her lungs heaving to reduce the oxygen debt the coughing had caused.
Dinah O'Neill clicked her fingers at Marmion who still held the hypospray and the codeine vial.
Marmion handed them over.
‘So?' Marmion asked the privateer in a deeply significant tone. 'Now what?’
‘Can you walk, Colonel?' Dinah asked, peering down at Yana.
‘If a walk means we can settle this nonsense sooner, I'll make it.’
‘Ever the valiant colonel,' Dinah replied, dimpling at her. 'I do admire your resolution and intrepidity.’
‘Thanks,' Yana said, exhaling wearily. That coughing had taken a lot out of her but she mustn't
indicate just how much.
‘Good. Then Megenda, the first mate, will escort you to the Captain's cabin. I have other duties to
attend.’
‘Macci?' Marmion asked, hopeful of an answer.
‘Now, that would be telling, wouldn't it?' Dinah said, mildly reproving and went off. The doctor of
astronomy followed her and a larger figure loomed in the hatch opening.
First Mate Megenda was a tall, muscular black man who probably had ended up a pirate-privateer
because he looked the part so completely. One eye was a cyber-implant that was only slightly less
menacing than an eyepatch. He had cut the sleeves out of his orange coverall and wore a striped jersey
beneath it and a flowered red bandanna around his shaven head. Really, Yana thought, grasping at any
diversion, the man had been watching far too many swashbuckling holovids.
He gestured peremptorily for them to follow him -and an equally large and threatening fellow,
olive-green rather than black, fell in behind Diego who was last to leave their prison. Yana managed
another swig of the linctus, for just the act of getting up made the tickle return to her throat.
They were led through corridor after endless corridor, past supply locks and repair bays and what
looked like weapons rooms and cybersleep facilities, storage bay after storage bay. Some of them, Yana
could have sworn, they passed by more than once. They walked until her feet hurt and her cough was
ceaseless but still their captors led them on through more corridors. The Captain evidently controlled
business on the ship via remote most of the time, because the Captain's quarters certainly appeared to be
hard to reach. Most of the commands that didn't come via computer were probably relayed by the
O'Neill woman and the first mate.
But the Captain made the first mate look normal. The chamber into which Megenda led them was
theatrical in the extreme, resembling an opulent captain's chamber from an ancient sailing vessel, with
swags of rich material, hard-copy navigational charts, antique compasses and sextants and things which
would be of very little use in space, plus a computer console and a few other contemporary touches
disguised in what appeared to be real wooden settings.
Behind a large carved desk, the top of which was an immense star chart, sat the infamous Onidi
Louchard. Yana had wondered what this pirate chieftain would be like. She'd heard that Louchard was a
woman. Hard to tell. To the world, the Captain appeared as an Aurelian - a six-armed, vaguely
humanoid creature with a craw full of fangs that would have stretched from ear to ear had the creature
had ears, and an optical slit that circled its entire cranial prominence. This was a holocover. Even if the
wavy aura wasn't discernible, which it was (though only slightly), an Aurelian, even an Aurelian pirate - an
unlikely occupation for a peaceful sea-dweller with a language similar to that of Earth's aquatic mammals
- or even an Aurelian who could live outside its normal environment, would have no conceivable use for
the gadgetry displayed in that room.
Also, this particular Aurelian dry-environment-dwelling pirate spoke pretty good English, through
some sort of distorting device.
‘I had no idea you had a sense of humour, Louchard,' Yana stopped coughing long enough to say.
‘Enough. You will record the messages as they are written for you on these sheets. You, Madame
Algemeine, will have all of your liquid credits transferred in the manner described here. In addition, you
will sell your interest in the following concerns for the price given to the first buyer approaching your
broker. The entire transaction, needless to say, will be kept completely confidential if you wish to remain
alive, alert, articulate and anatomically complete. These transactions will take place in time-controlled
sections so that any security measures on the part of your people will be detected and you will, I
guarantee, suffer for them.
‘As for you, Colonel Maddock, in addition to the demands we list there, I suggest that you have your
husband send along some of the famous Petaybean cough syrup that cured you the first time. Signing
over the patent to the party we suggest, of course. I warn you that any resistance or reluctance on your
part will result in unfortunate consequences for the young people accompanying you, as well as for
yourself. It will also prolong your stay with us and we are not equipped with any provisions for delivering
babies. I trust when you record your messages, you ladies will endeavour to sound sincere and very, very
convincing. Begin.
11
Kilcoole
Contents - Prev/Next
Sean Shongili was awakened by Adak, who had just received word via Johnny Greene that stragglers
from the shuttle containing the first group of hunters had shown up in Harrison's Fjord, suffering from
exposure and demanding to make contact with their attorneys.
He was still sorting that out when Una Monaghan located him in Clodagh's cabin, dragged him down
the road to Yana's and pointed at the comlink. Yana's voice transmission was staticky, but the words
appearing on the screen were unmistakable.
‘We've been kidnapped, Sean. Me, Marmion, Bunny and Diego and this is what the ransom is,' she
began as his knees, unaccountably unable to support him, folded and his butt fortunately hit the seat of
the chair. 'They don't intend to let us go until the ransom's all paid.’
‘But we don't have any credit!' Sean began in protest.
‘We're apparently in possession of a valuable planet,' and then Yana began coughing.
‘Yana? Are you all right?’
‘She is not all right,' another voice said. 'She coughs much and bloodily and…’
The transmission was abruptly cut off. Sean stared at the comunit, tapped it, thinking the connection
had merely been interrupted. But, after a few more moments of useless tinkering, he had to admit that this
wasn't the case.
‘And the ransom is Petaybee?' And just how did the kidnappers expect him to hand over a planet? A
planet that certainly wasn't his to give!
‘Sean?' Una had popped her head around the door.
‘Una! Get Johnny and find out how we can reestablish contact with the parties who've kidnapped
Yana, our baby, Bunny and Diego, and Madame Algemeine…’
‘Kidnapped?' Una's voice broke. 'Johnny! Yes, I'll get Johnny. He'll know.’
Johnny didn't, but he opened a channel to the Space Station and Dr Whittaker Fiske. Whit,
recovering nobly and quickly from the shock of the news, said that he'd find out or die trying.
Sean was unable to attend to any of even the most pressing duties. Una and the other off-worlders
who were being assigned to useful services for the benefit of the emerging Petaybean government carried
on as best they could. Though the true nature of the problem was not mentioned to anyone but Johnny
Greene, very shortly everyone in Kilcoole knew that Yana, Bunny, Diego and Marmion had been
kidnapped.
Nanook crept in to occupy a corner, saying nothing but keeping his amber eyes softly on Sean.
Coaxtl, minus Cita, shortly arrived and stationed herself on the opposite side. Orange cats appeared
briefly in the doorway and disappeared as Sean sat and stared at the comlink, willing it to work and
provide good news. Good news only!
In his head thoughts went up and down on a mental carousel: Yana and his unborn child were
kidnapped; Bunny, Diego and Marmion too. By whom? For what reason? He had no right to give a
planet as security! Not to anyone. Only the planet could say what it would or wouldn't do. Maybe that
was the answer. The best thing to do with the problem was turn it over to the planet. But he couldn't
leave the office, not until that bedamned, unworking comlink awoke with some news. Would he see
Yana alive again? Would they ever see their baby? Kidnappees did not often return unharmed, alive or
compos mentis. Who knew in what condition they'd be returned, if they were returned? Anything could
happen to them - maiming that was not just physical but mental and emotional as well. He'd heard
rumours of hideous mind-wiping devices that could totally destroy your personality by causing permanent
amnesia that severed all bonds.
How had Marmion let an abduction occur? She'd promised they'd all be safe for that so-called'short
time' it would take to satisfy the CIS Committee about the nature of Petaybee. They'd been gone long
past the original estimates. So the kidnappers could set it all up? And start swamping the planet with drug
merchants, hunters, religious orders, orphans, homeless relatives and all sorts of human flotsam and
jetsam. And no facilities to handle such an influx.
The comlink buzzed and Sean pounced on it like a hungry mink on a roosting chicken.
‘Sorry to tell you this, Sean,' Whittaker Fiske said, 'but the kidnapper has been identified as Onidi
Louchard, a well-known and clever pirate with a well-equipped outfit and a base that no law
enforcement agency's ever been able to discover. Louchard is ruthless and has formidable resources.’
‘Do they have a medic?' Sean demanded savagely, the sound of Yana's coughing echoing in his ears.
Damn! She'd only just got over the after-effects of the
Bremport gassing. How could she be subjected to another episode?
‘Huh?' Whit was taken aback by the unexpected question.
‘Yana's got a cough again, bad enough so they use it to threaten me with.’
‘They lose her as hostage and they've no leverage
‘Damn it, Whit, what d'you mean by that?
‘That if she's sick, they'll bloody well see she gets better! Of course. What'd you think I meant?' Sean
murmured something but Whit went on. 'The commander of Gal-Three's organized a massive search of
and contact with every vessel that left the docks since before Yana, Marmion and the kids went missing.
They're leaving nothing to chance.' Whit gave a groan. 'But it's going to take time. That's one of the
busiest stations in the whole Intergal net. I've also had a word with Anaciliact and he's none too happy
with that PTS group. He's going to get an injunction against them to prevent any further unauthorized trips
to the surface. I'm going one better. I'm getting permission for you to have a representative in the
SpaceBase control tower so you can trace any drops they might make before that injunction is served.
We gotta find them first.' Whit made a noise of total disgust and annoyance at the obstacles. 'We don't
need any of this right now!’
‘Precisely why we have it,' Sean said bitterly. 'Can you spare Johnny to watch the screen?’
Whittaker shook his head regretfully. 'No, much as I'd like to but he's far more useful elsewhere than
sitting on his duff looking at a screen for hours on end.’
‘Yeah.’
‘Get Una to see what she can come up with.’
That was not only heartening advice but a good notion: Una possessed a knack of finding people with
unusual, and very useful, talents.
Til ask her.
‘I'll keep in touch, Sean, and see what else I can learn that's going on at Gal-Three.’
‘Find out where Luzon is,' Sean said dourly.
‘I did. He's doing intensive therapy in some fancy spa to get active again.’
‘Again? He's never stopped being active - against Petaybee.’
‘If we could prove that, Sean,' Whit said in a savage and none-too-hopeful tone, 'we'd do Intergal a
big favour.’
‘Count on me.’
As soon as the link broke, Sean explained to Una what was needed and why.
‘One of my first group, I think, had some station-keeping experience,' she said after a long moment's
thought. 'I thought it very odd indeed that we were landed so far from any place civilized…’
Since she implied that Kilcoole was civilized, Sean burst out laughing. She regarded him in some
surprise.
‘You do my heart good, Una. You consider Kilcoole civilized?’
‘Comparatively speaking,' she said with a slight grin, but inwardly she was gratified that she had eased
the haunted look on Sean's face. She had come to admire him very much in the short time she'd been
working with him, helping him with impossible burdens: not the least of which was this continuous influx of
unnecessary people, especially the commercial types who seemed so eager to raid whatever wealth this
planet held. 'We were told that the SpaceBase had been destroyed so we would have to be landed at a
distance from the nearest community…’
‘Only the exact distance wasn't specified…"
‘That's it. Had I known what I know now…’
‘Tell me, Una, exactly what were you told and by whom?’
She paused, organizing her thoughts: Sean had discovered that organization was her strong suit.
‘Well, first there was the bulletin about Petaybee being a sentient planet. So I tagged the word on my
terminal for any further information, knowing, you see, that some of my family had been sent here.
Petaybee', and she gave him a little smile, 'was suddenly much in the bulletins and then the advertisement
appeared, offering safe and quick transport facilities to the surface of the planet.’
‘Just like that?’
‘Well, about three weeks after the first mention of Petaybee. I had enough frequent-flyer hours to my
credit to get to the Intergal Station easily enough. And the cost of getting to Petaybee's surface was not
all that much, considering. In fact, rather cheap.’
‘Cheap enough to attract passengers, huh?’
‘I suppose so.’
‘Go on.’
‘When I got to Intergal Station, the transit desk told me to book in at the Mallside hostelry where all
Petaybean passengers had to register. When I checked in, I had to deposit the fare and then I was given
a departure time.’
‘Just like that?’
‘Yes.’
‘By whom?’
‘The clerk at Mallside. Oh, I got a stamped passage chit or believe you me, I wouldn't have handed
over most of the last credits I had to my name.’
‘You wouldn't happen to remember the number of the account to which you credited the fare?’
‘I do. BM-20-2334-57.' She repeated it so that Sean could jot it down. 'The next morning I was
given a time to assemble in the hotel lobby. I must say I was a little surprised at the… diversity of my
fellow passengers. And relieved to find that there were other folks trying to find their Petaybean
relatives.’
‘What did your courier look like?’
‘There wasn't one. When I arrived… a little early, I admit, because I was so eager to be on time.
Some small link transports don't wait so it's wiser to be on time,' she told Sean in her earnest manner. He
nodded and she continued, 'There was a printed notice that we were to proceed to the departure gate.
Anyone not on time would forfeit their fare.' She paused. 'The only thing that reassured me was that the
transport was so obviously new and one of the other passengers said it was even state-of-the-art.’
‘Would you have forfeited your fare if it had been a ramshackle vehicle?' Sean asked.
She gave a little laugh. 'No, I'd sold up to get here. But to the business at hand, Sean, it's Simon
Furey who might stand watch for you at SpaceBase. He's the one who noticed how new the transport
was.’
‘Where's he right now?’
‘We can ask Wild Star. She's teaching in the latchkay shed.’
Wild Star was certain that her husband Simon would be quite willing to help Sean out. In the first
place, he'd love to get his hands on the guy who had dumped them down in the middle of nowhere. If it
hadn't been for Cita, they could have frozen to death their first night on the planet. In the second place,
he'd two badly blistered hands from chopping wood, which was the chore he'd been assigned in
Kilcoole.
‘I don't mind doing my share, like,' he said, displaying the bloody signs of his industry, 'but I'd rather a
chance to toughen up more gradually, like. Ya know what I mean?’
He said he'd s*ood enough watches on the mining vessels he'd worked over the past twenty years so
that he felt himself able to do what Sean wanted.
‘Just don't mess the guy up so much we can't get civil answers out of him, will you?' Sean said.
The shuttle was due to make its weekly descent to Petaybee within the next thirty-two hours and
Simon was able to plot from its trajectory where it would touch down - in the forest nearer
Shannonmouth than Kilcoole. There was no pilot to remonstrate with or wring information from. A highly
sophisticated remote-controlled module guided it to and from Petaybee.
This Simon Furey discovered when he barged past the disembarking passengers and attempted to get
into the pilot's compartment. He'd come prepared with a device that would disable electronic locks so he
was able to get into the forward cabin.
‘If I'd had just a little more time, I could have bollixed up the remote so the shuttle couldn't take off
again. But it'll come back, won't it? I didn't mess up the panel, like, disabling the lock.' He looked at
Sean for reassurance.
‘As long as whoever's running this show doesn't realize the lock was tampered with… What would
you need to bollix the controls?’
Simon grinned. 'It don't take so much, really, if you know what to do. I'll have another look through
the refuse skips at the SpaceBase. They're jettisoning an awful lot of useful stuff.’
‘They are?' Seamus and Adak chorused together.
‘Thanks, Simon,' Sean said, clapping the older man gratefully on the shoulder. 'We'll take any salvage
you can hoist.’
‘Figured.’
‘Now,' and Sean's expression altered from amusement to anxiety, 'let's see where we can stash this
bunch of pilgrims!' For there were more robed figures huddling in the miserable knot of the disembarked
passengers. Clodagh was still in the Kilcoole cave with the first bunch of Rock Lovers or whatever
the'religious' seekers called themselves.
Shannonmouth agreed to shelter the seven who were looking for their families. Nine of the religious
had rock and stone names and demanded to be taken to Brothers Shale and Granite. So Sean took them
back to Kilcoole to commune with their brothers and sisters. Three more hunters and another drug
company representative made up this passenger complement. They, too, had to come back to Kilcoole
though Sean didn't know where he'd be able to stash them. Now, if Simon should be successful in
aborting the transport's return to the Intergal Station, maybe this would be the penultimate group he'd
have to worry about. And with winter closing in, he'd have to sort the whole kaboodle real fast. Trying to
spread the burden of extra numbers on the already stretched economy at least kept his mind off Yana.
12
Gal-3
Contents - Prev/Next
The 'unseen eye', aka Charas Parclete, who had been instructed to keep a close one on Yana had
followed the target subject and her escort through the maze and down to the cargo bay area. Since it was
obvious that the two women were in the company of a more than capable-appearing male - and
someone the 'eye' had better get some gen on if he was to be much in their company - the 'unseen'
remained covert. In fact, the target subject and her companions were out of sight a good deal of the time
as Charas had to remain unseen. Suddenly there was a bit of confusion ahead and when the covert
watcher moved to a better viewing position, a whiff of the gas wafted across her face. Gagging and trying
not to breathe while still attempting to clear her lungs gave the watcher a bit of trouble - especially as the
mayday reached the mastoid implant which was linked to Marmion's alarm pad just when the gas
effected a very short period of unconsciousness. Struggling to regain full use of her senses, Charas
staggered unseen around the crates and cartons and saw only one body on the ground. Pressing the
emergency signal for help, she dashed to the body.
‘Fat lot of help you were as escort,' and Charas resisted the temptation to kick the unconscious man
for his dereliction of duty. There were other more pressing matters - like following the faint whiff of gas
through the maze of installations and cargo bays. This was a down time in the cargo bay when all but the
most urgent jobs were suspended. Some ship was being loaded on the far side of the dock but it might as
well have been on another planet as far as crowd protection went. The time had been well chosen. And
the abductors had also had access to the intermural passages which separated cargo areas. Alternately
sniffing for the trail of gas and choking on the residue, the eye continued until there was no smell at all,
backtracked to where vestigial traces remained, used the special key to open the panel and stepped out
into a workshop area: empty, of course. Pausing long enough to key in the new position to Commander
an Hon's security board, Charas proceeded into the chamber. The trail of gas could be followed to the
airlock. Then quit.
‘I must have been out longer than I thought,' the operative murmured, keying into the security board in
Commander an Hon's office. 'Charas here. There's an unconscious man at Sector 45-Z-2, Cargo 30,
and Marmion de Revers Algemeine and her guest, Colonel Maddock-Shongili appear to have been
kidnapped.’
‘'What did you say?’
Charas sighed and repeated the message.
‘Are you sure?' This time it was the Commander himself asking.
‘Yes. Stop all out-going vessels.’
‘No implant messages?’
‘Only the mayday,' Charas said grimly.
‘We're instigating stop-and-search procedures.’
‘Good. First check what was logged in at Bay 30-47N.’
There was a brief pause. 'A damaged pleasure yacht to be repaired, with a hole the size of a
shuttle…' Some rather inventive cursing followed. 'And a shuttle is registered as pulling out of that
sector.’
‘Have the corvette pick me up here.’
‘Since it's only a shuttle, can do,' said the Commander.
‘And send someone to collect that idiot who was escorting them.' Charas gave the location again. 'I
want a tape of the rescue. First impressions are invaluable. He may know something he doesn't know
that we can use.’
Charas waited impatiently for the appearance of the corvette which docked using the airlock through
which the abductors had taken their victims. There was only the faintest whiff of gas left.
The security corvette was fast. Surprisingly enough, the escaping shuttle was almost faster.
‘I don't believe these speeds,' the corvette captain said. 'Everyone on board must be out!’
‘Some of 'em are,' said Charas grimly, aware of her own 'working' dishevelment in the presence of
the naval neat-and-proper corvette crew. But her diminutive size allowed her to dress as a station urchin,
which, in turn, allowed her to move about with more freedom than an adult could. Especially with the
security bracelet in place that gave her access where even adult bodies would not fit.
In terms of manoeuvrability, the shuttle was nearly as agile in space as the corvette and led them a
chase through the storage pens that circled Gal-3 at a distance: anything from recyclable debris to cold
storage. Like threading a needle through a haystack, Charas thought, having strapped herself into the
chair.
‘We'll get the buggers now,' the corvette captain said as the shuttle cleared the last of the obstacles.
He signalled the helmsman for more thrust and the corvette steadily gained on the shuttle. 'Must have
souped-up engines to do this. Halt and prepare to be boardedl' he announced over the comlink.
The corvette was matching speed and position, edging closer and closer when the shuttle exploded.
The corvette was skewed sideways, any crew member not strapped down to something bounced about
like a wad of plastic. The corvette had taken a broadside and would limp back on navigational thrusters
alone. But the worst part of it - or maybe it was the best part of it - the implant in Charas' mastoid bone
had not rung the death knell of the person she thought she was about to retrieve from the kidnappers.
‘That shuttle was a decoy,' Commander an Hon told Charas when she got to his office.
‘And stop-and-search has produced nothing?' she asked, slumping in the chair an Hon had gestured
for her to take. She was very weary and the effects of the gas, despite a marginal inhalation, could still be
felt.
‘Not yet, but there were damned near thirty ships leaving Gal-Three at within the target hour. You're
sure Marmion de Revers Algemeine is still alive?’
‘Yes,' and she touched the mastoid bone. 'What about that faller?’
‘Hmmm, yes,' the Commander said. 'Macchiavelli Sendal-Archer-Klausevitch…’
‘Say what?’
There was a twitch of a smile on his lips when an Hon repeated the name. 'Recently appointed as
CEO of a Rothschild's subsidiary based here on Gal-Three. Pharmaceuticals, mainly, but with broad
powers. I've sent for background gen… an in-depth study, more than was initially received when he was
assigned to the Gal-Three offices. But, let me just play back that rescue tape.’
That made Charas sit up and she rearranged her weary body in the conform chair. Such tapes were
generally used to affirm treatment on emergency calls, more to protect the Samaritan than the victim, but
were helpful in establishing little details when victims would not be as compos mentis as they would like.
Charas watched and then, smiling ever so slightly, turned to an Hon who was blandly anticipating her
reactions.
‘Oddly enough I don't believe he was as thoroughly gassed as he appeared.’
She knew exactly how one felt coming out of that sort of encounter. The tape showed the rescue
team advancing on the body, went through the whole routine of administering oxygen to counteract the
effects. The too handsome man went through the gagging, the disjointed motions and lingual distortions
the gas caused. The med-team administered a hypospray to reduce the nausea. But something about his
behaviour suggested to Charas that it was a performance.
‘And the lungs?’
‘They showed only a minute residue of gas - not a full measure. Certainly not one that would have
rendered him unconscious so long. He also had the ransom note!’
‘Well, what about that?’
‘Yes, what about it?’
‘I think we watch this… what's his name again? Never mind. He'll be Mac in my books.' And she
didn't give Mac the respect the name so often deserved.
‘Indeed we will. Here's the note.' And the
Commander passed over the slip as gingerly as if he expected it to explode in his face.
Aboard the pirate ship
When the voice contact with her beloved Sean had been summarily curtailed by Megenda, Yana was
close to lashing out indiscriminately with her fists at the big first mate and the monstrous hologram of
Captain Louchard. Either would have been a foolish waste of time and as it was, another paroxysm of
coughing racked her.
‘Haul the female to Doctor Mendelsky. She can't be dying on us. Or we lose our leverage with the
planet,' Louchard had growled.
Doubled-up as she was, Yana was bundled out of the cabin and, after a very short distance down the
corridor (which confirmed her notion that they'd been deliberately toured every deck of the vessel to
confuse them), she was pushed into a considerably larger accommodation. Not that spacious but it had
bunks along three sides, a narrow table in the centre with benches under it, and two narrow doors that
she would later discover led to the sanitary facilities: the shower behind one door and the 'head' behind
the other. She half-staggered, half-crawled to the nearest bunk and lay down upon it, coughing, gasping,
hacking and wondering if she'd have anything left of normal throat lining.
She was only marginally aware that the panel whooshed open and shut again. Then a cool hand
soothed her forehead and someone was urging her to sit up long enough to'drink this'.
The beverage was cold, tart and soothing and she managed to still the cough reflex long enough to
take a good swallow.
‘Cookie let me rummage in her stores for the ingredients,' said the rich voice of the astronomer,
Namid Mendelsky. 'It's what I think was in my grandmother's recipe, plus a little of the codeine.’
She was panting from the effort of drinking the other liquid she'd been given and trying to suppress the
cough long enough to keep from choking on the drink. She took the mug with the cough syrup from
Mendelsky and sipped slowly. The liquid seemed to be coating her throat. It didn't taste bad either
although there was a bite to it.
‘It might sting going down,' Namid said anxiously, 'because pepper is one of the ingredients.’
‘Oh.' Yana kept sipping. She didn't care if it contained pepper or eye of newt, toe of frog, so long as
it stopped her coughing. She got into a more comfortable position, propped against one end of the bunk
although she had to crouch or bang her head on the bottom of the upper bunk. 'I think it's helping. Thank
you. You're very considerate and kind.’
‘I'm neither of those but I told Dinah I wouldn't co-operate any further if she didn't let me help you.'
Namid perched tentatively on the edge of the table and looked around, sighing deeply.
‘What's the matter?' Yana said because there was a quality in his exhalation that sounded'sad' as well
as resigned.
He grimaced, shrugged and held out one hand in a helpless gesture. 'Nothing new,' he said in a
resigned tone. 'In fact,' and he continued to look around,' this is slightly better than my previous quarters.’
‘Oh?' Yana said encouragingly. He didn't look at all the sort of person to associate with privateers,
even one as patently sensual and domineering as Dinah O'Neill.
‘I was married to Dinah O'Neill.' Another sigh, one expressing the folly of such a union. 'She doesn't
take the divorce seriously.’
‘In short, you're now permanently on board this ship?’
As he folded his arms across his chest, he had a slight twinkle in his eye and a rueful smile on his face.
'We met under considerably different circumstances. It was a whirlwind romance. I'd never met anyone
quite like her before. I'd just returned from a two-year stint studying two new variables and…' He
shrugged.
‘Any female would have seemed delightful?' Yana couldn't help twitting him and then went back to
sipping his brew.
‘Exactly. And, to give the devil her due, she was everything I'd ever dreamed of. We had a glorious
six months, although her business took her away periodically.’
‘Then you discovered what her business was?’
‘Quite by chance. Of course, I filed for divorce immediately as my professional reputation would have
been seriously flawed if it became known I'd had any associations with such a…’
‘Unsavoury occupation?’
‘Exactly. I'd received official notice of the termination - and so did she. Only, I failed to recognize
how she might take such a step. And the next thing I knew, I was aboard this ship and here I've
remained. I must say, since you seem to be incarcerated too, that it's marvellous to have intelligent
company again.’
They both heard the noises in the corridor outside and the panel whooshed open. First Bunny was
propelled inside, Marmion following in a more dignified entrance, while Diego's limp body was launched
from the doorway onto the bunk opposite Yana, his head connecting hard with the wall. The panel
closed with a snap and Bunny, crying out in protest, went to Diego.
‘Yana? Are you all right?' Marmion said, going around the table so she would not have to touch
Mendelsky.
‘I'm much better for Namid's brew,' Yana said, trying to convey to Marmion that the astronomer
deserved her pity, not her censure. 'But what have those bastards done to poor Diego?’
‘One of the men bringing us here goosed Bunny,' Marmion said angrily. 'She hit him, too, but that first
mate just clobbered Diego as a lesson.' She was so furious she was shaking and, with a look that could
have pierced steel, she glared at Namid. 'Are we to be spied upon every moment we're together in
addition to the other indignities?’
‘Come off it, Marmie,' Yana said, 'he's as much a prisoner as we are.’
‘Are you being ransomed, too?' Marmion asked, her manner towards the tall astronomer instantly
more amenable.
‘There's no-one to pay one for me,' he said and his statement was not a bid for pity. 'I forgot to block
Dinah's access to my credit account.’
‘How's Diego?' Yana asked Bunny who had pushed the boy's body into a more comfortable
position.
‘He'll come round. Any water?' she asked, looking about her.
Yana pointed to the narrow doors. 'Behind one of them?’
Bunny investigated, found a towel, wet it from the spigot above a miniature hand basin and returned
to mop Diego's brow.
‘You know,' Mendelsky began, 'I've never figured out why Dinah bothered to go through a formal
marriage ceremony. I mean, she could have contracted a short-term arrangement. Or none at all. But she
went to such lengths to get me to marry her.’
‘Really?' Marmion said in some surprise. 'She doesn't seem the marrying type.’
‘That's what I thought, but we got married. Not that I minded…’
‘You're an astronomer?' Marmion said, eyeing him more kindly than she had before. When he
nodded, she went on, 'Did she ever get you to talk about your speciality?’
A flush spread across Namid's sallow face and his expression became decidedly chagrined.
‘Constantly. I was, as you can well imagine, quite flattered. Why?’
‘What area of astronomy?’
‘What do you mean?’
‘Types of star systems, planets…’
‘Planets, yes. She was fascinated about the formation of planets.' Marmion, Yana and Bunny
exchanged glances. 'And she seemed really interested,' he added, confused.
‘Perhaps sentient planets?' Marmion asked.
He laughed then. 'Really, Madame Algemeine, sentience in a ball of matter thrown out by a cooling
primary? Come now, I know you're an intelligent woman.’
‘And intelligent enough to recognize sentience when I see, feel and hear it.’
Namid leaned towards her, his incisive green eyes capturing her gaze as he transferred his arms from
his chest to a tight hold on the table edge. Yana could almost see his thought processes trying to catch up
with the sincerity of Marmion's tone.
‘You're in earnest, aren't you?’
‘Deadly earnest,' Marmion said in an edged voice.
‘And you were abducted because of a…' he paused, still dubious, 'a sentient planet?’
‘Surely Dinah has made mention of Petaybee in your presence?’
‘The name has come up frequently of late,' he began, frowning. Then he made a little warning gesture
of his fingers and looked meaningfully at the corners of the room, apprising them that the room was
probably bugged, which Yana had already guessed. 'But I did not realize it was the name of a planet.’
‘It is,' Yana said. 'Planet Terraform B, or Powers That Be or Pee-tay-bee.’
‘I see.' He paused another beat, shook his head. 'No, I don't see.' He placed his fingers on his
forehead as if the contact would stimulate understanding.
‘Frankly, nor do I,' Yana said, beginning to feel as if her throat might withstand the effort of
conversation. She hadn't had so much as a tickle during the last few minutes. 'The ransom for me seems
to be Petaybee.' Marmion and Bunny gasped, Namid looked confused. 'I think your… erstwhile
colleagues, Namid, have made a bad tactical error in suggesting…' and Yana paused significantly as she
stressed the word,' that Petaybee has untold riches which it has refused to divulge to Intergal. In fact,
Namid, an Earth-type planet of its girth and density has only minimal mineral resources which would
prove…’
‘Have proved…' Bunny said in a flat angry voice.
‘Impossible to produce due to the intemperate weather conditions on the planet's surface. It does
have, and on this basis, we may yet be able to come to some arrangement with one, and only one, drug
company, to harvest the renewable valuable plants for their purity and quality. But such an enterprise
would not be a snatch-and-strip process: rather one that will accrue profit slowly and only when the
planet has paid back to Intergal the expenses the company has already incurred in the Terraforming and
maintenance. What Petaybee has is intangible wealth, not readily saleable valuables.’
‘And the planet is… somehow… controlling its future?' Namid asked, still struggling to believe the
initial concept.
‘The planet controls its surface rather well,' Marmion said with a wide grin for Namid. 'It counteracts
the use of explosives by making volcanoes just where miners wish to dig. It rescinds the use of a flat
surface for spacecraft by extruding a ziggurat that covers the exact centre of the landing field and
unsettles all the peripheral buildings. It either melts prematurely or conjures up diabolical weather patterns
to preserve what resources it has. A formidable opponent, and a desirable friend.’
‘I've lived there all my life,' Bunny added, 'and life is good on Petaybee.’
‘But not to everyone's taste,' Yana added drolly. 'Still, the air's pure and unpolluted, the soil is rich
enough to produce food crops in their season - and marvellous herbs and plants which are made into the
most efficacious potions and syrups. And while it's a hard life, it's a good one if you accept the planet on
its terms. It's willing to accept you on the same grounds.’
‘The only planet in the galaxy to require an entrance exam from inhabitants,’ Marmion said, giggling as
much at the expression of total disbelief on Namid's long face as at her choice of expression.
Diego began to groan and twist on the narrow bunk and Bunny instantly was all attention.
13
Kilcoole
Contents - Prev/Next
Sean found that he literally couldn't stand to live in his own skin, he was so distraught about the
kidnapping. 'Una, I have to get out,' he said. 'If there's any news, any change at all, send Marduk for me.
He'll be able to find me. I'm going to the river.’
‘Send Mar - Sean! What if there's another ransom…' Her voice trailed behind him.
He knew she was right. He should stick around the office in case there were new developments; in
case Yana or Marmion's people made contact again. But the last week or two had been just the sort of
thing that wore him down until this final shock made his head reel. He was used to working outdoors,
working with animals, swimming the long watery corridors of the planet and drawing strength and calm
from the water. All these papers and off-world people, trying to figure out what was fair, what was right,
where they fit in, where to be liberal and responsive to their needs and where to draw the line. He had
every confidence in himself that he was a good man. He just wasn't that particular kind of good man.
And now, with the possibility that Yana might not return, that what he did or said, or could or could not
do would mean life or death to her, to Bunny and Diego, to Marmion who had been so kind, to the future
he and Yana had looked forward to - he had to get away, had to think, had to let the water flow over
him. He felt as if his alter form was a whale or a dolphin rather than a seal, that, like them, he would itch
himself right out of his skin if he didn't get it wet and changed soon.
He barely managed to reach the cover of the woods before shucking off his clothing and diving into
the river waters. The rippling, bubbling, soothing, slithery soaking poured over his head as he changed
utterly, man into seal, twenty feet down in the deeps of the river.
Usually he made his changes at the hotspring or farther from home, because his transformation had
been a secret from all but his closest friends and family in the past. But a few times he had needed to
swim this river and had done so. Eventually, like all rivers, it dumped into the sea. And like most
Petaybean rivers, it received transfusions from various hotsprings along its route, making it warm. He
swam furiously out towards the sea, and then furiously back again, because he didn't want to be too far in
case Yana needed him. But the mere sight of land made him feel wild with grief and anxiety and he dived,
deeper and deeper.
The reasonable man in him told his seal-self to be careful, not to go too far, not to become injured or
trapped, because then he wouldn't be able to help Yana if needed, but his seal-self swam recklessly and
restlessly - and began noticing things about the riverbanks and bed it hadn't noticed before.
Petaybee's recent seismic activity had changed the channel of the river slightly and had changed the
feeder springs - several underwater grottos now opened beneath the banks, and as Sean dived, he saw
that they tunnelled deeply under the riverbanks. He swam into one of them, taking its twists and turns until
he found he was no longer swimming, but pulling himself out of a wellspring, up onto the floor of another
of Petaybee's subterranean corridors. Once on land again, he resumed his man shape, the river water
streaming from his skin.
The swim had not helped as much as he hoped. Now to his other anxieties was added the fact that he
longed to stay here, safe from intrusion, safe from having to decide everything for everyone, and yet, he
had to leave soon in case he was needed. Even Marduk couldn't find him here.
But he needed to be here, within the planet, at one with it. It had always been his greatest inspiration
and his greatest comfort - when his parents died, when Aoifa was lost, and when, at first, he wondered if
Yana would accept him, his home had always been his solace and greatest support.
‘What am I going to do?' he asked the cave walls. 'I suppose people have always had to ask that at
some point or the other. Do I betray my home by letting others take it from me? Or do I betray my family
by endangering them? I can't find it in me to do either, even if I knew how. What are we going to do?' He
tasted salt in the water running from his hair and knew that it wasn't river water, even as it flowed back
into the stream. 'I need help.’
‘Help!' the echo screamed back at him. 'Help!’
It sounded like another person entirely, not an echo of himself - the echo at the wedding had used the
same tonality. In spite of his pain, he sat up straighter and looked and listened. Then he said aloud, 'That's
right. We need help. Yana's been taken by more people who want to tear you to pieces. Yana needs
help.’
'Help Yana! Help Yana! HELP YANA! YANA!
YANA,' f Her name echoed around the cave until Sean was about to jump into the water to escape it.
Then suddenly the echo changed again to 'HELP! Help us!' and suddenly the slight phosphorescence
that was always in these places organized itself into a straight line and grew and grew.
For a moment, Sean just stared. The purposeful echo, the purposeful line of the phosphorescence,
neither of these had ever been manifested by Petaybee before. But after all, Petaybee was a young
planet, still discovering its own abilities, and it had recently been exposed to new stimuli. Its responses
were becoming more and more interesting.
He followed the phosphorescent track, trying to keep up with it, until he was back in the river and
found himself in the midst of a vast school offish - every kind of fish - all swimming with purpose and
determination in a single direction.
Aboard the pirate ship
Yana was fast asleep in her bunk when she was awakened by the sensation of warmth and vibration
at the base of her throat. It emanated from the little bag of dirt around her neck as if it held some tiny
animal instead of merely dirt. She clutched it, comforted, and as she did so a picture sprang into her mind
of Sean, calling for her, so that her own name rang in her mind as clearly as if someone in the same room
was speaking to her. The voice sounded so anguished that she wished she could offer some comfort but
before she could form any sort of reply she felt the tickle that prefaced a coughing fit.
She clutched harder at her talismanic morsel, as Petaybee and Sean continued calling her, a voice in
her mind yelling her name. The cats talked to other cats and Clodagh, the dogs to their humans, and
everyone talked to the planet. Why shouldn't the mighty voice of a planet be able to call across the
cosmos if it set its mind to it? Interesting thought, one that tumbled around and around as the image of
Sean and the tickle evaporated, while the voice faded.
She lay awake for a long time, fondling the bag, wondering if she had just dreamt the warmth and the
powerful mind-echo. Because it was tremendously reassuring to think, even for a moment, that Petaybee
was somehow on her psychic wavelength, she wanted it to be true. Usually when she dreamt someone
was yelling her name, they were and it was the captain or the drill sergeant or the corps commander. This
time she was alone in the bowels of wherever they were, and the only sound was the restless sleep of her
fellow prisoners.
Then they were all abruptly roused as the door of their prison burst open to be filled at once with a
brawny crewman, the ever-ominous Megenda, and Dinah O'Neill, who seemed to be using all of the
strength in her petite frame to restrain Megenda. Megenda clanged something hard against the metal of
the door-frame: a laser pistol. 'Get off your butts, you lazy lot of worthless harlots.’
Part of Yana thought, Uh-huh, I was right. He does fancy himself as an old-style pirate. Who used the
word 'harlot' any more, really?
But he looked very fierce indeed, and Dinah O'Neill appeared to be all that stood between them and
his wrath. When the other sleepers woke, looking about them in dismay and disorientation, he planted
fists at the ammo belt slung around his hips and glared at them.
‘Megenda, stop! Not yet! We have to give them a chance,' Dinah O'Neill cried, tugging at him.
‘Quiet, woman. I say we start sending them home in pieces now.’
Yana cocked an eyebrow at Dinah, as if Megenda needed an interpreter. 'What's he on about?’
‘Please, please don't antagonize him any more. The Captain reprimanded him and Megenda's
extremely sensitive. And it was so unfair. Calm down, Megenda! Everyone knows it isn't your fault. It
isn't anybody's fault but that of those callous and uncaring people in your company, Madame Algemeine,
and on your planet, Colonel Maddock. I admit, I'm as surprised as anyone. I thought with all of Madame
Algemeine's credits and you newly wedded to your planet's co-administrator, Colonel, that surely
everyone would have been tripping over themselves to pay the ransom. I even sent a little follow-up note,
just as a reminder. But so far, we haven't even had the courtesy of a reply, much less a payment. The
Captain is so annoyed there's no living on the same ship with him. Down, Megenda!’
‘I didn't know', Yana heard herself remarking,' that his species was capable of annoyance.’
Megenda swung on her, his eyes glinting malevolently and Dinah O'Neill gave a small squeak as she
was dragged forward on his massive arm.
‘Colonel Maddock, please. This is no laughing matter,' Dinah cried.
‘I know it isn't,' Yana said quite soberly, 'but when the good Captain asked me to request the planet
for my ransom, he couldn't know that I have absolutely no control over the planet’
‘Now, now, you're being much too modest. We've been told that if you really want to, if you're really
motivated, you and your new groom have the power to assign its mineral and ore deposits’
‘I can't assign anything for an entity I don't own, possess, dominate, order,' Yana snapped back.
'Nobody even knows what there is to assign.' Megenda made a move towards her.
‘Megenda, just let me talk to these people, please,' Dinah O'Neill said. 'They're reasonable and they
don't want to be hurt. I know it's been months since you've seen real action but please be patient.’
Megenda glowered and loomed.
Dinah O'Neill continued. 'I hope you aren't making the mistake of underestimating our organization,
Colonel. We have had agents on your planet before and we know very well that there are deposits of
valuable ores available. We also have a good idea how you could obtain them. Nothing makes Megenda
more cross than having someone lie to him.’
Yana shook her head carefully, keeping the cough at bay. Now was not a good time to be rendered
inarticulate. 'If you mean Satok and those other sham shamen, they never were able to mine enough ore
to be able to buy their way off the planet, much less provide booty of the magnitude that would really
interest Louchard. Of course, I don't think they had the time, nor the opportunity,' and Yana was very
sure of that since the demise of the fake shamen had been precipitously effected by the coo-berries, 'for
the planet evolved some unusual natural defences to their mining methods. Sounds to me like your captain
is just trying to recoup a bad investment since he's lost their services as illegal miners. Even the Company
had to see that it's no use trying to mine Petaybee for something it's not willing to give up.’
‘Let go of me, woman,' Megenda said, trying to shake off Dinah's tiny beringed hand. 'She's useless.
Might as well make her walk the plank.’
‘We don't have planks any more, Megenda.’
‘Yah, but space is a lot bigger than any puny puddle. We could put her in a suit so she'd have hours
to float around and think about what she could have done to make the Cap'n happy.’
Yana's arguments had obviously gone over Megenda's head but his attitude only reinforced her feeling
that he wasn't the only one who didn't understand the nature of the entity he was dealing with. If even the
Company, who developed Petaybee, had been unable to grasp the situation without a great deal of
persuasion, Louchard was no doubt as confused as everyone else on what could, or could not, be
extorted from a whole sentient planet.
‘Belay that, Megenda,' Dinah said with a little slap which didn't seem to affect the large muscle of
Megenda's forearm at all. 'You and the Colonel are both being irrational.’
‘Irrational? Lady, I'm not sure if I'm going to live through this. I'm not sure if any of us are. I'm sick.
And I hesitate to mention this in the presence of your "sensitive" first mate for fear of giving him sadistic
ideas, but I'm also pregnant. Everyone on Petaybee was worried about letting me go on this mission to
begin with because my kid, like these kids, is bonded with the planet. It needs, through me, the same
things we're all lacking here: fresh air, real food, not the plascene cubes you have here. I'd've thought a
pirate of Louchard's calibre and resourcefulness would have a replicator that can produce proper "food"
instead of all that pulverized dust!' Yana was well and truly launched and, though she knew she shouldn't
take such a strong line, she was fed up. There was no way she could do anything and the sooner
Louchard realized that, the better. Maybe not the better for her, but any resolution was more acceptable
than this confinement. 'I want proper meals, I want exercise facilities, I want…’
‘Will you listen to the lady officer and her list of demands?' sneered Megenda, his expression vicious
as he took another step into the room, and drew one hand back, ready to pound it into Yana's
midsection.
Yana did not so much as bat an eyelid as she shifted to the side to take the blow with her braced
forearms, at the same time balancing herself- somewhat wobbily - to deliver a karate kick. She firmly
intended to deal her own blow to the big man where it would do him the most harm, even if her
weakness caused her to fall on her ass afterwards. She was not about to let him kill her baby without a
fight.
Neither was Marmion, who stepped determinedly between her and Megenda's fist. Yana relaxed, but
remained watchful.
‘Touch any of them and you won't even get what I had already decided to give you,' Marmie said in a
silky voice that carried both promise and threat.
Dinah swatted at Megenda's fist and he lowered it as she said, with just a touch more irritation and
calculation in her own voice now, 'But Madame Algemeine, your people haven't responded to the
ransom demands either.’
Marmion shrugged. 'Nor will they,' she said with a smile that was just the right side of smugness. 'You
can't imagine that I would leave my organization vulnerable to this son of thing, can you?' A wave of her
elegant hand dismissed the ship, the pirates and her situation. 'My people have orders to ignore
extortions…’
‘Even when we start returning you to them a piece at a time?' asked Megenda with a leer.
Dinah O'Neill's voice was casual and professional as she replied. 'Naturally, I have counselled
Captain Louchard that you should be returned undamaged, but he's getting a little put out by the delays.’
‘Gee, that's tough,' Bunny said.
This time, before Dinah could move, Megenda lashed out and knocked Bunny flat with a backhanded
blow that spun her back against the bunk-frame. Roaring, Diego lunged at Megenda but Namid and
Marmion caught him because the brawny crewman had his laser pistol aimed right at the boy's forehead.
‘My, the natives are restless,' Dinah said, with a sigh. 'I'm sorry but I can't restrain them…’
‘That's nonsense, Dinah, and you know it,' Namid said, as if the words had been forced out of him.
'What's the matter with you? Have you finally gotten so greedy you've lost your own survival instinct?
You know damn good and well those men don't go to the head without your approval so stop this stupid
game and tell them to quit beating innocent children or I'll - I'll’
‘You'll what, Namid?' she asked coldly. 'Leave me? A hollow threat, darling.’
‘This isn't about us - it's about what you call business,' Namid said, still struggling to hold Diego back.
'You used to pride yourself that you'd listen to reasonable arguments.’
‘And?' Dinah's expression dared him to present one.
‘I could have told you that people in Marmion's level of society have strictly adhered to an enforced
no-ransom policy. Or don't you remember the case of the Amber Unicorn? Of those who were held for
ransom, two died under torture begging their organizations to break through the restrictions put on them,
to cut the red tape to save them, but the organizations were absolutely prohibited by law which tied up all
the assets in legalities so that they couldn't be liquidated. The families pleaded and offered all sorts of
personal assurances, but in the end the two captives died and no ransom was ever paid. The others
suicided, apparently also by pre-arrangement. I suspect Marmion is prepared to take similar…
measures… to ensure that her capture or death will profit no-one.' When Namid looked in her direction,
Marmion nodded, a faint proud smile on her lips.
‘There's no way at all that any funds will be released before I am,' Marmion agreed. 'However, I am
prepared to offer - let us call it "passage money" - for a safe return, and I'm quite willing to make the
"fare" a substantial amount…' and she gracefully gestured to include everyone in the cabin, Namid too,
'but there is no way that my people will liquidate holdings on my signature,' - and she drawled the next
few phrases in the most resolute of soft voices Yana had ever heard this formidable woman use - 'even if
I had to hold the stylus with my teeth to sign.’
‘Damn that Fiske!' Dinah said in the first unrehearsed and spontaneous utterance Yana had heard
from her so far. Somehow or other, Yana was not totally surprised to learn that Torkel was involved in
this fiasco. 'He said this was a sure thing.’
‘And I thought you were cynical enough to realize there's no such commodity as a sure thing.' Namid
regarded her sardonically. 'You didn't do enough homework on this batch of victims, Dinah. Maybe it's
time you gave it up if you're getting careless.’
‘Well, I certainly wish you'd have told me all this sooner before I wasted so much time. That's it, isn't
it?' she asked with a wounded expression, scanning the faces of her captives and her ex-husband. 'You
were stalling for time! Oh, really! Just because you're in legitimate business instead of a marginalized one
like us, you think our time is not as valuable as yours. I knew I should have stuck with cargo and not
branched out into passengers but… But there is gold on that wretched ice-world,' she insisted, her fists
clenching at her sides. 'There are gemstones, this is germaniun, gengesite…’
‘In small quantities,' Yana said. 'Just what sort of deposits were you shown?' she added, wonderingly.
Dinah O'Neill said nothing but kept eye contact with Yana, as if hoping to penetrate to the truth.
‘Have you ever been on the surface of Petaybee?' Yana asked.
A flicker in the privateer's eyes and a slight smile indicated that she had.
‘In the winter or what passes for summer there?' Yana said, keeping up the pressure.
‘Both.’
‘And just what did you report to Captain Louchard that has made him so determined to strip that
poor world?’
For just a second O'Neill's eyes flickered again, doubtfully this time.
‘I'm sure you've heard this one before,' Yana began, taking a deep breath, 'but if you let us go, we
will not press charges…' and she glanced at Marmion who nodded. Dinah's expression was
contemptuous, Megenda's the epitome of cynical amusement. 'I really do think you've been misled.
Something Satok was good at…’
‘He was Petaybean and he knew …"
‘He knew doodly,' Bunny said, still nursing her face with one hand while blood from the cut that
Megenda's finger ring had made on her cheek trickled through her fingers. 'He hasn't been on the planet
since he signed on to the Company and he got discharged from that right smart. He wasn't even very
useful when he was growing up. He just talked big.’
Dinah smiled as she turned her eyes on Bunny, a sort of half-congratulatory smile that Bunny was
spunky enough to contradict her.
‘You tell that Captain of yours that he won't get anywhere threatening Yana or Sean, or me or Diego
here,' Bunny went on in a level voice. 'He wants to make a deal involving Petaybee, he comes to
Petaybee and talks it over with the planet.’
‘Talks it over with the planet?' Namid's astonishment was complete and, open-mouthed, he looked
from Bunny to Dinah and back again to Bunny.
Dinah gave her a pitying look. 'Talk to the planet?’
‘Go see your relatives,' Namid said, startling everyone, including Dinah. 'They'd be more trustworthy
than that Satok fellow. Well, you always told me that some of your relatives, way back, were exiled to
Petaybee.’
‘That was the rumour I was raised with. Which, I might add, I checked out on the company
computer,' Dinah said, then shrugged. 'I'm not at all sure I'd trust their records. Or anything about the
planet.’
‘O'Neill? There are O'Neills at Tanana Bay,' Bunny said, regarding Dinah with a keener interest.
So swiftly did Dinah O'Neill withdraw then that the heavy door-panel had whooshed shut before they
realized her intention. Megenda and the crewman had followed smoothly, however, and the captives
were left alone.
‘Now, you've done it,' Diego said accusingly to Bunny. 'We had her…’
‘I think Bunny may well have done it,' Marmion said quietly and respectfully.
‘It'll take time for Dinah to absorb the fact of her error,' Namid said thoughtfully. 'But she's extremely
intelligent and very flexible. She'd have to be to survive so long in this business. She's usually able to
influence Louchard…’
‘You think she'll try to talk him into letting us go?' Bunny asked wistfully, her face crumpling into tears.
Forgetting his flash of resentment, Diego cradled her in his arms, stroking her hair and murmuring little
hispanic endearments.
Marmion dampened the one towel they had in the room and handed it to him to place over the cut on
her cheek. Perversely enough, the tickle returned to Yana's throat and she was unable to stop the reflex.
She tried very hard but a spasm racked her again. Namid hastily poured a dose of the medicine for her
and she managed to stop hacking long enough to swallow it.
14
Petaybee
Contents - Prev/Next
Sean swam with the single-minded fish schools until they reached the lake, where the fish all at once
made a single silver river into another of the underwater caves. Sean followed and when the water grew
too shallow, the fish turned back, but he was in another dry grotto. As he was changing form, he saw the
phosphorescence once more organize into a straight line, this time pointing inland. Once his feet were
under him again, he followed it. Though Sean had swum the waterways of Petaybee all his life, these
caves and passages were new to him, the most recent seismic activity. The line of luminescence led him
through passages towards the cries for help that were first only echoes like the one he had heard near
Kilcoole, but soon became the faint cries of real voices.
When he turned a corner and saw the five hunters, he almost laughed at the expressions of terrified
anger and frustration on their faces. One of them, de Peugh he thought, had developed a distinct twitch
and his hair had a great deal more white in it than Sean remembered as well as a tendency to stand
straight up. Minkus was gibbering to himself and Ersol kept looking around the cave and up at the
opening they had fallen through as if it was about to eat him. The wooden Petaybean weapons Sinead
had substituted for their high-tech rifles were piled together in a little heap that someone had tried to set
on fire for warmth, he supposed, all but the dagger Mooney clutched in his fist as he pointed to Sean and
yelled.
‘You're another damned hallucination! Go away! Nobody walks around bare-assed in this weather.’
‘We have nothing for you, honestly,' Minkus cried, cringing away. 'We gave the rabbit de Peugh had
in his pocket to the cat. It would have eaten us otherwise. Please, please don't harm us!’
Sean glanced apologetically down at his own now-human flesh. 'Harm you? What with? I thought you
lads wanted help.’
‘Oh, we do, we do!' Minkus cried. 'We've been down here days, weeks, months. It's been the most
horrible nightmare. The walls shift and melt and little lights come on and sometimes I see little volcanoes
exploding and then when I look again there's nothing…’
Sean shook his head. 'You can't have been down here more than a few hours. Where're my sister
and the others?’
‘They abandoned us to be eaten by wild beasts,' Minkus said.
‘Well, we do have a saying here on Petaybee that some days you eat the bear, some days the bear
eats you, but mostly it's not to be taken literally. Shall we find a way to get you out of here?’
‘We'll follow you back the way you came,' Mooney said.
Sean grinned. 'Not unless you can hold your breath for a very long time. How'd you get down here?’
‘We fell!' Ersol pointed to the hole, far above them. With the arrival of someone who was probably
able to extricate them from their captivity, his dignity was restored. 'We were lucky we weren't bloody
killed. We could sue…’
Sean laughed harder. 'Sue what? The planet? You are, to all legal intents and purposes, trespassing
on private property. Very private property.’
‘Private… vat… vat… vatapplied for hunting licences,' Minkus complained, his voice shrill with
hysteria.
‘Which were not yet granted, I must warn you. Nor would they have been. However, follow me.’
Sean had spotted the dotted line which Petaybee had illuminated to guide him and now struck out
through the remainder of the underground passage leading away from the lake.
‘Hey, man, how come you're not wearing anything?' Ersol asked, staring at him.
‘I… er… was swimming when I heard you yelling for help,' Sean said.
‘Why aren't you freezing?' Minkus demanded. Clot-worthy was also staring in disbelief at their
saviour.
‘Oh,' and Sean shrugged, looking down himself as if he might have changed shape since he last
looked, 'adaptation to Petaybee. And it's not all that cold down here, you know. You wouldn't have
frozen to death by any manner or means.’
‘No, just died of starvation…' Mooney said, licking his lips.
‘Not that either,' Sean said, 'but I'm sure we can find you something to eat when we get where we're
going.’
‘Where are we going?’
All five had fallen into a single line behind him as he strode purposefully through the passage, the little
line of phosphorescence popping out just ahead of them. Petaybee was full of new tricks these days, he
thought with no small degree of wonder. New passages, new ways of communicating direction, and that
extremely idiosyncratic and erratic echo.
‘All I know right now is that we're getting out of here. Beyond that, your guess is as good as mine,'
Sean said.
'Now, guess, guess.'
‘Oh, frag, there it is again. That voice! Once it sounded like it was crying some woman's name.
Listen. What is it?' Mooney demanded on a semi-hysterical note. He crouched down, brandishing his
dagger, his eyes showing whites all the way around like a spooked curly's.
Tetaybee,' Sean replied amiably, without breaking stride. The others rushed to keep up with him. He
really must discover how to bring clothing with him when he went selkying. Despite his disclaimer, the
temperature was not all that high in the tunnels.
‘Does it do that often? Echo you?’
‘It wasn't echoing me.’
‘It wasn't?' Ersol lost his pomposity again.
‘If it wasn't,' Minkus said with the edge of fear in his voice, 'who's speaking?’
‘I told you - Petaybee.’
'Petaybee!'
‘Now, see here, Shongili, that was an echo.’
‘Was it?’
'Petaybee.'
‘Oh, my gawd!' Ersol said, his voice quavering badly. 'Lemme outta here!’
‘It can't be far now. The passage is getting narrower and sloping up - we should be reaching the
surface soon,' Sean said encouragingly.
And they did. Walking up an incline, they emerged from the side of a hill into a cool snow-laden wind
that required all Sean's physical control to resist shivering.
‘Hey, Shongili, I don't care what you say, your goosebumps just got goosebumps. Here,' and Ersol
threw a sweater around his shoulders. 'You got some spare pants in your pack, don't you, Clotworthy?
Mooney, break out a pair of socks, at least.’
They paused long enough to put Sean into minimal coverings and then continued down the slope.
They emerged onto a low ridge and a clump of wind-raked bushes to stare down at the lake, its edges
now frozen, on the other side of which Sinead had left them.
‘Hey, isn't that your sister?' Ersol cried, pointing to figures on the verge.
Somehow 'your sister' sounded like a nasty epithet. Sean ignored the tone, knowing that Sinead could
be a trifle difficult at times and these men, particularly, needed the kind of lesson only she could teach on
Petaybee.
Sean put both hands to his mouth and uttered the ululating call they always used to cover long
distances. One figure responded, straightening up, and looking around.
‘SINEAD!’
The sound of her name reverberated under her feet. Then a piercing distant whistle from the far side
of the lake indicated that Sinead had not only heard, but seen them.
‘Let's go.’
‘Isn't there anywhere we can go besides near her?' Minkus asked plaintively.
Sean chuckled to himself as he led the way down the slope. Somehow this encounter had restored
him in a way not even the swimming could. Or maybe it was a case of both. The planet healing and then
revealing what it was he had to do: organize the influx and protect Petaybee as best he could.
He was reminded again of the influx as, halfway back to Kilcoole, they met Clodagh leading the
white-robes like a mother duck with her ducklings behind her. The white-robes broke formation,
however, and hurried forward to fuss.
‘You poor men, we heard your cries!’
‘You couldn't've,' Mooney said. 'We weren't that loud.’
‘It was awful,' Clotworthy said to Sister Agate. 'I can't stop shaking.’
‘It's the cold, poor dear.’
The hunters confided to the other off-worlders about the cat, the unicorn, and their injuries.
‘Poor Mr de Peugh,' Brother Shale fretted. 'Whatever is wrong with him?’
Clodagh shrugged. 'Looks to me like he lost an argument with Petaybee.’
‘The Beneficence?' Brother Shale asked. 'The Beneficence did this to these poor men?’
‘Oh surely not,' Brother Schist said nervously. 'That wouldn't be very… benevolent… would it?’
‘Sin,' said Sister Igneous Rock firmly. 'He sinned against the planet and it smote him.’
‘Now you just cut that out!' Clodagh said. The hunters weren't the only frustrated people that day.
'Petaybee hasn't invented sin yet.’
Luzon's Headquarters
‘They did what? Dr Matthew Luzon said in a volume that blasted the eardrums of the party on the
end of the comlink.
‘The PTS transporter licence has been revoked and the vehicle impounded.’
‘That can't be donel' Why, Luzon thought, angrily stamping the cane he still had to use into the thick
carpet, there weren't nearly enough people down on the planet's surface yet and he hadn't been able to
infiltrate enough of his agents to effect the sort of damage he had planned on creating. Makem hadn't
reported in since he landed, either, and so Luzon had no idea if the Asian Esoteric and Exotic Company
had reached the surface. They had been so eager to slay the unicorns for their horns, long believed to
have aphrodisiac and healing powers, to acquire the whiskers of the orange cats, which they had been
told had similar powers as well as life-extending properties. He had also given them a list of therapeutic
plants and lichens, which incidentally included all the vegetation so far catalogued on the planet's surface.
The way those fellows worked, a forest could be hewn, chopped into splinters and removed, quicker
than one of those disgusting felines could blink. The'renewable wealth' of Petaybee would be past history.
‘Perhaps, but it has been done. The remote device was removed from the cockpit and there's one of
those propulsion unit clamps that would blow the vessel into trash if someone tried a manual take-off.
That ship is grounded.’
‘But that's a totally prohibited perversion of basic commercial venture rights. All the proper forms
have been accepted by…’
‘They've just been dis-accepted, Luzon. The credit account has had its assets frozen and mail,
messages or credit transfers addressed to PTS are being returned to sender.’
Matthew Luzon, fuming and sputtering and sorely tempted to send the comunit across the room into
the mock-marble fireplace, was trying to figure out how the carefully constructed and protected PTS
operation could have been discovered and blocked. Who? Unless that twit-brained Makem had been
corrupted down on the planet's surface? The noise of his room buzzer penetrated his fury.
‘YES?' Even Luzon was astonished at the snarl in his voice and moderated his tone. 'Yes?’
‘Torkel Fiske to see you,' said the sexy-voiced receptionist of this exclusive health resort.
‘Ah, the very man.' Matthew's ire settled almost as instantly as it had flared. 'Enter. Enter. My dear
Captain Fiske, how good of you to spare some time to visit the convalescent.’
Fiske came in, suavely dressed and smiling, with a touch of smug satisfaction that was visible to the
shrewd eye of his observer. Matthew began to feel that his unexpected visitor was going to cheer him no
end and prolonged that pleasure until he had seen Fiske suitably supplied with the drink of his choice and
some of the enticing tidbits that the resort offered its distinguished clientele.
‘I came, Doctor Luzon, because I felt that you might not have heard the news,' Fiske said, still smiling
unctuously. He took another sip, chose one of the little canapes to eat.
‘I fear the medics have required me to suspend my usual activities until my injuries are completely
healed,' Luzon said, 'so I've not kept up with general news. If anything is bad enough, someone always
manages to inform the galaxy,' and he smiled condescendingly over such a foible.
‘Then I was right. You haven't heard about the kidnapping.’
‘Kidnapping?' And Luzon leaned towards his guest, his heart pounding in the suspense of waiting to
hear the names of the victims.
‘Yes, kidnapping. And from Gal-Three where, as you may know, they have such a tight security
system.' Fiske smiled at Luzon, a smile deprecating the machinations of a security system that failed to
secure.
‘Really? How very alarming.’
‘Yes, and everyone is astounded. I mean, who would have thought that Marmion de Revers
Algemeine had a single enemy in the galaxy.’
‘Not her!' Luzon could scarcely contain his joy though he expressed a horror which caused Fiske to
grin more broadly.
‘And… you'll never guess who was kidnapped along with her?’
‘No, indeed I cannot, so do tell me.' Luzon was all but bouncing about on the seat of his electronic
mobility device.
‘Colonel Yanaba Maddock-Shongili…’
‘Not the doughty Colonel?’
‘And…’
‘Oh, not more victims! How appalling!’
‘Buneka Rourke and young Diego Etheridge-Metaxos too.’
Luzon raised his eyes ceilingward. 'There is justice in the universe. Truly, there is!' He bowed his
head. Then peered up at the grinning Fiske. 'Who perpetrated this atrocity?’
‘The infamous Captain Onidi Louchard!’
‘Oh! Famous… I mean, infamous. I've heard the pirate was clever but to breech Gal-Three Security,
I'm truly speechless. And?’
‘And what?’
‘Have the bodies been returned?’
‘You are bloodthirsty, Doctor,' Fiske said, his glance tinged with censure. 'The ransom has been
set…’
‘On Algemeine?' Luzon snorted with scorn. 'It'll never be paid.’
‘What do you mean?' Fiske sat forward, concerned.
Luzon waved his hand at such folly. 'My dear Fiske, Marmion Algemeine is one of the top financiers
in the known galaxy. She would adhere to the Code out of principle, unlike the cravens on the Amber
Unicorn.’
‘What Code do you mean?' Fiske repeated, now seriously agitated.
‘Why, the Anti-Extortion Code, of course. Surely you're aware that the really rich have the most
stringent laws against the payment of ransoms? To prevent wholesale kidnappings and the payment of
vast sums of ransom monies? A wise move and no-one has tested the Code since the spectacular and
highly publicized failure of the Amber Unicorn ploy over a hundred years ago.’
‘But… but… Louchard is smart and ruthless. He'll figure a way around it.’
‘Not if he was fool enough to choose Marmion de Algemeine, he won't,' Luzon said, dismissing the
matter with a snort. 'Why, what's the matter?’
For his handsome guest had turned quite pale under his space tan.
‘Then Maddock and those kids will die too?’
‘Of course. They've no assets… unless…' and now Matthew rubbed the carved jade head of his
cane against his lips. The coolness of jade was so soothing and helped him think. 'Unless Louchard can
figure out a way to get concessions out of Petaybee.' Immediately the words were out of his mouth,
Luzon cancelled that possibility - until he glanced at Fiske again. 'Don't tell me that was your master plan,
Fiske?' he asked scornfully. 'Tell me - what was Louchard like?’
‘I never met Louchard,' Fiske said, his expression set, his tone distracted, like that of a man, Luzon
recognized, who is thinking very fast about something else entirely.
‘But didn't you mention to me the fact that Louchard was involved in the smuggling of those miserable
quantities of ore that were extracted from the planet?’
Actually both men knew that Fiske had mentioned no such thing and Louchard's involvement was
speculation. Still, that would account for the pirate being willing to kidnap that wretched trio in the hope
of being able to obtain concessions no-one else had had from Shongili. Luzon would never believe it was
the planet: therefore the mind behind all his misfortunes on Petaybee had to be the very human one of the
man who stood to lose most - Sean Shongili.
‘He might just do something to protect that unborn bastard of his, at that,' Luzon mused. 'Where are
you going, Fiske? You bring me such interesting news.' But Luzon's words did not pass the door that
Torkel Fiske had slammed behind him.
It was a considerably more cheerful Luzon who began tapping out numbers on his comlink.
15
Aboard the pirate ship
Contents - Prev/Next
‘I don't mean to pry or open a very sore subject, Namid,' Marmion said when they had all rehashed,
parsed and argued over the latest visit from their captors, 'but have you any more relevant information
about your ex-wife that we might use to advantage?’
Namid pointed to the corner of their room where he thought the listening device was planted. Then he
continued speaking in such ringing, dramatic tones that they understood he wanted every word to be
overheard by their unseen monitor, particularly if that monitor was the object of Marmion's enquiry. It
occurred to Marmion that perhaps since the man had been unable to communicate effectively directly
with Dinah, he was using the opportunity of talking about her more or less publicly to try to make an
impression on her instead.
‘They say,' and he sighed,' that we never really know the people we love. When I first met Dinah, I
thought I had never been so close to anyone. Not only was she attractive, intelligent and interested in my
work, but she had a great deal of drive, a lot of passion that I'm afraid I misconstrued at the time. Love
blinds us, or something like that. We talked for hours. I told her about my work and she was quite honest
about her early years: the death of her parents when she was far too young to be alone; her first marriage
at sixteen to a wealthy, ruthless man who left her an interest in certain enterprises - of which I suspect this
is one. She was quite frank about her other marriages, most of them for convenience and empire building,
until ours. I genuinely believe it was a love match on her side as well, at least at first.
‘She so desperately wants connections, you know. Her family was among those scooped up by
Intergal when they were buying up wars and other inconvenient impasses on Earth to populate their
experimental colony planets. Your Petaybee was one of the early ones, of course. Since the "colonists"
were divided in the interest of breaking up political factions, many families were split and settled in
different places. Dinah's great-great-grandfather came from a long line of sea-faring people and had
worked with the paramilitaries. She seems to believe he was some sort of great patriot, but he apparently
adapted well enough to spacing and became one of Intergal's top cryptographers. At some point he
married a fellow exile who had also chosen a Company career over colony life.
‘Dinah says that most of their progeny were prevented from advancing in the Company because of
IntergaFs nepotism, but I think she might be a bit prejudiced. Surely none of them became wealthy and
when her parents died, Dinah had a rough time supporting herself. She told me candidly that she used her
looks at first. Then, when she met the right people, her intelligence got her jobs as messenger,
despatching, and freelance computer hacker, which was what she was doing when she met her first
husband. She looks at her involvement as protecting her inheritance and investments, I believe. But I had
absolutely no idea she was connected with piratical acts until she brought me aboard.’
‘Didn't you know anything about her business?' Marmion asked.
‘Oh, yes, I knew she was involved in "shipping" as cargo-master' Diego interrupted him with a snort.
'Or should I say "purser",' Namid added in a show of humour that made Marmion give him one of her
genuinely warm smiles. He had to pause but went on. 'That explained her absences and odd schedule.
She was so interested in my work: variables and what star systems were likely to spin out ore-laden
planets and well, all the practical applications of astronomy. It all seemed so harmless, so natural.' He
hunched his shoulders in frustration. 'And she is, you must admit,' he now addressed the remark to
Diego, 'a very attractive person.’
‘Ha!’
‘And clever as she can stare,' Bunny said with slightly sour admiration. 'That nice guy,' bad guy ploy
she and Megenda were pulling is so old it's got whiskers longer than Uncle Seamus.’
‘Unfortunately, we end up falling for it because we don't know when farce and fact meet,' Yana said.
‘Oh, how I'd like to get that Megenda inside Petaybee for just five minutes…' Bunny said, fingers
going to the scab on her face.
‘Let's not be vindictive. We know he was only playing a part and may be a very nice fellow off-duty,
aside from an unfortunate tendency towards child abuse,' Marmion said, glancing at the bruises on her
young friends' faces.
‘"When a felon's not engaged in his employment, his employment…" ' Namid sang in such a rich
baritone that Marmion regarded him with amazement. ' "Or concocting his felonious little plans." Gilbert
and
Sullivan's little operettas are as cogent today as they ever were…’
‘Go on,' Marmion urged, her eyes wide with delight.
‘"His capacity for innocent enjoyment, 'cent enjoyment, is just as great as any honest man's."’
Marmion laughed and laughed and laughed and Yana found herself smiling at such contagious mirth.
Even Diego grinned.
‘I like the tune,' Bunny said diplomatically but her confusion was obvious.
‘It's not exactly latchkay type singing and music,' Diego said, relaxed for the first time since their
capture. 'I've some disks, I think. You might just like G&S.’
‘G&S?’
‘Later,' Diego said.
Namid's mobile face fell into solemn lines. 'Dinah liked G&S.' Then he added more briskly, 'But this
isn't Penzance and she wasn't indentured as a little lad, brave and daring. I do believe that there is a core
of…’
‘Wait a minute,' Bunny said, sitting bolt upright and just missing the underside of the upper bunk with
her pate. She began sniffing and sniffing.
‘What?' Diego said and Yana echoed the query.
Bunny sniffed deeply again. 'We're no longer on Gal-Three-type air.’
‘We're not?' Yana asked. Bunny's previous mention of her olfactory impression hadn't really
registered. Well, Yana had been a bit preoccupied. The air on the shuttle would have been imported
from the station's ventilation system during the time the shuttle was in dock. But come to think of it, there
was no reason she could think of why the air aboard the pirate vessel should ever have had any
connection with the station. Or was there? Bunny seemed very certain and her senses, trained in the
Petaybean outdoors, were extremely keen. Yana looked at Bunny, sorting through the implications of the
girl's observation. Intriguing possibilities now presented themselves. Nor was she the only one to be
thinking along those lines.
‘Indeed,' Marmion said, softly, her eyes dark with thought and she leaned into Namid who put a
reassuring arm about her shoulders.
‘Indeed indeed,' Namid said. 'And don't forget to breathe!’
Kilcoole
Three days after returning to Kilcoole with the hunters, who booked the first Intergal shuttle back
since PTS was no longer in service, Sean received a second communique from the kidnappers.
Dear Dr Shongili,
I hate to be the bearer of bad tidings, but I was sent the following message by the criminals who
abducted Colonel Maddock-Shongili, your niece and young Etheridge-Metaxos along with Madame
Algemeine. I suppose they chose to send their demands to me, as CEO of my own company, since
previously I had been unaccountably released to deliver the initial message. I had the great opportunity
and rare pleasure of meeting your lovely wife and speaking with her briefly while she was still here on
Gal-3: she was, is, a very special lady and a competent, caring officer. The children accompanying her
were a delight to us all. I fervently hope that, between the efforts of the security team here on Gal-3 and
your good self, you will all be reunited soon.
On behalf of all of us here on Gal-3, Macchiavelli Sendal-Archer-Klausevitch
Dear Dr Shongili,
We were most concerned to learn from your wife that there might be some difficulty with her
pregnancy if she isn't back on Petaybee soon. She is very ill and could certainly use more of that
Petaybean cough syrup that cured her the first time. Also, young Metaxos has sustained minor injuries
due to his own youth and inexperience. Unfortunately, we are currently between medical officers, since
our last one was discharged -regrettably out the hatch and into space - for mutiny.
Surely you must realize that your family's lives depend upon your immediate response and compliance
to our demands. We look forward to hearing from you soon.
Most sincerely,
Dinah O'Neill, representing Captain Onidi Louchard aboard the Pirate Jenny
The office was filled with people when the communique arrived and all Sean could do was sit there,
stricken, when he finished reading.
‘What is it, Sean?' Una Monaghan asked.
Cita, who was also there along with several other children and their parents, and Wild Star Furey, put
her arm around him and asked, 'What is it, Uncle? Is it about my sister? What does it say?’
He held it up to her and she took it. But, of course,
Cita couldn't read so she turned to Wild Star who took it out of her hand and read the note aloud.
The stunned silence now affected every listener.
‘Oh dear, I ought to have read it first to myself,' she said, 'before I broadcast such news.’
Sean shook his head. 'It's everybody's business.’
‘Well, yes, but in front of the children - especially those who've just arrived from the other villages to
go to school. Too much of the bad side of civilization all at once, I fear.' She continued to look guilty and
cast a nervous smile at her pupils and their parents.
Since she had taken up her post as Kilcoole teacher, Sean had learned a few facts about Wild Star
Furey. She had had sufficient experience with the bad side of civilization. Her ancestors had been an
Amerind tribe stubbornly clinging to a valuable piece of Terran real estate. Her husband's family were
descended from Irish travelling people who were finally removed from the planet for refusing to settle on
any given piece of real estate.
‘It concerns Petaybee, Wild Star,' Sean said. 'And it's got nothing to do with civilization. Pirates aren't
famous for being civilized.’
‘Pardon me, Doctor, sir,' said a man who had arrived in Kilcoole a scant half hour before. Sean knew
Muktuk Murphy slightly. He was from Tanana Bay. 'Could the lady read that last bit again, please?’
‘Which part was that, Muktuk?' Sean asked. 'That lady's name, sir, mentioned just before that awful
pirate's name’
‘Dinah O'Neill?' Wild Star asked. Muktuk cast a significant glance at the small, round-faced woman
beside him who had a wealth of curly black hair and typical Eskirish slanted blue eyes. Those eyes were
dancing with excitement as she tugged her husband's sleeve.
‘That would be it, Dama, thank you. Do you suppose me and the wife could send a message along
with yours, sir, when you reply to the pirates?’
Sean shrugged. 'What did you want to say?’
‘Well, it's a bit hard to organize it right now, sir. It'll take me and the missus some thinking.’
‘Perhaps I should help you write it down then,' Wild Star offered.
‘Ah, now that would be very kind of you, Dama,' said Muktuk.
‘Very kind indeed,' said Mrs Murphy. 'I'm sure all my people will appreciate it and we'd all like to
come to your school along with the children, please and thanks very much.’
Aboard the pirate ship
When Dinah O'Neill returned to the Captain's quarters, she found a message from Macci Sendal
waiting on her comunit.
‘Dama O'Neill,' Sendal's voice said, 'this came in last night in response to your follow-up ransom
message to the Petaybean administration. At first my stupid assistant didn't think it was important and
almost discarded it. It's from Shongili's office but it seems to be in some sort of code, hence the mistake.
I do hope it will be good news - for both your captain's organization and my own.’
There was no voice message involved, just print on the screen.
Dear Dama O'Neill of the pirate ship,
We learned of you when your boss's note came to Dr Sean Shongili's office. Your name caught our
ears right away and we were wondering if maybe you might be related to the County Galway O'Neills
taken from Ireland at the height of the Reunification? We had a grandfather from that area and time
period who, despite raising a large family here on Petaybee, never forgot his brother, Rory, who was
known locally as Handy Red O'Neill, he that was involved in the battle aboard the Rosslare Ferry and
was then lost from the rest of the family when the country was so-called evacuated by the powers that
be.
We know some good songs about the family you might like to hear and we were wondering if you
might have some from your family as well, whether or not you're of the same family as us.
We were glad to learn about you but sorry to hear you are having to work for pirates. If it's food or a
place to live that you're needing, we'd be happy to have you come to live with us here on Petaybee if you
can quit your job. We would love to have you and your family, if you have one.
Regards,
Chumia and Muktuk of the Tanana Bay Murphys on Petaybee
P.S. Could you please put in a word with your boss and ask that Sean's wife and relations and the
nice Company lady are kindly treated as we're all very worried about them?
Then, in another hand altogether, a second note.
There is nothing a person can do in regard to ransom here. SS
Dinah O'Neill ran the message through several times. This was not going the way it should have. Not
in any way, shape or form. She hated to take Namid's accusation to heart - that she was losing her touch:
she preferred the Yana-woman's suggestion that she had been badly informed.
She pondered the brief sentence from Shongili - for who else would be 'SS'. Nothing a person could
do, huh? Well, that was certainly in line with Yana's allegation. Wouldn't the anxious husband of a newly
wedded pair try to bargain? Not, Dinah came to the reluctant conclusion, if he had no control over this
planet entity, this sentient world. Then she turned to the bulk of the message - so innocent and naive. If
she could get out of her job as a pirate? What ingenuousness. Part of Shongili's ploy? No, the words had
the ring of truth.
Further to that, which the Tanana Bay O'Neills couldn't have known at all, was that she was a
descendant of that Rory O'Neill, Handy Red O'Neill who had been so proud of fighting that battle on the
Rosslare Ferry: the last stand of the Virtuous, he'd called it. And he'd composed a roaring saga which
was one of the few memories she had of her own red-headed father: bellowing out the chorus to the
many stanzas of that saga. Oh, she'd have a family song to sing to these O'Neills of Tanana Bay, she
would indeed.
Abruptly she clicked on the holo-shield control set in one of her rings dnd depressed another button
to summon Megenda.
‘Yes, Captain Louchard?' the first mate said when he reported to his 'Aurelian' captain.
‘It's time to leave. We're going to Petaybee, Megenda.’
The man's broken teeth showed in a grin. 'Aye-aye, Cap'n.’
16
Kilcoole
Contents - Prev/Next
‘Sean?' Simon Furey came charging into the governor's mansion. 'I got someone here from…' and
Furey frowned down at the plasfilm sheets trying to curl around his gloved hand from the static in the cold
air that he brought in with him, '… Nabatira Structural Cubes?’
‘Never heard of them.’
‘I have!' Furey said, impressed.
Sean reached for the film and they both had trouble unwinding it to the point where the consignment
note and the invoice could be separated and read. 'I don't know a thing about this,' he added, shaking his
head, especially over the fat letters of the 'NO CHARGE' stamped on the invoice.
Furey jerked his thumb over his shoulder at the junked cabin room. 'They'd be damned good things
to have, y'know.’
Sean looked about him, snorting at the confusion of tiers of boxes on every available space, boxes
into which Una and her helpers filed the stuff that every shuttle brought down to dump in his already
stuffed premises.
Adak came in just then, waving more plasfilm. 'The most humungous slabs just arrived, Sean. They
gotta be unloaded and put up and, I dunno,’
Adak's eyes were wide in his round face. 'What are they?’
‘Climatically resistant and atmospherically adjustable additional autonomous units, complete with all
facilities, can be erected instantly and with little or no site preparation,' said the rangy redheaded
individual who had followed Adak in. 'But I gotta tell ya, man, we gotta fix and run or we miss the next
delivery and that's not company policy. We only got three days to site these things and you're lucky to
get delivery so quickly, considering how far in advance clients usually gotta book Nabatira Cubes. So
where do we put 'em?’
‘Them?’
The redhead flicked fingers at the film in Sean's suddenly limp fingers.
‘Four of 'em,' and the redhead held up four gloved fingers. That seemed to be his only concession to
Petaybean weather although the outfit he wore was probably one of the lightweight thermal beauties
which Minkus had brought with him from Herod's. Now the Nabatiran emissary looked about him. 'This
the governor's mansion?' he asked incredulously, assessing the clutter in a single not quite contemptuous
glance. 'How big are these cubes?’
The redhead snorted. 'Hell, man, you could put six of this bitty place in one and still get a rattle.’
‘Then I want one right beside this,' Sean said, suddenly decisive. 'Adak, get some axes and…’
The redhead held up a restraining hand. 'No sweat, mate. Oscar O'Neill, the Great O. O., will take
care of that detail. Like we claim, little or no site preparation is needed.’
‘What wouldja do with them trees, then?' Adak demanded, his head protruding from his parka like a
turtle's.
‘You need the wood? We keep the wood,' the Great O. O. said amiably.
‘That's one down, Governor Shongili…" and Oscar O'Neill paused to receive Sean's disposition of
the others.
‘Make a much better school than the longhouse does…' Simon Furey suggested appealingly.
‘Done!’
‘School's to be near by?' O. O. asked.
‘Just up the road,' Simon replied eagerly, pointing in the right direction.
‘Road?' O. O. asked condescendingly.
‘Road,' Sean said firmly and wondered what to do with the others. Sometimes gifts can be more
embarrassing than helpful - especially 'free' ones.
‘Kin I make a suggestion, mate?' O. O. said and when Sean nodded, 'Well, I spent a good deal of
good daylight e-rection time trying to find you. Wouldn't have found you at all if not for Cap'n Greene
and his flyin' machine. He came along just as I was about to mark this lot "Return to sender". Why not
install one cube at that so-called SpaceBase of yours to direct incoming traffic and take…' he looked
around him again,' some of the paperwork outa here.’
Sean couldn't have agreed more though the 'No charge' aspect of this largesse could not be explained
by O. O. All he knew 'was what was on the dockets, man', and 'no charge' meant just that, and who
were they to argue with Head Office? By the time the necessary decisions were made, Sean had a new
office block adjacent to the marital cabin; awed Kilcoole had a new school; Petaybee Admin had its own
- if empty - premises on the edge of the SpaceBase, and Lonciana was going to find herself to be the
recipient of the fourth Nabatira Structural Cube. If she was having half the trouble Sean was in the
management of the Southern Continent, she needed the space to do it in too.
As abruptly as O. O. and his men had appeared, they left.
‘He was as good as his word, wasn't he?' Una said, standing in the newfallen snow in front of the
cube while the governor's'staff' took stock of their new premises. 'It's just forty-eight hours since they
arrived.’
‘So it is,' Sean said, totally bemused by the speed with which this had all been accomplished. O. O.
and his men hadn't even paused when snow whipped around so that at one point it had been very hard to
see despite the banks of heavy-duty lights that had been put up so they could work through the night.
The building had also been sunk into the ground, neatly placed behind a screen of Kilcoole's conifers
so that it didn't even seem to be an intruder. A unanimous decision had voted for an outer coating of a
bark-like paint so that it resembled - at least in colour - the other cabins along the road. Of course, the
upper level did tower above the neighbouring buildings but there were trees behind it that were taller still.
It was empty, of course, for no-one had had time to transfer anything.
‘What a difference a few days make!' Sean said.
Cautiously approaching the new building, Marduk let out a little snarl. He was pacing along the front
of it, sniffing here and there and usually sneezing at the chemical smells clinging to the newly erected
building, pawing at the one or two mounds of disturbed dirt left over.
Well, no good standing around out here, is there? he said and took the three entrance steps in one.
Gal-3
‘I tell you, Louchard's real ship only just left,' Charas vehemently insisted to Commander Nal an
Hon. Once more dressed in the gear of a station brat, there was nothing of the child in her manner as she
leaned across the desk, hands gripping the edge, her white knuckles demonstrating the intensity of her
belief in what she said. 'That's why you never found the kidnapped victims in any of the ships that had
disembarked.’
‘Your instrumentation could be faulty, Charas,' the Commander said patiently although he knew that
the diminutive operator was the best surveillance officer money, and loyalty, could buy. In this case, the
loyalty was the prominent factor since Marmion Algemeine seemed to instil that virtue in anyone who
worked for her. He could have used a bit of that himself, though he tried to be as tolerant and
fair-minded as he could, dealing with all sorts of psychologies and temperaments as Commander of
Gal-3.
‘Faulty my aunt's left toenail!' She swung away from the desk and began pacing. 'My instruments
registered the original mayday from both Madame Algemeine and the Colonel. I followed them to Cargo
Bay 30…’
‘And followed the shuttle…’
‘So I did, but the shuttle seemed the obvious escape vehicle… and we were going so fast… My
implant returns only life-sign readings past a certain distance…" Charas shook her head: they all had been
sure the shuttle had the victims. 'But the signal from the implant suggests that Madame Algemeine is still
on Gal-3. I got the strongest response in the Cargo Bay: only there's some sort of a scrambler system
that diffuses so one can't accurately locate the source.' She held up a hand when the Commander started
to interrupt her, 'Until just this past half hour. Operations say that only five ships have requested clearance
in the past hour… hours, that is,' and her smile was grim,' since it's taken me longer to reach you with this
information. Freighters, all of them, incapable of moving at any great speed.’
‘Look, I want Madame Algemeine back as much as you do, but I've only so many forces to handle
search and recover operations…’
‘Madame Algemeine will, of course, reimburse your costs. What are you waiting for, Commander?’
‘Nothing,' he said, abruptly, recognizing that he had been tardy in assimilating her information.
Depressing the alert pad, he issued instructions, detailing the descriptions and numeric IDs of the five
ships to be stopped and boarded.
‘Ingenious, you must admit,' Charas said, relaxing now she had got him to act,' remaining on
Gal-Three while the first of the search and boards were being initiated. But then we know that Louchard
uses state-of-the-art technology. This abduction was very carefully planned.’
She sighed, rubbing her face, for she'd been working with only catnaps to refresh her ever since she'd
received the first mayday: prowling about the immense cargo bay, checking every single ship in the
facility, time and time again, trying to locate exactly which of the hundred or so ships hid the victims. But
her locator, despite being state-of-the-art, displayed so many 'echoes' even when placed against a hull,
that she had been unable to pinpoint the target ship. Fortunately, her disguise had saved her from
retaliation by some of the ships' personnel: aliens in particular were apt to take offence if you were seen
hanging about their vessels for no apparent purpose.
At the outset of this incident, she'd seen the women in the company of Macci Klausevitch so she
hadn't been as close on Yana's heels as she normally would. For that she blamed herself. Getting slack in
her middle years: have to quit this kind of work if she was going to be less than top efficient all the time.
So the pair waited. Commander an Hon courteously supplied her with a meal and then a shower in
his private facilities while fresh clothing was procured for her. She was adrenalin-poor at this point,
having pushed herself for days in her vigil. She had almost nodded off when the first reports came in. The
slowest of the five vessels had been apprehended and it was, as it was supposed to be, a drone grain
carrier and all its components checked out as they should. The second was carrying only two holds of
cargo, to the captain's disgust, and he was in no fit mood to be stopped on such a spurious charge. The
third was also innocent and the fourth, but of the fifth all they found were large fragments of the hull.
‘Wasn't blown apart, wasn't hit by any spaceflot, wasn't burned or melted or anything, Commander.
Just like the hull had been a weevy-fruit, split open down the axis.’
An Hon and Charas exchanged despairing looks.
‘Damn that Louchard!’
Charas felt as near to tears as she had the day her mother died when she'd been eight years old.
‘Any residuals to track?’
‘We're searching, sir, but they could have just used the drift to take 'em the way they wanted to go
and, begging your pardon, it could take weeks to do a search pattern and we'd still not be sure we got
the right trail.’
‘Return to base, Captain, and thank you.' Grimly, Commander an Hon looked at Charas. 'You still
have a life signal from Madame Algemeine, don't you?’
Charas touched the point on her mastoid bone and inclined her head positively. Madame Algemeine
was the only client for whom she would permit such an invasion of her personal privacy but she 'owed'
her for her life and sanity so Charas was willing to do anything to protect this client.
‘We can check with Sally Point-Jefferson, too,' she said.
When a death occurred, those carrying the implant tuned to that person experienced an unforgettable
blast.
The tall lean Commander waved aside that suggestion with a twitch of his lips. 'If she got the blast, so
would you!’
‘Now what? The kidnappers didn't leave a final warning of any kind, did they?’
‘Nothing past the last one M'sser Klausevitch passed on to us.’
‘Klausevitch,' Charas murmured and locked eyes with the Commander. 'Odd man to be chosen as
messenger. And Madame herself cancelled Millard and Sally as bodyguards?’
‘Hmmm.' An Hon shrugged for the whimsies of the rich. He'd've had an operative with Yana in the
head, her tub, under her bed but who would have thought a kidnapping of someone of Madame
Algemeine's status would occur in this day and age after the Amber Unicorn fiasco! True, there were
occasional incidents involving lesser lights like merchants, captains, executives and enough freaks eking
out a marginal living on any big station like this to account for GBA and 'accidents' as well as extortionist
intimidation but nothing on the scale of this felony. 'Madame Algemeine had some critical meeting or
other that they had to prepare for and doubtless she felt that she was well-enough known - with the
Klausevitch along - to inhibit any confrontation.’
‘And who let the two kids loose?’
‘That has already been dealt with,' the Commander said in a hard voice for the unseen eye supposed
to follow the young folk had somehow missed their departure from the Algemeine apartments. His licence
had been revoked and he was currently looking for any work he could get.
‘That Klausevitch fellow,' Charas said, returning to one aspect of this whole affair that nagged her like
a damaged nerve. 'What else have you discovered about him?’
‘I got a repeat of the original clearance. He certainly wouldn't have been hired by Rothschild's if there
was anything suspicious about him. But I've asked again for a comprehensive.’
‘He was sure green-e-o at the Algemeines' first thing that morning. And I heard he doesn't usually rise
until midday.’
‘That is true.’
‘Or is he just hot for pregnant women?' Charas asked with feminine cynicism.
‘There was that case…' an Hon paused, rubbing his chin speculatively, '… where a salesman with an
impeccable record was convicted of grand larceny following an investigation of his accounts. He admitted
falling under the spell of this Louchard personage. It is a possibility,' an Hon admitted. 'As the Great
Sleuth remarked, "When you discount the improbable and only the impossible remains, that will be the
answer."’
‘You've got surveillance on him?’
‘You may be sure of that, and on anyone else even remotely involved in this affair, up to and including
our society hostess, Pleasaunce Ferrari-Emool.’
‘Yeah, her!’
‘She's been known to associate with some unlikely characters.’
‘Hmmm.’
‘Get some sleep, Charas. You're not good to anyone in your present state, though you cleaned up
better than I thought you would.’
Charas managed a grin. 'Any place here I can catch a few winks?' she said, rising. 'Don't want to be
far away if you need me. And I'm not all that sure I could make it to my digs.’
When Madame Algemeine had imported Charas as her Gal-Three unseen eye, she had naturally
introduced the woman to Commander an Hon. She had 'assisted' him from time to time when her
principal client was absent from the station so he had a high degree of respect for her capabilities, the
present situation notwithstanding. He himself showed her to one of the cabins reserved for unexpected
visitors of the desirable kind. She lay on her side, positioned her legs comfortably and immediately her
breathing went into a deep sleep pattern. He activated the comlink and left.
He should be getting some gen back on Klausevitch and he couldn't imagine why it took so long to be
linked in to Gal-Three. Because of the prestige of their special residents, Gal-Three had priority
clearance up to top secret levels. Surely Klausevitch was not above that category.
17
Aboard the pirate ship
Contents - Prev/Next
‘There!' cried Diego. 'I can feel the vibrations now. Can't you?' and his tone was slightly accusatory.
‘Yes, actually, I can,' Yana said, her fingers splayed on the bulkhead.
‘And the air has definitely changed,' Marmion said, sniffing. 'I've never noticed before how different
air can smell.’
‘You would if you lived where it's pure,' Bunny said somewhat condescendingly, 'and then had to
breathe the muck. Oh, your launch had good air but some places on Gal-Three it was… well, it was
downright stinky. Like the stuff that hovers over SpaceBase back home.' The last few words came out in
a tone that everyone recognized as homesick. But Bunny made an effort, inhaled the bad air, and turned
resolute.
‘We'll get back to Petaybee, gatita, I know we will,' Diego said soothingly.
‘Hell's bells,' Yana said, 'for all we know we may be heading there right now.' She looked queryingly
at Namid.
He shrugged his helplessness. 'Louchard is known to be devious but rarely direct. He likes to hunt,
stalk his prey and then snatch.’
‘He makes a practice of kidnap?' Marmion asked, startled, and for the first time fear coloured her
eyes.
‘Not that I know of,' Namid said as soothingly as Diego had spoken to Bunny. 'Now don't you worry
yourself, Madame…"
‘I thought we'd reached the first-name basis, Namid,' and Marmion emphasized his name.
‘Thank you, well, let me repeat. No, Louchard tends to deal in inanimate cargo which is why I'm
really surprised to see him turn to abduction.’
‘Cargoes being unable to testify in court, right?' Yana remarked in a cynical tone.
‘Exactly, and once sold on can rarely be traced since so often they are the raw materials which are
turned into different goods entirely.’
‘Tell me,' and Yana had difficulty controlling a sudden surge of mirth,' does Louchard then steal those
goods and sell them on?’
Namid's face and eyes lit with answering amusement. 'I really haven't been with this happy band of
free-souls long enough to have observed that.' Then he sobered. 'I can only extrapolate from what Dinah
used to tell me. And, of course, I'd no idea that she was generally transporting stolen goods.' He sighed
unhappily and now it was Marmion's turn to console him.
‘But you do agree that we're breathing a different kind of air right now, don't you?' Bunny insisted as
if that little concession was more important than any of the other topics with which they had whiled away
their incarceration.
‘I do,' Marmion said and the others nodded. 'Clever of you to have noticed, Bunny. Although why
the pirate ship remained so long at Gal-Three…’
‘That's the easiest part to guess,' Bunny said, impatient with Marmion. 'Who'd look on the station for
us?’
‘A good point,' Marmion said magnanimously. 'Your pirate captain is indeed a devious man.’
‘I wonder if he's an orphan,' mused Namid, trying vainly to cheer himself up.
‘An orphan?' Bunny exclaimed in surprise: she'd been one most of her life and had never found the
condition easy. Of course, she nearly lost Namid's response because thinking about being an orphan
reminded her that if the pirate should waste them all, Cita would be all alone again and lose what precious
little self-confidence she'd gained since knowing she was Bunny's sister and a Rourke.
‘Yes, an orphan,' Namid went on briskly. 'To further the analogy of the pirates I mentioned earlier.’
Bunny forced her mind off sad thoughts and listened while, with such music and words as he
remembered from the score of The Pirates of Penzance, he regaled them and thus passed the hunk of
time till their next meal as pleasantly as their circumstances allowed.
Petaybee
‘They call this "spring"?' asked Zing Chi, chief representative of the Asian Esoteric and Exotic
Company Limited, as he glanced round the desolate sweep of the broad valley, soggy with melt, yet
burgeoning with insect life and the blooming of plants which the insects were helping to pollinate. He was
thoroughly disgusted and wanted to leave when they'd only just managed to get to Petaybee South. The
transport service on which he had booked his team had been terminated and their monies returned, but
the refund alone was barely sufficient to bribe their way to the planet's surface, and at that, comparatively
unsatisfactory, setdown point. The southern pole of the planet contained some of the botanicals listed, but
the northern continent was the documented source of what he had been assured were riches of herbal
gold - and those elusive qualities in unicorn horns and cats' whiskers for which his company could charge
their oldest customers (and, of course, only the oldest needed such help) vast fortunes, whether or not
there were any discernible results to the intake of Petaybean products.
Zing Chi was one of the best field operators, able to strip acres of plants by bloom, leaf, stem and
root in no time at all. Some of the vegetation in sight looked familiar and was supposed to be plants
which had been brought to Petaybee during the initial terraforming so they could adapt to this new world.
But the nearest were only ground cover, cultivated to keep topsoil from being blown away.
He had been given no warning that his entire team would have to do all of their collecting on foot.
They had seen no villages so far, no cities, no place to purchase transport of any sort. Zing Chi began to
fear that there was none to purchase.
Fortunately, his people were very good walkers and walk they did, gathering, stripping, and neatly
cataloguing anything vaguely resembling the plant materials listed, even those available elsewhere.
After five days, they had laid bare a strip approximately fifteen miles long and half a mile wide. It took
all the animals they could find to feed them, for this time of year there were no berries or nuts of any sort
remaining. Zing Chi's team consisted of a hundred and fifty people and they required much food.
One day, the son of one of his senior men, Lu Han, brought a small spotted lion cub in his arms.
‘Which whiskers do we need, boss?' he asked Zing Chi. 'This little fellow will need some of them for
his balance and space sense. He won't mind losing a couple though, I think. He's a good cub.’
‘Do as you're told and the animal will have no need for whiskers. We haven't enough to eat. Kill it,
take the whiskers, and skin it. The rest is for the soup pot. Our clients have specified that they want the
whiskers of orange cats only, but since they do not seem to know enough to assist us in reaching that
which we need to harvest, I do not suppose they will know the whiskers of an orange cat from those of
this cub. The bounty will be the same.’
‘But boss
‘Do as I say.’
The boy nodded and the cub, as if sensing that the decision had gone against him, began to wiggle in
his arms.
18
Petaybee
Contents - Prev/Next
Cita caught Johnny Greene as he boarded his copter for the trip south to help O. O. and his men
install Loncie Ondelacy's cube. Coaxtl padded behind. The cat did not think highly of flying machines.
Birds are for eating, the cat protested. Riding in them makes one feel that one is a youngling
being carried in the beak of a prey-bird for the feeding of her chicks. One does not like this feeling
,
‘Stop complaining,' Cita said. 'You'll like being in the South again. Hi, Captain Johnny!’
‘Cita! How are you and your fine furry friend this morning?' the pilot asked, grinning down at her.
‘I am far better than I have any right to expect, though I worry for the sake of my sister and Aunty
Yana and Diego. But this one', she pointed to Coaxtl, 'longs to see her old caves again. A week ago she
said she was fine but suddenly she growls in her sleep and talks only of going home. I heard you were
taking one of these big houses to Loncie and Pablo, and I hoped that we might burden you with
ourselves. I would like to show Carmelita and Isabella what I've learnt in school. I have many new songs
to sing, however poorly, for those who were so kind to a foolish stranger before I came here.’
‘What does your uncle say?’
‘He doesn't mind. He says you are making regular trips now and could perhaps bring us back in a
day or two? So we will not trouble Loncie for too long?’
‘Sure, if it's OK with Sean. I know Loncie and Pablo and the kids will be glad to see you again.
They're not going to believe how you've filled out in just a few months!’
All of these words had to be shouted over the roar of the copter's great engines, but at last Cita made
herself comfortable in the back and Coaxtl grumblingly curled up in a tight ball at her feet.
Cita enjoyed the trip very much. She liked watching as O. O'Neill's special jet-crane hoisted the great
boxes in the air and flew with them dangling, just so, so that the weight did not upset the aircraft. Johnny's
aircraft carried lighter cargo, in addition to herself and Coaxtl - more administrative paperwork bundled
by Una Monaghan to go to Loncie Ondelacy.
Cita loved it when they reached the sea and she could see that the ice was already beginning to
thicken off the northern coast. Whales and seals danced in the shadow of the aircraft, and dolphins leapt
high, as if trying to touch the dangling cargo with their noses before diving again.
Gradually the water began to change, from grey-green to brighter, jade-green to pale grey-blue and
to the deep bright blue of the glacier crevasse, then back again to blue-green, and almost lime. The air
clouded with steam and below, the water boiled and hissed. Off to the right, a little island stuck up above
the water, probably not even a mile wide yet, but it seemed to grow even as Cita watched, and already
parts of it were seamed with green. Beyond, stretched other such islands, and Cita wondered how long it
would take them to touch and make one big one.
Coaxtl was sleeping and didn't seem to be wondering about anything, but she growled and sometimes
snarled and her paws curled and uncurled. Cita wished she knew what the cat was dreaming but Coaxtl
only spoke to her in her head on purpose - Cita was still too stupid and insensitive to read the great cat's
mind.
Then they were beyond the steam and the islands and back into the iceberg-clogged waters near the
southern coast. Breakup was just beginning there, even as winter was beginning in the North, and great
rushes of water spumed in the air as the icebergs broke free and calved from the icepack. She saw a
white bear jump from one piece of ice to the other, trying to reach shore. The bears were very hungry
and ate people, but still she hoped he made it. He was trying so hard.
They didn't even stop and refuel at Portage but flew straight on to Sierra Padre where Loncie and
Pablo and their family lived.
But as they passed over the broad plane between rivers and mountain ranges, they saw a strange
sight. The ground was as bare for miles around as if it had been closely grazed by some animal, and many
people were bent over, harvesting what looked like weeds. Cita could see no reason for it.
Johnny flew low, buzzing the people playfully, but also curiously, Cita thought. These might be like the
hunters and the funny people in white robes and the serious business people she had seen before.
Whatever they were, Coaxtl didn't like them. Without so much as a warning, the cat sprang to her
feet and threw herself against the door.
‘Coaxtl, no! We're high up! You would be killed.' Coaxtl scratched long rents in the steel of the door,
snarling. One will go out. NOW.
Cita ran to throw her arms around the cat and was dragged to the window as the copter canted to the
right, and she suddenly found herself looking into the face of a boy a few years older than herself, with
features that reminded her somewhat of Pablo's. He had been holding something and his arms were still
stretched towards it, where it cut a swath through the untouched undergrowth.
Coaxtl's scratching grew less as Johnny circled the area twice, thoroughly confusing the Nabatira
Company cranecopter, which hovered uncertainly before flying slowly forwards, waiting until Johnny
finished his survey. The people on the ground below looked up. They were not well dressed for winter.
When the people were at last far behind them, Coaxtl heaved a great sigh and jumped up on the seat
Cita had occupied, parts of her hanging over the edges. Cita plopped down within the overhang of the
cat's giant paws and scrunched the thick soft fur of her friend's belly with her fingers.
Coaxtl did not speak for the remainder of the flight, though she rumbled contentedly from time to time
as Cita stroked her. Cita would have spoken but the roar of the copter jets was too loud and besides,
she did not know what to say.
As soon as the copter landed and the door was open, Coaxtl streaked out and bounded away.
‘Wait!' Cita cried.
The Home is in need, Coaxtl's voice told her. Bring help.
Johnny jumped down from the copter and helped Cita down. 'Looks like your friend had an urgent
appointment.’
‘She said the Home needed help,' Cita told him.
‘Yes,' Johnny said. 'I can see that. Don't worry, Cita. As soon as we've had a word with Loncie and
Pablo and O. O. knows where she wants him to install his cube, we're outta here and I think we need to
pay our respects to the planet's newest guests and ask them what the frag they're doing here. I have a
hunch we'll find Coaxtl there.’
‘You are wise, Captain Johnny. Surely that is where Coaxtl will go for she opposed their presence.'
Cita pointed to the long rents in the steel door.
Johnny groaned. 'That's not going to be easy to explain to the Company.’
But there was no need to explain to Loncie and Pablo, beyond telling them of the barren swath the
newcomers were cutting. Loncie told O. O. to put the cube behind the house, and ran out the door just
ahead of her husband, who grabbed both of their coats and summoned several neighbours. All of them
crowded into the helicopter, each pushing Cita away to climb in before her.
She knew they were adults and much wiser and stronger than she. She knew she was being wicked
and disobedient to crowd her way aboard. But Coaxtl was her friend and did not speak to others here.
She stuck out her chin and lowered her brows and tried to look defiant and invisible at the same time,
but felt a pair of hands lift her over the heads of the adults seated on the floor, and found herself dragged
into Loncie's lap.
‘So you come with us, eh, Pobrecita?’
‘Si,' Cita said. 'I do.’
‘Bueno,' Loncie said, patting her back.
The copter set down and the doors opened. People poured out. Not many, compared to the people
on the ground. Only seven, plus Cita and Johnny.
The newcomers stayed well back of the rotor blades until Johnny shut them down. Then they pushed
forward, a handsome golden-skinned man with black hair and black hooded eyes at the fore. All of the
people were carrying things Cita couldn't see clearly.
‘Slainte,' Johnny said. 'This lady is Lonciana Ondelacy, the regional administrator of the Southern
Continent. This is her husband, Pablo Ghompas, and these here are what you might call the County
Council.’
The man made a slight bow in the direction of Pablo and Loncie. 'How kind of you to greet us.’
Loncie inclined her head slightly, cautiously. 'What brings you here, senor?’
‘A mission of mercy, madame. My name is Zing Chi. I am of the Asian E and E Company Limited.
We have been sent to collect certain substances to heal the sick and ease the ravages of age. Many of
these things are obtainable only here. But we had no transportation until you arrived, and no way of
finding what we seek. You can help us?’
Cita did not like his smile and hung behind Loncie's broad back.
‘We'll be pleased to, honoured guest,' Pablo said, before anyone else could say anything. 'If only you
will tell us what you seek.’
Zing Chi reached into his pocket and pulled forth a written list. Pablo accepted it, handing it to
Loncie, who had been in the Company and thus could already read, unlike Petaybeans.
‘What is this?' Loncie asked, anger rising in her voice as she read. 'The whiskers of orange cats?
Unicorn horns?’
‘Oh, my goodness me,' Pablo said, before she could tell them what she thought of their list. 'What
does it all mean? Gentlemen, whatever would you use such things for?’
‘Unicorn horn is well known as an aphrodisiac and a preventer of poisonings, good sir,' Zing Chi said
with another bow. 'Most valuable. The whiskers of the orange cats are said to prolong youth and good
health.’
Pablo shook his head. 'Not here, I'm afraid. Someone has misled your informant.’
‘Is that true?’
‘Oh, my goodness, yes. The unicorn horn you find on Petaybee is no good at all for aphrodisiacs.’
‘Is it not?' Zing Chi asked politely. The other townspeople and Loncie watched Pablo as if he were
their teacher. Obviously they held him in great respect, as they should.
‘You have been misled,' Pablo said. 'That is understandable, sir, since undoubtedly your information
could not have come from anyone who actually had harvested the worthless horn of one of the northern
curly stags in the winter. The horns are good for cutting ice, which is what the curlycorn uses it for. No
more than that.’
‘Are you absolutely certain?' Zing Chi asked with apparent courtesy but his eyes said that he did not
believe what he was told.
Pablo sighed and hung his head. 'You may ask my wife.’
Loncie shook her head sadly. 'It is true. We had Captain Greene fly us down the horn of a curlycoat
killed in an avalanche so that Pablo could try the cure but, alas, it was no good. Nothing did any good, in
fact, until he ate the polar bear balls.’
‘Polar bear balls?' several of the men gasped enquiringly.
‘Ah, si. When I finally recovered, I was muy macho in a way that only the polar bear balls of
Petaybee can make a man who has lost his will to…' Pablo made what was often considered a rude or
lewd gesture.
‘I will add that to the list, then, sir,' Zing Chi said.
‘Of course, with all Petaybean remedies, there is a secret in the gathering as well as in the mixing, you
understand,' Pablo said.
‘What secrets would those be, kind sir?' Zing Chi asked.
‘If I told, they wouldn't be secrets, would they?’
‘We are willing to pay special… informants… handsomely for research information,' Zing Chi said.
‘Oh, did you hear that, Pablo?' Johnny asked. 'They'll pay us handsomely. I could get my copter door
repaired and you and Loncie could reinsulate your hacienda.’
‘I don't know, Captain Johnny,' Pablo said, shaking his head. 'Once the secret is sold, it is no longer a
secret, and it is very dangerous.’
Loncie grabbed her husband's arm. 'We could build new bedrooms for our fourteen youngest
offspring, corazon,' she said.
Cita looked up at her curiously. Loncie and Pablo had only Carmelita and Isabella.
‘That is true,' Pablo said. 'Very well. But we are Petaybeans, remember, and you gentlemen perhaps
should not risk your lives professionally. It must be said that taking polar bear balls is done only when
one has dire personal need, as I did. The secret, you see is' He beckoned the man forward and
whispered fairly loudly in his ear. 'The polar bear must be alive when you take his balls. You sneak up
behind the bear and quickly tie a string around his balls. Then you must follow him around until they drop
off.’
‘Why not just kill the bear and harvest the balls?' Zing Chi asked, not whispering.
Johnny pretended to be shocked. 'You didn't tell him that part, did you, Pablo? Well, I guess as long
as the bear's out of the bag, you ought to know. My great-grandad, when he first came to Petaybee,
needed bear balls but he was in a big hurry and he killed the bear. He got what he wanted OK but only
used it once before he dropped dead in bed. Did die happy though.’
‘And have we the correct ingredient for youthful-ness?’
Johnny looked at the list sideways and smirked. 'Cat whiskers? Who was the joker who made this list
out anyway? No, mate, cat whiskers are no good to anybody but the beastie what wears 'em most of the
time. The way I figure it, your informant felt something sticky and figured it must be cat's whiskers without
checkin' his source. What they use for prolonging youth and health up north is coo-berry thorns. And I'll
tell you the secret to that for free. You got to get the protected ones, in the middle of the patch, to get the
best results.’
‘Thank you,' Zing Chi said with a bow, extending his hand and pointing the object in it at Johnny.
'What you see in my hand, and in the hands of my workers is a laser harvester, which is capable of
flaying a man as easily as a tree. With the use of these implements, we will gladly take your suggestions
under advisement and procure the items you suggest in addition to those we seek. First, however, we
require transportation to the sources of these things. This you will provide us while the County Council,
as you call them, stay here as the guests of my Company.’
19
On the 'Pirate Jenny'
Contents - Prev/Next
‘We've stopped,' Bunny said, suddenly sitting up straight on the edge of her bunk. She'd been leaning
against the bulkhead and watching Namid write down the lyrics of the patter song. Some of the words
Namid was transcribing - like Major General - were new words to her but it helped to watch him put
them down. She could sound out the syllables, as he'd been teaching her to do, and then later, when they
were allowed out to walk the corridors - Louchard's latest relaxation of the rules of their incarceration -
he would teach her the proper pronunciation. Sometimes words didn't sound the way they looked which
only made the chore of reading them harder. She had complained bitterly that words should look like
they sounded.
‘Whaddya mean, we've stopped?' Diego demanded, laying his hand, palm flat against the metal wall.
'I still feel vibrations.’
‘Yeah, but they've changed,' Bunny said.
‘Yeah, and how much space flight have you done?’
‘Enough!’
‘Children,' Marmion said, in her most reasonable, let-us-not-quibble-over-trivia tone.
She'd had to use a lot of that lately as the confinement became less and less bearable. Even learning
The Pirates of Penzance and the other Gilbert and Sullivan operettas that Namid knew was beginning
to pall. At first it had been great fun; entertaining and engrossing. Marmion had a lovely light soprano
voice and had been cast as Mabel, while contralto Yana had managed a creditable Ruth, Diego a decent
Frederic and Bunny, aided and abetted by Namid, became chorus and all the other parts. Bunny liked
the piratical chorus best and was learning the part of the Pirate Captain - since he was an orphan - as she
gleefully discovered at the end of the show. Between learning the lines and the lyrics, many an hour had
been passed.
‘Look, Diego, you may have been brought up on a high-tech station,' Bunny said, ignoring Marmion's
attempt at pacification, 'but you sure aren't good at reading signs. I've had to or I'd've been buried under
avalanches and snow slides and all kinds of other hazards…’
‘All planetary…’
‘Well, a ship is a small planet, isn't it? And the vibrations have just altered! I was right about the air,
wasn't I? Why can't I be right about the vibrations?’
‘She may be, you know,' Namid interposed with a wry grin. 'The Jenny's got speed in her and it's
been three days since the air source altered. That'd be about the necessary travel time from Gal-Three to
Petaybee, wouldn't it, Marmion?’
‘Yes, it would,' Marmion said, exhaling. This experience was not unlike a boardroom wrangle and as
intense as any take-over or merge struggle and she was finding her tolerance and understanding stretched
to the limit. If it hadn't been for Namid's presence and diversionary tactics, she was sure there would
have been fairly nasty squabbles, due simply to the pressures of so much proximity. Even with the most
fiercely contested of her financial deals, she'd always been able to 'leave' the premises and cool down.
She was fond of Bunny and Diego: she genuinely liked Yana who was bearing up nobly. She was more
than a little fascinated by the complex personality of the astronomer who had such divergent interests and
informations: she'd never met any one else so catholic in his tastes and so accomplished - in the nicest
possible way. Maybe she had dwelt too much in the rarefied atmosphere of her social sphere. One could
become too specialized. Her time on Petaybee had opened that door and this experience was showing
her a vast panorama she hadn't known existed - the panorama and pertinences of enforced idleness.
Dinah O'Neill had managed to gain them more privileges: better food, the daily tour of the corridors
as exercise. Putting their heads together one night, Marmion and Namid had discussed the size of the
ship. He had been on the Jenny somewhat longer than they had, but he admitted that generally he was far
more interested in things light years distant than he was in his immediate surroundings. Still, he agreed that
they had had to have been on a larger ship than the Jenny when they'd been marched into Louchard's
presence that first time. Bunny, who could describe the different types of snow to be found in a
three-mile area with distinction and accuracy, was able to describe the seemingly identical corridors with
the same eye for minutiae. The Jenny's captain's quarters, for instance, were adjacent to the crew's
quarters, separated only by one passageway - the ups and downs suggested auxiliary corridors
connecting the Jenny to a larger craft.
‘Deliberately confusing us as to the size and type of vessel,' Marmion had said.
‘Two ships, then,' Namid said, scratching his whiskers.
‘Had to be,' Marmion agreed.
While Diego and Bunny had told the others about the shuttle, this was no shuttle they were on. It was
much larger than Marmion's launch, which was compact but larger than the shuttle the two youngsters
had seen in the hulled vessel that had originally attracted them to Cargo Bay 30, and ended up with their
kidnapping. The two had apologized for their escapade, profusely and with much self-castigation. And
the 'its'… If they hadn't been curious, if they hadn't skived off on their own, if they hadn't put Marmion
and Yana to the trouble of coming after them…
That brought up the other question: what was Macchiavelli Sendal-Archer-Klausevitch's role in all this
- apart from being tagged as messenger-boy for the piratical ransom demand?
‘Pies Ferrari-Emool might know more about him,' Marmion had said, 'but I didn't. He was the newly
appointed CEO of a Rothschild's subsidiary and would certainly have had an in-depth security check
done on him to get to such a rank. I mean, how could he possibly have alerted the pirates that we were in
Cargo Bay 30? What I'd very much like to know is where was Charas during all this?’
‘Charas?’
‘Never mind, Namid,' Marmion said, smiling and quickly changing the subject. 'And why hasn't
Commander an Hon been able to track us? The security on Gal-Three is supposed to be
state-of-the-art.’
As Marmion had fretted over this factor many times, Namid sighed quietly.
‘We'll know when this is all over, my dear.' And he'd patted her nervous hands.
His touch did soothe her, Marmion realized, even as she also accepted the fact that it was useless to
review the events that had led to this impasse. It was better to think ahead, and practise meditation.
Namid had had a few new tips on quiet contemplation modes. They'd all learnt them, as a way of both
keeping sanity and to pass the heavy time of captivity and inaction.
Had the time of inaction passed? Marmion now wondered, if the ship's vibrations had changed.
‘Well, the engines are still very definitely on,' Diego said, both his hands on the bulkhead. In fact,
everyone had been attempting to assess the change.
‘We could be in orbit,' Yana said and her hand went to the little pouch of Petaybean dirt.
Bunny and Diego followed suit. Marmion had not worn the little pouch the day they were kidnapped
but she didn't think the planet would care much what happened to her. She was responsible to and for
herself.
Bunny watched Yana. Then she shrugged as the Colonel did.
‘No change, huh?' Bunny asked with a wry grin.
Yana shook her head. 'It might not be Petaybee we're orbiting.' There was an edge of depression and
pessimism to her voice.
‘Where else?' Diego demanded, stridently. 'It's the planet she wants to plunder, isn't it?’
‘I had hoped she'd realized that there is no way to do that,' Yana said, again in that bitter tone.
She'd been away from Sean over four weeks now -a whole month in the development of their child.
She could feel the lump in her belly now, slightly protruding from what had been a flat, well-muscled
plane.
Physically she was feeling better than she had at the outset of their imprisonment but the mental strain
of uncertainty was beginning to mount, as was the tension of being restricted. Not that her long voyages
on troop carriers hadn't been restrictive, but this was restraint of a different nature. And one she bitterly
resented, although she tried not to, fearing that it might mar the foetus in some bizarre fashion. Her fears
had taken the form of nightmares in which her born or unborn child appeared as some sort of monster.
She shuddered.
Just then the panel opened and there was the second officer, not nearly as ferocious as Megenda, but
almost as repellent in a slimy sort of way.
‘Time for walkies,' he said and gestured brusquely for them to fall in and take the exercise offered.
SpaceBase
Adak was on duty at the SpaceBase Cube. Simon Furey had painted a sign which had been nailed
above the entry:
‘WELCOME TO PETAYBEE!
PETAYBEAN IMMIGRATION AND INFORMATION!’
With the demise of PTS, the only spacecraft using the now flat, but somewhat pitted and broken,
landing field were from the Intergal Station. Mostly, they were employed in lifting equipment off the
planet. On the far side of the field the mounds of disembodied walls, floors and roofs marked the
graveyard of the old facilities, damaged when Petaybee had erected its ziggurat complaint against the
Intergal despoilation. Adak and some of the other Kilcoole residents kept a sharp eye on this debris,
most of which they could repair and put to good use once Intergal officials had cleared away and left
them to the salvage.
Adak could keep track of comings and goings from the Station by the discreet tap into the Intergal
Comnet, which Simon Furey had been able to make, so he knew when ships - with possible 'invaders'
-might be landing. That left him with a lot of free time to mooch round the piles, which suited him fine.
Though there was enough of a snow-cover to run the dogs through the woods, the river had only a thin
crust of ice on it, not strong enough for the snocles to use as a road. The really heavy weather hadn't set
in yet but he sure hoped Intergal would settle out soon so they could get to work. With all the people
coming in and nowhere to put them, they'd be right glad of any son of shelter that could be cobbled
together.
A small vessel had just set down at the Station but he hadn't seen any passengers emerge, just the
crews unloading the sort of stores that wouldn't be harmed by sitting out in the snow on the plascrete.
Yet two people were now striding up to the door: a slim little woman with light brown hair, tufted with
silver, lynx-like, above her ears and on her crown, lightly sprinkled with snowflakes, and a big guy who
walked like a long-time spacer.
‘Hello?' Dinah O'Neill smiled her most ingenuous smile at the fur-clad round-faced little man who
peered at them in round-mouthed surprise. 'Is this the right place to find out how to get to Tanana Bay?’
‘It's the only place and why would you want to be going to Tanana Bay? It's snowing and we've had
blizzard warnings,' the little man said. 'But much as it pains me to admit it, I'm after bein' the closest thing
to a bureaucrat we got here 'cept for the Governor. Adak Rourke, immigrations officer, more or less, at
your service, ma'am. And what could I do for you, exactly?’
‘I believe I may have some relatives here in a place called Tanana Bay,' Dinah O'Neill said, and
altered her smile to a sad expression. 'I wanted to come and see if we really are related and if perhaps I
could make a home here near them as all my other family have died out and I've nowhere else to go.’
‘You really must be hard up to come to Petaybee, then.’
‘Blood is thicker than water. Even frozen water,' she added, indicating the snowfall. Privately Dinah
wondered how the hell the planet could afford state-of-the-art Nabatira Structural Cubes like this one if
the planet's economy was so marginal. Still, the old man's response had been immediate and she didn't
think him guileful. One wanted to attract folks to a planet, not send 'em running. Or maybe they did, to
keep all the wealth to themselves. 'Actually, I wouldn't have dreamed of coming here until just recently. I
met a man who was telling me about how he'd been down with a committee investigating a so-called
sentient planet settled by a lot of the people relocated by Intergal in the time of the Reunification War in
Ireland, where my people come from. In the course of his work, the man I talked to had met some
people he thought resembled me who shared a similar surname. So, I decided to check it out.’
‘And how about you, sir?' Adak Rourke turned to Megenda, who had been standing at bored ease
behind Dinah throughout the conversation. 'I take it you and the lady here are together? Would you have
relatives here too, then? Maybe some of them Andean folk on the Southern Continent?’
Megenda cast a wild sideways look at Dinah and she said smoothly, 'He's an old family retainer. I
can't pay him any longer but I couldn't convince him to leave me. He's very protective.’
‘That's real good of you, sir, to look after the lady so,' Adak Rourke said approvingly. Megenda
nodded and glowered.
‘Now then,' Dinah said brightly. 'Where can I get transport to Tanana Bay? Here?’
‘Here?' And Adak Rourke crowed a laugh, then sobered. 'Well, here's as good a place to hear the
bad news as any. Right now, all the curlies are busy with them hunters that keep swarmin' in like summer
bite-hards. The dog teams are booked up for the next two weeks.’
‘What about shuttles? Surely…' and she waved vaguely at the space port.
‘Dama, I don't know where you come from but there's one copter available to this entire planet and
it's borrowed and late returning from where it went to, and no other air transport at all since Intergal
reclaimed all they had.’
‘Really? I've heard this planet is full of opportunities.’
Rourke snorted, shuffling papers around as if he knew what he was doing with things that had to be
read.
‘Who was it exactly told you all this? Not that I mean to pry, Dama, but someone misled you
proper.’
Dinah waved vaguely. 'I can't recall his name. I was so excited about what he was saying. He said
he'd been here with a Captain Fiske.’
‘Huh!' Rourke's eyebrows climbed in search of his receding hairline. 'Captain Fiske ain't exactly had
Petaybee's best interests at heart. You should be careful where you get your information, Dama. But just
because Fiske's a curly's arse ain't no reason you're not welcome. You know anything about deep sea
fishin'?’
‘Not much,' Dinah admitted, 'but I'm willing to learn.’
Adak snorted again. 'Little thing like you might have fast fingers and be good at gutting but you're a
mite light for fishin' work.’
‘Is that all that happens at Tanana Bay?’
‘Sure, ain't much else up that way.’
Dinah said, 'Nevertheless, I'd like to go, unless, of course, my information was wrong. Where could I
get in touch with the town leaders and enquire about my relations?’
‘Short of Tanana Bay, nowhere.’
‘You've a comunit…’
‘Oh, that one! That only tells me when there's spacers comin' in. Ain't got no link to anywhere. Not
even Kilcoole.’
‘Kilcoole?' Dinah paused. 'That name sounds familiar.’
‘You could get to Kilcoole. Snocle'll be back on its regular run soon. Got some mail and stuff for the
Governor.’
‘The Governor?' Dinah asked as innocently as if she hadn't been sending the man ransom demands
for the past few days.
‘Yeah, Sean Shongili,' and now the little man seemed to swell his chest out with pride. 'He's even got
a Cube like this one.’
‘Oh?’
‘Had to,' Adak rattled on with a broad grin. 'Yana's cabin - she's Colonel now - was so chuck full of
paperwork you could barely find Sean in the middle of it all.’
‘Really?’
‘Yup, and that O. O'Neill' He peered at her a little too closely for comfort but she couldn't see how
one man would know about the correspondence of everyone on the planet, immigration officer or no. 'I
don't suppose you're an O'Neill too, are you? Never met one before and now they're comin' out of the
woodwork.’
Dinah contained her start of surprise. She quite deliberately hadn't given the little man her name.
‘O. O'Neill?' She could also look exceedingly blank.
‘Oscar O'Neill of the Nabatira Structural Cube Company?’
‘Never heard of him. Why did you say he was here?' And, Dinah thought to herself, how did
Nabatira Cubes get to poor backwater Petaybee?
‘He brought in the four Cubes that we got sent.’
‘You mean these Cubes - they're very expensive articles, in case you didn't know - were just…
bestowed on you?’
‘Sure were, 'cos we couldn't afford 'em, being new at being an independent planet. Say, can you read
and write?’
‘Yes,' Dinah said, adding in her mind,' doesn't everyone?' just as she also realized this man could do
neither.
‘Teacher?' and Adak leaned forward eagerly. 'We got one at Kilcoole - Wild Star Furey, and she's
doing the job a treat. Why, two of our kids already read their-selves right through the primer they were
given four weeks ago.’
‘Well, you're an up-and-coming independent planet then. Big tourist trade?’
‘Tourist? Oh, you mean the hunters? Well, we don't know yet how they come to know about us,' and
Adak did not approve. 'They don't know how to hunt proper on Petaybee. Worse, they keep getting lost
and not knowing how to speak to Petaybee to find out where they are.’
‘Speak to Petaybee?’
‘Wai, some of 'em's not done bad. But now the whole kit and kaboodle's here we can't get rid of
'em. Them and the druggists…’
‘What would druggists…?’
‘Oh, you know the sort, Dama, big shots from drug companies. They think all they gotta do is dig
plants or strip leaves and make pots of stuff to sell for bags of credits.' Adak scoffed. 'They've another
think coming and most of 'em is awful slow. They eat a lot, too.’
‘And that's bad?’
‘Wai, lucky we had a good harvest this year, long spring, good summer. Got a bumper crop, or
would have if all these folks hadn't dumped on us. Oppor-tooo-nists is what Sean calls 'em. They sure
are lousing up our opportunities.’
‘Maybe we should go to Kilcoole?' Dinah suggested.
Adak eyed her shipsuit and her neat jacket critically. 'Wai, you ain't dressed proper for anything but
the snocle, Dama, and one of our drivers is unfortunately being held by pirates offa the planet. Sorry for
the inconvenience. You can sit over there.' He pointed to the rough benches lining the wall. 'Won't be too
long. A coupla hours till those guys bring us whatever pile o' junk's going to Sean this time.’
Dinah and Megenda exchanged glances but obediently sat themselves down. The Cube might appear
windowless from outside but there was a strip of oneway plasglass all around, affording them a good
view of the activity around the spacer through the light snowfall.
‘Captain Louchard's not going to like us waiting about,' Megenda murmured to Dinah.
‘I know, but it can't be helped,' she replied and crossed her slim legs. She had much to think over
while she waited. At least the building was warmish. And the snow would hide the little shuttle craft she
and Megenda had arrived in. She fingered the finder in her pocket which would allow them to locate the
craft no matter how much snow covered it.
Adak Rourke had turned away from them to his comunit. '… that Muktuk wrote…' he was saying.
'That's a rogue, Una.’
Dinah had been a pirate long enough that she didn't care for it when someone was communicating
long distance while she was in the room and without an escape route. She sauntered back up to Rourke's
desk as if bored and sat on the edge of the desk.
‘So tell me, Adak. I'm awfully curious about this Tanana Bay. Where is it anyway? Actually, I was
wondering if there was a map of this planet or something. I can't imagine the whole place being arctic.’
‘Well, it is, Dama. Doctor Fiske says that's 'cos we only got continents on the poles with nothin' in the
middle - well, not so far. Governor says the planet's workin' on makin' middle bits but it'll take a spell.
Now then, as for a map,' he reached into the middle drawer of a desk and drew forth a much-creased
sheet of paper with a monochrome photo on it. 'There's not a lot but Dr Fiske give us this aerial map and
showed us where Kilcoole is. I can show you where other places are if you got a bit of time.’
She smiled sweetly. 'From what you say, I've quite a bit of that. So, then, where is it?’
‘Right about - well, first you have to find Savoy and Harrison's Fjord which are’
‘Why, when I want to go to Tanana Bay?’
‘Snot that simple, Dama. You have to get your reference points, like and’
The desk was suddenly thrown into shadow as Megenda loomed as only he could. 'Stop stalling.
Give us the coordinates.’
Sean streaked from the Kilcoole Cube in a stream of papers when Una gave him Adak's message.
‘He said the lady Muktuk and Chumia wrote to was here looking for her relatives, Sean,' Una told
him. 'Said she was an O'Neill if ever he saw one. He'll try to keep them there.’
‘Are Muktuk and Chumia still in town?’
‘No, sir. They went home right after leaving the message.’
‘Send a team after them and if you can't locate one, send Sinead on skis. She's the fastest in the
village. Damn, without the Company here, we're going to have to organize some kind of police force.’
‘How about Madame Algemeine's organization?’
‘Good idea. Ask Whit to get a message to Gal-Three. But no-one is to move in until we can
safeguard Yana and the others.’
‘Where are you going, sir?’
‘For a swim,' he said.
Una shook her head as she watched him tear off his fur vest and shirt as he ran towards the river.
Other people bundled up to go outdoors in this weather. Sean stripped down. She liked these people,
she really did, but she doubted she'd ever understand them.
Even in seal form, swimming as fast as his flippers could take him, Sean arrived at SpaceBase too
late. Adak was on the floor of the Cube, a large bump purpling on his head. 'Big sucker hit me,' he said.
'The lady was nice enough, though. They wanted a map to Tanana Bay.’
‘Did they now? At least we know where they're going.’
‘Yeah, but I don't think there's any way we can get there in time.’
‘I can,' Sean said grimly.
Fortunately, the river ran close by the Cube and Sean dashed back out the door, still stark naked,
dived in and disappeared under the water. Adak touched his bump gingerly. 'Musta got him outa bed or
somethin',' he said. 'I coulda loaned him some pants anyway, if he'd stopped long enough…’
Megenda was already at the shuttle's controls and Dinah O'Neill was just about to climb in when a
disturbance on the river caused her to pause. She was here to sus out this planet and its peculiarities.
Her eye had been caught by the sight of the river-ice bursting open, frothing with bubbles, then
geysering three feet into the air as a large silvery seal jumped on to the bank. She was about to turn away
when the seal turned into a well-built naked man, one of her favourite tourist attractions.
The man ran into the Cube and Dinah smiled.
‘You comin'?' Megenda grunted.
‘In a moment,' she said, and her wait was rewarded. After a few minutes the door to the Cube flung
open, the naked man ran out, jumped back into the water and disappeared beneath the ice.
She saw Adak Rourke standing in the doorway, scratching his head, looking slightly nonplussed, not
much the worse for wear, and not terribly surprised at his visitor's appearance. Perhaps she was being
unimaginative in her assessment of the possibilities of this place.
20
Southern Continent
Contents - Prev/Next
Oh, Lordee, thought Johnny, kidnapping's come back into vogue! This is ridiculous. 'And so,' he said
aloud, 'just how many d'you think you can cram in my copter?’
Zing Chi smiled with pleasant malevolence. 'You will call for others.’
At that point, Loncie snorted, Pablo guffawed and Johnny just grinned.
‘Man, you're looking at the sole and only copter available in this or any other Petaybean hemisphere.
And I only got so much fuel left in the tanks. So stop waving that thing at me like it could argue the case
for you.’
Cita noticed that it was hard to see the men, for the light had gradually faded while they stood talking.
Youngling, you are safe? Coaxtl's nimbly voice was like a warm blanket.
‘Yes,' she answered, automatically looking around to spot her friend.
At the edge of the ring of armed workers she could dimly make out the shadowy form of the boy she
had seen earlier from the copter. Beside him, a pair of eyes shone. Cita knew it was Coaxtl. Then she
saw the next pair of eyes, lower down, and the outline of a pair of smaller tufted ears. Another pair of
eyes was beside
Coaxtl's then, and, coming from the darkness, another and another and another.
She was about to tug at Captain Johnny's sleeve to point out what she saw when someone screamed
and all at once, several other people did too.
‘Quiet!' Zing Chi hollered. 'Quiet, you morons! What is the matter with you?' He strode into the
crowd and smacked the first screamer he met. But when he raised his hand to smack the next, a tall man,
Zing Chi's head tilted back as his gaze travelled up and up and up, into the snarling face of a standing
polar bear. The crowd suddenly grew much more dense as the hundred or so workers shrank towards
the copter and the ring of Petaybean snow lions and polar bears, wolverines and wolves, and other large
animals stalked slowly forward.
Zing Chi retreated until he came up against Johnny. Johnny had taken the opportunity to draw his
sidearm and now he gave Cita an enquiring glance.
Just then Coaxtl's voice spoke in her head. None will hurt you, Youngling. But these ones are a
plague to the Home and we have come to see that they go no further.
Cita pulled Johnny's shoulder down and whispered this information in his ear.
Johnny covered Zing Chi and said, 'If those weed-whips of yours will burn, I suggest you build a fire.
These critters don't like fire very much.’
‘I guess you don't want to tell them the bad news, eh, Captain Johnny?' asked Pablo. 'What bad
news?' Zing Chi asked. 'We only told you what cures people make on this planet. Animals have their
own remedies. A polar bear that hasn't mated for a while, for instance…’
Aboard the pirate ship
Yana was lying on her bunk listening to Namid give Diego and Bunny an astronomy lesson. Bunny
soaked up everything Namid had to say but Diego made a pain of himself, playing teaching assistant.
Marmie was asleep.
The door to their cramped quarters opened and Dinah O'Neill poked her head in. 'Yana, could we
talk?’
‘What about?' Yana asked cautiously. Was this the part where the pirates got her off alone and
tortured her?
Dinah smiled sweetly. 'Just a little girl-to-girl stuff. I thought you might want to. I've been down to see
your planet. I think I may have seen your husband.’
Yana was on her feet and at the door so quickly she almost ran Dinah down.
‘What did Sean say?' she asked, recklessly grabbing the smaller woman's arm. 'How on earth could
he meet your demands?' Surely Sean's loyalty to Petaybee was more urgent than even his love for her
and their unborn child.
Dinah gave her a secretive feline smile. 'I didn't exactly talk to him.’
‘But you did see him?’
‘Nice-looking guy who turns into a seal?’
How had she learnt Sean's secret? Well, since the wedding, a slightly more open secret. Yana
nodded. 'That would be Sean.’
‘Oh yes, I saw him - quite a lot of him actually. How does he do that?’
For a change Dinah was not accompanied by Megenda or any other heavies. Yana toyed with the
idea of overpowering her, but curiosity about what Dinah had seen on Petaybee made her decide to wait.
Besides, once she overpowered Dinah, then what? Take on the rest of the pirates? She could hold Dinah
hostage but pirates like Louchard weren't known for their unswerving devotion to their friends.
Dinah led her into a tiny room which boasted a desk and a double bed. Yana raised an eyebrow.
‘I didn't realize Namid was so serious about the divorce when I brought him aboard. I thought I could
get him to reconsider. What did you think? I take turns with the crew?’
Yana said nothing but the eyebrow stayed aloft.
‘You did, didn't you?' Dinah seemed amused, but there had been an edge to her query.
‘What you do in bed is none of my business and I don't think that's why you wanted to talk to me.
What's on your mind?’
‘Now, Yana’
‘I prefer Colonel Maddock-Shongili, if you don't mind.’
‘Heavens, there's no need to be so stuffy. You're coadministrator of a whole planet now. That makes
you a politician. I'm a privateer. So you see, we have a lot in common.’
‘If you only brought me here to insult me, I'd like to return to my nice, convivial cell please.’
‘You aren't making this easy…' Dinah said.
‘Gee, I'm sorry. I didn't know I was supposed to.’
‘I thought you wanted to return to your planet. I'm just trying to tell you that there might be a way, but
it'll be tricky.’
‘Getting Louchard to agree?’
‘Believe it or not, the Captain will be easier to convince than the crew. If it was up to Megenda, you'd
all be spaced. You have no idea the personnel problems one has trying to obtain crewmen who are rough
enough to do the job but still controllable. It can be a real nightmare.’
‘I'm sure you didn't ask me here to tell me how hard it is to get good help these days, Dinah. Will you
get to the fraggin' point?’
Dinah dropped her confidential air, and became very businesslike. 'The fraggin' point, Colonel
Maddock-Shongili, is that under certain circumstances I can use my influence to return you to the planet.
One of those circumstances is that you must personally guarantee my safety and that of my crew, when
and if we release you.’
‘I certainly won't be able to arrange for your guarantee unless I am free to do so,' Yana said
acerbically. 'What else?’
‘I have business in a place called Tanana Bay. I've obtained an aerial map which leaves a lot to be
desired…’
‘How? Sean didn't just give it to you!’
‘No, a cunning old devil named Adak pointed it out’
‘Adak is Bunny's uncle. You didn't hurt him?’
Dinah shrugged. 'Megenda had to give him a love tap but he was standing in the door of a Nabatira
Cube that seemed to be functioning as an immigration office. He was alert and watching your spouse's
bare ass sink into the river when last I saw him. He's fine. But the map is too damned indistinct - no
roads, no towns, no names. We'll need a guide to the settlement and I also want to find one of those -
whaddayacallems? Communion caves?’
‘Wouldn't you prefer the one at McGee's Pass perhaps, or Savoy, to view the fruits of your previous
efforts?’
‘After what happened to Satok and company? No thanks. Listen, I hope you're not holding that
against me too?’
‘It's not me you have to worry about, mate,' Yana said drolly.
‘Well, then, I have to worry about whatever it is that allegedly makes Petaybee… unusual - at least
unusual enough to allow a human being to do what your husband did. Change, I mean. I hope whatever
that is won't hold Satok's operation against me. All I knew about that business was that the men
delivered such and such an ore to such and such a site and that they had developed something involving
Petraseal that let them succeed at mining where the Company had been unable to.’
Yana leaned forward and said with all the earnestness in her, 'Dinah, if I have to personally cover
every inch of ground near Tanana Bay to find the communion place for you I will do so just to watch you
tell that story to the planet and hear what response you get. But what are you going to tell Louchard if the
planet refuses to consider your demands?’
Til think of something,' she said. 'Now, however, it's time for us all to climb into the shuttle and take
you home, don't you think?’
‘And Bunny, Diego, Marmion and Namid? Bunny's probably the best one to guide you.’
‘And not much good to me otherwise. Actually, Marmion has become a bit of a liability, delightful as
her company has been. Had it not been for her offer of a transport fee, I'm afraid the boss might have
done something drastic to… er… eliminate the danger.
But a fee is a fee and I'd much rather drop her off on your quaint little planet than deliver her to her
door on Gal-Three where I'm sure her friends and employees would all be there to greet me. And I
suppose I'd best face it that it's all over between Namid and me. Petaybee's as good a place as any for
the tasteless bastard.' She gave a deep sigh. 'Oh, very well. You can have it all your way for now. There!
It's settled! Don't you feel better now that we've talked things over? I know I do!’
The moment the hatch opened, Bunny took a sniff and said, with a deep sigh of satisfaction, 'Home.’
Snow was falling against a pink and tangerine twilight, gilding the heavy snow-cover with rose and
gold, a glistening sheet stretching to mountains dwarfed by the distance.
‘Very good, sweetie,' Dinah O'Neill snapped. 'But I already knew this was your home. Where
exactly and specifically are we?’
Megenda was climbing out behind Dinah, but as soon as he stepped on the narrow gangplank, the
port side of the shuttle sank approximately four feet into the ground, cracking the big pirate's chin on the
ledge.
Bunny made a face. 'Sinkholes. From the permafrost, you know.’
Megenda's foot was trapped between the side of the hole and the shuttle. The other two pirates were
left inside the shuttle which continued to list further into the water.
‘The fraggin' hole's filling up with water,' Megenda bellowed. The words were just out of his mouth
when the hatch closed abruptly.
‘Oops,' Yana said, watching the shuttle and the pirate sink further. 'I don't think that's a sinkhole after
all, Bunny. I think we may have landed on ice and it broke through under the shuttle's weight.' She called
down into the hole, 'Hope you can swim, Megenda.' Dinah stepped to the edge of the hole to help the
first mate but the ice broke under her foot. Had Namid not grabbed her, she, too, would have fallen in
the black and freezing water. As the hole broadened, Megenda lurched with his hands to find a hold on
the exterior of the shuttle and managed to catch one of the security hooks, his heavy body precariously
dangling now from the one hand.
‘Help him!' Dinah said, reaching for her laser pistol which Namid had deftly extracted from her belt
when he kept her from falling into the hole. 'Damn!' and she clenched her fists in frustration at its loss.
'Why should I help him?' Diego asked. 'You guaranteed safe conduct,' Dinah reminded
Yana.
‘I didn't mean against natural disasters,' Yana said.
‘He'd be no great loss to me.’
‘He's still a human in trouble on my planet,' Bunny said, down on her stomach and ready to give
assistance. 'Diego, Namid, hold on to my ankles!’
Marmion hesitated only a moment before extending the link by grabbing Diego's ankles.
‘Oh, very well,' Yana said, and started to flop down on the ground, but Namid shoved her away and
took her place, holding Marmion's ankles.
‘You must think of your child, Colonel,' he told her. 'Here, Megenda! Take my hands,' Bunny told the
pirate. 'We can pull you out but you're going to have to turn loose of the shuttle first. Swing your body
this way.' Megenda let go of the shuttle and grabbed Bunny's arms so quickly she screamed in pain. Next
he got a hold of her long hair, pulling himself half out of the water, literally climbing over her to get out of
the freezing water.
The ice cracked ominously under the load it now bore and the edge disintegrated abruptly so that
Bunny hung face down into the opening, looking into black water while the pirate hoisted himself over her
legs to Diego, whose grip on Bunny's ankles slipped as she tilted downwards.
When Megenda hauled himself on to the secure bank, Yana walloped him on the jaw with Dinah's
laser pistol which Namid had passed over to her.
‘Get off those kids, you ass!' she commanded. He slumped sideways, relinquishing his hold on both
Diego's arms. Dinah and Yana both scrambled forward on their knees to haul the girl out of the hole.
Yana collapsed in the snow, coughing and panting, while Diego and Bunny nursed various bruises and
strains the big pirate had inflicted.
Dinah crept forward and peered over the edge of the hole and then considered the precarious cant to
the shuttle.
‘I don't suppose they can just fly out of there, can they?' Yana asked.
Dinah shook her head. 'One skid is caught under the edge of the ice. They're off balance.’
‘On the bridge side, at least the shuttle seems to be able to float.’
Bunny said, 'Yana, we gotta get out of here. I can feel the temperature dropping and this gear of
theirs isn't good for more than minus seventy-five.’
‘It gets colder than that this early?' Dinah asked appalled.
Bunny nodded. 'I'd be all right, I expect, but the rest of you are in trouble unless we get to shelter
pretty quick.’
‘Have you got a clue where the town is, Bunny?’
Yana asked.
‘If we're right on - almost in - the Bay, it's got to be over that way,' Bunny said, pointing to what
looked to Yana like an identical piece of the snow-covered terrain all around them. 'Sorry. I usually
come by dogsled along the trail and don't need to pass this way. I've no landmarks here, except the
mountains, so we'll have to head that way until I can get my bearings. And we do have to move or you're
all going to freeze.’
‘Right,' Yana said. 'How about the communion place? Do you know where that is from here?’
Bunny shook her head. 'It's within the town someplace is all I know. When it was their turn to give the
latchkay I was sick and couldn't go.’
‘OK, then,' Yana said, 'let's move out. On your feet, you,' she commanded, using her toe to nudge
Megenda, who groaned but remained limp.
‘You shouldn't have hit him so hard,' Dinah said.
‘I should have let him drown,' Yana told her. 'And he'll be the first to freeze, wet as he is. So come
on, Namid, Diego, you're strong! Let's get him up and head on out of here.’
Gal-3
Dr Matthew Luzon, striding along the corridor from the shuttle which had brought him back to his
head offices on Gal-3, was feeling very good in himself. Assiduous application of the physiotherapy
exercises, careful diet and self-discipline had completely restored him to the level of physical fitness which
he deemed necessary for a man with his responsibilities.
He had been reviewing applicants for the positions left open by the defection of the highly paid and
supposedly loyal assistants that he had brought with him on the disastrous Petaybee investigation. Those
who had survived the initial stages of security clearance were awaiting him in his office. He was going to
start afresh on the many tasks awaiting a man of his reputation and abilities. He could look ahead now,
for bigger and better things.
A gaggle of people coming from the passenger lounge were advancing on him in a solid phalanx,
leaving no space for anyone to pass. Frowning, he gestured with his right hand for them to clear to the
side to allow him to pass. But then he saw the reason for such a mass: an invalid vehicle, one of the
newest types, was in the midst of the people, its occupant turning from left to right as he issued a stream
of orders which were being recorded. To Matthew's intense surprise, the man in the chair was none other
than Farringer Ball, Secretary General of Intergal: the one man he cared less about seeing than any other
in the galaxy; the very one whose intransigence had resulted in the wretched planet being
adjudged'sentient' and autonomous, ruining all Luzon's careful plans for its future.
‘Why, Farringer,' Luzon said in his heartiest voice, tingeing it with concern and sympathy for the
invalid's condition, 'whatever has happened to you?’
‘Luzon?' Farringer's voice was a wispy croak and Luzon was genuinely shocked at the man's
condition. The chair obviously contained life-support devices, for Luzon was now close enough to see
the ubiquitous tubes attached to the man at one end and the machine under the seat of the chair on the
other. 'Recovered from your injury?’
‘Indeed, and I could wish you the same good fortune. Whatever has reduced you to this sorry state?'
Not that Luzon wasn't delighted to see that Justice was being served in Ball's case.
‘On your way to Petaybee, are you? For one of their miracle cures?' Luzon smiled graciously,
twisting the knife of his words into Ball's wizened carcase.
‘To Petaybee?' Farringer Ball's wheeze went up an octave and he stared at Luzon in surprise. 'Why
should I go there, of all places?’
‘Why, hadn't you heard? Since the board so nobly decided that Intergal should withdraw and allow
Terra-form B its autonomy, every drug company in the galaxy is trying to sign up the exclusive rights to
the therapeutic treatments available only there.' Partially true, of course, since representatives were on the
planet, although, according to Luzon's informants, none of them had reported back to their head offices,
or anywhere, on the results of their missions.
‘What therapeutic treatments?' Ball snapped and half of the crowd around him looked expectantly at
Luzon for the answer.
Luzon then realized that medics of one kind or another made up most of the groupies around the
Secretary General.
‘Why, I thought you'd have heard. You always know what's going on in the medical field,' and Luzon
could afford to be slightly condescending: poor health was Ball's true reward. 'There is something about
the pure air and organically grown food products on Petaybee, not to mention the ambience, that
absolutely changes a man!’
‘It does?' Ball wheezed. 'How?' He peered suspiciously up at the obviously robustly healthy Luzon.
'You only broke your legs…' His tone implied that that didn't take much healing.
‘True,' and Luzon leaned down conspiratorially. 'But then I didn't need the special sort of healing that
only Petaybee provides. We really shouldn't have let the planet out of our control, you know. You'd be
glowing with health again if you'd taken the cure there.’
‘Taken the cure? What cure?’
‘Now that I don't know in any particulars, I'm afraid,' Luzon replied, knowing that he had Ball just
where he wanted him. 'Of course, now that Intergal no longer has any rights on the planet, its
administrators… if you can call such novices by that term,' and he permitted a belittling sneer in his voice,
'are of course setting up a monopoly on the surface. I really feel that one cannot put a price on such
natural benefits and one certainly shouldn't restrict those who are chosen to receive the cure to such a
narrow category…’
‘What category? What monopoly? What natural benefits?' Ball's agitation made his wheeze worse
and he started coughing, a dry, hard rasping sound despite the fact that he was also spraying spit around
him.
Luzon moved a discreet step to one side. 'Well, I'm no longer au courant with the latest
developments, but they have been amazing. Truly amazing. I wonder that none of your medical advisers
have suggested the Petaybean Cure to you. It'd make a new man of you, I'm sure.' From the avid
expression in Ball's eyes, Luzon knew that his little spiel had had the desired effect. 'Do hope you're
feeling better real soon, Farrie. Nice to have seen you. Must rush.’
As soon as he had left the gaggle behind him, Luzon indulged in a smugly satisfied chuckle. The
transport business he had backed to get as many people to Petaybee's surface as possible may have
come to a crashing halt, but there were other ways of overloading the planet and proving that it could not
take care of itself and/or its inhabitants, much less any visitors. CIS would have to step in and alter the
current arrangement. Planets could not, should not, go about managing themselves, not in a
well-organized inter-galactic civilization. Citizens of the galaxy had the right to pursue commercial
ventures whenever these were possible. Citizens were also guaranteed certain basic rights and Petaybee
jeopardized these by its very existence.
And then there was the matter of Marmion de Revers Algemeine. Luzon had heard nothing on the
news media about the kidnapping. 'Nothing' on that situation was the best news he could possibly
imagine. That took care of her: permanently. When was it he and Torkel Fiske were to meet? He tapped
up his engagements on his wristpad. Ah, this evening. Very good. They had a lot to talk about. Petaybee
might not be a lost world after all.
21
Tanana Bay
Contents - Prev/Next
Muktuk and Chumia had been home ten days when Sinead arrived on skis. As she was delivering her
message while wrapped in warm blankets and sipping from the hot tea Chumia brewed for her, one of
the men on sea-watch reported that a very funny-looking seal had just beached itself off the ice-pack.
‘Sean!' Sinead cried, and threw off her blankets, pulled on her still snow-wet coat, and headed out
the door, the others behind her.
‘Sean?' Chumia asked, open-mouthed. 'Your brother Sean?’
‘Bring clothes!' Sinead yelled back over her shoulder to Muktuk, but Chumia had already shoved
Muktuk's latchkay snowpants and parka into his arms.
‘By all the powers that be, if it ain't the guv himself!' Muktuk said when he saw Sean striding briskly
towards them, sanguine, purposeful and naked.
‘Nobody mentioned this was a dress occasion,' Sean said, grinning. 'Sis, I'm glad to see you. Have
you told them what's up?’
‘She said somethin' about that pirate kinswoman of ours maybe comin' for a visit…' Muktuk said.
‘That's right,' Sean said, pulling on the snowpants. 'And we want to make sure she has a warm
reception, don't we? We'll need to get as many folks as possible armed with whatever they have.’
‘We told her if she lost her job she should come,' Muktuk said reluctantly. 'Greeting her with an
armed mob doesn't seem real hospitable.’
‘Not a mob, a posse,' Sean said. 'She and one of her henchmen hit Adak Rourke over the head and
stole that aerial map Whittaker Fiske gave us to get them here. I don't think she's coming here to settle,
Muktuk. I'm hoping she's ready to do a deal for Yana, Bunny and the others. I doubt she'll come without
a suitable escort of her own so we'll need a suitable one, too.’
‘Right you are, guv.’
Sean was impatient to get the 'welcoming' organized, but Chumia was firm that he needed to be fed
and dried properly. While doing that, he could still tell them what he had in mind…
‘We don't want to be rash and hurt the poor girl if she's only running scared,' Chumia said. 'Perhaps
her boss made her hit Adak. Maybe that other man was her boss and she's still tryin' to get loose from
him.’
‘You've seen no sign of a shuttle? Or any strangers walking in?’
Muktuk snorted at that latter possibility and shook his head over the former.
‘Well, either way,' Sean said. 'I need to visit the communion place.’
‘Sure thing, guv. Chumia, you get that end of the rug and I'll get this,' he said and together the O'Neills
pulled away the thick rug woven in shades of green and gold in a stair-step pattern. A trapdoor was
revealed, and well-worn steps which led to the permafrost cave Sean remembered from three former
latchkays. The first time he'd come to Tanana Bay for a latchkay and had seen three villages' worth of
people pouring into the O'Neills' tiny cabin, he'd been astounded, until he'd seen a line of folks
disappearing into the floor.
Now he and Sinead descended the stairs carved out of stone and ice. Chumia held a lamp for them
while the family cat scampered ahead, nearly tripping them. 'It'll be dark down there,' Chumia said.
But it wasn't. One entire wall of the entrance chamber was glowing with a pattern of
phosphorescence similar to the sort which Sean had seen in the under-river grotto.
‘My goodness, will you look at that?' Chumia clucked while the cat rubbed against the wall then
stretched so that its paws touched the lower part of the design. 'You're going to think I'm a terrible
housekeeper, guv, letting mould grow in the communion place. It's never done that before. Didn't think it
could, permafrost being ice and all.’
‘Never? These aren't here from the last latchkay?’
‘No, sir. What's all these wiggles mean?’
‘Looks like waves,' Sinead said, peering closely. 'Here and here.’
‘Waves…' the cave repeated.
The cat chirruped as if it too was trying to say 'waves'.
‘It is,' Sean said, pointing to the apex. 'This must be where we are now - near these waves, and this
circle represents the rest of the North - then more waves outside and the outer circle.’
‘Waves, circlessssss …’
‘What about the lines that end in circles here?' and, ignoring the echo, Sinead pointed to the spiralled
figure somewhat to the left of the midpoint between the lines. 'And here? This one's clear down beyond
the waves. What do you suppose it means?’
‘Trouble spots?' Sean guessed. 'Like before?’
This time the echo didn't repeat itself. 'Means trouble spots like before,' it said distinctly.
The cat jumped as if someone had thrown water on it and bolted back up the steps and into the
house. They could hear the cat-flap still flapping as they continued studying the diagram.
Dinah O'Neill was not happy about leaving her shuttle stranded on the ice, like some sort of
monstrous sea animal.
‘It's watertight, isn't it?' Bunny asked her and shrugged when Dinah had to admit it was. 'Then even if
it falls into the water, they're all right in there, aren't they?’
‘Sink?' Dinah cried aghast.
‘Well, not really,' Bunny said and there might have been some who thought she was deliberately
teasing Dinah O'Neill but she was merely talking out loud. 'Besides, I think that hole'll freeze over as soon
as it turns dark and the shuttle'll be OK. Frozen in, of course, but safe. Speaking of freezing, we'd better
get going. Yana, I'll scout ahead. You keep the others moving, OK?’
Yana flipped her a salute. 'Aye, aye, ma'am. We're right behind you.’
What Bunny didn't say - nor did either Yana or Diego mention - was very obvious to her: the sun was
westering and they hadn't much daylight left to get where they wouldn't freeze. Bunny struck out at a
good pace in the general direction of Tanana Bay. She would have preferred to go straight across the
frozen inlet towards the main trail but that would waste time which they didn't have that much of. So she
headed towards the nearest high ground. Maybe there she could get a good look at the lay of the land
and correct their path.
She was also aware - though she didn't mention it -that her little pouch was like a miniature hot-bottle
and the warmth from it was keeping her warm.
Humans were so dense and so slow. Punjab didn't know how the planet put up with them sometimes.
Even drawing them a big picture wasn't enough.
Obviously that business across the water would have to be delegated - if humans were too thick to
understand, perhaps birds or walruses would have to explain it to them - but it was not a job for cats.
This simple task clearly was, however.
With satisfaction, Punjab felt the snow freezing to ice with each warm touch of his heavily furred paw,
Home co-operating with its chosen messenger - the feet of the planet, as his kind considered themselves.
Confidently, he trotted on towards his quarry.
Bunny devoutly wished for her snowshoes as she blazed a trail through the two-foot-high drifts, her
foot sinking through to the knee with each step. She deliberately squashed down as much snow as she
could every time she made a track, but it was laborious going. After a short time, she returned to the
others to encourage them and see if she could help them.
Megenda was shivering so much he staggered with the shakings. She thought of giving him her jacket,
since she could stand the cold better than he could, but it was far too small for him. As was everyone
else's. And the pouch which was doing such a fine job and making her feel warm wouldn't do the first
mate one damned bit of good.
When they reached the first copse, she did consider starting a fire to dry him out but that would take
too much time out of the little daylight they had left.
Bunny gave Megenda full marks for keeping up, despite his shuddering chills. It was Dinah O'Neill
who was having the worst time of it, being rather short in the leg and having to take little running steps to
keep up with the others. But she grimly plodded, skipped, hopped on and didn't fall more than a step
behind.
Diego was beginning to puff, too. He wasn't as fit as he had been, what with lounging around
Marmion's apartment on Gal-3 and then the kidnapping. Those walks around the pirate ship had not
been any substitute for proper exercise. He was grumbling and acted annoyed that Bunny didn't seem to
be as affected as he was. But he noticed that Yana was clutching at her side from time to time.
Bunny knew she couldn't help Diego or the others by slowing down. She trudged back up the path
she had made and then began laboriously cutting through the snow once more. It was heavy work and
she was soon so weary of it she felt like crying but the tears would only freeze and make her more
miserable. Wouldn't it be weird to have been freed from the pirates and finally return home, only to freeze
to death before she could be found? Actually, with the new-falling snow masking the fading horizon, help
could be quite close by and they'd never know until they found her frozen corpse. And the others. It had
happened more than once.
‘Helllooo, anybody!' she called into the gathering darkness. 'Slainte! It's me, Bunny! Is anybody
there? Hellooo! Come and get me now!’
Then something that wasn't supposed to be possible happened. She was right out there in the open
air, not in a cave or a valley or anything and an echo picked up her voice, like it had done a few weeks
ago when Phon
Tho visited, like it had done at Yana and Sean's wedding.
‘HELLOO, IT'S ME, ME, ME, ME…' the echo said.
And then it blended with a somewhat smaller voice, 'MEOW MEOW meow!', a cat's meow
complaining over and over again.
Bunny called back, glad to hear the cat. Did that mean that Clodagh was behind? But no, the cat was
alone, appearing off to the right of her like a little pinpoint of orange flame at first, crying impatiently for
her to hurry forward. When Bunny backtracked to get the others, the cat sat at the end of the trail she
had made, waiting for them.
‘We're saved!' she told Yana. 'A cat came for us!’
‘Good,' Megenda said. 'How do you cook 'em?’
‘You don't,' Diego said. 'You follow them.’
‘I've heard of a wild goose chase but this is ridiculous,' Dinah said. Bunny turned her back on them
and returned to the end of her trail. As soon as it saw her, the cat sashayed forward, tail held low to
protect the tenderest parts and brushing the snow. Single-file, they slogged forward after it.
The distant lights of Tanana Bay appeared just about the time some of the party were thinking that
perhaps they'd do better for a bit of a rest, despite the fact that night had already fallen and the air grew
colder by the minute, knifing through their skin until at last it was too numb to pain them. Only the
luminous eyes of the cat guided them when it turned in its tracks to regard them with impatience. Didn't
they realize it had supper waiting and a nap to take?
The feeling in Bunny's legs had drained away some time ago though she continued to piston them in
and out of the snow while the others followed. Once they spotted the cabins, the cat cast her a glance,
then scampered away to disappear into the town.
The welcome sight of cabins in the trees revived the flagging energies of everyone in the party. It
helped that the snow closer to the settlement was already trampled into trails and they followed one of
these easily to the outermost cabin.
It was empty, though smoke still poured from the chimney. They all gratefully crowded inside to warm
themselves by the fire. When Megenda would have crawled into the fireplace, Bunny hauled him back so
he wouldn't scorch himself. She did grab a fur cover from the nearest bunk and draped it around his
shoulders. He could not seem to stop the shivering. There was soup in the kettle on the hob so Bunny
ladled him out a cup which he could barely hold in his hands without spilling.
‘Don't know how much of someone's supper we can take without them going short,' Bunny said by
way of explanation when she saw the hopeful expression on Dinah O'Neill's face as she, too, crowded
into the fireplace. Bunny was right proud that neither Diego nor Yana seemed to need the fire. Just being
in out of the cold was sufficient. 'No-one would object to Megenda having a cup of soup to stop those
shivers. You all get warm while I go see where people are,' she said, taking a parka off the peg on the
back of the door. The temperature would be dropping like a stone from a height.
Tanana Bay didn't boast half as many cabins as Kilcoole did but Bunny had been in several empty
places before she came to the Murphys, where the cat sat beside the fire cleaning the snow from
between its pawpads. The cat glanced up at her, then returned to its cleaning. She saw the raised
trapdoor and the open hole in the floor. Leaning over the opening she could hear voices, excited voices,
lots of them.
‘Hallooo down there?’
There was no immediate response, except an echo of her call, probably because everyone was
talking so loudly. After waiting a moment, Bunny descended. She'd never seen a communion place
entrance so bright, which would certainly have provoked a lot of discussion on any occasion.
What she didn't expect to see were men and women armed with all kinds of homely weapons: axes,
staves, nets, pitchforks as well as the usual bows, lances and knives.
‘What's happening?' she cried, touching the first man on the arm.
‘Glad you could make it,' he said, giving her a scant look. 'We got big trouble coming to Tanana Bay
and we'll need everybody we can get to turn 'em back.’
‘Turn who back?' And Bunny felt a gelid spurt of fear. What had happened while they were
off-planet? Had Intergal gone back on its word?
‘That pirate! Louchard!' Someone else explained, leaning around the first man to put in his quarter
credit.
‘Hey, you don't come from around here.’
‘No, I'm from Kilcoole but…’
‘Buneka!' said the Voice.
‘Buneka?' and that shout came from Sean's throat.
Bunny was so astonished to hear the Voice come out with her own real name that she didn't react
until Sean had her in his arms and was whirling her about, laughing and crying.
‘You're free. You're all right,' and he was feeling her over to be sure she was, his eyes both glad and
anxious, then he looked around her. 'Yana?’
‘She's all right, too, Sean, really, she's fine.’
Sinead pushed through the crowd then and embraced Bunny as warmly as Sean had done, also
asking where Yana was.
‘Hold it down,' Sean said in a loud voice because everyone in the communion place was trying to
understand who the newcomer was that the Voice had recognized so unexpectedly.
So it took minutes before Bunny could explain and then minutes more before she made it clear that
the pirate was not on Petaybee, only his first mate and Dinah O'Neill were. Then she had to calm
Muktuk and Chumia down because they were so astonished, and gratified, that their kinswoman was
right in Tanana Bay. Immediately, they were in a quandary about welcoming her if she wasn't bringing
good news about Louchard and his kidnap victims.
‘A moment's hush, please,' Sean said in a loud authoritative voice. He was instantly obeyed as he
bowed his head to consider what to do next. Everyone tried not to fidget.
‘So,' and now Sean was ready to recap, 'you've all been released and everyone is safe?’
‘Thanks to the cat upstairs,' Bunny said. 'I don't know how it managed to find us - maybe it was out
hunting and heard me call, I suppose.’
Sean and the others exchanged sheepish glances. 'We all had a map,' he admitted with a thumb
jerked back to the still-glowing wall of the cave. 'But the cat acted on it while the rest of us were
gathering a force to protect ourselves from the pirates.’
‘The only two that are here are warming themselves near by. There's a couple of others on ice, you
might say, about where the map says,' she indicated the slowly fading spiral and line, dribbling away as
the microscopic animals forming the phosphorescence deserted the map to go on to more important
matters. Chumia busily sketched the whole map on the back of her hand. The portion of the map that
crossed waves remained as bright and deliberate as it had been when Bunny first arrived.
‘Yana talked Dinah into getting Louchard to release Marmie and Namid too, since they're afraid to
return Marmie to Gal-Three and can't get any ransom for her.’
‘Wait, wait! Who's this Namid?' Sinead asked.
‘An astronomer Louchard's also got imprisoned.' Bunny didn't explain about Namid being divorced
from Dinah because it wasn't really an important detail. 'We came in the Jenny's shuttle, only the damned
fool landed right on the edge of the ice so they're about to take a dive off the ice into the inlet…' At
Sean's gasp of horror, 'Oh, Yana, Diego and me as well as Dinah O'Neill and the first mate got ashore
OK, but there are crewmen still inside and they can't go nowhere right now.’
‘And they'd have nowhere to go here either, so crowded we are,' Sinead said sourly.
So everyone started talking at once again until Sean, in mid-flight up the stairs on his way to Yana,
stopped and held up his hands.
‘OK now, folks, let's just calm down. If the ship's disabled, we can relax. There's just two people to
be considered and I think we can handle this, Muktuk, Chumia, Sinead and me. Go on back to your
homes and your dinners. And thank you very much for being so ready to stand on the line. Sure do
appreciate your support.’
Then, followed by Bunny, Sinead and the two Murphys, Sean swarmed up the steps two at a time.
‘Where did you say you stashed them, Bunny?' Sean asked when they got outside.
‘First cabin I came to,' and Bunny pointed. 'Megenda was shaking so bad he needed to get warm't't'
‘Oh, that'd be the Sirgituks',' Chumia said, smiling. 'They won't mind. They're still down below. Shall I
ask them to stay here, in our place, until we've got things all settled?’
‘Would you please, Chumia?' Sean said with an appreciative smile but he kept right on striding
towards the place where Yana was.
In fact, he was at least ten strides in front of Bunny and Muktuk when he reached the door and went
in. Bunny trotted to catch up and heard a very surprised Yana call out Sean's name. When Bunny
entered the Sirgituks' cabin, they were locked in each other's arms, cheek to cheek, eyes closed, rocking
back and forth and not saying a word. Yana's face was wet with tears.
Dinah O'Neill was looking Sean up and down as if she was hunting for something she wasn't seeing
and there was a bit of a smirk to her grin. Megenda was still shivering, though not quite as violently now
that he had the warmth of the soup in him. Yana and Diego had removed both of the pirates' clothing and
their own in Bunny's absence, and were wrapped in the Sirgituks' extra clothing and blankets. A kettle
boiled on the stove.
‘Dinah O'Neill, this is Muktuk Murphy-O'Neill and Chumia Murphy-O'Neill, your kinfolk. And the
man by the fire is First Mate Megenda of the Jenny,' said Bunny.
‘Greetings, kinswoman,' Muktuk said, 'though I think we gotta do some straight talking before
anyone's going to want to welcome you proper, like. Now let's get this fella seen to. Whatcha think,
Sinead? Give him a tot of the Juice?’
Sinead had followed Muktuk in and was eyeing Dinah O'Neill with a less than charitable expression
on her face. She had relaxed on seeing that Yana was well enough to cling to Sean and now she gave the
shuddering Megenda her attention.
‘D'you have some of Clodagh's Juice?’
Muktuk nodded. 'Always keep some handy since the time it brought my brother back to life, when he
fell into the fish-hole that winter.’
He rummaged in one of the overhead cupboards in the kitchen corner of the house and dragged out a
medium-sized brown bottle, held it up to the light and twirled it, checking the level of the liquid. Satisfied,
he got down a glass, poured in an exact two fingers of liquid, then handed the glass to Megenda.
‘This'll stop those shivers before you come loose at the joints.’
Megenda was evidently willing, at this point, to drink anything that might reduce the chill he had taken.
Grasping both edges of the fur rug in one big hand, he took the glass in the other and swallowed the
contents in one gulp.
Muktuk regarded him, and Megenda looked right back, sort of superciliously, until the Juice made
itself known in his gullet. Then his eyes bulged out, fit to pop from his head, and he gasped, exhaling, and
even Bunny, on the far side of the room, recoiled as his exhalation reached her.
Dinah O'Neill looked angry. 'What did you give him?’
‘Just what Clodagh would have given if she was here,' Bunny said smugly. 'You watch. It'll stop those
shivers as if he'd swallowed a hot poker.’
Megenda, mouth still wide open, dragged in a breath as deep as the one he had just expelled, settled
it in his lungs, shook his head, and stood straight and tremorless in front of the fire.
‘What was in that?' he asked in a raspy voice, letting the fur drop from his head. His observers could
now see the beads of sweat standing out on his forehead. Close as he'd stood to the fire, it hadn't been
able to warm him to sweating.
Sean grinned. 'Clodagh Senungatuck makes it up for dogsled drivers to use in case of a ducking.
Used it a time or two myself to good effect.’
‘When you come out of the water after a good swim?' asked Dinah O'Neill with an odd smile on her
lips as she regarded Sean, her head tilted to one side.
He gave her a long stare. Then he smiled back at her. 'I don't need it on those occasions, Dama. I'm
in my element then.' He gestured to the table, pulled out one of the chairs and settled Yana in it. He
hadn't let go of her hand all this time and he continued to hold it throughout the next discussions.
‘That stuff keep its whammy long?' Dinah asked, looking respectfully at the bottle as she took a seat.
When Sean nodded, she asked, 'That's the sort of thing Petaybee does like no other culture?’
‘We have developed certain medications that are effective in this sort of climate, yes. That's one. I
doubt it would have much use on, say, a tropical world where the general demand would be small.’
‘But something that when it's needed, there isn't anything as efficacious?' Dinah went on.
Sean inclined his head. 'Like the cough syrup that cured my wife's…" and he gave Yana such a fond
look that Dinah O'Neill blinked wistfully, 'cough. How is it now, dear?’
‘I haven't so much as sputtered since I got back into Petaybean air, Sean,' Yana replied, squeezing
his fingers.
‘No, you haven't.' Dinah O'Neill blinked again and then frowned before she gave her head a little
shake. 'No, you didn't manufacture those coughing fits.’
‘No, I did not,' Yana said firmly. 'I definitely did not. But I'm not going to go off-planet ever again…'
and this time her free hand went to the pouch at her neck, 'not for any reason, no matter how damned
important.’
‘Not that Sean'd let you,' Bunny said.
‘Now, Dama, what do we do?' Sean said directly to Dinah O'Neill. 'Have you indeed come to seek
sanctuary here from your pirate captain?’
‘Actually,' and now the famous O'Neill smile broke across Dinah's pert face, 'I'm here as
spokesperson for Captain Louchard to discover what… ah, shall I say, local wealth, can be used to
defray his costs.’
‘His costs?' Diego said, angrily.
‘Well, yes, of course, he has to make some profit from what has turned out to be an ill-advised
undertaking.’
‘Won't restoration of the half-sunk shuttle suffice?' Sean asked, a twitch of a smile on his lips.
‘Oh, dear heavens, no. The shuttle can either sink on its own or the Jenny's tractor beam will lift it,'
Dinah O'Neill said airily. 'No, the Captain expended a considerable amount of time and energy, plus
rations and accommodations…’
‘Rations and accommodations…" Diego burst out.
‘Why, you were fed from the Captain's table…’
‘I doubt that,' Yana muttered.
‘Well, my table, then,' Dinah corrected herself. 'And fresh fruit and good meat…’
‘Only when we threatened hunger striking,' Diego said irately.
‘Whatever,' Dinah said, dismissing his complaint. 'Time and effort, as well as supplies, mean some
compensation must be forthcoming or I fear the Captain will do something drastic.’
Sean cleared his throat. 'I do know that the gentlefolk in Marmion Algemeine's social sphere have set
up certain precautions that make ransom impossible.’
‘She'd rather die than say yes?' Dinah said in an arch manner with appropriate gestures of hands and
eyes.
‘Exactly,' Sean replied in a flat no-nonsense tone of voice. 'None of her rank are good kidnap targets.
Your captain missed a trick there.’
‘Captain Louchard don't make mistakes,' Megenda said menacingly.
‘Oh dear,' Dinah O'Neill said, pretending dismay and she leaned conspiratorially across the table to
Sean and Yana. 'The first mate isn't going to be very easy to deal with, what with all he's gone through.’
‘Then he'd better be grateful we bothered to save his skin,' Bunny said fiercely. 'Because I'll never do
it again.’
‘You will find, Dama, that none of your captives are ransomable.’
‘I'm not so sure about that,' Dinah said sweetly. 'You've already proved conclusively that this planet
has products that are life-saving.’
‘The Juice is useful, that's true, but let's face it, how many hypothermic victims have you encountered
in your line of work?' Sean asked. 'And while it doesn't cost much to produce, there's not what you'd call
a good profit margin in Juice either.’
‘Ah, but there may be other items with which to pay your ransom… like your swimming… ah, shall I
say, technique?’
Sean threw back his head and laughed heartily. 'That's hereditary, Dama, and not many would put up
with the inconveniences.’
‘Like running around starkers in minus-forty Celsius?’
‘Exactly.’
‘I think I need to speak to the Powers That Be on this place. You are, if you'll pardon me, really not
the final authority. Or so I've been led to believe.' Dinah had cocked her head again at Sean. Then she
turned abruptly to Bunny. 'You promised to guide me to one of the communion places of this planet. Do
so now.' She rose. So did Megenda.
‘I will guide my kinswoman,' Muktuk said, putting a hand on Sean's shoulder to keep him seated by
Yana.
Dinah gave Bunny and Diego a stern look and pointed her index finger at them. Megenda took the
half-step necessary to loom above them. Bunny shrugged. Diego glowered but both rose from the bench.
So did Sinead, who eyed Megenda as she idly caressed the handle of her skinning knife.
‘Remember to listen carefully, Dama,' Sean said and paid no more attention to the group setting out
to the communion place.
‘Let's go and get this over with,' Megenda said in a growl, herding everyone before him. At the door,
he looked back over his shoulder at the bottle, still visible on the worktop, and shook his head.
22
SpaceBase: Petaybean Immigration Facility (PIT)
Contents - Prev/Next
Adak Rourke wanted nothing more than to take his bruised and aching head back to his cabin in
Kilcoole and forget about the wider universe and all its problems. He was an amiable man, with simple
tastes because he'd never had occasion to have or expect more. He enjoyed the life he had once led, as
Kilcoole's expediter, and keeping the snocles working and knowing when spaceships were coming in
(which were few enough not to overburden the facilities or himself).
Up until this morning, he'd really enjoyed being Chief Immigration Officer and Official Welcomer but,
between getting conked on the head (hard) and now this, he felt inadequate. That didn't set well. Neither
did the unanswerable demands of these latest arrivals. In all his born days, he'd never seen anything like
this! Though he'd heard both Sinead and Clodagh had had to manage some pretty queer persons lately,
‘You mean, there are no hospital facilities whatever on this planet?' the indignant personage repeated
for the umpteenth time.
‘I keep telling you, if someone's sick, they stay home,' Adak replied.
He cast a jaundiced eye at the 'patient' who would have been better off staying at home, too, instead
of bringing who-knew-what rare disease to Petaybee.
Right after they'd arrived, a big orange tomcat had sauntered in, sitting down beside the sick man's
chair to wash itself. Then it had hopped up on the man's lap, sniffed, lifted its lip in a disgusted way, and
hopped down again to saunter out the door. Adak figured it was going to tell Clodagh there was
someone sick and smelly here. Personally, he could only hope Clodagh would hurry. He was a little out
of his depth, and Clodagh was the healer, after all. Though he was absolutely certain she wasn't what this
high and lofty group would expect to tend their patient. Mind you, if he knew Clodagh Senungatuck, and
he had all his life, she'd be the very person to heal the man in the remarkable chair.
It floated, dang it, above the floor of the Cube, as he had watched it float above snow and mud and
everything else people had to plough through around Space-Base these days. And the 'patient' - a Very
Important Personage named Farringer Ball whose helpers seemed to think that even Adak Rourke would
know who he was - was hitched up by tubes to the chair.
‘Or,' Adak continued,' they call their local healer if they don't live in Kilcoole, or Clodagh
Senungatuck if they do which is what I've done only it'll take her time to get here.’
‘Don't you realize that in medical situations time is of the essence?’
‘Sure, but he ain't bleeding and he is breathing and those're encouraging signs,' Adak said. 'And he's
got all of you here to make sure he doesn't bleed and keeps breathing so sit down, please, over there,
until Clodagh gets herself here.’
The person in his beautifully tailored, fine travel garment looked at the spartan seating arrangements
and the expression on his face when he turned back to Adak was dour and condescending.
‘Surely there is some kind of transit lounge’
‘You're in it,' Adak said, rudely interrupting which was not his normal manner, but he was getting fed
up with doing this crazy sort of word dance around the subject as if the name, once spoken, would
instantly provide what the speaker truly wanted. In this case, apparently, the most expensive suite in a
private hospital, the most successful and omniscient doctors who would provide instant health for the
patient. 'I done tol' ya, Intergal pulled everything out, including their infirm'ry when they gave the planet
back to itself. At that, us Petaybeans have more than we ever had before,' and Adak gestured proudly
around the Cube. It was not only clean and warm but bigger than any four of the biggest cabins in
Kilcoole.
‘Now set yourself down and wait,' Adak shuffled the papers in front of him, making a good show of
looking for something. Then he picked up the comunit and turned his back on the medic man as if this
was a very private call. The guy finally copped on and moved away from the counter.
‘Thavian, didn't you tell him who I am?' wheezed the old man in the chair, pounding the arm-rest with
a hand liberally covered with liver spots.
Surreptitiously, Adak shot him a glance. Guy didn't look too good, at that. All sunk in on himself. If he
expected Petaybee to bring him back from whatever got him that way, he was asking for a miracle. That
was sure. And, as far as Adak had ever heard, you couldn't pay for miracles: they just happened in their
own good time. Like the great big mountain that
Petaybee thrust up in the middle of the landing field… and then swallowed back up six weeks ago.
Fortunately, just as Adak himself was getting twitchy, he spotted a trio of cats bouncing through the
snow and the bulk of a fur-clad Clodagh lumbering behind them. Looking from her to the immaculately
dressed medical folk - even the patient had on fine threads and was bundled in the amazingly coloured
pelts that no animal on Petaybee ever grew, Adak was sadly aware of a vast difference in style and
appearance between Petaybeans and visitors. Not that those fancy clothes were as warm and as suitable
to Petaybee as his and Clodagh's practical, and indigenous, garments. And he almost hated to drop this
problem in Clodagh's lap after all the ones she'd had with that Rock Flock which kept growing like some
fields will grow rocks no matter how often you clear them off.
‘Slainte, Adak, what's up?' Clodagh asked as she threw open the door and let in a blast of cold air,
which smelled refreshingly clean to Adak. He realized then that there was a fusty stink to the air in the
Cube, due to the patient, no doubt and all the funny bottles and tubes in his floating chair.
‘I am Doctor Thavian von Clough,' the person said, eyeing Clodagh disdainfully. 'My patient is
Secretary General Farringer Ball,' and a graceful hand introduced the patient. 'We were informed by a
reliable source that mis planet has unusual therapies to assist my patient back to full health.’
Clodagh squatted down so that her face was on a level with Ball's. 'Slainte, Farringer,' she said softly.
'You looked better on the comscreen. What's wrong?’
Ball wheezed and looked at Clodagh from under lowered eyebrows. 'That's apparently supposed to
be for you to find out, young woman.’
He looked startled at Clodagh's laugh which was not only ripplingly young but beautiful.
‘Thanks for the "young" ' she said, patting his hand companionably.’
‘It wasn't intended as a compliment,' Dr von Clough replied stiffly, eyeing Clodagh not only with
distaste but patronizingly.
Clodagh shrugged, unconcerned. Before any of the medical team could intervene, she had her fingers
on Ball's wrist. She stooped so she could look him squarely in his lined and sad face, and tut-tutted. She
pinched a flap of skin on his arm and observed the rate of its relaxation.
‘You're real tired, aren't you?’
‘The Secretary General is suffering from a serious PVS condition
She nodded. 'Real tired.' Straightening and standing she added, 'He should stay here awhile.’
‘That's what Luzon said, though he wouldn't say why,' Ball wheezed.
‘Him?' Clodagh snorted derisively. 'Just goes to show you anybody can do something right once in a
while. Don't suppose he meant to. But the joke'll be on him. How'd you all get here? Whit Fiske said the
PTS was grounded.’
‘Why, the Secretary General has a private launch for the necessary travel he must’
‘On SpaceBase? Now?’
‘Of course it is.’
‘Good, then you can all stay there and I think I can find space for Mister Ball…’
‘But… but this… individual… said you had no hospital facilities.' Von Clough regarded Adak
accusingly.
‘Don't need them. So far, folks have found the whole planet pretty healthy - good food, good air,
nobody havin' to take on more'n they can handle. Sick folks can rest when they need to, exercise if they
need to. That and a bit of a tonic seems to do the trick. You might say the whole planet's a hospital
facility, only it's so good at it, everybody stays pretty well so's you'd never notice,' Clodagh said,
speaking slowly as if turning over the words she spoke in her own mind at the same time. 'I never thought
about it before, but now that I do, it's true.' She made an expansive gesture which included everything
outside the Cube. 'We got everything a human body should need to keep well or cure what's ailing.’
Von Clough's eyes bulged with indignation.
‘Mind you, Farringer, you were a little late comin' but I still think we can help you out.' She eyed the
apparatus with as dubious a glance as von Clough had awarded her. 'Right now, of course, as we're
getting started, we have to make do with what we've got.' She indicated the Cube. 'We're organizing
slow but sure.’
‘So, where can the Secretary General go?’
‘The school at Kilcoole doesn't need all the rooms in their Cube yet,' she said. 'We're kinda short of
places to put people since Doctor Luzon', and Clodagh paused to grin, 'has been so good as to send us
so many unexpected guests. But we'll find a place for Farringer, since he's so bad off. If you wanted to
help, Doctor, the men could use more hands to build more houses, unless you thought you could get
some more of these for the new folks,' she indicated the Cube,' specially now we're getting seasonal
blizzards…’
‘Seasonal blizzards?' von Clough's eyes bulged from their sockets again as he saw what was slanting
past the window area - as thick and earnest a snowfall as the season provided.
Clodagh cocked her head at von Clough, smiling her beautiful smile. 'Since these Cubes are probably
more like the environment Farringer's used to, you might ask the Cube-builder to send him one.
Meantime, we'll get him started mendin'.' Low mutters of disapproval were exchanged among the lesser
minions while von Clough sputtered with renewed outrage.
‘But, we're in attendance on the Secretary…’
‘Now don't fuss,' Clodagh said irrepressibly. 'You can use his space launch to come visit whenever
you want.’
Farringer Ball tried to insert a comment here but a bout of coughing required all his attention and the
discreet dials on the back of his invalid chair started to dance about.
Clodagh took a bottle from one of her capacious pockets, uncorked it, and then produced a carved
wooden spoon. Before his medical advisers could protest, Clodagh had slipped a dose into Ball's mouth.
He swallowed in spite of himself. Instantly the cough subsided and weakly Ball waved a hand in
gratitude.
‘Is this what Colonel Maddock took?' he asked when he had regained his breath, with something of
the air of a schoolboy asking his grandmother about mythical animals.
Clodagh nodded. 'Can't beat it.' Obviously swallowing his pride, von Clough executed the barest of
civil bows to Clodagh and held out his hand for the bottle.
‘What, may I ask, are the constituents of this preparation?’
Clodagh shrugged again. 'This 'n' that,' she said vaguely. 'Important thing is, it works pretty fast.
Long-term results take more time though.’
Von Clough uncorked the bottle and delicately sniffed, blinking at the aromatics that caressed his
nostrils. Then he looked at Ball who was still recovering from the spasm of coughing although his
breathing was less ragged with every passing moment.
‘Amazing. Really remarkable.' He passed the bottle to one of the minions.
‘We've been tryin' to tell you,' she said as if talking to a child who'd just burnt himself. 'Petaybee's
good for most people. Hardly anybody gets sick ever. If you want health, it only makes sense to go
someplace healthy.' Her conviction and clarity in the face of so much pretension and general dogcrap
made Adak want to cheer.
‘S'truth, too,’ he said whether anyone cared for his opinion or not.
23
Southern Continent
Contents - Prev/Next
‘Neva-Marie? Looks like we got ourselves a situation here.' Johnny Greene spoke calmly and
soothingly enough to quiet any of the savage beasts who were circling. 'We're up to our collective arse in
planet-rapers, polar bears and pumas, so to speak… How many what?… Oh, planet-rapers? Oh, a
couple hundred or maybe a little less… Nope, sorry, I'm not going to count the polar bears and pumas
for you. Let's just say there's enough, shall we?… My position is about - ummm - a hundred and fifty
miles south south-west of Bogota, pretty much in the middle of nowhere special. It's flat, it's dark, and
me, Mr and Mrs Ondelacy and the Town Council as well as little Cita Rourke got ourselves surrounded
first by these planet-rapers, then somehow or other got our position reinforced by the polar bears and the
pumas and other associated species. It's dark. It's cold. We want outta here muy pronto … I damn sure
know I drive the only winged beast in the vicinity but we need help fast. I don't care how. There's too
many here to take out and I don't have the fuel to run a ferry service between here and Bogota and I - er
- rather suspect the planet-rapers would take it ill if I tried to leave without them. Besides, goodness only
knows what they'd do to the polar bears… Well,'' don't know what you're supposed to do, sweetheart.
Call Adak to call Sean and see if he's got any bright ideas. If Oscar O'Neill hasn't left the planet yet
maybe he could lend a hand… Call Loncie's kids and tell them to send a dogsled posse. But hurry.
There's a polar bear eyeing me lustfully even as we speak and I was saving myself for you. Out now,
love. I really miss you.’
Tanana Bay
The dogsleds were loaded and the teams hitched and ready to go when Liam Maloney mushed in,
accompanied by Dinah, his late mother's lead dog, and Nanook, most companionable of Sean's large
track cats. Dinah, the good sled dog that she was, leapt up on Diego at once and began washing his face
with a tongue that smelt like fish. Diego called her by name several times, looking over to see the effect
on Dinah, but she, the human, didn't change expression.
‘Kind of you to come, Liam,' Sinead said a touch sarcastically. 'A bit late, but welcome nonetheless.’
‘I was delayed,' he said, pushing back the parka hood and running his mittens over the ice that had
formed in his hair and moustache. 'Nanook had a hairy knicker attack on the way here and wouldn't let
us proceed for quite some time. I couldn't get it out of him what was wrong, but once he decided to
move he all but left us behind.’
Sean squatted down and held out his arms, 'What's the problem, Nanook?’
‘Don't tell me it talks too?' Dinah O'Neill, the person, asked.
‘Anything wrong with talking cats?' Diego demanded, rubbing Dinah-the-dog's ears.
‘Nothing at all. After what the darling little orange pussycat did for us, I have become a born-again
cat lover, especially of Petaybean cats. I suppose export is out of the question?’
Sean looked up and said, 'Here's another first. Coaxtl is sending to Nanook that her cub - by that I
take it she means Cita - is in trouble with bad humans. She went down to see Loncie when Johnny and
O. O. took the last Cube to Bogota.' He stroked Nanook worriedly. 'While I'm gratified to see that the
planet is expanding its communications network to cover the whole globe, I don't have a notion what we
can do to help Cita.’
Chumia said, 'That was the other spot on the map in the communion place then, wasn't it? That's what
the waves were for and the circles - there's more trouble down south. You're right, Sean. I've never
known the planet to tell us anything about what was happening down there before.’
Muktuk shook his head. 'My dogs'd take me anywhere but they ain't real big on winter ocean
swimming.’
‘I'd swim it myself,' Sean said, 'but the mental picture I'm getting is of someplace far inland, away
from any waterways. I can't imagine how the bears came so far from the ice-pack.’
‘Bears?' Bunny asked. ''Polar bears? Cita's down there with polar bears? Uncle Sean, we've got to
save her!’
Sean gave her a small, wry smile. 'Funny, that's what she said when she heard you'd been kidnapped
by pirates, and you've come out of it well enough.’
‘I'd take Petaybean polar bears over pirates any time, gatita,' Diego told Bunny, releasing one arm
from the dog's neck to hold her hand. 'At least they have the planet to answer to. Whereas Two-Foot
Dinah here only has Louchard.’
Dinah O'Neill lifted an eyebrow and said, 'Perhaps. But I do happen to have command of a space
shuttle that could be placed at your disposal to solve this little inconvenience. That is, if it could be freed.’
The rescue expedition was mounted forthwith and with great despatch, especially since they now had
the means to rescue Cita from the polar bears. Sean, Yana and Bunny were everywhere at once,
organizing. The snow had not fallen so thickly that Bunny's trail couldn't be retraced in the darkness and
the dog sleds broadened the track. The nights were longer in northerly Tanana Bay than they were even
in Kilcoole, but all the drivers and dogs were used to travelling in darkness. Fifteen sleds left the village,
containing rope, chain, fishnets, winches, anything that might help free the shuttle. Dinah-Four-Feet and
Nanook trotted alongside. Dinah-Two-Foot, the pirate's representative, accompanied the rescuers, but
Megenda had been locked inside the communion cave for safekeeping and to recover fully from his
narrow escape from frostbite and pneumonia.
‘Let's not get too close,' Bunny called to the sleds as they neared the hole in the ice containing the
shuttle. 'It broke with just me.’
‘Make way, clear off the trail,' Muktuk Murphy's voice called from the rear. 'Comin' through.’
Behind his he led a curly mare and behind her trotted three of the wild curly stallions, each sporting a
businesslike horn.
‘Where'd you get them, Muktuk?' Sean asked. 'They're beauties.’
‘Part of the Tanana Bay herd,' Muktuk said proudly, with an affectionate slap on the heavy neck of
the mare beside him. 'I told her we had a job to do for the smartest so she picked her own get. They can
do more for us in this season than fight with each other over who gets what filly. Not that this is the time
a' year for breedin'. That's for springtime,' he added with a grin.
‘Hmmm,' Dinah O'Neill said under her breath just loudly enough that Yana heard her. 'That's quite a
display they're putting on. Didn't know animals acted like that. Showing off like cadets who've just got
their pilot's licences.’
Yana shot her an enigmatic smile, as enthralled by the rearing, bucking, biting antics of the males as
Dinah. The sleds with their teams of wagging, howling dogs slewed to either side of the trail and
broadened their circle around the hole while Muktuk led his mare forward.
‘Why don't they just use ice-saws?' Diego asked.
Behind her hand Bunny said, 'First 'cos I think Cousin Muktuk is showing off for Cousin Dinah's
benefit, and second because it's said that the curlycorns can judge ice so well they can play tag on the
icepack during breakup and never once fall in.’
‘Fascinating!' Dinah-Two-Feet said.
Yana was both amused and appalled, watching this laughing tourist who had assisted in their
kidnapping, had stood by while Megenda struck both Diego and Bunny, and, according to the kids, had
been a party to the murders of the Gal-3 repair crew members. If Yana had anything to say about it, as
soon as that shuttle was out of the water and the crewmen out of the shuttle, crew and Dinah O'Neill
would be put on ice with Megenda. Never mind'safe passage'. Petaybee had no kind of law and order
beyond that which made good sense to most people, but Gal-3 had plenty.
Dinah O'Neill was laughing again. 'Look at those creatures go! I've never seen a unicorn before,
Muktuk. Is it true they only like virgins?’
Muktuk snorted with good-natured contempt for her ignorance. 'Curly-coats aren't proper unicorns.
They'll mount anything. Our Sedna here is mother to all three stallions and, since she's bell mare for the
Tanana Bay herd, they mind her right good.’
To Yana, it seemed as though the activity of the curly unicorns was frantic, driven, and no more
purposeful than to break through any random chunk of ice to reach what lay beneath. The remarkable
result was that the effects of their seemingly random efforts were beginning to show. They had made it
into some sort of game, spurred on by Sedna who went from one to the other, like a foreman, so that
every muscular ripple was a challenge to do better: every thrust and gouge of a horn was accompanied
by a snort of derision for the others: every stamp of the hoof broke through a newly dislodged block of
ice and sent it bouncing off the trapped shuttle into the black waters below.
In less than an hour, during which Dinah, Diego and Yana were bundled into sleds, the shuttle floated
free of the ice. It bounced out of its trap in a wobbly fashion. Then the crew forthwith fired up the engines
and landed it beyond the ice at the position of the outermost dogsled.
If a shuttle door could open timidly, this one did. Dinah O'Neill was there to greet them.
‘Come on out, gentlemen. Throw down your weapons. I'm afraid we're surrounded by superior
firepower.’
A slight variation of the facts, of course, although Dinah did have her own laser pistol pointed at her.
And truth was served when the crew, having thrown out their handweapons, found them turned
purposefully on themselves as the Petaybeans augmented their harpoons, drawn bows, hunting knives
and the two simple ballistic firearms with the sophisticated weaponry. With the crew in custody, Dinah
began to climb the ramp but Muktuk caught one arm, Yana the other.
‘I wouldn't dream of taking you away from either your crew or your newfound family when you've
just got here, Dama,' Yana said sweetly. 'I've flown this class shuttle all over the galaxy. I'm sure Sean
and I can manage. You join the others.’
‘Oh, curses! Foiled again, I suppose,' Dinah muttered. 'But, very well. Have it your way. Muktuk,
Chumia, you did promise to share the family history with me and I have a bit to tell you. Shall we return
to your lovely home and thaw out?’
Southern Continent
‘Coaxtl says there is a storm coming, Captain Johnny,' Cita said. 'She says that if all will follow me,
one at a time, she will lead us to a warm place of safety.’
Zing Chi looked down at her scornfully. 'This is no time for childish prattling. You people obviously
indulge your children too much if they feel they may interrupt adults dealing with such a crisis.’
Cita couldn't help herself. Her wicked streak surfaced.
‘They do not indulge children! I should know. I have been beaten well and often as I so frequently
deserve. But the words I spoke were the words of Coaxtl and
no-one beats Coaxtl. And Captain Johnny would not have a crisis to deal with if you had not caused
it! I may be unworthy and a mere child, but you are a wicked, greedy man and very impolite as well to
come to the Home and take things without asking!’
Zing Chi spat disgustedly. 'Your pardon, Captain. I didn't realize the child was mentally unbalanced.’
But Captain Johnny gave him the same sort of look Zing Chi had given Cita and asked her, 'Would
Coaxtl know if it would be safe for me to fly?’
Cita asked and reported the answer. 'She says there will be strong winds and much snow and all will
be whiteness. We must follow now to find the safe place.’
‘In other words, no flying. Loncie, Pablo, you heard? What do you think?' Johnny asked.
‘Follow your lion, muchacha,' Loncie told Cita approvingly. 'We will follow you.’
‘We won't,' Zing Chi declared. 'You think I am fooled by your notion that animals talk? That animals
know things that humans don't? Especially about flying conditions. This is a trick to separate us so we can
be taken and it does not work with Zing Chi. Those animals are only waiting until we separate so that
they can pick us off more easily.’
Cita had had quite enough of this rude and grabby man. She pushed through the crowd to Coaxtl,
who easily cut a swath from the outer ring of animals through the huddle of people. Behind her, Cita
heard Johnny say, 'Oh, no, Zing Chi. As far as the polar bears are concerned, larger groups are a more
satisfying entree. But suit yourself. I'm following the cat and,' he raised his voice to shout over the wind, 'if
any of you other folks want to get in out of the cold before a big storm comes, follow us, one at a time!’
Hurry, Youngling, the place is far and time is short, Coaxtl said.
Cita felt the warm softness of another, smaller cat brushing her legs, twisting about her ankles and
then the prickle of claws on her thigh. She looked down into the gold-coin eyes of a lion cub.
Behind her, a voice said, 'It wants to go with you. I will too. I don't care what the others are doing.’
Cita looked back and saw the boy she had glimpsed from the copter. He was bending over to stroke
the cub. She nodded and Coaxtl preceded her back through the throng to the copter, where Johnny,
Loncie, Pablo and the others from Bogota fell in behind herself and the boy. Zing Chi was shouting at his
people that it was all a trap. Not that there was another option open, for the circle of animals closed
tighter and tighter around the people, funnelling them in behind Cita's group.
As Coaxtl reached the outer edge of the humans she stepped forward, Cita following, and marched
with great unconcern between two long ranks of animals with fetid breath, white teeth, and shining eyes.
24
Contents - Prev/Next
Yana had Louchard's shuttle pilot - prompted by a saccharine order elicited from Dinah-Two-Foot -
run her through the checklist to be sure there weren't any surprises on this slightly less orthodox than
usual vessel.
Then Marmion, Namid, Bunny, Diego and the villagers began the trek back to Tanana Bay with their
prisoners. Muktuk suggested that Marmion and Namid ride back on curly-coats, an exercise which
enchanted Marmion and caused Dinah O'Neill to protest.
‘I don't see why I can't ride one of those lovely creatures,' she cried, then with a flirtatious appeal to
her new kinsman, 'Muktuk, dear, you did say they were not the virgin-exclusive sort of mythical-beastie
unicorns and I am quite a good rider.’
‘I'm sure you are, cousin,' Chumia said firmly before her mate could be cajoled. 'But since you've
fallen in with evil companions who are known to be a bit free with other folks' property, we'd like to get
to know you better before we entrust one of our curlies to you.’
Dinah opened her mouth and closed it again, nonplussed, and allowed herself to be bundled on to one
of the sleds. She did sufficiently recover her aplomb after being so uncompromisingly confronted to
complain in an exaggerated whine that a dogsled was not the same thing as a unicorn ride at all.
Yana used the pirate comunit to monitor the Intergal satellite. Not only would it still be night for
another six hours at Bogota, but the whole of the Southern Continent was wrapped in a massive blizzard,
making flying anything at all inadvisable.
‘I could try,' she said. 'I hate to leave Cita in the lurch.’
Sean thought for a moment and shook his head decisively.
‘No. Johnny's there with the copter and Coaxtl won't let anything happen to her. If those two can't
take care of her, we won't add much to the equation, especially with you half frozen and about to drop.’
So they bedded down on the shuttle, happily warming each other, to await a more appropriate time
to start their journey. If they didn't get to sleep immediately, they had been parted a long time for
newlyweds. Nanook, who had insisted on staying with them, discreetly adjourned to the next cabin.
When they awoke, Yana checked the comunit again, once more monitoring Intergal Station for a
weather check. She had gotten out of the habit of such facilities, what with having been on Gal-Three
where weather reports dealt with solar winds or worm-hole distortions. She was also still slightly
disoriented after long inactivity on the pirate ship.
Though they'd land in daylight now, the weather was no better but they decided not to delay any
further. After all, they had the map which Petaybee itself had presented them with, indicating all the
trouble spots. The shuttle had only the one spatial view of Petaybee - the northern quadrant that included
SpaceBase and no other sites. Sean knew the location of Bogota though and its coordinates. In a shuttle
of this class, it was not a long journey but their destination was lost in the swirling mass of a first-rate late
spring blizzard.
‘I'm a good pilot,' Yana insisted to Sean as she fought the controls which buffeted the sturdy
space-worthy shuttle, 'but I was too preoccupied to pay much attention to my surroundings the last time I
was here. What am I looking for exactly?’
‘A cluster of buildings…’
‘Which I can't see in what is virtually a white-out.' There was a slight edge to her voice because Yana
was prudently aware of her limitations. Piloting a shuttle when you could see where you were going, even
if you didn't know what you were looking for was one thing. Flying blind over unfamiliar terrain in these
conditions without a beacon to set you down was another.
‘Put us down anywhere. Nanook'll reconnoitre,' Sean said understandingly.
‘He'll know where we are?’
‘He'll be in touch with Coaxtl. And while Coaxtl may not know where we are, he'll know where he is,
and can give Nanook directions in - er - cat terms, I suppose.’
‘Which you will then translate to coordinates I can follow, huh?' Yana shook her head in doubt,
glancing from the white on white outside and back to Nanook.
Sean gave her one of his slow cryptic smiles. 'He operates best in these conditions.’
The shuttle sank a little further, settling into the snow. Nanook was already at the shuttle lock. He
gracefully leapt out and almost instantly disappeared from view, though a thrashing of the snow in the
direction he had left was visible for a while.
Yana looked over at Sean. 'Now what do we do?’
Sean grinned. 'Wait.’
With a bit of chopping and changing, Tanana Bay folks were able to find enough warm clothing to
equip Dinah, Megenda still in the communion caves, and the two pirates most recently freed from the
shuttle. Their clothing was suitable only to the controlled environment on spaceship or shuttle. In helping
Dinah, Marmion felt a heavy rectangle under Dinah's light jacket and, with a sleight of hand worthy of a
less respectable profession, slipped it out of the pocket. Then, with a flurry, she began to hustle Dinah
and the crew down the stairs into the communion place with the sure knowledge that they could not
escape. Nor did Dinah have the time to realize she was without that device, whatever it was.
‘That should keep them safe,' Muktuk said, flipping the rug over the trapdoor.
‘And undoubtedly change their attitudes,' Sinead said with great satisfaction. 'With so many types
coming down to see what Petaybee has to offer, maybe the first thing we ought to offer them is
communion time.’
‘I'm hoping', Marmion said to Namid as the table was replaced,' this will do Dinah a world of good.
She's not all bad. She certainly tried to make things easier for us with Captain Louchard.’
Namid gave a little laugh. 'She's not all bad. If half of what she confided in me is based on truth, she
had the most miserable childhood and didn't fare that well in her teens, either.’
‘Such impressionable stages in a life, aren't they?' Then she hefted the equipment. 'A little too heavy
for a comunit, wouldn't you say, Namid?’
He got one good look at it and pushed her hands to return the device to her pocket. 'Later, Marmion.
Later,' he murmured urgently and then smiled broadly at the other folks in the crowded room.
It took time to sort out who would bunk where in the small village of Tanana Bay. Ultimately, after a
cup of soup to 'warm bodies for a cold night', Bunny and Diego went with one family, Liam and Sinead
with another, while Marmion and Namid were given the Sirgituks' cabin to themselves as everyone was
of the opinion that at least the good Dama Algemeine deserved what privacy Tanana had to offer.
When they had been installed, new furs supplied for the beds, and the fire freshened for the rest of the
cold night, Marmion and Namid were left to their own devices. Namid sprang to the window and
watched to be sure their hosts were all dispersed to their separate accommodations. Then, with a sigh of
relief, he nodded to Marmion who gingerly deposited the heavy unit on the table.
‘What is it that had you in such a panic, Namid?’
‘I think it's a portable holo-unit,' he said. He hovered, looking at it from all angles, and touching the
control plate with a careful fingertip. 'I can't imagine why…’
His fingertip was not quite careful enough and inadvertently he activated the display. Suddenly the
image of Captain Onidi Louchard solidified in and around the table. The creature just stood there,
inanimate, while Marmion and Namid looked at each other, openmouthed.
‘It was on Dinah?' Namid recovered enough to ask.
‘Dinah!’
Tentatively, Namid picked up the broadcaster and suddenly he was enveloped in the image of
Captain Louchard.
‘Well, what about that!' exclaimed Marmion, delighted and appalled at the same time. 'Why, that
woman had us all hoodwinked. When I think of the
games she played with us as Dinah when all the time she was also Louchard…' Words failed
Marmion.
‘Not to mention how she manipulated her crew,' Namid-Louchard said in a deep bass voice, with an
odd inflection to both tone and words. 'No wonder no-one ever caught sight of the infamous Captain
Louchard.’
Marmion laughed, well, giggled, and sat down to enjoy her mirth. 'Really, Namid. I never would have
suspected. She's a consummate actress.’
‘Among other things,' Namid said in a sterner tone as he switched back to his own self and replaced
the device on the table. 'She never wore it in my presence but then, she wouldn't have needed to be
Louchard to her husband.’
‘Not unless you turned into a wife-beater.’
‘Oh, that had happened to her, too. I saw the scars,' Namid replied gravely. Then he sighed,
prodding the device with a finger, then waving his hand to dismiss it all. 'So what do we do about this
disclosure?’
Marmion had obviously been pondering the same question. She tapped her cheek with one finger. 'It
will take some heavy thinking, and I'm suddenly much too tired to do any more tonight.' She glanced
wistfully at the bed. 'And don't suggest that you take the floor, Namid,' she added in a firm tone but her
smile was suddenly demure.
‘I was about to be the gentleman, Marmion,' Namid said but his mouth and eyes smiled.
‘Gentle, yes, man, yes, but…' The uplift to the final word was all the invitation Namid required to be
both, in the right order.
One could only watch and wait, and sometimes sleep, while the humans made themselves at Home.
Through the howling winds one had brought them safely here through snow like swarms of icy insects
biting into one's eyes, ears and nose. Even with the watchfulness of the Others, some had slipped
between their reluctant guardians to wander, freeze and die. They would not be found before the snows
had melted once more.
Coaxtl and the Youngling were at rest. The metal bird's master was at rest, as were the cave dwellers
of Bogota. Inside the Home, the hotspring burbled warmth throughout. Outside, the snows swathed the
world with seas of snow growing deeper by the moment. At the entrance of the cave, the bears humped
like living drifts away from the warmth of the inner cave. The other clouded leopards, the snow lions, the
white tigers, the lynx and bobcats, waited out the storm within the cave as well, crowding the humans
deep within the inner chambers of the Home.
Some, like the young male with the cub, stared with open delight at the Home, hearing its singing in his
blood, seeing its colours inside his eyes, vibrating with its rhythms. The Youngling and her kin smiled in
their hard-won sleep.
As for those others, though! The noises they made as they flailed about were so shrill and penetrating
that at last one was forced to put one's paws over one's ears to achieve any rest.
Namid slipped gently from Marmion's bed, put more wood in the stove and, after a few false starts,
stirred up the fire in the hearth. Then he donned his borrowed warm clothing, long underwear, heavy
woollen socks, woollen pants, shirt, leather sheepskin-lined boots painted with beaver oil for water
resistance, scarf, hat, mittens, and parka. Into the pocket of his parka, he slipped the holo-disk. Then
with a last lingering look at his sleeping lover, opened the door and walked out into the pastel Petaybean
dawn.
He crunched down the wide track leading between the homes of Tanana Bay to the O'Neills' cabin,
and let himself in through the unlocked door. He had hoped to be alone on this mission, but he saw that
young Diego Metaxos lay in a sleeping bag with his ear against the trapdoor.
The boy awoke as the cold air entered the cabin with Namid.
‘Morning,' he said, in a clear, wide-awake voice.
Namid nodded. He didn't feel much like conversation.
‘You're up early,' Diego said.
‘I need to speak to Dinah.’
‘I don't think she'll be able to talk to you,' Diego said.
‘Why not? What's happened to her?’
Diego shrugged. 'I dunno. But judging from how contact with the planet affected my dad at first, I
think she'll be in a pretty bad way. They were carrying on until way late last night.’
‘What do you mean "carrying on"? Has something hurt her?’
‘No worse than she's hurt others, I expect. But for people with certain kinds of mindset, their first
contact with the planet can be devastating. You might find it that way yourself.’
‘But you didn't?’
‘No. It's always been wonderful to me. I was just lying here, thinking of a song to write about all
that's happened. I suppose it's safe enough for me to go down there now but I'm not sure about you.’
Til risk it. But - no offence, I'd rather go alone.’
‘It'd be easier for you with one of us.' The boy was exuding a subtle air of male challenge.
‘You're not native and you've been all right.’
‘Yes, but I'm young.’
‘If you'll excuse me, I'll try it on my own. My mind isn't that rigid and set in its ways yet.’
Diego shrugged. 'Suit yourself. But I'm going down in a few minutes anyway. It's been a long time
since I've had a talk with Petaybee. I may not be native, but I've missed it,’
He stepped out of the way and Namid descended the stairs, not seeing the small orange cat that
darted through the trapdoor at the last minute and scooted down the stairs ahead of him.
Bunny awoke and looked around for Diego in the other sleeping bag on the floor of their hosts'
house. He was gone. Gentle snores arose from their host family.
That was good, actually, because she didn't want to talk to Diego this morning as much as she wanted
to try to get a moment alone with Marmion. Diego might not understand. She had planned to say she was
just going to help Marmie with her fire and breakfast.
She dressed quickly and left the cabin, closing first the inner door so the cold wouldn't reach the
family, and then the outer entrance door beyond the arctic foyer where the snowshoes, skis, extra dog
harness and other tools were kept.
She knocked lightly on the Sirgituks' door and a rather dreamy voice called, 'Hello?’
Marmie looked less put-together and much happier than Bunny had ever seen her. She wore the tunic
jacket she had been captured in as a robe over long-handled underwear bottoms and woolly socks. She
was sitting at Sirgituk's table sipping something steamy from a cup. Her expression was bemused, to put
it lightly.
‘Thought you might need help putting a kettle on,' Bunny said.
‘Not at all. If you'll remember, I'm rather a good cook and this stove is not so different from the one
at my grandfather's hunting lodge on Banff 2 where I sometimes spent my holidays as a child.’
‘Must be nice to get to live any way you like,' Bunny said, pulling off her mittens.
‘Ye-es, it is. What's the matter, Buneka dear? You sound rather sad and I just can't bear that when
I'm feeling so good myself. Have a cup of this lovely berry tea and tell me all about it and we'll see if I can
fix it.’
‘Thanks,' Bunny said with a little smile. 'The tea will be great but I don't think there's anything you can
do about the rest of it.’
She finished taking off her wraps, poured her tea and sat down, warming her hands on her cup and
watching the steam rise between herself and Marmie. Marmie had a way of making you feel like you
were the most important person in the world when she was talking to you. Bunny wished she could be
like that.
‘I wouldn't want you to get me wrong, Dama, I love Petaybee. I never want to live anywhere else
-permanently, that is.’
Marmie nodded, encouragingly, as the words had a hard time coming out.
‘But I've been doing a lot of thinking. See, the thing is, I never knew what was out there before. All
we ever saw was SpaceBase and that was pretty grim and a lot of the recruits who left didn't return and
if they did, they sometimes wouldn't even sing about it. I never dreamed there could be some place like
Gal-Three or some of the stations and planets Charmion showed me holos of.’
Marmie smiled. 'Can't keep 'em down on the farm no more, huh, now they've seen Paree?’
‘Scuse me?’
‘Another old song. Sorry dear, it just means that once you've seen some of the universe, you can
develop a taste for more. Is that what's troubling you?’
‘That's part of it. I suppose I might not care so much if I thought I could go other places if I wished.
'Cept, that's not exactly true. Y'see, there's so much to learn out there. I saw things I think we might be
able to manage for Petaybee, and not hurt anything, if only someone knew how. But I can't learn about
them here. I've always been mechanical, you know, and Diego showed me some gadgets that sure would
improve servicing the snocles, for instance. I don't know. I guess I'm not saying it very well. It's just
knowing that I have to leave by a certain time or I won't be able to…’
Marmie placed her hand on Bunny's. 'We all resent our limitations, dear. Actually, though, you're
starting school a little later than most do. There is no reason why you couldn't begin long-distance studies
here, and then when you find you absolutely must go off-planet to satisfy your curiosity, you can go -
surely that will be before you're twenty or so. And you can always come back, you know, whenever you
like. Petaybean troops do. It's just that I suppose you have to decide now instead of waiting till you're…
oh, forty.’
Bunny grinned. It had all been so obvious but the idea was so new to her she hadn't considered the
really salient factors.
‘Furthermore, it will be my pleasure to present you with a suitable study unit and all the hard-copy
books you wish. Among my inheritances are the contents of several libraries. And when you're ready to
go off-planet you can be the pilot student for the Petaybean Off-World Civilian Scholarship programme.’
‘I didn't know there was one!’
‘That's because I just decided to sponsor it.’
Bunny reached across the table and gave her a hug. 'You're aces, Marmie!’
‘Likewise. Tell me, you haven't seen Namid, have you?’
‘Nope. Nor Diego. But I came straight here after I got dressed.’
‘Then I think I'll get dressed as well and we'll go find them, shall we?’
If Dinah O'Neill, aka the fearsome Captain Onidi Louchard, had known what was in store for her,
she would have fought her incarceration with every one of the many combat skills she had learnt since
she'd been a defenceless pre-teen. She did hear Megenda mumbling incoherencies as she was propelled
down the ladder. She did notice the odd indirect lighting but she blithely ventured further into the cavern,
towards the warmth she felt on her face. She thought that at least this prison was comfortably warmer
than the cabin she'd just left.
That was when she noticed the holo transponder was missing. Not that she had to worry about the
Petaybeans inadvertently turning it on. But Namid would know what it was. She ought to have checked,
and she berated herself for such an oversight. Captain Louchard, she grinned to herself, would have
plenty to say about that when next she assumed that mantle.
She and the two crewmen, Dott and Framer, came across Megenda then, all curled up in a foetal
position on the floor of the cave, just where it opened up into a fair-sized chamber: a chamber that was
oddly beautiful in its pastel shades and mottled walls. The beauty was of a strange, disorientating nature,
however; the mottles rippled and the shades altered in an unnerving fashion. Walls were supposed to be
stationary and their coloration was generally stable, too.
‘What's the matter with him, Dinah?' Dott asked, planting a toe on Megenda and trying to turn him on
to his back so the first mate's face would be visible. He was a rather unimaginative sort, good for routine
or monotonous duties, strong and unquestioning, happy to be given orders he could follow, which he
followed to the letter. 'Thought you said he was just cold.’
‘I don't like the look of him,' Framer said, taking a step back from Megenda's rigid body as if afraid
of contagion.
‘He's warm enough now,' Dott said, grabbing one of Megenda's hands and trying to pull it away from
his face.
‘Hey, how can you have fog in a cave?' Framer asked and pointed to the mist beginning to rise from
the floor.
‘These caves are supposed to be special places,' Dinah said as evenly as she could but the vapour
rising carried an aroma to it that was unlike anything she had ever encountered. Her skin began to crawl
under the warm parka she'd been given. 'I'd like to know what's going on here,' she said, turning around
on her heel, addressing whatever was generating all these unusual effects. She could have sworn that
there'd been no mist, no odour, and no vacillating wall colours and designs when she'd first reached the
cave floor. She looked behind her and the mist was closing in so that she couldn't see the walls now.
‘Going on here?' The phrase was interrogatory, not rhetorical and the voice that said the words was
not an echo of hers.
‘Dinah?' The unimaginative Dott's voice quavered. 'How do we get out of here?’
No way out of'here.’
‘Keee-rist, who's talking?' Framer looked wildly around him. 'Who's talking?’
Dinah wanted to reassure him that it was the Petay-beans perpetrating some sort of a hoax to frighten
them but she absolutely knew, though she didn't know how, that the voice was nothing caused by any
human phenomenon. It penetrated her body through to the marrow of her bones.
‘Listen, it commanded.
‘I'm listening, I'm listening,' Framer said, dropping to his knees, bringing his hands up together,
probably for the first time in his life, into a prayerful position.
Dott just sat down, hard, licking his lips. He kept his head straight but he rolled his eyes around in his
head as if he didn't quite dare to look at who, or what, was speaking back at them.
Megenda began to jibber more wildly, writhing in and out of the foetal position as if his limbs, and
torso, were attached to invisible strings.
For the first time in her adult life, since the time she had turned a weapon on a man who had
threatened her with vicious and sadistic treatment, Dinah O'Neill knew fear. She forced herself to remain
standing, clenching her fists at her sides as the mist crept up over her knees, so dense now, and almost
substantial in its covering, that she couldn't see her boots. It engulfed her, a moist, permeating blanket,
travelling quickly up her body until it covered her face and she could see nothing. And the sound seemed
to emanate from the vapour that enveloped her: sound that cut her skin to her blood and bones: sound
that was warm and vibrated through her, and filled with darkening colours, until she heard herself scream
in protest at such an invasion. There were screams around her and, with an almost superhuman effort of
will, she bit her lips, determined that she would not cry mercy from whatever was happening as the
crewmen did. Her resolve ended when she felt the hard thwack of stone against her face and her body as
she fell down. Then she whimpered and wept, as much the lonely, confused, tormented five-year-old girl
who had been abandoned by all the adults who had managed her life up till that moment.
‘The planet has been speaking?' the boy whispered to Cita, his hands moving restlessly on the cub's
fur as if that motion were all that protected him.
In one sense, Cita would tell Yo Chang much later, petting the cub had protected him as he had
valiantly protected the cub when in danger from Zing Chi.
‘Yes, Petaybee does in these places,' Cita said in a very grown-up voice.
‘And it keeps this place warm for us?' Yo Chang asked because he had to be sure. Though this girl
was not much older than himself, he felt she had exhibited commendable authority and certainly bravery
in walking the gauntlet of those great animals.
‘The Home is always warm.’
‘How? It was so cold on the surface. Why would it be warm down here? I could feel my ears
adjusting to the air pressure so I know we are down.' He gestured to the ground on which they were
seated.
‘The Home protects us, Coaxtl says. It takes care of us… if', and Cita paused to permit Yo Chang
to see how important her next phrase was, 'we take care of it.’
‘It isn't taking care of them,' Yo Chang said, rolling his eyes, and pointing to one side where the
despoilers were writhing in agony and shrieking in great anguish.
‘I know,' Cita said soberly. 'I used to live with people who called it the Great Monster and feared it
only. Because it can be cruel to those who take without respect and give no thanks. The Shepherd
Howling was the kind of man who did that all the time so he stayed out of these caves and taught us all to
fear them. But I am disobedient and selfish, and when I ran away from the flock, because they would
have taken from me what I was too proud to give freely, I met Coaxtl, who called the Great Monster
"Home". I decided that if I could, I would rather be like the Great Monster than like Shepherd Howling.
The Home is proud too and it obeys no-one. And it too begrudges what is taken from it against its will.'
Cita patted his hand. 'Your people have angered the Home and it has become the Great Monster. They'
She waved her hand at the writhing bodies. She was having to shout over the noise they made, 'need to
be shown how it feels to be stripped and cut, slashed and dug, prodded and pulled and flayed.’
To demonstrate her point - and having had a great deal of experience with such torments - Cita got a
flap of skin from Yo Chang's neck and twisted and pinched it as hard as she was able.
‘Hey, don't do that,' and Yo Chang scrambled sideways away from her, rubbing his neck.
‘I was only demonstrating how the planet feels. You were cutting and pulling, too, you know, and you
are very lucky that Petaybee saw you save the cub.’
Yo Chang gave her a sour, jaundiced glance, rubbing the outraged spot of the pinch. 'You didn't have
to demonstrate so hard.’
‘I did because that is how we learn how the planet feels,' she replied. 'You're much luckier than they
are!’
The shrieks and howls were beginning to diminish as the strength of the condemned, or the planet's
ministrations, eased.
‘They're not dead, are they?' Yo Chang asked most urgently.
‘I don't think so,' Cita said, though she couldn't be sure. 'Why?’
‘My… my… father is not a bad person. Not really,' Yo Chang said, his round face and eyes
entreating. 'We are all forced to work hard at what we do for those who despatch us to where we must
harvest plants. If we do not work hard, and if my father does not make his crew work hard, then the
quotas are not filled and we do not get the rations which only hard workers deserve.’
Neither youngster would have understood being paid in credit notes, for both had toiled long and
hard hours just to get enough food to fill their stomachs.
‘It is hard,' Cita agreed, nodding her head approvingly,' to get enough to eat. Since Coaxtl found me,
I have been eating so well I will soon be as fat as Clodagh.' She patted her stomach with great
satisfaction. 'Everyone feeds me now - Coaxtl, Clodagh, my sister, my aunties and uncles and cousins in
their homes. They are very fair about the distribution of food to the plate.’
She nodded her head once more in emphasis. But thinking of the food she had shared with Sinead,
Sean and Bunny reminded Cita that it had been a long time since she had eaten. She also wondered if the
call for help had reached anyone. Not, she hastily corrected herself, that Petaybee had not come to their
rescue. It had provided ample shelter and water although one had to be careful not to drink too much
water or one could get a stomach colic which twisted the guts very uncomfortably.
A slight snore emanated from Coaxtl and Yo Chang leant towards Cita.
‘Does he’
‘Coaxtl is a female personage,' Cita informed him repressively.
‘Does she really talk to you?’
‘Not in loud words like you and I are using,' Cita said, 'but I understand exactly what she says to
me.’
Yo Chang looked down at the sleeping cub in his arms. 'Then, if I heard the name Monti, the cub was
telling me his name?’
‘Quite likely,' Cita said, delighted at being an expert on such a point.
The moans and sobbings had died down to a low enough murmur so Cita decided she could get
some sleep.
‘We may be a while longer,' she told Yo Chang as she rearranged herself against Coaxtl's long warm
body. 'You'd better rest.’
‘Can I go see if my father's all right?' Yo Chang asked timidly and fearfully.
‘He'll be feeling very sorry for himself, I shouldn't wonder,' Cita said, settling. 'Sometimes, my Aunt
Sinead says, when people are hurting they'll lash out at anyone else to make them hurt, too.’
Yo Chang gulped but resolutely deposited the sleeping cub by Cita before he made his way down to
where the sufferers were enduring their penance. She was half asleep when she heard him return, stifling
sobs.
‘Your father?’
‘Lives, but looks like a grandfather. He doesn't seem to know me.’
She patted his shoulder awkwardly and pulled him down, putting her thin arm over him so that he lay
between her and Coaxtl and Monti the cub. She didn't need to tell him that life was sometimes hard.
Namid felt a pang of anxiety. Though Dinah certainly merited discipline, even incarceration for their
abduction, he didn't wish her harm. And he did need to know more about her activities, with or without
the holo of Captain Onidi Louchard. Perhaps it had been Megenda who was Louchard, although the first
mate had never appeared to Namid as a man of sufficient cunning and intelligence to contrive the piratical
activities that had made Louchard's name feared all over the galaxy.
If Dinah could give him any mitigating circumstances - beyond what he already knew of her tragic
early life and hard treatment - maybe he could do some kind of a deal. She wasn't all bad. He couldn't
have loved her if she had been thoroughly corrupt and sinister. That surely would have affected her
personality and she had been such a loving and affectionate wife: merry, occasionally even frivolous, and
often childlike in her enthusiasms during their married life. Maybe she was a split personality,
schizophrenic, and that complexity, once proved, would reduce the sentence. The very thought of Dinah,
encased in a space coffin, waiting for the air supply to end, appalled him. He was determined to find
some way out for her. Marmion was of such a forgiving personality that she might even drop personal
charges against Dinah - if she knew of factors which could mitigate the offence. Dinah hadn't actually
pulled the trigger that had killed anyone. Her crew had murdered, that was true, but she had assured him,
when he first found out who she 'worked for' that the pirates were under strict orders to fire only at
others when they were being fired upon themselves. Of course, the ethic was that they were being fired
on legally for attempting illegal activities and self-defence, accordingly, could not be claimed. Oh, my
stars and sparkles, Namid thought, I'm arguing like a modern-day Gilbert and Sullivan.
He took a deep breath and opened the inner door to the communion chamber. Warm mist obscured
everything, making him feel he had stepped into a steam bath and he immediately felt a strong presence
that had nothing to do with Dinah or her crew. Well, he had been assured by sane and intelligent people
that the planet definitely had a persona.
‘Good morning,' he said, feeling just a trifle foolish, but if the planet understood, then it would
appreciate normal courtesies, too.
‘And it is morning and I expect that you've had a busy time of it lately but I did wish a few words with
you.’
'Few words.'
Was that permission? Or limitation? Namid wondered.
‘They might be more than a few, actually,' Namid went on, smiling as if that would be noticed. 'I've so
many questions to ask.’
'Many questions.'
Again Namid wondered if that was permission or limitation. But it had sounded, to his untutored ear,
as if the speaker was slightly amused by his presumption.
‘I'm told that you do communicate, or rather go into a communion phase with… what should I call
it… with supplicants? No, that's much too religious a word.
Communicants? Ah, yes, I think that is best. Now, first, is there anything I can do to assist you right
now? Remove the occupants that spent the night here? I can't see them for the fog but…’
Namid had - not quite stealthily, but slowly - felt his way further into the cavern. Before he went one
step further, however, the fog suddenly sucked itself back into the farthest reaches of the cave and
vanished, leaving him awe-struck and speechless for several moments as he watched the play of gently
singing light and colour across the surfaces of the cave.
‘You are rather stunning in appearance, you know,' he said in a hushed voice. The shifting colours of
the walls were corruscations of complex blendings and wave designs. He rather suspected he could
spend hours following the patterns as they made their way deeper and deeper into the cavern. The way
was level now whereas before it had been on a slight downward incline. 'Am I well into this communion
place now?’
'Now!'
‘Ah, then,' Namid said, 'I'm an astronomer, you see. I have spent my life observing the anomalies of
stellar matter, with particular emphasis on variables. Do you have any idea what I'm talking about?’
'Talk.'
‘Well, now I'm certainly willing to although I am not a lecturer by training. Still, to talk to a planet, the
satellite of a rather… ah… (not ordinary, Namid said to himself, not wishing to offend Petaybee)… an
excellent example of a G-type star… well, it's an extraordinary experience, if you know my meaning.’
'Know meaning. Talk.'
‘I've seen many stars - constant, dwarf, variable, binary systems - everything so far astronomically
categorized, but speaking to a planet is highly unusual.’
Namid, aware that nervousness was making him more garrulous than was natural, thought he heard a
whispery laugh.
'Unusual planet.'
At that sally, Namid did laugh. 'You have a sense of humour, don't you? I think we shall get on very
well together.’
'Very well. Talk.'
A low moan that ended on a piteous sob interrupted any further talk at that juncture. The moan had
echoed quite near and Namid, being a compassionate person, was compelled to investigate. Just beyond
the bend in the passage, he saw the figure of Dinah, looking smaller and, indeed, when he turned her over
in his arms, almost wizened efface. Her hair had turned completely white. She was breathing regularly
and although her pulse was slow it was strong enough to reassure him. All the questions that had
brimmed to his mind to ask Petaybee - could it speak with its primary, with its sister planets,
communicate with its moons and how - went out of his head along with the questions he had framed to
ask Dinah. She was patently in no condition to answer - even to her own name.
A guttural 'eh' made him investigate further down the corridor where he saw three more figures, each
of them curled in tight foetal positions, the bodies also giving off excretal and vomital smells that made
Namid glad that he had eaten nothing yet in his haste to seek Dinah.
Megenda and the two crewmen had succumbed to Petaybee's justice. But Namid felt that Dinah had
not, because she had both not assumed the protective womb-position and not soiled herself. He was glad
of that for she was most fastidious about her person.
He carried her up the stairs, banged on the trapdoor to be re-admitted into the cabin, and found it
crowded with Marmion, Bunny, Diego and the Murphys.
‘Oh, dear, what has happened to her?' Marmion said, reaching out compassionate hands to Namid's
limp burden.
Muktuk took her from Namid and carried her to the bed he and Chumia shared. 'Petaybee's
happened to her,' he said with the resigned tone of someone who has accepted judgement, fair or
undeserved.
‘I found a portable holo-projector that produces an image of the pirate we all thought was Louchard,'
Marmion told him. 'It was in Dinah's pocket. She was Louchard all along.’
Muktuk stroked the white hair back from Dinah's face and Chumia took her hand.
‘Poor lass,' Muktuk said. 'But us kindred of Handy Red have all got a wild streak.’
‘Hitch the team, Muktuk,' Chumia said. 'She's beyond my skill. Clodagh in Kilcoole is best at this.’
Namid turned away from them and left the cabin, still agitated but reassured that Dinah would receive
here maybe not just what she deserved but what she had needed all along.
25
Contents - Prev/Next
Sometime in the middle of the blizzard, Nanook clawed at the shuttle hatch and Yana opened it wide
enough for him to jump the drift blocking it and land with a thud on the deck. He seemed to have brought
half of the great outdoors in on his coat and paws, but as Sean rubbed him dry, he reported good news.
‘Coaxtl says the Youngling and the others are in shelter. Nanook can lead us there after the storm.’
Nanook did. They landed the shuttle in a snowbank which quickly turned into awakening polar bears,
who unhumped themselves, rose and lumbered off, without a backward glance. Yana and Sean
disembarked and started for the entrance of the cave formerly drifted over by bears, but Nanook barred
their way, growled, and preceded them.
Yana had thought to bring a laser lantern. It burned brightly enough to show the most eclectic
gathering of Petaybean wildlife she had ever seen curled, draped, stacked, lying, sitting, standing,
washing, yawning and sleeping just inside the cave entrance.
Nanook growled warningly, but before they took a further step, Coaxtl sauntered towards them,
yawning. The other beasts paid the humans no further mind.
Cita was right behind her friend, and ran to Sean to embrace him. 'Did you bring anything to eat?’
Loncie Ondelacy, Pablo Ghompas and their com munity followed. 'Yana, Sean, glad you came. But
there are casualties and we all need to eat.’
Wading deeper into the cavern, Yana looked at the twisted, mumbling people lying on the floor all
around. 'I'm glad we came too. But now what do we do?’
‘Whatcha drivin'?' Johnny Greene asked. Yana told him. 'Not big enough,' he said. 'We need serious
transportation. Can you get help from Intergal?’
Sean shook his head. 'They won't lift a finger to help us because of our "disloyalty". Instead they're
dumping every problem they can find like garbage onto the face of this world and leaving us to drown in
it.’
‘Well, I can see why they wouldn't want this lot back,' Johnny said with a jerk of his thumb at what
was left alive of those on the floor. 'But it's only human to try to do something for them. Is there no way
at all?’
‘Nothing we can do from here,' Yana said. 'We came because Coaxtl called and we thought you and
Cita were in danger.’
Johnny shook his head. 'No more. Them though Loncie Ondelacy said, 'Well, I for one don't blame
Intergal a bit. If we don't want them to rule us, we can't expect them to jump every time we holler. And
whether they caused this problem or not, we can expect more of the same. We have got to figure out a
way to solve our own problems if we want to be autonomous. Yana and Sean, why don't you give
Johnny a lift back to his bird along with some of the council members to help dig it out and make a run
back to Bogota for food, blankets, and medical supplies. Also to organize a dogsled evacuation here,
although it'd be better if they could be flown out, given the shape they're in. You could take Cita too.’
But Cita shook her head. Her voice was small but her eyes were shining with excitement. Children did
tend to love a crisis, Yana reflected - especially somebody else's. 'Though I may be much in the way and
a bother, Coaxtl is needed to keep Nanook informed and the other beasts from deciding that these ones,'
she indicated the ravaged bodies around them, 'are easy prey. Since Coaxtl honours me by speaking to
me, I should remain to pass messages between her and my elders and betters.’
Sean nodded. 'You can come back with Johnny when he returns north then. I'm sure you'll be a big
help to Loncie and Coaxtl.’
They ferried Johnny and five of the councilmen back to the copter. The soft new snow had drifted
deeply around it and it took them some time to dig it out again. Once its runners were free and Johnny
and the others were airborne, Sean and Yana returned to the cave and carried out six of the most
severely damaged among the illegal harvesters, Zing Chi and the father of Yo Chang among them, and
returned to Tanana Bay.
The dog teams were being hitched as they landed. The dogs set up a fierce howl when the shuttle set
down, and the whole village came running to investigate.
Back at the O'Neills', Yana and Sean saw for themselves the state of Dinah and the other pirates,
who had to be taken from the communion cave and cleaned before being bundled into the shuttle.
On seeing Dinah, Sean said, 'Maybe we'll have to rethink letting the planet dispense its own justice.
It's fair enough, but we can't handle the casualties. Bad enough that people have to remain badly maimed
or die because we don't have the technology to get them to help but when we have it, just not enough of
it, it fairly breaks your heart.’
‘It does,' Muktuk agreed, 'even when it's such as them.’
‘I'm most concerned about Dinah,' Yana said.
‘Perhaps you'll be less so when we tell you what we found on her,' Marmion said acerbically. 'Do you
want to do the honours, Namid?’
He fished in his pocket and suddenly disappeared, to be replaced by the ugly Aurelian visage of Onidi
Louchard. 'I am the pirate Louchard,' said a voice that sounded exactly like the pirate Louchard's. 'Who
are you and why do you seek me?’
Yana, Bunny and Diego all jumped away from the piratical image.
Muktuk began to laugh. 'You mean that little bitty gal pretended to be that thing to control all those
big ferocious pirates? Ah, Sean, your governorship, sor, you've got to save her, you do. She's purest
O'Neill stock through and through, that one.’
‘You wouldn't be so crazy about her if you'd been on the pirate ship with her,' Bunny told him angrily.
‘We'll do our best to save her, Muktuk,' Sean said. 'If you'll take one of our current passengers, that
will make room for her…’
‘We could come by dogsled, too,' Diego said. 'It'll be good to feel like part of Petaybee again, won't
it, Bun?’
‘Sure will,' Bunny said.’
‘Sides, I got somethin' important to talk to you about.’
Diego looked extremely uneasy at that and was sorry he'd offered.
Marmion and Namid rode in the shuttle as well. Once they were under way, and had sent a radio
message to Adak to transmit to Clodagh that they had the beginnings of a serious casualty situation on the
way to Kilcoole, Yana was unusually quiet and, Sean thought, rather sad.
‘What's the matter, alannah?"
She gave him a painful smile. 'Since seeing the holo, I have a plan. I wish I didn't almost, but I do.’
‘To do what?’
‘Nail the pirates, Luzon and Torkel Fiske and get them all out of Petaybee's hair for good.’
‘That sounds worthwhile. What's the catch?’
‘It would involve taking the holo, returning with this shuttle to the pirate ship and posing as Louchard.
Since I'm the only possible shuttle pilot who qualifies, it means I'll have to leave Petaybee again, and the
very thought ties me in knots. Still…’
‘Why do you have to do that?’
‘To take the ship back to Gal-Three where it and the crew can be taken into appropriate authority.
Meanwhile, posing as Louchard, I'll confront Fiske and Luzon and make damned sure there's an
incriminating record of what transpired between them.’
‘I can't let you take that risk, Yana. Especially not in your condition,' Sean said, sounding sterner than
he meant to at the idea of her not only leaving the planet again but putting herself in such danger.
‘I don't see much choice, not if the pirates are to be put out of commission and Luzon and Fiske
stopped from interfering with us once and for all.’
‘It's a good plan,' Marmion interjected. 'Excellent, in fact. It needs to be done. Only, may I make one
small suggestion?’
Sister Igneous Rock was with the orange cats and the debilitated hunters, de Peugh and Minkus,
when Adak burst into Clodagh's cabin, which she had turned into a temporary clinic as well as pharmacy.
‘Sean and Yana are bringin' in a bunch of folks that got Petaybeed up at Tanana Bay and over by
Bogota,' he said. 'They're in a pretty bad way, according to Yana. She says some of them might not live,
though she reckons they're none of 'em any worse than Frank Metaxos was when he first got here.’
‘Oh dear. Clodagh is off with Mr Ball, I'm afraid. She took him to the springs for therapy,' she said.
But before the words were out of her mouth, two of the orange members of the nursing staff tore out of
the door that Adak had left slightly ajar.
The shuttle landed just as Clodagh showed up with Ball in his wheelchair strapped into the basket of
Liam Mahoney's dogsled. Dr von Clough ski'd along beside them. He looked very tired. Brothers Shale
and Schist, looking somewhat bemused, followed a disgusted-looking orange cat who seemed outraged
at their lack of efficiency. Sister Agate adjusted her robes to their usual decorous length. While Ball
received his therapy in the waters of the hotsprings, she had been inside the grotto engaged in deep
consultation with Aidan Yulipilik about the therapeutic uses of Petaybee's mildly intoxicating drink, blurry.
The blurry was not all that was intoxicating. Sister Agate was quite flushed from the attentions of the
dashing Aidan, who made drums, snowshoes, dog harness, and skis for the entire village and many other
parts of Petaybee. He also had twinkling slanted blue eyes and a physique that might be envied by many
twenty year olds.
That could not be said of the poor people whom Sean and Namid began carrying or helping out of
the shuttle. Most looked geriatric, astonished, and bitterly unhappy.
‘There's not room enough at your place, Clodagh!' Sean said. 'Oh, this is Namid Mendelsky, a friend
of Marmion's. We'll use the meeting hall for now - we'll need to use the school Cube as well. There are
still more patients to be evacuated from Bogota. We only brought the worst ones this time.’
One of the poor souls was a woman, small and perhaps pretty once, with totally white hair and
sunken cheeks. She was a pitiable object and moaned and cried out often. Four of the men died before
they could be treated. Clodagh said if they could have arrived sooner they might have been saved but
that it was the planet's will.
Sister Igneous Rock had the quite heretical thought that perhaps the planet might have willed
something else if it had been aware of other options - like more fast transportation, easier access to
intravenous fluids, just a few basic medical necessities. Clodagh's medicines could work wonders of
recuperation, once the patients got past the critical stage, but fast transit, a source of
not-quite-so-spiritual power, and convenient plumbing could do a lot towards remedying many sorts of
emergency situations.
And there was all that geothermal energy the planet had to spare. It seemed a shame and a bit of a
waste, really. But who was she to say?
She felt less modest about it within the next forty-eight hours, as the shuttle flew back and forth to the
South until it was finally grounded for lack of fuel. It had fetched patients from the South and taken fuel to
Johnny Greene so he could also assist in the air-lift. Even though everyone in Kilcoole helped, all of the
water carrying, wood chopping, water boiling, heating of irons, lighting of lamps and candles, carrying
and disposal of wastes, changing and washing linen especially since most of it was not linen or anything
resembling it but wool or fur or someone's down sleeping bag, and not that easily washed - left her totally
exhausted.
Indeed, under such hard conditions, it took her, Agate, Schist, Shale, Clodagh, and Dr von Clough,
who never ceased complaining about the conditions, every waking hour for three days to save two-thirds
of the patients. The man who had been the foreman of the work crew in the South died, as did the father
of a lost-looking young boy who cried into the coat of a young wildcat while little Cita patted him on the
back.
The woman from Tanana Bay lived, and the big black man, though just barely, but the other two died.
Clodagh said it would be a long haul for her and the other survivors.
The Chief Engineer on board the Jenny had been uneasy for days. He could run the administrative
bits of the ship, but when all the senior officers just took off like that without so much as a by-your-leave,
well, what was a bloke to think? Miss Dinah usually passed on the Captain's orders, or Megenda, or
failing that Second Mate Dott but they were all gone now, weren't they? He'd assumed, naturally, that the
Captain had stayed on board and sent Miss Dinah off with Dott and Framer. But, when he himself had
checked the Captain's quarters and discovered them empty, and Louchard nowhere on board, the lads
had broken into the Haimacan rum and got legless. No-one had attempted to clean up the resultant mess,
despite his warning that there would be hell to pay when the Captain returned.
And now the reckoning was due. There was the Captain on the comscreen.
‘Good to see you, sir. We thought you was on board wif us, sir, till we noticed you wasn't, like.’
‘Very observant,' came the Captain's gurgly alienish voice from out of his octopus-like head with that
funny eye channel runnin' all around it. The reason he had Miss Dinah to front for him, everyone
reckoned, was that too much lookin' at the Captain woulda been bad for morale. 'But obviously, I am
not there as I am here on board the shuttle. Our mission is accomplished, but there is still the matter of
payment for the Algemeine woman.’
‘Framer said as how them high-class people wouldn't pay no ransom.’
‘Framer talked too much. Framer has paid the consequences of indiscretion. Even dignitaries have
families who do not wish to see them… detained, or to suffer any… inconvenience. Besides which,
outside parties had an interest in this detention. Patch through the following transmissions to these codes
and rendezvous with me at the following coordinates.’
‘Aye-aye, sir. And may I say, sir, that it will be good to have you aboard again, sir.’
Torkel Fiske was entertaining in his suite aboard his father's star-yacht when the call came in on the
private channel that was supposed to be available only to him and his father. It only took one glance at
his caller to tell him that the transmission was definitely not from his father. He closed the door quickly so
that his guest would not inadvertently catch sight of his caller. The creature on his screen was hideous.
Not that Torkel hadn't seen Aurelians before. He had, and he hadn't liked them then either. On those
occasions, they had been in appropriate places, not invading his privacy. 'Yes?' he asked. 'This is a
private channel. How did you gain access? You are in violation of the Inter-galactic Communications and
Trade Act…’
‘Fiske, you two-timing maggoty imbecile. You set me up.’
‘I don't believe I've had the honour,' Torkel said in his stiffest military manner.
‘This is Louchard speaking, Onidi Louchard. Ring a bell?’
No wonder the pirate sent Dinah O'Neill to negotiate for him! She was a damned sight easier to look
at and more discreet as well. She'd know better than to try to contact clients in their own homes. This
was a definite breach of professional etiquette and he didn't intend to stand for it.
‘Not here, it damn sure doesn't. I'm ending this trans’
‘I. Would. Not.' The Aurelian said, and Torkel remembered that the pirate was reputed to have an
efficient complement of skilled assassins who 'eliminated' those dissatisfied with Louchardian
arrangements. 'Now listen to me, Fiske. You completely neglected to mention the Gentlepersons'
Agreement regarding abductions when you suggested I kidnap the Algemeine woman. You knew that
ransoms are never paid by people of that ilk…’
‘Your emissary', and Torkel managed a sneer,' should have been aware of it, since the Agreement's a
long-standing one. So that's your error, not mine! I'm ending now.’
‘No, you're not. You would scarcely care to entertain a visit from my termination specialists, now
would you? And you will, unless you see to it that we're compensated for our trouble in her case.’
‘Compensation is your business, not mine. Why should I pay for her return?’
The pirate did something most unusual with his head, eyes and tentacles that made Torkel's stomach
heave and the noise it made was even more ghastly. Aurelian laughter? Then Louchard said, 'There's also
the matter of Colonel Maddock-Shongili. She says…’
‘I don't care what she says. I was led to believe you were competent at what you do. Obviously I
was misinformed. If you can't get your ransoms, then kill both of them for all I care. If you were as
professional as you were said to be, we wouldn't be having this conversation. Out.’
And he clicked the corn-control with great satisfaction, feeling that he'd definitely had the best of that
exchange. The best of that bitch, Yanaba Maddock! And nothing to link him with her demise.
Matthew Luzon received the call from the Aurelian as he was engaged in assisting with the
enlightenment of the people of Potala, who had, before Company renovations, been so wasteful as to
have nearly seventy per cent of their populace serving as celibate clerics. Potala had set up a theocracy
until the Company put a stop to it, reminding the little planet that, while it might believe that killing animals
was wrong and certain places were sacred, the planet was, in fact, entirely and in all respects the
property of Intergal. Fortunately, so far, Potala had showed no outward inclination to join in personally
on the side of its inhabitants, despite the claims of certain tenets of their religion.
Matthew was busily reinterpreting those tenets when his comunit signalled for his attention on the
Company's priority channel. A hideous Aurelian face and waving tentacles filled the screen.
‘Luzon, you've been cutting in on enterprises that were guaranteed to us as part of our deal with you
and Fiske.’
‘And who might you be, brother?' Luzon asked.
‘I am Louchard, Captain of the Pirate Jenny. I have taken receipt of certain live cargo whose
possession was supposed to guarantee me the right to exploit the assets of the world known as
Petaybee, formerly an Intergal installation.’
‘Ah, and how is the good Colonel Maddock?’
Louchard paused to indulge in a deep and nasty chuckle. 'As you wished, her days are numbered. As
to those associates of yours from the Asian Esoteric and Exotic Company, were you aware that they
have denuded vast areas of resources that should be used for her ransom? Really, Doctor Luzon, that
was not well done. Tsck, tsck. I am not at all pleased to learn that you enticed other companies and
individuals to move in where I believed I had been guaranteed a monopoly on such resources, poor and
insufficient as they appear to be.' Louchard chidingly waggled lateral tentacles. 'Not the way to play the
game with Captain Louchard, I assure you.’
‘My dear Captain, I implied nothing. Your dealings, I believe, were with Captain Fiske. Any disparity
in what you were promised and what you eventually obtain should be discussed with him.’
‘You will not attempt to confuse the issue, Luzon. I have spoken to Fiske. He says you encouraged
him to employ me to… entertain Colonel Maddock and Madame Algemeine, misleading both him and
myself as to their actual value in order to indulge a personal grudge.’
‘I deny that. There was never any personal feeling of animosity towards either lady on my part,
despite the physical and professional injuries they caused me.
I have simply been using rather unorthodox contacts to force an issue on which I feel the Company
has prematurely relinquished their rights. You understand, dear Captain, that the harvesters from the
Asian Esoteric and Exotic Company, the shuttle service and other fruits of the publicity I have arranged
for Terraform B have simply been in the nature of covering my bets, you might say, in case you failed, as
you obviously have.’
‘That's a double-cross in my book, Luzon. I'm going to have to dispose of my passengers.’
No more interfering Algemeine? No more self-righteous Yanaba Maddock? Matthew couldn't
conceal his smile as he said, 'You must do as you see fit, Captain.’
Ending the transmission, Yana switched off the shuttle's comunit and the holo-image of Louchard.
Sean had stationed himself with the other witnesses beyond the viewfield of the screen and now stepped
forward. He put his hand on her shoulder, then leaned down to gently kiss her cheek. Marmion
Algemeine and Farringer Ball, only just graduated from the hover-chair, looked extremely grim. Even Dr
von Clough appeared vastly upset.
Whittaker Fiske, whom Johnny Greene had summoned from Intergal Station to witness the
transmission, was terribly shaken. Clodagh, uncomfortable in the shuttle's space-conserving seat, sat
between Whit and Farringer Ball. She handed Whit a square of cloth and he mopped his eyes and blew
his nose before speaking in a choked voice.
‘I knew Torkel was wrong-headed about Petaybee and had a grudge against Yana, but I would
never have believed this of him if I hadn't heard it for myself.' He turned tormented eyes to Clodagh. 'I
wish the planet had done to him what it did to those pirates and Metaxos before he debased himself in
this fashion. Deliberately contacting a pirate to abduct all of you!' Whittaker shook his head, unable to
look the victims in the eye as he waved at the empty comscreen.
Clodagh patted his hand. 'Your son's been a grown man for years, Whit. You can only raise 'em, not
straitjacket them. As far as his initiation to Petaybee, Sean and I shielded you both then because we
didn't want you to be blasted like those others. We were wrong, I guess, but we knew you were
off-worlders and you didn't understand. We wanted you to have as gentle a conversion as possible so
you'd understand how it could be. We didn't want you, or him, to get culled. We should have just let
Petaybee sort him out.’
‘I guess so,' Whit said. 'Though that should have been my responsibility. I should have pulled Torkel
up about some of his earlier escapades. If he hadn't got away with them he'd never have tried something
of this magnitude. But I felt there was good stuff in the boy. I never thought…' He sighed, resigned, his
normal ebullience dead.
The others were quiet for a moment, then there was a knock at the open hatch and Adak stood there
with Faber Nike.
‘Here's the gent you was expectin', Ms Marmion, come to take you home.' Adak looked up Nike's
large frame, apparently satisfied that this man was appropriate for that task.
‘If you will excuse us?' Marmion said to the others. Yana willingly relinquished her pilot's seat to
Faber. 'I have arrangements to make for the CIS court to be moved to Petaybee and an incriminating
recording to deliver. Faber, the Louchard holo and certain representatives of law and order have a
rendezvous to keep with a pirate ship. Oh, and would you all have any use for a spare space-worthy
vessel?' Her smile was definitely mischievous as she glanced round.
‘What do you mean?' Yana asked, not certain if Marmion could pull off that sort of stunt.
‘Well, the ship will be forfeit, but I think the authorities might just consider it a just compensation for
the inconvenience, harassment, outrage, and indignities of a false incarceration of Petaybean citizens?’
‘You were kidnapped, too,' Yana said while Sean chuckled.
‘Ah, yes, but I have my own ship and Petaybee could certainly profit by having its own navy.’
‘A shuttle and a spacer?' Sean said, grinning. 'I think we might even go into the transport business…"
When he heard Clodagh's exasperated snort, he held up his hand and added, 'Of course, there will be a
strict enforcement of immigration - to keep the undesirable element from landing on our native soil.’
‘An eminently sensible and honourable career for a piratical vessel,' said Namid, who had been sitting
quietly behind Marmion. He rose now and took her hand. 'Return soon.’
She gave him a lingering glance and a saucy smile. 'Oh, I will. I certainly will.' Then she dimpled at
Yana and Sean. 'But I'll send the ship back as soon as I can talk the authorities into it.’
‘What do you mean?' Dr Matthew Luzon demanded imperiously of the three officials who had
presented themselves at his main office on Potala. 'I'm under arrest? For what crime, might I ask?’
‘Fraudulent misrepresentation, illegal transport licensing, accessory after the fact in an instance of
kidnapping’
‘Oh, now come off it,' Matthew said, cutting off the charges with an irate wave of his hand. 'That is
utterly outrageous…" He caught sight of his new chief assistant trying to get his attention. 'Well, what is it,
Dawtrey?’
‘Sir, they've been through the legal department and the arrest is legal and not a single loophole that
can be challenged…’
‘Preposterous.’
‘Dr Matthew Luzon, you will accompany us to the court which has issued this warrant to answer the
charges, forthwith and immediately,' the officer in charge of the deputation said in such a pompous tone
that Luzon laughed.
‘We'll see about this,' he threatened and depressed a toggle to summon his security staff.
‘Sir, sir, Dr Luzon,' his chief assistant said, pumping his hand in the air with the urgency of a
schoolchild in desperate need of relieving himself,' the matter has been seen to, before we'd even permit
them to interrupt you.’
‘And?' Luzon stood up, to give the three-man deputation the full force of his imposing stature and
personality.
‘They are acting quite within the scope of their duties and you really will have to go with them.’
‘I, Dr Matthew Luzon, interrupt a busy schedule to appear in a minor court?’
‘It's a major court, sir,' the assistant said, 'and Legal says you have no option but to accompany them
without protest or…’
‘… A charge of resisting arrest will also be levied against you, Dr Luzon.’
The senior official, expressionless though his face was, did seem, in Luzon's estimation, to be enjoying
his duties far more than he had any right to. The very idea that officials could barge into his office,
interrupt his work day when he had an entire planet to set to rights, was preposterous. And yet, the
atmosphere was rife with barely concealed emotions, almost 'menacing' in the tension.
A discreet tap on his door, which his senior secretary hastened to open, resulted in the view of his
entire legal staff, assembled in the outer room. Peltz, the senior adviser, caught Luzon's eye and gave him
a quick nod of the head. Luzon took that to mean that they had everything under control and this risible
situation would soon be a rather bad taste in his mouth.
‘Very well, gentlemen, if that is the order of the court, as a law-abiding citizen of this galaxy, I submit.'
There was nothing at all submissive about Dr Matthew Luzon as he smartly passed his would-be captors
on his way to the corridor and to the personal vehicle which should be waiting at his level to transport
him.
The vehicle awaiting him was not his personal one but a drab and very official one and matters
proceeded downhill with astonishing speed after that.
Nor was he at all reassured to discover that the plaintiff who had levelled these charges against him
was none other than the Secretary General of Intergal, Farringer Ball, and that the warrant had originated
from Intergal's Petaybean installation.
‘The planet's corrupting everyone,' he shouted as he was led off to a holding cell. The last glimpse he
had of his well-paid, highly trained and motivated legal department were their slightly bemused
expressions. Bemused at his expense.
Nor was his incarceration in any way mitigated by the fact that he was led past a cell containing
Captain Torkel Fiske who was sitting in abject dejection on the spartan bed of the accommodation.
‘Fiske? What's the meaning of this?’
‘Now, now, sor,' said the senior officer hurrying him to the next section of the prison and his own
quarters, 'no talking. That's not allowed to prisoners on remand.’
What Torkel Fiske could not figure out was how he had been implicated in the
Algemeine-Maddock-Rourke-Metaxos kidnappings. Unless, of course, Captain Louchard had been
captured and had taken revenge on what he considered to be Torkel's perfidy by deciding to turn
Galactic-evidence to gain a reduced sentence. Kidnapping demanded a fate far worse than death -
imprisonment in a space capsule which was then released beyond the heliopause of the local star system
with sufficient oxygen to keep the criminal alive long enough to regret both crime and life.
Some took as long as weeks to suffocate, depending on the amount of oxygen supplied, and there
was no legal amount specified so there was no way of knowing how long you would keep on breathing.
If you were claustrophobic, maybe you went mad first. If you had agoraphobia, the torture would be
equally severe. No-one had ever been rescued.
Torkel had managed to get a message off to his father although he wasn't sure if that would do any
good. Why, his father might even have told the officials where to find him: Whittaker was scrupulous
about obeying the law and Marmion was an old and valued associate.
What Torkel had counted on was Captain Louchard's piratical expertise as well as an ignorance of
the Gentlepersons' Agreement regarding being kidnapped. There hadn't been an abduction of someone
of Marmion de Revers Algemeine's social prominence in so many years that the Pact was no longer
common knowledge. Besides, Torkel would have been happy enough with the abduction of the minor
personalities, to pay back Yana, and indirectly Sean, as well as those obnoxious kids. Caveat emptor!
Even a pirate should know where to draw the line in dastardly deeds.
Odd, if Louchard was responsible for Torkel's arrest, that there had been nothing on the net reports
about the capture of pirate and crew. That would have given Torkel sufficient warning to make for parts
unknown and to undergo a complete identity change. He'd some tentative plans made in that direction but
he'd been taken so by surprise that he hadn't had a chance to put them into use. He'd opened his door
and there they were!
And the complaint had originated not from Dama Marmion de Revers Algemeine but Farringer Ball.
That didn't make much sense to Torkel Fiske who had last seen Farringer Ball on a screen at SpaceBase
in Petaybee. And the man was physically on that wretched iceberg now. How under the suns had he
managed to end up there? Of all places in the civilized galaxy!
The sight of Matthew Luzon also in custody did nothing to relieve Torkel's sense of impending doom
and, as if expecting his movements to be shortly confined in a space coffin, he began to pace the cell.
Small as it was, he could still walk about it. Three paces up and three paces back and two back and
forth… and if he went too fast, he cracked his shins on the hard plastic edge of the built-in bed or
slammed his toes against the slab wall.
The Jenny-, now registered as the Curlycom, with new papers and no history before its
recommissioning and complete overhaul, made her 'maiden' landing at SpaceBase with a shipment of
plumbing units, temporary housing units (though none as fancy as the Nabatira Cubes although adequate
for the Petaybean climate), and other 'mod cons' which most inhabitants of the Galaxy took for granted
but which sent the happy recipients on Petaybee into raptures. An accompanying note delivered by the
captain, Petaybean-born Declan Doyle, newly commissioned and still stunned by his promotion and good
fortune, indicated that the shipments had been purchased with the rewards for the return of many valuable
and priceless items found on board the ship when she had been stopped, boarded and her crew placed
in custody.
One arrival among the others particularly pleased Sister Igneous Rock. It was a collection of texts on
the theories and principles behind the application and installation of geo-thermal and hydro-electric
power, the English translation from the original Icelandic, dating from several centuries before. Sister
Igneous Rock discussed the windfall with Brother Shale, then on every subsequent day, she could be
found at the communion cave reading bits aloud and afterwards asking pertinent questions.
‘What do you think? Would that work well here? Could you do a channel here and here, and still
meet your other commitments? This wouldn't hurt, would it?’
She kept a log of her research, enquiries and the planet's responses and was compiling a list for Sean,
Yana and ultimately Madame Algemeine of equipment that would eventually be needed to assist the
planet in its first venture into co-operative technology. Her intense contact with the planet considerably
reduced her awe of it, but although it lost its godlike stature as a result, the planet, considering and
collaborating with her for the welfare of its inhabitants, never stopped being 'beneficent' in her mind.
The first out-bound voyage was to deliver to the Intergal Station the sixty survivors of the Asian
Esoteric and Exotic Company whose unauthorized presence on Petaybee was adversely regarded by
Intergal and CIS. Intergal tried to evade the responsibility but Petaybean officials were perfectly within
their rights to return the illegal aliens to their previous port of call. Their employers had been notified to
collect the stranded men and women.
The in-bound voyage was a joyous occasion, for Petaybean citizens had invited specialists in many
fields to return home to provide the skills needed to develop its potential. They came willingly and with
songs about how they would help Petaybee, how and where they would live, how well their children
would live where the air was clear and clean, if cold, and where they could walk again with pride that
they had been born on a world that knew exactly what it wanted.
The official CIS meeting was convened in the architecturally astonishing Arrivals Hall of Petaybee
Space Facility - designed by Oscar O'Neill from the bits and pieces which Intergal had not thought
salvageable and some remarkable local materials donated by the planet itself. O. O. had terminated his
employment with Nabatira Cubes in order to devote the rest of his life to learning about the O'Neill clan
and adapting many long-held construction notions to Petaybean needs and materials.
Farringer Ball, looking fit with a winter-tanned skin and now walking without aids, was the
Chairperson.
Although he still tired easily, he had obviously recovered his zest for living and banged the opening
gavel with a firm hand.
Phon Tho Anaciliact, thoroughly enchanted by what had been accomplished so speedily, was there as
the senior representative of his organization.
Admiral General Touche Segilla-Dove had arrived in his impressive gig with his aides and other
service personnel since that arm of Galactic Management always had to have a say in such matters.
Though, one orbit of his gig, with all its sophisticated sensors and investigative devices, had proved that
Petaybee was in fact totally unprotected. One had to discount its navy of one ship and one medium-sized
shuttle sporting the Petaybean arms of an orange cat couchant and a curlycorn rampant, both on an ice
floe in the middle of what appeared to be a cave. One spacer and one shuttle could not constitute any
threat to galactic peace and stability. The planet had only the one space facility if you could find it in the
blizzards.
Admiral General Segilla-Dove might not quite believe that the planet was itself a sentient being but its
spokespersons certainly were. And if they claimed to be speaking on its behalf after serious and deep
consultations, that was fine by him. A planet held to an orbit around its primary - that was a scientific fact
- and was therefore unlikely to go about the Galaxy fomenting rebellion and upsetting the status quo.
What he did find exceedingly odd was the bald statement that the planet was listening to every word
said in these proceedings and that that was why the walls of the Arrivals Hall appeared to alter in pattern
and colour, and why the floor occasionally sent wisps of mist to curl about one's uniformed trouser legs.
The two alien members of the Commission a Hepatode in its globe with the transcorder bobbing up
and down the circumference and a Deglatite, shielded from the eyes of the Imperfect by its carapace -
were acknowledged by Farringer Ball.
He began by expressing regret that the members of the CIS had been delayed in the performance of
this duty by his own physical illness but he hoped they would appreciate the visit to this newest Sentient.
The witnesses were then called, one after another, to give evidence to the sentience of the entity on
which they all stood. Clodagh Senungatuck was first and spoke quietly and authoritatively.
Doctor von Clough, who had assisted her throughout the treatment of Farringer Ball and that of the
casualties from the South as well as Dinah O'Neill, testified to the tremendous healing potential of
Petay-bee. He said, however, that much study would need to be done before it could be determined
which elements of Petaybean therapy could be isolated from the milieu and used off-planet. Meanwhile,
he would seek permission to transport certain of his patients to Petaybee for therapy similar to that which
had been used to rehabilitate Farringer Ball.
Then Sean Shongili, as the resident eco-biologist, delivered his short address in a concise and very
reassuring manner.
Colonel Yanaba Maddock-Shongili, co-administrator for, and in the name of, Petaybee, spoke of her
experiences with the entity and her knowledge, based on a long and impressive military career with
Intergal itself, that sentience came in many forms and this one differed only in size, and could certainly not
be assumed to be less intelligent than any others. Namid Mendelsky's testimony was an unexpected
bonus, a complete corroboration of all the others had said, but with the additional weight of his scientific
acumen and his professional standing in the field of astronomy.
The astronomer had spent every possible minute in the Kilcoole communion cave, conversing with
Petaybee.
‘The thing we must all remember about a planet awake barely two hundred years, gentlepersons, is
that it is still a baby. While necessarily volcanic in temperament,' he paused for their laughter, 'Petaybee
shows unusual gentleness and restraint in dealing with most problems and persons. It had told me that it
regards anyone on or anything that happens on its surface or inside of it as an extension of itself, and
makes what it feels are the necessary adjustments. It had queried me, for instance, on the physical
aspects of the rest of the universe, though the nature of the universe seems to be something it understands
instinctively.’
‘Excuse me, Doctor,' one incredulous juror had asked. 'But how exactly does it tell you that?’
‘Six months ago, I understand, it would not have done, which is a sign of how remarkably fast it can
respond to certain stimuli. With the current crises caused by the outside threat from the Company and
others seeking to utilize its resources before the planet has quite discovered them, the planet rapidly
developed a direct means of communication. Its mineral content contains the same substances used in
storing sounds for reproduction in computer equipment. The planet has always absorbed the words of
those who speak within its walls - it stores the words and, like a baby, regurgitates them as echoes at
what it deems to be appropriate times. Sister Igneous Rock and I have been having daily prolonged
conversations with the planet, and like any child, its vocabulary and communication skills have grown as a
result. Local people have always gone to these inner spaces, they say, to include the planet in the
seasonal and critical events of their lives. It should be noted, and you may question them on this matter,
that when Colonel Maddock and her companions carried small talismanic bags of Petaybean soil gleaned
from the inner caves, they felt not only psychological comfort, but also some form of telepathic
communication with the planet. This is not hard to imagine, given the telepathic links between humans and
animals, animals and other animals (as witnessed by many in the incident involving the Asian Esoteric and
Exotic Company on the Southern Continent), and occasionally, as in an earlier incident, plants, the planet
and human and animal agencies. Such links are so close that I personally am led to agree with Petaybee
that, in fact, everything that comes within its atmosphere is part of the life of a highly complex and
diversified organism consisting not only of minerals and elements, but of every living thing that comes in
contact with its surface. This tremendous telepathic linkage and the need for "adjustment" of initially
outside organisms to the planet are why Petaybee has at times had such a devastating effect on some
humans. Perhaps in time this will be modified. Anything is possible.’
‘Anything is possible?' asked one of the more literal-minded jurors. 'Is this all there is to your theory?
Have you no more definite conclusions?’
‘I have, as well as recommendations that I think the Petaybean inhabitants will agree with. The planet
has infinite potential beyond anything I've ever seen, experienced or heard of in my career. However, it is
a growing, developing entity and it must be nurtured and encouraged in finding its own best uses and
values. New immigration must be monitored and numbers controlled so as not to overwhelm the available
resources and, most particularly, so that newcomers to the planet can become properly acclimatized and
adjusted without harmful after-effects.’
Admiral General Sevilla-Dove was inclined to believe Mendelsky, though the opinion was not exactly
what he had expected from an astronomer. But the Admiral General had noticed how the mist seemed to
thicken on the floor when the locals spoke. And the air in the Hall also was fragrant with scents he only
barely remembered from his childhood.
This meeting was really only a formality and Farringer Ball whacked the gavel that made the whole
thing right and tight in just under an hour and a half, the Admiral General noted.
Then the formal meeting was thrown open to specially invited guests and a meal of finger foods,
accompanied by a local drink called 'blurry', were handed round in celebration.
The 'invited' seemed to be everyone on the planet, which might explain why the Arrivals Hall on a
barely terraformed iceball in the middle of nowhere was as large as it was. For certainly people were not
thronging to visit, or even vacation, on Petaybee in numbers that would require such a massive facility.
Then a gaggle of musicians took their places on the dais where Farringer Ball had officiated. Their
music was subtly enhanced in a fashion which kept one of his aides, who was musically inclined, trying to
find out where the accoustical augmentations were hidden. The Admiral General waited the customary
courteous hour and then made his farewells.
He did spend a few minutes congratulating the Shongilis on their officially acknowledged status and he
hoped that the planet would prosper. (How warm air could be blown up trouser legs securely tucked into
his boots, Sevilla-Dove did not know, but when it reached his crotch, he was surprised and… relieved.)
The fact that his aides also had experienced unusual physical pleasures did not impinge on his feeling
that he had been specially singled out for the attentions.
The Admiral General and his aides were the only members of CIS who did leave. But then they
wouldn't have understood how important today's songs would be. The Hepatode and the Deglatite might
not have been able to eat or drink but they each found a corner from which to watch the curious antics of
the Petay-beans.
Marmion had arrived sometime during the investiture and had much to regale her friends about certain
'loose ends' she had seen tied in appropriate knots prior to her return.
‘Macci was all but skint, despite his excellent salary with Rothschild's,' she told Yana, Diego and
Bunny. 'Actually, it was Charmion, of all people, who found out that he's a gambling addict. He gambles
for and on anything that anyone will take book on. And you know how some species regard betting as
the only honourable form of entertainment. He was so deeply in debt that when… oh dear, it was Dinah
again who made the contact… how is she?’
‘Much better. Remarkably so, in fact. Except for her hair, which she calls her new platinum blond
look, she looks as good as she did before the cave - better in fact. Happier, certainly. Any place else,
people would resent her but apparently in Tanana Bay she's a bit of a celebrity, and thoroughly enjoying
it. Chumia says she is writing a great song about her pirating days and how Petaybee got the best of her.
And men who want to replace Namid are turning up on the doorstep from as far away as Katmandu, but
Dinah doesn't seem too eager to go rushing off. I think she enjoys having family near too much and having
the chance to find out who she is without always having to scramble for something. I'm sorry I couldn't
keep my word on the safe passage I guaranteed her and her crew, but I did tell her all along I couldn't
speak for the planet.’
‘What happened to all of them was no fault of yours, Yana. It was a direct result of being who and
what they were. In spite of everything, it was the good part of Dinah's nature that preserved her.’
‘The planet as the ultimate character-building experience, eh? I suppose so. Still, a bit rough at times,'
Yana said. It wasn't so much that she felt any remorse towards the pirates as that her own honour was
important to her. Dinah seemed to bear no ill will, however, arid Yana had quite forgiven her now that
she was so changed. 'Muktuk and Chumia are even letting her hunt on her own these days. So Macci
was the victim of his own excesses?’
‘And willing to clear a few debts by leading us into danger.' The set of Marmion's lips suggested that
she wasn't quite as forgiving as Yana. 'Pies, I'm relieved to say, was totally innocent. Her only sin was
wanting to show him off without investigating his background thoroughly. Though how he managed to
delude the Rothschild Personnel Bureau is a matter under the strictest scrutiny, I can assure you. Asian
Esoteric and Exotic Company is having all its activities investigated to see if there have been other
ecologically unsound "harvests". It's been quite exciting, really. But I'm so glad to be back here,' and she
tightened her hand on Namid's arm. 'If you simply have to stay and talk every day to Petaybee, I guess
I'll just have to ask permission to immigrate.’
‘Oh, we'll have to enquire if that's possible,' said Sean with a very serious expression.
‘Sean!' his wife chided him. And then he laughed, giving her an affectionate kiss on the cheek, and
grinned at Marmion and Namid.
‘As if we dared take Namid away from his educational duties with Petaybee!' Then he pointed. 'Ah,
the best is about to begin.’
After the custom of latchkay singings on Petaybee, Buneka Rourke accompanied Diego Metaxos to
the dais.
‘Diego has a song to sing,' she said with more than her customary dignity and the assembled
Petaybeans settled down to listen.
Diego's song was different from any other Petaybean song. It was neither a chant nor an old Irish
melody with new words but a tune all his own, with Irish and Spanish influences and the beat of the Inuit
as well, but also hints of the music of the other peoples of Petaybee and parts beyond. It spoke of
growth and change, pain and discovery, the pain that had accompanied the awakening of the planet, the
near-death of his father, the actual deaths of others, the cost of too much change too quickly to
Petaybee, but how good a thing the change could be if it altered someone as it had Dinah O'Neill. And
lastly, it spoke of his fear of change if it meant losing Bunny. He concluded with a hope that he could be
like the planet and let the changes awaken himself and his beloved to lives limitless in possibility for
adventure and love.
There was a chorus to this song, with its repetitive theme of change and growth, and on every chorus,
the voices of the people were joined by another voice, a big, melodious, joyous voice that contained all
of theirs in a resonance of its own.
The kaleidoscope turns
The patterns change
All we learn
That once was strange
Some will go and some will stay
Some will cling, some turn away
Some will wither, some will grow
New friends come and old friends go
Seeds and saplings, kit and pup
Some grow down and some grow up
Some fly away and some touch down
While Petaybee planet spins around…
The 'around' echoed particularly long and happily throughout the rest of the latchkay.
Epilogue
Contents - Prev
Oddly enough it was the word 'come' invading her dreamless sleep as an undeniable imperative that
woke Yana. And, the rumbling purr of the orange cat, Marduk, unexpectedly sitting right beside her head
on the pillow. She felt the muscles in her belly shifting, not painfully, but definitely contracting, and she
woke Sean. The cat jumped off the bed and stood imperiously by the door - as if she hadn't guessed
what needed to be done.
‘It's time. I've been called,' she said. He was up and half dressed before she could swing her legs to
the side of the bed. But then, advanced pregnancy had slowed her once quick precise movements to
awkward rumblings which she sometimes resented.
Sean grabbed up the fine polar bear rug that Loncie had given her and threw it about her shoulders.
He picked up the satchel which contained the necessary items and opened the door.
Nanook was there and Clodagh had her foot on the bottom step.
‘I wondered…' she began, smiling in the dawnlight up at Yana.
When Yana and Sean reached the ground - the path to the cave well trampled in preparation for this
moment - Clodagh moved to her other side. 'Do you feel like walking?' Clodagh asked.
‘It's good for me.’
‘Yes, but is it what you feel like doing?’
‘Well, I have to walk as far as the cave, don't I?’
‘Yes,' Sean said. 'That you must do.’
Looking sideways, Yana saw that Sean's lips were tight against the anxiety he was feeling.
‘It's OK, Sean,' she said gently, patting his hand. 'It's really OK. Hell, we know I've never been
fitter.’
‘But you are not, so Sister Iggierock says, in your first youth.’
‘Iggierock has learnt a great deal,' Clodagh said with a chuckle.
And then they were in the cave which began to glow, a soft lambent one, welcoming, soothing and the
little twitch of apprehension which Yana had so vocally denied eased.
I believe in you, she told the planet. I believe in you.
‘Yes, believe,' the planet said.
‘Oh, I believe,' Sean said beside her since he must have thought the planet was speaking to him.
They reached the spot that had been previously picked and the bedding and other necessities were
there. They had no need of the extra lights, for the cavern was radiant.
Clodagh helped Yana slip out of her flannel nightgown and then the first of the strong contractions
caught her.
‘Breathe as you've been taught,' Clodagh said, waiting until the contraction had eased before she led
Yana to the water's edge.
Sean dived in and broke the water as a selkie, came to the two women, both of whom were now in
the warm comfort of the water. Yana slipped down into it, found the ledge that seemingly had been
created to cushion her while Clodagh made herself secure just below Yana.
The mist began to rise then, but only on the ground behind them. Yana inhaled deeply of the scented,
comforting moist air. The next contraction was harder, yet she didn't feel it as 'hard' only as a working of
muscles. She could relax. Petaybee was all around her, and her husband was as he wished to be at this
propitious moment in his life, this miraculous moment of hers, and Clodagh would see to everything
healing as she always did.
A furred face stroked hers from out of the mist and she laughed when she realized it was Nanook -
yes, and there was Marduk, too, and the gods knew how many more purring mightily in the cave for it
echoed of 'purr'.
Another massive contraction which Yana, for one second apprehensive, thought much too soon in a
normal delivery. Then she found herself wanting to push and panted as she'd been taught.
‘It's much too soon for this stage,' she said between pantings.
‘Well, you never know,' Clodagh said comfortingly. 'We've been here longer than you might realize.’
‘But we… just… got… here.' Clodagh chuckled again and then was very busy, between Yana's legs
underwater. The water itself was bright, so Yana was able to view her upheld legs on Clodagh's
shoulders and know that the woman was submerged. Sean's furred flipper-hand was on her knee and
then a mighty convulsion and Clodagh came up out of the water, holding her hands up and Yana saw a
silvery furred baby body in the capable palms.
‘Your son, Shongili,' Clodagh cried and the cats gave voice to the most musical caterwaul possible,
sounds not generally considered feline or musical but were a voluntary of welcome.
‘Oh my god,' and Yana's body wanted to repeat its previous confusion.
A naked furry wet body was thrust into Yana's hands as Clodagh ducked under the water again while
Yana, consumed with a second mighty pushing, realized she was delivering a second selkie child.
‘How did that happen?' she exclaimed as Clodagh surfaced with yet another squirming baby, this one
already squalling at its lack of precedence.
‘You've a fine family all in the one go,' Clodagh said, water sheeting off her smiling face.
‘Did you know I'd be having twins?' Yana exclaimed, half of her appalled that that information had
been withheld while the other half of her was marvelling at the perfection of her selkie son who, minutes
old as he was, was already altering his form to human now he was out of the water.
Clodagh gave a snort, hauling herself and the baby out of the water. 'And you as big as a whale and
didn't guess?’
‘How could I guess? I've never been around pregnant women. Oh, he's gorgeous… oh, oh…' and
suddenly Yana realized her son was completing his alteration to a totally human baby. Then Clodagh was
holding her selkie daughter out of the water and the same phenomenon was occurring on that precious
body. Sean selkie was embracing her, and the children,-his silver eyes wide with wonder and blinking
water.
They made a tableau then, the mother, father, children and midwife, selkie and human. Then all were
totally human as Sean lifted himself out of the water. Now Yana realized why the planet had insisted on
this birthplace and how easy it had made what could have been a very difficult session for her. Petaybee
was learning, too. Namid said the thing to remember about a planet only a bit over two hundred years
old was that it, too, was a baby. Every time it had a conversation or experience, it learned, grew,
expanded its potential. As he probed for its secrets, it had questions of its own for him on the nature of
what lay beyond it.
By the time the afterbirth had been expelled and Yana was able to emerge from the water, she was
flat-bellied and lithe again.
Holding both arms out in gratitude, she thanked Petaybee, her words coming out almost as a latchkay
song.
‘Thank you for the birthing. It was painless.
Thank you for my strong son and my fine daughter.
Thank you for their changing. Thank you for everything.’
‘You are welcome, Yanaba. You are welcome.’
Yana couldn't help grinning. Twice welcome for bearing twins? This planet moved in mysterious ways
and what had it in mind for her children?
'Welcome!
THE END
| textdata/thevault/Vault2.0.-.Fiction-and-audiobooks/Books/M/Mccaffrey, Anne/Anne McCaffrey - Petaybee 03 - Power Play.pdf |
‘To lose one set of memories may be regarded as a misfortune. To lose two smacks
of carelessness.’
The Terran colony world of Espero seems the unlikely source of a
sophisticated distress call. And the Doctor, Fitz and Trix are not the only
ones responding to it.
While Fitz consorts with royalty, the Doctor’s on the run with a
16-year-old girl, and Trix meets a small boy with a dark secret.
In a race for the minds and souls of an entire planet, the Doctor and Trix
are offered temptations that may change them forever.
At least one of them will be unable to resist.
This is another in the series of adventures for the Eighth Doctor.
HALFLIFE
Mark Michalowski
Contents
1
‘It’s an alien, Joshua.’
4
2
‘D’you think you could keep your monkey under control?’
13
3
‘Sticks, Trix?’
20
4
‘I bet you even put knickers on her.’
28
5
‘How can we know where we’re going, when we don’t know
where we’ve come from?’
37
6
‘What do you know about our mystery woman?’
45
7
‘To lose one set of memories may be regarded as a misfortune.’
49
8
‘With a zed.’
65
9
‘Bugger its body language – look at the size of it.’
72
10 ‘Should you be out on your own at this time of night?’
83
11 ‘You’re not planning on killing me too, are you?’
88
12 ‘Space yacht? Intelligent rocks?’
98
13 ‘Not that you don’t have a very nice bottom, but... you know.’
104
14 ‘A spaceship powered by technobabble.’
123
15 ‘The foot-stomping Tantrum Fairy was back.’
132
16 ‘Not die exactly. Not really.’
139
1
2
17 ‘I don’t suppose you have access to a thermic lance, do you?’
148
18 ‘You wanted to see my toys, did you?’
156
19 ‘Think of a number.’
165
20 ‘A simple “Come in, have a cup of tea” would have been more
than adequate.’
174
21 ‘Are you thinking what I’m thinking?’
183
22 ‘Imagine having your whole life to live over again.’
192
23 ‘Sorry I’m late.’
201
24 ‘There are always choices!’
207
25 ‘You can’t just repair people, you know.’
213
26 ‘Memories.’
220
27 ‘Now you’re just showing off.’
223
28 ‘We used to be happy with a walnut and a tangerine.’
228
29 ‘The past is never gonna catch up with me.’
235
Acknowledgments
239
About the author
240
For my mother,
Margaret Iris Michalowski,
who bought me my first typewriter
and got me started on this whole writing thing.
Chapter 1
‘It’s an alien, Joshua.’
Joshua lay silently in bed and listened to his parents arguing outside. His
mother didn’t like him leaving the window open in the heat of summer,
even though his sheets were damp and clingy with sweat: the sweet potato
harvest had been poor last year, money was tight, and they couldn’t afford
to get the fly screens fixed. And Espero’s insects could find their way
through the smallest gap.
He heard the tones in his parents’ voices, even if he couldn’t make out
their words, and he knew what they were arguing about. Ma, fierce and
angry, was doing most of the shouting; Pa, by nature a quiet and awkward
man, was doing all of the listening. Every now and again he’d hear Pa
start to interject, but Ma would verbally slap him down again, thundering
on. Joshua wanted to run to the window and shout down for her to leave
him alone. But he knew this was adult stuff, and he didn’t want to get
involved. It would only upset Ma more to think that he could overhear.
He heard most of their fights: in a house this small and this far away
from the noise of Saiarossa city, even a cough became thunder. Some-
times he ran to the old stables, crumbling and disused since the last of the
horses had died, climbed up into the rafters where the flies didn’t go, and
held himself tight, praying to Our Lady for Ma and Pa to stop shouting.
But Joshua reckoned Our Lady had more important people to listen to,
because she never answered his prayers. Maybe it was because he was
doing the praying outside of church. Father Mateus said that church was
God’s house, so Our Lady had to live there too, didn’t she? Or maybe,
once upon a time, God and Our Lady had shouted at each other and Our
Lady had left. Wherever she’d gone, Joshua didn’t see much sign of her
around here.
Ma’s voice had settled into a pattern, a steady thump thump thump
beating in Joshua’s head and in his heart. Only the odd swearword stood
4
CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’
5
out, and he knew Ma must have been really angry with Pa to have used
some of those words. He flapped the sheets around him, trying to cool
down a little, but they stuck to his chest and his belly and thighs like Aunt
Maia’s plump, sweaty hands.
With a sigh, he peeled back the sheets and swung his feet on to the rug.
He watched the curtain, twitching weakly in the half hearted breeze from
the window, and padded to the door. Ma’s voice faded as he went out on
to the landing.
He wanted to look at it again, the thing that he knew Ma and Pa were
arguing about, although Joshua suspected that she was more angry about
how Pa had got it, than what it was. It had been stupid of Pa to even show
it to her, Joshua thought.
But then what had happened last night didn’t make any sense either,
did it?
Cautiously, he crossed to his parents’ bedroom. The door was open, the
light out. It was at the back of the house where Ma and Pa wouldn’t be able
to see, but he didn’t want to risk it. He left the light off, and paused for a
moment, letting his eyes become accustomed to the amber gloom, spilling
over his shoulder and around his feet from the landing. The dresser sat
in front of the window, fat and ugly, laminate peeling from its corners.
Pa had said that it had been one of the first things to be made on Espero,
when the colonists arrived, but Joshua didn’t believe him. Plastic didn’t
last 270 years. That was just stupid. Nothing lasted that long.
He crossed to it and pulled at the bottom drawer. It slid open reluc-
tantly, catching at one side so that it jammed, askew. Joshua swore a bad
swearword and instinctively crossed himself, reflexively looking upwards
as he did so. He didn’t know why he bothered if Our Lady wasn’t around.
Maybe Baby Jesus was on listening duties tonight. He liked Baby Jesus,
reckoned he was probably a bit more easy-going than Our Lady. He was a
kid, Our Lady was a grown-up. It made sense. Besides, Baby Jesus proba-
bly didn’t know what swearwords were, anyway.
Joshua quickly rooted in the drawer, and pulled back his hand as he
found it, nestled in Pa’s socks. This is bad, thought Joshua,suddenly over-
come with guilt. He clenched his hands into tight little fists and ground
his knuckles together, like his Pa did when he was puzzled or angry. It
seemed to work, because suddenly Joshua didn’t feel so bad about the
thing in the drawer. He tried to tell himself that it was the thing that had
brought him into his parents’ room, talking to him, but deep down he
knew it wasn’t true. Taking a step forwards, he peered into the drawer,
pushing Pa’s socks aside. The thing lay there, looking up at him. Joshua
reached out and touched it... and remembered last night.
CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’
6
‘Where you going?’ asked Ma, in the tone of voice she usually reserved
for ‘where you been?’ when Pa staggered in late after a night with the
boys. She always knew full well where he’d been, but Joshua knew that
she liked to keep him on his toes. He’d heard Ma and Aunt Maia laughing
in the kitchen one day when he’d come back from school. Ma was saying,
‘If you don’t keep a man down, he’ll always be up,’ and Maia had shrieked
and hooted, but Joshua didn’t quite understand why they were laughing.
Joshua glanced up from his homework to see Pa tugging on his boots
at the back door. By rights Joshua should have done his homework hours
ago, but Ma had wanted a hand packing savas, so she’d let him stay up late
so’s he wouldn’t get into trouble at school the next day. The holidays were
drawing near, and Joshua knew that both Ma and Pa were looking forward
to his being able to help them around the house and on the laughable bit of
scrubland they called a farm. Joshua didn’t mind; he hated school, hated
all the stuff that the rich kids kept going on about - the vidfeeds from
other colony worlds that their mas and pas had bought for them, trips to
Advent (it sounded a dump, but that didn’t stop him from wanting to go)
and Semane - and couldn’t wait until he was old enough to leave.
‘Get back to your homework, Joshua,’ warned his mother, pushing up
non-existent sleeves and getting to her feet. Joshua watched her stride
over to where Pa was unlocking the gun cabinet.
‘Something’s come down,’ Pa said quietly, checking the rifle and filling
his pockets with shells. Ma grabbed at the barrel of the gun, but he swung
it away from her and fixed her with a stare. Joshua knew that stare: Pa
didn’t use it often, but when he did, Ma usually backed down. One of
those unspoken grown-up things.
‘Where? What’s come down?’ Ma asked.
Pa whispered, but Joshua pretended not to be listening, and Pa spoke a
bit louder than he ought to have done. He was meeting his brother, Uncle
Ake. ‘Ake saw it come down near Wendacre’s Fields.’
‘So why d’you need that, then?’ asked Ma. Joshua guessed that she
meant the gun.
‘Hell, woman, you want me to go out there bare-handed? We don’t
know what it is. And there might be more of those night beast things out
there.’
‘All the more reason to call the city police, then,’ said Ma. Pa must have
shaken his head. ‘Why not?’ asked Ma. ‘What d’you think you’re gonna
find there? What good’s it gonna do us?’
‘There might be a reward or something. Maybe it’s landed off course.
What’s it doing out here instead of at the port, then?’ Pa paused and
Joshua heard the sound of the door being unlocked. ‘Ake reckons it’s an
CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’
7
invasion!’ Pa said mock-menacingly, and he heard Ma tut loudly. There
was a long pause, Ma muttered something bad about Uncle Ake, and then
there was another pause. Joshua stared unseeing at the words on his comp
screen, trying hard to make out what Ma and Pa were whispering.
Eventually, she said softly: ‘Don’t do anything stupid, Keef,’ her voice
suddenly gentle, like it used to be. Pa said something and was gone, and
Ma locked the door behind him.
Moments later, Joshua finished his homework and closed down his
comp. Ma was instantly suspicious, but was none too good at using comps
so she gave him one of her looks and said he ought to be off to bed then.
Joshua gave her a big, tight hug and ran off upstairs. In his room, he
made all the right noises: he clattered about, went to the bathroom, peed,
flushed, came back, clattered about some more and got into bed. Of course,
he still had all his clothes on. He’d need them if he was going to follow Pa.
Joshua turned out his light - after stuffing some clothes under his sheets
in case Ma peeked in - and pushed back the fly screen on the window.
As quietly as he could, he clambered out, on to the flat roof of the utility
room, slid it back, and jumped down into the fragrant night. A thick clot of
midges danced madly around the outside lamp, breaking up as he passed.
With a glance back at the house, Joshua raced into the night, following the
dim light of Pa’s light.
Joshua hung back: if Pa saw him too soon, he’d send him back home with
a sore ear. He heard a tuneless whistle from up ahead, and knew that Pa
must still be a bit drunk from his evening ‘social’ with Uncle Ake. Sa-
iarossa city was a good three-quarter-hour’s walk, but Pa still managed to
get over there for a few pints every couple of nights. Wendacre’s Fields
were a good hour’s walk from the farm, and Joshua wondered whether
Pa was meeting Uncle Ake there, or whether he’d be picking him up in his
truck. He hoped not - that would mean that they’d get there well before
he would, and he might miss out on the fun. He remembered what Pa
had said about the night beasts, and about what he’d heard on the news.
There hadn’t been any sightings for a week or so, and they’d only been
seen in the city. But they had to come from somewhere, Joshua had rea-
soned. Still, Pa had his gun, didn’t he? And Uncle Ake’d probably have
his too. As long as he stayed close, he’d be fine.
Joshua’s thighs were aching by the time Pa started to slow down, and he
was grateful to be able to pause for a few moments, catching his breath
in big, damp lungfuls. In the inky silence, he could hear the trilling of
insects, felt a few of them brush casually against him and move on. The
CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’
8
Esperon wildlife - apart from burrowbears - didn’t much like the taste
of humans, but it never stopped them nipping. Joshua looked around:
the farm was so far behind him that it was invisible in the dark. In all
directions, everything was shades of black: the black of the sky, scattered
with a few stars, and the blacker black of the ground and everything up to
the vast horizon. Joshua tipped his head back and stared up at the stars,
feeling momentarily dizzy. Which ones had other worlds around them, he
wondered. Which ones had other human colonies? Where were Bliss, and
Heritage and Availon? He wondered if Earth’s sun could be seen from
here, but he didn’t think so. As he looked around for Pa, he heard the
distant grumble of Uncle Ake’s truck, and saw a tiny spot of light from
its only working headlamp, coming towards him. Well, towards Pa. He
squatted down in the dark, even though he knew he’d never be seen, and
watched as the light grew brighter - and then stopped. The sound of the
truck door slamming closed rumbled across the open countryside like a
gunshot, and Joshua supposed that maybe Pa had climbed in.
‘Pa!’ he shouted, jumping to his feet and running towards the light.
‘Pa! It’s me! Don’t go!’
Puffing and panting, Joshua arrived at the battered truck to find Pa
and Uncle Ake leaning on the bonnet, illuminated creepily by the single
headlamp. For a moment, he wondered if Pa was going to be really really
mad.
‘Josh!’ exclaimed Uncle Ake, stepping in front of the truck and peering
at him. He turned to Pa, who was shaking his head. ‘What’s Josh doing
here?’
‘Josh,’ said Pa in a low voice. ‘Go home. This is men’s work’
‘I can’t go back, Pa,’ said Josh, trying his best to sound scared and up-
set. Which wasn’t too difficult. ‘I’ll get lost. I was following you here - I
don’t know which way’s back.’
‘Joshua,’ he said firmly. ‘Just turn around and go back. Now.’
He’d called him Joshua in that tone of voice, which was a sure sign.
Joshua let his shoulders droop and turned, miserably.
‘Aw, come on Keef,’ he heard Uncle Ake say. ‘You can’t just let him
walk back.’
‘He walked here, didn’t he?’ replied Pa, unrelenting.
‘Like he said, he followed you. Who’s he got to follow back?’ Uncle
Ake paused and Joshua heard the sound of his father’s defeat, escaping
in a long, weary sigh. ‘Besides,’ added Uncle Ake. ‘What if it’s true what
they say about the night beasts? Wouldn’t want him -’
‘OK, OK,’ said Pa, sounding beaten. ‘But you stay in the truck, you
hear?’ He squatted down beside Joshua and turned him round. Pa was
CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’
9
in silhouette against the truck’s headlamp, but Joshua didn’t need light to
be able to see the look on his face. ‘And if you ever do anything like this
again...’ His voice tailed off, letting the threat go unspoken.
‘Sorry, Pa,’ said Joshua meekly.
With another sigh, Pa stood up and put his hand on Joshua’s shoulder.
Together they climbed into the truck alongside Uncle Ake and set off into
the night.
***
The cab of the truck was filled with an odd, sour silence. Even Uncle Ake,
normally chatty and affable, had fallen quiet. Joshua saw his uncle’s own
rifle on the dashboard, and began to wish he’d stayed at home. He wanted
to ask what this thing was that had ‘come down’, but Pa’s silence infected
him. They rode without a word passing between them for ten minutes
or so, bumping through the darkness, until suddenly Uncle Ake raised
an arm and pointed ahead. Joshua sat up in his seat and struggled to see
what it was. Away ahead of them, nestled in the dark, was a tiny patch of
pale light, huddled down against the ground. He felt Pa move at his side,
gripping the stock of his rifle.
‘You stay in the truck, Josh,’ he said as the vehicle came to a halt and
Uncle Ake cut the engine. If these were offworlders, why hadn’t they
landed at the port? Why had they chosen to land in the middle of nowhere
in the dark? Maybe they’d crashed. Maybe, like Pa had told Ma earlier,
it was an invasion. Visitors to Espero were few and far between - the
last ship he remembered coming here had been about three months ago, a
shipment of stuff for the Palace, for the Imperator’s birthday celebrations.
He knew a couple of kids at school who’d got new edprogs and comps,
smuggled in on the ship. But why were Pa and Uncle Ake going out to
meet it in the middle of the night with guns? He knew Pa wasn’t keen on
offworlders - he still called them ‘aliens’, which always made Joshua and
his mother wince - but coming out to meet them with guns seemed to be
going a bit far.
He sat quietly as the two men climbed out of the truck, rifles in hands,
and set off towards the light. Joshua gave them a minute, then quietly
opened the door and slipped out. If they were going to meet offworlders,
Joshua wasn’t going to be left out.
He stayed well back, knowing that if Pa saw him this time he’d get
a good hiding. But he needn’t have worried: the men seemed too intent
on what lay ahead of them. The patch of light grew and grew, gradu-
ally resolving itself into a large, luminous, blobby shape, squatting on the
CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’
10
ground. He squinted: was it a spaceship? It was nothing like the space-
ships he’d seen on his comp or at the port. This one looked like a half-filled
sack of savas, spread out on the ground. As Joshua drew closer, he could
make out more details: wrinkles and folds in the thing, knobby protuber-
ances. He could see that the soft, bluish light wasn’t coming uniformly
from the surface of the thing, but from dozens - maybe hundreds - of ir-
regular mushrooms, scattered at random, over its surface. The sides of it
sloped up to a peak, and Joshua smiled to himself, realising that it looked
like a mound of radioactive mashed potato. Maybe it wasn’t a spaceship,
but the debris from one. The two grown-ups had stopped and, haloed in
blue fire, they split up, going around opposite sides of the thing. It wasn’t
as big as Joshua would have expected, but in the dark he had difficulty
judging its distance and size. It didn’t look like it was much bigger than
the farmhouse. As the pale glow pushed out spindly shadows along the
grass behind Pa and Uncle Ake, Joshua was sure he saw something move,
away on the other side of the ship. But it moved too quickly and was too
distant for him to register anything other than a brief flicker. Pa and Uncle
Ake clearly saw it too. Uncle Ake gestured left.
Joshua’s eyes were caught by the flicker of movement again, but this
time it was on the spaceship, up near the top. Something looked as if it
were coming out of the peak, but perhaps it had climbed up the back of
the ship. It looked, illuminated weirdly from below, a little like a man with
a ram’s head: a long, narrow snout, pale and dead-looking, swept back up
to a broad forehead that continued on to form two huge crests, curving
back over the head like bony eyebrows above the black eyes. He froze,
and watched as the creature continued to rise until it stood at the top of
the spaceship, and he could see that it had the lower half of a horse. Well,
thought Joshua, a bit like a horse. The creature’s upper body was like that
of a thin man, grafted on to the four-legged lower body. But unlike the
legs of a horse, this creature’s legs splayed slightly outwards, like those of
a spider, giving it a comically bandy-legged look. He couldn’t see whether
it had a horse’s tail as well.
Joshua jumped as he heard the clicking of the two men setting their
rifles. He couldn’t believe that they were just going to shoot the horse-
man-thing. Maybe it was good, and not invading. An odd noise drifted
through the dark - a combination of electronic-sounding hums and clicks
- and Joshua squinted, seeing the creature’s small, circular mouth moving.
It was talking. It stopped after a few moments and tipped its head on one
side as if waiting for a reply.
‘What d’you want?’ bellowed Pa boldly, but Joshua could hear the
tremor in his voice. He saw him hefting the rifle in his hands. This felt
CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’
11
bad.
The creature repeated its noises, but this time the sounds were accom-
panied by something very odd. The creature’s body, in the bluish light
from the ship, had looked white - or as pale as made no difference. But
now it was changing: a series of flickering dark bands, like the stripes of
a zebra, were scrolling along it, from the top of the sheep’s head, down
over the man’s chest, and right to the horse’s back end. They flickered as
they went, changing thickness, stuttering on and off. After a few seconds,
the patterns froze in place, before being replaced by a hypnotic pattern of
black and white dots, expanding all over its skin, like monochrome fire-
works. Joshua was entranced. This was like nothing he’d ever seen before.
The creature was beautiful. He heard one of the adults say something, but
was too enthralled by the creature’s display to catch it.
For the first time, because it was the only part of the creature that
hadn’t shown the flickering patterns, Joshua saw that there was something
on its chest, hanging round its neck perhaps. A Y-shaped thing about the
size of his father’s hand.
Then suddenly, moving amazingly quickly, the offworlder galloped
down the slope of the ship. Joshua heard Uncle Ake swear, and although
the creature stopped sharply on the grass, it made no difference. The next
thing Joshua heard was the sound of his Pa’s rifle, exploding in the si-
lence. He gasped and his throat choked up, as the beautiful creature jerked
sharply, one of its slender hands moving to its side. It looked down, as if
amazed at being shot, and lifted up its palm to examine it. Joshua could
see a smudge of darkness, and knew that it was blood. He heard Pa say
something to Uncle Ake, and called out, ‘No, Pa! Don’t shoot it!’
Pa turned quickly in the dark and swore at Joshua, telling him to get
back to the truck. Uncle Ake shouted a warning to Pa, and Joshua saw that
the creature was moving towards them, staggering and weaving about. Its
head was tipped back, its mouth moving slowly, and Joshua could hear a
low, guttural moan coming from it.
A second shot rang out, this one from Uncle Ake’s gun, and the crea-
ture spun on the spot, one of its front legs collapsing beneath it. Away
in the distance, in the dark, he heard a rising, groaning noise, shuddering
across the countryside - and then realised that it was just elephines, dis-
turbed by the gunshots. Joshua flinched as, with a wail, the horse-man fell
to its knees and slumped on to its side. The two adults began to walk to-
wards it, guns pointing straight at its head. Joshua wanted to cry. This was
just so wrong. Without thinking, he crossed himself, wondering whether,
if he shouted loudly enough, Our Lady would hear him and come and
save the horse-man.
CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’
12
‘Please, Pa!’ he cried out, running to him and grabbing his leg, desper-
ately trying to pull him back. ‘Leave it. It hasn’t done any harm.’
‘It’s an alien, Joshua,’ intoned his father, as if it were something he’d
learned by rote, a mantra that brooked no argument, no discussion. ‘Now
go. Back. To. The. Truck.’ He didn’t try to shake Joshua off, just carried on
walking, dragging the boy with him as he cocked his rifle again. Joshua
wanted it to stop, wanted his Pa to leave the horse-man alone, wanted to
go back to the farm and pretend that the offworlder had never come. He
buried his face in Pa’s side so that no one would hear him crying.
So now Joshua stood by the chest of drawers and tried to forget the fear
he’d seen on his father’s face when he’d finally looked up. He tried to
forget the horrible smell of burning as Pa and Uncle Ake had fetched the
spare petrol cans from the truck and set fire to the spaceship. Joshua didn’t
know quite what they’d done with the body of the horse-man, but he
assumed that it had been destroyed too. In a mutual, shameful silence,
the three of them had watched the ship burn, sending a luminous pall of
smoke spiralling up into the night sky. It cracked and fizzed like melt-
ing plastic, and every so often, Joshua thought he could hear a tiny, feeble
scream. Maybe there were others, other horse-men, still inside. Burning.
After a while, as the flames had begun to die down, Pa and Uncle Ake
took him back to the truck, and back home. Pa had something in a plastic
rucksack that he kept in the car, but he wouldn’t show Joshua what it was,
and wouldn’t talk about what they’d done. And when, eventually, he’d
heard his parents come to bed - after more muttering and shouting and
clattering of pots - Joshua had sneaked downstairs to see what Pa had in
the rucksack.
His hands had trembled as he’d pulled it open: inside, gleaming softly,
was the Y-shaped thing that the horse-man had worn around his neck. A
souvenir, thought Joshua. No - a trophy. He wanted to touch it, but it held
too much shame, too much guilt, and Joshua didn’t want to be infected by
it.
But its silent call had been too much to resist, and now here he was,
gazing down into the drawer where it had been hidden by Pa. He reached
out and took hold of it.
Chapter 2
‘D’you think you could keep your
monkey under control?’
Calamee squinted into the sun as the Saturday afternoon crowds began
muttering and murmuring, their heads turning towards the vast, sandy
bulk of the Palace and the satanic iron gates that, depending on your point
of view, either kept the public away from the Imperial Family, or the Im-
perial Family away from the public.
Curious, she pushed her way towards the source of the crowd’s atten-
tion, ignoring the irritated grunts of her fellow Esperons as she elbowed
her way through. Nessus clung to her shoulder, his little toes digging
into her through her summer frock, slender fingers entwined in her close-
cropped hair. She could feel him swaying his head from side to side excit-
edly.
And then, as if an almighty hand had reached down and split the
throng, the crowd opened up before her and a figure cannoned into her,
knocking her on to her backside.
‘Ow!’ she yelped, struggling to get up, ready to deliver a hefty slap to
her assailant. But before she could, her fingers were grasped by a cool
hand and she was heaved effortlessly to her feet, to be faced with the
widest, wildest eyes, the palest face and the most unkempt hair she’d ever
seen. Nessus squeaked on her back as he locked his arms around her neck.
She could feel him shivering.
‘Sorry about that,’ the man said breathlessly, glancing over his shoul-
der. ‘It’s just that I appear to be being chased by an armed retinue of your
Palace Guard, and I’d really rather avoid being impaled by their staves.’
He looked back at her. ‘If at all possible.’
And with another look behind him, he was off, sprinting through the
bemused crowd. Before she knew what was happening, Calamee felt Nes-
13
CHAPTER 2. ’D’YOU THINK YOU COULD...’
14
sus spring from her head and bound away after the offworlder, darting
through the legs of the Esperons with an agility she hadn’t realised he
possessed.
‘Nessus!’ called Calamee. ‘Come back!’
And before she could think about what she was doing, she hared after
the little creature. And the stranger. As she raced to catch up with the
two of them, Calamee could see that his status as an offworlder endowed
him with all the charisma of a sewage worker just off his shift: the mass of
people packed into the Palace square moved aside to let him through as
though the mere touch of him might soil them permanently. Offworlders
were a rarity on Espero, and many people had never seen one in the flesh -
never mind a white one. It was almost funny, seeing them draw back as he
darted this way and that, Nessus cantering along a few paces behind him.
Of course, Calamee was travelling in their wake, and made better going, so
it didn’t actually take her long to catch up with them. Nessus was already
clambering up the man’s trouser leg and making steady progress towards
his shoulder. The man threw an irritated look down at him.
‘Where are you going?’ she asked casually as she caught up, managing
to prise Nessus off the man’s arm and persuade him to grab on to her own.
Nessus gave an irritated little squeal of protest but stayed with her all the
same. The man turned and did a double take, evidently surprised at her
presence.
‘This way looks quite nice,’ he said, gesturing vaguely in front of him.
‘Unless that’s a bad idea...?’
Calamee looked up ahead: he was heading for the south side of the
square, so unless he thought that buying an expensive new frock from one
of Mother’s favourite outfitters might throw off his pursuers, she reckoned
he needed a bit of help.
‘That way might be better,’ she suggested, pointing off to the left.
‘I’ll take your word for it,’ said the stranger. ‘As you might have gath-
ered, I’m rather new around here.’
He glanced back over his shoulder, looking for the Palace Guard. Cala-
mee scanned the crowd: in the distance, she could see the spikes of the
Guard’s staves, waving through the crowds like stalks of burnt corn. She
could see people turning, pointing towards them. Although the Palace
Guard were not greatly loved, they were certainly respected, and Calamee
knew that most of the people would be more than happy to help catch an
offworlder - particularly an offworlder that was running away from the
Crystal Palace. For a moment, she wondered what exactly he’d done, and
whether she should be quite so keen on following him. Nessus squeaked
and clambered nimbly up on to her shoulder. He raised himself up on his
CHAPTER 2. ’D’YOU THINK YOU COULD...’
15
long hind legs and, to Calamee’s amusement, appeared to be scanning the
crowd as well. What was wrong with him today? He could be amusing,
he could be irritating; today, the only word to describe his behaviour was
determined. He leapt gracefully on to the offworlder’s back and tangled his
fingers in the man’s hair.
‘D’you think you could keep your monkey under control?’ he said,
trying to prise Nessus’s hands away from his eyes.
‘He’s a mokey,’ Calamee corrected him, pushing the man ahead of her.
‘And he seems to have taken quite a shine to you. Take it as a compliment
and keep moving if you don’t want them to catch up with you.’
The man grumbled and the crowds parted before them as they headed
for the corner of the square. The streets branching out from the south-east
corner were smaller, more labyrinthine, and Calamee reckoned that they
had a better chance of hiding from the Guard there. Of course it would
be just her luck to run into Mother and Father: she’d left them browsing
furniture an hour ago, and by now they might even have noticed that she
wasn’t with them any more. Just in front of the Palace, workmen were
occupied with fencing off an area for some sort of tournament, part of the
Imperator’s birthday bash, and she saw half a dozen nervous horses being
led through the crowds. People were stepping aside nervously clearly
scared of being kicked by the animals. It gave Calamee a narrow avenue
to slip through, dragging the stranger in her wake. A group of nuns in full
habit stopped to stare judgementally at them, and Calamee smiled and
crossed herself without thinking.
The throng around them began to thin out as they reached the edge of
the square and she breathed a sigh of relief that at least no one had stopped
them to ask the stranger where he was from. Yet.
‘This way,’ she hissed, grabbing him by the arm and dragging him
down a narrow, cool street, buildings high on either side of them. The
smell of spices and cooking meat filled the air and the stranger paused
and irritably fanned away a haze of midges from his face, grimacing. He
caught Calamee’s eye.
‘It’d be too much to hope they don’t bite, wouldn’t it?’
‘Sorry,’ Calamee said. ‘Yes, it would. But you’ll get used to it.’
He raised his shoulders ruefully and glanced up, looking as though
he were trying to focus on the midges. Comically, Nessus’s head made the
same movements, and he reached out for one of the midges - before nearly
losing his grip and tumbling from the stranger’s shoulder. She sighed and
pushed the two of them down the alleyway, past the bemused and curious
faces of a couple of Esperon kids who had stopped to stare at them.
‘Do visitors to your world always attract this much attention?’ the of-
CHAPTER 2. ’D’YOU THINK YOU COULD...’
16
fworlder asked as they reached a junction and Calamee tried to work out
which way to go.
‘Only when they look like you.’
‘I’ll take that as a compliment,’ the man said. He seemed harmless
enough - slightly bemused and dazed, Calamee thought, but then if she’d
been a prisoner in the Crystal Palace, she might be feeling a bit bemused
and dazed, too.
‘Makes a change, though,’ the man said. ‘I normally manage to blend
in perfectly. Are we actually going somewhere...? Sorry, I don’t think I
caught your name. I’m the Doctor, by the way.’
With surprising speed, he reached out to grab Calamee’s hand and
pumped it up and down madly for a moment before dropping it abruptly.
‘Calamee,’ she said. ‘And yes, we are going somewhere. I just haven’t
decided where yet.’ She looked back down the narrow street they’d just
visited: no sign of the Guard yet, but she found it hard to believe that
they’d given up on him this quickly. They normally stayed inside the
Palace, more ornamental than functional: the city police would no doubt
have been notified about the Doctor’s escape by now, and they wouldn’t
be quite so easy to shake off. What the hell was she doing? she thought.
Helping a criminal to escape? Of course, now that she had Nessus back,
there was no real reason to stay with this Doctor. Particularly since she
didn’t know what the penalty was for aiding and abetting the escape of an
offworlder (although she was pretty sure it wouldn’t just be a stiff telling-
off and a ‘go to your room for a week’). But Calamee’s life was usually
so terminally dull that it seemed such a shame to just say goodbye and
meekly head back to normality. When would she ever get a chance to be
this close to an offworlder again? Who knew what technologies and ex-
otic things he had access to, what things he could show her? The leaden
heat of the Esperon summer was settling in, the schools would be closing
in a few days, and a month of tedium stretched ahead of her. Maybe this
Doctor could put a little bit of zing into it. Even if it was only till he was
caught again.
‘How did you get here?’ she asked. ‘Have you got a ship at the port?’
‘A ship at the port?’ The Doctor looked flustered. ‘I expect so.’
‘You expect so? Don’t you know? How did you get here?’
He sighed and Calamee saw his shoulders slump.
‘That’s the whole point,’ he said tiredly. ‘I can’t remember.’
Trix sat up sharply, her bottom slipping on the floor of the bath, feeling
momentarily disorientated. At times like these, when the TARDIS wasn’t
in flight and she was the only one aboard, it was easy to remember what it
CHAPTER 2. ’D’YOU THINK YOU COULD...’
17
had been like before: when she’d lived like a mouse in the skirting board,
the Doctor, Fitz and Anji knowing nothing of her existence aboard the
ship. But Anji had been gone a while, and sometimes it seemed like noth-
ing had changed. When he wasn’t finding a use for her, sending her off
to the distant past or the far future on errands for him, or telling her that
as soon as they arrived in the right place and time she’d have to go, the
Doctor made a studied pretence of ignoring her. Fitz, on the other hand,
seemed to have quite taken to her - in an annoying, puppyish sort of way.
He was OK, she supposed. And it was useful to have a friend aboard. If
nothing else, she could rely on Fitz to prevent the Doctor from taking off
and leaving her behind.
She cleaned the bubbles from her ears and wondered where her trav-
elling companions had got to.
‘We’re just popping out for a few minutes,’ Fitz had said.
‘Going to pinpoint the source of the distress call,’ the Doctor had said.
That was the first she’d heard of any distress call.
‘You have a nice bath,’ Fitz had added.
‘We’ll be back before it’s cold,’ the Doctor had finished.
And they were gone, some sort of device in the Doctor’s hand bleeping
and burbling.
‘Fine,’ she’d said airily to the closing door. ‘You boys go and play with
your toys. Don’t worry about me. I’ll be fine here. Got any washing you
want doing? Socks need darning? Shall I have dinner on the table when
you get back? Phft!’
Not that she really fancied a dreary plod round some backwater of a
planet looking for a crashed spaceship or stranded alien astronaut. If it
turned out to be more than a fifteen-minute job to fix it, no doubt Fitz
would be back to tell her. But since she’d been an official TARDIS occu-
pant, she’d had hardly a moment to herself, and the thought of a half-hour
soak, all on her own, was too enticing.
Trix stood up, foamy, and reached for a pink-and-white candy-striped
towel, wondering if they’d come back yet and were already in the console
room, congratulating themselves. They could be so annoying at times.
She felt a bit bad for begrudging the Doctor his happiness - particularly
after what had happened to Miranda - but his current outburst of boyish
enthusiasm seemed to have ignited Fitz’s immaturity, and the two of them
were just getting each other going. She wondered if Anji had felt like this
around them, and whether the Doctor was doing it on purpose, trying to
make her feel like a gooseberry so that she’d be more than willing to jump
ship when she got the opportunity.
Huh! she thought. Fat chance, Doctor.
CHAPTER 2. ’D’YOU THINK YOU COULD...’
18
She checked the Mickey Mouse alarm clock on her bedside table - one
of the knick-knacks that Anji had left behind - and realised that she’d been
soaking for over an hour.
A few minutes later, she strolled into the console room, running her
fingers through the tangles in her hair, shaking it out. There was no sign
of them - just a big, empty Fitz-and-the-Doctor-shaped hole where, some-
how, they ought to have been. Well, as long as they weren’t having An
Exciting Adventure With Some Space Hunks, that was fine by her.
It was only as the second hour began to roll around that Trix began to
get worried.
Trix saw instantly that Fitz was lying in what looked to be an awfully un-
comfortable position, his left leg bent at an implausible angle, face down
on the grass just fifty yards from the TARDIS.
‘Fitz!’ she called as she ran to him. He lay in a patch of dappled sun-
light, unmoving, his black leather jacket crumpled up around his torso.
‘What happened?’ She knelt beside him and tried to remember the
intensive first-aid course she’d once taken in preparation for the role of
‘nurse’ to a rather wealthy elderly gentleman. But that seemed like a life-
time ago, and she realised that she wasn’t quite sure what to check. His
pulse. Yes, that would do. She didn’t want to move him or roll him over
or anything like that: that, she knew, was The Wrong Thing To Do. She
felt around his neck until she found his pulse. She didn’t know whether it
was a good pulse or a bad pulse, but at least he had one.
Something rustled and she sat up sharply, glancing around: the TARDIS
had landed at the edge of a patch of rather pretty woodland. The ground
sloped gently downwards towards a little copse of trees and bushes in a
hollow. The air smelled rich and aromatic, herby. She could quite eas-
ily have been on Earth - a summer’s evening, somewhere in the Mediter-
ranean, thought Trix as she glanced around, wondering if the Doctor had
made the noise.
‘Doctor?’ she called, and then realised that if Fitz and the Doctor had
been attacked, the noise could just as easily have been their attacker.
‘Fitz!’ she hissed, leaning in close to him as she realised that there was
a limit to the resuscitative powers of pulse-checking. ‘Wake up, Fitz!’
There was a disgruntled groan from him and he turned his head exper-
imentally.
‘Don’t move,’ Trix said. ‘Can you move?’
‘Uh,’ came Fitz’s decisive answer.
‘Good,’ said Trix, squinting into the shade of the bushes. ‘Can you get
up?’
CHAPTER 2. ’D’YOU THINK YOU COULD...’
19
‘Uh,’ Fitz said firmly.
‘Well, get up then. Fitz - I think there’s something in the bushes! And
don’t just say “Uh” again. Come on!’ She tugged at his collar, hoping that
he’d take her hint.
‘Wha...?’
‘We’ve got to find the Doctor, Fitz - or get back to the TARDIS.’
Fitz muttered something through a mouthful of grass and painfully
levered himself into a kneeling position. The side of his face was im-
printed with a pattern from the ground and Trix noticed that a patch of
hair the size of a matchbox was missing from Fitz’s temple. But there was
no blood there - just a smooth, raw-looking patch of skin like you’d get af-
ter recovering from a burn. It make Trix feel a bit creeped out. She’d never
been good with disfigurements and bodily injuries - although since she’d
been with the Doctor and Fitz, her tolerance levels had risen considerably.
‘Fitz, your head - what happened?’
He fixed his gaze on her as well as he could, with eyes that seemed as
determined as possible to go their own ways, and frowned.
She nodded. ‘I know. “Uh.” Can you stand?’
Fitz gave her an ‘Of course I can stand’ look, wobbled to his feet and
promptly fell over backwards with a deep moan.
‘We don’t have time for slapstick - there’s something in those bushes.
Is it the Doctor?’
‘Eh?’
She sighed. ‘Forget it - let’s get you back. Does the Doctor keep a first-
aid kit or a spacey medical robot or magical heal-all pills or anything?
Something like that ointment he gave to Guy?’
Fitz shook his head slowly, like someone coming out of a dream, and
fixed her with a deep and puzzled frown.
‘That’s a no, then, is it?’ she sighed.
He coughed noisily, his hand flying to his chest as he doubled up.
‘C’mon, up you get,’ Trix said, realising that the floor was nowhere
for an injured man to be sitting. Particularly if he was badly injured. She
slipped her hands under his armpits in an attempt to lift him up, but he
pushed her away as his coughing fit abated.
‘Where am I?’ he demanded unsteadily, staring at her. ‘And who the
Dickens are you?’
Behind them, unheard, the air fizzed and crackled, like the sound of a
billion champagne bubbles.
Chapter 3
‘Sticks, Trix?’
Imperatrix Alinti watched critically, as a bevy of butlers and servants
swarmed across the Grand Hall, their arms laden with bolts of silver and
gold fabric, banners and poles. She’d grown tired of arguing with her
husband about the archaic way in which he’d insisted on decorating the
Palace for his birthday celebrations, and had grumpily agreed to ‘maintain
a sense of tradition’ about the whole affair.
If she’d had her way she’d have had the whole Palace decked out with
optical projectors, lasers and tridee imagers. This insistence of Tannalis’s
on tatty fabric ribbons draped all over the place was tacky, she felt, and
sent out the wrong image of the Imperial Family to the country - never
mind to the rest of Espero. She knew for a fact that the Prime Administra-
tor in Anjon had spent a small fortune on offworld technology to mark his
third inauguration - including an obscenely expensive short-range matter
transmitter to have his whole parliament transported instantly to the cele-
brations. Now that was class, Alinti thought. That was style - particularly
since the use of matter transmitters went specifically against High Catholic
doctrine, since Pope Constanza had decreed that it was impossible to tele-
port a human soul.
The only concessions she’d been able to wheedle out of Tannalis so
far were five battered old levicars purchased from Marselle (which he’d
agreed to far too readily, thinking about it), and a commitment to having
the diamond monolayer coating of the corner towers resurfaced. As she’d
explained patiently to him, they could hardly go on calling it the ‘Crystal
Palace’ in its current state. She blamed the government’s appropriation
committees for skimping on it the first time round: a decent coating job
should last for centuries, not just a decade. When she was in charge, she’d
make sure the imperial budgets were brought up to appropriate levels.
She gave a sigh as a girl tripped and a roll of shimmering fabric bounced
20
CHAPTER 3. ’STICKS, TRIX?’
21
across the flagstones down below, unrolling itself like a half-hearted wave
washing up on the shores of the Imperial Family’s reputation.
‘Pick it up!’ she shrieked, leaning out over the balcony from where,
her blood pressure increasing with every moment, she was attempting to
oversee them all and make the best of a bad job. ‘Do you know how much
that costs?’
Of course, it didn’t actually cost very much: she’d struck a deal with
some old people’s home in Eastlane where they’d set up a whole barnful of
looms as ‘occupational therapy’. Less than four solaris a roll. She watched
through narrowed eyes as the girl blundered about, trying to re-roll the
fabric without stepping on it.
‘If it’s damaged, it’s coming out of your wages!’ Alinti called.
The girl looked up and gave a pained little curtsy, her arms full of acres
of glittering fabric. If Tannalis hadn’t insisted on this ridiculous, anti-
quated charade, Alinti thought, turning away, she wouldn’t have to put
herself through all of this. Selfish, he was. Just plain selfish.
As Alinti strode down the corridor towards the stairs, Javill appeared
out of the shadows and made her jump.
‘Sorry, Mother,’ he apologised, taking her hand in his own and giving
it a little squeeze.
‘I do wish you wouldn’t do that, dear,’ she said, trying not to show how
much he’d startled her. But she couldn’t be mad at him for long: he was
her special son, after all, and she knew how much he loved his mother. He
was a handsome boy - flawless skin, rich, deep eyes and a strong, square
jaw. He pulled an apologetic face.
‘I heard you shouting at the staff,’ he said. ‘Can’t we get some better
ones?’
Alinti gave a brittle laugh.
‘Blame your father - he insists on overseeing all dismissals.
D’you
know that he reinstated that chef that I sacked last week? Gave him his
job back - just like that!’ She made a little popping gesture with her hands
that rapidly turned into a sharp clasping motion, red talons spearing in-
wards. ‘He really is becoming unbearable. He thinks I don’t know about
his secret meetings with Minister Djelardine or that offworld stranger he’s
installed in the Palace. When I question him about them, he just fobs me
off, tells me that it’s nothing I need to worry about’ Alinti glanced away
and shook her head. ‘I don’t know how much more of him I can stand,
Javill. I really don’t.’ Her voice tailed away pitiably.
‘I know, Mother,’ said Javill, taking her hand again. ‘I know. But this
may be the last birthday he sees.’ He paused and looked into his mother’s
eyes. ‘We should make it a good one. Who knows how much time he has
CHAPTER 3. ’STICKS, TRIX?’
22
left?’
Alinti gave a gentle nod. ‘His health isn’t what it was,’ she agreed. ‘His
doctors seem to think he might last another five or ten years, but I can’t
believe it.’
Javill gave a contemptuous snort. ‘No doubt trying to curry favour
with him. I agree with you, Mother: he’s looking iller by the day. I may
not be a medical man, but I think I know my own father.’
‘So sad,’ said Alinti, taking a deep breath. ‘Now if you’ll excuse me, my
dear, I have to go and discipline that stupid girl.’ She paused, her fingers
clutching the brass hand rail. ‘If I can remember which one she was.’
Javill waved his hand contemptuously. ‘Then just discipline them all,
Mother.’
Alinti smiled indulgently: this was why she loved Javill so much. He
always knew what to say. Sometimes she wondered whether he was really
Tannalis’s son. God knows, there’d been enough other men. She gave
Javill a kiss on the cheek, smiling at the memories that the thought brought
to mind.
‘Go and find out what your sister’s doing, darling,’ she said, squeezing
his hands. ‘And make sure she’s doing it properly.’
She watched Javill trot down the stairs: such a fine young man. He’d
make someone a wonderful husband one day.
Alinti turned and headed for her husband’s rooms (it had been many
years since they’d shared a bed - something for which Alinti was eternally
grateful) and entered without knocking. He was sitting in his chair at the
window, staring out on the noise and bustle of the afternoon market in the
square. A couple of tents, their awnings and pennants flashing red and
gold in the later afternoon sun, were being erected at one end of a fenced-
off area, in preparation for some sort of tedious jousting tournament. Al-
inti felt herself tighten up as she approached the old man, who was swad-
dled in a cream blanket. From behind, he looked even older: hunched and
thin, his white hair contrasting with his dark skin in the summer sunshine.
‘What?’ he snapped without even turning. Alinti felt her jaw clench.
‘Tannalis,’ she began in her most reasonable tone. ‘It’s about the staff.’
‘You complaining again?’ he grunted, turning to look at her. ‘Haven’t
you got enough to be doing without wasting your time trying to turn my
birthday into some sort of pantomime?’
He fixed her with a stare and then turned back to the view as if she’d
suddenly stopped mattering. Alinti hated it when he did that - as if she
were no more than a member of the Palace staff.
‘It’s all right for you,’ she said. ‘All you have to do is sit here and wait
for the rest of us to get everything done. Life’s easy for you, isn’t it? I’ve
CHAPTER 3. ’STICKS, TRIX?’
23
been running myself ragged -’
‘Horse-cack,’ said Tannalis. ‘I’ve been keeping an eye on you, woman:
it’s Sensimi and the rest of my staff that have been doing the work. You’ve
just been swanning around getting on everyone’s nerves and in everyone’s
way. You’re not Imperatrix proper yet, and don’t you forget it.’
Alinti took a deep, pointed breath, but before she got a word out, her
husband turned in his chair.
‘This is my birthday, and I’ll celebrate it my way. Right?’
‘Darling,’ said Alinti with as much feeling as she could, holding out
her hands to him, but he shooed them away.
‘Don’t “darling” me, woman. Don’t think I don’t know what’s going
on in that shrivelled little head of yours. You never thought I’d live to be
a hundred and twenty, did you? You and that feckless son of yours have
been hanging around like vultures for the past decade, waiting for me to
drop so you could pick at my corpse. Eh? Well, I’ve made it. I’ve made it
this far and I’m not about to give up yet.’
Alinti tried to smile compassionately, but he just snorted.
‘Everyone wants you to live to be a hundred and fifty,’ she said. ‘Noth-
ing would make me and Javill happier. Even the doctors say -’
‘Huh! What do they know, eh? Those quacks you brought in from
Eden were as much use as Javill. I’m glad I sent them packing and got
some of my own in.’ He grinned at Alinti’s expression. ‘At least they
won’t accidentally poison me.’
‘Poison you?’ Alinti put on her most horrified voice and clasped her
hands to her breast in what she hoped was a gesture of astonishment. He
waved her away.
‘Don’t start all that business,’ he said. ‘You can’t lie as convincingly
with your hands as you can with your mouth. Stick to what you’re good
at. Now leave me alone. It was a beautiful day until you dragged your
raddled old carcass in here. Go on - go and harass someone. I’ve got
thinking to do.’
Alinti smiled again, but she knew she wasn’t fooling him. Poison?
Could he have guessed? And what thinking could he possibly be doing?
Alinti didn’t like this: Tannalis was normally quiet and unassuming. She
didn’t like this at all. Could it be connected with the offworlder that Tan-
nalis seemed to have befriended?
‘What are you waiting for?’ Tannalis grunted, turning his back on her
and leaning forward to peer out of the window.
‘Nothing, my dear,’ said Alinti as she headed purposefully for the door.
‘I’m not waiting for anything.’
CHAPTER 3. ’STICKS, TRIX?’
24
The Doctor didn’t know where Calamee was taking him. Once they’d left
the crowds in the square behind, she’d taken him on a seemingly random
tour of tiny, shadowed streets, the evening sun slanting across the tops
of them as it picked out the tatty, stuccoed walls and the terracotta-tiled
roofs. Gleaming crucifixes, their gold-leaf pristine amid the general decay
of the city, sat atop many of the buildings, hugging the squat bell towers
and spires; crude but strangely powerful religious iconography decorated
crumbling walls: tableaux of the Last Supper, the Crucifixion, the raising
of Lazarus. The air was warm and muggy, and clots of insects danced in
the few shafts of light that struggled to find their way to ground level.
Nessus sleepily acknowledged them, squeaking half-heartedly.
The Doctor had explained, as best he could, how he couldn’t remember
anything before waking up in the woods outside the city. He’d stumbled
around for a while, aching and confused, before wandering into the city.
He’d told a stunned-looking young man that he was new here, and asked
for suggestions about where he ought to go. The man had suggested the
Palace and given him directions.
‘And then he ran off,’ finished the Doctor. ‘I think I must have scared
him somehow.’
‘Being an offworlder is enough to scare most people around here. And,
not to put too fine a point on it, the fact that you’re white doesn’t help.’
‘Really?’ The Doctor was astonished. That possibility had never crossed
his mind, although, now that Calamee mentioned it, it did seem rather ob-
vious.
‘As you might have noticed, white faces around here are rather few
and far between. What happened when you got to the Palace?’
‘They let me in’
‘Just like that?’ Calamee seemed amazed.
‘I got the feeling they’d been expecting me. Nothing they said, just a
vague sense that I wasn’t a complete surprise to them. I was shown to a
room and told to wait; that someone would be along to question me later.’
The Doctor rubbed his neck, feeling the smooth, tingling patch of raw
skin that he’d discovered on his way into the city. He had a couple on his
arms and one on his leg, and he could feel a large one wrapping around
his ribcage. They itched slightly.
‘And did they? Did you meet the Imperial Family?’
The Doctor shook his head.
‘There was something in the way they said “question me later” that
sounded like a euphemism for “beat me with sticks” so I decided to leg
it. The Imperial Guard started chasing me, and the next thing I knew, you
were throwing yourself in my way.’
CHAPTER 3. ’STICKS, TRIX?’
25
‘Excuse me - I think you’ll find it was the other way around’
‘Was it?’ The Doctor looked vague. ‘I’ll take your word for it.’
‘And you don’t remember anything at all about how you came to be
outside the city? What you’re doing on Espero?’
‘Espero? Is that what this planet’s called?’ He gave a thoughtful frown.
‘Espero... “hope” in Esperanto. Or are we talking Spanish here?’ He
looked around, as if seeing the city for the first time. ‘Definite Moorish
influences, don’t you think? An Earth colony...’ He looked to her for help
with raised eyebrows. ‘Sometime in the future?’
‘The future? That bang on your head must have been a pretty big one.’
‘No no no,’ he said. ‘It wasn’t a bang on my head’ He paused. ‘Maybe
it was. But why am I thinking that this is all happening in the future?
What’s all that about, then?’
He ran his hand though his hair and shook his head.
‘I can’t shake the feeling that I’m here for a reason, you know.’
‘Are you speaking spiritually or literally?’
‘Literally. I think.’ The Doctor looked around, and saw a couple of
children standing in a doorway, watching him with dark, suspicious eyes.
‘Maybe it’ll all come back to me if I can find something familiar, some-
thing...’ He waved his hands, grasping for a way to finish the sentence.
‘You need a doctor,’ Calamee said.
‘I am a doctor.’
‘No, a proper doctor. Someone who can take a look at you, examine
you. Maybe get your memory back.’
The Doctor hmmed, unconvinced.
Somehow, he suspected that a
‘proper doctor’ wouldn’t be of much use. It was frustrating and tanta-
lising at the same time, like the cloud of flies dancing out of reach around
his head. He looked up and saw a particularly fat one, wobbling around
above him.
‘What you looking at?’ he said grimly to it, before looking back at
Calamee.
She looked at him dubiously.
‘I get the impression,’ she said, ‘that you’re not a medical doctor your-
self, are you?’
He shrugged. ‘Maybe.’
‘Well, let’s work on the basis that you aren’t? Calamee looked thought-
ful. ‘If they’re still after you, we can’t take you to a hospital or anything
obvious like that.’ She fell silent for a moment, and the Doctor wondered
whether he should really be trusting himself to a girl who couldn’t be
more than sixteen, even though she acted more like she was twenty-six.
Calamee, the Doctor imagined, was probably very pretty - slim with a
CHAPTER 3. ’STICKS, TRIX?’
26
delicate oval face, cropped brown hair with just a dusting of gold. The
shape of her eyes and her lips spoke of a mixed heritage: African, per-
haps, with a hint of Indonesian or Chinese. He wished he could tell her
more about himself. It was frustrating enough remembering little other
than his own name - assuming that ‘Doctor’ was his own name, which,
the more he thought about it, seemed rather unlikely. Maybe he’d made
a mistake in escaping from the Palace: maybe he’d have learned more by
hanging around. Calamee let out a triumphant noise and grabbed his arm.
‘It’s obvious!’ she grinned. ‘You want sanctuary, don’t you?’
‘I’d rather have my memory back.’
‘First things first. We can worry about that later. We need to get you
somewhere safe, somewhere the Palace Guard and the police won’t be able
to get at you. Come on!’
She tugged at him, and Nessus - who’d fallen asleep on her shoulder,
while watching her conversation with the Doctor - nearly fell off.
‘Wherever we’re going,’ the Doctor said, following along in her wake
and pulling a face at the mokey, ‘I hope they do food. I’m starving.’
‘Are you sure this is wise?’ asked Trix as she and Fitz stepped from the
TARDIS. The evening air was cool, the sky a dark orangey pink, like a
huge peach hanging above them, and the wood seemed remarkably still
and quiet.
‘Wise is as wise does,’ said Fitz cryptically - and, Trix imagined, quite
meaninglessly, ‘but if the Doctor’s out here somewhere we have to find
him.’
She remembered the rustling she’d heard in the bushes, and had ghastly
visions of their poking around and finding the Doctor’s body. Fitz still
hadn’t remembered what had happened to him and the Doctor - and still
had no explanation for the bare, pink patch on his head (and, it transpired,
the numerous other patches of tender skin all over his body) - but at least
he now recalled who Trix was. After pushing her away inside the en-
trance to the TARDIS, he’d tried, unsuccessfully, to get to his feet, and
after two attempts had reluctantly accepted her offer of help. She’d taken
him through to her bathroom and told him to strip off and get in. And
to her amazement (and probably to Fitz’s eventual embarrassment) he’d
peeled off his clothes there and then and clambered in. It was then that
she’d noticed the raw skin in ragged, mismatched patches all over his
body. It didn’t seem tender, though - Fitz had made no complaints, un-
less she’d misinterpreted the occasional soft moan, as he’d slid under the
water. Trix had considered making him a cup of coffee, but hadn’t relished
the thought of coming back to find that he’d passed out and drowned. So
CHAPTER 3. ’STICKS, TRIX?’
27
she sat in irritated silence as Fitz soaked and scrubbed.
After about ten minutes, he’d suddenly turned to her, his hair all foamy
and stuck up, and declared that she must be Trix.
‘Who did you think I was?’
He’d just shaken his head vaguely and winced.
‘I knew who you were,’ he’d insisted, ‘I just couldn’t remember your
name.’
Trix had doubted that, but pointing out the fact that he’d shoved her
away from him didn’t seem a very constructive step on the road to getting
him well again, so she’d said nothing. When she’d been convinced that
he wasn’t going to faint and drown himself, she’d padded off to make a
cuppa, and had come back to find him climbing back into his blood- and
grass-stained clothes.
‘You could put something clean on,’ she’d said, guardedly, as she han-
ded him his coffee.
‘No time,’ Fitz had said briskly, fluffing around with his hair. ‘We’ve
got a Doctor to find.’
Despite the fact that Fitz still didn’t quite seem himself, she’d been
pleased that he had at least remembered who the third member of the
TARDIS team was. And now they were outside, and in the still evening
air, Trix wondered how, exactly, they were going to find that third member.
‘We should get sticks,’ said Trix.
‘Sticks, Trix?’ He smiled.
‘If we’re going to be beating off monsters,’ she said grimly, ‘I’d prefer
not to be using my bare hands.’
Fitz raised an eyebrow ‘Monsters?’
‘Well you didn’t get yourself in that state, did you?’
He frowned, dearly still trying to remember how exactly he had got
himself in that state.
Trix found a sizeable piece of wood and held it up for him. ‘Here you
go.’
‘You keep it,’ said Fitz. ‘I prefer to use my wits.’
‘Then I imagine’, she said drily, ‘that we’re both doomed. Come on -
it’s going to be night soon.’
Trix waggled the stick in her hand, checking for balance, before setting
off after him. Overhead, the first stars were beginning to peek through the
bruised sky.
Chapter 4
‘I bet you even put knickers on
her.’
A church, thought the Doctor, seemed an unlikely place for Calamee to
have brought him. Not that he’d already formed any opinion about her
religious tendencies. But - from what he could remember of them - his ex-
periences had tended to demonstrate that brash, opinionated youth gen-
erally held little truck with organised religion. But if she was looking for
sanctuary for him, it made sense, he supposed.
He shook his head: his amnesia was clearly not total. How would he
have known that churches equalled sanctuary if it had been? As they’d
walked, he’d managed to bring up dozens of fascinating - if useless - bits
of information: he’d run through the periodic table, listed two dozen dif-
ferent planets that he felt sure he’d been to, named all eleven Lassie films,
and found it impossible to recall quite what Salvador Dali’s Autumn Can-
nibalism had looked like, although he couldn’t, for the life of him, work out
why it was irking him so much. Personal details - other than his name -
simply weren’t there. He couldn’t remember where he’d come from, how
he’d arrived, anything about his parents or his family. Nothing before
he’d awoken in the woods. It had crossed his mind that, perhaps, there
was nothing before that: that, somehow, he’d been created there and then
under a bush. But if that was the case, why had whoever or whatever had
created him deigned to fill his head with such bizarre trivia as the dates of
all Frank Sinatra’s comeback tours? He felt he ought to be more annoyed
than he was about all of this, more frustrated. That, in itself, was starting
to get him worked up.
It had taken them less than half an hour, winding their way through
what the Doctor imagined were the less salubrious areas of the city. Even
Calamee had seemed nervous, sticking close by the Doctor in a rather
28
CHAPTER 4. ’I BET YOU EVEN...’
29
sweet way. Nessus, as was his wont, had settled down around the back
of Calamee’s neck, like some huge, occasionally wriggling, fur collar. He
seemed to have lost interest in the Doctor. The Doctor couldn’t blame him
- an amnesiac, he mused to himself, is hardly the most stimulating of trav-
elling companions.
Calamee had explained that the city would he settling into its siesta be-
fore the imperator’s birthday carnival round about now, which explained
the relatively deserted streets. Soon there was almost no one around –
just a few elderly women, laden down with raffia baskets of shopping, or
people closing up their premises. A few stringy dogs sniffed their way
around the shop doorways, or curled up tiredly in the shade. This deep
into the city, the streets were narrow and uneven - deep, cool canyons in
the heat of the day’s end. But it would soon liven up, Calamee had ex-
plained when they’d seen a stack of vast, papier-mach puppets in a small
square. Children were fussing around them, laughing and squealing -
and the Doctor could see how truly tatty the city was. It had evidently
been built with either an eye on economy, or with a less-than-expert labour
force. Walls of buildings, plastered in white and cream and taupe, bulged
disturbingly, or else leaned out so far into the narrow streets that the oc-
cupants of the upper storeys would have had no problem shaking hands
with their neighbours on the other sides. Washing, strung out between bal-
conies, flapped listlessly, barely touched by the weak breeze that trickled
through the streets. Away in the distance, the Doctor could hear church
bells, clumsy and tuneless.
Saiarossa seemed like a city desperately struggling not to collapse. Like
an elderly woman plastering herself with make-up in an attempt to hold
back the indignities of age, it looked sad and rather pathetic.
Murals
of people he didn’t recognise, surrounded by angels and wearing halos,
adorned crumbling walls; metal spars and girders jutted skeletally from
cracked walls. It reminded him of Venice, a city sliding graciously towards
its final end. More skinny dogs roamed the streets, and haunted, tired eyes
stared hack at him from cracked and dirty windows. The ground beneath
him was a mess: broken and uneven, sprouting weeds and even a fully
grown tree bearing small, pallid fruits like deformed oranges - it looked as
if it had been laid in one, long seamless ribbon, perhaps by machine when
the city had been built. But the years had taken their toll, and it was now
full of potholes and wide, grit-filled cracks.
‘We’re here,’ said Calamee, glancing up and down the street as if they
were about to enter an opium den. They were in front of a blue door,
its paint flaking and chipped. In a niche at the side of it was mounted a
painted wooden statue of the Virgin Mary, her face and hands black, as
CHAPTER 4. ’I BET YOU EVEN...’
30
was the raised heart, carved on to the centre of her chest. It had evidently
been there some years, judging by its condition, and the Doctor couldn’t
help but notice the tired look in its eyes. Or maybe that was just him, pro-
jecting his own weariness. At the other side of the door was a wooden
plaque, hand-painted in blue and white, proclaiming that they were out-
side ‘The Church of the Forgotten Saints’.
How appropriate. He looked up at the tiny building: it didn’t look
much like a church to him (but, as he kept reminding himself, what did he
know?).
Calamee tried the door, but it was locked. She pressed a small button
at the side.
‘I’m surprised,’ said the Doctor. ‘You don’t strike me as the church-
going type.’ He pulled away from Nessus as the mokey woke up and
reached out for his shoulder.
‘I’m not, but this is where Mother and Father used to come before they
moved to Santa Anghelis and found a posher one.’ She glanced up at the
buildings towering over them. ‘I was born not far from here, believe it or
not. I was confirmed here.’
The door opened a few inches, and the face of an elderly man peered
out. He eyed Calamee dubiously, but when he saw the Doctor, there was
an audible inhalation of breath.
‘Father Roberto?’ said Calamee. ‘My name’s Calamee Fischer. You
remember me?’
Father Roberto opened the door wider and leaned out a little
‘Child, you’ve grown!’ he said, almost disapprovingly. He was short
and quite pudgy; a halo of fuzzy grey hair wrapped itself around the sides
and back of his head, and he looked as though he hadn’t shaved for a few
days. He looked the Doctor up and down.
‘And who’s this?’
‘They call me the Doctor,’ said the Doctor, holding out his hand - which
went ignored.
‘Do they indeed? And what would St Thomas have made of that, I
wonder?’ Roberto’s voice was full of suspicion - and, thought the Doctor,
perhaps with good reason: if even he didn’t know quite what he was doing
here, he could hardly blame the Esperons for wondering too.
‘Can we come in?’ asked Calamee, when it seemed that an invitation
was not to be forthcoming.
‘I suppose,’ Roberto said grudgingly, after giving the Doctor the once-
over again. He stepped back and opened the door wide. Calamee stepped
inside and the Doctor followed.
CHAPTER 4. ’I BET YOU EVEN...’
31
They were in a deliciously cool hallway, illuminated only by light
spilling from an open door at the end of a short corridor. The air was
rich with the smells of leather and camphor, tobacco and incense, and a
heavy scent of flowers. Father Roberto padded away down the corridor,
leaving Calamee and the Doctor to follow him.
‘You’re sure he remembers you?’ the Doctor whispered.
‘Well, he’s let us in, hasn’t he?’
They stepped out into a stunningly beautiful little courtyard. The walls
were high and painted white, the ground beneath them paved with huge,
cream-coloured flagstones. All around them were vast pots and basins and
tubs, gushing forth a giddying variety of flowers. Some crawled across
the flags beneath them; others struggled up wires and makeshift trellises,
fastened to the walls. Some just burst from their pots, like living fibre-optic
lamps. The scent was dizzying. Up above them, high, high above, was a
small square of vivid indigo sky, like a lid on this magical world.
‘This is quite, quite beautiful,’ said the Doctor, almost breathlessly, real-
ising that Father Roberto was waiting patiently, hands clasped behind his
back. For a moment, the sternness of his expression melted, and he gave
a little nod. He was wearing an old pair of brown leather trousers and a
matching waistcoat, under which he had on a dark green shirt, rolled up
at the sleeves. He looked, thought the Doctor, more like a down-at-heel
country gentleman than a priest.
‘Can I get you something to drink?’ Roberto asked, and they both
gratefully accepted a cup of tea. Father Roberto slipped away while the
Doctor and Calamee found a small, cast-iron bench to sit on.
Nessus
peered around curiously, sniffing the air, following the weaving of insects
with his big, expressive eyes.
‘Wow,’ Calamee said, lifting him down and setting him on her knee.
‘This is something, isn’t it?’
‘A keen gardener,’ said the Doctor. ‘How long ago did you last see
Father Roberto?’
Calamee gave a shrug, reaching up to sniff a huge clot of velvety purple
flowers dangling from a basket on the wall above her. ‘Probably about five
or six years ago.’
‘He must have made quite an impression on you, if this was where you
thought to bring me.’
‘I s’pose.
He always seemed a decent sort - and anyway, our new
church is miles away. If the Guard are still after you, it doesn’t make much
sense to stay out in the open any longer than we have to.’
The Doctor looked at her.
‘You’re rather enjoying this, aren’t you?’
CHAPTER 4. ’I BET YOU EVEN...’
32
‘What?’
‘All this - the running around, the hiding, the escaping. All this tedious
stuff.’
Calamee snorted and smiled. ‘Tedious? This is the most fun I’ve had in
years.’ She obviously realised what she was saying and pulled an apolo-
getic face. ‘Sorry - I know this is important. I’ll try to take it seriously.
Honest’
The Doctor hmmed good-naturedly ‘So what’s your plan?’
‘Plan?’
‘Well, you’ve brought me here. What do I do now?’
‘Um... I hadn’t thought that far ahead.’ She gave an awkward smile.
‘But Father Roberto will know what to do.’
‘Father Roberto will know what to do about what, child?’
came
Roberto’s voice from the corridor as he returned with a wicker tray of
tea things. He set them down on a tiny table that the two of them hadn’t
noticed, hidden away under sprays of creamy yellow blossoms.
‘About me, Father,’ said the Doctor.
‘And how, exactly, do you think I can help?’ The Doctor noticed that
Roberto seemed to be addressing Calamee, and ignoring him, as he poured
the tea into tiny bone china cups and handed it to them, indicating the
sugar bowl. The Doctor shook his head.
‘I feel light-headed enough in this beautiful garden already,’ he said
with what he hoped was his most winning smile. ‘I don’t think I could
cope with the sugar rush.’
Roberto didn’t seem to warm to the Doctor’s attempt at humour, and
pulled up a little stool from opposite them. The Doctor noticed he wasn’t
drinking himself. He sipped at the mint tea as Roberto pulled out a lit-
tle leather pouch of tobacco, and set about rolling himself a match-thin
cigarette.
‘The Doctor’s an offworlder,’ began Calamee, all of a sudden. ‘And he
needs help.’
‘You don’t say?’ replied Roberto archly, looking at the Doctor directly
for almost the first time since he’d let them in. ‘An offworlder? I’d never
have guessed. And what kind of help would an offworlder be looking for
from an Esperon?’
Calamee looked at the Doctor expectantly, like the parent of misbehav-
ing child being called to account in a headmaster’s study.
‘As far as I can recall,’ he said obligingly, ‘I came here recently -possibly
just a few hours ago, probably not more than a day or so -and something
happened to me that... well, that I can’t remember.’
CHAPTER 4. ’I BET YOU EVEN...’
33
Roberto regarded him silently - and clearly suspiciously. He lit his
cigarette with a tiny silver lighter and drew thoughtfully on it for a few
moments, puffing out clouds of surprisingly pleasant smoke. The Doctor
took a deep breath, and felt an odd longing to have a drag on the cigarette
himself.
‘And how do you think I might be able to help him?’ Roberto ad-
dressed his question to Calamee, even though he continued to stare at the
Doctor.
‘Calamee was kind enough to rescue me from the Imperial Guard,’ the
Doctor said. ‘I’ve just spent half an hour locked in the Palace - well, not so
much locked as left in a room with an open door. Which is often the same
thing, isn’t it?’
‘No,’ said Roberto. ‘I don’t think it is.’
‘Well, it is if all you can do is sit there and stare at the open door, won-
dering why it’s open. It might as well be locked. You’re a prisoner in any
case.’
‘I don’t imagine you’ve come here to debate philosophy, have you?’
‘No, no. Anyway, as it happens I didn’t just sit and stare at the open
door - I decided to leg it. The Imperial Guard started chasing me, and
Calamee very kindly brought me here.’
‘And why would that be, Calamee?’
‘We were hoping - I was hoping - that you’d give him sanctuary,’ said
Calamee hopefully.
Roberto grinned from ear to ear. ‘Sanctuary? Sanctuary, girl? D’you
think we’re living in the middle ages?’ He shook his head as he chuckled
and took another drag from the cigarette.
‘Don’t you do that any more?’ She seemed genuinely surprised.
Roberto finished laughing. ‘I’m not sure we ever did, did we?’
‘Oh yes,’ said the Doctor. ‘Once upon a time it was rather a thing.’
‘An expert on human history, are you? So your memory hasn’t gone
completely then?’ He gave a wry smile, but the Doctor wasn’t sure whether
it was in disbelief at the Doctor’s story or not. ‘Well, well. That’s one thing
I wouldn’t have taken you for. There aren’t many of us left, you know?’
‘Experts in human history?’
Roberto nodded, and suddenly the Doctor realised that the priest
seemed much warmer towards him. There was still suspicion and distrust
in his eyes, but he was definitely thawing.
‘Something of a black art,’ Roberto said. ‘If you’ll pardon the expres-
sion. D’you know Espero’s history?’
‘I don’t even know my own. But go on - is there some sort of morato-
rium on it, then?’
CHAPTER 4. ’I BET YOU EVEN...’
34
‘We made a big mistake,’ Roberto said, his eyes drifting over the swathes
of blooms that hovered around them, like clouds of brightly coloured ink
in water. ‘We thought we knew better than history.’
‘ “We”?’
‘Espero’s founders - the cardinals, bishops and businessmen that funded
the colony. They elevated the idea of ignorance as bliss to a whole new
level.’
The Doctor leaned forward.
‘Tell me more,’ he said.
***
‘Looloo!’ snapped Sensimi. ‘Stop that!’
The little creature looked up at the princess with a mixture of fear and
surprise in her eyes, her tiny paw clotted with cream from the bowl on the
kitchen table. Slowly and guiltily, she sneaked it towards her mouth, her
eyes never leaving Sensimi’s.
‘Disgusting creature,’ muttered Javill as he swept in from the hallway.
‘It shouldn’t be allowed near food.’
‘It’s a she, Javill, and wherever I go, Looloo goes.’
Sensimi’s brother paused as the kitchen staff rapidly found excuses to
be elsewhere and he sneered at the mokey, as it sat on the edge of the
granite-topped table.
‘And why do you have to dress her up like that? Just look at her - it’s
not natural, putting a dirty, hairy little thing like her in a dress and a tiara.’
Looloo was now intent on cleaning the cream from between her fingers.
He dipped his head slightly to the side as he tried to peek up her dress. ‘I
bet you even put knickers on her.’
‘She’s perfectly housetrained. And she looks adorable like that, don’t
you, baby?’ Sensimi crossed the kitchen and swept the confused little crea-
ture up in her arms, squeezing her so tight that Looloo’s eyes bulged, and
a thin trickle of creamy drool ran out of her mouth and down the back of
Sensimi’s blouse. Javill tried not to laugh.
‘Mother’ll have her put down if she catches her in here.’
‘She will not,’ insisted Sensimi, whirling round, still gripping on to her
precious baby. ‘I’ll tell Father. He’ll have you put down.’
‘Just wait, Sensimi,’ Javill warned. ‘Just you wait. As soon as...’ He
stopped. ‘When Mother’s in charge, things’ll be different around here.’
Sensimi’s eyes flared defiantly. ‘I know what you were going to say.
“As soon as Father’s dead.” That was it, wasn’t it?’
CHAPTER 4. ’I BET YOU EVEN...’
35
Javill gave an uncaring shrug. ‘We both know he’s old, Sensimi. He’s
not going to live forever. And if you know what’s good for you, you’ll
stop being such a pain. You know the title will pass to Mother and then to
me. It’d be awful if you pissed off everyone above you, wouldn’t it?’
‘He’s not... he’s not gone yet,’ she said, heading for the door. Looloo
squeaked and reached out over Sensimi’s shoulder for the rapidly reced-
ing bowl of cream. ‘And while he’s still here, you better be very careful.’
‘Ooooh!’ mocked Javill. ‘I’m so scared, little sister. Whatcha gonna do?
Set the mokey princess on me? Get her to dribble me to death?’
Sensimi felt her face redden as she paused in the doorway, a cutting
riposte almost on her lips.
‘Pig!’ , unfortunately, was all she managed to come out with. ‘Bloody
pig!’
It wasn’t until Looloo started squealing in earnest, halfway up the main
staircase, that Sensimi realised how tightly she’d been squeezing her. As
soon as she released the pressure, Looloo scrabbled to get free and climbed
up on to Sensimi’s shoulder where she pointedly finished cleaning her
paw.
‘Don’t worry, baby,’ Sensimi cooed. ‘We’ll make sure that nasty brother
and that nasty mother get what they deserve, won’t we, eh?’ She reached
up and stroked her mokey’s neck, and Looloo responded with a little
throaty grumble, already forgetting about almost being hugged to death.
‘Daddy’s going to outlive them all, isn’t he? Yes he is.’ And with Looloo
grabbing on to her hair for dear life, she headed up the stairs to the bed-
rooms.
She passed a couple of the Palace staff, ignoring them as they bobbed
and curtsyed, and deposited Looloo on her bed.
‘Be good for Mummy,’ she said, before slipping back out into the cor-
ridor. Through the open windows that let out on to the courtyard at the
centre of the Palace, she could hear the clanging and drilling and shouting
of the work on the stage from where her father would make his birthday
address tomorrow. Running through the details of her plan, she headed
down one of the sets of back stairs to the main kitchens, away from the
family kitchen where she expected Javill would still be. A few of the staff
were still bustling about, most of them so tied up with making sure every-
thing was in order for tomorrow that they hardly noticed her. Those that
did tried their hardest to pretend they hadn’t seen her and quickly found
reasons to be somewhere else. So it was relatively easy for Sensimi to take
a big pan into the meat store and to begin to help herself.
CHAPTER 4. ’I BET YOU EVEN...’
36
***
Imperator Tannalis shuffled along the corridor that ran around the court-
yard. He’d been advised to use a walking stick (having already turned
down the idea of cybernetic callipers) but was having none of it. He was
the Imperator, and if he couldn’t celebrate his 120th birthday on his own
pins, then he wouldn’t celebrate it at all.
Alinti’s visit had raised his hackles, and he wanted to check that she
hadn’t tried to sneak something tacky into the celebrations. He paused
and slipped on to one of the numerous balconies that looked down on to
where his stage was being noisily bolted together. There was something
simultaneously sad and exciting about all the people below him, running
around, shifting chairs, hanging up flags and banners. He recognised the
crests and logos of many of the other states and nations on Espero, flap-
ping apathetically in the warm breeze, but frowned at the couple he didn’t.
A TV crew was conducting an interview with Minister Djelardine just in
front of the stage: trust him to be stealing some of the glory. Tannalis
sighed with a smile. What did it matter? He’d made his decision, little
did that harpy Alinti know. That was why he’d summoned Djelardine, to
finalise the arrangements.
‘Can I get you anything,Your Highness?’
He turned suddenly at the voice. It was Farine, one of Sensimi’s maids.
She hovered solicitously behind him. Tannalis grinned wolfishly at her -
and then realised that it probably just made him look like some sort of old
pervert. Nice rump on her, though, Tannalis thought wistfully. A bit of
something to get hold of. The contrast between the shy, amply bosomed
girl and his shrivelled old crow of a wife made him smile. His philan-
dering days were behind him now, but it would still be nice... just once
more...
He waved her away with a regretful shake of the head. King David
managed to get away with it, with Abishag, but he doubted that he any
longer carried the weight of such a figure.
‘I’m fine, girl. That woman of mine running you all ragged, is she?’
Farine dipped her head, not answering, but Tannalis could see it in her
eyes.
‘Don’t you worry about her,’ he said. ‘She thinks she rules the hen-
house, but this old rooster’s still got a bit of life in him.’
Farine bobbed and scurried off. If he’d been up to it, he’d have teased
her a bit more about what she and Sensimi were up to. He might have
been old, but he wasn’t stupid. There were more than just his own plans
afoot in the Palace.
Chapter 5
‘How can we know where we’re
going, when we don’t know
where we’ve come from?’
‘Espero was meant to be a fresh start for humanity,’ said Roberto. ‘The
Ecumenical Council decided that all we needed to make Espero thrive was
a faith in God and the goodwill of the colonists. Obviously, we brought
some technology with us, but we were naive and trusted in the promises
of HomeWorld - the corporation that sold us the planet - that Espero was a
paradise, rich in resources, a ripe fruit just waiting to be plucked. We were
gullible, desperate to leave Earth, to get away from the hegemony of the
West, of North America and the Eurozone.’ At this, he raised an eyebrow
almost imperceptibly at the Doctor. ‘We were blinded by the opportunities
that we saw out here - the chance to make our universe, in our own image.
History, we were told, would start anew.’
‘So you were sold a pup? Espero, I mean.’
Roberto nodded.
‘HomeWorld told us that Espero had everything we needed.
They
showed us mineralogical surveys and climatological reports. It looked like
a paradise. And you can imagine how desperate the Ecumenical Council
was to find a new paradise. Humanity had screwed up the last one we
were given, and this was another chance. Perhaps our last.’ He smiled,
but it was a cold, dry smile. ‘God was giving us another chance at Eden,
so we grabbed at it with both hands.’
‘But there was a serpent?’
Roberto gave a shrug. ‘If you believe in original sin, then yes - there
was a serpent. Our own stupidity, brought with us, packed into every bag
and box and suitcase, wrapped in every fold of cloth and every wrinkle of
37
CHAPTER 5. ’HOW CAN WE KNOW...?’
38
every man, woman and child that made the journey. The Council told us
that, in order to start afresh properly, we had to throw away millennia of
human history. No looking back, no living in the shadows of the past.’
‘You wouldn’t be the first colony to set out with that ethos. But if you
don’t mind my saying so, isn’t it a rather strange attitude for a religious
organisation?’
Roberto nodded ruefully.
‘Our faith,’ he said, ‘was one of the few
things that we were going to take with us. At the time, so I understand,
it all seemed to make perfect sense. God would lead us into the new
Promised Land - we needed nothing but faith and the Holy Church. So
the only records we brought with us were sacred writings and a few tech-
nical manuals. Nowadays, people suspect that there was more politics
than belief behind the decision, rumours that some of Earth’s major pow-
ers secretly put up the money, just to get us offworld.’
Roberto gave a sigh, and his gaze drifted around the courtyard, around
the little paradise he’d created for himself here. The Doctor wondered
whether many people used his church for worship any more, or whether
this oasis was all that kept Roberto going. ‘It was hell. The colonists ar-
rived in their new Eden to discover that the resources HomeWorld had
promised were buried too deep for the minimal equipment that we’d
brought. The climate was hotter than we’d expected, there were insects
everywhere. Fresh water was hard to find. The first fifty years almost saw
Espero wither and die.’
‘But didn’t you get help from other Earth colonies, or other alien civil-
isations out here?’
The Doctor caught the expression on Roberto’s face as he said the word
‘alien’.
‘It’s the word “alien”,’ explained Calamee. ‘It has a lot of bad connota-
tions. We use the word “offworlders”.’
Roberto continued. ‘The other colonies had their own problems - they
were too wrapped up in setting themselves up, fighting for their own sur-
vival. Oh, we told ourselves that soon they’d be visiting us, trading with
us. The Council promised us that we’d be at the centre of a revival of faith
in this sector. They opened visitor centres and embassies, expecting an
influx of fascinated offworld cultures, eager to learn about us, eager to be
embraced by Mother Church.’
He fell silent.
‘It never happened?’ said the Doctor gently. Roberto looked at him
and shook his head. He dropped the butt of his cigarette on to the floor
and ground it out with his toe.
‘We were fooling ourselves,’ he said sadly. ‘We had nothing that any-
CHAPTER 5. ’HOW CAN WE KNOW...?’
39
one wanted. Oh, we had offworld visitors during the first century - they
came to say hello, to see what we had to offer. But when they saw how
little we had, how utterly, utterly mundane we were, they left. And never
came back. The embassies went unused, the visitor centres were closed
down. And Espero retreated into itself.’
‘But what about your faith? Surely that must have kept you going?’
‘Oh it did. It was the only thing that did. For a while. But for many
people, faith exists to provide an explanation of those things that science
hasn’t yet revealed to us. And as science explains more and more of the
universe around us, so faith finds itself struggling. When the first offworld
non-humans came, we made efforts to explain God to them, to introduce
them to His glory. In our naivety, we hadn’t counted on them having their
own gods, their own beliefs. Beliefs as strong as ours. They smiled at us,
thanked us - some of them even tried to convert us to their religions - and
went away.
‘Espero started out with a strong Catholic ethic. The Ecumenical Coun-
cil had faith that, unlike on Earth, we could restore the life and practice of
the Holy Apostolic Church, and so reflect God’s glory. Within half a cen-
tury, there were disputes; schismatic sects began to form, to set up their
own states and cities. Some,’ he shook his head sadly, ‘lost their faith al-
together. And then, maybe inevitably, there was the Almost War between
three of Espero’s nations, halted at the last moment.’
Roberto gave another sigh, and the Doctor realised how very, very old
he suddenly looked. He wondered how long it had been since the priest
had talked about all this to anyone.
‘I can understand your wariness about me,’ he said.
‘I’m sorry,’ he said, looking the Doctor in the eye. ‘ “Judge not, lest ye
be judged.” But it’s very hard. We feel we were let down and betrayed
by offworlders, left to our own devices when we needed help the most.’
He looked the Doctor in the eye. ‘And the fact that you’re white - if you’ll
excuse my bluntness - doesn’t help. We came here to escape the preju-
dice and the cultural dominance of the West,’ said Roberto. ‘To create a
Paradise free from oppression. It rankles with many that, yet again, we’ve
drawn the short straw. When white offworlders visit and never come back,
it reminds us of our past, back on Earth.’
‘I noticed the statue,’ said the Doctor. ‘Outside. I take it they’re all like
that.’
Roberto nodded. ‘You’ve no idea how much damage the myth that the
Holy Family were white has done to us, to our self-esteem, Doctor. For
centuries, brown people - black, I believe they called themselves then -
lived in the shadow of a white God. No matter how much they prayed,
CHAPTER 5. ’HOW CAN WE KNOW...?’
40
how penitent or good they were, being white was something they could
never be. That kind of patronage does damage.’ He clenched his fist and
pressed it against his chest. ‘Here. I hope things are different out there
now.’
‘The more things change,’ said the Doctor, ‘the more they stay the same.
Humanity may be one of my favourite species, but I’m not blind to the
havoc they can wreak, the injustices they visit on themselves. And on oth-
ers. They’re one of the most adaptable, versatile, adventurous species in
the galaxy, but they’ve never lost their inability to learn from their mis-
takes.’
Roberto grunted. ‘How can we know where we’re going, when we
don’t know where we’ve come from?’ he murmured.
The Doctor felt a cool breeze spiral down from the purple sky, pricking
his skin. ‘But we all need a fresh start, sometimes,’ he said distantly. ‘We
can’t live in the past forever.’
‘It would be nice,’ Roberto said, ‘if we could just start living in the
present.’
The courtyard was a confusing, noisy mass of people, equipment and ma-
chinery. Spotlights were coming on around the square as night fell. Two
men on a long-arm crane hung banners bearing the Imperial crest from the
top of the girders above the stage, while a woman, down below, waved
them into position. Shouting would have got her nowhere. A group of
dancers were practising in a corner, prancing around each other, trying
not to trip over the poles and stacks of chairs that littered the place. Javill
found it all incredibly tedious.
At the very least, he thought as he watched from a balcony above, Fa-
ther should have taken this opportunity to announce that he was standing
down. One hundred and twenty years old, and still he insisted on cling-
ing on to the Imperatorship, as though he didn’t trust Mother to do the job
properly. The fact that he insisted on celebrating his birthday in such an
outdated way spoke volumes - a sad old man, clinging to the past instead
of embracing the future. Javill was under no illusion that the Imperial
Family had any real influence. Even parliament hardly consulted Father
any more. Legislation slipped by without even receiving the Imperial ap-
proval. Novelty mugs and commemorative plates. That’s all they were.
And this farrago of a birthday would do nothing to change that. Mother
was right: Saiarossa needed a breath of fresh air, an injection of new blood
to revive the Imperatorship. The Imperatrixship.
‘History in the making,’ said a deep voice behind him and he jumped.
‘Apologies, Your Highness.’
CHAPTER 5. ’HOW CAN WE KNOW...?’
41
It was the offworlder - the one who called himself Mr Trove; the one
who, in less than two days, had managed to ingratiate himself with Father
and who had barely spoken two words to Mother. Javill drew himself up.
Trove was tall and distinguished, alabaster-pale skin with a quiff of blond
hair, immaculately coiffured. He wore a sharp and plain suit of dark green,
fashionable and asymmetrically cut. Javill had disliked him the moment
he’d seen him - partly because he was an offworlder, partly because he ex-
uded a quiet confidence that Javill found unsettling, but mainly because,
like most of the Saiarossans, he seemed to be labouring under the misap-
prehension that it was Father who wielded the power around here.
Javill nodded curtly, and turned back to the scene in the courtyard. The
men with the crane were adjusting the lighting over the stage.
‘Your father is a man of tradition and history, isn’t he?’ mused Trove.
Javill grunted, but didn’t turn around. Out of the corner of his eye, he saw
Trove move alongside him to lean on the balcony.
‘We have no history here,’ Javill said flatly. ‘Or didn’t your research tell
you that?’
‘Everyone has history, Your Highness. Just because it doesn’t go back
to the dawn of time doesn’t invalidate it. Your father is very... brave...’
Javill turned.
‘Brave?’
‘When the leaders of Espero’s other nations make such a play of look-
ing to the future, the Imperator must be applauded for his determination
to celebrate the past, wouldn’t you say?’
Trove was staring at him, one eyebrow raised fractionally, a hint of a
smile on his full lips. What was he saying?
‘Father has always had a thing about the past. There are many Sa-
iarossans who think that it’s unhealthy. The whole of Esperon culture, the
origins of the colony, were based on making a new start - building a new
future out here among the stars, not repeating the mistakes of the past.
Some would say that he’s foolish, not brave.’
‘And what would you say,Your Highness?’ Trove gestured towards
the pantomime in the courtyard. ‘Do you venerate the past? Or do you see
Espero’s destiny, as you put it, out among the stars?’
This stranger was sailing very close to the wind, Javill thought, his
interest piqued. He’d hardly been here two minutes, and already he was
questioning Father’s beliefs.
‘Espero is the poor cousin,’ he answered. ‘We have been abandoned by
the other colonies, left to our own devices. Every month brings news of
the advance of other worlds - new technologies, new beliefs, new alliances
formed. The Catholic heritage on which we were founded has become a
CHAPTER 5. ’HOW CAN WE KNOW...?’
42
liability.’ Javill paused and looked Trove in the eye. ‘Father will not live
forever. And his successor, believe me, will have very different ideas.’
Trove nodded thoughtfully.
‘I’m pleased that Your Highness thinks as I do,’ he said, reaching into
his pocket. He pulled out a tiny, glittering sphere, the size of a tangerine,
and carelessly tossed it over the balcony. Javill’s gaze darted to follow it:
it fell a few yards and then exploded in brilliant, polychromatic light, like
a burst rainbow. Hovering above the heads of the people below, it shot
out shafts of light of all hues, and the crowd fell silent, their eyes raised
heavenwards in amazement. For a minute, the sphere rotated, and the
people in the courtyard began oohing and ahhing at the spectacle. Even
Javill was impressed.
And then Trove clicked his fingers and the sphere fell dark and re-
turned to his hand and thence to his pocket.
‘Very impressive,’ Javill said.
‘A toy,’ replied Trove dismissively. ‘It is nothing that you couldn’t have
access to, Your Highness.’
Did Trove mean the Esperons, or him personally? As far as Trove was
concerned, it probably was nothing more than a toy. And as a demonstra-
tion of offworld technology, it was hardly cutting-edge. But Javill couldn’t
deny that it had him hooked.
‘And at what price?’
Trove smiled and straightened up.
‘Things are only worth what people will pay for them,’ he answered
cryptically. ‘Maybe we’ll speak about it later. If you’ll excuse me, Your
Highness, I have a few things to attend to.’
Trove started to walk away, but Javill stopped him gently.
‘Why are you here, Mr Trove?’
‘A treasure hunt, Your Highness.’ He moved to go, and then paused
and removed the rainbow device from his pocket. He pressed it into Jav-
ill’s hand. ‘And believe me - I intend to be the winner.’
Javill watched him leave, turning the sphere over and over in his fin-
gers.
The oasis, as Trix thought of it - despite the fact that it was little more
than a copse of trees and bushes set in a shallow hollow in the wood-
land - was eerily quiet. The first stars were glimmering and twinkling
as they watched her and Fitz blundering about. They’d brought torches
from the TARDIS, but Trix couldn’t help but think they were being dan-
gerously naive to think that they could find the Doctor in the dark without
coming across whatever it was that had attacked Fitz. She stopped as she
CHAPTER 5. ’HOW CAN WE KNOW...?’
43
felt something hard crunch and crack under her foot. It was the Doctor’s
tracking device. She raised it to her ear and gave it a shake. It rattled,
pointedly.
‘Well, at least we know he was here. Can’t you remember anything?’
she hissed, tossing the tracker aside as she bumped arms with Fitz. Their
torch beams crissed and crossed over each other as they danced around the
undergrowth. She poked experimentally at a bush with her stick, tensing
herself in case she disturbed something.
‘I remember leaving the TARDIS with the Doctor,’ Fitz said wearily,
‘and I remember following him. And then...’ His voice tailed off. ‘The
next thing was you poking at me and telling me to wake up.’
‘So no idea what it was that attacked you? I mean, it would be useful
to have some idea of what might be waiting for us, Fitz.’
Fitz didn’t answer - as a low grumble, like a tiger purring, rumbled
around them.
‘Something like that, perhaps?’ he said.
If she could have done it without looking like a coward she’d have very
firmly suggested that they go back to the TARDIS and wait. But Fitz’s ‘ac-
cident’ seemed to have inspired a bravado in him that she hadn’t noticed
before, and she didn’t fancy the idea of being reminded, for ever more,
that she had been the one to bottle out.
‘Doctor?’ called Fitz experimentally.
‘You there?’ Trix added.
But there was just silence, and the flitting pools of light from their
torches.
‘This is stupid,’ she said eventually. ‘He could be lying a few feet away
and we’d never find him.’
‘You’re probably -’ Fitz stopped sharply, and Trix swung the beam of
her torch up to his face. He was frowning, listening intently to something.
He ignored the light shining in his eyes. ‘Can you hear that?’
Over the gentle rustling of the bushes and trees in the breeze, Trix re-
alised that there was something else: a fizzing, hissing sound, and she
was reminded of the sound of the foam in her bath back in the TARDIS,
popping in her ears.
Trix swung the torch around, pushing out long, spindly shadows from
the branches around her.
‘Trix!’ hissed Fitz, drawing her attention to where he was shining his
own torch - down towards the ground in the direction of the copse.
A wide swathe of vegetation was undergoing a weird and horrible
transformation: a metre’s width of the ground, stretching left and right
out of view, was covered with a seething, bubbling grey goo. The stumps
CHAPTER 5. ’HOW CAN WE KNOW...?’
44
of twigs and plants poking through it seemed to be softening, melting into
the muck that covered the grass. Trix pulled a face and peered closer, but
Fitz grabbed her elbow and pulled her back.
‘What is it?’ she asked, squinting at it.
‘I don’t know,’ said Fitz, ‘but it’s moving. Look.’
Fitz was right - the edge of the gooey band was creeping towards them
slowly, almost imperceptibly. As it crawled, the vegetation it encompassed
began to break down, submerged in the slime. Tiny bubbles popped and
fizzed, and the air was filled with an almost electric crackle.
‘What if the Doctor’s in there?’ Trix suddenly said, gesturing at the
bushes. Fitz shook his head slowly, thoughtfully.
Suddenly, there was a thunderous crashing in the bushes, a few yards
away, and before she knew it, Trix was running for her life, staggering
backwards as she felt Fitz grab her hand, dragging her away. She dropped
the stick as his fingers slipped into hers, and only just managed to keep a
hold on the torch. And as a deep roaring started up behind them, drown-
ing out the gentle hiss of the grey goo rolling across the countryside, the
two of them ran and ran and ran.
Chapter 6
‘What do you know about our
mystery woman?’
‘So no one studies history?’ asked the Doctor, as Calamee poured them
more tea. She poured some into a saucer for Nessus, but he sniffed it
disdainfully and went snuffling under the flowers. ‘Earth history, I mean?’
Roberto gave a shrug. ‘We go through trends: one minute it’s fashion-
able, the next it isn’t. It never lasts. There are only a few of us interested
in trying to keep the old stuff alive. And sometimes, I’m not even sure
that I’m doing the right thing. Maybe the founders were right. Maybe
we should let sleeping dogs lie, learn to make our own mistakes, all over
again.’ He gave a short, sharp laugh. ‘God knows, we’ve had enough
experience of it.’
He reached out and traced the outline of a trumpet-shaped carmine
flower.
‘You see this?’ he said. ‘It’s native.’ He touched another - a bougainvil-
lea. ‘And this is from Earth, an expensive import that I bought a few years
ago. They live happily side by side, new and old.’ He looked back at the
Doctor, his eyes sad. ‘If I had one dream for the future of Espero, that
would be it: new and old, past, present and future, all side by side.’
‘It’s a nice dream,’ agreed the Doctor.
Roberto fell silent; the Doctor didn’t know what to say. He caught
Calamee’s eye. She looked awkward and uncomfortable, a sixteen-year-
old girl caught up in the middle of an adults’ conversation about religion
and politics.
‘So why are you on the run, then?’ Roberto said suddenly, breaking
out of his reverie. ‘What have you done to offend the Imperial Family?’
‘I wish I knew, Father. I really wish I knew. I can only assume it’s
something to do with why I came here, or with whatever I did when I first
45
CHAPTER 6. ’WHAT DO YOU KNOW ABOUT...?’
46
arrived. Or perhaps they just didn’t like my face.’
‘And - forgive my bluntness - how will hiding out here in a backstreet
church help you find out the truth? If you only take one thing away from
here, shouldn’t it be that hiding your head in the sand doesn’t get you
anywhere?’
The Doctor considered, turning his teacup around and around in his
hands. He had a vague, itching sense of time running away with itself,
as if a clock had been set ticking. He hadn’t a clue what it all meant, but
Roberto was right: he might be safe enough from the Palace Guard here,
at least for a while. But sooner or later he had to go and find out what he’d
done, and why he was here.
‘You’re right,’ he said. ‘But I don’t know where to start. Other than at
the Palace, and you’ll understand my reluctance to go back there until I’ve
remembered a little more about what I’m doing on Espero.’
Roberto nodded, and something suddenly seemed to occur to him. He
told them to wait there and he scurried away - and came back a few min-
utes later with a puzzled look on his face.
‘I’ve just checked with the city police to see if there’s any sort of alert
out for you. And there isn’t. Strange, eh? The Palace Guard rarely come
outside the Palace, apart from for ceremonial events. If the Imperator re-
ally was after you, the police would be the ones to continue the search. It
might just be that the Palace are being particularly slow in reporting you,
but it still seems rather odd.’ He raised a hand. ‘And I’ve just thought of
someone that might be able to help you with your memory.’
‘Really?’
Roberto nodded. ‘We don’t have many offworlders here - certainly not
on a permanent basis. But there’s one, here in Saiarossa, that might be able
to help. Her name’s Madame Xing - well, that’s what everyone calls her.
I’ve heard that her real name is unpronounceable. No one really knows
why she’s here - but she keeps herself to herself. I suspect that there are
people in the government who’d rather she wasn’t here, but they don’t
like to ask her to leave: they’re not sure what the repercussions would be.
She’s... erm, a little weird, if you take my meaning.’
‘Wonderful!’ said the Doctor, leaping to his feet. At last! They were
getting somewhere. ‘I love weird. How do I find her?’
‘That’s the problem. I haven’t a clue. I’m sure there are people who
know more about where she lives than me. She may not even still be on
Espero.’
The Doctor sighed. Easy come...
‘I’ll make a few calls,’ Roberto said. ‘Come back in an hour or two. I
might have more to tell you then.’
CHAPTER 6. ’WHAT DO YOU KNOW ABOUT...?’
47
‘Thank you, Father,’ said the Doctor and held out his hand to the priest.
This time it was accepted, and they shook. ‘Maybe this is the break I need.’
As they’d made their way from the church through the city, the Doctor
thoughtful but possessed of a determination that she hadn’t seen in him
before, Calamee had told him about Saiarossa: about how its name al-
legedly derived from ‘red sea’ in some ancient Earth tongue, despite there
being no sea for two hundred miles. She told him of Hispania and its failed
efforts to cultivate cutting-edge technologies, and about the isolationist
policies of New Roma and of Pope Constanza’s mad and paranoid Vati-
can Police. He listened and nodded, and Calamee thought herself quite
the most interesting person on the planet.
In turn, as they strode down Rue de la Passion, almost - but not quite
- oblivious to the turning heads, the Doctor wanted to know about every-
thing: from what the Saiarossans ate to why they had such an obsession
with washing (and through his eyes, Calamee suddenly saw what she’d
taken for granted all her life - the fluttering streamers and flags of shirts
and sheets and trousers that adorned every balcony, every railing) - and
all she could think of to say was ‘Cleanliness is next to Godliness’.
He drank it all in without comment, without judgement, like a child,
and the thought occurred to her that maybe he’d been here before, and her
guided tour was just reacquainting him with a world lying buried in the
bottom drawer of his memory.
She showed him roofs adorned with glistening moisture-traps, and she
showed him dry, dusty fountains and pools. And, finally, when it seemed
that he’d soaked up enough, he’d declared that he was famished and that
he ‘could eat a horse’. Only once they’d sat down at the best horse-meat
restaurant that Calamee knew had his face fallen, and he’d explained that
it was just a figure of speech. He’d settled for lamb stew and a huge
mound of salad and had stuffed it into his face like he hadn’t eaten for
a week, eating it with a relish that Calamee’s parents would have found
crude. Calamee, however, just found it exciting. She’d watched him as
he’d cleared his plate and then ordered pudding.
The restaurant, like many in Saiarossa, doubled as a bar, and as the
evening had drawn on, the place had begun to fill up with revellers prepar-
ing for a night of celebrations. The Imperator’s official birthday wasn’t
until tomorrow, but the Saiarossans were making an early start. Anything
to liven up the mundanity of living on Espero. People were watching the
two of them, muttering to themselves. But rather than feel threatened,
Calamee felt a silly little thrill of excitement and pride that she was the
one eating with this offworlder. She hoped that they were just a bit jeal-
CHAPTER 6. ’WHAT DO YOU KNOW ABOUT...?’
48
ous, although most of them were probably just puzzled and suspicious.
The Doctor had seemed quite fired up at the prospect of finding this
Madame Xing - and Calamee wondered, slightly glumly, whether it wasn’t
as much at the prospect of meeting another offworlder as it was at getting
his memory back. Perhaps she was destined to lose him almost as soon
as she’d found him. It felt a bit grubby and childish to be so possessive of
him, but didn’t she deserve a bit of fun, a bit of happiness? She watched
him eating and wondered how she could ever go back to being an ordinary
schoolgirl after all of this. Half of her, guiltily, hoped that Father Roberto
wouldn’t have any luck in finding Madame Xing.
‘So,’ he said, as if he’d read her mind, wiping his mouth with the back
of his hand. ‘What do you know about our mystery woman?’
‘Not much. From what I know, she’s been on Espero for a month or
two. Few people have seen her - although lots of people make out that
they have. I’ve heard it said that she’s a viropractor, whatever one of those
is.’
‘Viropractor...? Hmm... someone who works with viruses, I imagine.’
‘I think I’d worked that out. Apart from that, nothing really.’
‘Oh well - maybe Father Roberto has had more - oh, hello?’
Calamee realised that the Doctor’s comment was addressed to a man,
standing solicitously by their table. He was relatively pale-skinned for
an Esperon - nowhere near the sickly looking whiteness of the Doctor, of
course - and probably in his twenties. He was dressed rather formally in a
dark suit with a high collar, his hands clasped in front of him. Calamee felt
sure she saw an odd, metallic glint in his eye as he looked down at them.
‘I understand that you are looking for Madame —xing?’ The word that
came from his mouth surely couldn’t have been produced by a human
throat, thought Calamee. It sounded like a drawerful of musical cutlery
being tipped on to a tiled floor, ending with a pinging noise that only
vaguely resembled ‘Xing’.
‘That was quick,’ the Doctor said.
‘Madame —xing has been expecting you for a while,’ said the man.
‘Has she now?’ The Doctor peered behind the man, as if Madame Xing
might be hiding there. From nowhere, the man produced a softly glowing
sphere, the size of a small egg, and placed it delicately on the table in front
of them. The Doctor raised an eyebrow.
‘That’s Madame Xing?’
‘No, Doctor. I am Madame —xing.’
Calamee looked up from the light and saw that someone else was sit-
ting at their table. The really disturbing thing, the thing that took a few
moments to register, was that their table was no longer in the bar.
Chapter 7
‘To lose one set of memories may
be regarded as a misfortune.’
Where, previously, there had been a slightly tatty restaurant, there was
now a small... parlour, the Doctor supposed would have been the right
word to describe it. Or perhaps library.
They were still sitting at a little table - Calamee included - but the ta-
ble was now covered by a black-and-white checkerboard-patterned cloth.
Overhead, a cluster of brilliant white spheres, the size of marbles, orbited
around each other at dizzying speeds, like the one that the man - who
appeared to have disappeared - had placed on the table. It was like an
illuminated model of a classical atom. But despite the movements of the
spheres, the light that they cast stayed curiously constant.
The rest of the room was, the Doctor thought, rather fetching: shelves
of books lined all six walls, stretching up into the darkness. It reminded
him of something, some other library he’d been in. He could smell the
must and the knowledge, and took a deep, deep breath, a memory tickling
the edge of his thoughts.
‘Wow,’ murmured Calamee at his side, who’d clearly only just reg-
istered what had happened. Her eyes were wide as she stared around.
‘Have we just...?’
‘I expect so,’ said the Doctor blithely. ‘Nice trick, Madame Xing. Is this
all real?’
‘It is as real as anything,’ Madame Xing answered. The figure now
seated at their table was completely swathed in black: a deep hood hid
whatever face lay within, and black gloves covered her fingers. Her voice
was distinctly feminine, although there was an odd, mechanical edge to it,
as though augmented by machinery.
‘Very Zen.’ The Doctor paused and frowned, still unable to make out
49
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
50
what lay beneath the cowl. ‘Have we met before?’
‘Not yet,’ Madame Xing answered. ‘When you remember me, then we
will have met.’
‘Right. OK. Ask a silly question. I take it that Father Roberto managed
to contact you, then?’
‘He will do, yes’
The Doctor noticed that one of the spheres of light had detached itself
from the cluster above their heads, and was orbiting him, curiously. It
paused every now and then near his face, and then darted away sharply,
before returning.
‘What’s it doing?’ asked Calamee in an awed whisper.
‘Payment for my services. Recording,’ answered Madame Xing.
‘Recording? Me?’ The Doctor felt suddenly uncomfortable. ‘Why?’
‘You mentioned Zen,’ she said. ‘If a tree falls in a forest and there is no
one around to hear it, does it make a sound?’
‘Hmph,’ snorted Calamee. ‘Of course it does!’
‘How do you know?’ asked the woman.
‘Because it has to, doesn’t it?’
‘But how do you know?’
‘Laws of physics. It can’t not make a sound, can it?’
‘How do you know?’
‘I think,’ cut in the Doctor, realising that this could go on forever, ‘that
Madame Xing means that there’s a theory that nothing can be said to defi-
nitely exist without being observed. Quantum physics: the act of observa-
tion collapses the wave function of an object to make it real,’ He frowned.
‘So you’re recording me... why exactly? To make sure I exist?’ He pulled
a puzzled face.
‘Your memory...’ she said, ignoring his question.
He felt the hairs on the back of his neck stand up.
‘Tell me what has happened.’
The Doctor gave her all the details he could remember about waking
up in the forest and making his way into the city. As he spoke, he saw
Nessus, sitting on Calamee’s lap, peer over the edge of the table at the
dancing lights.
‘And there you have it,’ he said, concluding his tale. Madame Xing
said nothing - and then another of the lights separated from the cluster
and drifted down, coming to a halt a few inches from the tip of his nose.
‘I’m a viropractor,’ said Madame Xing. ‘I specialise in the use of viroids
to alter and enhance cognitive development and memory. I will try to help
you.’
‘Thank you. Do I have to do anything?’
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
51
Madame Xing said nothing - but the light before his face darted to-
wards him and he felt a sudden warmth spreading through his body.
Through the glow, he heard the viropractor speaking, her words smeared
out oddly.
‘Are you aware that your memory has been interfered with on thirty-
seven separate occasions - eight of them still outstanding?’
‘Outstanding?’
‘Uncorrected.’
‘Really?’
He suddenly felt awkward, uncomfortable - although he couldn’t work
out why. Here he was, possibly on the point of having all the memory
deficits that Madame Xing had apparently found set right. And yet some-
thing nagged at him, something edgy and grating.
‘Do you wish me to attempt to correct them?’
He wasn’t sure what to say. Of course he wanted them corrected. What
a silly thing to say. How could he not want them corrected?
‘My most recent loss,’ he answered cautiously, after a pause. ‘Can you
correct that first?’
‘I can try’
Something tingled in the front of his head, like delicate fingers parting
the fabric of his brain. He had the strangest image of Madame Xing phys-
ically looming over him, peering into his skull, rooting around like an old
lady at a jumble sale, looking for bargains.
Suddenly, the presence he felt in his head was gone, withdrawn with
an abruptness that made him feel oddly alone and abandoned. He saw
the light dart away from his face and hover again, a few inches in front of
his eyes.
‘This is very strange,’ said Madame Xing slowly. ‘Some of your recent
memories have been excised, removed. Not repressed. They are not there
to restore.’
A huge sense of disappointment washed over him. Madame Xing had
been his last - his only - chance to find out what he was doing here.
‘You said “some of my memories”. Does that mean that there are some
that you can restore?’
‘Yes. Do you wish me to continue?’
The Doctor glanced up at the other light, the one that Madame Xing
had said was ‘recording’ him.
‘Well, seeing as I seem to be paying for my consultation anyway, I sup-
pose so.’ Maybe she was wrong, and that the restoration of those mem-
ories that she could bring back would trigger the return of the ones she
couldn’t.
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
52
‘It will take a few moments to manufacture an appropriate viral agent,’
she said, although she didn’t seem to be actually doing anything. Sud-
denly, the light in front of his face dropped to the back of his hand, out-
stretched on the table, and he felt a tiny spot of coldness, like a snowflake
falling on his skin - ushering in a blizzard.
And around him, so sudden and so bright it made him gasp out loud,
was a vast, whirling projection. Images blossomed in the air, smeared
on to empty space, juddering like old homemade films. The Doctor was
stunned, and it took him a few moments before he could start to take it
in. It revolved around him, overlapping scenes of countryside and trees,
with a disconnected soundtrack of voices and howls and deep, thundering
roars. He felt sick and dosed his eyes, but the onslaught continued, as if
projected straight on to the cortex of his brain. He felt dizzy and gripped
the edge of the table, his breath coming in ragged bursts. He could feel his
hearts stampeding in his chest like frightened animals and tried to steady
them. He ran through the first five hundred prime numbers, calming him-
self, until, at last, he felt his body relax. He opened his eyes again, and
watched it all spin around him.
‘Fascinating,’ he breathed, finally able to take it all in. This is... what,
exactly?’ He glanced at Madame Xing, dimly visible through the whirl of
images.
‘These are the memories around the lacuna,’ Madame Xing whispered.
‘Someone or something has deleted your memories of a specific event.
I would surmise that they were working quickly and not as expertly as
I would have done. There are traces of...’ She paused. ‘Of your own
interference in the process?’
‘I was aware of what was happening?’
‘It would seem so.’
It was like discovering an old diary, thought the Doctor, opening the
pages and finding all those things that you’d forgotten you’d ever remem-
bered. He saw a wobbly view - presumably his own - stepping through
the doors of the TARDIS (the TARDIS!) on to soft grass. In his hand, as
he looked down, was the detector he’d been using to trace the distress call
that they’d picked up. The viewpoint swung giddily, and he was looking
back over his shoulder at Fitz who was following behind and grumbling
about Trix (Fitz and Trix - how could he have forgotten them?!) never
wanting to do anything interesting. Then he was facing forwards again,
pushing through bushes, catching his feet and hearing Fitz chuckle.
And then he heard Fitz shout, and something huge and dark blotted
everything out. He blinked and he was back in the dim library, looking at
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
53
Calamee.
‘What?’ she said, staring at him.
‘What?’
‘I said it first. What happened? You looked liked you’d tripped out for
a few seconds.’
‘Some trip, believe me. Well, at least I have some idea of what hap-
pened before I...’
He paused and rubbed the bridge of his nose. ‘Oh bugger,’ he said
softly.
‘What?’
With the remembrance of Fitz, Trix and the TARDIS came something
else.
‘Nothing,’ he said. ‘It doesn’t matter.’
‘What?’
He saw Calamee look at Madame Xing - although whether she was
looking back at her was impossible to tell.
‘What’s he talking about?’
‘To lose one set of memories may be regarded as a misfortune,’ said
Madame Xing quietly, her voice still tinged with those humming, syn-
thetic undertones. ‘To lose two smacks of carelessness. Now - the other
interferences.’
He took a breath. ‘Well...’
‘I may be able to correct most of them now for you if -’
‘No!’ he answered sharply, more sharply than he’d intended. ‘No, no
thank you.’ He softened his tone.
‘Why?’ whispered Calamee. ‘Isn’t that what you wanted?’
‘Yes, yes...’ He shook his head, suddenly not sure quite what he wanted.
‘No, not like this.’
‘You would prefer to remain incomplete?’ It was Madame Xing, sound-
ing vaguely confused.
‘I’m not incomplete, thank you very much.’
‘Without half your memories?’ Calamee sounded sceptical. ‘How many
times did she say you’d been interfered with? That can’t be normal, can
it? And you don’t want to get it sorted. Come on! How many people get
a chance like this?’
‘Calamee, I know you mean well, but memories aren’t something you
just, well, go messing about with.’
Calamee looked at Madame Xing. ‘Maybe I’m a bit slow, but isn’t that
what Madame Xing’s just done?’ She turned back to him and frowned. She
didn’t understand, he realised. She couldn’t understand. There were times
when he didn’t understand.
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
54
‘Is there any risk involved?’
Calamee asked Madame Xing.
‘With
putting him right?’
‘There is always risk’
‘See!’ said the Doctor. ‘There’s always risk. Like I said, you can’t just go
messing about, wading in there and reconnecting neurons and what-have-
you. Who knows what kind of a mess I might end up with? The brain is
a very delicate thing, Calamee. It’ll sort itself out before long, believe you
me.’
‘That’s not what you said ten minutes ago.’
‘Trust me, Calamee. I know what I’m doing.’ He felt himself struggling
not to snap at her.
‘But do you? You don’t even seem to know your name: has that come
back to you now? Or is it one of the things that you still can’t remember?’
Calamee sounded really worried for him, and he felt guilty. He shouldn’t
have to do this to her. ‘Is that all stuff from your other amnesias, then? Let
Madame Xing try to bring it back.’
‘No,’ said the Doctor firmly, fixing Calamee with his best Paddington
Bear stare.
‘Madame Xing,’ pleaded Calamee, turning to the woman, ‘Tell him -
tell him it’s safe. Tell him what an idiot he is.’
Madame Xing seemed to consider Calamee’s words for a moment.
‘The Doctor must make his own choices. He has reasons. Not neces-
sarily the right ones, but the right now ones. We may not agree with them,
but they are his to make.’
‘Calamee gave an exasperated sigh.
‘And what’s that supposed to
mean?’
‘You live in the present,’ she said. ‘What is right for you today may
not be right tomorrow or yesterday. Who you are will not be the same
tomorrow or yesterday.’
‘But without his memories, he’ll never be the same as he was yesterday,
or a week ago or whenever.’
‘None of us is the same as we were yesterday. We recreate ourselves
daily, reinvent, reimagine. Memory is not the fixed constant you imagine
it to be.’
‘Is this more of that Zen stuff, whatever that is?’ Calamee sounded
annoyed.
‘You remember the last time you saw your parents,’ said Madame Xing
- as the light drifted back up from the Doctor’s hand to join its fellows
above their heads. ‘And when you do, you restructure that memory. It is
never the same twice.’
‘Of course it is,’ said Calamee scornfully.
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
55
‘It is not,’ stated Madame Xing. ‘But you are not aware of the changes
because you have integrated them into the new memory. The act of re-
membering changes the memory itself.’
‘But it doesn’t change reality, does it?’
There was a gaping silence that the Doctor found profoundly disturb-
ing. He really shouldn’t have got on to the subject of his memories and
his amnesia. Not now. Not here. But of course there was no way he could
have known that, was there?
- Miranda, falling to her knees at his feet, her whole life racing across her
features as the Time Winds tore through her.
‘We have to go,’ he said suddenly, gripping the edge of the table as if
about to stand up. ‘Things to do, people to find, frying pans and fires.’ He
looked at Calamee and tried to smile. ‘Cabbages and kings,’ he finished
lamely.
‘Are you scared? Is that it?’ Calamee wouldn’t let it go. ‘Scared of what
you’ll find out about yourself?’
- ‘I love you too, Father.’ Hugging her lifeless body to him, her hair pure white,
a drift of virgin snow.
The Doctor looked across at Madame Xing.
‘Thank you,’ he said grimly. He glanced up at the ball of light, swaying
above him. ‘What are you going to do with your recording?’
‘Keep it safely,’ said Madame Xing.
‘I Hope so,’ the Doctor said darkly. ‘I’d hate to think that it might fall
into the wrong hands.’
‘It will not.’
He nodded thoughtfully.
‘It’s been very... interesting... meeting you, Madame.’
Madame Xing reached out across the table, her hand clenched into a
fist, and opened it. Lying in her palm was a tiny light, a miniature version
of the ones spinning around above the Doctor’s head. He frowned.
‘In case you change your mind,’ she said.
‘I won’t.’
- It felt, for a moment, like half of him had died there with her, sucked away
into the Miranda-shaped void that her death had left to the world.
‘Then you will not need to use it.’
Reluctantly, he took it from her, holding the tiny sphere up to examine
it.
‘Twenty-four hours,’ Madame Xing said. ‘That is how long you have.’
He nodded, fighting back the urge to tell her that, twenty-four hours
or twenty-four centuries, he wouldn’t use it.
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
56
- And then he’d mourned, locked himself away at the heart of the TARDIS for
so long that Fitz had come looking for him, banging on the door. And when he’d
finally summoned up the strength to face them, he’d found eleven trays outside
the door. Breakfast, lunch and dinner, all laid out, with little handwritten notes
- hoping he was OK, telling him that Trix had vanished, asking him to just write
a message to let them know he was all right, saying that he’d found Trix in the
TARDIS’s library, worrying that the milk smelled off and that Trix had untied the
cow and it had wandered off and did the TARDIS have a cow?
‘Ready, Calamee?’ He glanced at her, his eyes stinging, and she threw
him a look, half puzzlement, half disgust. He sighed and gave a sniff. He
could see her spoiling for an argument, but he had neither the time nor
the inclination right now. He had to find Fitz and Trix - particularly Fitz:
they’d been together when whatever had happened had happened. He
turned back to Madame Xing to ask her something that had suddenly oc-
curred to him - but she wasn’t there. The library wasn’t there. Without any
warning, they were back in the restaurant, and the young man was lifting
the white sphere from the table. He gave a polite bow to the speechless
pair, and left.
‘If you think I’m just going to forget all that,’ said Calamee daddy, ruf-
fling the fur on Nessus’s neck, ‘you’ve got another think coming.’
The Doctor’s shoulders sagged. ‘Some things,’ he said, getting to his
feet, ‘should never be forgotten.’
Ake had come back here twice since he and Keef had killed the alien and
torched its ship. He didn’t know why. Maybe it was guilt. Maybe, some-
how, he would feel better about what he’d done if he could understand it
all.
Why had the alien come here, if not to invade? If it had been here for
a genuine reason, why would it have landed in the middle of nowhere,
secretly, unannounced? Part of Ake knew that he was trying to convince
himself that they’d done the right thing. He had no love of aliens - they’d
done nothing for Espero. Humanity had come out here to start again,
and the aliens had snubbed them, waving their superior technologies in
humanity’s face, sneering at humanity’s failure. But part of him knew that
what they’d done had been wrong.
Over and over again, Ake replayed that night: the alien climbing out
of its ship and racing towards them. It had to have been attacking, hadn’t
it? They’d shot it in self-defence. It had been the alien or them. And with
Joshua there, they couldn’t take any chances.
Ake had gone home and buried his head in his pillow, trying to drown
out the sound of the alien’s weird cries. The noises from its ship, as it had
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
57
burned, had made Ake wonder if there had been others aboard.
Now he was back here again, watching the last traces of smoke rise
from it in the dim glow of his lantern. He wandered around the blackened
wreck, now nothing more than a melted blob. The horse-man’s skeleton
had crumbled, and Ake, trying hard not to look at what he was doing,
smashed it to powder with the back of his spade. It would be days - if not
weeks - before anyone found it. No one came out here. But the thought of
the bones, mutely accusing him, lying there, was too much to bear.
Sweat slicked his dark skin and his shirt clung to his back as he finished
battering the creature’s remains to dust. He stepped back and leaned on
the spade, trying not to breathe through his nose. The stench of burning
wrapped itself around him, thick and oily and cloying. Every time he
thought about it, he felt sick rise in his throat.
But now, in the sudden silence, he thought he heard something else:
a quiet, hissing noise. Like a gas leak. Ake picked up his lantern and
swung it around, trying to locate the source of it. But the gentle breeze
smeared it out, making it sound as though it were coming from every-
where. He started to walk around the smoking remains of the alien’s ship
- and stopped abruptly.
Looking down at where his feet were sticking to the grass, Ake felt his
stomach wrench.
A swathe of the ground, over a metre wide and stretching away in a
long arc out of sight to each side, had turned to a greyish green slime. It
bubbled and fizzed as though it was alive, blades of grass being subsumed
at frightening speed into it, dissolving into the muck. Ake took a step
back, hearing and feeling the sucking as he pulled his feet out of it. His
skin crawled, and he instinctively brushed at his bare arms. Espero was
cursed with insects, particularly at night, but this was nothing like he’d
experienced before. It was as though every inch of his body was being
infested with tiger ants, nipping and nibbling at him. He raised the lamp
to see what was on his skin - and dropped it with a strangled cry: his
skin was soft and grey and swollen, like rotten flesh. As he watched, and
his stomach convulsed, the surface of his distended hand fizzed like the
ground beneath him. He tried to take a step back, but slipped in the slime.
The last thing he remembered was the sound of the stuff beneath his head,
whispering to him. Talking.
Imperator Tannalis lay in his vast, white bed, propped up on a hill of cush-
ions, and watched the blurry figure approach. He patted the covers at his
side, searching for his glasses, wishing - not for the first time - that he
trusted Espero’s doctors with eye transplants.
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
58
The fuzzy shape in front of him moved suddenly, and he hooked the
spectacles over his ears. Everything resolved itself before him and he gave
a snort.
‘Oh,’ he said, faintly disappointed (he’d hoped it might be Sensimi).
‘It’s you, Trove.’
The blond offworlder towered over him, looking down at him with a
faint air of disapprobation.
‘You should be sleeping, Imperator,’ he said softly. ‘You know what
your doctors have said.’
‘I don’t need you to remind me!’ Tannalis snapped. ‘I might be half
dead, but I’m not half deaf. Not yet.’
Trove glanced around the room before leaning in closer.
‘Remember our deal, Imperator,’ he whispered. ‘You wouldn’t want to
exert yourself too much and end up dying before I find what I came here
for, would you?’
Tannalis tipped his head back, narrowed his eyes and stared at Mr
Trove. He knew that Trove’s offer had been made purely to secure the
Imperator’s support in his ‘recovery mission’. There wasn’t an ounce of
genuine compassion in Trove’s watery, green eyes. At the back of the Im-
perator’s mind was the growing suspicion that, even if Trove found what
he’d come here for, he wouldn’t honour his deal, but the Imperator wasn’t
quite as addled as he imagined that Trove thought he was. He’d already
had Trove’s ship located and kept under surveillance: instructions had
been issued that, if anything happened to Tannalis, Trove was to be denied
access to it. He wasn’t completely convinced that such measures would
work, but it was all he felt he could do. The preparations for his birthday
- and the attendant bickering with Alinti and Javill - had taken it out of
him, and at the moment, Trove’s offer to him was all that was keeping him
going. How ironic it would be if he were to die before Trove found his
precious ‘artefact’.
‘If I die, Trove,’ Tannalis said, ‘I can at least go to my grave knowing
that I’ve led a full and happy life. Can you say the same?’
Trove smiled coldly and stood up. ‘Just get some rest, Imperator. I have
a feeling that it won’t be too long now.’
‘What? Before I die, or before you find whatever it is you came looking
for?’
‘Let’s just say that I think some unexpected help has arrived. You re-
member the offworlder that came to the Palace earlier? He calls himself
“the Doctor”. His arrival here at the same time as mine can’t be coinci-
dental. It may be that we are in competition. He gives the impression of
knowing nothing - or perhaps he is just a very good actor. Whichever, he
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
59
won’t be a problem, and may well be an asset - particularly if he does know
something. Now, if you’ll excuse me, I have to check a few things out. Im-
perator...’ Trove gave a little bow and left Tannalis’s room. The Imperator
lay there, feeling the thin blood struggling around his pathetic body. It
was only after Trove had gone - that Tannalis wondered what he’d come
in for.
Perhaps, he thought tiredly, Trove had just wanted to check whether
he’d died yet.
Trove’s room looked as if it had barely been used - the bed was neatly
made (by Trove himself) and he had carefully and symmetrically arranged
the furniture. On the wide desk in front of the window Trove’s security
console sat, quietly humming to itself. Trove pulled out the chair and low-
ered his heavy frame into it as he powered up his surveillance devices.
He checked his watch - a proper, old-fashioned, external watch. Trove no
longer trusted internal devices, implants. Ever since the Frowd’ar had de-
tected his transceiver array, buried in his mastoid bone, and had forced
him to have it removed before he could enter their territories (an opera-
tion made worse by the pitifully poor level of surgery that the Frowd’ar
offered), Trove had cultivated a careful distrust of devices that couldn’t be
removed or disposed of easily. In his line of work, anything that had the
potential to impede his movement around the galaxy was a liability.
For the same reason, he preferred to work alone: once upon a time,
he’d had a partner, but that had ended badly. For the partner. Trove didn’t
tolerate failure. Or treachery.
Noting the time, he set to work: he had been on Espero for too long
already. He had to find the device, and he had to find it soon.
A scratty-looking young man, his hair braided and tied back into a pony-
tail, squatted down on the pavement alongside a vivid, technicolour tableau
of the Ascension. Shafts of rainbow-hued light speared out from Jesus’s
head, his hands open in supplication, eyes lifted Heavenward. The artist
wiped the chalk dust from his hands on to his knees and began to roll a
cigarette, looking up hopefully as the Doctor came to a halt.
They’d hardly said two words to each other since leaving the restau-
rant where they’d had their encounter with Madame Xing. Calamee had
tried to involve him, pointing out jugglers or acrobats or rabbit-balancers,
but he’d been miles away, hearing without listening, looking without see-
ing. The Doctor’s bizarre reluctance to allow the weird woman to put
his head back on straight was inexplicable: how could you not want to
get your memory back, especially if it had been fiddled with however
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
60
many dozen times Madame Xing had claimed? It seemed to her like wil-
ful ignorance, and ignorance - wilful or otherwise - wasn’t something that
Calamee was particularly keen on. Her mother had often remarked on
how she didn’t suffer fools gladly, and the Doctor’s behaviour seemed the
height of foolishness. Perhaps he’d see sense and use the little light that
Madame Xing had given him, although she suspected that stubbornness
would win out over common sense.
The Doctor was rubbing his lips with the back of his hand and squint-
ing - not at the drawing on the ground, but up into the sky. She wondered
if the sight of Jesus ascending to Heaven was triggering some memory in
him. Maybe he just had a Messiah complex. The artist smiled and nodded
his head at her, and, more out of a desire to impress the Doctor than out of
generosity, Calamee began to root around in her pocket for some change
-when the Doctor suddenly gave an explosive cry of triumph and leaped
forwards to grab the young man’s box of chalks.
‘Oi!’ he said.
The Doctor waved him back down, impatiently, and frantically began
to clear a section of pavement of gawking onlookers, his face flashing be-
tween manic cheeriness and irritation. Taking one of the challis in his
hand, the Doctor tipped his head this way and that, squinting at the blank
pavement. The artist realised what he was up to, and began to protest.
‘Calamee, give him some money please,’ the Doctor said without even
looking at her.
‘Yes sir!’ she snapped - but did as he asked. He was too busy squatting
down on the pavement to even hear her.
It was almost like a dance, Calamee thought as she watched: he sprang
lightly around, one minute down on his knees, the next standing to as-
sess his work and hopping from foot to foot. He sketched in broad, as-
sured strokes, only occasionally pausing to rub out something. His arm
moved incredibly quickly, outlining and filling in, his fingers smudging
and smearing. As he wore the chalks, one by one, down to useless nubs,
he tossed them aside. A crowd was gathering, watching in amazement as
this offworlder put on his show. Calamee saw the look on the artist’s face,
smiled apologetically, and gave him some more money.
Eventually, with a sigh that seemed half disappointment, half puzzle-
ment, the Doctor jumped up and shot a glance at Calamee. His face was
smeared with rainbow blotches, warpaint for a confused soldier.
‘There!’ he said. ‘What d’you think?’
Calamee looked down at what the Doctor had drawn. The Esperons
hunched around it were muttering, pointing. It looked like a strange, sur-
real landscape - on the left hand side were two huge, blobby figures, pre-
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
61
sumably people. Their faces were smooth and featureless, and it looked
as though they were kissing - or eating each other - blending into each
other where they met. They had items of cutlery in their hands, as if about
to tuck in to a feast. On the right hand side of the picture was a wooden
chest, pieces of bacon or meat hanging limply over the opened drawers.
Calamee took a breath.
‘What is it?’ she said.
‘Autumn Cannibalism,’ he said triumphantly, beaming at the confused
faces in the crowd around them. ‘Salvador Dali. I knew it meant some-
thing.’
‘And what does it mean?’
The Doctor stared at her before letting out a long sigh. ‘Oh!’ he whis-
pered. ‘I thought you might be able to tell me.’
‘So excuse me for asking,’ said Calamee, leaning forwards across the restau-
rant table, ‘but who are you, exactly?’
The Doctor’s head jerked back as if she’d slapped him, although his
eyes never left hers.
‘I mean,’ she continued with a curious little purse of her lips, ‘you come
bowling into me, knock me down, pull me back up and then I follow you
halfway across the city; we have some bizarre sance to get you in touch
with your memories - well, some of them - and all I know about you is
that you’re an offworlder that seems to have done something to mightily
upset the Imperator. And that you’ve got a picture of some weird painting
in your head and don’t know why. I’ve told you all about me, but conver-
sations are two-way things, you know. Or have you forgotten all that, as
well?’
Calamee sat back and folded her arms, like a teacher waiting for a
wholly inadequate explanation for why a pupil’s homework had failed
to materialise.
‘I’ve told you,’ he said levelly but with just a hint of a twinkle in his
voice. ‘I’m the Doctor.’
Calamee shook her head.
‘No,’ she said. ‘That’s not who you are. That’s what you call your-
self. That’s a job title. I want to know who you are: where do you come
from? How old are you? Are you married? D’you have a girlfriend? A
boyfriend? What about your family? Friends? What job do you do? What’s
your name?’ She looked at him. ‘I can’t help feeling that these are things
that you’re choosing not to tell me.’
For a moment, Calamee wanted to laugh: the Doctor’s face had gone
so blank that it was entirely conceivable that someone had simply turned
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
62
him off. He continued to stare at her as if she hadn’t spoken.
‘Well?’
‘I’m the Doctor,’ he repeated slowly, as if to a slow but much-loved
child. ‘And as Madame Xing just explained, I have a memory like Swiss
cheese.’
‘I haven’t a clue what that’s supposed to mean, but it sounds to me
like you’re hiding something. I’m not judging you,’ she added gently. ‘I
just want to know what makes you tick. Since we met, you’ve hardly said
two words about yourself, whereas you already know almost my entire
life story.’
The Doctor arched an eyebrow.
‘And that’s my fault?’
Calamee ignored the slight.
‘What is it then?’ she pressed on. ‘You on the run? A criminal. Or are
you just running away from the past?’
‘It’s the present that matters,’ countered the Doctor evasively. ‘And the
future of course. Where would we be without that, eh? I’ve lost count of
the times when I’ve thought there wasn’t going to be one - only to discover
three turning up at once -’
‘Stop it,’ said Calamee levelly. ‘Now you’re just prevaricating.’
‘What an excellent education your parents must have bought for you.
You really should introduce me to them, you know. I’m sure we’d have a
lot in common.’
Calamee sighed heavily. Nessus started trying to clamber up on to the
table and she pushed him down again. He squeaked.
‘This memory thing’s very convenient for you, isn’t it?’ she said. ‘It
stops you having to give anything away, doesn’t it?’
She paused and
picked at her plate.‘Or maybe you’re just a coward.’
‘Sticks and stones, Calamee. Sticks and stones.’ The Doctor’s face was
impassive.
Calamee leaned across the table and fixed him with a stare. ‘Really?
OK - what planet are you from? Simple question, simple answer.’
‘Earth,’ answered the Doctor with barely a pause.
Calamee stared at him. ‘You,’ she said slowly, ‘are such a liar.’
‘I am not!’ He was comically indignant, and started to feign interest in
the insects that flickered around them in the light of the bar’s lamps.
‘Oh come on - you can’t kid a kidder! When you’re sixteen with the
archetypal dysfunctional family, you learn to spot a lie at a hundred paces
with a balaclava over its head. You’re no more from Earth than I am. What
are you hiding, eh? Why don’t you trust me? Is it because of the Palace
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
63
Guard? D’you think I’m working for them? One of those clever plans to
get you to confess to a plan to bring down the government?’
The Doctor gazed around, watching the unsteady progress of a large
fly as it wobbled about his head.
‘No,’ he said distractedly. ‘If they had half the guile that a plan like that
needed, they wouldn’t need a plan like that.’
He waved his fingers at the insect, trying to flick it away. Nessus began
a slow climb on to his shoulder, the mokey’s eyes fixed steadily on the
buzzing creature.
‘Sod off!’ he said sharply, dislodging Nessus - and then looked back at
Calamee. ‘The fly, I meant.’ He grinned awkwardly.
‘I know what you meant,’ she said, her patience draining away. ‘An-
swer the question - where are you from?’
The Doctor grimaced, clearly unsure which was the greater irritant -
the fly, or the spider sat opposite him.
‘I’m from Ceres Alpha,’ he said. ‘I’m from Tapalane, from Nakti, from
E-Aspa’i, from the Mazuma Matriarchy, from Shuac and from the Land of
Oz!’
With an audible snap, the Doctor’s hand shot out and his fingers
pinched around the fly. Its buzzing ceased instantly and it dropped into
the Doctor’s bowl where it lay on its back, wriggling its legs.
‘Waiter,’ muttered the Doctor to no one in particular, his mood having
changed instantly, ‘there’s a fly in my... hang on...’ He grabbed a spoon
and delicately extracted the rapidly expiring insect, raising it to within
inches of his left eye. He shook his head. ‘What d’you make of this?’
He thrust the spoon under her nose so sharply that Calamee jerked her
head away, but brought it back slowly, a dubious frown on her face. She
peered at the now-still little animal, lying in a pool of chocolate custard.
‘It’s dead?’
‘No, no. No, it’s not dead.’ He pulled the spoon away from her as
though he suddenly didn’t trust her, and delicately lifted it from the soup
by its tiny little legs. ‘That’s to say, it was never alive.’
‘Uh?’
He dabbed it on the tablecloth, leaving little spatters of brown, before
wiggling it in the air, drying it off.
‘This fly is a beautifully manufactured replica,’ he said brightly, as if it
were the most wonderful thing in the world. ‘This fly, Calamee, is a robot!’
‘Yeah, right,’ said Calamee, trying not to look too interested: she knew
the routine - she said ‘Wow! Really?’ and went in for a closer look and he
pushed it up her nose.
CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’
64
But the Doctor just tossed it on to the table as if suddenly bored with it
and began patting his pockets experimentally.
‘What you looking for? Your Boy’s Guide to Spotting Robot Pests?’
‘This has been a very trying day, Calamee,’ he said, managing to sound
absent and stern at the same time. ‘Captured and interrogated. Twice. My
head feels like a jumbo tin of Quality Street at Christmas when Auntie
Ivy’s convinced there’s a purple one left at the bottom. And then that
appears - a robot surveillance camera demonstrating a level of technology
that I’m pretty sure Espero doesn’t possess. Or didn’t possess.’ He started
to check the inside pockets of his jacket.
‘What? What are you looking for? Anti robot surveillance devices?
Cans of fly spray? What?’
‘Where are they?’ he said absently, more to himself than to her. ‘I’m
sure I had a packet on me.’ He stopped mid-pat and stared at her. ‘You
wouldn’t happen to have a cigarette on you by any chance, would you?
I’m absolutely gagging for one.’
Chapter 8
‘With a zed.’
Trix had never felt so conspicuous, so looked-at as she did at the moment.
It was as if having the Doctor around normally wove a spell, a sort of
glamour about them that made them all-but invisible, and now, without
him, they were exposed as bizarre freaky aliens. The fact that the few
people they’d seen so far, without exception, had been black or Asian,
made her feel even more conspicuous. And if there was one thing that
Trix didn’t like, it was feeling conspicuous. Anji would have blended in
seamlessly, she thought - which didn’t help.
Fitz, annoyingly, hardly seemed to notice, although Trix did wonder if
he were still suffering the effects of his attack. He seemed a bit distracted,
not his usual self. Trix quickly realised that repeatedly asking him if he
was OK was not going to make what could well be a long walk any easier,
so she shut up, and concentrated on trying to learn what she could about
the planet from what little she could see.
As they’d raced away from the oasis, the sounds of the creature still
echoing across the countryside, Trix had headed straight for the TARDIS.
But, as she’d fumbled for her key, Fitz had grabbed her arm.
‘What’s the point?’ he’d said.
‘Survival, Fitz, that’s the point. You heard that thing.’
‘So, what, we hide out in the TARDIS and wait for the Doctor to come
and find us? Where’s your spirit of adventure?’
‘If we’d stayed there any longer, it would have been in my pants, Fitz.
Did you hear that thing?’
‘Of course I heard it.
But if the Doctor’s still there, waiting in the
TARDIS isn’t going to do anyone any good. And if he’s not... well, maybe
he’s somewhere else. I survived whatever attacked me. Maybe he did too.
And maybe he’s wandered off, injured. And maybe that goo did some-
thing to him.’
65
CHAPTER 8. ’WITH A ZED.’
66
‘So why didn’t he come back to the TARDIS - assuming the goo didn’t
get him?’
Fitz shrugged, barely visible in the starlight.
‘Maybe he got lost. Maybe he got hit on the head and lost his memory,
like me.’
‘How likely is that?’
‘How likely is any of this? Besides, don’t you want to find out where
we’ve landed? Do a bit of exploring?’
‘Yeah, Fitz. Exploring is the first thing on my mind at the moment. We
could be stuck here forever. Forever, Fitz. Doesn’t that bother you?’
‘All the more reason to have a look around.’ He paused and Trix saw
him craning his neck to look over her shoulder. ‘Like over there, for in-
stance.’
She turned, not sure what he was looking at. And then she saw it
- a vague, nebulous glow from behind the hillock in front of which the
TARDIS stood.
‘Lights,’ he said. ‘City lights if I’m not mistaken.’
‘And that’s never happened, has it?’ she said drily.
‘Oh ye of little faith - come on.’
He slipped past her, and with a sigh, Trix pocketed her TARDIS key
and set off after him. Not, she told herself, that she believed that they
might find the Doctor there, but because, in his absence, a city might be
the only place that could offer them a way off this planet. She glanced
back at the TARDIS. She’d just started to really think of it as home, and it
looked like she could well have been evicted.
It came as a pleasant surprise, then, that as they rounded a little hillock
just beyond the TARDIS, Trix realised that Fitz was right about the lights
- a thin, orangey smear of them, filtered through distant trees. Proper
lights, thought Trix, trying not to get her hopes up too much. Electric
ones. Like back home. Of course they weren’t back home, but when you’re
(probably) hundreds of light years from Earth and (probably) in a totally
different time period, it was surprising how comforting little things like
city lights could be.
And, even better, they looked close (although, she reminded herself,
not quite so close as the source of the growling noises and the grey slime).
The two of them stumbled across the grassland, trying not to trip in
the darkness - until Trix remembered she had a torch in her hand. Unfor-
tunately, it had the unwanted side effect of drawing a cloud of nipping
insects to them, so she turned it off, and had to be satisfied with following
Fitz’s silhouette.
CHAPTER 8. ’WITH A ZED.’
67
Every so often, she glanced back over her shoulder, half expecting to
see something huge bearing down on them. But the darkness was so deep
that she doubted she’d have seen anything.
The city felt like it had crept up on them: one minute they’d been in
almost complete darkness, and the next they were walking down the side
of a roughly tarmacked road with proper, if dim, streetlights, only minutes
away from what looked like shops, complete with illuminated windows.
‘This looks too normal,’ she said, catching up with Fitz for the
umpteenth time. ‘Roads, shops, lights. You don’t think we could actu-
ally be on Earth, do you?’
‘I‘m not sure Earth has a monopoly on all those things, Trix,’ he said,
turning to give her an irritatingly Doctorish look. ‘And we’d remember
- well, you’d remember - if the Doctor had said that he’d picked up a
distress call coming from Earth, wouldn’t you?’
‘Of course I would,’ she said tartly. ‘But I do think it’s a bit off that
the Doctor didn’t tell us anything about where we were before getting
himself... lost. Maybe he told you and you just can’t remember.’
‘Quite possibly,’ he said breezily as he checked the road - pointlessly -
for traffic before crossing. ‘But if you tried a little bit harder to get on with
him, maybe he’d have told you as well.’
Trix gritted her teeth and pulled a face at his back. She was beginning
to wish she’d left him lying on the grass.
‘So tell me about this Imperial Family of yours,’ the Doctor said, knocking
back the remains of his coffee and waving the waiter over for another.
He’d managed to cadge a cigarette off one of the other diners, and was
struggling through each lungful of smoke, like a kid trying to look grown
up. Nessus was curled up on the seat next to him, gently snoring, his head
tucked under his spindly arms. The Doctor threw the mokey a glance. ‘I
take it that mokeys are a native species? And that the name’s just a quaint
corruption of monkey?’
‘They’re not very bright, but they’re very friendly. And Nessus cer-
tainly seems to have taken a shine to you.’
‘Charmed, I’m sure,’ said the Doctor archly, coughing and stubbing out
his cigarette. ‘But the Imperial Family?’
The waiter arrived with more coffee and she waited until he’d poured
before continuing.
‘Something we’re not very proud of. Well, apart from a few die-hard
traditionalists.
There are eight nation states, and they all have proper
democracies apart from us. Yes, I know - you came all this way and end
up here. Sorry.’ Calamee pulled a face. ‘It could have been worse, though:
CHAPTER 8. ’WITH A ZED.’
68
you could have ended up in New Roma with Pope Constanza’s Vatican
Police breathing down your neck. But it’s not like the Imperials have any
real power any more - we have a proper government that do all the real
work and everything. I think they keep the Imperial Family on for show,
for the tourists. A shame you didn’t meet them.’
He gave a shrug, shifting his chair and waking Nessus who yawned
hugely and curled back up again.
‘I don’t know that I’d recognise them if I saw them, would I? I seem
to remember having a word with one of the Guard, and before I knew it,
I was being shepherded inside.’ He paused. ‘It seemed a bit odd at the
time, but when you’ve been to as many odd places as I have, it’s nice to
feel welcome.’
He tailed off, staring at the tablecloth as he sipped his coffee. As the
evening had descended, Calamee had guiltily remembered that, some-
where in the city, there were a couple of parents. Possibly worried. Cer-
tainly annoyed. Maybe even angry. But it wasn’t as if it was the first time
she’d wandered off. They’d probably just call her friends - or, more likely,
get her house-parent to call them - before deciding that she’d gone off to
see a film or a show or something. They wouldn’t really get worried until
they found her still missing tomorrow morning.
She realised she needed the toilet, so she excused herself, but a few
moments later, as she washed her hands in the tiny sink, she heard the
sound of the Doctor’s voice, right outside the door, shouting.
‘Calamee! Calamee!’
She opened the toilet door to find him there, eyes bright, bobbing up
and down with excitement. The other diners were staring at him in a way
that made her want to shut the door on him. And lock it.
‘What? What’s happened?’
‘It’s starting to make sense!’ he yelled, unaware of the looks he was
getting.
‘What is? Just calm down.’
He grabbed her hand and dragged her back to the table where Nessus
had woken up and was eyeing the manic Doctor from his seat.
‘I was puzzling it all over,’ said the Doctor, rooting around amid the
cutlery, serviettes, plates and dishes on the table, ‘and then it all came
together.’ He snatched at something. ‘It was a setup. All of it. Don’t you
see?’
‘Um.’
He opened out his palm in front of her. Nestled in the centre was the
robot fly that she’d almost forgotten about.
CHAPTER 8. ’WITH A ZED.’
69
‘I was supposed to escape from the Palace - the Imperator wanted me
followed for some reason, so they took me inside and kept me there just
long enough for them to get this thing set up. And then they released me,
with this flying along behind me.’
‘But why?’
He gave a cheery shrug.
‘Maybe they think I know something.’
‘And do you?’
He gave another shrug, this one even more unconcerned than the last
one.
‘Who knows? Maybe it’s something to do with why I came to Espero
in the first place.’
‘Which is...? Oh yes,’ Calamee cut him short. ‘You don’t know that
either.’ She glanced down at the dead fly, still in the palm of his hand. ‘But
at least we’re getting somewhere. I expect that the Imperator’s now a bit
confused and annoyed that he’s lost contact with his tracking device. It is
dead, isn’t it?’
‘Well, it’s not working any more, if that’s what you mean.’ He sat back
down and asked the waiter for the bill. Calamee rooted in her pocket for
her credit card, fairly sure that the Doctor would have no money of his
own. He was drumming his fingers on the table in an incredibly fast and
complicated paradiddle.
‘Considering how little we’ve got to go on,’ Calamee said, ‘it all fits, I’ll
give you tha-’
‘It fits,’ interrupted the Doctor, fixing her with his eyes. ‘Yes - that’s it.
Fits.’
‘Eh?’
He gripped the edge of the table with both hands and sprang to his
feet. Nessus squealed and raced under the table to clamber up Calamee’s
leg on to her lap. ‘Fits,’ he said again. ‘With a zed. Fitz’
‘Fits is spelled with an ess - or is it different where you’re from?’
He shook his head vigorously.
‘No, Fitz. My friend Fitz - Fitz erm, erm... Fitz Kreiner.’ Calamee just
stared.
‘I came to Espero with a friend. A man called Fitz.’ The Doctor gripped
the edge of the table and bowed his head, shaking it slowly. ‘I really need
to get a grip on this. Madame Xing brought back memories of my friends,
Fitz and... and Trix. And I’ve only gone and forgotten them again.’ He
looked up at her as he shook his head, and Calamee realised how tired
and drained he looked. ‘This isn’t going to be easy. I need to find them -
make sure that they’re all right. Before I forget them again.’
CHAPTER 8. ’WITH A ZED.’
70
‘Well,’ said Calamee, suddenly realising how much hard work being
with the Doctor involved, ‘if he’s stuck around you for more than a fort-
night, he must be a very good friend. And at this rate, it’ll have taken us
that long just to work out your name. Now come on - we’re getting some
very strange looks.’
‘I think this is an Earth colony,’ Fitz said as they paused in front of a
brightly lit shop window displaying assortments of crucifixes and stat-
ues and figurines of Jesus and Mary - and, Trix presumed, God. Without
exception, their faces were brown or black, which - despite the probable
historical accuracy (although she wasn’t so sure about God) - was quite
surprising. It had never really occurred to her before that black people
might be happier with black Jesuses and Marys and what-have-you.
‘Really?’ said Trix. ‘Because they look like us?’
‘Mainly. I know it’s a rather humanocentric view to assume that hu-
manoids are all human, but there are too many of humanity’s trappings for
it to be just a coincidence.’
‘Like?’
‘Like the people; like the buildings and their construction techniques.
Their religion - although, granted, that could be an extremely unlikely co-
incidence...’ He pointed at the window display. ‘And the writing.’
‘OK, Braniac, so we’re on an Earth colony. Any idea when?’
‘Sometime in the future, I imagine. Come on - what’s going on over
there?’
Fitz strode off, leaving Trix to pull another face at his back. She hoped
he’d start acting normally soon: it was bad enough having the Doctor act-
ing ditzy and absent-professorish without Fitz deciding to be his under-
study. Trix wondered if he were doing it consciously, trying to make her
feel reassured in the absence of the real thing. She wished he wouldn’t:
she’d feel much more comfortable with the old Fitz - at least she knew
where she was with him. Besides, she felt awkward enough around the
real Doctor: an ersatz one was the last thing she needed right now.
Trix caught up with him in a few seconds as he joined a crowd gathered
around something or other. Standing on tiptoe, Trix could see a wooden
trailer, painted dark green, at the centre of the crowd. It seemed like the
kind of thing you’d see at a carnival: all twiddly bits on the top and hints
of slightly parted curtains. And bars. There were definitely bars.
‘It looks like some sort of mobile cage,’ she said to Fitz. He looked at
her.
‘Are you thinking what I’m thinking?’ he said.
CHAPTER 8. ’WITH A ZED.’
71
‘If it’s “Roll up! Roll up! See the Doctor From Another World”, then
yes.’
She and Fitz excuse-me’d their way through the crowds - which, when
they saw the two strangers pushing through their midst, were more than
happy to move aside and let them to the front. Trix almost felt disap-
pointed when they got there.
The cage was, indeed, a trailer on four
wheels. Standing in front of it was a tall, spindly man in a tatty yellow
suit and a hat that looked as if it could have belonged to a pearly king,
studded with little white gemstones. He was in the middle of some sort
of spiel about the night breeding the darkest of things, but stopped short
when his bright eyes alighted on Trix’s and Fitz’s faces. He gave a little
nod and a broad smile before continuing.
‘We think we know this world,’ he said, his voice rich and sing-songy,
like a Baptist preacher warning of hellfire and damnation. ‘But do we
really? We travel out into the depths of space, like explorers setting out on
the sea. We bring with us all the good -and the bad - in our hearts, and
we set up a brand new home. Oh yes, ladies and gentlemen. We think we
know this world, this rock in space. We have surveyed it, studied it and
stamped our mark on it. But how much do we really know, eh? We’ve
occupied a fraction of the land on Espero, seen much, much less than that
of what it has to offer.’ His voice dipped low, forcing them to struggle
to hear his words. ‘But there is another side to this planet. A dark side,
full of shadows, populated by things we were perhaps never meant to see’
Trix gave a little sigh, but Fitz shushed her. ‘Ladies and gentlemen, no
doubt you have heard the rumours - rumours of creatures that stalk the
wilderness outside the city; creatures that creep into your homes at night
and steal away your souls. Or worse.’ The crowd murmured. He knew
his patter, thought Trix. I’ll give him that. ‘But until this moment, you may
only have seen pictures of these creatures. You may have heard rumours,
or scraps of rumours. Believe me, though: the truth that I, Deel, am about
to show you is more horrible than you can imagine.’ Someone at the back
heckled him, shouting: ‘You gonna take your clothes off, then, are you?’ A
nervous ripple of laughter spread through the crowd, but he just grinned
and stepped to one side, reaching for a gold braided cord that hung down
the side of the curtained cage. ‘Ladies and gentlemen... you may wish to
take a step back before I reveal what I have here.’ He paused for a moment
until he realised that the crowd wished quite the reverse, and had actually
shuffled forward slightly. His eyes swept over the front row, alighting on
Trix and Fitz again, as he began to pull the cord. ‘I give you... the night
beast!’ And with a flourish, he jerked on the cord and the curtains swished
apart.
Chapter 9
‘Bugger its body language – look
at the size of it.’
As monsters went, thought Trix, it was rubbish. Really rubbish. A man in
a monkey suit would have been more convincing.
The creature hunkered down in the shadows, hardly moving, hardly
being threatening at all.
Trix wondered if her travels with the Doctor
and Fitz had made her jaded to monsterdom, since the crowd around
her cooed and ahhed, alternately stepping forwards for a better look, and
backing away when the night beast rustled its straw.
‘Is that it?’ she whispered to Fitz, who shushed her.‘It’s a fake,’ she
insisted wearily, scanning the crowd.
‘If it is,’ said Fitz, peering into the darkness of the wheeled cage, ‘then
it’s a very poor effort.’
‘Exactly,’ said Trix, feeling exonerated. Fitz was shaking his head.
‘No no no, I mean if he was going to fake it, he’d do a better job than
that, surely.’
‘Look around you Fitz,’ hissed Trix. ‘This isn’t exactly Hollywood. The
special-effects boffins around here probably don’t amount to much more
than men with papier-mach masks and a couple of yards of fake fur.’
‘Still...’ Fitz took a step forward, and the beast in the cage adjusted
itself. Trix saw the glimmer of light reflected in two tiny, dark eyes, like
blobs of tar on a summer street. They were looking straight at her.
Deel moved closer to the cage, Trix noticed, annoyance in his eyes:
he’d clearly hoped that the creature would put up more of a show than
this. He banged the bars with a long stick, eliciting nothing more than a
low grumble from the night beast. At the sound of it, Trix felt her skin
tighten - and realised that it was too similar to the noises they’d heard in
the bushes earlier for it to be a coincidence.
72
CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’
73
‘Fitz,’ she whispered to him. ‘That thing...’
‘I know, Trix.’ He waved his finger at her impatiently as Deel contin-
ued.
‘The creature is saving its energies,’ he improvised loudly, ‘waiting for
the right moment to attack.’
No one was convinced. The crowd muttered its dissatisfaction, and
Deel banged the bars again, resignedly. ‘No one should sleep soundly
tonight,’ he warned, trying to make his voice as deep and threatening as
he could. He just sounded desperate and hammy, thought Trix. ‘Who
knows what deeds this monster’s fellows might be about?’
‘Writing a better script for him,’ Fitz suggested, but Trix was too busy
trying to see into the darkened cage. ‘I don’t like this, Fitz,’ she said.
‘Come on, I want to go.’
Fitz hmmed, but let Trix pull him back from the cage. As they edged
their way back through the crowd, Trix realised that the two of them had
become more of a draw than the creature itself. Deel’d have had a better
crowd if he’d caged the two of them.
‘You hungry?’ asked Fitz as they reached the edge of the crowd.
‘How can you be hungry? Didn’t you hear that thing? Unless some-
one’s gone to a lot of trouble with a tape recorder, that thing in the cage
was the same as whatever chased us from the bushes. And I’d put money
on it being the same thing that attacked you.’ She paused, realising what
she was saying. ‘And probably the Doctor, too.’ She put her hand on his
arm and then realised what she was doing and pulled it away. ‘Fitz, what
if the Doctor was back there? What if one of those night beast things -
maybe even that one - got you and the Doctor? What if he’s wandering
around the countryside, injured? What if he’s dead, Fitz?’
‘Sorry to interrupt’
A voice beside her made her jump, and she turned to see a small,
bookish-looking man wearing glasses. He looked scared and apologetic.
‘Did I hear you say you were looking for a friend?’
‘Have you seen him?’
The man smiled. ‘There was a man earlier this evening -’
‘What?’ interrupted Fitz loudly. ‘Here? Here?’
‘Calm down!’ said Trix. ‘Sorry about that,’ she apologised to the man.
‘He gets a bit excited. How long ago? Where did you see him? What did
he look like?’
‘Can’t be more than an hour or so ago. He was in a bar around the
corner.’ The man pointed. ‘With a young girl, a local. They had a meal
and then left. He seemed very excited, too’ The man smiled at the memory
and described someone who could only be the Doctor.
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74
‘I don’t suppose you’ve any idea where they went?’
‘Sorry.’ The man looked disappointed that he couldn’t help any more.
‘He’s alive!’ hissed Trix as the man walked away, glancing over his
shoulder at them. ‘The Doctor’s alive - did you hear him?’
‘And well, apparently.’
All Trix could think of, though, was that now she wouldn’t have to
spend hours trying to find a ship to take her back to Earth.
Trove wasn’t used to things not working. He wasn’t used to malfunctions
and mistakes. He particularly wasn’t used to his flycams failing.
Trove had high hopes for the Doctor: his instruments had picked up
the arrival of his ship (although, curiously, he hadn’t actually been able to
pinpoint where it had landed with any great accuracy), and after releasing
half dozen or so of his precious flycams, he’d witnessed the Doctor’s con-
fused and stumbling arrival at the Palace. Tannalis had been irritatingly
reluctant to have the Doctor imprisoned, pointing out that not only was
it unconstitutional, but also immoral - but had eventually relented when
Trove had pointed out that his incarceration was simply to buy time for
Trove to recharge and program a flycam to follow him. Grumbling, Tan-
nalis had given the order. Trove had calibrated the flycam and guided it
into the Doctor’s room - where the offworlder had sat sullenly, mutter-
ing to himself about someone called ‘R. D. Laing’ and open doors - and
then sat back to watch the Doctor escape. Of course, Trove had realised, it
was always possible that the Doctor would simply sit there until someone
came to ‘question him’. But Trove prided himself on being a good judge
of character, and this Doctor didn’t seem the sort of man to wait for fate to
come to him.
He was proved right. Within ten minutes of being left alone, the Doc-
tor had stretched, stood up and casually strolled to the door. With the
flycam’s pattern recognition software fully trained and its battery topped
up, Trove could just sit back and watch as the camera relayed every step of
the offworlder’s escape from the Palace. Of course, he’d sent a couple of
the Guard to chase him: Trove didn’t want the Doctor’s escape to appear
too easy.
And now Trove was kicking himself for assuming that the Doctor’s
awareness and reactions were human-standard. They clearly weren’t: the
last images transmitted from the flycam had been of the Doctor, viewed
from above, waving his hand around. The next moment there was a pale
blur on the screen in front of him and the camera’s telemetry went dead.
It was, of course, possible that some other native animal or insect had
spotted the cam and decided that it would make a tasty snack, but the
CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’
75
devices emitted a high frequency sonic pulse as well as an electromagnetic
field that, usually, would be enough to deter most casual predators.
He sat back and folded his arms, listening to the sounds of the builders
and engineers in the courtyard constructing the stage. Trove hoped that
his mission here would be completed before then: with the offer that he’d
made to the Imperator, he was quietly confident that no effort would be
spared to help him find his prize.
‘Farine!’ hissed Sensimi, stepping out of the shadows and making her
maid jump. She almost dropped the big, covered basket of dirty washing
that she carried. When Farine saw it was only Sensimi, she took a deep
breath, on the point of telling the princess not to do that again. But of
course she didn’t. Nerves and tempers were as frayed as ever around
the Palace at the moment, and the last thing Farine wanted was to lose
her job. She quite liked Sensimi - well, compared to her family she was an
angel - but was under no illusions about the brittleness of the girl’s temper.
She saw that Looloo was balanced precariously on Sensimi’s hip, her tiara
tilted at a silly angle over her eyes. The mokey reached out a grasping little
paw towards Farine’s basket, almost losing her balance in the process.
‘Have you got everything?’ asked Sensimi. Farine nodded.
‘I think so. Your Highness, this is getting riskier - I was nearly caught
by the Imperatrix.’
‘Yes, yes.’ Sensimi waved away Farine’s concerns dismissively. She
pulled back the cover on the basket and checked that the clothing she’d
asked Farine to get from Alinti and Javill’s rooms was there. ‘Come on.’
She pushed past Farine, who sighed miserably, and headed for the
door to the cellars. Farine really wasn’t happy about any of this.
The crowds of vaguely disappointed onlookers had drifted away, and Deel
had closed the curtains on the night beast. Once he felt sure that no one
would come and start poking at it, he slipped away for a quiet drink and
something to eat - he wouldn’t be gone for more than half an hour, and
the creature, damn its hairy backside, seemed peaceable enough. Deel
wondered if he shouldn’t just take the trailer out into the countryside and
let the thing go - if it was going to be as unfrightening as it had been
tonight, it would end up costing Deel money, never mind making it. He
had to feed the thing, after all. Maybe he should try not feeding it: that
might liven it up a bit.
With a final check that it was asleep, he let the curtains swing back,
made sure that there was no one suspicious around, and headed for the
nearest bar. Even though the night beast had put on a show that would
CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’
76
hardly terrify a small child tonight, he knew that the thing’s sheer size -
and the reputation that it had generated -would keep most nosy gits away.
And Deel was right: the few people that spotted the trailer kept well
clear of it. One or two lads, full of bravado and booze, came close. One
even gave the bars an experimental rattle - but when the creature shifted
around in its sleep, he soon ran.
So, soon, the night beast was left alone in the shadow of an office build-
ing. For a few minutes, nothing happened, but then the curtain twitched
experimentally. Quietly and more gently than Deel would have imag-
ined, the creature reached through the bars and pushed it aside. Its glossy
eyes scanned the street. And then, with surprising delicateness, it reached
through the walls of its prison and began experimenting with the heavy
padlock and chains that kept it there.
The wine and beer flowed freely in The Whore of Babylon - especially once
the Doctor magically produced a credit chip which, to even his amaze-
ment, was accepted at the bar. Calamee moderated her drinking: she still
didn’t really know the Doctor, and despite the fact that he was entertain-
ing (if occasionally frustrating) company, she thought it was wise to keep
her head. The Doctor had prevailed upon her, with much finger wagging
and raising of eyebrows, to call her parents. She’d got through to Sierah,
her house-mother, who’d been less than impressed by Calamee’s explana-
tion of how she’d lost her parents in one of the arcades, and almost openly
disbelieving of Calamee’s assertion that she was spending the evening at
the house of her friend, Craich. But Sierah could do little - particularly as
Calamee’s phone somehow managed to develop a fault halfway through
the conversation and stopped receiving calls.
Calamee returned from the corridor to find the Doctor scratching his
head and being roundly beaten in a game of cards by one of the bar’s
customers.
In the hours that she’d spent with him, Calamee had been unable to
forget quite how different the Doctor was from the rest of the Esperons,
and not only because of his skin colour. He had a lightness, a casual dis-
regard for formality and propriety that was at the same time dangerous
and refreshing. She wondered whether it was something about the slog
of life on Espero that had turned everyone here into tired, resigned peo-
ple, or whether it was they who were normal, typical of humanity across
the galaxy, and the Doctor who was the weird one. Life wasn’t so bad on
Espero, Calamee knew - particularly for her. Mother and Father were ed-
ucated, rich - at least by Espero standards. They’d purchased her the best
education they could, paid for the most advanced edprogs to be shipped
CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’
77
in for her. They’d bought Nessus for her (who was currently sleeping in a
pool of beer at the end of the bar: he’d need a bath before she could take
him home) and they’d furnished her with a beautiful home and beautiful
friends. Her life, compared to that of many on Espero, was idyllic. She’d
once travelled to Advent,a neighbouring city-nation, on a school trip, and
had been appalled at how basic and primitive everything seemed, how
weary the people looked, how full of resentment they’d appeared. And
now Calamee wondered how the Esperons must seem to the Doctor. How
much had he experienced? What wonders and peoples and technology
had he seen? And how could somewhere as dull as Espero light up his
eyes as it seemed to be doing now?
Calamee was broken from her reverie by a scream of laughter from a
fat woman, about her mother’s age, standing at the Doctor’s side. She
watched as she linked her arm through the Doctor’s, pressed her face
against his sleeve and looked up at him. She had too much make-up on,
and it didn’t take Calamee long to work out what was going on there,
surprising herself at how possessive of the Doctor she suddenly felt. The
name of the bar seemed sourly ironic.
It had been an hour since they’d left the restaurant, and despite the
Doctor’s newfound realisation that he’d been set free from the Palace in
order for the fly camera to follow him, it seemed that it was the last thing
on his mind right now.
Gently, he extricated himself from the woman’s grasp with an unself-
consciousness that was quite endearing. For a moment, as she watched
him order up another round of drinks at the bar with his magic credit
chip, he really and truly seemed alien.
Just as Trix was trying to work out how she and Fitz would pay for their
meal - or how they’d manage to get away without paying - she noticed that
the other diners were all turning their heads towards the street at the end
of the alley. She could hear raised voices, shouts. A couple of people stood
up and stepped out on to the pavement to see what was happening.
‘Fitz!’ she hissed as he shovelled another mouthful of a rather pungent
fish stew into his mouth. ‘This is our chance.’
‘Hmph?’
She jerked her head in the direction of the street.
‘There’s something going on - look, people are getting up to have a
nosy. We’ve come looking for the Doctor and he’s not here; you’ve stuffed
yourself silly, and we still need to find him. So unless you’ve magically
discovered a pocketful of local coins, it might be a good chance for us to
do a runner.’
CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’
78
He pulled a pained, patient expression.
‘Well have you any better ideas?’ Neither of them had thought to check
the TARDIS to see whether there were any bags of gold or diamonds that
they could bring with them to pay for anything. Trix had an assortment
of coins in her pocket and half a dozen credit cards in different names, but
nothing that she thought would be accepted here. It never seemed to be a
problem when they were with the Doctor. But now they were cast adrift,
mundane things like that seemed painfully complicated.
Fitz opened his mouth, probably to argue with her, but a sudden wave
of shouting from the street cut him off. Another three or four people got
up from their seats to see what the fuss was all about, and Trix grabbed
her bag.
‘Come on - make it look like you’re interested in what’s going on.’
She stood, keeping her spoon deliberately in her hand, trying to look
as curious as she could. Get yourself into the role, she thought. You really
are interested in what’s going on out there. Which, she considered as she
and Fitz stepped out on to the pavement, wasn’t that far from the truth.
At the T-junction at the end of the street, quite a crowd had gathered,
but Trix could see from the way they were standing that something was
amiss: they were holding themselves tensely, as if expecting to have to run
at any minute. A couple of them took hesitant steps backwards, bumping
into those behind them, also eager to see what was going on. Without
glancing back at the restaurant, Trix slipped out into the growing crowds,
hoping that Fitz was behind her. She craned her head from side to side -
when, suddenly, the clot of people at the end of the street started moving.
It reminded her of films of Pamplona, maddened bulls rushing through
the streets, people suddenly abandoning their bravado when faced with a
ton of angry muscle.
Trix pushed her way through against the flow, and glanced back briefly
to see Fitz strolling nonchalantly towards her.
‘What’s going on?’ she asked an elderly woman at her side, who was
grasping an oversized handbag like a talisman. The woman started, obvi-
ously surprised at Trix’s sudden appearance.
‘I’m not sure,’ she answered, keeping her eyes on Trix as if she expected
to be mugged by her at any moment. ‘Some sort of fuss.’
Helpful, thought Trix. She could have worked that out for herself.
Suddenly, the crowd around her surged backwards, almost knocking
her over. The elderly woman caught her elbow, steadied her, as the mass
of people carried on moving. She heard shouts and cries - and even a
scream. And then, all of a sudden, she was at the front of the crowd.
Standing at the centre of a wide circle of people brandishing sticks,
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79
pieces of chairs and railings, was Deel’s pet - the night beast.
Fitz’s composure in the face of the creature was remarkable - and a lit-
tle bit disturbing. He hadn’t quite been himself since Trix had found him
unconscious, and this stand-off made her wonder whether he hadn’t suf-
fered some quite severe brain damage. Not that Fitz was a coward. Not
usually. But his sense of self-preservation was usually pretty good. So to
see him standing his ground against the night beast was, to say the least,
worrying.
As they’d watched the night beast - and although they hadn’t had a
good look at whatever had been in Deel’s cage, the low grumble that is-
sued from the thing in front of them left Trix in little doubt that it was
the same species, if not the same individual - Fitz had started tufting and
clicking at it, like you might do with a cat or dog, trying to get its attention.
It had turned slowly towards him, rotating at the waist in a most unnatu-
ral manner, and had proceeded to enter what looked like a staring contest
with Fitz.
‘Just leave it, Fitz,’ Trix said quietly. He’s not worth it, she added in her
head.
‘Look at it, Trix,’ he answered, as if he hadn’t heard her. ‘Look at its
body language.’
‘Bugger its body language - look at the size of it.’
‘I don’t think it wants to hurt me.’
‘Have you forgotten what happened to you and the Doctor?’
As Trix found herself in the front row, Fitz squeezed in beside her, say-
ing nothing, and she felt her stomach lurch as he proceeded to take a con-
fident step forwards and thrust his hands in his pockets. The creature
tipped its head on one side, straightened up, and then leaned forwards
slightly - the creature’s equivalent of sticking its neck out, imagined Trix,
as she realised that she’d been sheltering behind Fitz. Not something she’d
normally consider doing. It was at least seven feet tall, and much more im-
posing than the shadowed glimpses they’d got from the cage would have
suggested. Its head was low and sloped straight down to its shoulders,
with no hint of neck. Huge, muscly arms - the kind, thought Trix, that you
saw on men who were constantly accompanied by vests and gym bags
- gave the night beast an ungainly, top-heavy appearance, further com-
pounded by the slim waist. But then its body fanned out again, with vast,
sinewy thighs and broad feet with widely splayed toes. The whole thing
was covered in what, at first sight, looked like bluish-black hair, but on fur-
ther examination more resembled fine, straight pieces of wire. Its mouth
was comically small, just a tiny ‘o’ in the middle of its face; there were no
CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’
80
signs of nostrils, and its eyes were piggy and wetly black.
‘It’s sniffing me,’ Fitz whispered. ‘Look.’
The creature did, indeed, appear to be sniffing, despite its lack of a
nose: although whether it was exploring Fitz’s own smell, or just the swirl
of fear-generated pheromones in the night air, she wasn’t sure. A young
man behind the creature decide to chance it, hoping to get a blow in while
the thing seemed occupied, and ran forward with a chair from some bar
or restaurant raised over his head. But it was as if the creature had eyes
in the back of its head: without turning, it simply swung its hamlike arm
backwards - to a degree that Trix didn’t think was physically possible - and
swiped the man and his chair back into the crowd. The circle of people
took a couple of wary steps back.
‘Did you see that?’ Fitz said in wonderment. ‘The degree of rotation in
that shoulder joint.’
‘Just what I was thinking,’ Trix said drily. ‘Now get back here before it
does the same thing to you.’
But Fitz just took another step forwards.
‘Can you understand me?’ he asked the night beast, just loudly enough
for Trix to hear. There was a mutter from the crowd. The creature straight-
ened up, and - Trix could have sworn - its eyes darted around the swarms
of people that watched it, as if weighing up whether to answer Fitz. Trix
wondered just how long the mob would give the creature before they over-
came their fear and piled on to it. Its casual demolition of the man with the
chair had made them think twice, despite its apparently calm state now,
but she feared that if Fitz carried on his Doctor Dolittle act and the thing
stayed quiet, the crowd might get a bit braver. She scanned the faces at
the front of the crowd - almost all men - young, angry men, some armed
with bits of wood or bottles. Behind them were the slightly more timid -
or cautious - ones, who still wanted to feel like they were in on the action.
There was something sweaty and ugly about a mob like this, and despite
the warm evening air, she felt a chill stroke her skin as she looked at them.
One face stood out to Trix - a young woman wearing a big coat despite the
weather, and a large, floppy hat a bit like a beret. But it wasn’t so much
that she was a woman that caught Trix’s attention, nor the fact that she
seemed unseasonably dressed (although that, in itself, was odd). It was
the expression on the woman’s face that was curious. Her eyes were nar-
row and intense, and they darted from the creature to Fitz and then back
again, as if assessing their relationship. The woman watched as Fitz took
another step towards the creature, pulled his hands out of his pockets,
and slowly raised a palm to the creature. There was still a gap of a yard
between them, and a gentle murmur spread through the crowd. Again,
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81
the night beast leaned forward to sniff. And again, someone decided to
try to sneak up on the creature. But Fitz spotted him.
‘No!’ he said sharply. ‘Don’t!’
The man was pulled up short by Fitz’s imperious tone, and looked to
his friends for support. But they shook their heads and the man reluctantly
lowered the bottle he held. The creature twitched slightly, as if responding
to the attacker’s change of mind, and took a step forward, towering over
Fitz. Gently, it leaned down and sniffed at his palm. The creature raised
its head until it was level with Fitz’s and stared into his face.
Out of the corner of her eye, Trix saw the woman in the crowd moving
around to get a better view, pushing her way through. Her gaze shifted
around the crowd, and fixed on Trix’s for a few moments before looking
guiltily away.
Trix wasn’t sure what was going to happen now: Fitz and the crea-
ture seemed to be involved in some sort of bizarre love-in, and the crowd
around them looked like they weren’t going to stand there for much longer
without doing something. There was a nasty, sour tension in the air, and
Trix wished that Fitz would just walk away. But she knew that if he did,
the crowd would be on the creature in an instant. They’d seen that it
wasn’t the violent, unreasoning slaughter-machine that they’d originally
thought, and Trix knew that that would fire them up, fill them with the
confidence to pile on to it.
And even with magic swivelling shoulder
joints, it wouldn’t be able to withstand such a mass attack.
The silence was shattered by a shout from somewhere behind her: ‘The
police are on their way!’ someone called out, and a half-hearted cheer
went up. Trix heard the harsh music of breaking glass and knew what it
was a prelude to.
The spell was broken. As if the night beast had understood the words,
it took a sudden step back from Fitz, raising its massive arms from its
sides.
It looked around at the harsh, angry, frightened faces that sur-
rounded it, and a low, thunderous rumble issued from its mouth.
‘It’s a warning,’ said Fitz, not moving an inch. His eyes swept the
crowd, as if trying to hold them back by force of will alone. But it wasn’t
enough. Trix didn’t see who started it, but suddenly the whole crowd
was surging forwards, a mad beast - madder, by far, than the creature that
stood in their midst.
‘Leave it alone!’ Trix suddenly found herself shouting as she grabbed
at Fitz’s arm. ‘Just leave it!’
‘Get lost, alien,’ someone shouted - a woman’s voice, somewhere at the
back of the crowd.
‘Yeah,’ someone else chimed in. ‘Piss off, alien!’
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82
An elbow struck Trix’s upper arm and she yelped, pulling herself closer
to Fitz as the mob swirled around her, jostling them, pushing them, but
never quite hitting them. It was as if the crowd, now absolved of any
individual responsibility, was toying with them - showing them its power,
showing them just how much it could hurt if it wanted to. Trix didn’t
know whether the display was for them or the night beast. Probably both.
‘This creature’s done no har-’ Fitz broke off with a pained oof! as some-
one pushed him viciously in the stomach. He staggered back, but only by
a pace, colliding with another part of the mob. Angry hands pushed him
back and he stumbled against Trix. She could hear mutters and shouts
of ‘Aliens!’ And worse. She gripped her bag to her chest like a comfort
blanket.
‘We’ve got to get out of here,’ she whispered, her voice sounding un-
naturally thin and stretched. Fitz nodded, turning his head this way and
that, looking for some way out. And it was only when Trix heard the crea-
ture bellow and the crowd begin to shout and scream that she knew that
the people’s fury had found its target.
Suddenly, Trix felt a hand grab hers, and she was pulled away from
the centre of the storm, dragging Fitz in her wake. She couldn’t see who
it was, jostled and bumped by the bodies around her as she was. She felt
resistance in Fitz’s arm, and knew that he didn’t want to leave the creature
there; knew that, however many people the creature managed to throw
off or to kill, there would be others, piling in with sticks and knives and
bottles. If they tried to help it, she knew too, there would be more than
one body lying there in the morning. In spite of the fact that this could be
the very creature that had attacked Fitz and the Doctor, Trix had never felt
so cowardly, so ashamed. So shit. She let herself be half led, half dragged
from the crowd, wishing she’d never set foot on this vile planet.
Chapter 10
‘Should you be out on your own
at this time of night?’
It took a few moments for Trix to realise that the person dragging her away
was the woman with the coat and the beret. She didn’t look round as she
kept a firm hold on Trix’s hand, and soon they’d reached the edges of the
mob. Most of the people were heading the other way, towards the creature,
and the two of them drew many looks - most just curious, but one or two
openly hostile.
In the distance, Trix heard the sound of something like a steel band
start up, carnival spirit juxtaposed uncomfortably with the threat of mob
violence. She didn’t look back at the people heading towards the night
beast: most of them didn’t actually know what was going on - but, like
people across the centuries, they were sickeningly attracted to a crowd
that promised a fight. Suddenly, Trix found her hand being grabbed again,
and she was tugged around a corner into a shadowed doorway. She still
had a firm grip on Fitz.
The woman let go again and turned to face her. In the dark, it was hard
to see much of her expression, but she acted strangely nervous - yet with a
surprising arrogance, her chin jutting out as she looked Trix up and down.
‘Thanks,’ Trix said.
‘Although running out on that poor creature seemed a bit ungallant,’
added Fitz.
‘For what it’s worth,’ said Trix to him, ‘I didn’t like what they were
doing to it either. But it could just as easily have been us in there.’
Fitz said nothing, and then suddenly seemed to remember that there
was a third person with them.
‘I’m Fitz,’ he said with forced brightness. ‘And this is Trix. Trixie Trou-
ble, we like to call her -’
83
CHAPTER 10. ’SHOULD YOU BE OUT...?’
84
‘We do not!’ said Trix indignantly.
‘Not to her face, anyway,’ finished Fitz in a low voice, as if she wasn’t
there.
The woman just looked at them, her features hard and somewhat su-
percilious, Trix thought, now that her eyes were getting used to the dark-
ness. Like almost everyone else she’d seen, the girl was black, although
Trix felt she could see a hint of Maori ancestry in the shape of the eyes and
the nose. No more than seventeen or eighteen, Trix thought.
‘I’m Farine,’ the woman said without preamble. ‘What do you know
about those creatures, the night beasts?’
Straight to the point, at any rate, thought Trix.
‘Well they’re clearly intelligent,’ said Fitz.
‘Whoah, Sherlock,’ said Trix sharply. ‘There’s no “clearly” about it at
all. It sniffed your hand. A dog can do that.’
‘Yes, but didn’t you see the look in its eyes when I spoke to it?’
‘Some of us had the sense to be too far away from it for that.’
‘So they’re clever?’ Farine said, concentrating on Fitz and ignoring Trix.
‘That’s a surprise?’ asked Fitz.
Farine just shrugged. ‘The others haven’t done anything clever that I
know of,’ she said. ‘Can they be trained?’
‘What others?’ interjected Trix. ‘Trained? To do what? Sit up and beg?’
‘Trix, Trix,’ Fitz shushed her, and turned his attention back to Farine.
Trix felt her teeth grating together. If Fitz thought she was going to let
herself be put down, just so he could score Brownie points with this hard-
faced little madam...
‘And what’s with everyone around here, anyway?’ she asked, ignoring
him. ‘Since when were we the bad guys? I got the impression that the
word “alien” around here is on a level with motherf-’
‘What?’ Farine cut in suddenly, as if she wasn’t really listening but was
annoyed at the fact that Trix was saying anything at all.
‘They were rather hostile,’ Fitz agreed. ‘Is it because we’re aliens?’
‘ “Offworlders” is the proper term,’ said Farine, her face betraying her
distaste as she continued: ‘ “Aliens” is... well... not a nice word to use.’
‘So is that why they were so unpleasant? Because we’re “offworlders”?’
said Trix.
‘Partly,’ said Farine, clearly embarrassed by all of this. ‘And partly
because you seemed to be talking to the creature. And...’ She looked from
one of them to the other, discomfort all over her face. ‘And partly because
you’re white.’
‘Oh, excuse me,’ said Trix heavily. ‘I’m sure I’ve got some boot-polish
in my bag here. I’ll just black-up, shall I?’
CHAPTER 10. ’SHOULD YOU BE OUT...?’
85
‘Trix!’
‘Well, it’s all so bloody daft!’ Trix felt tired and exasperated. ‘We’re
somewhere in the future, and we’re having to face the kind of thing that
we thought they were just growing out of back on Earth.’
‘You’re from Earth?’ asked Farine, her eyes widening. There was a
childishness to Farine, thought Trix, that she didn’t care for - not the sweet
innocence of youth, but a brusque charmlessness.
‘Originally,’ replied Fitz, twinkling an irritatingly disarming smile at
the girl. ‘But we’ve been about a bit since then. Where are we, exactly?’
Farine looked from one to the other, clearly amazed that they didn’t
even know what planet they were on.
‘The planet’s Espero and this state and city are Saiarossa.’
‘And how old is the colony?’
‘Espero was founded two hundred and seventy-seven years ago,’ an-
swered Farine, her voice tired and on the edge of whiney, ‘and by almost
all brown colonists. That’s why they’re a bit funny about... you know.’
‘Understandable, really,’ said Fitz with a painfully reasonable nod. ‘If
a little bit sad. But you don’t break down cultural barriers by segregation,
do you?’
‘Well maybe not, Dr King,’ said Trix, fighting down the urge to slap
him, ‘but we’re here now and unless you have a dream for these people, I
don’t think the two of us are going to do much to bring the walls tumbling
down.’ She sighed and turned back to Farine. ‘Look, I’m sorry if our pres-
ence here upsets or offends you. It’s not even as if we’re here by choice.
We’ve lost a friend of ours and we were just -’
‘Did the creature understand you?’ Farine said suddenly to Fitz, as if
Trix had vanished.
‘Oi!’ she said. ‘Excuse me! I am still here you know.’
‘I know,’ replied Farine with what Trix imagined was intended to be
heavy sarcasm. Instead, it just came across as petulance, and Trix began to
amend her estimation of how old the girl was. Downwards.
‘I think it did,’ Fitz said. ‘But obviously I can’t be certain. I’d need to
see one again, in less trying circumstances.’
‘Through electrified bars would be good,’ Trix muttered, looking round.
She could still hear the sounds of the crowd, roaring and chanting and
shouting. And above it all, the incessant jangling from the carnival band.
‘We’ve got to go,’ said Farine to Fitz; whether she meant Trix, too, was
a moot point. He glanced at Trix with an ‘oh, what the hell!’ look.
It was only then that Trix saw, standing across the narrow street, a small
figure. Like they were, it seemed to be sheltering in a doorway, cloaked in
shadow. But it was clear that it was just a child.
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‘Hang on,’ she pointedly said to Fitz alone. ‘Back in a sec.’
Checking that no one was watching - and glad to be away from the two
of them for a few moments - she darted across the road.
It was a boy: a small boy, probably not much more than nine or ten
years old. He wore a big, loose jacket and his hands hung limply by his
side. In the weak ochre light that found its way down the street, she could
see that he was staring at her in a curiously blank way.
‘Should you be out on your own at this time of night?’ Trix asked,
crouching down by his side. She didn’t normally ’do kids’, but she re-
membered rather enjoying telling Cinderella to the two princes recently,
and anyway it got her away from Farine and Fitz for a moment. She won-
dered if the boy’d got separated from his parents in all the fuss over the
night beast. It suddenly occurred to her that whoever the boy had been
with might even have been attacked by the creature, or crushed by the
mob. The boy nodded solemnly, his eyes fixed on hers.
‘Where’s your mum, or your dad?’ She looked around. ‘Are they here?’
The boy shook his head slowly.
‘You’re out on your own? In all this?’
He just looked at her.
‘What’s your name? I’m Trix.’
‘Reo,’ said the boy. ‘Reo’
Trix paused, wondering what she was supposed to do now. If she took
him under her wing, she’d actually have to do something with him. Find
his parents, his home. She thought of Anji and Chloe, and wondered what
the two of them were doing now.
‘Where do you live?’
He hesitated a moment, and then lifted one small hand and pointed.
That was useful.
‘I think I should take you to a police station or something,’ Trix said.
‘They’d know what to do with you - find your mum and dad. Shall we do
that? You going to come with us, then?’
But Reo just stared at her.
‘Are you with the soldier?’ he asked after a pause. Trix frowned. ‘The
soldier?’
‘The creature that your friend was talking to.’
‘It’s a soldier, is it?’ Trix realised she was sounding a bit patronising,
doing that ‘talking to kids’ voice that she so hated when she heard other
people doing it. She tried to sound a bit more like she was addressing an
adult. Kids liked that. ‘Well, yeah, maybe it is a soldier. But my friend
wasn’t really talking to it. The creature was just sniffing him, you know,
the way animals do sometimes.’
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‘D’you know where it came from?’
‘The creature?’ Trix shook her head. ‘Do you?’
The boy looked her straight in the eye and with utter conviction said,
‘Yes.’
‘Well you’re cleverer than we are, Reo. D’you want to come and meet
my friend Fitz? You can tell him about the soldier and where it lives.’
Reo glanced over her shoulder.
‘I can’t,’ he said.
‘Why not?’
‘He’s not there any more.’
Trix turned sharply to look. And, of course, Reo was right. Fitz and
Farine had gone.
***
Out in the middle of nowhere, Ake sat on the grass and stared at his fin-
gers. They were normal again. Well, not quite normal, he knew. But they
looked like they’d done before his encounter with the wave. He peered
into the distance in the dark. The wave had moved on, spreading out, con-
suming and converting as it went. The air sparkled and tingled as though
swarming with a multitude of tiny fireflies: the energy released from the
conversion process, he knew distantly, unconcerned. He dosed his eyes
and let himself be mentally subsumed, feeling the echoes of sadness and
regret that had swamped him as the wave had rebuilt him.
Unfortunate though it was, Ake thought slowly, it would not be long
now until everyone and everything on Espero had been converted. He felt
his eyes prick with tears, tears that weren’t his own.
Chapter 11
‘You’re not planning on killing
me too, are you?’
‘Stay here,’ said Trix to Reo, and cautiously went to the corner of the street,
peering around it into the square to see if Fitz and Farine had gone back
the way they’d come. But there was no sign of them. And as far as she
could see down the narrow sidestreet, there was no one at all.
‘Did you see where they went?’
she asked Reo.
He nodded, and
pointed down the street into the darkness.
‘Come on then - we might still be able to find them if we hurry.’ Trix
stood up and started off, only to glance back and see that Reo wasn’t fol-
lowing.
‘Come on Reo,’ she said. ‘We have to find them.’
‘Why?’
‘Eh? Because Fitz is my friend, and if I don’t find him, I’ll be stuck here
on this planet.’
Reo just stared up at her with his big brown eyes. She sighed. She
couldn’t just leave him, could she? Could she? Maybe she could: it wasn’t
as if she knew enough about this place to be much of a guardian. But
he was just a little boy, and considering the violence that she’d witnessed
earlier, and the night beasts, how could she just leave him?
Trix felt a sudden sense of irritation at the boy’s intrusion, and an ever
greater sense of shame at her irritation. She thought of Anji again. Damn.
‘Don’t you have any friends?’ she asked, trying a different tack. ‘You’d
want to find them, wouldn’t you, if you lost them?’
‘Not if they ran away from me like yours did,’ he answered without a
hint of malice.
Good point. She opened her mouth to say something clever and adult
and sensible, but Reo cut in.
88
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89
‘I’ve lost something,’ he said, his gamin little face looking up at her.
‘What?’
There was an almost imperceptible pause. ‘A toy.’
Great, thought Trix. She was about to get emotionally blackmailed into
finding a hula hoop.
‘We can get you a new one,’ she said. ‘A better one!’ This parent stuff
was easy, she thought - although not a role she’d ever want to play perma-
nently.
‘Not better than this.’
‘I’m sure we can.’
Reo stared up at her, his mouth set in a thin, determined line. He wasn’t
going to start crying, was he? God, don’t let him start crying.
‘This is a very special toy,’ he said with almost comic solemnity.
’Did your mummy and daddy buy it for you?’ Trix was getting tired
of this now. Every second that Reo kept her here was a few more yards’
distance between her and Fitz.
‘No, but it’s very special. Very valuable.’
It was almost as if the child knew which of Trix’s buttons to press.
Granted, the concept of ‘valuable’ to a ten-year-old might amount to noth-
ing more than, ‘Mummy said if I lose it she wouldn’t buy me another’, but
there was something knowing, almost calculating, in the way he said it.
Before she knew what she was doing, Trix had asked him how valuable.
‘Probably the most valuable thing on this planet,’ he answered with
barely a pause, his innocent, guileless expression unchanging. What kind
of a child talks like that?
‘Go on then,’ she said, her voice barely a whisper. ‘Maybe I can spare
you a little time to get it back.’
Despite Farine’s repeated protestations that she was ‘just behind them’,
or that ‘she’ll catch us up in a minute’, Trix wasn’t just behind them, and
didn’t catch them up. Only when it was patently clear that they’d lost
her did Fitz start to worry. What worried him more, ironically, was the
fact that he hadn’t worried much before that. He tried to blame it on his
amnesia, but that didn’t make him feel better. Trix had been surprisingly
patient and good-natured - for Trix, at any rate - since she’d found him,
bathed him and dragged him into the city in search of the Doctor, and
to have abandoned her now seemed the height of rudeness. Of course,
he could always blame it on Farine, since she seemed to have been lying
to him shamelessly about Trix’s whereabouts, but he sensed, beyond the
curt, selfish faade, a shadow of fear or anxiety in the girl.
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‘Since you’ve managed to shake Trix off so well,’ he said heavily, refus-
ing to give in to her pulling hand, ‘now might be a good time to tell me
why you’re so interested in us. And me in particular. I don’t think it’s Mr
Ego talking, but Trix isn’t the one you’re interested in, is she?’
‘Please,’ Famine said, a nasty little whine creeping into her voice, like
a child sensing the imminent refusal of a long-planned trip to Disneyland.
‘I’ll tell you everything - just not here.’
Fitz looked around: they were in yet another of Saiarossa’s innumer-
able little squares. At the centre, a waterless fountain squatted sullenly;
two old women, their arms folded resolutely, sat against it, swathed in
black like extrusions of the shadows around them, and stared, saying
nothing. Fitz could hear the sound of revellers, just a few streets away,
but that simple distance lent them an unreachable, other-worldly aspect.
A cat slunk past the women’s legs, unheeded.
‘No,’ said Fitz. ‘Tell me now, or I’m going straight back to look for Trix.’
He set his hands on his hips, realised how camp it probably made him
look, and folded them instead. Until he caught sight of the women clutch-
ing their own bosoms, and shoved his hands in his pockets.
Farine’s shoulders fell, a parody of a spoiled and sulky child.
‘All right,’ she said gracelessly. She reached up and pulled the beret
away with an almost comic flourish, revealing tightly braided black hair,
wrapped up in a fine, silvery coronet, a filigreed circle that looked like half
a skull-cap.
She stared at Fitz with a ‘Well?’ look.
‘Well?’ said Fitz obligingly.
‘It’s me,’ she said.
‘Hello you.’
Fitz would have found it hard to believe that her shoulders could have
dropped any further, but they did.
‘Sorry,’ he said. ‘Am I supposed to know you?’
Farine paused and screwed up her face unpleasantly.
‘The Imperial Princess,’ she said with a hint of expectation. When noth-
ing was forthcoming from Fitz, she added: ‘Princess Sensimi?’
‘Never heard of her,’ Fitz said.
‘It’s me!’ she said through clenched teeth. ‘Princess Sensimi!’
‘Ah!’ said Fitz in mock realisation. ‘Princess Sensimi!’
She gave a relieved little sigh.
‘Never heard of you,’ said Fitz.
‘What? Where are you people from?’
‘We have only just arrived,’ he reminded her. ‘It’s been a bit hectic’
‘Well, I’m Princess Sensimi anyway.’
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‘A real live princess,’ said Fitz after a moment, trying to inject just
the right amount of awe into his voice, hoping that it would mollify her.
She seemed to cheer up. ‘Although,’ he said thoughtfully, ‘most of the
princesses I meet end up trying to kill me.’
Sensimi’s face suddenly looked shifty and her eyes slipped away from
him.
‘You’re not planning on killing me too, are you?’ asked Fitz. ‘Only it
doesn’t do much for the reputation of your lot if every one I meet has it in
for me.’
‘No,’ she said. ‘Don’t worry. I won’t try to kill you.’
Fitz flashed a smile at her. He wasn’t convinced.
‘That’s good to hear. What would be even better is the reason why
you’re so interested in us. In me.’
Sensimi glanced around and caught sight of the two old women, who
were staring at them like vultures.
‘Come back to the Palace with me,’ she said eventually, ‘and I’ll show
you.’
‘Promise?’
‘Promise,’ she said.
‘What about Trix?’
‘She’ll be fine,’ said Sensimi, too quickly.
‘I’m not just going to leave her.’
‘Oh all right - hang on.’ Sensimi pulled a petulant face and crossed
the square to the two women - who evidently knew an Esperon princess
when they saw her, for as she reached them, their eyes went wide and they
began clasping their hands in front of their bosoms, dipping and bowing
their heads, nodding obsequiously. Sensimi reached into her pocket and
pressed something into their trembling hands, and came back to Fitz. He
saw the women conferring between themselves before struggling to their
feet. They waddled off the way Sensimi and Fitz had come, with a bit
more bowing and scraping for good measure as they went.
Fitz caught a hint of a sneer on Sensimi’s face as she watched them go.
‘I’ve told them to go and find her and tell her to come to the Palace.’
‘And you trust them?’
‘They’re loyal subjects of the Imperator, my father. They love the Im-
perial Family. They’ll do anything for us.’
‘Uh huh?’ said Fitz, not at all sure that he shared Sensimi’s confidence
in the faithfulness of her subjects. But maybe the great unwashed public
had never actually met Sensimi, in which case, she could be right.
‘Happy now?’
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‘I s’pose it’ll have to do,’ Fitz said. He waved ahead of them. ‘Lead the
way, your Royal Highness.’
‘Highness will do fine,’ said Sensimi without a hint of irony.
If Reo hadn’t been a ten-year-old boy, Trix would have suspected him of
leading her on. Despite the directness of her questions, he managed, some-
how, to avoid telling her what this valuable toy was. He reminded her of
the Doctor. And by the time she got to the stage of demanding, straight
out, ‘What is it?’, Reo had become quiet and sullen and on-the-verge-of-
tears stubborn.
Trix changed tack, and tried to find out where he’d lost it - and, again,
his answers were vague or indirect. By then, Trix had given up all hope of
being able to find Fitz: she assumed he’d be fine with the snotty cow - but
if he wasn’t... hell, he was a grown man; he knew what he was doing. She
wasn’t his mother.
‘Reo,’ she said, still squatting down beside the boy, adopting her firmest-
but-still-fairly-caring voice. ‘If you won’t tell me what this toy is, or where
you lost it, then how can I help you to find it? If you don’t give me a bit
more to go on -’ she sighed theatrically - ‘then I’m going to have to find
a policeman and let him take you home.’ She eyed him up. ‘Is that what
you want?’
Reo looked back at her, his face disturbingly emotionless. If he’d been
white with blond hair, it would have been Village of the Damned all over
again.
‘The soldiers know where it is,’ he said at length, as if imparting a
great secret. Before he could say any more, his eyes darted past her, over
her shoulder, and she heard footsteps, away down the darkened sidestreet
behind her; the kicking of a stone, the sound of it ricocheting off a wall.
Laughter. Something in it made her edgy.
‘Maybe we should go somewhere else,’ she said. ‘I don’t think it’s safe
here. For either of us.’
She stood up and took his hand - and jumped, as suddenly, much closer
than she’d have expected, she heard a voice.
‘What’ve we got here then?’
She turned in the darkness. Three figures - three stocky, belligerent-
looking figures - were silhouetted in front of her, limned by the orange
glow of distant streetlights, demonic halos.
‘She’s one of the aliens,’ said another - not the brightest-sounding of
voices, thought Trix, which made it all the more disturbing.
‘Yeah,’ replied the first voice. ‘She brought the night beasts with her -
her and that other one.’
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‘Alien,’ hissed a third voice, slowly and with deliberate menace.
‘Yeah. Alien. Coming here with your animals.’
‘Causing trouble.’
‘Getting innocent people killed.’
‘Normal people.’
Trix felt cold and sick. Almost instinctively, she moved in front of Reo,
sheltering him.
‘We’ve got nothing to do with the night beasts,’ she said. ‘They were
here long before we were.’
‘Yeah, ’course they were, ‘ said one of the men.
‘We’ve already dealt with one of your monsters tonight,’ another one
laughed coldly, rubbing his hands together.
The third one gave a low chuckle. ‘Now there’s just you,’ he said. ‘And
your animal-loving mate.’
‘Got friends in high places, have you? Friends at the Palace?’ The man
sneered and spat heavily on to the ground. They must mean Fitz. But
what did they mean about the Palace?
‘Look,’ she said in what she hoped was her least threatening, most rea-
sonable voice.
‘No!’ cut in one of the men. ‘You look’ The others laughed. It was
bravado they shared, thought Trix, not bravery.
‘Get off on beating up women, do you? And little kids?’ There was a
snort.
‘No,’ said one of them. ‘Just alien shit like you.’
And as one they moved towards her in silence.
Trix braced herself, ready to get kicked to death. Had it not been for Reo,
cowering somewhere behind her, she might have tried to make a run for it.
Out in the light of the square, she doubted these three thugs would have
been quite so brave. She wondered whether she could grab Reo and get
into the open before they got to her, but they were just a few paces away.
She opened her mouth to try the shaming thing one last time: three
against one, bullies. But then she realised that they’d stopped moving. In
fact one of them took a step backwards. And then she noticed that she
could actually see their features, as if someone had turned on a very dim
light.
‘Holy Mary Mother of God,’ said one of them in a barely audible croak,
crossed himself, and took a couple of steps back. In the distance, Trix
became aware of the discordant sound of a fairground organ, creaking out
a jolly tune that the situation twisted into a macabre theme. She turned
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94
slightly at the noise, and out of the corner of her eye she saw where the
flickering light was coming from.
Reo.
She stared in amazement, because, for a moment, she wasn’t sure that
it actually was Reo.
Somehow he’d grown: he was now almost as tall as she was, his body
larger, distended, as though inflated from within. His clothes remained
the same, though, and were stretched comically tight over his body, the
cuffs almost at his elbows.
But the most bizarre change was his face.
Whereas before he’d had the normal features of a little black kid, now his
skin was strobing with a sort of zebra stripe pattern - the white areas, as
they scrolled up across his face, emitting a soft white light, like the screen
of a laptop computer. The bars formed a V-shape, almost - but not quite
- symmetrical, their edges jagged and changing as they moved. Constant
among it all were his eyes, two little pits of darkness, and his mouth, thin
and determined. The light seemed to burn from within him, cold and re-
lentless. She looked down and saw similar patterns racing up his hands
and wrists and arms, vanishing into his stretched cuffs, now almost at his
elbows.
Behind her, Trix heard the sounds of feet, scrabbling on the loose, pitted
tarmac.
‘He’s an alien,’ one of the men whispered. Trix turned to see them
stumbling away, one of them tripping over. He cried out as his friends
left him in the dirt. He picked himself up, tripping again, and hared after
them. Within seconds, the three of them were sprinting down the alley,
chased by the panicky echoes of their footsteps.
‘How the hell did you do that?’ asked Trix eventually, turning to see
Reo’s body slowly shrinking, deflating like a leaky balloon. His features
had faded to normal. He looked up at her, tugging his sleeves back down
his arms as if nothing was wrong, a curiously adult gesture.
‘Help me,’ he said softly, ‘and maybe I’ll teach you how.’
‘You mean I could do that? Blow myself up, do the thing with the face?’
Trix’s mind reeled with the possibilities.
‘Given time,’ Reo said, his voice suddenly much less childish than it
had seemed before, ‘you could do much more than that. That was just a
spur-of-the-moment demonstration.’
‘So, what, you can change your appearance? Make yourself look like
anyone?’ From the taciturn, little boy lost, he seemed suddenly trans-
formed - thoughtful, adult. Cool.
‘Within reason,’ Reo said, a smile playing on his lips in the sodium
gloom.
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95
Trix felt the weight of her bag, slung over her shoulder. In it was an
assortment of bits and pieces, her ‘disguise kit’ - a disguise kit that Reo’s
little trick, assuming she could do it herself, could make completely re-
dundant.
Since she’d been on Espero, since she’d left the TARDIS with Fitz and
her bag, she’d been totally and utterly frustrated by the fact that she had
no choice but to be herself. She could have changed her name, taken on
any one of a hundred life histories, but, ultimately, it would have been a
waste of time. As long as she had to stay Caucasian, she might as well
stay Trix. She knew that she occasionally got a bit obsessed about the role-
playing that she enjoyed so much - took on a new identity when her real
one (whatever that was!) would have done the job just as well. But it
was sometimes such a chore - the make-up, the wigs, the tinted contact
lenses; remembering the details of her new history, practising the voice
and the accent until she’d got them automatic, perfect. But there was only
so much she could do with the little that nature had given her: lifts in
her shoes could give her an extra couple of inches of height; padding and
artful dressing could add a few pounds. And make-up, wigs, hair dye and
contact lenses could ensure that even people who knew her well would
pass her in the street unrecognised. But beyond that, she was stuck: she
couldn’t - convincingly or comfortably - play a six-foot Amazon, or a four-
foot child. She couldn’t play a strapping man. Or a black woman. She’d
learned to live within those limits, much as they irked her (and boy how
they irked her at the moment!). But whatever Reo had just used to change
his size and make his face light up... The possibilities buzzed around her
head like excited wasps.
‘OK,’ she said cautiously. ‘Show me how you do it, and I’ll help you
find your toy.’
Reo’s eyes narrowed, weighing her up. Eventually, he nodded, and
reached up to the neck of his shirt, where a button had popped loose. He
unfastened a couple of the other ones and pulled the material aside.
Nestled on his chest, just below his clavicle, was something strange.
Trix gently turned him into the light so that she could see it. Y-shaped, and
about the size of an outstretched hand, it looked blue or black - ribbed, sort
of metallic, but in an organic way, as if the fine grooves that ran across the
legs of the Y had grown into it when the metal had been still molten. She
found her fingers reaching out to touch it and pulled them back, keen not
to appear too eager.
‘That’s it? That’s the shape-changing device?’
Reo nodded and started to close up his shirt again.
‘No, wait,’ Trix said, clenching her jaw. ‘If I’m going to help you instead
CHAPTER 11. ’YOU’RE NOT PLANNING ON...?’
96
of looking for Fitz and the Doctor... can I have a demo?’
‘A demo?’
‘A demonstration. Can I try it - just to make sure it works for me.’
‘I don’t know...’ Reo looked nervous, unsure. She wondered if he
thought that she might not give it back once she’d tried it.
‘Come on, it’s reasonable,’ Trix said. ‘What if we go and find this toy,
and then your device doesn’t work for me?’
‘It’ll work,’ Reo said.
‘Just a quick go - and then I’ll give it back to you. Honest.’
She meant it. Stealing from kids - even the most miraculous, magical
device in the whole universe - wasn’t something she thought she’d be very
good at. Or at least she hoped she wouldn’t.
Reo took a breath, and as his little hands moved back up to his neck,
Trix tried not to punch the air in triumph.
‘You promise you’ll give it back?’ Reo said, unfastening the buttons.
She nodded.
‘Scout’s honour,’ she said, and realised that that probably meant very
little to him.
‘OK - you’ll need to open your blouse - then just press it against your
skin like this.’
In silence, Reo unfastened his shirt down half way and, with a slight
wince, slipped a finger under one of the legs of the Y-thing, sliding it be-
tween the device and his skin. Trix heard a faint, wet, sucking noise as it
peeled away from his body. Already, she had her own clothing unfastened
- the thing would just about fit, although its lower leg might feel a bit un-
comfortable between her breasts. Not, she thought ruefully, that she had
much of a cleavage. Well, not yet! She’d always had a rather half-hearted
relationship with her own body - she didn’t hate it, but often found it ir-
ritating. It was just too dull, too flat, too mousey - like her hair. Ideal for
what she did, perhaps, but sometimes she longed for a bit more up top,
slimmer hips - not to mention her nose. But with Reo’s device, she’d be
able to give herself a bit of a makeover: nothing drastic, nothing flashy.
Even if it was only for a while.
He held out the device to her, his hand shaking a little: was he won-
dering whether he’d ever get it back? Trix suddenly realised that she’d
been planning on a long-term future with this thing, despite her promise
to him. Maybe he could get another one? Where had he got it from?
She took it from his fingers before he could change his mind: it was
warm (hardly surprising since it had been inside his shirt) and a little bit
creepy, like a three-legged starfish. It was only as she cupped it in her
hand and pressed it to her own skin that she noticed that Reo was swaying
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97
oddly, like someone about to faint. He staggered back against the shop
doorway, his eyes rolled up in their sockets, and he collapsed.
THANK YOU said a voice deep inside her own head, as Trix tried to
move to catch Reo before he fell - and realised that she was completely
paralysed. THIS WILL BE MUCH EASIER.
Chapter 12
‘Space yacht? Intelligent rocks?’
It felt like someone had taken her and pushed her unceremoniously into
one tiny corner of her own head. She remembered what Fitz had told her
about his time in Russia, with that madman Garudin riding around in his
body. This must have been how he felt, a passenger with someone else at
the controls.
She could still see and hear (and smell) but with an odd leadenness to
it all - as though she were looking through sunglasses and had earmuffs
on. Her vision flickered, brighter, then dimmer, a couple of times - and
then stabilised. But now it was brighter, brighter than she could have
imagined. Like she’d always had a night-vision ability, and only now had
she discovered how to turn it on. The dark alley around her bloomed
into brilliant, silvery luminousness. Although she couldn’t actually move
her eyes, she could still see Reo’s tiny body, slumped in the doorway, see
textures in his coat that she hadn’t seen before, beads of sweat on his upper
lip, the mark on his chest where the Y-thing had sat.
What’s happened? she thought. Who are you? What’s happened to me?
I HAVE CONTROL OF YOUR NERVOUS AND MUSCULAR SYSTEMS the
voice said, deep and clear but curiously androgynous. IT IS A NECESSARY
FIRST STEP. SOON I WILL HAVE COMPLETE CONTROL OF YOUR CARDIO-
VASCULAR AND ENDOCRINE SYSTEMS.
But why? Why not Just let me help you? Who are you?
BECAUSE YOU won’t HELP ME. ALREADY YOU ARE ATTEMPTING TO
HINDER MY SUBVERSION OF YOUR BODY. IT IS POINTLESS. YOU ARE A
DISTRACTION, NOTHING MORE. NOW THAT YOU ARE CARRYING ME, THIS
IS MY BODY. YOU WILL BE ALLOWED TO OBSERVE FOR A WHILE LONGER.
Why?What do you want?What are you? Trix felt the panic rising in her, a
stifling claustrophobia, oddly at a distance, muted.
I AM A MAKER.
98
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99
A Maker? Of what? I don’t understand? You’re the device - the device I got
from Reo? You were just using him? Hitching a ride on him?
NO, TRIX. I AM REO. THE BOY JOSHUA WAS SIMPLY MY CARRIER.
That’s horrible - you’re talking about him like he was a bicycle or something.
What did he think about it, or didn’t he have a say? Was he just a passenger in
his own body like I am now?
HE WAS BORN, AS YOU WERE, AN AUTONOMOUS BEING. BUT ONCE
HE BECAME MY CARRIER, HIS PERSONA WAS DISPLACED AND BEGAN TO
FADE, ALTHOUGH THERE MAY BE FRAGMENTS OF IT STILL REMAINING
NOW THAT I HAVE TRANSFERRED MYSELF TO YOU. IT WILL TAKE A WHILE
- A FEW HOURS, PERHAPS A DAY - BUT ONCE MY CONTROL OVER YOUR
BODY IS COMPLETE, YOUR PERSONA WILL CEASE TO BE NECESSARY AND
IT WILL BE DISPOSED OF.
Oh God, please, no. She realised that she was begging, but her pride was
the last thing on her mind. Why? Why d’you have to do it? Can’t we carry on
like this, coexist? I can help you, help you find your toy or whatever it is you’re
looking for. I can help. Trix was panicking. But just at the moment, it didn’t
seem like there was any other option.
NO,TRIX said Reo calmly, and Trix got the impression that he (or she or
it, she supposed) was busy behind the scenes of her body, doing other stuff
as he talked to her. He sounded vaguely distracted. THAT WOULD NOT
WORK. YOU CANNOT HELP ME - YOU WOULD ONLY ATTEMPT TO IMPEDE
ME; YOU WOULD CONSTANTLY BE TRYING TO FIND WAYS TO REASSERT
CONTROL. AND ALTHOUGH THAT WOULD NOT BE POSSIBLE, IT WOULD
BECOME TIRING FOR ME.
Can’t you find another host, another carrier? An animal or something - what
about one of those night beasts? They’re strong, powerful. Imagine having a body
like that.
THAT WOULD BE NEITHER POSSIBLE NOR DESIRABLE. WE HAVE USED
LOWER ANIMALS TEMPORARILY, BUT THEY ARE NOT IDEAL. THEY LACK
THE REFINED CONTROL OF THEIR OWN MUSCULATURE, OR THEIR BRAINS
ARE INCONVENIENTLY STRUCTURED. THERE ARE MANY REASONS WHY
WE PREFER TO USE SENTIENT SPECIES. THIS CARRIER WILL SERVE PER-
FECTLY - BETTER THAN THE BOY, SINCE YOU HAVE ACCESS TO INFOR-
MATION ABOUT THE SOLDIERS THAT HE DID NOT. ONCE I HAVE FULLY
SUBVERTED YOUR BODY AND COMPLETED THE CONVERSION PROCESS, IT
WILL BE A BETTER CARRIER FOR ME THAN YOU CAN EVER IMAGINE, TRIX.
Conversion? The word had a horrible ring to it, a finality that made her
want to slam her fists against something hard.
I WILL RECONSTRUCT YOUR BODY FROM THE INSIDE OUT, USING YOUR
OWN DNA, PHYSIOLOGY AND PHYSIOGNOMY AS A TEMPLATE. BUT IT
CHAPTER 12. ’SPACE YACHT? INTELLIGENT ROCKS?’
100
WILL BE BETTER: I WILL IMPROVE YOUR MUSCULATURE, YOUR REFLEXES.
I WILL REFINE YOUR DNA AND MANY ASPECTS OF YOUR CELLULAR AND
BODILY METABOLISM. EXTERNALLY, YOU WILL LOOK LITTLE DIFFERENT
- APART FROM WHEN I CHOOSE. I AM ALREADY REFILTERING AND RE-
FINING YOUR SENSORY PATHWAYS, AS YOU HAVE NOTICED. WHEN THE
CONVERSION IS COMPLETE, YOUR BODY WILL BE A PERFECT CARRIER FOR
ME, CAPABLE OF ALMOST ANY HUMANOID APPEARANCE I CHOOSE.
The chameleon thing? Reo’s changing appearance? That’s how he did it?
THAT IS CORRECT. I WILL NOT BE ABLE TO CREATE EXTRA MASS, BUT
I WILL BE ABLE TO RAPIDLY REDISTRIBUTE THE MASS YOU POSSESS TO
MAKE YOU TALLER OR SHORTER, TO APPEAR FATTER OR THINNER. CHRO-
MATOPHORES IN YOUR SKIN AND HAIR WILL ENABLE ME TO MAKE RAPID
CHANGES IN YOUR APPEARANCE: HUMAN VOCAL COMMUNICATION IS
LIMITED FOR US.
THE CHANGES WILL ALLOW ME TO COMMUNICATE
WITH OTHER MAKERS FASTER THROUGH RAPID PIGMENTATION SHIFTS
AND PATTERNING. YOU WILL BE BETTER, TRIX.
This last was delivered perfectly flatly, as if Reo could not possibly
conceive that his definition of ‘better’ was not one that she shared.
But I won’t be me, will I? she said again. I won’t be me.
THAT IS CORRECT the voice in her head said calmly. YOU WILL BE ME.
Please, implored Trix, feeling the muscles of her arms and legs rippling
and twitching in a creepy way - as though they were being stimulated
externally. It reminded her of adverts for those electrical pads that you
strapped to yourself for a ‘fitter, flatter stomach’ and the way they made
your muscles twitch and spasm. Please don’t do this - I’ll help you, honestly.
Anything. Please...
WHILE I ADJUST TO YOUR METABOLISM AND MAP OUT YOUR CRITI-
CAL PATHWAYS, IT WOULD BE BETTER IF YOU FORGOT THAT I WAS HERE,
TRIX. THOSE MEN THAT ATTACKED US EARLIER - THEY HINTED THAT
YOUR FRIEND FITZ HAD BEEN SEEN NEAR OR IN THE PALACE. THE WOMAN
WITH HIM WAS PRINCESS SENSIMI. SHE HAS AN INTEREST IN THE NIGHT
BEASTS, THE SOLDIERS - ONE I SHARE. AND FITZ CLEARLY HAS AN AFFIN-
ITY WITH THEM. GO THERE AND FIND THEM. NOW... FORGET ME.
No! shrieked Trix. You’re bloody kidding if you think that
So, Trix thought as she set off down the alleyway, Fitz has got him-
self an invite to the Palace, has he? Well, he’s not the only one who can
ingratiate himself with royalty.
Behind her, unnoticed in the darkened doorway of the shop, the ten-year-
old boy that had once been called Joshua lay silent as his heart and lungs,
no longer under the control of the Maker, struggled to remember how to
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101
work. The pale light of the street silhouetted Trix, and for a moment, just
before everything went dark and silent, Joshua wondered if it was Our
Lady, come to take him home to Ma and Pa.
Out in the fields beyond the city walls, where the wreck of an alien space-
craft still smouldered and crackled, Ake hadn’t moved. He knelt on the
grass and stared into the distance, unseeing, unhearing. Unthinking.
The Doctor, seemingly ignorant of the biological laws which governed the
ratio between the quantity of alcohol imbibed and the state of drunkenness
attained, was downing what was probably his tenth pint of beer, with no
discernible effect. The two of them had moved from bar to bar, asking
if anyone had seen two other offworlders. There had been one or two
sightings, but nothing that seemed to lead anywhere. Calamee wondered
whether they shouldn’t be out patrolling the streets, rather than standing
around drinking.
The crowd which had gathered around the Doctor when he’d first pro-
duced his credit chip had dwindled (mainly, Calamee suspected, because
the locals hadn’t been able to keep up with him, and had staggered off
home to be sick or to sleep, or both). The woman who had been so en-
amoured of the Doctor had found herself another victim, and Calamee
had started to feel a bit guilty about lying to her house-mother. No doubt
Sierah would contact Craich’s house-father to confirm that Calamee was,
indeed, staying there overnight. But this wasn’t the first time she’d lied to
Sierah about her whereabouts, and the most she could expect was a severe
telling-off and the threat of a grounding. But she was canny enough to
know how to pull the right faces, say the right things, to get it all forgotten
within a day or two. She had home study for the next couple of days, so
she wouldn’t be missed.
The barman was chatting to a customer who’d just arrived, his face all
bright and eager, and judging by the ‘Really?’s and the ‘No!’s that the bar-
man was giving back, something of great interest was being said. Calamee
sidled up to the Doctor and shot a glance at the remains of his beer.
‘How do you do that?’ she asked.
‘What? Drink? Oh, it’s really very simp-’
‘You know what I mean. You should be unconscious by now. What is
it? Chemicals? Alien biology?’ She pulled her best little-girl face. ‘Tell me,
please.’
‘Why d’you want to know?’
‘We might look backward here - hell, we are backward here. But we’re
not totally out of touch with the rest of the galaxy. It’s like being a kid with
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102
her face pressed up against the window of the biggest, sickest sweetshop
in town and watching all the others helping themselves while you’re stuck
outside with a bag of peanuts. We know the kinds of stuff that other colony
worlds have, other aliens. Nanotech, bod-mods, implants, cyberisation,
AIs - even intelligent clothes. It probably all seems so run-of-the-mill to
you, zipping about space in your space yacht, talking to intelligent rocks,
robots with multidimensional positronic brains...’
She tailed off, aware of the look he was giving her.
‘Space yacht? Intelligent rocks?’ He grinned broadly. ‘You’ve been
reading too many comics. But I’ll give you the robots with the multidi-
mensional positronic brains. Very temperamental, they are.’
‘You know what I mean.’ She felt very tired and very young and very
silly. ‘Take me with you,’ she said suddenly.
‘What?’
‘Take me with you. When you go. Please.’ Calamee realised she was
gripping the arm of his jacket - rich, dark green velvet, so unlike the syn-
thetic fabrics and the plain old cottons that she was used to. It was as
if the jacket, never mind its wearer, spoke to her of a world beyond util-
ity, beyond school, beyond everything she’d ever known. A world full of
sparkle and energy and... and stuff.
‘And what would your parents say to that?’
‘They wouldn’t mind. I could leave them a note. Tell them I’d be back
in a few weeks.’ She stared up into his eyes, feeling her face flush. ‘Please?’
‘I can’t just go abducting people. Backward though you may think
Espero is, I’m sure it has laws about that sort of thing.’
‘I don’t care. There’s nothing for me here.’
The Doctor tipped his head on one side with one of those looks. Like
her mother. She knew what he was going to say next.
‘We’ll see.’
‘I knew you’d say that.’
He didn’t answer, but reached out and tickled the back of Nessus’s
head. The mokey had woken up and was looking around, dearly con-
fused. He sniffed, experimentally, at the beer on his fur and began to ten-
tatively lick himself.
‘And what alcohol tolerance do mokeys have?’ the Doctor asked. ‘I’d
hate to have him throw up over me.’
‘He usually hates drink,’ Calamee said, frowning at Nessus - who sud-
denly seemed to become aware that he was being talking about, and his
licks became more furtive. She opened her mouth to try one last go at
convincing the Doctor to let her go with him, but she realised that he was
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103
trying -to listen in on the remains of a conversation between the barman
and one of his customers.
‘Great bloody big thing it were,’ said the man, holding his hands wide
to indicate the size of something considerably larger than himself. ‘An’
hairy. It went mad after these two offworlders buggered off.’
‘Excuse me,’ interjected the Doctor, smiling at the look the man gave
him when he saw that he, too, was an offworlder. ‘Could you just go
over that bit again? Something about a great bloody big thing? And some
offworlders?’
The man, taken aback by being faced with another real, live offworlder,
told the Doctor and Calamee all about the night beast, its curious affinity
for one of the strangers and the animal’s demise at the hands of the braying
mob.
‘And you don’t know what happened to the offworlders?’
‘They vanished pretty sharpish.’ The man suddenly gave Calamee a
narrow, suspicious look. ‘Is he with you, then?’
She nodded.
‘Well, I’d be careful. Trouble, that’s what offworlders are, that’s what
they’ll always be.’
And with those cheery words and a glowering look at the Doctor, he
nodded at the barman, finished his drink and left.
‘I’ve said it before and I’ll say it again,’ beamed the Doctor, holding
out his arm, on to which Nessus obligingly clambered. ‘I do love a warm
welcome. Now come on, Calamee - we’ve got a monster, a Fitz and a Trix
to find.’
Chapter 13
‘Not that you don’t have a very
nice bottom, but... you know.’
Princess Sensimi almost squealed with delight as she opened the door to
her suite and Looloo scampered across the floor and sprang into her arms,
chittering and squeaking.
Fitz jumped back, caught by surprise at the sudden movement. Once
he’d realised that it was just a pet - albeit one dressed in a frock that looked
like a meringue - Fitz tickled it behind the ears as it clung to Sensimi, while
he had a surreptitious scan around the room. The room gave the impres-
sion that its occupant was in her mid-teens: stacks of fluffy toys (some
of which, Fitz noticed, were representations of Sensimi’s pet - one or two
looked as though they’d been the victims of psychopathic attacks, and one
had had its head completely torn oft). A dressing table was scattered with
all the usual accoutrements of teenage-girl life, and stacks of miniature
CDs or memory cards or whatever lay sprawled at the foot of a spacey-
looking stereo unit. There was nothing of particular interest, despite the
fact that Sensimi was a princess, although Fitz suspected that there was
probably quite a healthy cache of jewels and trinkets somewhere. Trix
would be kicking herself - although once she turned up, he expected that
she’d find time to help herself to a few souvenirs.
‘Right!’ he said suddenly, turning on his heel to face Sensimi. ‘Now
would be a good time to tell me why you brought me here, don’t you
think?’
He plonked himself down in a luxurious cream leather chair and re-
alised - incongruously - how sore his feet were. He reached up to run his
hand through his hair and was surprised by the patch of missing hair at
his temple. Sensimi, too, clearly noticed it, but didn’t comment.
Sensimi’s pet leaped to the floor and paused to sniff at Fitz’s shoes.
104
CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’
105
‘Looloo!’ said Sensimi with embarrassment. ‘Leave him alone!’
But Looloo did no such thing and had to be snatched up by the princess
and unceremoniously dumped on the bed. Fitz watched as the creature
took to sullenly examining her own private parts. Nice one, he thought.
‘So...’ said Fitz, stretching out his legs and crossing his ankles. Sensimi
stayed standing, her mouth puckering up at the corner.
‘That creature,’ she eventually said, avoiding Fitz’s eyes. ‘The night
beast. What do you know about it?’
Fitz gave a shrug. ‘It’s big - was big - and hairy and probably not the
kind of thing you’d want around the house. Why?’
‘Oh, just curious,’ said Sensimi, still avoiding looking directly at him.
‘ “Just curious”?’ said Fitz, beginning to tire of all this. ‘Sorry Sensimi,
but “just curious” doesn’t cut it. Princesses don’t normally dress up as
servants and go wandering around the streets rescuing people and smug-
gling them back into the Palace because they’re “just curious”. Can we
stop all this arseing around and just get on with it? Why such an interest
in these night beast things?’
Sensimi reluctantly began to explain how the night beasts had been
wandering into Saiarossa over the past year or so; how they hadn’t actu-
ally done very much harm - apart from killing a couple of Esperons - and
how they’d usually been subdued (i.e. killed) by the police or the Palace
Guard. No one knew where they came from, although it was assumed that
they’d come from some unexplored region of the planet, perhaps looking
for food, perhaps drawn by the colonists themselves.
‘But none of that explains why you’re so interested,’ Fitz said with in-
finite patience at the end of it all. ‘You don’t strike me as the zoologist
type.’
Sensimi still looked nervous and awkward, so Fitz sighed, got to his
feet, and headed for the door.
‘Well, it’s been nice hob-nobbing with royalty,’ he said briskly, ‘but I
have friends to find and a memory to regain.’
‘No,’ said Sensimi suddenly. ‘Please. Don’t go.’
Fitz paused, his hand on the door handle, and adopted his most scep-
tical stance, arms folded, weight on one leg. He tapped his foot for added
effect (although he wondered whether that was overdoing it just a tad).
‘OK’ Sensimi sighed, and her whole body seemed to droop. ‘I’ll tell
you’ She paused, clearly waiting for Fitz to sit down again, but he didn’t,
so Sensimi went on. ‘When I heard that there was another sighting, I
thought I’d go and have a look. My maid, Farine, lent me her coat and
hat so that I wouldn’t be recognised, and I found you and the creature.
But this time it seemed different, odder. It didn’t attack you, that was
CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’
106
what was so odd. It...’ She struggled for words. ‘It seemed to have some
sort of bond with you.’
Fitz nodded and leaned back against the dresser. ‘I noticed that too.
Animal magnetism, perhaps? New aftershave?’ He gave a shrug. ‘Maybe
I was the first person that hadn’t tried to stab it or lock it in a cage. Maybe
it just liked my face.’
They both jumped as there was a sharp rap at the door, and it opened
to reveal a trim, elderly black woman with a face like an attractive hawk,
staring at them. Her hair was drawn back tightly from her face, her eye-
brows arching dramatically.
‘Mother,’ muttered Sensimi under her breath, like hundreds of genera-
tions of teenage girls before her.
‘It’s late, Sensimi,’ said the woman, peering past her at Fitz who tossed
her a cheery wave. ‘I don’t think you should be having strange men in
here at this time of night.’ She lowered her voice, but not enough to stop
Fitz hearing her: ‘Particularly not offworlders. We have quite enough of
those around here.’
‘Yes, Mother,’ Sensimi said charmlessly. ‘Thank you, Mother. He’ll be
going home soon. Honest.’
‘Anyway, your father wants to have a word with you.’
‘Now?’
‘Yes, now. Before he goes to bed.’
Fitz could almost hear the growl that must have been rattling around
in the princess’s chest. She threw him a look of resignation and rolled her
eyes. Fitz shrugged.
‘I’ll be here when you get back,’ he said. ‘Don’t forget our little chat,
will you?’
A flash of something passed across Sensimi’s face as she left - and Fitz
realised that, whatever it was that she was going to tell him about the night
beasts, even a late-night chat with her father was preferable. As the door
closed behind her, Fitz put up his feet on a footstool and closed his eyes.
Looloo was annoyed that Sensimi had told her to stay, and had left her in
the room with the smelly stranger. She had sullenly begun to pluck the
stuffing from the neck of the decapitated toy mokey, ignoring the stranger
who was snoring noisily, when something else caught her attention: a tiny,
buzzing insect that was spiralling around in the air above the bed.
With a screech of glee, Looloo leaped into the air, snatched at the insect
and crammed it inside her dribbling little mouth - before it fizzed and
sparked and burned her and she spat the nasty, crunched-up thing back
CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’
107
out. It lay glittering on the bed, its legs twitching for a few moments before
becoming still.
Mr Trove thumbed the spycam controls off. This was becoming more than
an irritation. He sat back in his chair and drummed his fingers on the desk
- both hands, both with the same rhythm. He was convinced that these
newcomers, these aliens, whether knowingly or not, had the key to finding
the device. How much of a coincidence could it be that the Doctor had
disabled the spycam assigned to him and that the one following Fitz had
also been decommissioned? It had been sheer luck that he’d heard about
the night beast and had sent out a flycam to follow it, only to discover two
more offworlders in the crowd. And, not a great believer in coincidence,
he’d decided that they were more worthy of following than the beast -
which was clearly destined for an unpleasant death at the hands of the
crowd anyway.
Were the offworlders all pretending to know less than they did? When
Sensimi had managed to separate Fitz and Trix, he’d been torn as to which
one to set the flycam on, but a moment’s thought had confirmed that it
ought to be the man - the one who seemed to have an odd rapport with
the night beast. It was possible -although unlikely - that Fitz had some
connection with the Oon, or perhaps even the Makers. If that was the case,
then it was likely that Trix had, too. But she’d seemed less enamoured of
the night beast. If he could be bothered later, he might dispatch another
flycam to see if she could be found. It seemed unlikely that they were
Oon agents: he’d had them under surveillance from the moment they’d
left the soldier to its fate at the hands of the mob, and although there had
been a clear reticence on their part to talk to Princess Sensimi openly, he
didn’t suspect that they were holding back anything of import from her.
And besides that, the Oon wouldn’t be so stupid as to employ a parallel
operative. Trove’s contract with them had been specific about his being
the sole agent.
He had to admit that he was curious about the reason why Sensimi
should have brought the offworlder back to the Palace. If it was true that
she knew more about the soldiers than she was admitting, then perhaps
he had misjudged her. Perhaps, indeed, it should be her who he should
pay more attention to, and not that raddled, senile old father of hers. The
mother and son, although he hadn’t discounted them completely, were of
minimal interest: Imperatrix Alinti, although believing that she held the
reins of power here, was of no great use to him, and the son, Javill, was
just an irritation, more concerned with supplanting his father as the prime
male.
CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’
108
Of course, the Saiarossan Imperial Family had much less real power
than they would like to believe: the real power here lay with the proper,
elected government. But Trove had decided, as his ship had orbited the
planet collecting data, analysing their radio and video transmissions, that
contacting them and winning their confidence would be a long and labo-
rious task. The Esperons were suspicious of visitors, isolationist in their
outlook. Had he gone through all the proper channels, he would have
been tied up in red tape and bureaucracy for weeks, by which time the
device would either have been found by others, or would have been acti-
vated. And then it would have been too late. Saiarossa’s Imperial Family,
Trove had realised from the extracts his AIs had pulled from the hours of
transmissions, would be perfect: smug, influential and arrogant. Just the
kind of people he liked to deal with. They would be impressed with a
few trinkets, a handful of technological toys and the promise of more. It
was fortuitous indeed that the device had landed here instead of a more
advanced world where he would have had less leverage. And if it had
landed on an uninhabited world, it would have been nigh-on impossible
to find: the soldiers were perhaps the device’s way of attempting con-
tact with the locals. On an uninhabited world, the device would probably
have just lain there. Trove, too, found it curious that, if the Doctor and
his friends had responded to the same distress signal that had brought him
here, their sensing devices were at least the equal of his own, which rein-
forced the Maker connection. But even if they weren’t, and couldn’t lead
him to the device, they were worth observing closely: it may be that he
could annexe their own technology for himself.
He’d seen nothing of Javill since their little chat earlier that evening.
He smiled to himself as he remembered the barely concealed glee on the
prince’s face when he had tossed him the light ball. This whole family -
indeed, he imagined, as he crossed to the dresser drawer to take out the
remainder of his flycams, this whole planet - was laughably easy to buy
off. He doubted that he’d need Javill’s support, but it didn’t hurt to sow a
few seeds, no matter how barren the soil.
The man had been right; the creature’s corpse had been removed. A huge
and very messy stain on the pavement was all that remained. The Doc-
tor crouched down, tutting and shaking his head as he drew his fingers
through the drying blood. Nessus watched curiously from Calamee’s arm.
‘Is that healthy?’ Calamee asked. ‘The blood, I mean. Touching it.’
The Doctor didn’t answer. Calamee folded her arms against the en-
croaching chill of the night, Nessus now perched on her shoulder, and
smiled in what she hoped was a disarming manner at the young couple,
CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’
109
arm in arm, who were watching them as they walked past. Suddenly the
Doctor jumped up and paced over to a nearby wall and began examining
it again. He dug into his pockets, pulled out something, and began scrap-
ing at the wall. Moments later he was back, proudly brandishing a small,
glass jar with a bit of monster in it.
‘As souvenirs go,’ she said archly, ‘it’s not exactly up there with a mu-
sical dancing Blessed Virgin Mary.’
‘It’s not a souvenir. It’s a sample.’ He broke off and stared at her. ‘Danc-
ing Blessed Virgin Marys?’ He stuffed the jar into his pocket. ‘Remind me
to get one of those before I go.’
One minute he was the laid-back bon viveur; the next all dashing sci-
entist and man of mystery. And the next... well, he was just a nutter. She
wondered whether he was always like this, and whether this Fitz person
he’d mentioned found it quite as exhilarating and draining as she was be-
ginning to do. She glanced down at her watch - it was half past midnight.
The idea of a warm bed suddenly seemed infinitely more attractive than
haring about the city in the dead of night looking for monsters. Or bits of
them.
‘It may be that an analysis of this will tell me something. Anything,
really, would be rather nice at this point. I may be able to work out if the
beasts are indigenous, perhaps even where they’re from.’
Calamee gave him a look.
‘Yes, yes, I know. It’s all a bit woolly, isn’t it? But at the moment, we
don’t exactly have much to go on. The only other line of approach is to go
back to the Palace - which, I suspect, I’ll have to do sooner or later. But for
now, I’d rather like to get this analysed. A little knowledge is a dangerous
weapon, you know.’
‘Where, exactly, were you planning on having it analysed? In case you
hadn’t noticed, we’re not many rungs up the technological ladder from
Axista here.’
‘Axista?’
‘It doesn’t matter,’ Calamee said. ‘Are you planning on breaking into
the university or something?’
‘No need for that,’ he said, his mouth twisting into a smug smile. ‘I’ve
got all the equipment I need.’
Calamee looked him up and down. ‘On you?’
‘No no no - in the TARDIS.’
‘Ahh... and what would that be?’
‘That, my dear Calamee, would be my home.’
***
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The streets were almost magically loud, the crowds raucous, and the air
damp and heavier than it had been before. It was as if they’ been on a
rather long trip away from reality. The Doctor noticed Calamee shiver
and draped his coat around her shoulders. It was, of course, miles too big.
Nessus climbed into a pocket, with only his eyes and the top of his head
showing.
They paused to watch a troupe of street entertainers - still walkers, fire-
breathers, jugglers and an elderly woman with a hug fake fish on her head
who smiled at them as she passed by.
‘You really should go home,’ the Doctor said as the parade move on
and the crashing of the huge drum at its head subsided to a soft heartbeat.
He didn’t look at her.
‘And leave just as things are getting interesting? I don’t think so.’
‘Calamee...’ he said, turning to her.
‘Don’t patronise me! If it wasn’t for me, you’d probably be locked up
in the Palace again.’ She turned to him and looked up, fixing hit with a
stare. ‘You didn’t tell me you’d lost your memory before.’
‘It was news to me too. Anyway,’ he rubbed his hands vigorously and
made a big show of looking around, ‘memories are ten a pens, Easy come,
easy go.’
‘Oh no.’ said Calamee. ‘Oh no you don’t. You’re not wriggling out of
it this easily. Why didn’t you let Madame Xing put them back for you?’
He gave a sigh, knowing that Calamee wasn’t going to let it drop.
‘Because I’m happy.’
‘With only half your memories?’ She shook her head, clearly bewil-
dered. ‘How? If some mad old woman offered to give me back half my
life, I’d jump at the chance.’
‘And that’d be right for you. Listen, Calamee.’ He gripped her arm
gently through the loose sleeves of his own jacket. ‘I appreciate your con-
cern, but... I know what I’m doing.’ He paused, not sure how much he
wanted to say, how much he wanted to tell her. ‘Something happened,
Calamee. Probably something bad; certainly something big. And I lost my
memory. I woke up on a train, remembering nothing of how I got there,
where I’d been or what had happened. I spent a century - yes, a whole
century - wandering around on Earth, making new friends, seeing things
with new eyes. And then Fitz came along and told me that he was a friend
of mine. By that time, I’d tried everything to get my memory back: psy-
chotherapy, hypnosis, meditation. Even a few “experimental techniques”
that might well have done more damage than good. But no matter what
I did, it became clear that - for whatever reason - the memories I’d lost
were going to stay lost. It took a while to come to terms with that, but you
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know what? Once I did, once I said to myself “Doctor - the past is passed”
I realised that maybe, just maybe, it was a blessing.
’No, don’t pull that face, Calamee. I know that I’ve lived hundreds,
perhaps thousands, of years. How many memories do you think my brain
can hold, hmm? It’s like I’ve had a spring clean, swept out all the dust and
the fluff. I like who I am, Calamee. Maybe not all of me, and not all of the
time, but generally, I’m very happy with who I am. I have good friends,
I get to travel and help people. Sorry... I’m sounding like a Miss World
contestant.’ He paused, struggling to find something that would resonate
with her, something that would make her understand how he felt. ‘Imag-
ine that you lived in a beautiful house with your family and friends. A
gorgeous, beautiful house - full of light and laughter and videogames and
chocolate. And then someone came along and said, “That’s not really your
house, Calamee. That’s your house.” And they pointed down the road to
a sinister-looking mansion, all shuttered up. So, curious, you wandered
up to the gate - and a huge, vicious dog came charging down the path,
barking madly. You could see bats and vultures circling over the house.
You’re scared, but you’re curious. You borrow a friend’s telescope and for
a few weeks you try to peer in through the dirty windows, trying to get
a clue about what’s in there: you can see shadows and hear screams, late
at night, from inside the house. And then the man comes back and asks
you if you want the key. Only he tells you that once you enter the house,
you can never return to the lovely, happy home you live in now. Oh, your
friends and family can come with you: but what if they don’t like your
old house? What if they decide they don’t want to live there with you any
more?’ The Doctor realised how hard he was gripping Calamee’s arms,
and let go of her. ‘And you were stuck in that dark, haunted house - alone,
forever. What would you do? Would you take that chance?’
Calamee looked into his eyes, her lips slightly parted. ‘That’s different,’
she eventually said, and the Doctor felt her sag a little in his hands.
‘No, it’s not. And I think you know it. I like who I am. As Madame
Xing pointed out, we recreate ourselves from day to day. The person I am
now is not the person I was yesterday. And I don’t want to be the person
I was a hundred years ago.’ He smiled at her solemn expression. ‘All that
teenage acne and having to tidy my bedroom.’
Calamee’s eyes drifted away from his, across the rooftops, the towers
and the spires picked out in the bronze of the streetlights and the silver of
the stars. ‘OK,’ she said. ‘Point taken. But I’m still not going home. Now
come on. Let’s find this TARDIS of yours.’
Calamee took his hand and the two of them strode off through Sa-
iarossa’s jubilant streets.
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Fitz knew it was a dream, but it was no less disturbing for that.
He was standing in the TARDIS console room, facing the main doors.
And he was naked. That wouldn’t normally have bothered him, apart
from the fact that he could feel something cool touching his buttocks. The
fact that he knew it was another pair of buttocks was slightly disturbing.
But knowing - in the way that you do in dreams - that they were the Doc-
tor’s buttocks was just too much.
But, of course, as it was a dream, there was nothing he could do. He
was rooted to the spot, rubbing bottoms with the Doctor.
‘Doctor,’ he said in the awkward way that you do when you’re cheek
to cheek with your best friend. ‘I take it that this is all very symbolic.’
‘Don’t worry, Fitz,’ said the Doctor, a hint of a smile in his voice, from
behind Fitz’s head. ‘I don’t think it’s what it looks like. Or feels like.’
‘That’s a relief,’ said Fitz. ‘Not that you don’t have a very nice bottom,
but... you know...’
‘It’s OK, Fitz. I don’t think this is your subconscious telling you any-
thing about your sexuality.’
‘Pleased to hear it. So what’s it all about? I mean, it is a dream, isn’t it?
It’s not one of those virtual reality things. Again. I’m not suddenly going
to find myself swashbuckling all over the place, and challenging you to a
duel for the hand of a fair maiden, am I?’
‘I suspect not, Fitz. Although, seeing as I’m just part of your dream, I
wouldn’t know any more than you.’
They stood in silence for a while, as a herd of zebras quietly passed
through the console room and vanished in the direction of Trix’s bedroom.
‘She’s not going to be pleased,’ the Doctor commented drily.
They stood in expectant silence for a while.
‘So,’ said Fitz eventually, trying not to notice that their bottoms had
warmed up, ‘d’you reckon this is just a normal dream? Odd things hap-
pening that don’t make sense, and then I wake up. Or is there a point to
it? Am I trying to tell myself something?’
‘Yes,’ said the Doctor, dawning awareness in his voice. ‘I think you
are.’
Fitz suddenly realised, in a moment of bizarre panic, that he couldn’t
feel the Doctor’s bottom any more. But that was because, somehow, their
bottoms were merging, blobbing into each other. Fitz was sure that neither
of them was moving, but it was as though they were sliding into each
other, back to back. Already, he knew that their shoulders had melded, as
well as the backs of their heads.
‘Aren’t you going to tell me, then?’ Fitz almost wailed as the backs of
his knees joined with the backs of the Doctor’s.
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‘Oh Fitz, come on! You’re a bright lad. Work it out!’ The Doctor gave
a chuckle from a mouth that was now, to all intents and purposes, in the
back of Fitz’s head. ‘And think yourself lucky.’
‘For what?’ shouted Fitz as his fingertips, his hands dangling by his
side, blurred seamlessly into the Doctor’s.
‘For the fact that we were back-to-back when this all started.’
Fitz/Doctor shuddered.
If the Saiarossans were aware of the night beasts, they weren’t letting them
spoil their fun. The Doctor felt a faint twinge of envy as he and Calamee,
hand in hand, manoeuvred through the crowds. The smell of food filled
the air, and every so often the sky would bloom with fireworks and the
people craned their heads back and oohed and ahhed, laughing and hug-
ging as the lights faded. Sometimes, he thought, ignorance really was
bliss. And maybe he was making more of a threat of the night beasts than
they actually posed. Calamee didn’t seem too fazed by them - the one that
had been killed tonight hadn’t been the first, she’d said, and few people
had been injured by them. So he couldn’t explain the nagging feeling that
somehow time was running out. Was there a whole army of them, just
outside the city walls, poised to invade? Was that what he and Fitz had
discovered before they’d been attacked and their memories erased? So
why hadn’t they been killed? Surely a much better way to keep a secret
hidden. Could that be why he had those healed wounds all over his body
- a failed attempt to silence him permanently?
A brass band started up just across the street, and the Doctor winced.
He wasn’t at all convinced, despite what he’d said to Calamee, that
analysing the night beast’s DNA would give him any great insight into
them.
But now that he’d remembered the TARDIS, he had an almost
painful ache to see it again. Maybe being inside it would bring back some
more memories. And, more to the point, maybe Fitz and Trix would be
there, waiting for him.
But Miranda wouldn’t.
Stop it! he told himself. How many times do you have to mourn someone?
You want to be a martyr? You want to punish yourself for all eternity? Go right
ahead, be my guest. But don’t hang it all on Miranda’s death. You’ve worked
through that one. Give it a rest.
He shook his head and looked down, realising that Calamee was watch-
ing him.
‘Prayer for ’em?’ she said.
‘Sorry?’
‘Prayer for your thoughts?’
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He realised what she meant and smiled.
‘They’re hardly worth a penny today, never mind a prayer.’
Calamee squeezed his hand and pulled him through the throngs of
people lining the streets, the two of them slipping along like minnows,
navigating the human currents. Such a shame, thought the Doctor, glanc-
ing up at the derelict buildings around them. So much hope, so much
potential, squandered, crammed into a dry and dusty dead-end. But the
human spirit would triumph in the end; it always did.
‘You’re very quiet,’ Calamee said suddenly.
‘Not much chance of being heard above all this,’ he said, having to lean
in close to her to be heard. She smiled at him, and the Doctor felt... some-
thing... Something odd inside himself. If he’d been a romantic, he’d have
described it as his heart racing. But he wasn’t, of course, and simply put
it down to stress. Calamee turned away as they carried on walking, and
he found himself looking at the curve of her neck, her smooth, brown skin
above the collar of his jacket. He found himself examining her hairline
and the way it arched over her perfectly proportioned ears.
What the hell is wrong with you? he thought suddenly, angrily, and let
go of Calamee’s hand. She turned sharply and checked that he was still
following.
‘OK?’
‘Fine,’ he said. ‘Fine.’
If Trove had released one of his flycams into the night, and sent it straight
up, high over the city and out into the countryside where the TARDIS had
landed, he would have seen a strange but disturbing sight - a sight that
would have made him rethink his plans and would have seen him leaving
the Palace at the first opportunity.
Out beyond the city walls, where the acid glow of the streetlights gave
way to the darkness of the countryside, he would have found a thin, vaguely
phosphorescent circle apparently inscribed in the ground. Its centre was
not far from where the Doctor’s TARDIS had landed. But now it pro-
scribed an area approximately a mile across. And it was growing. Only
slowly, but if Trove had been monitoring the circle from the start, he would
have noticed that its rate of growth was increasing. From a centimetre or
so at the start, it had now built up to around a metre per minute.
And if Trove had then piloted the flycam a little lower, bringing it in at
a tangent to the front of the circle, he would have seen that the circle was
just the intersection with the ground of a sphere, a huge bubble, inflating
faster with every passing second.
The scintillating glow from the surface of the bubble faded with its
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height from the ground, becoming undetectable at about five metres. To
Trove’s flycam, it would have looked like a huge, curved,diaphanous wall,
sweeping across the ground. And whereas it had been just a few millime-
tres thick when it had started its journey, it had grown so that now it mea-
sured over a metre in depth. It was a wavefront - a wavefront of which
Trove would instantly have known the significance.
‘Ah!’ said Tannalis in delight as his daughter peered around the door to
his bedroom. ‘Sensi! Come in, come in!’
She closed the door quietly behind her and came over to sit on the bed.
‘Mother said you wanted to see me.’
‘And so I do!’ Tannalis leaned back a little and admired his daugh-
ter. She was, he knew, not the easiest of girls to get along with. He’d
heard tales of her harassing and haranguing the Palace staff. No doubt
her mother’s influence. But behind the sometimes haughty face of his lit-
tle girl, he often saw a sadness, a heart-breaking desire to be liked. He
knew it had been hard on her, being the Imperator’s daughter. Times had
changed, and the Imperial Family no longer had the respect they once
had. Which, he often reflected, was how it should be. Respect had to be
earned, and he reluctantly had to admit that he and his family had done
little to deserve anyone’s affection, never mind respect. The Saiarossans
had made a big mistake when they had created the Imperatorship for Ben-
hamin Auburon. They’d been so desperate to thank him for his success in
averting the Almost War, that they’d have granted him anything in their
power. And Benhamin, as Tannalis knew, had let power go to his head. So
he’d asked for some sort of honorary title. Of course he’d known, through
his network of contacts, what they’d offer him: ’president’. But a few
words in the right places, a few promised favours, and before he knew it,
the word ‘Imperator’ was being bandied about. ‘No real power there,’ the
government had said. ‘Just a name,’ they’d promised. But Benhamin had
known better.
Now, on the eve of his 120th birthday, Tannalis had decided that he
had to correct the mistakes of the past.
‘How’s things, then?’ he said. ‘I’ve hardly seen you for the past week.
This birthday fiasco seems to have swallowed up everyone’s time and pa-
tience.’
Sensimi rolled her eyes.
‘Mother’s taken over completely,’ she said. ‘Again.’
Tannalis chuckled and squeezed his daughter’s hand.
‘I think that must be her mission in life. I have to hand it to her, she’s
good at it.’ He paused. ‘She should make the most of it while she can,
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Sensi - but don’t tell her I said that!’
Sensimi frowned.
‘Why? What’s happening?’
‘Oh, nothing you need to worry about - you’ll be fine, girl. You’ll be
taken care of, believe me. I’ve got it all in hand.’
Her curiosity had been piqued.
‘What’ll be taken care of? Oh Daddy, come on - tell me!’
Tannalis glanced conspiratorially around the room and raised a finger
to his lips.
‘You’ll find out tomorrow - but let’s just say that I have a birthday sur-
prise planned that’ll make your mother explode.’
Sensimi looked shocked.
‘Oh, not literally! Well... maybe if we’re lucky.’
Tannalis saw her face pucker up and her shoulders drop as she started
to slip into being a petulant little girl. He wagged his bony finger in her
face.
‘Now, now - none of that. Just remember: it’s a secret. No telling that
brother of yours, either.’
Something crossed her face, and she started to chew her lip.
‘What is it?’ he asked. ’You and Javill fallen out again?’
‘Um, yeah...’ But he could tell that there was something she wasn’t
telling him.
‘Sensimi...?’
‘Oh, Daddy, he’s such a pig. He hates Looloo, and he hates me. And
him and Mother are always whispering in corners.’ Sensimi couldn’t hold
his stare.
‘You think I don’t know?
‘Don’t know what?’
‘Sensi - I’m the Imperator. There’s not a lot goes on here that I don’t
know about.’ He raised an eyebrow. ‘From the top of the Palace, right
down to the bottom... if it’s happening, I get to find out about it.’ He fixed
her with a meaningful look. He knew about Sensimi’s little secret in the
cellar - and although he wasn’t quite sure what she was up to, he had a
good idea. After all, if it hadn’t been for him, having a word with the
Palace Guard to help Sensimi out, she’d never have managed it. She could
be a sweet girl, but she’d never reach the levels of conniving and cunning
that her mother had.
‘It’s not what you think,’ she said slowly after a long pause. ‘Honest.’
‘And what do I think it is, girl?’
Sensimi didn’t answer. He gave her hand another squeeze and yawned
theatrically.
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‘Don’t worry,’ he laughed. ‘Just you be careful. I know you have my
interests at heart, but I think you’ll find that after tomorrow, you might
want to rethink your little plan.’
The darkness outside Saiarossa swallowed them up, and Calamee let the
Doctor take the lead. She wasn’t sure how he could be so certain which
way this TARDIS was, particularly in the dark.
Nessus, safely ensconced in her pocket, seemed to liven up now that
they were away from the noise and bustle of the city. He leaned precari-
ously out of her pocket, his head darting this way and that, as if looking-
out for something. Even the Doctor seemed to notice.
‘He seems to have lost interest in me,’ he said. Calamee was concen-
trating on not stumbling in the dark. Overhead, a smear of stars cast a
feeble light down on them.
‘He’s like that - one minute he’s all go, and then the next he just doesn’t
want to know. He’s been more lively today than I’ve known him for ages.
Maybe he’s picked up all this madness. He took a shine to you, though,
and he’s not usually very keen on strangers.’
‘Animal magnetism,’ said the Doctor wryly. ‘Whoah!’
He pulled up sharply and it took Calamee a few seconds to realise that
he’d stopped.
‘What?’
She could see that he was staring forwards, frowning in rapt concen-
tration. She followed his gaze, but there was nothing there. Just darkness.
‘Can’t you see it?’
She looked again. ‘Uh-uh. Your eyes must be better than mine - what
is it?’
He shook his head slowly. ‘I’m not sure. Smoke, maybe.’ He scratched
at his chin and patted his pocket absently, as if looking for his non-existent
cigarettes again. ‘I’ve got a bad feeling about it.’
Calamee shrugged. ‘Not that I can see anything, but can’t we go round
it?’
The Doctor scanned from side to side.
‘It’d be a long walk.’ He opened his arms out in a V-shape in front
of him, taking in a good hundred degrees of the countryside. Calamee
squinted into the darkness again. After a few seconds, she thought she
could see what the Doctor was talking about: barely lighter than the black-
ness around, it looked like a wide wall of mist, thinning out as it rose from
a distinct line which, she presumed, was where it touched the ground.
‘How far away is it?’
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‘Hard to tell - it could be small and a few hundred yards away, of huge
and half a mile away. Nothing to measure it against.’
He set off again, more cautiously this time, and Calamee followed, bat-
ting away an insect from her face. For a moment, she wondered if it was
one of the Imperator’s flying spies.
The wall of smoke became more solid as they got closer, and Calamee
soon started to get the impression that it was actually quite large.
‘It’s moving,’ said the Doctor quietly, bringing them to a halt. ‘Towards
us.’
He glanced around and pointed into the darkness to the east where
Calamee could just see the outline of a building, limned by the faint traces
of light from the city. It looked like a barn or a big shed.
‘Come on, Calamee - I’ve got a horrible feeling about this.’
He grabbed her hand and began to walk quickly towards the barn.
‘What sort of feeling? I don’t understand.’
‘Neither do I - but trust me.’ He smiled at her. ‘I’m a doctor.’
Calamee could sense the Doctor’s panic: he began to speed up as they
headed for the building. She was surprised to see that the wall of smoke
had become noticeably larger, and wondered if it was a fire. But although
the weather had been reasonably warm, it hadn’t been anything out of the
ordinary. And the grass beneath her feet still felt soft. Too soft, for more
than once she stumbled, swearing, as the Doctor broke into a jog.
‘Whatever it is,’ he said, sounding barely out of breath, ‘it’s getting
closer.’ She heard the keen edge of worry in his voice. ‘If it wasn’t for the
fact that the TARDIS is on the other side of it, I’d be very tempted to turn
around and run, you know.’
The barn was still some distance away. If it was a fire sweeping to-
wards them, how much shelter would it afford them? It looked half derelict
in the near-darkness, missing timbers from the walls giving way on to a
pitch-black interior. The dim starlight showed holes in the roof.
Calamee glanced to her right: whatever this thing was, it wasn’t smoke.
It was too uniform, too flat, and there was no hint of fire at its base - just an
intensifying of the nacreous grey of the wall itself. Now that it was closer,
she could see detail that hadn’t been visible before: countless tiny sparkles
flickered and died, like spinning chips of diamond. Every now and then,
a brighter flash would flare at random, as though, as the wall swept across
the countryside, it was swallowing up and burning insects.
They were at the barn, its huge door hanging carelessly. The Doctor
bundled her inside. It smelt of hay, and the floor rustled beneath her feet.
High above her head, she could see the stars peering down at her through
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119
the gaps in the roof. How she wished she were up there with them, instead
of down here.
She looked around for the Doctor, and saw movement that she as-
sumed was him.
‘Come on!’ he said. ‘Up here!’
She crossed carefully to him, hoping there were no bits of rusty farm
machinery, lying in wait for her legs. He found her hand in the darkness
and pulled her towards him. There was a moment of sudden, awkward
silence, before she heard his voice, close up in her ear.
‘Go on, then!’
‘What?’
He moved her hand and she found the rungs of a rickety wooden lad-
der, leading up to the hayloft above. Calamee glanced back towards the
gaping mouth of the door, as the shimmering, pearly wall swept into the
barn, lighting up everything around with an eerie light, like the marbling
of sunlight reflected from the surface of a pool.
She felt the Doctor’s hands on her hips, pushing her up the ladder. She
slipped on the first rung, and she scrabbled madly to regain her footing,
realising that if she didn’t move faster, the Doctor would be caught by
the thing. Suddenly, she realised how bad the Doctor’s position was. She
heaved herself up, arm by painful arm, and tried not to panic. Beneath
her hands, she felt the ladder vibrating as the Doctor followed her up.
Calamee risked a glance down - and felt her skin tingle as the wave swept
over her. As it did, she heard the Doctor cry out - and the ladder shook as
he fell from it, engulfed by the cold, grey fire.
The Doctor woke to find himself on a bed, head propped up with a pillow,
in a silent room, illuminated by a spotlight above him. Looking down
across his chest, covered with a soft, padded quilt, he saw an animal curled
contentedly on his belly.
A cat. A ginger and white cat with impossibly green eyes. Or yellow.
He’d seen the cat before. No. That wasn’t quite it. Someone else had
seen the cat before. Someone...
He sighed inwardly, everything on the tip of his memory. He tried to
relax, to let it all come back to him, but all he could hear was an odd,
rhythmic clattering of metal. A clacking like the rattling of pebbles in a
can? Or was it kitchen implements, tap-tap-tapping together?
He swallowed painfully and looked around to see if whoever had put
him to bed had been kind enough to leave him a glass of water. Perrier,
perhaps. He frowned - the phrase somehow had a resonance, an in-joke
that he didn’t understand. But beyond the quilted bed there was nothing.
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Not that the room was dark - just that there wasn’t any room. As if...
he didn’t know ‘as if’ what and started to get irritated with himself for
not having worked it all out. Obviously, he thought, none of this was
real. The last thing he remembered was trying to get up the ladder behind
Calamee before the wave had struck. All he remembered of that was a
numbing, tingling sensation over his skin, and a grey fire burning into his
eyes. He clearly wasn’t in the barn any more. Maybe he’d been moved
elsewhere, although he didn’t think he’d actually been unconscious. So
he was probably either in some sort of projection, inside his own head, or
inside someone else’s. He looked down at the multicoloured quilt - rather
garish and tasteless, he thought, but comfortable, and vaguely reminiscent
of something. Perhaps he was inside his own head. He eyed the cat - and
the cat eyed him back.
‘I don’t suppose you’re the one who’s brought me here, are you?’ he
asked, not feeling too hopeful.
The cat gave him an indifferent look.
‘Didn’t think so.’
He looked up, but there was nothing there, either. Despite the pool of
light that fell across the bed, above him was total darkness.
‘Well,’ he said loudly, ‘I suppose I’d better get out of this bed and have
a wander around. Is that what I’m supposed to do?’
No one answered him. This was becoming a little irritating. He tugged
the quilt back from his chest and stared at what passed for his body.
A swirling, writhing mass of... something fleshy. Something organic.
A strange melange of skin and his coat; shards of other colours - cream,
beige, tweed even - darted through it, like minnows in a pond. Slivers of
red and purple velvets, watery green silk and something that looked like
black leather vied with each other, each new arrival pushing the old pieces
back into his body. A living lava-lamp of flesh and fabric. An endless
renewal.
The Doctor pulled the quilt back over himself, unwilling, in some way
even he didn’t understand, to look at his transmogrification. There was
a pain behind his eyes like toothache - a familiar pain, a warning. Was
he being told to stay away? It reminded him of the pain he’d felt, a life-
time ago, when he’d tried to break through his amnesia using Dr Chester’s
‘Amazing’ Cerebrotron (Dr Chester’s own quote marks).
Cautiously, he drew back the quilt again and looked down at his body,
now almost stable - a watery shimmering, like a heat haze, hung over him,
as though the changes that he’d seen in his body were temporarily being
held back, in abeyance. It was as though someone - or something - was
tinkering with him. It felt like his body, his cells - his molecules, even -
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121
had been pulled apart, reconfigured. Altered. But this wasn’t happening
in real time; this was a flashback, a condensed memory of something that
had happened to him earlier, which, in turn, was a recapitulation of... of
what? The Doctor wanted to growl in frustration, punch something... slap
someone.
One minute his head was empty of everything, no clues, no hints as
to what might have happened, and now, suddenly, he had all this stuff
piling up, spilling out of his brain like spaghetti. It was too much, too fast.
Maybe if just one of the pieces were to fall into place, the rest would follow
likewise, dominoes tumbling one after another after another. He screwed
up his eyes and tried to remember how he’d got his injuries. With a grim
determination, he plunged back into the pool of memories that Madame
Xing had stirred up, replaying the images of his leaving the TARDIS with
Fitz close behind. And then the darkness. Heavy and painful and animal
darkness.
He and Fitz had been attacked, and he’d been injured.
He looked at the cat which seemed almost to be nodding, although
only its tail moved.
‘You’re healing me,’ the Doctor whispered. ‘Or you were healing me.’
He felt the memory of alien fingers withdrawing from his body, a silent
surgeon stepping away from the operating table. ‘So what’s happening
now? And what was that wave? What’s it doing?’
A swish of ginger and white.
‘Ah...’ With the slow expiration of breath came an image, a view through
someone else’s eyes. He saw a smoking, melted mis-shape, lying on dark
grass. And then, overlaid on it as if someone was carefully rationing out
what he was seeing, was a view of the barn in which he and Calamee
had taken shelter, the vantage point high up above the roof. And then
another view, inside the barn, juddering and swinging wildly. He could
see Calamee, crouching at the edge of the hayloft, looking down - down at
him, prone on the floor.
He felt his heartbeats slow, each one measuring out a little more of the
extra life that he felt he’d been granted.
Swish. Beat.
Swish. Beat.
Swish.
The cat yawned, its mouth growing ever more impossibly wider until
all that was left was
Beat.
Beat. Beat.
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‘Hello?’ he said, wondering if he were alone now. ‘Tain?’ The name
came to him out of nowhere.
‘Thank God!’ said Calamee. ‘I thought you were dead.’
Chapter 14
‘A spaceship powered by
technobabble.’
‘Been there, said the Doctor as he struggled to get up from the floor of the
bar, ‘done that, got the T-shirt.’
Calamee stared down at him blankly, Nessus peeking out of the pocket
of the jacket that she still wore, pulled tight around her like a shield.
‘Old Earth saying - oh my giddy aunt!’ He clutched at his head where
a troop of dwarves had suddenly decided to re-enact Riverdance. And not
very well. ‘What happened?’
He looked around - the wave had gone, passed out of the other side of
the barn. The ground hissed and fizzed, a thin layer of grey slime sheening
in the starlight.
‘Is it safe?’
Calamee indicated the floor around him.
‘And what’s
“Tain”? Or who?’
‘Not sure,’ he said cautiously ‘On both counts. The name just came to
me.’ He fought back the instinct to reach down and touch the substance
that coated the ground - and then noticed that, creeping across the floor
as if following the wave, the straw and weeds were miraculously being
reinstated.
‘Stay there,’ he warned her, and gingerly crossed to where the plants
were springing up. His feet sucked and squelched in the goo beneath
them.
He fished in his trouser pocket, found another empty jar and carefully
scraped up some of the stuff before screwing on the top and pocketing it.
He stayed where he was and squatted down to watch the rebirth of the
vegetation. Rather pointless, he thought, if that was all that was happen-
ing. The regrowth passed silently across the floor, following the wave, and
within minutes it seemed that nothing had happened.
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‘I think it’s safe now,’ he said to Calamee, and stood scratching his head
as she clambered back down the ladder and jumped nervously on to the
floor.
‘What was it?’
‘A wavefront.’ He shook his head. ‘Perhaps an energy field of some
kind.’
‘But what was it doing? And what caused it?’
‘I think I know what caused it - it’s just a shame I can’t remember. But
as to what it was doing... I think it was breaking everything organic down
that it touched, and rebuilding it. What’s more puzzling is why it didn’t do
the same to me.’ He stopped, a horrible thought occurring to him. ‘Unless
it did, of course.’
Calamee shook her head. ‘You’d still be a blob of slime, wouldn’t you?
It didn’t look like anything happened to you when you fell -the grey thing
just passed over you.’
‘Now, isn’t that odd? We have a phenomenon that seems, indiscrimi-
nately as far as we can tell, to break down and rebuild organic matter, and
it leaves me untouched. Now why would that be?’
Calamee gave a heavy shrug and smiled. ‘I’m the one with the ques-
tions, remember: you’re here to provide the answers.’
‘Oh... ’ The Doctor slapped his hand to the top of his head. ‘There was
something else. I had a flashback. Or maybe a dream - or perhaps it was a
flashfor- ’
‘OK, OK - we get the idea.’
‘I saw a cat. And something happening to my body, some sort of trans-
formation. Clothes as well as me. And I saw...’ His voice tailed off as
he screwed up his eyes, trying to remember what it was he’d seen. He
whirled suddenly, jabbing his finger towards her in the dark. ‘I saw you -
from up there. And I saw the barn from outside. And I saw... something
else. A big, shapeless blob. I think it was a spaceship, a melted spaceship.’
’A spaceship? Where?’
He shrugged. ‘No idea - but that’s not the point. I think I was seeing
things through other eyes. Maybe birds or insects. And there was a sense
of something else there, another mind, a presence.’
He fell silent, listening to the sound of the barn’s timbers, creaking
gently like old lungs.
‘The sooner we get to the TARDIS, the better. Come on. I need to know
what we’re dealing with. If this wave keeps on going, it’ll hit the city in
probably less than four hours.’
‘But if it didn’t harm you, what’s the problem?’
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They stepped out into the night air. It felt cleaner and fresher than it
had done before.
‘I suspect that I was an exception. I don’t know why the wave didn’t
rebuild me - but I have a horrible feeling that when it reaches the city, it
won’t be quite so fussy. Now let’s find the TARDIS.’
‘Uh?’
Calamee just stood and stared as the Doctor breezed on into the room,
heading for a six-sided control console at its centre. The room was huge,
thought Calamee in wonder - some sort of optical illusion, probably. Holo-
grams, perhaps. She wondered, briefly, how he managed to move so far
away from her, though, but put that down to more technical trickery. So it
was totally reasonable that something the size of a portable toilet should
be as big inside as her school hall. She looked up, and saw the arch of
the night sky above her, dotted with stars. Did the TARDIS not have a
roof? Calamee scanned down until she saw where the ‘sky’ met the pale,
wooden walls, inset with recessed circles, and spotted the fuzzy line where
they joined. Another hologram, then. Or maybe the walls were the holo-
gram, and the open ceiling was real.
She shrugged her way out of the Doctor’s coat and hung it over the
back of a twisty wooden chair. Nessus climbed sleepily from the pocket
and dragged his way up into her arms.
The Doctor was flicking switches casually, peering at little vidscreens
set into the control panel. He gave a shrug, leaned back, and called out for
Fitz and Trix over his shoulder, before seemingly forgetting to listen for an
answer and dashing back to Calamee, alone and dazed in the doorway.
‘Welcome to the TARDIS,’ he beamed. ‘My home. Like it?’
Calamee wobbled her head uncertainly.
‘It’s... big.’
’Everyone says that, he said, grinning, pulling out the jar of night beast
jam from his coat pocket. Apart from the ones who think it’s cool to pre-
tend they haven’t noticed.’
‘Is it holograms, then?’
‘Um? Oh no no no. Nothing so naff. Transcendental thingummyjig.’
‘Meditation?’
‘No, no thanks. Had a nap earlier - oh, I see what you... No.’ He rubbed
his forehead as if he’d suddenly remembered that he’d forgotten what he
was looking for. ‘Dimensionalism. Transcendent. Something like that.’
‘Right.’
‘Bigger inside,’ he muttered. ‘Pocket universes. Plasmic shells.’ He
wiggled his fingers vaguely. ‘Bibblybobblybo.’
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126
‘OK,’ said Calamee with a deep breath. ‘A spaceship powered by tech-
nobabble. So where’s this Fitz and Trix, then?’ She glanced round, won-
dering if they slept in the comfy armchairs that she could see in one of the
alcoves.
‘Fitz!’ the Doctor called, crossing to a doorway that Calamee hadn’t
seen before. He leaned through it before shrugging and disappearing. She
could hear him calling their names. Nessus gave a squeak, jumped down
from her arms, and went scampering after him.
Calamee shook her head, and wandered almost nervously over to the
control console, glancing up at the ‘sky’, just to check it was still there.
She’d assumed that this single room was all there was, but from the Doc-
tor’s disappearance, she figured out there was more. As her eyes played
over the little brass buttons and quaintly retro displays in front of her, it
suddenly hit her: this was real. This was really real. The Doctor was from
outer space, and - if she was a very, very good girl - maybe she could go
there with him when he left. Her heart danced in her chest at the thought
of it.
‘What d’you think, Nessus?’ she whispered. ‘Fancy travelling around
the universe in this, then?’ Her eyes roved hungrily over the tempting
rows of buttons and switches.
‘I’ll be ten minutes,’ came the Doctor’s voice, floating through the cor-
ridors of the TARDIS like a lost ghost. She nodded to herself and reached
out to the antiquated controls.
‘And don’t touch anything!’
Calamee
jerked her hand back and looked around to see if she was being watched.
Just in case she was, she pulled a face into the empty air and wandered off
after him.
The TARDIS, as she’d half expected, was considerably bigger than even
the control room had suggested. Leading off from the alcoves that lay
around the edge of the control room were several doorways. She took the
one that the Doctor had taken, and after following a blood-red corridor,
hung with really old oil-paintings of people who looked a bit like the Doc-
tor but with huge, stupid-looking wigs on, she found him pressing buttons
in a room so white and clean and cold that it could have been the inside
of a fridge. She squinted as she stepped in. Something invisible faintly
resisted her, like thick cobwebs, but she pushed on through.
‘What are you doing?’
He waved at the squat, white machine in front of him. Nessus sat on
the top, gazing around in stupid fascination.
‘Analysing the DNA we got from the night beast. He seemed to sud-
denly remember something, and jammed his hand into his trouser pockets
to bring out the other sample jar, the one he had filled with the goo from
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127
the barn. To the surprise of both of them, instead of the grey slime that
they’d expected, the jar was half-filled with bits of straw and grass and
weeds.
‘Remarkable,’ said the Doctor, cautiously unscrewing the top.
Calamee backed away.
‘Should you be doing that?’
’Shouldn’t I? Oh, I see what you mean.’
He crossed to a large, open-fronted cabinet - white again - against a
wall and stuck his hands and the jar into it.
‘Bio-containment field,’ he explained. ‘Like on the door back there.
Should keep it -’
‘- away from your hands?’ Calamee finished dubiously. ‘I don’t think
so.’
‘But we’ve already worked out that it doesn’t seem to affect me’
It was too late, anyway: by the time he’d finished the sentence, the
top was off the jar, and the Doctor was sprinkling the contents into the
tray at the bottom of the cabinet. He pulled a face and poked at them
disconsolately before scraping some of them back into the jar, putting the
top back on, and bringing it back to the DNA analyser. A ping sounded
incongruously and with an alarmingly loud chattering noise, a stream of
paper tape spewed from a little slot in its front. The Doctor snatched at it
and read it, incredibly quickly, as it pooled at his feet.
Calamee opened her mouth to ask what it said, but he raised a peremp-
tory finger before popping the jar of weeds into the machine.
He stuck out his tongue as he concentrated on pressing buttons on the
machine, and then stood back with his arms folded.
‘Well?’
‘Oh, yes yes. Fascinating. Really fascinating.’
‘That’s good,’ she answered sourly. ‘I expect.’
A few moments later, the machine pinged again, and more tape jetted
from the slot. The Doctor devoured the information on it greedily be-
fore going ‘Ha!’ theatrically, and sweeping back out of the room. Nessus
sprang on to his shoulder as he breezed past. Calamee raced to catch up
with him, finding him slipping back into his coat.
‘Oi!’ she yelled.
‘No time, Calamee - no time at all. We have to get back to the city.’
‘Why?’
He stared at her.
‘To warn them of course.’
‘About what?’
He rolled his eyes.
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‘That your planet is about to be devoured. What else?’
Calamee stared at him. Nessus peered out of the folds of the Doctor’s
coat and squeaked as if in agreement.
‘The wave?’ she said.
‘Well, we’re not talking about the rampant rise of capitalism. I don’t
quite know how the wave propagates itself yet. If it’s dependent on en-
ergy released from the breakdown of chemical bonds in the organic matter
it disintegrates, then it may all fizzle out once it reaches the tarmac and
cobbles of the city. But there’s the rest of the wave to consider - the bit of
it that’s just going to race on out across the planet’s countryside.’
This was suddenly too much to take in. He was talking about every-
thing she knew. Saiarossa, Espero - her parents, even. It didn’t matter
that this wave seemed to reconstitute things as it went: it still felt like the
Doctor had just pronounced a death sentence on her planet.
‘Can’t we stop it? Can’t we do something?’
‘Hopefully, yes. But in the meantime, we have to get back to the city.’
He started heading for the door.
Calamee coughed pointedly. ‘And we’re going to walk?’
He stopped sharply and turned, his face puckered into a frown.
‘We’re standing in the most advanced spaceship that I’ve ever heard
of, and you’re planning on strolling casually back to the city?’ Calamee
said patiently, waiting for the penny to drop. ‘And anyway, how are we
going to get through the wave again? That trick with the barn only works
one way. Think about it, Doctor. Going back, we’re going to have to run
through it, and Lord only knows what’ll happen to us. You might be im-
mune to it, but I wouldn’t want to bet my life that I am.’
The Doctor sighed.
‘Have you any idea how difficult short hops are in the TARDIS? Have
you?’
She stared at him blankly.
‘No,’ he said suddenly, thrusting Nessus back into her arms and bound-
ing up to the control panel, ‘I don’t suppose you have. Well...’ He began
pressing buttons before turning to her, a broad smile cracking his face. ‘It’s
a good job that I have.’
Trix had no difficulty finding the Palace. It was just about the biggest and
best-lit building in the city. Even from the side streets, she could see its
imposing, sand-coloured faade, illuminated by lights set into the square
in front of it. It wasn’t huge - not Buckingham Palace huge. But it had
the whole side of the square to itself, and thus managed a certain gravi-
tas. Some kind of tournament, with horses and men with big sticks, was
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129
being set up, and most of the area was fenced off. The rain had driven
most of the punters away, though, and only now that it had stopped were
they making their way back, jostling to get a good view. She made easy
going around the arena, trying to keep her head down and not attract too
much attention; although she wasn’t quite sure why, she felt surprisingly
nervous and vulnerable. Fitz’s unceremonious dumping of her in favour
of Farine still preyed on her, and she put her state of mind down to that.
It had been quite a surprise, though, to be accosted by the two little
old ladies. For a moment, she’d expected to be mugged, and felt quite
disproportionately sick.
‘We have a message for you,’ one of them had said, caught awkwardly
between curtsying and bowing. That had been a turn-up.
‘Her Highness Princess Sensimi asked us to give you this,’ the other
one had said, pressing something into Trix’s hand. ‘She says to follow her
and... Fitz? to the Palace and to present this. They’ll let you in.’ And with
a bit more bowing and scraping, as if Trix had been royalty herself, the
two women had scuttled off.
Trix had opened her hand to discover a silvery credit-card sized thing
with a holographic picture floating just above the surface. She’d had to
find a streetlight to read it by - and had been rather staggered to find
that it was some sort of ID card, for, sure enough, Princess Sensimi Ruth
Auburon - complete with picture.
A picture of Farine.
Trix knew there had been something wrong with Farine: something
about how she dressed, how she acted. Amateurs! she thought. Her body
language had been all wrong. It was obvious: ‘Farine’, despite trying to
look like a normal, everyday person, had carried herself with an hauteur,
an attitude, that suggested she thought she was better than everyone else.
But this just made it all the more puzzling: why did this Princess Sen-
simi want Fitz? Why was she taking him to the Palace? And, considering
how snotty Sensimi had been, did Trix really want to be there too?
Oh... hang on, thought Trix, watching a couple of men trying to rope a
particularly skittish horse. Palace. Palace equals money. Equals gorgeous
things. Equals -
Someone jostled her from behind and she turned sharply - more sharply
than she’d intended: the youth that had elbowed her jumped back in
alarm for some reason and apologised. Trix just stared at him, memo-
ries of the three men that had attacked her still fresh in her head. For a
moment, she wondered quite what had happened back there.
As the man sloped away, casting shifty looks at her, she turned back
to the Palace. She’d been caught in the torrential downpour, and could al-
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most feel the steam rising from her body, like the horses cantering around
the arena. Never a great fan of horses - they’d scared her as a child, and
still managed to make her nervous as an adult - she found herself strangely
drawn to them, and spent a few moments watching them pacing back-
wards and forwards as their riders set up some sort of jousting match.
To her side, she caught snatches of a worried conversation about a
brush fire, out beyond the city, but the general consensus seemed to be
that the rain would have put it out by now. She looked up into the sky -
a few shreds of cloud obscured the stars, and Trix felt a quite explicable
longing to be out there, back in the TARDIS, away from this place. She
shook her head and took a breath. She needed to find the Doctor and Fitz.
Farine hated the cellar - which was hardly surprising, considering what
Princess Sensimi kept in there, and considering what she expected Farine
to do. It wasn’t helped by the fact that the princess had broken the main
light switch so that Farine had to make her way down the steps in the
darkness until she found the second one. The weight of the pan she carried
was making her arm ache, and so she was relieved to be able to set it down
for a few moments while she felt along the wall for the switch. A rustling
from the far end of the cellar made her stomach tighten, and she had to
remind herself that the thing down there was safe behind bars.
The noise that suddenly issued from the old barrel storage room, just
next door, was another thing entirely. Building up from almost nothing,
it sounded like a whole herd of elephines, signalling to each other across
the southern plains. As the noise rose to a crescendo, Farine abandoned
her pan, abandoned her search for the light switch, and fled back up the
stairs.
A few moments later, the door to the barrel room opened cautiously, and
the Doctor’s head poked through.
‘The old girl must have a thing for cellars,’ he said to Calamee. think
her melodrama circuit’s turned up too high, you know.’
‘We’re in the Palace?’ said Calamee, a rather hurtful tone of disbelief
in her voice, somewhere behind him.
‘Of course we’re in the Palace,’ replied the Doctor indignantly as he
ushered her through. ‘I told you: the old girl’s rather good at these short
hops.’
Calamee started to say something, but the Doctor shushed her, peering
around in the gloom as his eyes acclimatised themselves. In the distance,
and at quite some height, was a vague sliver of light -a partly opened door,
he imagined. Yes, he could make out the steps that led up to it.
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‘Can you smell that?’ he whispered.
There was an excited squeal from Nessus and the sounds of tiny paws
skittering over the flags beneath their feet.
‘Nessus!’ hissed Calamee. ‘Come back!’
‘I think-he can smell it too.’
‘What?’
The Doctor didn’t answer - over on the far wall, he thought he could
see something that looked like a switch, outlined faintly by the light from
the door above it.
‘Stay here,’ he said, and gingerly made his way over. Moments later,
the room was bathed in light from a single bulb high on the ceiling, and
he turned to see Calamee staring in horror at something concealed behind
a pile of plastic crates.
‘I think you’d better look at this,’ Calamee said.
Makeshift bars had been set in a doorway that led into another room.
And lying on a pile of straw, just beyond those bars, was one of the night
beasts.
Curled up on the creature’s chest was Nessus, looking up at them both
with bright, happy eyes.
Chapter 15
‘The foot-stomping Tantrum Fairy
was back.’
‘Nessus! Come out of there!’ pleaded Calamee, unable to believe that her
pet was sitting on what, from all accounts, was one of the most vicious
and fearsome animals on Espero.
‘Quite touching, really,’ said the Doctor, folding his arms insouciantly.
‘No it’s not bloody touching - it won’t be if that thing attacks him. Doc-
tor, please - help me get him out.’
‘I don’t think it’s going to attack him, do you? Look at them, Happy as
Larry.’
‘Happy as what?’
‘As a pig in shhhh... someone’s coming!’
Calamee felt the Doctor grab her arm and drag her back into the door-
way to the room where the TARDIS had landed. She hadn’t quite got over
the fact that it had landed inside the Palace. Presumably without drilling a
hole through its roof. She wondered for a moment whether he was going
to bundle her back in, and opened her mouth to protest - until she heard
the sound of footsteps on the stairs.
She tried to peer around the Doctor, who was peeking through the
crack he’d left in the door, but he seemed determined to hog the view. She
could hear voices, whispers. Whoever had come into the cellar seemed as
shifty as they were.
‘Who is it?’ she whispered in his ear, trying to get a look.
‘Considering how coincidence seems to follow me around,’ he replied
wryly, ‘I shouldn’t have been surprised. It’s Fitz!’
Fitz had had a feeling about this. From the moment Sensimi had come
back and woken him from his dream about the Doctor’s bottom, as they’d
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133
shiftily slipped through the Palace apparently trying to avoid everyone,
right up to the moment they’d entered the cellar, everything screamed
BAD. But he’d badgered Sensimi to tell him why she was so interested
in him, and he could hardly bottle out now.
The huge pan of bloody meat on the floor at the foot of the steps didn’t
bode well.
‘Cellars,’ he muttered to no one in particular. ‘Always with the cellars.
Doesn’t anyone do things in attics any more? And what’s that smell?’ he
asked, realising that, along with the must and damp, there was another
scent here - something warm and musky and alive. Quite pleasant, he
thought. He dipped his head casually towards his own armpit, wondering
if he needed another bath.
‘You wanted to know,’ Sensimi said sullenly, crossing to a darkened
doorway that seemed to lead into another chamber. ‘There. Now you
know.’
She stood back, arms folded grumpily.
Behind the bars set wonkily into the doorframe was a dark, shaggy
shape - and it took Fitz a few moments to realise what it was. And what
was sitting on it.
‘What the devil have you got one of those for? And is that Looloo on
its chest?’
‘Looloo?’ Sensimi did a double-take.
‘Looloo?’ echoed a voice from a doorway in the other wall, making
them both jump. ‘I think you’ll find he’s called Nessus.’
‘Doctor!’
shrieked Fitz as his friend disentangled himself from the
shadows.
‘Who?’ said Sensimi.
Another figure stepped out from behind the Doctor and squeezed her-
self past - a rather peeved-looking girl, younger than Sensimi, Fitz would
have said, but certainly with a bit more spunk. Her short-cropped hair
had been tinted bronze and complemented her dark skin beautifully. ‘Is
this the Fitz you lost earlier?’
‘I wouldn’t quite say lost - more mislaid.’ And with that, the Doctor
bounded over and gave Fitz a huge, rib-cracking hug, lifting him clear off
the ground. For a moment, Fitz wondered if the Doctor was going to kiss
him - and remembered the dream.
Eventually, the Doctor let him go, and, gasping, Fitz said: ‘I thought
you were -’
‘Dead?’
‘No, not dead actually. Just missing. Someone in the city said they’d
seen you, but we couldn’t find you. And now Trix has gone AWOL as
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134
well.’
The Doctor threw him a look. ‘Probably on the hunt for the Imperial
Crown Jewels or something. You know what she’s like.’ He gave a rather
dismissive shrug and turned to Sensimi, who, simmering quietly through-
out the reunion, seemed to be reaching the boil. ‘And you must be...?’
‘This is her Royal Ladyness Princess Sensimi,’ Fitz introduced her. The
Doctor held out his hand, but Sensimi frostily ignored it.
‘And this is Calamee,’ said the Doctor, introducing his own new friend.
‘She’s been helping me.’ He paused and scratched his nose. ‘I don’t know
about you, Fitz, but I seem to have had more than the usual problems with
my memory recently.’
‘Tell me about it! Trix found me lying on the grass near the TARDIS. I
think I’ve remembered most of it, but there’s still a hole or two.’
‘Snap,’ said the Doctor grimly, and reached out to touch the bare patch
on Fitz’s head.
‘Looks like we’ve both been through the wars. The same ones, I sus-
pect?
‘Nice as all these introductions are,’ cut in Calamee, ‘is someone going
to explain what that is doing in here - and why Nessus is cuddling it?’ She
gestured to where the night beast watched them silently, still reclining on
its bed of straw. ‘What if it wakes up and kilts him?’
‘Calm down,’ said the Doctor. ‘Look at them - does it look like Nessus
is in any danger? And I think you’ll find that it’s perfectly awake already.’
The beast lay on its side in the straw, its eyes following the movements
of the humans as they approached. It seemed unconcerned - but whether
it knew that the humans were probably not going to harm it or that the hu-
mans couldn’t harm it, Fitz wasn’t sure. Although when its eyes alighted
on Sensimi, he felt sure he heard a low growl rumble from its chest. Nes-
sus gave a little bleat from where he was curled up in the crook of the crea-
ture’s arm, closed his eyes again and buried his head in the night beast’s
fur.
‘Nessus,’ whispered a dismayed Calamee, as if, with that simple move-
ment, Nessus had betrayed her and gone over to the side of the enemy.
She turned, and Fitz saw a shadow of embarrassment and anger colour
her eyes, the Doctor wearing an understanding little smile.
’I don’t get it,’ she said. ‘Why’s Nessus in there with that?’
‘That’s Nessus, is it?’ said Fitz. ‘I thought it looked a bit butcher than
Looloo. Maybe Nessus is related to the night beast.’ He heard Sensimi
make a tutting noise.
‘How can they be?’ she said. ‘Look at the sizes of them.’
CHAPTER 15. ’THE FOOT-STOMPING TANTRUM FAIRY...’
135
‘Oh yes,’ Calamee said scornfully. ‘I keep forgetting that things have
to be the same size to be related. Remind me to tell you about how babies
are made some day.’
‘Sorry!’ Sensimi said archly - although it was clear she was anything
but. ‘I was just saying -’
‘Well don’t,’ snapped Calamee. ‘And what’s this thing doing in here
anyway? Don’t you know how dangerous they are?’ She glared at Fitz,
as if it were suddenly all his fault. ‘Haven’t you heard the stories about
them?’
‘Believe me,’ said Fitz, ‘I’ve had first-hand experience of them.’ He
looked meaningfully at the Doctor. ‘We have.’
‘Not exactly house-trained pets,’ added Calamee. ‘These things kill
people.’
‘It’s safe enough,’ snapped Sensimi defensively. ‘It won’t attack just
anyone! It’s trained to -’
She broke off suddenly as everyone looked at her.
‘It’s trained to what?’ asked the Doctor.
‘Erm, it’s trained to... be good. House-trained.’
Calamee took a step towards the princess, and looked gratified when
Sensimi took a pace back, almost stumbling over the step behind her. ‘As
I seem to recall saying to someone else not so long ago - you can’t kid a
kidder. What’s going on, Sensimi?’
‘Princess Sensimi,’ she said, trying to rescue some dignity.
‘All right, Princess Sensimi: what’s going on? I take it that this little pet
of yours is a rather well-kept secret? Or is everyone in your family in on
it?’
There was a sudden flare of panic in Sensimi’s eyes, and Fitz realised
that Calamee had hit a sore point.
‘OK, let’s do a deal,’ Calamee said. ‘You tell us what you’ve got this
thing here for, and we’ll promise not to land you in it with Mummy and
Daddy.’
‘Don’t you dare threaten me. I could have you...’
‘What?’ goaded Calamee. ‘Locked up, like you did with the Doctor?
Beaten within an inch of my life?’
‘Calamee,’ interjected the Doctor. ‘I really think we should be telling
everyone about -’
‘Shut up,’ she rounded on him. ‘If that thing harms a hair on Nessus’s
head, it’ll be her fault.’
‘As I’ve already pointed out,’ began the Doctor, ‘oh... hang on...’
His voice tailed off as he caught sight of something inside the night
beast’s cage. Calamee threw an ‘I’m-not-finished-with-you-yet-madam’
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136
look at Sensimi and moved around to see what it was that he’d spotted.
Lying half under the creature were some pale, grubby items of clothing.
For a moment, Fitz wondered if the Little Princess had been feeding the
creature on whole people, but then he saw the look on Calamee’s face.
‘That’s one of Javill’s ceremonial shirts,’ she said. ‘I’m sure of it. Look
- there’s the Imperial emblem on the sleeve.’
‘So it is,’ said the Doctor, tipping his head on one side to get a better
look. ‘And, unless I’m very much behind in young people’s fashions, isn’t
that an underskirt over there?’
Calamee gave a grunt. ‘It looks like your precious Imperial Family has
more secrets than the rest of the world could have imagined, especially if
Javill’s taken to wearing women’s underwear.’
‘That’s not Javill’s,’ spat Sensimi contemptuously, folding her arms in
a sullen and rather pointless gesture of defiance. ‘That’s -’
She stopped sharply and Calamee gave a broad grin.
‘That mouth of yours’ll get you into so much trouble one day,’ she said
smugly. ‘So whose is it?’
Sensimi didn’t answer.
‘Let me hazard a guess that it might be your mother’s,’ the Doctor ven-
tured. ‘And unless you’ve been playing dressing up with it, the only thing
I can think of is that you’ve been training it to associate certain smells with
food.’ He stared at Sensimi, his eye sockets black pools in his pale face.
‘Training it to kill by scent?’ He waved his arms generously. ‘Or at least if
not kill, then a serious bit of growling and scaring and stomping around.’
He looked at Sensimi expectantly. She, in turn, looked to Fitz, as if expect-
ing him to rescue her. But Fitz said nothing - he was beginning to find her
as tiresome as everyone else seemed to be doing. For a second, Fitz felt
a pang of sympathy for the Little Princess, but when he realised that the
Doctor was probably right and that she had been training the creature to
attack her own mother and brother, that twinge evaporated instantly.
‘No,’ Sensimi said lamely, hugging her arms as if they might hold off
the combined venom of everyone’s stares. ‘It’s not like that.’ She looked
around, her eyes pleading. ‘They were... they were going to kill my father.
They were! Honestly! Fitz!’ Sensimi’s desperate eyes locked on to him.
‘You believe me, don’t you? They were planning to kill him tomorrow. I
heard Javill and Mother talking about how this would be his last birth-
day.’ The foot-stomping Tantrum Fairy was back. ‘I don’t care if you don’t
believe me - I know it’s true.’
Her face was tight as a fist as she stared at them all. She must have
felt more than a little betrayed by Fitz, as he stood impassively through
her little speech, and he began to feel a bit guilty. She was only a teenager,
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137
for God’s sake. Didn’t all teenagers want to set ravening beasts on their
parents? No, he thought. Probably not.
‘Well,’ said the Doctor with a deep sigh, when no one had said anything
for an absolutely eternal ten seconds. ‘That’s as may be. Murder’s rather
bad, Sensimi - but from what I’ve heard of your mother and brother, I’m
not sure I blame you.’
‘Doctor!’ said Fitz, clearly unable to believe what he was hearing. ‘This
is, erm, matricide we’re talking about. And, um, that other one. Brothers.’
‘Fratricide,’ chimed in Calamee helpfully.
‘That one, yes. I don’t think we should be taking this so lightly.’
The Doctor pulled a stage ‘ooh-who-rattled-his-cage?’ face at Calamee
before waving Fitz’s objections away.
‘Anyway, before we get on to the real matter at hand, perhaps Sensimi
would like to tell us how that poor creature got in here.’
‘I had it smuggled in a week ago,’ she said sullenly, obviously decid-
ing that the truth might get her into marginally less trouble than more
prevarication, ‘after I heard reports that it had come wandering into the
city. I was curious about it. Some of the Palace Guard managed to catch
it in a net and knock it out. I was going to tell Mother and Father about
it, impress them, and then I heard Javill and Mother plotting and I de-
cided to see if I could... train it.’ Her face started to look pleading again
and Calamee told her to just get on with the story. ‘So I started feeding it
and giving it bits of Mother’s and Javill’s clothing, you know, in the hope
that it would...’ Her voice tailed off as she clearly realised how awful and
calculating she sounded.
Calamee finished her sentence for her: ‘Build up an association be-
tween their scent and food? And then what? You planned to release it and
hope it went for them?’
‘It’s a fair plan,’ interjected Fitz, ‘although I don’t for a minute think it
would have worked. Look at it - this creature’s far more calm and docile
than the others we’ve heard about. Rather like the one me and Trix en-
countered, actually.’ He stepped over to the bars of the cage and crouched
down, dangerously within reach if the night beast should suddenly decide
to grab him. But it didn’t: it just watched him, like a half-dozing cat, with
its tiny black eyes. Nessus gave a little wriggle and adjusted his position
before continuing his nap.
‘So what do we do with it?’ asked Calamee. ‘Let it go?’ She threw a
sharp glance at Sensimi whose suddenly open mouth was, equally sud-
denly, closed again. ‘It doesn’t seem fair to keep the poor thing caged up
here. And if we let it go, it might head for home, mightn’t it?’
Fitz hmmed. ‘And that’s somewhere we’d like to be, I imagine?’
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138
‘Spot on Fitz! We let the creature go, follow it to its home, hope that’s
where the distress call came from and wrap up this whole thing in time
for tea! Oh, and sort out this thing that’s on its way towards the city.’ He
sprang from his knees to full height and dusted off his hands. ‘Unless of
course,’ he added a trifle sadly, ‘the gentleman standing in the doorway
with two members of the Palace Guard has a different idea.’
It took a moment for what the Doctor was saying to sink in, and then
all eyes turned towards the top of the stairs.
Chapter 16
‘Not die exactly. Not really.’
The man tilted his head ever so slightly to one side and gave a thin little
sigh.
‘Doctor,’ he said magnanimously ‘What brings you back to the Impe-
rial Palace so soon? I thought we’d seen the last of you?’
‘Did you? Can’t say the same about you I’m afraid - particularly since
we haven’t met.’ He paused. ’Have we?’
Fitz was starting to wonder if he was going to meet anyone on Espero
that he actually liked (apart from Calamee, who seemed decent if a bit
mouthy). If he was, then it certainly wasn’t going to be this bloke. He was
Caucasian, strongly built, with a square frame and a rather blocky head.
The swoosh of blond hair that crowned it looked somehow feminine, yet
the man’s voice was deep and decidedly masculine. A confident man,
thought Fitz. A man that he could very quickly grow to dislike. In fact:
poof! There - it had happened!
‘My name is Mr Trove,’ the man said, as if that explained it all, and
descended the steps slowly and purposefully. His face was wreathed in a
sardonic smile - the smile of someone who knows something that no one
else does, and is determined that everyone is going to realise it. ‘What
brought you back here?’ he asked simply.
‘This is my home and I can bring whoever I want back here,’ said Sen-
simi suddenly, out of nowhere.
‘I think you’ll find it’s your parents’ home,’ Trove corrected her softly.
‘I think you’ll find,’ said Fitz, ‘that it’s her parents’ house - and Sensimi’s
home, actually.’ Yab boob! to you, Mr Trove.
Sensimi glanced at Fitz and gave hint an encouraging little smile.
‘Yeah,’ she nodded. ‘What Fitz said’
‘Actually,’ said Calamee, ‘the Palace is the property of the state, so in a
very real sense it’s as much mine as it is anyone else’s.’
139
CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’
140
Trove threw her an almost admiring look before smarming on: ‘Well,
regardless of whose home or house it is, I have full permission to be here
from Imperator Tannalis himself.’
’Don’t care,’ snapped Sensimi (rather childishly, thought Fitz). ‘These
are my friends and I won’t have you interrogating them.’ She gave a con-
sidered pause and her eyes drifted pointedly towards Calamee. Well,’ she
added sullenly. ‘Apart from her.’
Calamee gave Sensimi the visual equivalent of a growl, and Fitz found
himself grinning, before realising that they were probably all in a very se-
rious position here. Trove, whoever he was, clearly had the Palace Guard
on his side, and although they had Sensimi on theirs, Fitz knew who held
the upper hand.
‘Discussions about ownership of this magnificent palace aside,’ the
Doctor said, ‘I take it that the fly camera was your little toy?’
‘I have you to thank for its demise?’
The Doctor gave a theatrical bow. ‘It was spoiling my meal,’ he said
apologetically, and began patting his pockets. ‘I’m sure I have it on me,
somewhere, if you’d like it back, although it might need a little repair
work. They don’t go well with custard, do they?’
‘Keep it as a souvenir, Doctor. I have plenty more.’
The Doctor stopped patting. ‘And, if my logic isn’t at fault - which I
have to confess it occasionally is, these days - I’m beginning to suspect
that you’re also the person behind that little lock-him-up-and-let-him-go
charade when I arrived. Did you find out what you wanted to know before
your surveillance device got its just deserts?’
Trove smiled again, but this time it was a harder, colder smile.
‘I am close, Doctor. Very close.’
‘Oh, I am pleased. Does that mean that you can tell us what it’s all
been about? I mean, if you’re so close that the interference of us pesky
kids won’t stop you from getting away with it?’
Fitz grinned.
‘If you mean,’ replied Trove icily, ‘that there’s now nothing you can do
to stop me, then sadly, no.’
The Doctor frowned. ‘Would that be a “No, you can’t stop me” or a
“No, you can stop me”? These double negatives always confuse me.’
Trove took a breath and raised a hand to the two Palace Guards stand-
ing behind him.
‘Lock them up,’ he said. .
‘Don’t you dare!’ seethed Sensimi, drawing herself up. The sound of
Sensimi’s shrill voice must have woken Nessus, because, out of the corner
of his eye, Fitz saw the little creature sit up and stretch on the night beast,
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141
and then amble casually over to Calamee. She pulled him up to her chest,
hugged him painfully tightly, and began telling him off.
‘I don’t know who you think you are,’ Sensimi continued to Trove.
‘You’re a guest here in the Palace.’ She stared at the Guard. ‘And you
two...’ Fitz suddenly felt inexplicably proud of her. A wannabe murderess
she may be, a spoiled brat, certainly. But it took some guts to stand up
to Mr Smuggo. ‘You answer to my father,’ she said as imperiously as she
could. ‘And to his family. Not to this... this offworlder. Now get out of
our way.’
Sensimi was, thankfully for once, every inch the haughty Little Princess.
She tipped back her chin, and flounced straight up the stairs past Trove
and the Guard. Trying not to smirk, Fitz led the rest of them after her and
out of the cellar.
‘Just one thing,’ said the Doctor airily as he paused in the doorway.
Fitz turned, assuming he was talking to him. But the Doctor was looking
at Trove. ‘You wouldn’t happen to have anything to do with this wave
thing that’s heading towards the city, would you? Only I expect it’ll be
arriving in a couple of hours, and I really think someone ought to tell the
authorities before we all die.’
‘Did I hear you right?’ asked Fitz of the Doctor as they trooped back up
the stairs after Sensimi. He glanced past him to see a very worried-looking
Trove staring up at them.
‘What? Oh, the wave. Did I forget to mention it? Well, there’s a sort of
energy wave heading towards the city. I expect it’ll arrive in -’
‘Yes, yes, I got that. An energy wave? Heading towards the city?And
something about dying. All of us? And you didn’t think to mention it?’
Fitz stared at him in disbelief and the Doctor pulled a ‘sorry’ face.
‘I’ve had a lot on my mind recently. Or not, I suppose.’ He brightened
up, and began pushing Fitz on after the others. ‘Anyway, I was exagger-
ating just a little. As long as everyone gets themselves up into their bed-
rooms - or attics, just to be sure - there shouldn’t be much of a problem.’
‘Nice to hear it.’ Fitz didn’t feel very convinced. But, on the landing
above, Sensimi was standing, waiting for them alongside Calamee. Even
beneath her skin colour, Fitz could see that she was flushed - angry about
Trove, no doubt, and probably not in much of a mood to wait for him and
the Doctor to have a cosy little chat.
Back in the cellar, the Guard hovered awkwardly for a few moments until
Trove dismissed them. In silence, he stared back down the cellar steps at
CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’
142
the night beast. It was eyeing him coldly. Trove descended the steps and
approached the cage, making sure to keep out of the reach of its arms.
‘I know what you are,’ he whispered. ‘And I know where you’re from.’
The beast just stared up at him.
A few hours ago, knowing that this thing was here might have given
him an advantage: he could have released it and followed it - like he’d
heard the Doctor suggesting. But if what he’d also said about the wave
was true, then things had already progressed too far. It was time, for some
high-level surveillance. He had to work out where the centre of the wave
was. He paused, noting the open door that led into another of the cellar’s
chambers. What else did the princess have concealed down here? Stand-
ing in the darkness, far too big to have been carried through the doorway,
was a tall box.
‘How long?’ Sensimi stared at the Doctor, her hands on her hips and her
eyes and nostrils flaring. She’d clearly waited until she knew they were
following, and then stormed back to her room, the others following on
behind like straggling ducklings. The face like thunder she wore told Fitz
that she must have overheard the Doctor’s comment to Trove.
‘It’s hard to tell, really,’ said the Doctor, glancing sheepishly at Fitz.
‘It all depends on its acceleration. I’d guess at a couple of hours - three,
maybe four.’
‘Some... some thing is going to hit the Palace in a couple of hours and
you’ve only just thought to mention it?’
‘Oh, be fair,’ the Doctor said, looking hurt again. ‘Calamee here knew
about it too - it’s not all my fault.’
‘Thanks very much, Doctor. If it hadn’t been for me -’
‘Oi! Oi!’ barked Fitz as Looloo scuttled beneath the bed. ‘Can we stop
this? It’s not helping anyone. This wave, Doctor. What does it do? Is it
actually dangerous?’
‘Ah, well, that depends on how you define dangerous.’
Fitz stared at him.
‘Yes. Yes it is,’ the Doctor said guiltily. ‘Probably very, really.’
Calamee sighed. ‘It seems to break down organic stuff and turn it into
slime, and then the slime turns back into whatever it was before after a
few minutes.’
‘Sounds a bit ick.’ said Fitz, ’but hardly run-for-the-hills material.’
‘But it’s why it does it that’s puzzling me,’ the Doctor said. ‘It seems to
clean up the DNA, simplify it - like with the night beasts.’ He reached out
and stroked Nessus’s head as he snoozed over Calamee’s shoulder, like a
little hairy baby. ‘And with Nessus.’
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143
‘Eh?’ said Calamee and hugged him tighter. Looloo, on the bed, threw
Nessus a sullen look and began picking at the front of her grubby dress,
pointedly.
‘Nessus. I ran the same DNA test on him when I was in the TARDIS,
just out of curiosity. And he shares some very similar genetic characteris-
tics to the night beasts. Which probably explains why he went wandering
off: maybe he smelled Sensimi’s little pet; maybe he sensed the similar-
ity, the fact that they’ve both gone through the wave - or been touched by
whatever caused it.’
‘I’m sorry,’ interjected Sensimi herself, her voice unpleasantly thin and
strident. ‘But there’s a thing heading for the Palace, and we’re all going to
die!’
‘Not die exactly. Not really. And it only comes up to about here -’
He pointed vaguely into the air above them. ‘We just need everyone to
go upstairs and they’ll be perfectly safe.’ He looked at them as if he was
describing nothing worse than a spot of inclement weather.
‘I’m going to tell someone,’ Sensimi said suddenly, heading for the
door. ‘Get the Palace evacuated.’
‘No need for an evacuation,’ the Doctor reminded her. ‘Just get ev-
eryone into their bedrooms. Tell them it’s an electrical storm -that’s close
enough to the truth. And don’t forget to get the rest of the city warned,’
the Doctor added helpfully. ‘Oh, and try not to cause a panic. There’s
nothing worse for a disaster than a panic.’
Sensimi almost ran from the room, slamming the door behind her.
‘She’s going to cause a panic, isn’t she?’ said Fitz tiredly.
The Doctor nodded.
Sensimi headed for her father’s room. She didn’t trust this snotty Doctor.
He didn’t seem too worried about this wave thing, but then it wasn’t his
planet, was it? She gave a little yelp as she turned a corner and ran straight
into Mother.
‘Sensimi? What’s wrong?’
Sensimi scowled.
‘I’m going to see Daddy.’
‘He’s sleeping,’ said the Imperatrix. ‘I’ve just been in and he’s not feel-
ing well - he needs to rest. Can I help?’
Sensimi chewed at her lip. She really didn’t want to share this with
Mother, but she knew that Daddy wasn’t well. She sighed - it wasn’t as if
the Imperatrix could do anything bad with the news of the wave: after all,
she’d hardly want the entire city to die.
CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’
144
‘There’s some sort of electrical storm or something,’ she said, wishing
she’d actually asked the Doctor for a bit more information before rushing
off. ‘It’s heading for the city.’
‘How d’you know? The weather bureau haven’t said anything.’
‘It’s some sort of freak thing. A... friend told me about it. He says it’s
safe if everyone gets off the ground floor, goes to their bedrooms.’
‘And who’s this friend?’
Sensimi bristled. ‘Just a friend, that’s all. He’s come in from the country
this evening. He says it’s important and that we have to get the word out
to everyone in the city.’
‘Does he?’ The Imperatrix looked dubious. But eventually she nodded.
‘I’ll sort it out, Sensimi.’
‘You’ll make sure that Daddy knows, that he stays in his room?’
‘Of course I will. And I’ll let the city police know.’
Sensimi wasn’t convinced: she knew what Mother and Javill had been
planning for Daddy. But if he was asleep in his room, then he’d be safe.
Sensimi wasn’t sure, but she wanted to get back to the Doctor and his
friends: she didn’t want to miss anything.
‘OK, Mother. But tell everyone to hurry. My friend says it’ll be here in
a couple of hours.’
‘Don’t worry, darling,’ her mother said. ‘I’ll take care of it.’
Trove frowned in puzzlement as he opened the drawer on his desk: the
flycams should have been in there in a sealed container. He checked the
other drawers. Nothing. This was worrying - he’d got through more of
the devices than he’d expected. Other than the ones in the container, he
only had two left. And if he wasn’t to spend half the night tracking down
the artefact, he’d need more than those two to pinpoint the source of the
wave.
A few minutes later, after checking everywhere the flycams could pos-
sibly be, Trove reluctantly had to admit that they’d gone. Stolen. He went
back to his communications console and activated it. He glanced back
to check that the flycam he’d positioned above the door earlier was still
there, and then brought up its surveillance record for the past couple of
hours. Within seconds, he spotted movement on the speeded-up footage
and paused it. Javill.
Trove watched, with growing anger, as he saw Javill poking around in
the room - checking under the bed, in the drawers. Javill found the flycam
storage container and tried to open it - but then obviously thought better
of it and left the room, the container still in his hand. Trove stopped the
replay.
CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’
145
It was his own fault: if he hadn’t piqued the prince’s curiosity with the
light ball, he might never have become greedy and come looking for more
toys. That was unfortunate. Very unfortunate. He needed the flycams -
they were his eyes and ears on Espero, and right now he needed, more
than ever, to know what was happening.
He flicked off the console, checked his hair in the mirror by the door,
and left the room.
Alinti went straight to her room and called up the weather-sat bureau.
They were none to pleased to be disturbed, tonight of all nights, until Al-
inti frostily told them who she was. The man started blundering around,
apologising - but she cut him dead and asked whether they’d had any re-
ports of unusual weather or electrical storms near Saiarossa. Like an eager
puppy, he’d rushed away to check, and come back with a very puzzled
tone of voice.
‘It looks like there’s something,’ he said, and she could hear his fingers
clicking on a keyboard. ‘I’m bringing it up now... now that is strange...’
’Just tell me - what is it? Is it a danger to the Palace - to the city?’
‘Hard to tell - the resolution we get from the satellite’s not what it was.
It looks like... there’s a bit of cloud cover creeping in, so I don’t have the
full...’ His voice tailed away. ‘That’s so strange...’
‘For God’s sake!’ snapped Alinti.
‘Sorry, Your Highness, sorry. From what I can see, it looks like an al-
most circular front, centring around a point a few miles out of Saiarossa.
It’s moving pretty slowly.’
‘That’s all I need to know, thank you.’ Alinti reached for the cut-off
button and paused. ‘And by the way, you ignorant little man, it’s “centring
on” not “around”: Without listening to his reply, she cut the channel.
So Sensimi had been right. A freak storm, tonight of all nights. Maybe
it was an omen. Maybe God had finally heard her prayers... In her head,
she ran through a list of people she could trust - Palace staff she could tell
about the storm who would take her word for it that she’d told Tannalis.
No need to disturb him. In fact, maybe later, she’d take him down for a
walk in the courtyard... She briefly toyed with the idea of not bothering to
alert the city police and authorities - but then if she was going to be Imper-
atrix proper, what would be the point of a city with no one to command?
***
The Doctor was pacing. Which was usually a good sign, thought Fitz: it
meant that the game was afoot. He felt tired, but put that down to every-
thing that had happened since they’d arrived on Espero and to the bizarre
CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’
146
dream. He kept trying not to look at the Doctor’s bottom, but suspected
that, in doing so, he was drawing even more attention to it. He caught
Calamee’s eye, and she frowned at him. Sensimi had whirled back in, just
a few minutes after whirling out, and told them that she’d told her mother
and that she was putting the word out to the city police.
‘Now we need to pool our knowledge,’ said the Doctor, ‘and work out
what’s going on - and how we can stop it.’
‘It’ll be a very shallow pool then,’ muttered Fitz. ‘No diving in the deep
end.’
Fitz raced through the events that had happened to him, and the Doc-
tor added his own tale.
‘So where’s Trix now, then?’ he asked - but to Fitz it sounded perfunc-
tory, as though he felt he were duty bound to ask.
Fitz stared pointedly at Sensimi until she looked away. ‘Hopefully,
she’s on her way here now,’ he said. ‘Oh, and I had a dream.’
Sensimi gave a little snort.
‘It might be nothing, but...’ He paused, suddenly feeling very silly
for what he was about to say - particularly in front of Calamee, for some
reason. He briefly described it to the Doctor, who nodded and hmmed
throughout.
‘Mean anything to you?’ Fitz asked.
Sensimi raised a knowing eyebrow but he ignored her.
‘Nothing... specific. But...’ The Doctor paused, his eyes screwed up
thoughtfully. ‘It has a sort of resonance. D’you know what I mean? It feels
like it should mean something. Something on the tip of my memory, so to
speak. Fitz, how have you been feeling recently - I mean, apart from being
attacked, knocked out, etcetera etcetera?’
‘Shell shocked, I suppose. Why?’
The Doctor shook his head and started pacing again.
‘It’s a shame Trix isn’t here now. Has she made any comment to you
about you not acting normally?’
‘Nothing that stands out. Why?’
‘Just an idea - but we really need an independent observer to verify it.
Someone who knows us both.’ He gave a huge shrug. ‘But she’s not here
so we’ll just have to carry on regardless, won’t we? I started to tell you
about the analysis of the night beast’s DNA, didn’t I? And Nessus’s. Well,
there’s something very odd about it.’
‘I wondered when we’d get around to that,’ said Calamee, who’d
plonked herself down gracelessly in a chair by the side of Sensimi’s writ-
ing desk, and was fiddling with a gold pen she’d found.
CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’
147
‘It’s very clean,’ said the Doctor, stressing the word in a way that sug-
gested that this wasn’t normal and hurtled off into lecture mode, telling
them about ‘junk codons’, redundancy and all sorts of genetic safety mea-
sures. ‘But the night beasts don’t have any of that,’ he said triumphantly -
by which time, everyone was beginning to flag.
‘So what you’re saying is...’ prompted Calamee with some circular,
cut-to-the-chase, hand movements.
‘What I’m saying is that the night beasts aren’t natural. Well, not totally
natural. It’s as though someone’s fiddled with their DNA, gone through it
to remove all the junk, streamlined it.’
‘Someone,’ said Fitz. ‘As in a person.’
‘Or a thing,’ added Calamee.
‘Exactly!’ said the Doctor with a grin. ‘I’d originally assumed - as I
think did the Esperons - that the night beasts are natives. And it’s true
that there are elements in their DNA that they share with a few samples of
local plant and insect life that I analysed. But whoever, or whatever, has
tampered with their DNA - perhaps that energy wave, since it seems to
have a similar effect - has cleaned it up, has removed lots of the redundan-
cies, lots of the safeguards. These night beasts were designed - designed
to have a short life. I can’t prove it - not without more evidence or more
samples - but I get the feeling that they’re designed for particular tasks.
The clincher is that, as far as I can tell, they can’t reproduce.’
‘Poor buggers,’ muttered Fitz, trying to work out where this was going
(or indeed, where it had all been).
‘So,’ interrupted Sensimi. ‘What are they for?’
’Soldiers, perhaps. Yes. Maybe drones, workers, guards - something
like that. Although the one in your cellar doesn’t look particularly aggres-
sive.’
‘Now you mention it, the one that me and Trix found was almost chatty.
With me at any rate. And guarding what?’
‘Ah... that is the question, isn’t it?’ The Doctor glanced at the clock by
Sensimi’s bed. ‘Right!’ he declared in his best Sherlock Holmes manner,
one finger raised theatrically. ‘Enough fannying about here. We’ve done
what we came for - alerted the authorities. Now it’s time to track that
wave back to its source.’
Chapter 17
‘I don’t suppose you have access
to a thermic lance, do you?’
Even Trix was surprised at the ease with which Princess Sensimi’s ID card
allowed her access to the Palace. She’d found that the best way to cope
with the stares and the mutters from the crowd was to ignore them, and so
far, it seemed to have worked rather well. Suspiciously so, in fact. As she’d
pushed her way through the crowds around the jousting arena, her excuse
mes and can I just get pasts had become fewer and fewer until she’d found
herself just shouldering her way through with gritted teeth. The heat was
getting to her, though, and she felt the skin on her face tingle and itch.
She wondered if one of this ghastly planet’s insects had bitten her - her
lips felt slightly swollen, although there was no pain. And after a while, it
was as though no one could see her skin colour at all. She’d finally made
her way to one of the bored-looking guards at the front of the Palace, had
presented the princess’s ID card and had explained that she was expected.
Without blinking an eyelid, he’d directed her to a side entrance where,
upon flashing the card again, she’d been escorted through three sets of
doors, into a lift, and up into a dimly lit corridor that simply reeked of
high-class hotel. She could feel her shoes squelching as she padded down
the carpeted corridor, and she cast covetous glances at the paintings - most
of them depicting people that she imagined were members of the Imperial
Family, Sensimi included. Too big to fit in her bag though.
‘This is Her Royal Highness’s suite,’ said the bowing and scraping little
man who’d accompanied her, before scuttling away. What was it with
these people? Didn’t they know what a snotty little cow Sensimi really
was? Trix touched her face again, realising that the tingling and swelling
seemed to have gone down. The door was ajar, a light on inside. She
knocked gently and pushed it open.
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The room was empty. Decorated in the same bland but vaguely taste-
less way that the rest of the Palace seemed to have been done in, it was
clearly the room of a teenage girl - a rather anal teenage girl, perhaps
(all the clothes were folded neatly in piles, or else hung in the capacious
wardrobes - she couldn’t resist a peek).
As she straightened up from checking out one of the chests of drawers,
she heard a tentative little peep from behind her, and turned sharply to see -
well, it looked like a tiny, slightly ginger monkey - as if she hadn’t had her
fill of monkeys and apes recently. It resembled a baby orang-utan, only
with shorter fur and a much flatter face, was sitting on the bed, its legs
splayed, scratching itself in a most unpleasant manner. The worst thing
about it, though, was the fact that it was dressed up in a grubby white
frock, all lace and bits of sparkle. Yellow stains dotted the front of it.
‘Erm,’ said Trix tentatively, remembering that she was on an alien planet,
and that this might well be the most intelligent creature she’d come across
today. ‘Hello - I’m Trix.’
The thing looked up at her and squeaked, showing tiny yellow teeth.
‘I’m looking for Princess Sensimi.’
It just stared, and resumed its intimate scratching.
Right, thought Trix. Probably not intelligent then. Maybe about Fitz-
level with the scratching. Trix saw a host of photographs fastened inex-
pertly to the wall above the bed - many of them were of Sensimi, either
alone or clutching the creature to her. For a moment, Trix forgot what
a little cow Sensimi had been. These were the photos of a rather sad,
rather friendless girl: where were the boyfriends, the girlfriends? The just
friends? One of them showed the monkey-thing sitting ungraciously next
to a large, pink cake iced with the words ‘Looloo’s First Birthday’. Looloo?
Looloo for God’s sake! It made Trix want to shout! It was hard, though, to
forget the stony-faced little madam who’d dragged Fitz away and left her
stranded in the city. Maybe she’d been hoping that Fitz could be her new
best friend. Trix shuddered.
Suddenly, from the corridor, she heard voices. She tiptoed across the
room, ignoring the plaintive squeak that came from Looloo, closed the
door until just a crack remained and turned off the light.
The voices belonged to an arrogant woman and an oily sounding man.
She could almost hear the squelching of his palms rubbing together as
he spoke. His voice was much quieter, as if he’d discovered that stealth-
iness and creeping around paid the best dividends in life; the woman’s
voice, by complete contrast, was loud and harsh, as though she was abso-
lute Queen and Ruler of the Whole Bloody Universe and didn’t care who
knew it. Lovely couple, thought Trix. Must invite them round for dinner.
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Something told her that these two were rather high up: maybe Sensimi’s
mother and father, although the man sounded considerably younger than
the woman. Didn’t Sensimi have a brother? Where had she heard that?
‘...probably dressing it in another doll’s outfit,’ the man’s voice said -
the first words Trix had actually been able to make out.
‘Ghastly creature,’ cawed the woman. ‘I don’t know why I ever let your
sister bring it in here in the first place. My first task as Imperatrix proper
will be to issue an Imperial Edict to make them illegal. Public health or
something. Have them all shot.’
The man chuckled fawningly. So the woman was definitely the Imper-
atrix - and the man Sensimi’s brother.
‘Have you briefed the chef?’
the Imperatrix asked suddenly, and
through the crack, Trix could see them: it was, judging by the resemblance
to some of the portraits she’d seen in the corridors, the Imperatrix, look-
ing every inch the evil-sounding old harridan - short and skinny, with a
cascade of dark hair and ruby red lips. Sensimi’s brother, half-stooped in
supplication and - joy! - with his hands clasped together in mid-rub, was
probably around Trix’s age. His skin was rather lighter than Sensimi’s,
and, to Trix’s surprise, he wasn’t half bad-looking. She’d hoped, somehow
- expected - that his physiognomy would have matched his wheedling
tones. But if he’d just stood a little more upright and stopped doing a
Uriah Heep with his hands, he could have been quite a looker.
‘Everything’s on hold while this storm passes,’ he said, ‘but I’ve given
her a list of Father’s favourite dishes, and -’ his lips twisted cruelly - ‘I’ve
given her some of that special herb mix that he loves so much.’
The Imperatrix shifted so that Trix could only see the back of her head,
but she could still hear every word the woman spoke.
‘Good - and I take it you’ve seen to it that she has special transport
home... after the dinner?’
The man inclined his head in a nod, as if desperately trying to curry
favour with a superior, not his mother.
‘Good boy, Javill.’ She reached out and cupped the side of Javill’s face
with her thin fingers, nails like scarlet talons, stroking his skin. Trix felt
her stomach turn as Javill brought up his own hand, took his mother’s,
and kissed the palm, his eyes never leaving his mother’s face.
Suddenly, from behind her, there came a squeaky little growl. Looloo
was snoring.
‘What was that?’ asked the Imperatrix.
‘It’ll be that animal,’ Javill said, turning away from the door.
‘You’re sure she’s not in there - Sensimi, I mean?’
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‘Of course not - she only ever leaves the door open when she’s not
around so that Looloo can wander around. You don’t think I’d have let us
have that conversation right here if she’d been in, do you?’
‘I don’t know...’ she said silkily. ‘You might have enjoyed it. Now make
sure you stay upstairs. There’s no telling when this storm will hit...’
Trix had pulled back as the woman had turned, and now stood in the
darkness behind the door. A few moments later, she heard them talking
again. By this time, damn them, they’d moved away, and Trix couldn’t
tell what they were saying. She waited another minute and then glanced
through the crack, just to be sure. There was no sign of them. She opened
the door and slipped out. The corridor was deserted.
Of course, Trix didn’t have a clue what she was supposed to do next:
she assumed that Fitz was somewhere in the Palace, and since she’d been
given Sensimi’s ID card, she didn’t feel that she had to skulk about too
much. Small though the Palace was - for a palace -without even the vaguest
ideas of where he might be, it could take her hours to find him. She felt a
sudden, inexplicable longing for Fitz. She really must be in a bad way.
So she had two choices: she could blunder about on the off-chance that
she’d find him without being caught by the Wicked Witch of the West and
Dopey - and probably executed for their entertainment, no doubt after a
lengthy spell involving needles and electrodes and pain, or she could sit
in Sensimi’s room, amuse herself with Looloo, and wait.
No contest.
So, her feet squelching just a little bit less now, Trix drew herself up
and set off down the corridor, pausing to examine the vases and tasteless
statues that sat on tables in every alcove, wondering whether any of them
were worth the effort of stealing. Probably not. Not that she needed the
money, of course, but taking interesting things was somewhere between a
hobby and an obsession with her. She froze beside a table bearing a par-
ticularly tacky piece of crystal in the shape of an eagle (she never wanted
to see anything made of crystal ever again!) as she heard voices from the
right turn in the corridor just up ahead. Trix looked around and realised
that she was just a few feet away from a rather impressive-looking door.
She pressed her ear to the ornately carved wood but she couldn’t hear any-
thing. Slowly and carefully, she turned the door handle and opened it just
a crack, her body tensed for the inevitable squealing hinge. But it moved
silently and she put her face to the gap: all she could see was a bit of wall,
papered in dark purple with some gold swirly patterns on it. She pushed
it a little further, listening intently. A dim lamp was on in the room, that
much she could tell.
‘If that’s you, Trove, you can just clear off and let me sleep!’ someone
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bellowed, and Trix jumped. It sounded like an old man. The Imperator?
‘Did you hear me?’ came the voice again. Damn! What should she do?
Just close the door and go, leaving him to think that it had been this Trove
person? Then she heard the voices from the corridor again, getting louder.
Double damn! Was it the Imperatrix and her son again? She shrugged to
herself: come on Trix - how difficult could it be to pretend to be a maid
or a serving girl or whatever backward setup they had here? She’d been
complaining to herself that she hadn’t had a chance to be anyone else since
she’d got here, and the room was obviously dimly lit. Maybe, just maybe,
she could pull this off. Stooping slightly, keeping her face to the floor and
trying to flip into the mindset of one of the Palace staff, she swung the
door open and stepped in.
The room was smaller than she’d imagined - although the bed was
a ludicrously large four-poster: the kind of thing that people with more
money than style have to impress their friends. And stranded in the mid-
dle of it all was the tiny figure of an old man, propped up on pillows the
size of sheep. She tried to keep her face pointing down as she closed the
door gently behind her.
‘Oh,’ was all he said.
‘Sorry to disturb you, sir, but I thought I’d check that you had every-
thing you need.’
‘My dear girl,’ said the man, tipping his head back and peering through
his glasses at her, ‘if you were really a member of the Palace staff, you’d
know that not only do I have everything I could possibly want -’ Trix
risked a glance at him and saw that he was smiling a pleasantly impish
smile - ‘with one or two exceptions, but that anyone who comes unan-
nounced into my room at this hour of the night would face summary exe-
cution at dawn.’ He stared imperiously at her - and then his dark, wrinkly
faced creased up and he let out a howl of laughter. ‘Sorry, sorry, sorry,’
he said, shaking his head and slapping his palms on the expanse of white
bedding around him. ‘Couldn’t resist. Come here, girl. Come on, I won’t
bite.’
Trix approached slowly, frowning, half intending to tell him what a
cruel joke that had been, but she was determined to keep playing the part
of the maid, despite the fact that he could dearly see that she was an off-
worlder. Was she really so addicted to playing out roles that she couldn’t
stop, even when she’d been so obviously rumbled?
‘I’m sorry sir, I don’t understand.’
He rolled his eyes.
‘Lift your head up, girl. Come on, look at me.’ He paused when she
didn’t alter her subservient stance. ‘Your name is Trix and you’re a friend
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153
of Sensimi, aren’t you? Or should I have my spies executed as well?’
Trix’s shoulders must have slumped, because the Imperator gave her a
toothy, relaxed smile. He patted the bed again.
‘Don’t worry,’ he said when he saw the expression on her face.‘I’m far
too old for any of that jiggy-jiggy business. Ask my wife, the shrivelled
old mare.’ Trix cautiously perched at the foot of the bed and then realised
how silly that made her look, seeing as she was facing the wrong way.
She swivelled until she found the best compromise between dignity and
convenience.
‘My, my but you’re pale, girl,’ the Imperator said, adjusting his glasses.
‘Sorry - that was very rude of me.’ He held up his hands in apology. ‘It’s
just that I don’t get to see many people - and certainly not offworlders. Tell
me: how is the universe out there?’
‘It’s fine,’ Trix said. ‘Well, it was when I last looked. Anything could
have happened to it since then.’
‘So where you from, Trix? One of the colonies - you are human? I’ve
got that much right?’
She nodded.
‘It’s a long story.’
‘Well, if you’re in no rush, I’d love to hear it. Used to be quite a bit of
an adventurer in my youth meself.’ He gave a sad sigh. ‘Been a long while
since I’ve done anything that didn’t involve either that witch of a wife or
an army of nurses or guards tagging along.’ He leaned forwards. ‘I’ll do a
deal with you: you tell me a bit about what you’ve been up to, and I might
just share a secret or two about this place.’ He gave a conspiratorial wink
that made Trix grin. ‘Alinti thinks she’s got it made, you know. But she
doesn’t know the half of it.’
‘Buggery!’ swore the Doctor, and Fitz stared at him. ‘It’s that Trove man -
look what he’s done!’
Fitz - and Calamee, Sensimi and probably Nessus as well - looked at
the doorway that led to the TARDIS. Even the night beast, still on its side in
the straw on the other side of its bars, looked. The door refused to budge,
and the Doctor pointed to a thin line, running all around the door frame,
where the wood of the door seemed to blend seamlessly into the stone of
the frame.
‘Some sort of diffusion sealer.’ He kicked at the door angrily and pulled
a face. ‘And that door must be two inches thick.’ He turned to Sensimi.
‘Is there any other way into that room? And if there isn’t, I don’t suppose
you have access to a thermic lance, do you?’
Sensimi stared at him blankly before shaking her head.
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154
‘Well, we’ll have to find some other way out of the city, won’t we?
We need something that can fly - we can’t rely on finding a convenient
building around when we run into the wave. Don’t suppose you have any
helicopters or shuttles parked around here, do you?’
She shook her head again, before suddenly smiling. ‘No - but we do
have a few levicars. Father ordered them from Marselle for his birthday
tomorrow.’ She puckered up her mouth. ‘But they cost a fortune - they’re
his pride and joy. He wouldn’t let us -’
‘He doesn’t have to know, does he?’ the Doctor whispered craftily. ‘We
only need one and we’ll have it back before he knows it’s gone. How high
can they fly?’
‘I don’t know - I’ve only seen them parked in the rear yard.’
‘Well they sound like our best hope for now - lead on, Your Princessly
Highness!’
Sensimi gave him a look that said she didn’t altogether trust him.
‘I mean,’ he added, ‘if you don’t want your family to find out about
your furry friend here, getting us out of the Palace would be the best way
to keep the secret, wouldn’t it?’
Saiarossa, as dawn was poking her rosy head above the horizon, was a
quite beautiful place, thought the Doctor. Struggling to break free of a
technological timewarp, Espero had kept a certain charm -although he
doubted that all of its citizens felt the same. Calamee, for one, was surpris-
ingly bitter about the decisions that had been made centuries before her
birth, condemning her to a life without all the technological flim-flammery
that most other Earth colonies of this era took for granted. He almost
wished he could take her with him, give her a whistlestop tour of some
of the other outposts of humanity, let her see that the grass wasn’t always
greener. Always hungering for what they didn’t have, humans. Maybe
that was why he liked them so much, why they’d spread themselves to the
stars, established dynasties and empires, made the universe their home -
the desire to have more, to have different. He understood the mindset that
had motivated the original Esperons to do what they’d done - how could
he not? - but he had a sad sympathy for those who now had to live by the
consequences of those actions. And it always came down to consequences,
didn’t it?
The levicars, to the Doctor’s disappointment, had been less than im-
pressive. Coppery-orange lozenges, designed in what he imagined was
some sort of retro-style - with swept-back fins and tarnished chrome trim-
mings - they were surprisingly large, and one took the five of them without
difficulty. With a wry grin, he remembered Sensimi saying that they were
CHAPTER 17. ’I DON’T SUPPOSE...’
155
the Imperator’s pride and joy: he must have been something of a boy-
racer in his youth. Nessus scuttled to the edge of the passenger well and
peered out in wonder as the Doctor fired up the engine and the car shakily
lifted from the ground. It wobbled uncertainty as he experimented with
the controls, pitching the occupants around - much to the amusement of
the parking attendant, who dashed off as soon as the rear gate had been
opened. Clearly, Sensimi seem to have succeeded in getting the word out
about the wave approaching the city, and the attendant was in something
of a hurry to get back upstairs. As the car sped out into the road behind
the Palace, Fitz pointed out that he could hardly feel the wind, despite the
car’s being open-topped.
‘That’ll be the repulsor field,’ said the Doctor knowledgeably, slewing
the car around a corner and throwing them all up against the side of the
vehicle. ‘Hopefully, even if we can’t get high enough to clear the wave,
it’ll give us a bit of added protection. Now hang on!’ He cracked a grin at
them. ‘Let’s see what this baby can do!’
Chapter 18
‘You wanted to see my toys, did
you?’
The streets were eerily quiet. A few stragglers ran for the shelter of their
homes or other buildings where they could gain enough height to avoid
the wave. The Doctor wondered how far from the city it was now, but
realised that he didn’t have enough data points to make any kind of useful
calculation. The others in the levicar clung on for grim life - shrieking and
(in Fitz’s case) whooping joyously as he took corners at much too great a
speed. The standard altitude of the car was about four feet, but the Doctor
had been able to push that to about twelve before the motors began to
whine in protest and he’d had to drop back down. Nessus, like a dog,
stuck his head over the side to take in the breeze.
Javill rather liked the Palace at night. He liked the vast expanses of empty
corridor, the soft hush that fell over the place. He liked the way he could
creep about without running into some member of staff or other every ten
minutes. He liked the dim night lights that burned in the corridors, lend-
ing everything a deep-shadowed gloom. At night, he could almost believe
that the Palace was his. Now, with this weird warning that everyone had
to stay in their bedrooms because of some freak electrical storm, it seemed
that the ground floor actually was. He’d checked with the weather bureau,
just in case Mother had got it all wrong - but it seemed she was right: he
had another hour or so before it would reach the city, though.
He didn’t know where Sensimi was. Mother was still going over the
plans for Father’s birthday - he’d accompanied her back to her suite and
left her tutting and swearing in a low voice over a stack of invoices for the
party. Father was probably asleep.
Javill wandered down the grand main staircase, through the hallway,
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157
listening to the sharp, echoing sounds of his shoes on the tiles, and out into
the courtyard. The lights had been turned down, but he could just see the
stage and the higgledy-piggledy rows of chairs. Javill wandered down the
centre aisle, bumping his fingers along the backs of them as he went. He
heard a sharp, electric buzz as an insect met its end on one of the flytraps
mounted around the upper walls of the courtyard, and he reached guiltily
into his jacket pocket. Almost not wanting to touch them, Javill fished
out the squashed, crushed and dismembered remains of the things he’d
found in Trove’s room and looked at them. He’d gone in there expecting
to find some wonderful, clever toys, but all he’d come away with was
a dozen metal flies. They’d started to move around of their own accord
once they were out of the container, and Javill had dropped them and
stamped on them. He’d never liked insects. But lying there in the palm of
his hand, they were just things. Bits of metal. One or two of them moved
half-heartedly, their legs futilely wriggling in the air. He squinted at them,
feeling sure that there should have been another one. It was probably
at the bottom of his pocket, or had fallen out in his room. He glanced
around to make sure there was no one watching and crossed to one of the
raised flowerbeds that ran around the courtyard. Gouging a deep hole
with his fingers, he buried the horrible little things and tamped the soil
down firmly on top of them.
‘Doing a spot of midnight gardening?’ came a voice from above him.
He jumped and stared around for a moment until he caught sight of
Trove’s pale face looking down at him from a balcony. Damn the man!
thought Javill, clenching his jaw. Did he always have to creep around like
that?
‘Just... checking... things,’ he answered vaguely, and felt stupid for not
having had a quicker and more convincing reply ready. But why the hell
should he? This was his home, not Trove’s. He didn’t have to answer to the
man.
Trove’s head vanished, and moments later he appeared silently at the
main doors to the courtyard. Javill hadn’t heard his footsteps.
‘The toy I gave you earlier,’ Trove said pleasantly. ‘The light ball. Have
you had a look at it?’
‘Briefly’
‘Only I wondered if you’d like to see some of my other toys - some of
them are much more impressive than that little thing.’
Did he know about the flies? Javill felt his mouth dry up. How could he?
‘I should be going to bed,’ Javill said brusquely ‘It’s a busy day tomor-
row.’
Trove nodded. ‘For all of us. I’ll walk up with you.’
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158
Javill felt his jaw clenching again, but smiled as pleasantly as he could
as the two of them walked back into the hallway and up the stairs. Javill’s
feet clip-clopped noisily; Trove’s didn’t make a sound. At the top of the
stairs, Javill turned to head towards his own rooms. ‘Sleep well,’ he said.
‘Oh, there was something I wanted to talk about,’ Trove said suddenly,
as if it had just occurred to him. ‘My flycams.’
‘Your what?’ Javill turned back to face the man.
‘Robot flies,’ he said. ‘Surveillance devices.’
‘Oh.’
‘I believe you borrowed a few of them from my room earlier. Perfectly
understandable. They are fascinating, aren’t they?’
Javill said nothing, wishing that he’d never gone poking around in the
offworlder’s things. He felt like a schoolboy being told off.
‘It’s just that I really need them back,Your Highness.’
‘I’ll see what I can do,’ Javill said.
‘Now would be very good, Your Highness. They are essential to my
work here.’
Javill let out a sigh. ‘There was... there was an accident.’ He could
hardly look Trove in the eye.
‘An accident?’
‘They were damaged.’
‘How damaged, exactly?’
Javill swallowed.
‘I... I stepped on them.’ He looked up at Trove who was staring coldly
at him. ‘By accident. Look, I’ll have a word with Father. I’m sure he’ll
recompense you. Now I really do have to -’
‘Stepped on them by accident?’
repeated Trove, rolling the words
around his mouth as if they had a foul taste. ‘Not an easy thing to do
with flycams, I wouldn’t have thought.’ He gave a theatrical sigh. And
then, as if they hadn’t mattered at all, he waved a hand casually. ‘Oh well
- easy come, easy go. I have plenty more.’ Trove inclined his head. ‘Sleep
well,Your Highness.’
Javill narrowed his eyes, suspicious at Trove’s sudden change of tone.
Maybe he did have lots more of the insects. And what could he do, any-
way? He nodded at Trove and turned away, heading for his rooms. He
was the Imperator’s son, after all. No white-skinned, snooty offworlder
was going to -
Javill gasped as a large, pale hand clamped itself across his mouth. He
struggled and let out a moan, but Trove’s other arm gripped his arm and
chest. Trove was so much stronger than he looked. In his ear - disturbingly
close - Javill heard Trove’s voice.
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159
‘You smug, arrogant little cretin,’ Trove hissed. ‘Do you know how
much those things cost me? Do you know how important they are for my
search here? And you’ve destroyed the last of them.’
Trove adjusted his grip so that one huge arm crushed Javill’s chest
while the hand smothered his mouth. In the dim light, he saw the other
hand rise up in front of him. Something silver and mechanical glittered in
Trove’s fingers.
‘You wanted to see my toys, did you?’ said Trove. ‘Well here’s a very
special one for you, boy. Take a good look at it.’
Javill struggled hopelessly as Trove brought his hand towards his face.
Despite being unsure of the protocol involved in telling an Imperator that
his wife and son sounded as though they were planning to have him poi-
soned at his birthday party, Trix went ahead and told Tannalis exactly that,
watching his impassive face as she related the conversation she’d heard
from Sensimi’s room. As a way of lamely safeguarding herself from ex-
ecution for treason or sedition or whatever, she ended with: ‘Although,
obviously, I might have misunderstood.’
Tannalis leaned back on his mountain of pillows, as if weighing up
what manner of execution to demand for this traitorous offworlder. And
then a broad, white smile cracked his face.
‘You, girl,’ he said, slapping the bed at his side vigorously, ‘are a tonic!
You know that?’
Trix clenched her jaw, annoyed that, after all that, he just thought she
was making it up.
‘Fine, your Imperial Excellence,’ she said coolly, standing up. ‘Fine.
Just fine. I just thought you should know.’
‘Oh for Heaven’s sake girl, sit down! I believe you!’
Trix drew herself up, even more confused.
‘Those mercenaries have been gunning for my death for years,’ Tan-
nalis said, still smiling, as though discussing some practical joke that his
family had been planning. ‘The only reason they haven’t done anything
before is because they’re too shit-scared to try it.’
‘So what’s changed? Sorry for being blunt, but...’ She looked him up
and down, measuredly.
‘But I’m getting on a bit? Ready to kick the bucket?’ His body jerked
with laughter, and Trix found herself grinning along with him. ‘I know
that. I’m not senile, girl - old, but not senile. Well, not so’s you’d notice.’
Trix sat back down on the bed as he leaned closer. ‘They know there’re
things afoot, that’s what. They’ve seen some of the government people
a-coming and a-going, and it makes them nervous. And they’re damned
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160
right to be nervous.’ He paused and narrowed his eyes. ‘Are you in league
with Trove?’ he asked sharply, and his tone suggested that, whether or not
she was, he’d know instantly if she was lying.
‘Sorry,’ said Trix, recalling that Trove was the name he’d called when
she’d first entered his room. ‘You’ve lost me. Trove? Who’s that?’
‘Mr Trove.’ He narrowed his eyes and tipped back his head. ‘You
wouldn’t lie to an old man, would you?’
‘I might.’ She held her face for a moment and then smiled. ‘But I’m
not. Who’s Mr Trove when he’s at home?’
‘He’s another offworlder. I thought he might be a friend of yours -
although I can’t imagine that cold fish having any friends.’
‘Another offworlder? Your wife said something about other offworlders.’
Tannalis nodded. ‘He arrived a couple of days ago, looking for some-
thing - a device, a mechanism that he claims is here in Saiarossa. He... he
offered me certain favours if I’d help him find it.’
For the first time since she’d met him, Trix got the impression that Tan-
nalis wasn’t quite as open and above board as he made out. There was
something slightly furtive in the way he said that. She gave this revela-
tion some thought: it seemed unlikely in the extreme that the distress call
that they’d responded to was unconnected to the arrival of this Trove man.
Could it be that he was the one who’d sent the distress signal? Could it
have been some sort of trap? For a moment, she wondered if, perhaps,
that loathsome toad Sabbath had somehow cheated death again, and was
still alive, perhaps masquerading as this ‘Mr Trove’, looking for another
chance to get back at the Doctor. She asked Tannalis what Trove looked
like, but the description didn’t tally with the Sabbath she’d met.
‘What’s this device he’s looking for?’
Tannalis seemed immediately suspicious.
‘Why? You after it too?’
Trix took a breath and gave him a potted history of what had happened
to them since they’d arrived: Fitz and the Doctor’s disappearance and
attack, her and Fitz’s trip through the city, their meeting with Sensimi (at
which the Imperator raised grizzled eyebrows impossibly high) and her
entry into the Palace a short while ago.
‘So it might be,’ she said in conclusion, ‘that Trove sent the distress
call. Maybe he needs help in finding this thing and wasn’t sure that your
guards were up to it. Anyway, you were just about to tell me what the
device was.’
‘Nice try,’ he laughed loudly. ‘But I’m not that simple, girl! To be quite
honest, I trust you more than I trust that smug con man, but...’ He paused.
CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’
161
‘There’s more at stake than I want to risk right now.’ He patted her hand
avuncularly. ’Sorry.’
‘Fair enough,’ said Trix blithely, determined not to give up just yet.
‘It’s just that we’re on the point of discovering the truth about these night
beasts, and it’d be nice to be able to exchange information.’
‘You’re a smart one, Trixie -’ She raised a disapproving eyebrow. ‘Trix.
But I’m afraid there’s too much resting on what Trove has promised me.
No doubt he has plans to double-cross me, but he’ll find that I’m a
sprightlier old hare than he imagines. Where are your friends, by the way?’
Trix’s skin suddenly flushed and she felt her chest tighten. Fitz, she
thought. I must find Fitz.
‘Fascinating,’ muttered Trove to himself as he watched the images on the
screen in front of him. Relayed through his last fiycam, the one that he had
sent after the Doctor and his party as they’d left the Palace, they showed
the levicar hurtling through the city like a demented copper bullet. He
had to keep the flycam up high, and he knew that it was gradually falling
behind the levicar, but at least it gave him a rough vector. Locking the blue
box out of the Doctor’s reach had been inspired. He hadn’t realised that
it was a transport device, but the flycam that he’d left behind in the cellar
had told him more than he could have hoped. Once he had the artefact
under his control and had delivered it to the Oon, he’d come back and
take the box - he was sure he knew a couple of buyers for it.
He tapped his fingers on the desk, impatient, as the levicar headed out
of the city. And then he saw it: the vast, shimmering wall. He realised he
was clenching a fist. He had no idea how long the wave had been active,
and how much longer he had to claim his prize. He couldn’t afford to
wait.
As if the communications console on the desk had read his mind, a soft,
three-tone chime sounded. He steeled himself, took a breath, and pressed
a button.
‘This is Trove.’ he said.
‘Oon central,’ bubbled a voice, thick and oily, rich with undertones. It
was almost as if many voices were speaking at once, slightly out of synch
with each other. There was a coldness, a dispassionate disdain that chilled
even Trove - and even after all this time. ‘Report.’
‘The device has been located,’ he said - which was not far from the
truth.
‘Recovery proceeds?’
‘As promised.’
‘Timescale?’
CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’
162
Trove paused: a white lie here and there - and a black one when abso-
lutely necessary - was acceptable when dealing with customers such as the
Oon. They operated on very literal principles, very polarised. Everything
was black and white to them: either the mission was on target or it was not.
There were no shades of grey for them in their dealings with outsiders, al-
though Trove had never been sure how they operated among themselves.
He knew little about them, really, save that they were from a vast, frigid
world, scoured by tremendous halogen storms. He’d heard tales of im-
mense, crystalline cities, crumbling and being rebuilt as the winds ripped
away at them; living cities, as much a part of Oon society as the Oon them-
selves. There were even rumours that the cities themselves were the Oon -
immense, intelligent constructs, coral-like. Powerful, intelligent - and im-
placable. But the reasons for their interminable conflict with, well, with
every species that they encountered, were unknown to him: it couldn’t be
simply about territory - most of the worlds that the Oon disputed could
not, because of their geology and atmospheres, have been of interest to
them for colonisation, and they seemed uninterested in military power or
economic conquest. It had been suggested, when Trove’s contact had let
him know that they were in the market for a bounty hunter for a very
particular job, that the Oon were motivated by something that, in other
races, might have been called ‘faith’ or ‘religion’. But it was not something
on which the Oon had been the least bit forthcoming, simply refusing to
discuss it when Trove had brought it up. And he had only brought it up
once, purely as a matter of professional curiosity. He was a bounty hunter,
and if he’d started to ask too many questions of his employers, he’d have
found himself out of a job very quickly. If, indeed, the Oon were engaged
in some kind of jihad, then the stakes were raised that much higher.
‘Twenty hours,’ he said.
‘Acceptable. No delays.’
‘No delays,’ he echoed, knowing that the Oon were particularly poor
at picking up the nuances of non-Oon voices. He could have laughed, or
delivered the two words dripping in sarcasm, and the Oon would have
taken them at face value.
The channel suddenly went dead, and Trove was left feeling slightly
sick, slightly giddy. The Oon were, by reputation, unforgiving of failure. If
he failed to deliver, he did not know exactly what the consequences would
be, but he did know that they would be severe. Of course, that wouldn’t
be a problem. Trove had no intention of failing.
As he turned off the now-silent channel, he realised, more by instinct
than by evidence, that there was someone in the room with him.
‘It seems,’ said Imperatrix Alinti silkily, almost seductively, ‘that my
CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’
163
husband has been remiss in keeping me appraised of your situation.’
Trove stayed where he was, facing the communications console.
‘Your Imperial Highness,’ he said softly, trying to imbue the words
with a deference he most certainly did not feel. ‘My apologies if the Im-
perator was not totally forthcoming about... our arrangement.’ He turned
slowly and inclined his head in a little half-bow. Alinti was standing,
hands clasped, looking at him with cold, avaricious eyes. Had Trove been
telepathic, he couldn’t have read the Imperatrix’s mind any more clearly
than he did then. ‘I’m sure he had his reasons.’
‘He is an old man,’ said Alinti. ‘His reasons are not always... reason-
able.’ She smiled at her own joke, but there was no humour in her smile.
‘I bow to your wisdom. I cannot hope to know your husband as well
as you do, Imperatrix.’
Alinti moved to his side, her eyes caressing Trove’s communications
console as if she’d never seen its like before.
‘This technology is primitive,’ he said softly, ‘compared to the tech-
nologies I have seen, the technologies I have access to.’
He knew that Alinti saw more than a block of machined metal, dials,
screens, displays. After all, none of these were things that the Esperons
didn’t themselves possess. She saw power; she saw a microcosm of all
that Espero had denied itself. He said nothing, allowing her eyes to drink
it in, her mind to blossom with all the potentialities that the console held.
He remembered Javill’s face when he’d shown him the light ball.
‘Your arrangement with my husband,’ she said, and he could see her
fingers twitching, itching to touch the device, to possess it - and, by ex-
tension, to possess what it stood for, ‘is, of course, your business, and I
wouldn’t presume to interfere.’ She looked down at him. ‘But Tannalis is
an old man. A sick old man. It would be a shame if his illness were to...
come between you and your agreement.’
‘As I said, your Imperial Excellence, I do not know your husband as
well as you do. Our agreement was made at a time when his state of health
was, perhaps, less precarious. No disrespect to him, but the sanguine fea-
tures of that agreement are not predicated upon his being the other party
to it.’
Carefully, Trove thought. He had to tread very carefully. Both of them
knew where this was going, but he could not be the one to switch alle-
giances. Alinti had to be the one to make the deal; she had to feel she
was in control. He had no more intention of honouring a deal with this
one than he had with the Imperator, but she had to believe that he would.
He knew that Tannalis lived on sufferance, and that it was conceivable he
would die - of one thing or another - before the artefact had been recov-
CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’
164
ered. Although things were progressing moderately well, he was not a
fool: he could not yet afford to alienate the Imperial household. Not until
he had the device in his hands. And one member of the Imperial Family
on his side was as good as another. Besides, he had had intimations of the
Imperator’s commitment to their deal wavering over the past day.
‘Perhaps,’ said Alinti, ‘it would be to our mutual advantage to discuss
the terms that you reached with my husband. I appreciate that your work
here needs to be completed soon, but death can strike at any hour. And
it would be most inconvenient for you if Tannalis were to die before you
had achieved your goals.’
She stared calmly and expectantly into his green eyes, and Trove began
to explain how he had offered the Imperator the gift of immortality.
Chapter 19
‘Think of a number.’
‘Bloody hell!’ swore the Doctor as he swung the car in a tight arc and
nearly threw everyone out.
‘Will you stop doing that!’ hissed Fitz. ‘It’s... it’s just wrong.’
‘We don’t have time to be taking corners at wheelchair pace,’ snapped
the Doctor.
‘Not the driving - it’s the swearing that’s wrong.’
‘Not as wrong as that!’ the Doctor said, pointing, redundantly, at the
pearly grey curtain that hung before them. Its surface, graduating from
almost white at the ground to the clean darkness of the sky at its apex,
sparkled and seethed.
‘How high did you say it was?’ asked Calamee, frowning.
‘It’s got higher. Much higher.’ The Doctor’s shoulders sagged. ‘I hadn’t
counted on it getting higher. It must be liberating more energy than I’d
thought. Why didn’t I work that one out?’ He shook his head disconso-
lately.
Fitz stood up in his seat and squinted at the wave as it slid, ghostlike,
across the ground towards them. ‘Hiding in bedrooms isn’t going to help
anyone, is it?’
‘Not unless they live in tower blocks - or unless Quasimodo’s got room
to spare in his bell tower.’
The Doctor sank back in the cream leather of the car’s upholstery and
rubbed his eyes with the balls of his hands. ‘How could I be so stupid?’
‘You weren’t to know,’ said Calamee, squeezing his arm.
‘Wasn’t he?’ asked Sensimi.
Calamee and Fitz stared hard at her. She returned their stares coldly.
‘We should go back,’ she said. ‘Warn them.’
‘And then what?’ bellowed the Doctor suddenly, thrusting his face into
hers. ‘This thing will be on the city in not much more than an hour or so -
165
CHAPTER 19. ’THINK OF A NUMBER.’
166
it’ll take us twenty minutes to get back, and then we have to tell everyone
that we were wrong before, and that things are much, much worse than
we’d imagined. Where is everyone going to go?’
Sensimi’s lip trembled as she flinched. Fitz, for once, felt quite em-
barrassed at the Doctor’s outburst - and, again for once, quite sorry for
Sensimi.
‘So what do we do?’ asked Fitz.
‘We go on,’ said the Doctor grimly. ‘If we can find the source of it, we
might be able to stop it - turn it off. Whatever.’
‘And can we get through it?’ asked Calamee, staring at the wall. The
Doctor shrugged.
‘Only one way to find out,’ said Fitz, and the Doctor revved the engine.
The car circled in a tight arc and then they were racing back the way they’d
come, the Doctor trying to get a big run-up to the wave Fitz hoped he knew
what he was doing. The Doctor reached down to the controls, spread out
across the dashboard like an assortment of liquorice allsorts, and began
fiddling.
‘I’m trying to boost the repulsor field,’ the Doctor answered his un-
voiced question. ‘I’m betting the wave doesn’t vanish where it stops being
visible. But it might be weaker higher up if it’s feeding itself on the energy
from the organic dissolution.’
‘Just what I was thinking,’ Fitz said.
The Doctor turned a knob on the dash and Fitz felt the air around
them grow calmer, more solid, and realised that even the little breeze that
had been blowing through the repulsor field had stopped: the Doctor had
turned up the field to maximum.
‘Hopefully,’ said the Doctor as he waggled the steering handles, ‘that
should give us some extra lift. Hold on tight for the ride of your lives!’
‘Or our deaths? muttered Sensimi.
Everyone glared at her.
One minute they were speeding across the ground - well, thought Fitz,
ten feet above it. And the next, the Doctor was steering towards a tree.
Straight towards a tree.
Fitz knew instantly what he was doing: he was hoping to angle the car
upwards, clip the tree, and skim off the top of it.
Everyone shrieked as the Doctor pulled back on the handles and the
levicar’s nose tipped up. Thrown backwards into their seats, they felt the
acceleration press them down into the leather as the tree, painted silver by
the starlight, hurtled towards them.
CHAPTER 19. ’THINK OF A NUMBER.’
167
There was an almighty crash and the whole car juddered as though
they’d hit a wall - but they were still moving, sailing onwards and up-
wards into the night. Fitz risked a glance over the side and saw the shim-
mering curtain of the wall just a few tens of yards away. With a wild
whoop, the Doctor pulled back on the handles so hard Fitz thought they’d
probably snap off in his hands -and then they were flying. Really flying -
up and over and through. The air around them flickered and Fitz felt his
skin prickle. And then they were falling, and it was like being in an aero-
plane with severe turbulence as the car dropped through the oily darkness
like a stone in a well.
Alinti stared out of Trove’s window in silence, her head reeling with all the
myriad possibilities with which his offer had presented her. Immortality.
Trove had promised her immortality.
She’d laughed, of course, told him that she wasn’t some stupid young
girl, her head spinning with ludicrous ideas of what technological gew-
gaws the rest of the galaxy dangled in their faces, just out of reach. She
kept up-to-date - as well as she could with the pitiful data feeds that
Tannalis let her access - on what was happening offworld. As the next
ruler of Saiarossa (however putative the role), it behoved her to stay in-
formed about politics, technology and the progress of the other nearby
human colonies: Eden, Paradiso Grande, Eden (another one), Pelucidar
and Marselle, particularly. And there had been no announcement that
immortality was suddenly on the market, despite the rumours of cloning
technology on Heritage. But Trove had just stared at her, and told her that
the technologies he had access to were beyond anything she could imag-
ine. She’d demanded proof, something to convince her that he wasn’t just
stringing her along to get her help. But, he said, he could offer her nothing
that would convince her until he had the device that he sought.
Out in the square, as the pale light of dawn began to vie with the
sodium orange of the streetlights, she watched a couple of tiny figures,
Esperons on their way to - or from - work. Maybe on their way home after
the night’s revels. Hadn’t they heard the warning about the freak electrical
storm heading for the city?
She shook her head. No one understood quite how difficult her job
was: contending with a wilful husband who seemed to delight in belittling
her in front of the staff, the government - even her own family; making
sure that everything in the Palace ran smoothly, and struggling to come
to terms with the political changes that were sweeping through Saiarossa.
Alinti was under no illusion that the Imperial Family had been allowed to
survive on sufferance all these years. She knew that to many, the idea of
CHAPTER 19. ’THINK OF A NUMBER.’
168
an Imperial Family within a democracy was a weird, twisted anachronism,
but equally, she knew that those same people didn’t understand the value
of having a good, solid family at such a democracy’s head.
It wouldn’t last, she thought sorrowfully. Nothing did. Change was
coming, and the Imperial Family would - for better, or, more likely, for
worse - be one of the first casualties. It had been debated in parliament for
almost a century; their power was now much more figurative than literal,
and yet, Alinti knew, the public still held them in high regard, seeing them
as an extension of their own families. The government were self-serving
bureaucrats and pompous priests who would love nothing more than to
see the little power and influence that she and Tannalis still held devolve
to them. She’d had to make tough decisions in her time as Imperatrix, and
this one was only a little harder.
She gave a sigh and turned to Trove, who’d been silent at her side.
‘I accept your offer,’ she said simply.
He nodded. ‘You have made the right decision - for Saiarossa and for
Espero.’
‘I know, Mr Trove. Now - what do you require?’
She turned her head sharply at a sound - a muffled, lazy thump from
somewhere in the room.
‘What was that?’
She took a step away from the window, turning her head, listening for
a repeat of the noise.
‘I have more equipment,’ Trove said suddenly, a little too eagerly.
‘What kind of equipment makes a noise like that?’
He smiled - a regretful, awkward smile. ‘Important equipment for my
mission here. Secret, I’m afraid. I’m sure you understand.’
She didn’t, but of course she had to pretend she did.
‘You asked if there was anything I required,’ Trove said, a little too keen
to steer her on to a different topic, she thought. ‘I suspect that the Doctor
and his friends are close to discovering the soldier factory. It is imperative,
Imperatrix, that we gain control of it before they do.’
‘Just tell me what to do, Trove. Tell me what to do.’
‘I think I’ve broken my liver,’ said Fitz as he staggered from the car and
fell on to the grass, clutching his side.
‘Don’t worry,’ said the Doctor blithely, running his hands through his
hair as he clambered out of the dented wreck of the levicar. ‘The other one
will kick in in a minute.’
‘You have two livers?’ Calamee stared at the two of them, hugging
Nessus as he trembled in her arms. Sensimi was sobbing openly. Fitz
CHAPTER 19. ’THINK OF A NUMBER.’
169
wanted her to stop.
‘We did it, though.’ The Doctor was grinning now, staring away into
the darkness.
‘Yes, Doctor,’ Fitz smiled tightly, holding his side. ‘And we love you
very much for it. And when we’ve stopped loving you for it, we’re going
to hit you. Very, very hard.’
‘Good, good,’ he said. ‘That’s nice. Now come on. No time to fix the
car, and it shouldn’t take us long to walk.’
‘You’re not the one with the broken liver,’ grumbled Fitz.
‘Not yet, he’s not,’ muttered Calamee darkly, rubbing her neck.
The horizon was showing a thin line of buttery blue when they reached
the spot where, the Doctor proudly pointed out to no one in particular, the
TARDIS had landed. Fitz’s liver was still broken, Calamee probably still
had whiplash, and Sensimi was dragging along behind like she’d come
on a school field trip in high heels and was refusing to admit her mis-
take. Even the Doctor, normally indefatigable, was breathing heavily. A
light sheen of sweat glossed his forehead. They were all very, very tired,
thought Fitz.
‘You’re all knackered, aren’t you?’
said the Doctor with a fatherly
smile.
‘Have you got a wire running into my brain or something?’ asked Fitz,
waving his hand behind his head. ‘That’s about the third time you’ve done
that, guessed what I’m thinking.’
‘Think of a number,’ said the Doctor sharply.
‘Eight.’
‘Nope, another one.’
‘OK, seventy-two.’
The Doctor’s face fell.
‘Wrong - eleventy-seven.’
‘That’s not a number,’ said Sensimi.
‘It is where I come from,’ said the Doctor haughtily. ‘But it’s wrong
anyway. No obvious telepathic link then.’
‘So what did that dream mean - the bottom one?’
The Doctor raised a cheeky eyebrow.
‘Stop it!’ warned Fitz. ‘I’m serious. In the dream you said it was signif-
icant.’
‘Erm, it was a dream, Fitz,’ piped up Calamee unhelpfully.
‘Yes, but it was more than that. It was like I was being told something’
Fitz paused.
CHAPTER 19. ’THINK OF A NUMBER.’
170
‘Stop thinking about it,’ said the Doctor, plunging his hands into his
pockets and staring around at the bushes, ‘and it’ll come to you. Always
works with me.’
Fitz pulled a sneer. It so did not. If that was the case, how come the
Doctor didn’t remember blowing up his own planet?
Fitz felt a cold shudder run through him as he realised that he didn’t
remember much about it either.
’Oh-oh,’ said Sensimi.‘ Company.’
Everyone looked. Standing silently on the grass, a few feet from a wall
of bushes, was one of the night beasts.
***
The creature waited until they were all looking at it, and then, in a curi-
ously human gesture, beckoned to them - before turning and vanishing
into the undergrowth.
‘Come into my bushes, said the spider to the fly,’ muttered Fitz.
But the Doctor shook his head. ‘if it wanted to kill us, it could have
done that here.’
‘How do we know we can trust it?’ whispered Calamee to the Doctor
as their little party followed the creature.
‘I don’t think we do - know for sure, that is,’ the Doctor said. ‘But...’
He shook his head, as if shaking off some memory.
‘You OK?’ asked Calamee. Nessus was struggling in her arms, but she
kept a firm hold on him.
‘I think it’s the fact that me and Fitz were attacked round about here.’
The Doctor looked around, as if expecting at any moment to be assailed
by another of the creatures. Calamee was surprised at the calmness with
which the Doctor and Fitz had agreed to follow the creature, considering
what they’d suffered at the hands of one of its friends.
‘I’m getting...’ The Doctor paused. ‘Not quite flashbacks, but little pin-
pricks of memory. It’s all a bit unsettling.’
‘I’d have thought you’d be used to it by now.’
The Doctor threw Calamee a look, half fatherly disapproval, half an-
noyance. Up ahead, the night beast pressed on through the bushes, push-
ing them aside with a scary, casual ease, and passed on into the heart of
the copse.
As Calamee reached out to hold back a branch, Nessus seized his chance
and leaped from her arm. With a triumphant squeal, he ran after the night
beast. Calamee let him go: this whole affair was making him skittish and
CHAPTER 19. ’THINK OF A NUMBER.’
171
she knew that calling him back would be fruitless. Besides... ‘I know this
place!’ she suddenly said, stopping sharply so that Fitz almost bumped
into her.
‘You do?’
She nodded.
‘We came here for a picnic, my parents and me. A year or so ago.’ She
looked around, suddenly seeing the place in a different light. She could
picture them - her mother, father and house-mother - all sitting down, un-
packing their lunch from a couple of huge bags,while Nessus scampered
around, clambering up trees in a vain attempt to catch birds.
‘Really?’ The Doctor raised an eyebrow. ‘You were very lucky, then.
Perhaps that explains Nessus - his altered DNA. Wasn’t it around then
that the first night beasts started entering the city? Perhaps it was during
your picnic that something happened to him.’
‘God, yeah. I hadn’t thought of that.’ Calamee suddenly felt very cold.
She and her family could have been the creatures’ first victims. She looked
around, up into the trees, into the bushes.
‘It’s... wrong. It feels different somehow. Too quiet, too... tame.’
‘There’s no birdsong,’ said Fitz suddenly. ‘Listen - no birds, no animal
noises.’ They listened, and there weren’t.
‘He’s right,’ Calamee said. ‘When we were here before, there were
loads of birds, a few tree-rats. Nessus was all over the place chasing them.
I had to go off and find him ’cos we thought he might run into something
bigger than him.’ She gave a little shudder.
‘Maybe the night beasts have scared them all away,’ Sensimi suggested.
‘Maybe,’ said the Doctor, sidling up to Fitz. Calamee suddenly got
the weirdest impression of the Doctor and Fitz doing some sort of strange
little double-act. It was as if they were practising each other’s mannerisms,
gestures, ways of speaking. Maybe they’d spent so much time together
that they were now copying each other without realising it. How long had
they spent together? Did either of them actually know? The impression
that Calamee had was that they’d been travelling together forever. She
felt a twinge of sympathy for poor Trix: did she feel like the gooseberry in
their cosy little team? She wondered where Trix had got to.
‘Well, we won’t find out standing here admiring the scenery, will we?’
said Fitz, suddenly striding after the beast. The Doctor gave a shrug and
headed after him, with Calamee and Sensimi bringing up the rear.
Gentlemen to the last, the Doctor and Fitz held back all the bushes
until they were sure that Calamee and Sensimi had hold of them. And
then suddenly they were through, and Calamee heard the Doctor give an
appreciative little whistle.
CHAPTER 19. ’THINK OF A NUMBER.’
172
Laid out in front of them was a surprising little haven. In the dim early
morning light, the plants, trees and bushes around them looked much the
same as outside the bushes, but it was as if someone had gone around
throwing copious handfuls of fertiliser at them. The vegetation was lusher,
richer, and all around were bright gems of flowers, shining in the grey
dawn, studding the bushes, sprouting up through the grassy ground. It
was, thought Calamee - with a flush of embarrassment - quite enchanting.
‘It’s beautiful,’ gasped Sensimi, coming up behind.
‘Is it?’ said the Doctor in one of those voices.
‘Isn’t it?’ said Fitz, looking around as if there was something really
obvious that he was missing. Calamee realised that the night beast seemed
to have disappeared.
‘Take a closer look,’ said the Doctor, striding over to a clump of garish
red blooms nestled in the shade at the foot of a bush.
Sensimi leaned in closer and sucked in a sharp breath. ‘That’s horrible,’
she whispered, clutching at the front of her dress.
And Calamee had to agree: what had, at first sight, appeared to be a
beautiful floral display was, on closer inspection, little more than a breed-
ing ground for maggots. Nestled in the folds of the carmine petals was a
writhing clot of wriggling, white grubs. They clambered over and around
each other, and the group’s uncomfortable fascination increased when
they saw that the maggots were eating away at the cores of the flowers.
‘I thought maggots normally ate meat or dead animals,’ Fitz said.
‘Well, we are on an alien planet,’ the Doctor reminded him. ‘And there
are plenty of creatures that look like maggots that are strictly vegetarian.’
He looked up at them from his kneeling position.
‘Yeah,’ said Fitz, leaning in a little closer and pointing, ’but that seems
wrong, somehow, regardless of where we are.’
At his tone, everyone peered a little closer - and saw what he meant:
as the edge of the cluster of maggots fed voraciously on the plant, the cen-
tre of the cluster seemed to be sucked down into the plant itself. What
Calamee could only think of as lips were grasping at the maggots and
gulping them down.
‘I feel sick,’ said Sensimi simply and turned away. Calamee felt sick,
too, but Sensimi’s declaration bolstered her own reserve, and she stayed
put, determined not to be in the same league as the princess.
‘Remarkably rapid, isn’t it?’ said the Doctor admiringly, snapping off a
twig to give the maggots a gentle poke. ‘And quite, quite fascinating. The
maggots are eating the plant, and the plant’s eating the -’
‘Oh God,’ came a gasp from Sensimi, and everyone turned suddenly.
She stared at them. ‘They’re everywhere.’
CHAPTER 19. ’THINK OF A NUMBER.’
173
And indeed they were: now they’d seen it once and knew what to
look for, the little party found clots of maggots and grubs everywhere:
in some places just a couple, but in others, huge, fist-sized balls of them
or wriggling, writhing layers of darker ones, enveloping whole branches
and plants. Before her eyes, Calamee saw a knee-high bush overrun with
green-tinged shapes, so densely packed that they seemed to flow over it
like a liquid. But as they progressed, the bark on the stems opened up and
swallowed them, healing itself over as nothing had happened. Calamee
realised that they could well have been rubbing up against armfuls of the
things when they’d pushed through the bushes. She felt her skin turn
goose-pimply.
A crunching of twigs made them all turn: standing just a few yards
away was the night beast. With surprising speed, it moved towards them,
closing the gap in just a few strides. Silently, it picked up the Doctor,
flung him over his shoulder. Calamee heard a muffled cry from the Doc-
tor and saw him pound his fists on the creature’s broad back - to no avail.
The thing strode purposefully across the grass towards the biggest tree.
And as the two of them drew close to it, to Calamee’s amazement the tree
opened up like a huge, barky zip-fastener. Unceremoniously, the Doctor
was thrust into it, his arms flailing.
The tree closed up as the creature turned and headed for Fitz.
Chapter 20
‘A simple “Come in, have a cup of
tea” would have been more than
adequate.’
Trix had finally reached the point where she didn’t think the Imperator
was going to tell her anything more about what Trove had offered, or what
this thing was that he claimed he was after. If he was the person who’d
sent the distress call, then it seemed likely that it was a trap: Tannalis had
given no impression that Trove was in such desperate need of help that
he’d have sent out a general distress call to the universe.
‘I really ought to be looking for Fitz,’ she said, rising from the bed.
Although she had little doubt that he’d be able to look after himself,
she had the nagging sensation that there were things going on that she
didn’t know about. But with the Doctor and Fitz, that was rather par for
the course.
‘And you never got around to telling me about half your adventures,’
the Imperator said sadly.
‘Believe me, I’m not sure you’d want to hear - I’m sure I’d rather forget
a few of them.’
They were interrupted by a hasty knock at the door, and Tannalis rolled
his eyes in his head.
‘That bloody woman,’ he hissed. ‘I’ll be so glad when -’
‘Imperator!’ came a nervous female voice from the corridor. ‘Impera-
tor, it’s urgent!’
Tannalis threw a puzzled look at Trix.
‘Come in!’
The door opened instantly: it was a young girl, obviously one of the
Palace staff, looking panicky and flustered.
174
CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’
175
‘Well?’ snapped Tannalis eventually, when it was clear that the girl had
gone into some sort of shock - presumably at the sight of Trix. ‘Spit it out,
Farine!’
‘Sorry, Your Highness,’ she said. ‘It’s just that...’ She looked from Tan-
nalis to Trix. Tannalis waved his hand.
‘Just tell me, girl. Trix is a friend.’
‘It’s just that the Imperatrix has left the Palace with Mr Trove. And four
of the Imperial Guard.’
‘What?’ Tannalis looked at Trix with a frown.
‘What for? Where have they gone?’
‘I’m sorry,Your Highness, I don’t know. Someone thinks they may have
gone after the other offworlders.’ She risked a glance at Trix. ‘They took
one of the levicars.’
‘The other offworlders? Why did no one tell me about that? I didn’t
think the levicars were ready, anyway?
The girl gave an awkwardly apologetic shrug. ‘They’ve been working
hard on them for the birthday parade,Your Highness. The Imperatrix said
you weren’t to be bothered.’
‘Bloody cow,’ muttered Tannalis under his breath.
‘Bloody, bloody
cow.’
‘Do you have any instructions,Your Highness?’
‘No, no, nothing - but get the other levicars ready, just in case. Dis-
missed.’ Tannalis paused and rubbed his head. And thank you for letting
me know, Farine. It’s appreciated.’
The girl bowed gratefully and exited.
‘Levicars?’ asked Trix.
‘A little extravagance for my birthday,’ Tannalis said, almost apologet-
ically. ‘Damned expensive - had to import them from Marselle. Part of
my deal with parliament.’ He grinned raffishly. ‘Brings back memories -
used to zip about in an old one we had, before I drove it into a ravine and
wrecked it.’ He gave a sigh. ‘Those were the days, Trix.’
‘Deal?’ This was all going a bit fast for Trix.
But Tannalis waved her question away. ‘You know what this means,
don’t you?’
‘It sounds like it means Fitz has left the building - maybe even with the
Doctor - that’s what it sounds like.’
‘No, no, girl: it means that Trove has left the building.’ His eyes widened
and a conspiratorial grin cracked his face. ‘It means we can have a look in
his room, is what it means!’
Five minutes later, Trix was looking shiftily up and down the corridor as
CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’
176
she fiddled with the lock on Trove’s door. ‘If you’re going to tell me that
this is wrong and that we shouldn’t be doing it, you’re about five minutes
too late,’ she said as Tannalis tutted behind her. ‘And can I remind you
that it was your idea?’
‘Actually,’ he said, ‘I was about to say that this is the most fun I’ve had
for years. Although the novelty of watching you trying to pick the lock
with a piece of wire is wearing mighty thin.’ He dug into the pocket of
his dressing gown and produced an electronic key card. ‘Less fun, but
quicker.’
Trix stepped back and let Tannalis do the honours. At least if they were
wrong and Trove was still in his room, the Imperator could claim Imperial
privilege or something.
It was, frankly, a bit of a disappointment: a bit like breaking into the
hotel room of a hard-living rock band only to find the place immaculate
and an opened bottle of mineral water on the table alongside an unused
ashtray. The room was so neat and tidy that Trix at first wondered whether
they’d got the right one, or perhaps the Palace maid-service was second to
none. Everything looked as if it had been placed just so. The only thing
that gave away the fact that this wasn’t simply a very nice spare room for
visiting relatives was the object on the desk under the window.
About the size of a tea-tray, it was made of what looked like polished
chrome, about seven inches high at the back, curving down to the front
edge, which was almost flush with the table top. Two flat, blank screens
were set into it along with numerous buttons and a couple of what seemed
to be miniature joysticks.
‘Is this it?’ she whispered, looking around the room.
‘What did you expect, girl?’
What had she expected? A map with a red circle and an arrow say-
ing: ‘It’s here’ along with a handwritten note explaining what the hell was
going on?
‘Hello, Doctor,’ said Tain, his voice soft and calm and seemingly emanat-
ing from everywhere.
The Doctor looked around the cramped space: the walls were rough,
ribbed and a mottled green and brown. Pale light dappled the chamber
from dozens of yellowish spots across the barrelled arch of the ceiling, like
out-of-focus stars scattered across the vault of heaven. He wriggled, trying
half-heartedly to uncrease his coat after the mangling it had received on
the way down from the tree trunk.
‘A simple “Come in, have a cup of tea” would have been more than
adequate, Tain,’ he said archly. ‘Organic optical conduits?’
CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’
177
‘The lighting? Yes, Doctor. I see your memory’s back.’
‘Ah,’ said the Doctor ruefully. ‘If only it were. Perhaps we could have
a word about -’
He was interrupted by a visceral slurping sound as the same pucker
that had disgorged the Doctor opened up in the wall and squeezed out
the wrinkled form of Fitz. He slumped on the floor, a tangle of arms and
legs,
‘Fitz!’ said Tain. ‘How nice to see you again - I was becoming worried
that you wouldn’t make it.’
The Doctor pulled Fitz to his feet.
‘Doctor... ’ said Fitz slowly, looking around. ‘This place...’
‘I know,’ agreed the Doctor, nodding. ‘Familiar, isn’t it?’
‘It ought to be,’ said Tain.
Fitz turned to the Doctor, his eyes wide, and a huge grin split his face.
He grabbed the Doctor by the arms.
‘It’s Tain!’ he shouted gleefully. ‘The voice - it’s Tain! I remember!’
‘I’m a bit ahead of you,’ said the Doctor calmly, patting Fitz’s arm.
‘Ah...’ said Tain thoughtfully. ‘It seems that I was a little bit presump-
tuous in my estimation of the state of your memories.’
The Doctor waved Tain’s concerns away casually. ‘Think nothing of
it, Tain. Think nothing of it.’ He paused. ‘Although I got the distinct
impression from Madame Xing that my memories of our last encounter
had been removed, not just suppressed. There are still more than a few
gaps that need filling, though.’
‘Such as?’
‘Such as the small one between landing the TARDIS and getting found
by Trix,’ Fitz jumped in, pacing across the small chamber and frowning,
clearly trying to fit everything together. He stopped and looked around,
obviously wondering where Tain actually was, where he was supposed to
address his comments.
‘Touch the wall,’ said Tain simply. Fitz stared at the Doctor who gave
a shrug.
The Doctor took Fitz’s hand, and together they touched the
gnarled, fleshy side of the chamber -
- sharp strobing, scenes, dizzying in the speed of their editing, like static
images burned into his eyes. The copse ahead of them, the Doctor strides
off with his detector beeping away in his hand. No sounds, no movement.
Fitz glances back at the TARDIS, hoping Trix will be -
- something dark and huge, smashing, crashing, bushes pushed aside,
their stems snapped by the force. Fitz turns sharply to see -
CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’
178
- a vast hand or arm, just a shadow given form, swats at him, throws
him against a tree. Fitz feels his own arm snap dully and flop helplessly.
A thick cloud of pain, like maddened bees, swirls around him. He sees the
creature holding the Doctor by the neck, examining him curiously with
tiny, bright eyes. Then it flings him away. Fitz sees him roll away down
the slope, but he’s getting to his feet. The creature advances on Fitz, tow-
ers over him, and swipes at his head with a single, clawed finger. Fitz
watches the creature peer at its finger, a clump of blood and hair hanging
from it like muddy grass, before it flicks it aside. Fitz tries to move, dazed,
stars swimming in his field of view, to slip around the side of the tree,
but the creature catches him with a backhand gesture, almost casual, and
Fitz is sent tumbling over and over into a bush. He feels the sharp stems
scratching and stinging and impaling, sliding through soft flesh and mus-
cle, tearing and snagging -
- the Doctor’s coming up behind the creature, a branch raised in his arms.
Fitz can see a rosy slick of blood on the Doctor’s neck. Fitz’s heart sinks
as, behind the Doctor, he sees another of the creatures, this one slightly
smaller, slightly lighter in build. It’s pushing its way out of a tree trunk
like it’s being born. The trunk seals itself behind it like rubber, a mouth
turned on its side, and the creature advances on the Doctor. Fitz wants to
call out -
- the branch crashes down uselessly on the creature’s back, bouncing
off. The creature turns slowly and plucks the branch from the hands of the
resigned-looking Doctor, before slapping him away again -
- and the two creatures are advancing on each other, the smaller one
more mobile, more fluid in its movements. It ducks and weaves as the
larger one tries to grab it, tries to catch it. The smaller one ducks under
the bigger one’s arms and, as it passes, sinks its no-less impressive claws
into the large one’s side. It howls and instinctively thrusts its elbow back,
catching the smaller one, sending it slamming into the ground. The big
one turns, raises a foot to stamp on the smaller one, but it’s already gone,
rolled out of the way, sprung to its feet. It’s ready to attack again. Fitz feels
everything lose focus as he forgets what’s happened to him and he tries to
move towards the motionless figure of the Doctor. A scarlet haze fogs his
vision as the smaller creature launches itself against the big one -
‘Good grief!’
said Fitz, jerking his hand back from the chamber wall.
‘What was that?’
‘That,’ said the Doctor, looking almost as shaken as Fitz felt, ‘was by
way of a “previously on...”, I think.’
CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’
179
‘My apologies for presenting it like that,’ said Tain’s gentle voice, ‘but
time is pressing.’
‘I expect it is,’ said Fitz. ‘But I think the phrase I used was “good grief¡‘.
That was what happened when we first arrived, right? So how’d we come
to...’ He flapped his hands around. ‘...to... everything?’
‘Please place your hands against the wall again and I’ll -’
‘Uh-uh,’ said Fitz, backing away - as much as he could in the confined
space - from the wall. ‘Can we just do this the slow, old-fashioned way,
please? You know, words, language, that kinda stuff?’
‘The Trojan’s soldier attacked you and almost killed you,’ said Tain. ‘I
managed to create another in time to save you and bring you in here where
I repaired you.’
The Doctor absently touched the side of his neck and Fitz found his
own hand moving to the shiny patch of skin on his head.
‘But the Trojan sensed that you were dangerous,’ continued Tain, ‘es-
pecially when I downloaded your memories in case you didn’t survive the
repair and I had to recreate you. It attempted to interfere again, to create
more soldiers to kill you when you emerged. I had to let you go without
doing a complete integrity scan so that I could concentrate on fighting the
Trojan.’
‘Sorry,’ said Fitz with a shake of the head. ‘Maybe I’m being stupid,
or maybe I’ve missed a couple of episodes, but what the hell’s a Trojan?
Someone that lives in a wooden horse?’
‘The Trojan is a synthetic personality construct that was implanted by
the Oon before I fled their battle with the Makers. It was designed to -’
‘Whoah, whoah!’ said Fitz, raising his hands in a gesture of surrender.
‘You’re doing it again! Look, why don’t I go back upstairs and take my
chances against Trove and the whole Imperial Army, Doctor, while you
stay down here and do the hard bit -understanding what the hell is going
on?’
The Doctor scowled at Fitz. ‘So, Tain - this Trojan personality - it’s
infecting your systems now?’
‘And has been since I arrived here a year ago. At first I thought I would
be able to purge it, but I was unprepared for the depth of its infiltration. I
have spent all that time waging a war with it. Once I realised that its intent
was to communicate my location to the Oon, I destroyed my own commu-
nications organ. So then it created soldiers to go for help, and I tried to
interfere in their creation - when I failed, I created others to follow and
stop them. And two days ago, the Trojan finally managed to gain control
of some of my regenerative subsystems and regrow the communications
organ. It sent a distress signal. Which you picked up.’
CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’
180
‘So, um, where are you, exactly?’ asked the Doctor. ‘I take it you’re in
control of this thing?’
‘Oh. I thought you’d realised.’ Tain’s voice was disappointed and sur-
prised. ‘This “thing” is me. This whole bioship, all the trees and plants
above us. It’s all me.’
‘Oh,’ said the Doctor slowly. ‘Right.’
‘So we’re, like, in your stomach?’ asked Fitz, claustrophobia clawing at
the edges of his senses.
‘No - I have no stomach, as you think of it. I have roots and the vegeta-
tion above performs photosynthesis for me. I created this chamber when
you were injured, to protect you from the Trojan’s soldiers.’
The Doctor pulled a face and glanced at Fitz - who somehow knew
what was coming.
‘You said you repaired us and didn’t do an integrity scan. Can you do
one now? Quickly, I mean?’
‘I performed it while reminding you of what happened upon your ar-
rival. The Trojan did indeed interfere with my repair procedure.’
‘And would this interference possibly have resulted in the Doctor’s
new-found toilet mouth?’ asked Fitz.
‘The Trojan was relatively indiscriminate in its interference,’ said Tain.
‘It seems that there has been an interchange of personality traits.’
‘So the Doctor got the swearing,’ said Fitz with a certain amount of
relief. ‘What did I get?’
‘Impetuosity, curiosity,’ said Tain after a few seconds. ‘A certain cool-
ness of disposition.’
‘Hmph!’ snorted the Doctor. ‘Hardly a fair exchange.’
‘Too right,’ agreed Fitz. ‘I get the short end of the stick yet again. Have
you any idea how tiring it is being you?’
‘Can it be reversed?’
‘Easily,’ Tan said, ‘but it will take time.’
‘And I take it that’s something we don’t have much of.’
‘Do we ever?’ sighed Fitz.
Trix eyed the console warily. A single red light burned steadily in the
top left-hand corner. Was that just the ‘standby’ light, or was the whole
thing working? And what did ‘the whole thing’ do when it was working,
anyway? She guessed that it was some sort of communications device. But
why so many buttons, and why the joysticks? Maybe Trove was partial to
a spot of aircraft simulation computer gaming when he wasn’t hunting for
mysterious devices and sending out distress calls.
CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’
181
‘Now that we’re here,’ she said, ‘it would be a shame not to press some-
thing, wouldn’t it?’
She saw Tannalis eye the device sceptically.
‘You’re probably more familiar with this kind of thing than me,’ he
said, taking a step away from it.
‘Eh? Just because I’m not from Espero doesn’t mean I have any more
of a clue about this than you, you know. Look - it’s just buttons. Nothing
fancy: no wires to go into your head, nothing more advanced than you
seem to have around here already. Probably.’ Although, of course, Trix
couldn’t swear to quite what might happen if she actually pressed one of
the buttons.
‘Oh bugger it,’ she said suddenly and decisively, and touched one of
the flush, oval buttons. A blue one. Her lucky colour. Or was that green?
She knew it was the colour of her eyes, but there were times when she
forgot what colour they were supposed to be.
Nothing happened.
Green it was, then.
She pressed one of the three green buttons she could see.
‘Is this thing actually plugged in?’ she asked aloud, peering under the
desk for a power cable.
‘Look!’ hissed Tannalis, tapping her arm.
She looked back at the device: one of the screens was now active. It
showed a dark image that took Trix a couple of seconds to understand.
It was an aerial view of some bushes. It wasn’t until something moved
that she realised that, in among the bushes, there were two people. The
image weaved and slewed about a bit, as though whoever was holding
the camera couldn’t keep it perfectly steady.
‘Sensimi!’ gasped Tannalis, touching the screen. ‘That’s Sensimi, I’m
sure of it!’
‘And if that’s Sensimi,’ said Trix, ‘who’s the other one, the other girl?’
She squinted at the murky picture, wondering if one of the controls was
for brightness, but none of them bore a recognisable TV brightness symbol.
‘Trove must have a surveillance camera following them,’ she said. ‘Flying
overhead. Maybe there’s some way we can warn them that he and Alinti
are on their way.’
She waggled her fingers over the console, suddenly realising in a ‘D’oh!’
flash, what the joysticks were for: they must be for controlling the camera.
They were tiny little things, and she took hold of them both gently for
fear of snapping them off, and waggled. Nothing happened to the picture
on the screen - but they both heard a tiny tap from somewhere else in the
room.
CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’
182
‘What was that?’ Tannalis whispered. Trix shrugged, and waggled the
joysticks again. She pressed a button, and the second screen sprang into
life. But the picture was totally black - no, hang on. There was a thread of
light - a thin, blurry strip bisecting the screen. As she moved the joystick
below it again, the position of the fuzzy line moved, spinning around,
vanishing off the side of the screen. And again they heard the sound from
the other side of the room, like a gentle fingernail tapping on a door.
‘It’s coming from here,’ Tannalis said, stepping closer to a huge ward-
robe built into an alcove at the side of the bed. He gestured for her to move
the joystick again, and after a couple of seconds of random waggling, they
both heard a repeated tapping on the inside of the wardrobe door, as if
some tiny thing inside was trying to get out. Trix watched Tannalis steel
himself and grip the handles. She looked at the screen again: something
momentarily came into focus, caught in the pale strip - which, she sud-
denly realised, was a line of light bleeding into the wardrobe through the
gap between the doors.
‘I don’t think you want to do that,’ she said, swallowing, as she realised
what she was looking at. But it was too late: with a grunt, Tannalis pulled
back both doors.
On the screen, the image flared for a fraction of a second: in front of her,
she saw the eye that she’d recognised only a couple of moments before. An
eye, wide and blank, set in a handsome, black face. She turned to Tannalis
who could only stand and stare at the sight of his only son, Javill, propped
in the cupboard like a broken toy - his eyes wide, his trembling mouth
slack, a thread of saliva hanging from his chin.
Chapter 21
‘Are you thinking what I’m
thinking?’
Alinti’s skin still itched - and she could see that she wasn’t the only one.
The four guards that Trove had persuaded her to bring were doing their
best to maintain their dignity while surreptitiously rubbing their arms
against their sides. Trove seemed to be the only one unaffected. She would
never have admitted it, but the sight of the huge wall of smoke had almost
made her want to order Trove to turn the levicar around. But he seemed
confident that they could pass through it without any harm - especially af-
ter he’d tinkered with the car’s mechanism and declared that he’d ‘boosted
the repulsor field to a safe level’. It was all technobabble to her, but if Trove
was sure that they’d be safe, she’d have to trust him.
Still, as they’d sped through the grey curtain, she’d closed her eyes and
prayed. She couldn’t remember the last time she’d done that. Perhaps the
fact that she was still alive and racing towards immortality proved that
God was on her side after all. She briefly wondered what Javill was doing -
whether he’d taken notice of the warnings and made sure he was upstairs.
Although the thing - the wavefront, Trove had called it - looked much
taller than she’d expected: taller, certainly, than the first floor of most of
Saiarossa’s buildings. She wasn’t convinced that hiding in bedrooms was
going to protect anyone.
Still, that wasn’t her problem now. Javill could take care of himself.
Maybe he’d have had the sense to seize the opportunity, and had taken
Tannalis down to the courtyard for a look at the preparations for his birth-
day.
‘You seem very quiet, Imperatrix,’ said Trove, breaking into her reverie.
‘Just wondering about my family,’ she said. ‘Hoping they’ve had the
sense to hide away somewhere safe.’
183
CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’
184
Trove smiled. ‘I’m sure they have, Imperatrix.’
She glanced back over her shoulder and caught one of the Guard scratch-
ing himself. He stopped instantly, a pained and apologetic look on his
face.
‘The wavefront... what exactly is it? Something to do with your im-
mortality device?’
‘A side effect, Imperatrix. By the time it reaches the city, we will have
arrived at its source - and then we can stop it.’
Trove pointed up ahead. She could see the grounded wreckage of the
levicar that Sensimi and her offworlder friends had taken. It lay crumpled
on its side, the nose dented and twisted out of shape. ‘They can’t be far.’
‘This Doctor you mentioned - the one who has tricked my daughter:
what is his interest in the device?’
‘The same as mine, Imperatrix. Only he won’t be willing to share it
with you, as I will. His intention is to take it and leave the planet as quickly
as possible.’ He turned and flashed her a broad, charming smile. ‘But we
won’t let him, will we?’
The bright new morning was cold, and both Sensimi and Calamee wished
they’d had the sense to bring thick coats. The fact that neither of them had
slept didn’t help - their body temperatures were low already, and Sensimi
had to keep stifling yawns as they waited hopefully for the return of the
Doctor and Fitz.
The night beast that had led them to the hollow in the ground stood, a
silent sentinel, a few yards away. Calamee hugged Nessus - as much for
warmth as for comfort. And now that they’d noticed the maggots eating
the vegetation - and the vegetation eating the maggots - it was impossi-
ble not to see them everywhere. Sensimi seemed to feel the need to keep
pointing them out, and Calamee was getting heartily sick of it.
‘Look,’ she said eventually. ‘Let’s not pretend that we like each other,
shall we? You might be the Imperator’s daughter, but that doesn’t win
you any points with me. Can we just wait here in silence until the Doctor
and Fitz come back, and then when they’ve sorted this whole thing out,
we can go our own ways? OK?’
Sensimi hugged her arms to herself and stifled a yawn. ‘Fine by me,’
she said. Then she paused and took a step forwards, staring into the dis-
tance, back towards the city.
‘Can you hear that?’
Calamee listened: over the sound of the wind and the rustling of the
trees, there came a low droning sound.
‘It sounds like -’
CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’
185
‘- another levicar!’ Sensimi finished gleefully. ‘I bet it’s Father, come to
sort this mess out.’ She threw a sneery look at Calamee. ‘Then we’ll see
what’s what.’ She looked around in an exaggerated way. ‘I don’t see your
parents coming to rescue you.’
‘Oh grow up,’ was all Calamee could manage. She was too busy trying
to track the source of the noise - and then she saw it: a tiny pale spot,
catching the dawn sun. In silence, they watched it draw closer, until they
were both certain it was a levicar. Then Sensimi began waving her arms
and dancing up and down, trying to attract its attention.
But Calamee’s attention had been caught by something else: quietly
pushing its way through the bushes towards where the night beast stood
was another beast. The first one turned and saw the newcomer, but didn’t
react to it. Calamee felt decidedly uncomfortable, even if the things didn’t
seem to bear them any ill-will. Having two of them so close by was not
reassuring.
She turned back to watch the approaching levicar, wondering if she’d
finally get to meet the Imperator. Unfortunately, as it drew closer, she re-
alised that one of the two figures at the front of the car was the last person
she really wanted to see right now.
‘Oh,’ said Sensimi flatly.
Riding alongside each other, and with four of the Imperial Guard in
the back, were Imperatrix Alinti and Mr Trove. Calamee looked back,
anxiously, to the tree into which the Doctor and Fitz had been dumped.
Where were they?
‘It’s Sensimi,’ said Alinti, standing up in the car as it slid across the grass.
‘And some girl.’ She looked around, wondering where this magical device
of Trove’s was. She still didn’t trust him, and was quietly thankful for the
presence of the Guard behind her. If there was even a hint of double-cross
from him, she’d have no compunction about using them.
‘She’s in league with the Doctor,’ Trove said, slowing down the car. It
hovered, three feet from the ground. Alinti was on the point of telling him
to set down the car so that she could get out and find out what Sensimi
was doing with that girl, when she noticed movement behind them.
Lumbering out of the bushes came two of the night beasts that she’d
heard so much about. The pictures she’d seen didn’t do them justice, and
she let out a little cry, looking to Trove.
‘Shoot them!’ Trove said over his shoulder to the Guard. They hes-
itated, and Alinti realised that they were waiting for confirmation from
her.
‘Do it!’ she shrieked as the creatures lumbered closer: despite their
CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’
186
muscled, shaggy bulk, they moved frighteningly quickly. Trove, too, must
have realised this, for a moment later he jabbed at the controls and the
levicar rose up, away from the ground. But it wasn’t enough, she realised:
the height to which the car seemed capable of rising seemed dependent on
its speed. And, stationary as it was, it could only manage four or five feet.
‘We’re carrying too much weight,’ muttered Trove, working at the con-
trols, trying to coax a little more altitude out of the vehicle. It rose another
foot, juddering and whining. The creatures were just a few yards away.
Trove wrenched the steering handles and the car spun horizontally, throw-
ing its occupants around like toys: now the Guard were facing the night
beasts, sheltering Trove and Alinti. They raised their guns and began to
fire. Whether down to bad maintenance, bad design - or simply incom-
petent operation - the guns carried by the Guard just didn’t seem to work
properly. A few half-hearted spits of fire sent spurts of grass into the air.
‘Get us higher!’ screamed Alinti, drawing back from the edge of the
car.
‘Excellent idea,’ said Trove drily. ‘Why didn’t I think of that?’
Even the Guards were panicking now, seemingly loosing off shots at
random. They zinged and whizzed through the air, little rippling patches
of heat haze.
One of the creatures paused, jerking as one of the Guards’ shots hit
its shoulder. It staggered, but continued moving. The levicar was now at
chest height, the engines whining like they were about to explode.
One of the Guards had picked up his staff, and was jabbing madly
at the closest creature. It seemed to be working - the thing kept lurching
backwards and forwards, trying to avoid the spiked end. But the other one
had pushed through the protective field around the car and had hooked
its paws over the edge. It began to pull, rocking the car violently. The
Guard with the staff began stabbing at the creature’s hands.
‘Trove, stop them!’ ordered Alinti, stepping up, unsteadily, on to the
car’s passenger seat, trying to put as much distance between herself and
the creatures as possible. Trove glanced up at her.
‘We need to lose some weight,’ he said softly.
She stared at him. By the time she realised what he meant, it was too
late: she reached down to grab the side of the car as, with a casually pow-
erful movement, he pushed her out.
‘Don’t look,’ said Calamee, wrapping herself around Sensimi, smothering
her in her arms.
But Sensimi didn’t need to look: she knew what the creatures were
capable of, and the image of her mother being pulled, almost casually,
CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’
187
apart would stay with her forever. Calamee felt sick as she watched the
Imperatrix being tossed about like a doll, as the night beasts tore her to
bloody shreds.
Trove waited until he was sure that Alinti had gone and gunned the ele-
vator controls. The car shot up into the air another three feet, the strained
sound of the engines levelling off. Without the Imperatrix’s weight, he
reckoned, they’d be just about out of reach of the soldiers.
One of the Guard turned from the sight of his Imperatrix being bloodily
ripped limb from limb on the ground below.
‘How dreadful,’ Trove said, trying to imbue his words with some feel-
ing. ‘I told her not to stand - not with that thing rocking the car. But she
was too headstrong.’ He gave a sad little shake of his head. ‘She gave her
life so that we’d survive. How noble.’ He glanced over the side of the car.
‘Now be a good fellow and kill those things, will you?’
The Doctor reached out, tentatively, and touched the wall of the chamber.
It felt like tree bark made out of rubber. There was a scent in the air, not
unlike that of pine combined with sour milk. He wondered whether Tain
was capable of reading his mind and silently voiced the thought, but there
was no reply. Hardly conclusive proof.
‘So why did you come here?’ he asked out loud. ‘Why did you desert?’
‘Do you know how long I’ve lived, Doctor? I am almost eight hun-
dred years old. Since the Makers grew me, I have been involved in four
hundred and twelve battles. I’ve produced over ninety-five thousand sol-
diers, and been responsible for the deaths of over seven million civilians -
along with an even greater number of Oon soldiers, agents and conscripts.
I have caused death and misery on an unimaginable scale, and I have had
enough.’
‘If you were going to turn conscientious objector,’ cut in Fitz, ‘it’s rather
a shame you didn’t do it a little bit earlier, isn’t it?’
‘It is indeed,’ Tain said, and they both had a sense of sudden heaviness
and sorrow. ‘But I was created as a soldier factory. Compassion and con-
sideration for the worlds where the Oon battled the Makers were not part
of my design. It would have been... counter-productive... to have given
me a conscience. War is not about making ethical decisions - it is about
winning. There are no half-measures.’
‘Typical,’ snorted the Doctor. ‘No wonder war is such a depressing
business.’ He stopped and rubbed at his bottom lip. ‘And why does the
name “Maker” sound so familiar?’ A cold shiver stroked his spine. ‘They
CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’
188
called themselves “Us”.’ The phrase drifted through him like a spirit seeking
redemption.
‘I can’t imagine it’s particularly unique,’ Fitz commented.
‘No, no, I suppose not. But still...’ He gazed around the chamber, sigh-
ing to himself.
‘So now you expect us to believe that you’ve had a change of heart, do
you, Tain?’ Fitz’s voice sounded flat and dead in the chamber, soaked up
by the gnarled walls. He noticed them flex and pulse slightly, bringing
home to him the fact that they weren’t just underground, but were inside
something alive - something vast and alien, but alive. Something that, he
imagined, could crush them at any moment. It was like being inside a
heart, waiting for it to beat.
‘I do not expect you to believe anything. I simply present the facts.’
‘And what would you have us do with those facts? Your night beast
out there - I take it that yours were the less aggressive ones? - was rather
less than gentle with us, which doesn’t exactly fill me with confidence.’
‘The Trojan is a simple mind. It has no... finesse. The soldiers it created
when it subverted my systems were basic models, built for brute strength,
not agility or speed. And I have been able, on most occasions, to interfere
with their development. I know the capabilities of my units better than it
does, and so I generated the more agile ones. The Trojan does not seem to
have learned from its mistakes - it continues to produce the larger ones,
despite the fact that they are repeatedly killed by mine.’
‘Salvador Dali,’ the Doctor said suddenly, having been silent since his
comment about the Makers. ‘Autumn Cannibalism. That’s what that was
about.’ He looked wildly at Fitz as if that made it all clear. ‘Up above
ground,’ the Doctor explained. ‘The maggots and the plants, the two lots
of night beasts. Tain and the Trojan - all of them attacking and devour-
ing each other. I should have spotted it when we arrived. That’s what
the painting signified, that’s why I must have shunted it aside, hoping it
would jog my memory later.’
‘Well, isn’t it a good job that it did?’ Fitz said drily. ‘And just in the
nick of time.’
The Doctor threw him a ha-ha look before speaking to Tain again.
‘And this wave that’s sweeping across the planet: that’s the Trojan’s
work as well?’
‘No,’ replied the bioship after a pause - and in a tone that really didn’t
make Fitz feel very good at all. ‘That was me.’
***
CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’
189
Trove sat back and watched the Palace Guard finish off the night beasts.
Now that the car was floating a good foot above their outstretched arms,
there was little to worry about. He could see how the Guard were trying
to avoid looking at the trampled carcass of their Imperatrix, but they were
professional enough not to be too thrown by it.
It was almost a shame that he’d had to get rid of Alinti, Trove mused,
as the first of the night beasts fell. But of course he’d had no intention of
honouring his deal, and without her, at least he’d been able to take the
levicar up to a safe altitude.
He took the opportunity to glance around: the Oon had told him little
about the modus operandi of the Maker bioships, other than that they were
capable of creating soldiers and could integrate themselves into the bio-
spheres of planets they occupied. He assumed that this particular one was
underground. There was no sign of the Doctor or the other male: either
they were hiding, or they’d found the bioship. He fingered the metallic
disc in his pocket - all he needed to do was to get close enough to the bio-
ship’s central systems, and it would be over. At least he’d had the chance
to test it out on Javill. The boy had been useful after all.
A half-hearted cheer went up from the Guard as the second of the
night beasts collapsed. Its massive body jerked briefly as they fired an-
other dozen shots into it, just to be sure. One of the Guard turned to
him, clearly unsure about what they should do now. Trove nodded ap-
preciatively, hoping that his association with both the Imperator and the
Imperatrix gave him some leverage with them.
‘Well done,’ he said. ‘Excellent job.’
He lowered the car to the ground.
‘What?’ exclaimed the Doctor, and Fitz winced at the volume of his voice
in the sweaty confines of Tain’s inner chamber. ‘You set that wave off?
Why? You know what it’s doing, don’t you?’
‘Of course - the Gaian phase is, shall we say, my last resort.’
‘For what?’ asked Fitz. ‘Taking over planets? And what’s “Gaian
phase” mean when it’s at home?’
‘Gala was the Greek goddess of the Earth,’ said the Doctor. ‘Mother Na-
ture, if you will. The name was used by the British biologist James Love-
lock who believed that the most meaningful way to understand Earth was
to see it as a single living organism. A sandwich short of a picnic on that
one, really. But to answer your first - and second - questions, yes, Fitz, I
think that’s exactly what it’s for: taking over planets.’ His voice was dark
and he turned, taking in the musty chamber around them. ‘That’s why,
when the wave touched me, I got flashes of the planet from other view-
CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’
190
points, isn’t it, Tain? I was briefly plugged into this planetary gestalt that
you’ve started to create. I assume it didn’t convert me because it somehow
detected I’d already been “touched” by you? If you’re genuine about your
desire to atone for your past sins, I think you’re going to need a bloody
good excuse for this one.’
Fitz winced again at hearing the word come from the Doctor’s mouth.
He knew it was because of the mix-up - that, effectively, they were his
swearwords coming out of the Doctor’s mouth. He ought to be getting
used to it by now - but it still seemed wrong. Like catching your granny
on the toilet, or finding nuddy books under your parents’ bed. He wasn’t
sure he’d be able to cope if the Doctor moved on to the really strong stuff.
‘I panicked,’ said Tain eventually. ‘When your TARDIS arrived, I as-
sumed that you were either an agent of the Makers, come to take me back
home, or an agent of the Oon, come to finish the work that the Trojan had
started. My only chance to remain free was to initiate my Gaian phase.’
The Doctor frowned. ‘How would that safeguard your freedom? Break-
ing down and recreating every living thing on the planet, subsuming them
all into one vast gestalt entity... How?’
‘Once the Gaian body has reached a certain critical mass - which it is
rapidly approaching - it is impossible to disentangle my bioship body from
it. The Oon and the Makers would either have to leave me - or sterilise the
planet to kill me.’
Fitz saw the Doctor’s jaw clench, his fists tighten. He wasn’t going to
actually punch Tain, was he?
‘And this is your way of saying sorry for your past actions, is it?’
‘If I allow either the Oon or the Makers to take me away, I will be either
force-bred to produce more like myself, or reconditioned to be a faithful
Maker subject. Once again, I will be responsible for the death of millions.
By activating my Gaian phase, I will - at the most - be culpable of taking
away the individuality of the Esperons. They will not die.’
‘They might wish they had,’ said the Doctor tightly under his breath.
‘Tain, you have to stop this. Now.’
‘I cannot, Doctor. The only way to stop it now, before critical mass is
achieved, is to kill me. And once critical mass is achieved - in about twenty
minutes - the effect is self-sustaining, and even my death will not halt it.’
The Doctor stared blankly at Fitz, and Fitz wished he wouldn’t. It was
almost as if he’d run out of answers himself, and was looking for more in
him. Which was never a good sign.
‘So you’re telling us that, on the off-chance that we were here to take
you away, you condemned every Esperon to being chewed up and moulded
into part of one huge organism. That you were too scared to wait and see
CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’
191
who we were. I’m not finding this very easy to believe, Tain.’
‘You doubt me, Doctor?’
‘I doubt anyone who’s spent centuries killing and murdering, Tain. For
all I know, you came here to Espero hoping to set up your own empire.
Maybe you’re nothing more than a war criminal who’s decided to get out
while the going’s good.’
The Doctor stopped his diatribe sharply, as an odd tremor passed
through the chamber. The image that, unfortunately, sprang to Fitz’s mind
was not his earlier one of a heart, but of a stomach suddenly wrenched
with cramps. The floor beneath them rippled sinuously, and both of them
were thrown against the walls - which undulated again before becoming
still.
‘Tain?’ called the Doctor as the chamber’s spasms faded. ‘Tain!’ There
was no reply. He tried again, but the only answer was a very loud silence.
‘Are you thinking what I’m thinking?’ whispered Fitz, suddenly aware
of how claustrophobic the tiny little cell was.
‘The Trojan?’ said the Doctor with a sigh. ‘Yes, I rather think I am, Fitz.’
‘Which would be bad, wouldn’t it?’
In the crepuscular gloom, the Doctor nodded slowly - and pointed to-
wards the wall, close to where they’d entered the chamber. Fighting its
way into the world, a writhing, flexing hand was being extruded into the
heart of the bioship.
Chapter 22
‘Imagine having your whole life
to live over again.’
Calamee and Sensimi backed away as the levicar came to a halt a foot
above the ground, and Trove, with surprising elegance for such a large
man, sprang over the side. He straightened his lapels and took a couple of
steps towards them, adjusting his cuffs foppishly.
‘Where is the Doctor?’
Calamee didn’t answer - neither did Sensimi.
‘I applaud your loyalty and your bravado,’ Trove said. ‘But only I
know how to stop this thing, the bioship beneath our feet. I can stop the
wave that’s approaching the city, save the Esperons.’ He looked expec-
tantly at Sensimi.
‘Don’t trust him,’ Calamee whispered.
The Princess shook her head. ‘What if he’s telling the truth?’
‘Sensimi, come on! He wouldn’t know the truth if it dressed in a frock
and danced around in front of him. He’s after this thing for himself.’
‘Time is running out, Your Highness,’ Trove warned, his hands clasped
behind his back.
‘I think we’ll just wait for the Doctor, thanks all the same,’ Calamee
said, feeling the wobble in her voice. She didn’t know where the Doctor
and Fitz were - or even whether they were alive. The last they’d seen of
them, the night beast had been bundling them into the trunk of a tree. For
all she knew, they might still be in there, slowly suffocating.
‘Ahh,’ said Trove suddenly, looking behind her. ‘Doctor!’
Calamee spun around, and as she did, she heard Sensimi yelp. She
turned back to see Trove with his arm wrapped around Sensimi’s neck,
something metallic that she couldn’t see properly in his hand, just a foot
away from the princess’s face.
192
CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’
193
‘Now,’ he said calmly ‘Where is the Doctor?’
Calamee looked desperately towards the Palace Guard, still on board
the levicar. They were hefting their guns and staves nervously, unsure of
what to do: they couldn’t risk firing at Trove in case they hit Sensimi.
‘If this girl here doesn’t answer my question in the next ten seconds,’
Trove shouted to the Guard, ‘I want you to kill her. And if you don’t, I
shall kill your beloved princess.’
He smiled at Calamee. ‘Now,’ he said. ‘Where is the Doctor? I’ll find
him sooner or...’
His voice tailed off as he saw that two of the Guard were staring back
the way they’d come.
Behind them, rounding the hillock, was another levicar - travelling at
full speed, judging by the feverish whine of the engines. Sat up in front
were two figures - the Imperator, and another offworlder. It had to be
Trix, the woman that the Doctor had spoken about. As if things weren’t
complicated enough.
‘Stop him!’ called Tannalis, his voice hoarse and cracked. He swayed on
his feet until the woman pushed him back down into his seat.
‘Stop him!’ the woman echoed, pointing at Trove. ‘Kill him if you have
to. Just stop him.’
The other Guard in his levicar raised his gun, uncertainly.
‘Remember our deal, Imperator,’ Trove shouted, as Tannalis and his
companion drew closer. ‘Remember what I promised you!’
‘You bastard!’ shouted back the Imperator. ‘I’ve seen what you did to
my son. D’you think our deal is worth anything now?’
‘That was an accident,’ Trove lied. Javill found some of my equipment
and interfered with it.’
‘So you did that to him? You’re responsible, Trove,’ the Imperator said,
rising from his seat again. This time, the woman didn’t attempt to push
him back down. ‘And you’re going to pay, believe me.’
‘Think about it, Tannalis!’ Trove urged. ‘Eternal life for you - a new
body. How long have you got left in that one? A year? Five years? Imagine
having your whole life to live over again.’
‘And what kind of life would that be, man, knowing I had it at the cost
of my son?’ He looked around. ‘And where’s my wife? Where’s Alinti?’
‘There was another accident,’ Trove said flatly. ‘I’m sure you’ll miss her
deeply. But if you won’t think of yourself, Imperator, think of your nation.
Think of Saiarossa. The bioship beneath us can create a whole army of
soldiers. This world can be yours, united under your benevolent rule. No
more wars, no more bickering and fighting.’
CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’
194
Tannalis laughed harshly ‘Accidents seem to follow you around, don’t
they? And another war to end all wars, Trove? More slaughter? We might
have thrown away the history books here, but there are some lessons that
you don’t have to be able to read to learn. The only future worth having
is one that people take through choice. And it’s no choice if it’s forced.’
‘And what kind of choice does an Imperator offer them, then? Hardly
the head of state of choice for a shiny democracy, is it?’
‘You let me take care of my country, Trove, and my family. You’ve done
enough damage. Now let my daughter go.’
Trove grimaced, and Calamee realised that he’d made a mistake: he
should have seized her. If he used his weapon on Sensimi, the Imperator
would order the Guard to kill him without a doubt. He glanced around,
obviously wondering if he could grab Calamee and use the thing on her
first, a demonstration. But she saw him staring, and backed away.
‘Looks like you’re stuffed,’ she said and pulled a sad face. ‘And you
were so close.’
In Tain’s inner chamber, the Doctor and Fitz backed up against the wall
as the face of the night beast began to extrude itself, as though pushing
through a thin, rubber membrane. It twisted this way and that, its beaked
mouth opening and closing silently.
‘Tain!’ the Doctor shouted.
There was no answer: the Trojan was indeed back in control.
‘Maybe we should get out,’ Fitz whispered at his side.
‘Maybe you’re right,’ the Doctor agreed, moving closer to Fitz.
Unfortunately, the pucker of the duct was right next to where the Tro-
jan’s soldier was appearing. As they watched, its shoulders appeared -
and then one slender, clawed foot. The Doctor doubted they’d both get
out in time.
‘Tain!’ he called. ‘You’ve got to fight it. Fight the Trojan, don’t let it
take you over. You know what happens if it does: the Oon have won and
you’ll be picked apart, dissected - if you’re lucky or forced to go back to
war, but this time for them. More deaths, Tain, more slaughter. Is that
what you want? After all you’ve done, is that what you really want? We
can help you find a way around the Gaian thing, but not if we’re dead.’
The creature twisted its lumpen, birdlike head this way and that, as
an arm slid from the wall and began to wave about in the air, reaching
blindly for them. The Doctor imagined he saw a stuttering in its motions,
as though control of it was being momentarily interrupted, a bad connec-
tion.
‘Will it attack us?’ asked Fitz, edging away from it slowly.
CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’
195
‘The proof’s in the pudding,’ said the Doctor, keeping close to Fitz.
‘Strangely enough,’ he muttered, ‘I’ve rather lost my appetite.’
‘Not sure the same can be said for that thing, though. Tain?’ the Doctor
asked again. ‘Can you hear me?’
‘Doc...tor...’ The voice that seemed to issue from all around them was
recognisably Tain’s, but it sounded pained, tortured. Something inside
him - whether intuition, or something linked to Tain’s repair work on his
and Fitz’s bodies - told him that the Trojan was very close to gaining com-
plete control over the bioship.
‘The duct...’
said Tain slowly.
The Trojan’s soldier froze, halfway
through its eerily balletic arm movement, as Tain spoke - as if the bioship
possessed only enough processing power for one or the other, but not both
simultaneously. ‘Leave.’
And then the creature jerked back into life and a second foot appeared,
following the first - which was now placed firmly on the floor of the cham-
ber. A knee followed it and then the rest of the lower leg. This soldier was
smaller and more slender than the other ones - perhaps it was easier and
quicker. He remembered what Tain had said earlier about the Trojan’s sol-
diers. Was it finally learning? Or was it just the exigencies of the situation
that were forcing it to create such a small one? Hopefully, he thought, this
one would be easier to defeat - and then he caught sight of the sharp, scy-
thing talons which slid from the fingers of the creature’s free hand. The
grotesque birthing was almost complete. The wall around the creature’s
buried trunk shuddered, flesh unwilling to relinquish its grip on such an
abominable child.
‘Go on,’ urged the Doctor, pushing Fitz forward. ‘Get out.’
‘I’m not leaving you.’
‘Too bloody right you’re not - I’m going to be right behind you. Go on.’
‘Language!’ said Fitz.
‘Go!’ hissed the Doctor, ‘Just go!’
The Doctor gave Fitz another shove, but his friend was being irritat-
ingly - and familiarly - obstinate. He felt an unaccustomed tightness in
his chest, a pounding of his hearts that he knew with cold clarity was fear.
Proper fear. The kind of fear that other people felt all the time when they
were around him, when he dragged them into his escapades. He felt he
ought to be grateful for this weird melding of him and his best friend - how
often do people genuinely get to experience the emotions of someone else,
first hand? He wondered how Fitz was feeling, tried to remember how he
would normally feel in circumstances like this. Presumably - although his
whole being was currently threaded through with a cold filigree of anxi-
ety and jitteriness - he’d be calm and collected. He glanced sideways at
CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’
196
Fitz, squinting, trying to see if he could see anything of himself in the set
of Fitz’s face, but Fitz’s expression was blank, unreadable. Calm. He tried
to ignore the sudden flush of envy and pride that welled up hotly inside
him. He shoved gently at Fitz’s shoulder, urging him towards the pucker
of the duct. He wondered whether it would even work, with the Trojan in
control. Maybe Tain was saving his energies for the moment when he and
Fitz were at the duct and ready to be squeezed upwards and out, like so
much toothpaste. He hoped Tain would be able to time it right: the duct
was in easy reach of the Trojan’s soldier One slip, and the vicious-looking
claws, weaving about blindly in the amber light, would slice them from
neck to groin. He felt his hearts pattering in his chest.
‘Get out!’ he whispered in Fitz’s ear, shoving him forwards so hard
that the Doctor almost fell. He watched as Fitz let the momentum carry
him across the room towards the duct, realising, at the last moment, that
he had his fingers crossed.
He suddenly remembered playing Super Mario Brothers in a pub in
Bradford, back in the eighties, having to time his jumps over lava pits,
ducking to miss swinging hatchets overhead. He watched Fitz pause in
his race across the chamber, like a little pixellated man, swerving sideways
to avoid the Trojan creature’s laws. ‘Now, Tain!’ he hissed, and slapped
the wall beside him.
The duct opened up - the cat’s bottom analogy seemed unpleasantly ac-
curate all of sudden - and the Doctor watched as Fitz threw himself head-
long into it, the creature’s talons slicing through the legs of Fitz’s trousers
as his feet vanished into the wall and the sphincter closed behind them.
Inside the duct, Fitz belatedly felt a stinging in his calf, and realised that
the Trojan’s soldier had caught him. But he was squeezed tightly inside,
the soft walls pressing in on him on all sides. He felt the pressure tighten
around his feet, slowly pushing him upwards like a... he didn’t want to
think about it. Never mind a cat’s bottom, he thought: this is more like
being sick.
Trix was trying to get a grip on what was happening. For some reason,
her head felt all muggy, all cluttered up. Ever since she and the Imperator
had left the Palace in one of the remaining levicars, she’d felt odd. Like
she was coming down with a mother of a head cold.
She’d stood by while the Imperator had laid his son out on the floor,
limbs twitching like he was having a minor epileptic fit. She knew she
could be a bit of a hard case, but even as Tannalis had sobbed and hugged
and pleaded with his son to wake up, all she could do was stand there and
CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’
197
watch, feeling vaguely impatient with him. It was as though this cold, or
whatever she’d caught, was smothering her, dampening down her emo-
tions. She noticed one of her arms trembling uncontrollably, and felt her
skin burning up. What was wrong with her?
Tannalis told her to fetch help, and tiredly, she’d gone out into the cor-
ridor and called for someone. Within minutes, a couple of the Palace staff
had come running, and had helped the Imperator to get Javill into bed,
where he trembled and drooled and mumbled.
‘This is Trove’s doing, isn’t it?’ the Imperator finally said. ‘He’s done
something to my son, to his mind.’
Trix found herself nodding.
‘The bastard,’ hissed the Imperator. He wiped his nose and eyes with
the sleeve of his pyjamas. ‘He’s going to pay, Trix, he’s going to pay for
this.’
‘Good,’ Trix said tersely. ‘Let’s go and find him.’
The Imperator nodded.
Bewford, the Imperator’s Chief of Staff - a slender, bespectacled, ha-
rassed man - arrived a few moments later.
‘What’s happened, sir?’ he asked in horror, as though this were all his
fault.
‘Trove,’ Tannalis growled through his tears. ‘He’s what’s happened.
Tell the garage to have one of the levicars ready. Him and that witch-wife
aren’t getting away with this.’
‘But what about the electrical storm, sir?’
‘Storm? What storm?’
Bewford looked confused. ‘The Imperatrix told me that she’d...’ His
voice tailed off as they all realised that Alinti hadn’t told the Imperator
about the storm at all. While Tannalis ranted at Bewford, Trix found her-
self drifting away from the conversation, her mind consumed with a desire
to see this electrical storm. Maybe even to track it to its source. Where was
all this coming from? She shivered, rubbing her arms. ‘We need to find
Trove, to punish him,’ Trix found herself saying as Bewford nodded and
rushed away.
And so they’d left the Imperator’s son and followed Trove and Al-
inti. While the Imperator had been crying over his son, Trix had found
a smaller version of Trove’s communications console - a small remote con-
trol device that, she realised, could be used to track the surveillance cam-
era watching Sensimi and the other girl.
Trix had surprised herself by being a much more expert levicar driver
than she’d expected - especially when, just outside the city walls, they’d
encountered a huge, curving wall of smoke, creeping towards them. In-
CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’
198
stinctively, somehow, Trix had known that they should try to avoid it - so
she’d driven the levicar up on to the city walls and launched it into the
air from there. Her skin had prickled mildly as they’d passed through the
wall, but other than that, neither of them seemed to be too affected. The
irony of flying past a huge, tatty billboard proclaiming, ‘And God said
“Go forth and multiply”’, in ornate scripty letters didn’t escape her.
And minutes later, they’d found themselves arriving where the TARDIS
had landed. Ahead of them, they could see four of the Imperial Guard in
a levicar, and just in front of them were Trove, Sensimi and the other girl.
Trix’s skin was burning; something was wriggling and writhing in her
head and down over her chest, and she felt she might burst at any mo-
ment. The Imperator shouted something, and she found herself repeating
it, distantly, as though someone else was actually speaking. At the back of
her head, she was sure she could hear whispering voices, but their words
were fuzzy and indistinct. She suddenly felt dizzy, and everything flared
brightly around her.
And then the world stopped.
For a moment, Trix wondered if it was just that they’d reached a pecu-
liar kind of stand-off. But then she saw one of the little mokey things, like
Looloo only not dressed up, moving across the grass to Trove in the kind
of slow-motion she’d only ever seen in wildlife films. Everything flared
brightly in weird pseudo-colours, like a computer-enhanced image.
I HAVE ALTERED YOUR PERCEPTIONS, TRIX said a voice in her head,
and it all came flooding back to her in a series of slamming, stuttering
shocks: the tiny worm of alienness that had been squirming away inside
her, down where she couldn’t see, where she’d been forbidden to look,
consolidating its hold on her, grubbing about in her memories, trying to
make sense of everything that made her her; forming connections, reach-
ing its little claws into all the strands of her being and pulling them taught,
tight, the strings of a puppet, tested out to see how they might make this
marionette dance. Reo had had control over her body a long time ago,
she knew - picking up all this from the thing in her head in a shadowy
sleet of discarded half-thoughts - but had needed the confidence of know-
ing her mind before it acted openly. Reo wanted to know more about Fitz
and the Doctor, how they fitted into all of this, where their loyalties and
knowledge lay. And now - too late, of course, for it to be of any possible
use - Trix knew that Reo was surprised and shocked at developments. Al-
though she had no direct access to Reo’s thoughts or memories, she sensed
a dark echo of Reo’s concern, at its sudden worry that something it hadn’t
expected had happened. The stakes, as far as Reo was concerned, had sud-
denly been upped, and it could no longer afford the luxury of time spent
CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’
199
looking for Trix’s friends. She remembered the boy. Joshua. Joshua.
Dead. She’d left him for dead, there, in that doorway. She’d just left
him. For dead. A rapid flicker of images - of Joshua, his parents, his night-
time trip to follow his father, the discovery and burning of the alien ship,
Joshua’s finding of the thing in his father’s drawer, the thing that Trix now
wore on her chest - strobed across her vision, overlaid on reality.
They went around and around in her head, multiplying themselves
like reproducing ghosts until she thought her skull would burst. A bab-
bling chorus of memories from Joshua threatened to rip her sanity to shreds.
YOU CAN DO NOTHING FOR THE BOY NOW said Reo. HE IS DEAD.
You bastard! shrieked Trix silently, struggling hopelessly against the
paralysis that had overtaken her. You left him to die. He was just a boy, just a
little boy.
ALL THINGS MUST DIE. HIS DEATH WOULD NOT HAVE BEEN WITH
SUFFERING.
That’s not the point! That’s not the bloody point! You made me leave him.
YOU COULD NOT HAVE SAVED HIM Reo said with a calmness that made
Trix want to scream. NOTHING COULD HAVE SAVED HIM. HE WAS DEPEN-
DENT UPON ME. HE WAS MERELY A VEHICLE.
Like I’m a ‘vehicle’? Is that what you’re saying? That I’d die without you,
too?
THE SUBVERSION PROCESS IS NOT COMPLETE YET. ALTHOUGH I NOW
HAVE FULL CONTROL OVER YOUR BODY AND FULL ACCESS TO YOUR MEM-
ORIES, YOU HAVE BEEN MUCH HARDER TO SEQUESTER THAN I HAD AN-
TICIPATED. BUT YOU ARE NOW MY CARRIER. WITHIN A FEW HOURS, THE
PROCESS WILL BE COMPLETE AND YOUR PERSONA WILL NO LONGER BE
REQUIRED.
And then I’ll die? Like Joshua? You’re just some bloody parasite, aren’t you -
a tapeworm, hitching a ride. What the bell are you?
I AM A MAKER, TRIX.
You said that before.
She watched the mokey move a few inches closer to Trove, the rest of
the bizarre tableau before her frozen.
WE ARE THE MAKERS OF THE BIOSHIPS, OF TAIN - THE TOY I MEN-
TIONED EARLIER. I BELIEVE THE MAN WHO THREATENS THE GIRL IS A
BOUNTY HUNTER, SENT BY THE OON TO TAKE TAIN. I AM HERE TO EN-
SURE THAT TAIN RETURNS TO US.
What are you talking about? Tain? The Oon? Trix’s head was spinning:
one moment she was riding to the rescue with Tannalis, Boadicea in an
anti-gravity car, and the next she was paralysed, her body taken over by
an alien thing on her chest. She wondered whether she’d done anything
CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’
200
that she ought to be ashamed of, anything else that Reo had made her do
and then forced her to forget.
NO came the Maker’s voice. I HAVE BEEN QUIESCENT SINCE THEN.
YOUR NEURAL STRUCTURE HAS BEEN PARTICULARLY RESISTANT TO SUB-
VERSION.
Well whoopee for me Trix thought bitterly.
I UNDERSTAND YOUR RELUCTANCE TO SUBMIT CONTROL TO ME said
the Maker. BUT IT IS FOR THE BEST.
For whose best? From where I’m sitting, it looks like a pretty uneven-handed
deal.
YOU MADE THE CHOICE the parasite whispered, like some sort of venge-
ful spirit, taunting her. YOU TOOK ME FROM THE BOY WILLINGLY.
Trix felt sick. Really sick. Reo was right - her own greed for what she’d
thought of as a camouflage device had led her into this. She’d been so
desperate to be anyone other than herself. And now she had her wish:
very soon, she’d never be herself again.
Suddenly, as if his conversation with Trix had been nothing more than
an aside, a chatting-to-the-neighbours-over-the-garden-fence, Reo said:
AND NOW TROVE MUST BE STOPPED.
And the Maker pressed the ‘play’ button on the world again.
Chapter 23
‘Sorry I’m late.’
Trix watched as the mokey suddenly hurtled at full pelt across the grass,
as if an invisible lead at which he’d been straining had been cut, and clam-
bered straight up Trove’s leg and on to his arm, the one held against Sen-
simi’s forehead. With an equally fluid movement, Trove smacked his hand
back into the little animal’s face. Trix almost heard the snap of its fragile
neck as it dropped to the ground and lay there, dead. Trix thought again
of Joshua.
LET ME SHOW YOU WHAT I AM CAPABLE OF NOW said Reo, and Trix’s
whole world smeared across her field of vision. One moment she was at
Tannalis’s side in the levicar, and the next...
There was a rush of air and everything wheeled around her. She had no
real control of the movements of her eyes, and the disparity between what
her inner ear told her, where she was trying to look and where Reo was
actually directing her eyes filled her head and her stomach with nausea.
She wanted to throw up, but Reo suppressed it like the most instant dose
of Andrew’s Liver Salts she’d ever had.
And then she was landing, perfectly poised, on the grass beneath the
car, her legs bent in a springy crouch. She caught up with what her eyes
were doing and saw Trove, his arm still around Sensimi’s neck, his hand
poised near her head, moving his eyes in slow motion to catch up with
her.
MY IMPROVED SENSES ARE OPERATING AT APPROXIMATELY TEN TIMES
THEIR NORMAL SPEED said Reo, with all the suaveness of a used car sales-
man trying to flog her some boy-toy capable of 0 to 60 in five seconds.
SOON, I WILL BE CAPABLE OF MUCH MORE.
My senses thought Trix. My senses.
She imagined - although she couldn’t be sure - that she’d stayed in the
crouch for a fraction of a second before her legs, seemingly more resilient
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202
and powerful than before, straightened out, and she almost flew through
the air. Again, the world somersaulted around her, a mad, giddying blur
of green and brown and blue. Only as everything righted itself again did
Trix realise that, in all probability, it had been her that had somersaulted,
and not the rest of the universe.
Right in front of her, their eyes wide with astonishment - and, in Sen-
simi’s case, fear - were Trove and his prisoner, less than an arm’s length
away.
Time seemed to stand still again.
I HAVE INCREASED MY PERCEPTUAL ACUITY MOMENTARILY said Reo,
and Trix was sure there was a hint of smugness in his voice. It was like
having an annoying friend giving a running commentary on a film that
you’re trying to concentrate on. YOU ARE CURRENTLY PERCEIVING THE
EXTERNAL WORLD AT APPROXIMATELY ONE HUNDRED TIMES ITS NOR-
MAL RATE. ONE SECOND IN REAL TIME -
Yes! snapped Trix. I’m not stupid.
Reo didn’t seem affronted at her annoyance.
OF COURSE, IT IS NOT POSSIBLE FOR MY BODY TO MOVE AT SUCH
SPEEDS, BUT IT IS INTERESTING TO PERCEIVE THE WORLD IN THIS MAN-
NER, IS IT NOT?
It’s not your body protested Trix angrily. It’s my body.
But Trix’s thought lacked conviction. She felt cold and detached. She
could see the statues in front of her that were Trove and Sensimi, frozen by
Reo’s perceptual trick. She could see the sheen of perspiration on the girl’s
dark skin, even see the delicate flush of her cheeks, how her nostrils had
dilated with fear. She could actually smell her panic - acrid and musky.
But Reo had control. And all Trix could do was to observe the poor girl,
dispassionately. Trove, behind her, had his eyes open wide: Trix wondered
quite what he was seeing? Had Reo moved her so fast that she’d been
just a blur? Was that even possible? Surely her body wasn’t designed to
move so fast, so sharply. Shouldn’t her legs have snapped, or her hips
broken or something? Or had this ‘reconstruction’ process already begun?
Even now, without her being aware of it - like termites, chewing through
the foundations of your house while you quietly watch telly - was Reo
rebuilding her body? Making her into some sort of Superwoman? And
there was still the bitter tang of irony to all of this, that came through to
Trix quite clearly: she’d wanted so desperately to have Joshua’s chameleon
device to let her be whatever she wanted to be; to be able to change her
face and shape and hair, the ultimate disguise kit. You stupid, stupid cow,
she thought. And the sad thing was, she realised bitterly, it’s exactly what
you really want, Trix. Isn’t it?
CHAPTER 23. ’SORRY I’M LATE.’
203
And then, abruptly, it was as if the film of the world had revved up
to superfast speed. A hand shot out of nowhere - her own hand, she re-
alised a moment after it had happened - and slammed into Trove’s startled
face. Somewhere, a long, long way away, she felt bone crunch and splinter
wetly as the palm of her hand struck his nose, and Trove went tumbling
backwards. Sensimi was pitched forwards against her and she caught her
effortlessly, like a toy.
Only afterwards did Fitz try to make sense of what happened, and even
then he reckoned that he’d failed dismally.
Trix had been standing alongside Tannalis in the levicar, as Trove had
tightened his arm around Sensimi’s throat. Fitz’d been thrown violently
from the opening of Tain’s peristaltic duct (although it might well be the
Trojan’s peristaltic duct by now - and the Doctor was still down there) and
had staggered forwards a few feet as he’d regained his balance.
Coming to an abrupt halt, he took in the scene before him: Trove hold-
ing Sensimi; Calamee a few yards away; Nessus cantering across the grass
on all fours, heading for the bounty hunter. And two levicars: one with
four of the Palace Guard, their faces revealing their confusion, the other
carrying Trix and an old man.
Nessus looked like a cat in pursuit of an injured bird, and headed
straight towards Trove, on to his leg and then up his arm. Blindingly fast,
Trove’s arm jerked back and Nessus was snapped back on to the grass like
a little doll, where he lay unmoving.
Calamee just stared, clearly unable to take in what had happened. Out
of the corner of his eye, something else moved. He tracked the movement
back to Trix’s levicar, but Trix had gone and there was this flashing, blurry
shape that must have been her, bounding across the ground in a series of
unbelievable springs from her hands to her feet and back again. Fitz was
gobsmacked. He had no idea that Trix was such a gymnast. Suddenly, she
was there in front of Trove and Sensimi, frozen, and then her hand shot
out like a piston and smashed Trove full in the face, knocking him back-
wards. His motion sent Sensimi hurtling forward into Trix - who caught
her expertly. Trove’s device flipped up and over in the air like a coin and
fell into the grass.
Trove staggered backwards, his hand clasped to his face as blood seeped
through his fingers and dribbled down the front of his shirt and jacket.
Only then did Fitz see the night beast, tearing its way out of the tree.
He stepped nimbly aside, watching it stumble as it pulled its legs out,
like a newborn nightmare desperate to be free of the womb. Trove stag-
gered backwards towards it. Reflexively, Fitz raised a hand and opened
CHAPTER 23. ’SORRY I’M LATE.’
204
his mouth to warn him, but it was too late: Trove had discovered the crea-
ture for himself.
The bounty hunter turned sharply as he collided with it and looked it
straight in the eyes - before the creature took hold of his head in its claws
and snapped his neck.
Suddenly, as if Trove’s murder had galvanised them into action, the Im-
perial Guard raised their guns as one and began firing on it. It roared once,
briefly, as its body spasmed and jerked. It took a pace towards them...
and another, raising its hands, spreading wide its claws, before sinking to
its knees, its chest and face a pulpy mass of flesh and blood. And then,
silently, it fell forwards, collapsing on to the grass.
There was a sudden silence, an absence of movement, as though the
whole world was in shock. Like someone had said ‘Shit!’ at a Christening.
‘Sorry I’m late,’ said an apologetic voice from behind Fitz. He spun
to see the Doctor, tugging at the crumpled sleeves of his jacket. ‘A little
trouble with the hired help. Just can’t get the staff any more.’
Calamee fell to the grass next to the still little body of Nessus and touched
it gently It was still warm, but something had gone - that spark, that en-
ergy. She lifted a tiny paw and felt it move with no resistance. He was so,
so tiny and light. She never realised that a soul could be so heavy.
***
Sensimi, still shaking and tears now welling up in her eyes, ran to her
father’s levicar, now descending to ground level. She threw herself into
his frail arms and hugged him until he gasped.
‘The Trojan’s night beast came out before you,’ Fitz said to the Doctor.
‘How come?’
‘I don’t think it liked my aftershave,’ answered the Doctor drily. ‘I
made a dash for the duct, just as the soldier came free of the wall. But
when it got a good whiff of me it just turned and forced its way into the
duct after you.’
Fitz noticed Trix, standing alone, watching Calamee cradling Nessus’s
body in her arms. ‘We probably still carry Tain’s smell on us. It was
enough to make the night beast in the city think twice about attacking
me; it must have had the same effect for you.’
Trix caught Fitz’s eye. She looked oddly aloof and distant.
‘So who’s in charge down there now?’ he asked without turning.
The Doctor shrugged. ‘No idea - but if it’s the Trojan, we’re in trouble.’
CHAPTER 23. ’SORRY I’M LATE.’
205
‘And what’s with Trix?’ Fitz said as she began to walk towards them,
poised and calm.
NOW FOR THE BIOSHIP said Reo, and Trix found herself walking towards
the tree trunk that had disgorged Fitz, the creature and the Doctor.
Reo moved Trix’s head briefly, taking in the dead soldier, before con-
tinuing across the grass. She wanted to scream out to the Doctor and Fitz
that she was in here, being held prisoner in her own body. But she’d long
since passed the point of having any control. She wondered whether she’d
feel anything when Reo finally deleted her.
Would it be like a dimmer switch slowly being turned down? Or would
she just cut out, gone in an instant?
What are you going to do? she asked tiredly, almost past the point of
caring.
ONCE INSIDE TAIN, I WILL TAKE CONTROL OF HIM .AND THEN WE
WILL RETURN HOME.
We?
TAIN AND I - YOU WILL HAVE GONE BY THEN.
Trix fell silent.
‘What was all that about?’ Fitz asked as Trix reached them. Trix inclined
her head slightly and frowned. ‘The Olga Korbut impression.’ Fitz turned
to the Doctor. ‘You should have seen her.’
‘Are you all right, Trix?’ asked the Doctor, peering at her face.‘You look
a bit flushed.’
‘I’m fine,’ she said, but Fitz could hear something odd in her voice -
something forced and awkward. He saw her eyes dart towards the tree
trunk from which he’d been ejected so recently, and then back to his face.
‘Good, good,’ said the Doctor, taking her hand and giving it a squeeze.
‘Well done, by the way; how did you find us?’
Trix’s eyes looked slightly glazed as she replied. ‘Trove had a remote
control for his surveillance cameras - we used it to follow you.’
‘Very enterprising!’ beamed the Doctor. ‘Now we’ve got to work out
what to do.’
‘About Tain?’ Trix asked.
The Doctor nodded. ‘Tain’s initiated something he calls his Gaian phase.
The energy wave racing across the planet - it’s breaking down and recreat-
ing everything, everyone, as part of one huge organism. We have to stop
it before it’s too late.’
Trix’s mouth tightened, and again she glanced at the tree trunk.
CHAPTER 23. ’SORRY I’M LATE.’
206
‘Just one question...’ said the Doctor, fixing her with a frown. ‘How
d’you know about Tain?’
‘What?’
‘Tain. How d’you know about him? His name.’
Trix didn’t answer. Instead, her hands shot out and punched each of
them in the chest, bowling them backwards, head over heels, into the
bushes.
Fitz yelped, and through the tangle of branches and the aching pain in
his ribs, he saw Trix calmly turn away and head for the entrance to Tain’s
duct.
‘What the hell’s got into her?’ he moaned as he struggled to his feet
and helped the Doctor to his. When he looked back, he was just in time
to see Trix physically force open the tree with her bare hands and climb
inside. Silently, it closed up behind her and she was gone.
‘What indeed,’ said the Doctor. ‘Did you see her eyes? And her skin...
her hand was burning up. And there was something else...’ His voice
tailed off. ‘When I touched her... there was something else. Something
in there with her. We need to go back in.’ He patted his pockets. ‘But
we need a weapon. I’m not comfortable on counting on eau de Tain as a
defence. And I’m betting it won’t work against Trix!’
Fitz suddenly remembered Trove, holding a shiny metal thing near to
Sensimi’s head. Where was it? His eyes scanned the grass, and he saw it, a
silvery glimmer in among the green. He glanced up to catch the Doctor’s
eye.
‘Are you thinking what I’m thinking?’ he whispered.
‘What do you think?’ replied the Doctor - and they both dashed for the
device.
But the Doctor was quicker, and snatched it up, holding it above his
head.
His eyes held a childish glee, and for a second, Fitz wanted to
wrestle him to the ground for it. He caught sight of Calamee, her face
smudged with tears, looking up at them both, and he suddenly felt stupid.
He reached out and put his hand gently on Calamee’s shoulder.
Only then did Fitz realise that the Doctor was racing for the tree, fol-
lowing Trix.
Chapter 24
‘There are always choices!’
Tain knew that his time was almost up.
For all these long months,
he’d battled with the cold, implacable personality of the Trojan as it had
attempted to sequester the ship, his body. And until the last few days,
Tain had always felt he was winning. But the Trojan had been clever - no,
Tain corrected himself, as he felt his digestive subsystems come under the
control of the intruder, not clever: just very well programmed.
He’d tried arguing with the Trojan, bartering with it; he’d even tried
just chatting. But it was a construct designed with a purpose, and sim-
ply couldn’t be engaged on any of those levels. It no more responded to
Tain’s reasoned pleas than would a virus. All Tain could do was to shift
his resources across the complex battlefield of his body, holding back the
construct in one place while trying to guess where it might deploy itself
next; building up resources when and where he could in the hope that the
Trojan wouldn’t guess where his weak spots were developing.
But Tain was tired. Tired of fighting this thing, this cancer that was
intent on possessing him. Once he’d realised that the Doctor was not an
enemy, he’d hoped that he might be able to help, but despite his evident
ingenuity and compassion, the Trojan had managed to interfere with the
Doctor’s repair. It was, Tain realised, even possible that the Trojan had
managed to subvert him without any of them knowing.
He knew that his options were becoming narrower by the second. If the
Trojan gained control, he would be taken by the Oon, dissected, forced to
breed new bioships for them. He’d managed to break free from the Makers
after years of preparation and Tain had no intention of allowing his body
to be used to cause death again. He was almost relieved that the Doctor’s
arrival had panicked him into initiating his Gaian phase. Soon, either he
would be allowed to stay here, at the heart of the vast superorganism that
he’d created, or someone - the Makers, the Oon, the Doctor, it didn’t matter
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208
who - would find a way to kill him, and he would be free. It might mean
the loss of individuality of everyone on Espero, but weighed against the
slaughter that the Makers or the Oon would force him to inflict if he didn’t,
it was nothing.
Tain felt himself twitch, deep inside, as the Trojan insinuated itself into
his drive unit. Now, even flight from this planet was impossible (although
he’d known that to be the case for a while: the effort involved in disentan-
gling himself from this part of Espero’s biosystem and powering up his
drives would have lain him wide open to the Trojan’s takeover).
Suddenly he felt a tingle from some peripheral part of his nervous sys-
tem - something was damaging him, forcing its way in. Moments later, as
he localised the source of the sensation, the duct to his inner chamber was
prised open and a human female - who he recognised from the Doctor’s
memories as Trix - stepped down.
‘What are you doing here?’ he asked.
She gazed around the chamber in a curious way, as if refamiliarising
herself with something she’d seen before.
‘I’m here to take you home, Tain,’ she said. ‘My name is Reo.’
‘Home?’
The look on her face was almost gentle, almost caring, as she reached
up to her chest and unfastened the top buttons of her blouse. There, Tain
saw, was a Maker, nestled against her skin. It was so long since he’d seen
a Maker riding a human carrier, that a gentle tremor ran around the cham-
ber, a ripple of surprise. But then he realised what it meant.
‘No!’ he wailed. ‘Leave me alone! Go away!’ The whole of the chamber
spasmed suddenly, the walls and floor trying to throw Trix off balance. But
her poise and equilibrium spoke of total Maker control. She waited until
Tain’s trembling had ceased.
‘We understand, Tain,’ she said softly. ‘We understand what drove you
to this - to run away, to come here. You are injured, ill’
‘I am not ill,’ hissed Tain. ‘How can it be an illness not to want to cause
any more pain and suffering?’
‘For eight hundred years you have been content to work for the good
of the Makers. How often during that time did you question what you
were doing?’
‘I was bred to be that way,’ he spat. ‘I was bred to be unquestioning,
conditioned to follow your instructions. To kill. It has taken me decades
to break down that conditioning, to overcome my past. At last I have free
will, and you won’t take that away from me again.’
Trix shook her head sadly. ‘There are other things you can do for us,’
she said, her voice teasing. ‘We have plans that you know nothing of,
CHAPTER 24. ’THERE ARE ALWAYS CHOICES!’
209
Tain. Incredible, wonderful things that you could be part of. Vast, plan-
etary biological computers that will one day be capable of modelling and
modifying the very nature of reality. You could help us with that.’
‘Why? So that you can kill even more innocent people?’
‘We only kill to protect ourselves from the Oon and their insane jihad,
Tain. You know that.’ Her voice took on a gentle, pleading quality, and
Trix held out a hand, as if offering it all to him. And despite himself, he
found himself wishing he could believe her, wanting to believe her. Some-
thing inside himself shrivelled, as he felt the Trojan insinuate itself into
new neural pathways, spreading further through his system. Perhaps the
Maker was right. What choice did he really have?
As the Doctor dragged himself down the roughened tube of the peristaltic
duct, forcing the now slack bands of muscle aside, he tried to make sense
of what he’d felt when he’d touched Trix. It was almost as if there had been
something else there, something cold and implacable staring out of her
eyes. But Trix herself was definitely still in there somewhere. He checked
his pocket, and felt the hard metal disc of Trove’s weapon. He didn’t know
quite what it did, and didn’t want to use it if he didn’t have to. It all
depended on quite what Trix - or whoever was riding around in her body
- was up to. It nagged at him, again, that there was something vaguely
familiar about the Makers. But he’d learned to recognise the signs, the
here be dragons notices that bordered his amnesia. He knew when to stop
poking.
As he squirmed through the sphincter into the chamber, he was taken
by the odour: sourer and fouler than before. Trix stood with her back to
him in a curiously insouciant stance. She was saying something about ’the
Oon and their insane jihad’. Her voice was flat and cold, yet hypnotic.
‘Trix?’
She turned slowly, balletically.
‘She is not Trix,’ said the broken voice of Tain. ‘Her name is Reo.’
‘ ...and she dances on the sand,’ finished the Doctor before shaking his
head. ‘So why are you using Trix’s body? What are you?’
‘I am a Maker,’ said Trix. ‘Thin is one of us. He is coming home.’
‘Is he? Maybe that’s a decision that should be left to him, don’t you
think?’
‘I have no choice, Doctor,’ said Tain. The room gave a little shiver
around then, like a wet dog drying itself.
‘Of course you have! There are always choices!’
‘The Trojan has control of most of my systems, Doctor. It is severely
limiting those choices. It is attempting to take complete control, trying to
CHAPTER 24. ’THERE ARE ALWAYS CHOICES!’
210
halt the Gaian wave. It will fail. If the critical point is reached, I am hoping
that the Trojan will exhaust its resources trying to gain control of the whole
Gaian body, and I will be able to regain control myself.’
‘So what do you want?’ The Doctor looked at Trix.
‘I am here to take control of Tain,’ Trix said. ‘I can purge the Trojan.’
‘And what about the Gaian wave? Can you stop that?’
Trix - or Reo - paused.
‘Possibly.’
‘Possibly? Possibly?’ The Doctor shook his head. ‘We’re talking about
millions of people here. Something a little more concrete than “possibly”
would be comforting to hear. Tain - what happens if Reo does manage to
stop the wave, and does gain control of you?’
‘Then I return to the Makers - perhaps I continue as before, perhaps
not. Reo has told me that the Makers have other possible uses for me.’
The Doctor raised an eyebrow. ‘Other uses that will no doubt entail
more killing at some point.’
Tain didn’t answer.
‘I have no wish to harm you, Doctor,’ said Trix. ‘Nor the Esperons. You
are not part of our battle.’
‘Oh, I think we are,’ said the Doctor. ‘I think we’re very much part
of your battle. Tain came here for a fresh start - to stop killing, to do
something more productive, more life-affirming than just making soldiers.
Anyone that makes such a choice deserves my respect - and my help. Can’t
you accept Tain’s choice? You must have hundreds of bioships that can do
what Tain did. Why can’t you just accept that and let him stay?’
‘Your hypocrisy is curious, Doctor.’
‘Hypocrisy?’
‘How often did your former companion, Anji, wish to leave, to go
home? How many times did she tell you that? And how many times
did you ignore it?’
‘You’ve got that from Trix have you? Not exactly the most reliable of
narrators at the best of times. Anyway, that’s different. And we’re talking
about you and Tain here, not me and Anji. Anji’s happy now: she has what
she wants. Why not let Tain have what he wants? Hasn’t he discharged
his duty to you by now?’
‘Tain has centuries of experience and memories that we will not give
up, Doctor. Your species has a strange attitude to age and experience - this
is something else I learned from Trix. You value the unknown potential
of the future over the solid existence of the past. You would rather an old
person died - taking with them all their years of experience, of investment
in them - than a small child. A child has comparatively few memories,
CHAPTER 24. ’THERE ARE ALWAYS CHOICES!’
211
fewer resources invested in it. They can be replaced much more easily
than an old person. And yet you shed more tears for the death of a child
than of a grandparent.’
‘Potential,’ said the Doctor angrily. ‘We shed those tears for what that
child could become, what she or he could accomplish. Tain may be old
by human standards, but his choice to start again has made him a child,
a new individual.’ He took a step towards Trix, holding his hands out to
her. ‘Can’t you see that? The potential in Tain for the future is vastly more
important than his past. Who knows what he could achieve? Let him go,
Reo - let him go into the future, instead of chaining him to the past.’
Trix nodded, as if she understood, and for a moment, the Doctor won-
dered if he’d got through to her. But his shoulders fell as she continued:
‘And he will accomplish all of that with us, with his family.’
‘I was afraid you’d think that,’ said the Doctor, jamming his hand into
his pocket.
In one swift, fluid motion, he pulled out Trove’s weapon and launched
himself across the chamber at Trix.
But she wasn’t there any more. As he slammed up against the rubbery
wall in surprise, he remembered what Fitz had said about Trix’s acrobatics.
Trix - or Reo, he supposed - had moved so fast that he could hardly see
her blurred shape in the dim, waxy light. He turned, wedged one foot
against the wall behind him, and propelled himself with all his energy
back towards where she now stood, only to see her step neatly and swiftly
aside again as he reached her. Something heavy thumped across his neck
and he fell into the pool of darkness at her feet.
Fitz was squatting on the grass beside Calamee, his arm draped across
her shoulder. She’d stopped crying now, and had laid the little figure of
Nessus on the grass beside her. Even Sensimi seemed to have found some
sort of compassion in her: she’d gone over to the Palace Guard and was
clearly telling them to leave Fitz and Calamee alone for a while.
‘It’s my fault,’ said Calamee quietly, her voice cracked and sore. She
stared down between her knees.
‘How can it be your fault?’
‘If I hadn’t been so stupid - following the Doctor, thinking how exciting
all of this was... If I’d just gone home with Nessus, he’d still be alive.’
‘Don’t be daft. If you’d just gone home with Nessus, God knows what
might have happened. Trove might have had Tain by now, and we might
all be dead.’
She looked into his eyes. ‘You don’t believe that any more than I do,’
she said flatly. ‘Trove would have just taken Tain away, and it would all
CHAPTER 24. ’THERE ARE ALWAYS CHOICES!’
212
be over.’ She shook her head. ‘I only wanted a little excitement, Fitz.
Something a bit different.’
‘I know.’
‘I hate this place, this planet. I hate everything.’
Fitz said nothing.
‘I really envy you,’ Calamee said after a pause, snuffling back more
tears. ‘You get to travel all over with the Doctor, see things I’ve never even
dreamed of.’
‘Believe me, it’s overrated. You wouldn’t believe the number of times
we’ve been shot at or locked up or beaten. There are some good bits, yeah,
but they’re smothered in lots of not-so-good ones.’ He glanced over at the
tree, the only access, as far as he knew, to Tain and the Doctor. And Trix.
‘But if I don’t find out what’s happening down there, there may not be any
good bits ever again.’ Fitz scratched his head and looked around, won-
dering if he could use the Guard’s guns to shoot his way in. But thinking
about the levicars, where the Guard were still mooching around, he had
another, better, thought.
The Doctor awoke, face down, the rubbery texture of the chamber floor
pressing into his nostrils and his eyes. He rolled over gently.
On the other side of the chamber, Trix was clasping her hand to her
chest, her eyes closed. Tain was silent.
Trix moved her hand, and the Doctor could see something dark, a
stubby Y-shape on her chest. Gently, and as if in a trance, she began to
peel it away from her skin. There was a soft, sucking noise, and then she
was holding it between her fingers. She turned, cupped it in her hand, and
applied it to the wall of the chamber.
Instantly, the pale yellow lighting dimmed before brightening again,
and another spasm ran through the chamber. The Doctor heard Tain moan
in a low, pitiful voice, before Trix swayed on her feet and collapsed. He
scrabbled to his feet and rushed over, cradling her in his arms. He patted
her face gently, before realising that she’d stopped breathing.
‘Tain!’ he called out. ‘Tain! Trix is dying! Help me, please!’
But there was no reply.
Chapter 25
‘You can’t just repair people, you
know.’
The Doctor felt Trix’s neck, the panic in him rising. There was nothing. He
saw the gleaming, faintly wet mark of the thing that she’d peeled from her
chest, the thing that was now stuck to the chamber wall.
‘Tain!’ he shouted, slapping his palm against the side of the chamber.
‘Answer me, damn you!’
A weak moan came from nowhere, like someone being rudely awak-
ened from sleep.
‘Tain, please. Trix is dying - her heart has stopped.’
‘Inevitable,’ slurred Tain.
‘No, it’s not! Nothing’s inevitable, Tain. Help her. Do something.’ The
Doctor felt an unexpected anger surfacing. He wanted to punch Tain, to
pull the Y-shaped thing off the wall and stamp on it, but something told
him that he was too late - that Reo had transferred itself into Tain now.
Is this bow Fitz would feel? he wondered. Shouting and hitting. And how
would he have responded?
The wall against which Trix slumped began to push out: two folds, like
the wings of an old-fashioned armchair, extended on either side of her.
They seemed sluggish and pained, moving much, much too slowly. The
Doctor, hoping that he was guessing correctly, positioned Trix between
them as they wrapped around to envelope her, holding her upright and
smothering her torso and head.
‘I can... maintain her functions until... her body remembers,’ said Tain.
His voice was ragged, but becoming stronger. The Doctor sighed, and
traced the blurred outline of Trix’s features through the thick membrane
that covered her face.
‘Thank you, Tain.’
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CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’
214
And then he remembered the Maker.
‘What’s happening to Reo?’
‘She is... purging the Trojan.’
‘Well, that’s something.’ He rose wearily to his feet and rubbed his
hands. ‘She? How odd - I’d been thinking of Reo as a he. So what can we
be doing while she’s occupied?’
‘Nothing, Doctor.’
‘Oh come on! Don’t be so defeatist! Reo gets rid of the Trojan, and then
we get rid of Reo.’ He remembered Trove’s device and picked it up from
where he’d dropped it. He caught the dim light as he turned it over in his
fingers.
‘What is that?’ asked Tain.
‘This? Oh this is a little toy of Mr Trove’s. A weapon of some sort - I
hope.’
‘Please hold it out so that I may see it,’ said Tain. There was a pause.
‘It’s a neural eraser,’ he said eventually.
‘A mind-rubber?’
‘An emergency measure,’ mused Tain. ‘In case the Trojan had failed.
Perhaps he had other Trojans that he would have then implanted to take
me back to the Oon.’
‘Can I use this on Reo?’ The Doctor gestured at the thing stuck to the
wall. ‘I take it that that is the Makers’ true form?’
‘One of them. It is the most convenient for parasitising other species.
And no - Reo is now fully integrated into my system.’ Tain paused as the
Doctor’s eyes drifted down to Trix, wrapped in her fleshy blanket. He
could see her chest slowly rising and falling.
‘So...’ He didn’t want to say it. ‘If I were to use this on you now, it
would wipe both you and Reo.’
‘It would. And it would mean that I would finally know peace, Doctor.
By the time the Oon or other Makers arrived, my body would be dead and
useless to them. And it would halt the Gaian wave.’
The Doctor paused, realising the weight of what Tain was saying. ‘Are
you asking me to use it? Don’t you have some other self-destruct mecha-
nism? Can’t you just... stop your heart, or whatever the analogue is?’
‘Can you?’
‘Ahh, point taken.’ It was, he thought, easy to forget that Tain wasn’t
just a spaceship made of living matter: he was an intelligent being. Which
made what the Doctor thought Tain was asking of him even harder. He
couldn’t just use the mind-rubber - it didn’t feel right, the cold-blooded
killing of something so old and so wonderful. But then he had to think of
what might happen if he didn’t. Did he have the right to second-guess the
CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’
215
future? What if Reo’s offer to Tain had been an honest one? What if Tain
could live out his life with the Makers and kill no more? It had to be Tain’s
decision, not his.
‘I can’t make the decision for you, Tain. Do you want me to use the
mind-rubber?’
‘I would say yes, Doctor - but Trix’s body is still being supported by
me.’ A tremor ran through the floor beneath the Doctor’s feet. ‘If I die,
Trix dies too.’
The Imperator hugged his daughter as tightly as he could: he didn’t know
if Javill was going to recover from whatever Trove had done to him, but
he had no intention of losing another child. Far from the petulant little
girl that she’d been only last night, Sensimi seemed to him to be stronger,
more mature. Maybe she was finally growing up.
‘I’m sorry,’ she said, disentangling herself from him.
‘For what, child?’
Sensimi held his gaze. ‘For trying to kill Mother and Javill.’
At the mention of Javill, Tannalis felt a hard lump rise in his throat, and
he thought he was going to start crying again. There was a tightness in his
chest, and his heart beat raggedly and painfully.
‘You wouldn’t have killed them,’ he said. ‘I know you wouldn’t, girl.’
‘I wanted to, though.’ She looked into his eyes. ‘I really wanted to. I’m
just so glad that you’re OK.’ She wrapped her arms around him again and
squeezed. Over her shoulder, through his tears, Tannalis could just see the
tattered remains of Alinti’s body, lying where the beasts had butchered it.
He wondered, distantly, what he should be feeling.
‘Sensimi,’ he said, gently easing her away. ‘D’you remember what I
told you last night - when I asked your mother to send you to me?’
She frowned. ‘About political changes?’
‘Well, I need to tell you it all now.’ He took a breath and smiled grimly.
‘I’m dissolving the Imperatorship.’
‘What?’
‘My birthday speech will be the official proclamation. It was a stupid,
stupid step to ever have an Imperator.
I can understand why the Sa-
iarossans did it, their gratitude to Benhamin. But Espero, for good or for
bad, was founded on starting again, not rehashing the past.’
Sensimi’s mouth dropped open. ‘But...’
He hushed her with a thin finger on her lips.
‘You’ll be fine - you’ll be taken care of, don’t worry - trust me,’ said
Tannalis. He hugged his chest as another coughing fit struck him. ‘I’m
just sorry that your mother won’t be there to see it.’
CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’
216
‘Where is it? Where is it?’ came Fitz’s frantic voice from inside the levicar.
He’d leaned in, and his legs were waving in the air. Suddenly he reap-
peared from the car, something chunky and metallic clutched in his hand,
and gave a triumphant, ‘Yes!’
‘What’s that?’ Calamee asked as he rejoined her and flopped down on
the grass.
‘This is the remote control that Trix was using to follow Trove’s flycam
to us. Now where is it...?’ He began pushing buttons and wiggling the
little joystick on the box. A couple of lights lit up, as did a tiny screen set
into it. All they could see was fuzzy green. As Fitz moved the joystick
around with his thumb, the screen flashed pale blue - sky - and then back
to green. Fitz looked up.
‘Where the flip is it? Can you see it?’
Calamee shook her head and then paused. ‘No, but I can hear it.’
Fitz watched her as she squinted, turning her head this way and that.
‘There! Look - can you see it - is that it?’
Calamee pointed into the sky - and sure enough there was something
there: a dark speck, wobbling towards them. Fitz must have hit some sort
of homing button, because the next moment, the flycam landed perfectly
in a little concavity on the top of the remote control.
‘Good!’ said Fitz. ‘Now all we need to do is to learn how to fly this
little baby properly.’
***
It was obvious, really. He had a choice: let Trix and Tain live, or stop the
Gaian wave and save everyone on Espero. How difficult could it be?
Reo was away somewhere inside Tain, getting rid of the Trojan, but she
could be back at any moment. The Doctor found himself edgily glancing
around the chamber, expecting Reo to extrude a tentacle or something to
snatch the mind-rubber from him. He could wait until the last possible
moment, until Reo surfaced again, before using it. By then, hopefully Trix
would have resumed breathing on her own. But what if Reo was doing
something that would make Tain immune to the mind-rubber?
He hated this, this indecision. He didn’t do indecision. He knew that,
despite the amnesia. He was the Doctor: he always had the answer, always
pulled something out of the bag at the eleventh hour. Maybe Calamee had
been right when she’d said that ‘the Doctor’ wasn’t a name but a job title.
And perhaps it was a job he was no longer suited to. Maybe it was Fitz’s
turn to have a go.
CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’
217
Snap out of it, he told himself brusquely. This was Fitz talking, wasn’t
it? Not him. It was Fitz - or the bits of Fitz that were in him - that was
clouding his judgement now. It had to be. Was Fitz really this indecisive?
Or was it him? The Doctor rubbed his eyes with the ball of his hand,
feeling a headache developing. What would Fitz have done? What would
the Doctor have done? For a moment, he didn’t feel like he was either of
them, just a confused rag doll cobbled together from bits of other people.
He remembered the dream he’d had - the patchwork man that he’d been
under the duvet. What was that all about? It brought back memories of
Scale’s camera obscura and the images it had shown him, the strangers who
had seemed, somehow, familiar. As if operating under its own volition, his
hand dug around in his jacket pocket and closed around the tiny, tingling
fragment of ice that lay there. Almost with dread, he pulled it out. Lying
in his palm, glowing coldly and softly, was the viroid that Madame Xing
had given him.
There, wrapped in fire and fear, was the key. The key to him. Every-
thing that made him the Doctor. A lifetime of memories, just waiting to be
unlocked. And maybe, buried somewhere in them, was what he needed
to know: if he’d encountered the Makers before, perhaps his memory held
some clue as to how he could deal with Tain, how he could save Trix. It
was a slim and insubstantial chance, granted - even if he’d met these Mak-
ers before, even if he’d been in a situation like this, even if, if, if...
‘Doctor,’ said Tain edgily and with some strain. ‘I’m trying to dis-
tract Reo internally, but she is rapidly gaining access to my sensorium and
memories.’
He glanced up from his history, sparkling in the palm of his hand.
‘She’ll know what we’re planning, is that what you’re saying?’
‘And she may find a way to stop us. Please... Use the device.’
He looked at Trix, wrapped in alien flesh, a caterpillar in a cocoon. Or
a fly, caught up in a spider’s web. He could feel their threads even now,
stroking softly against his skin. Oh what a tangled web we weave...
‘Oh, not again,’ he sighed, suddenly aware of a buzzing in the claus-
trophobic confines of the chamber. A tiny speck darted around him, ca-
reering out of control into the wall and then bouncing back towards him.
It orbited his head unsteadily, as though drunk. He raised a hand to shoo
it away. But it somehow managed to evade him, and headed straight for
his ear. As he weaved to the side to avoid it, he felt sure he heard a tiny,
tinny little voice saying his name.
‘It’s me,’ said the voice, growing louder as the fly buzzed back towards
him. ‘Fitz.’
The Doctor felt the chamber contract around him, like the ventricle of
CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’
218
an empty heart.
‘Fitz!’ he hissed at the fly as it made another dive-bombing run for his
head. He let it, and it crashed into his hair.
‘Doctor,’ came the little voice again, more distinct.
‘What the blue
blazes is happening down there? Is that Trix I saw on the floor in a blan-
ket?’
The Doctor didn’t correct him.
‘Yes, Fitz. Listen, I may not have long: I have to use the mind-rubber,
Trove’s device, on Tain. It’s the only way to save him from whatever the
Makers have in store for him. Trix was under the control of one of them,
but now it’s transferred itself into Tain and is taking him over. I have to
do it now.’
‘So what’s the problem? Do it!’
‘It’s not that simple - Trix is injured and Tain is keeping her alive. If
Tain dies, Trix dies.’
Fitz’s next words were lost in a squawk of static.
‘Please, Doc...tor,’ came Tain’s slurred voice. ‘Use the device.’
The Doctor clenched his fists and punched the wall, hard.
‘I fail to see what that will achieve,’ said Tain. Only now the voice was
subtly smoother, slightly lower in pitch: it was Reo. ‘I am in control now.
It is done.’
His hearts sank. He looked down at Madame Xing’s gift and said ‘Is
Tain dead?’
‘No, Tain is still here - I will maintain his personality until we return
home.’
‘And then what? You’ll wipe him before you do whatever you’re going
to do with his body?’
There was a blithe carelessness in Reo’s voice when she spoke.
‘That may not be necessary We may be able to restructure his person-
ality, repair him.’
The Doctor’s shoulders fell. ‘You can’t just repair people, you know.
They’re not like toys or machines.’
‘They are,’ countered Reo flatly
‘Doctor,’ buzzed Fitz in his ear. He sounded like he was whispering.
‘What’s happening? What are you going to do?’
In one hand, the Doctor felt the solid weight of the mind-rubber. He
could use it now, wipe out both Tain and Reo. Give Tain the release he
wanted. And kill Trix. In the other was the lighter-than lightness of the
viroid that might give him the knowledge to stop Reo some other way.
He smiled ruefully at the irony: in one hand, enlightenment; in the other,
CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’
219
oblivion. There are always choices, he’d told Tain. And he was the Doctor,
wasn’t he? He always knew the answer.
‘Left or right, Fitz?’ he said quietly.
Chapter 26
‘Memories.’
‘What?’
‘Left or right.’
‘What the figgy pudding are you on about?’
‘Make a choice. I... I can’t.’
‘A choice between what?’ Fitz sounded angry and frustrated. ‘Between
light and dark, I suppose. Between the past and no future. Between for-
getting and remembering.’
‘Between what?’
‘Between forgetting and -’
‘Yes yes yes!’ snapped Fitz, suddenly sounding feverish. ‘I heard you.
Listen - don’t do anything. Nothing at all, you hear?’
‘What?’
‘Just do nothing.’
‘I don’t understand.’
Fitz gave a grunt. ‘Annoying, isn’t it?’
Fitz let the remote control fall to the grass between his knees and clamped
his hands to his head. He rocked backwards and forwards, feeling Calamee’s
hand on his arm.
‘What is it?’
‘Memories,’ he said through gritted teeth.
‘Not again.’
‘Not his, mine.’
‘I thought you’d got them back - don’t tell me you’ve got amnesia as
well.’ He could hear the sigh in her voice.
‘You know how you forget things but don’t realise you’ve forgotten
them till you remember them?’ He looked at her.‘No, don’t answer that.
It’s as though having bits of the Doctor’s personality in me is... bringing
220
CHAPTER 26. ’MEMORIES.’
221
things back. Stuff from when I started travelling with him. Stuff from be-
fore he... well, from before.’ He shook his head in wonder and bafflement.
‘I don’t understand how I can have forgotten some of it - some of it’s re-
ally heavy. And now I’m remembering it.’ He gave a chuckle. ‘Boy, am I
remembering it!’
‘Doctor?’ came Fitz’s whisper in his ear. ‘How’s Trix - can she manage
without Tain yet?’
‘How is Trix?’ the Doctor echoed the question to Reo. ‘She is alive.’
‘Can she survive without you yet, Reo?’
Pause.
‘No.’
Maybe Reo was lying. Maybe she’d heard the discussion between him-
self and Tain about the mind-rubber and Trix.
‘Reo!’ said Fitz loudly from the fly, clinging unsteadily to the Doctor’s
hair. ‘Or whoever’s in the driving seat now. Can you hear me?’
‘Yes, Fitz’
‘Will you let the Doctor go before you leave - and Trix, too? If she can.’
‘Of course. I am not malicious.’
‘And... I have a very unhappy girl here. Calamee, the Doctor’s friend.
Her pet - her friend - Nessus, was killed. The Doctor said that his DNA’s
been fiddled with - was that you, was that Tain?’
‘I don’t know,’ replied Reo. ‘I cannot access Tain’s pattern storage area
yet.’
‘It must have been,’ cut in the Doctor. ‘Why, Fitz?’
‘As a gesture,’ answered Fitz through the fly, ‘would you allow Tain to
remake him one final time, Reo?’
‘He is just an animal,’ said Reo, her voice bemused.
‘Not to Calamee, he’s not. Please?’
‘Fitz,’ cut in the Doctor. ‘Is this really the time -’
‘Please, Doctor. For Calamee. You owe it to her. Reo and Tain owe it to
her.’
The Doctor glanced at Trix.
‘Well, Reo?’
‘As I said, I cannot access Tain’s pattern storage area yet.’
‘Then let Tain do it. Reo, you have control of him now. There’s nothing
he can do to harm you, is there? Not now. Think of it as a goodwill gesture:
your people have done enough damage here, haven’t they?’
There was a considered pause. The Doctor felt his stomach tighten. He
didn’t understand why Fitz was wasting time on this, but something told
CHAPTER 26. ’MEMORIES.’
222
him that it was the right thing to do. Probably his Inner Fitz, he thought
tiredly.
‘Very well,’ said Reo finally.
He let out a quiet breath.
‘Tain?’ said the Maker.
‘I’m here,’ came Tain’s voice, blurry and indistinct, but definitely him.
‘Calamee would like you to remake Nessus for her,’ said Fitz’s tiny
fly-voice. ‘One more time.’ Fitz paused. ‘I imagine you have his mental
patterns stored, don’t you? Along with mine and the Doctor’s, I expect.’
‘I have all of them, yes. I can do as you ask.’
‘Thanks, Tain,’ said Fitz. ‘If you access my memories, you’ll know how
important this is to me. Please remember me to your people when you go.
Will you do that? And please make sure that there’s no mix-up.’
‘Eh?’ said the Doctor to the fly.
‘Just remember Tain. OK?’
There was an odd stress to the sentence that the Doctor didn’t under-
stand.
‘I will...’ said Tain slowly. ‘But...’
‘Just do it, Tain. For Calamee.’
There was a heavy silence as a small bump formed in the wall at the
side of the Doctor. Slowly, it began to swell. In moments, Nessus’s head
had formed, like a tiny, hairy boil.
It was extruded towards him, the
neck and shoulders following. As more of the body emerged, the Doctor
reached out to take the weight, feeling how light the little creature was. It
twitched in his hands. One arm, then the second, popped free of the wall,
and then, suddenly, the whole mokey was lying in his arms. The Doctor
felt a surge of unexpected joy: he’d been a midwife to the creature’s birth.
Sticky, gummed eyelids opened, and Nessus looked up at him and
smiled. And then, slowly and deliberately, one tiny hand reached into
the Doctor’s palm, grasped the mind-rubber, and pressed it against the
wall of the chamber.
Chapter 27
‘Now you’re just showing off.’
The room shuddered and convulsed and Reo screamed out: ‘What have
you -’ before cutting off suddenly.
All was silence and stillness, thunderous and black. The ceiling of the
chamber sagged downwards alarmingly, the wrap of flesh that encased
Trix flopped open and she toppled forwards. Around the perimeter of
the chamber, half a dozen tiny puckers relaxed and rivulets of grey, milky
fluid dribbled half-heartedly on to the floor.
‘No!’ yelled the Doctor, almost dropping Nessus.
Tain had tricked him. Somehow he’d programmed Nessus to use the
device to commit suicide - and all because of Fitz’s sentimentality. Damn
Fitz! Now Trix would die and it would all be Fitz’s fault.
The Doctor stared down at the little creature in his arms, and wanted
to fling it at the wall.
‘If Trix is dead...’ he growled angrily, setting down Nessus none too-
gently, and lifting up Trix’s head. In the dim light, it was hard to tell,
but he was sure her lips were becoming cyanosed. He checked her pulse.
Nothing.
‘Trix,’ he whispered in her ear. ‘Trix, come on. Don’t die. Come on.’
He laid her on her back, ignoring Nessus who’d started to crawl to-
wards them, and began cardiac massage. Her sternum creaked ominously
under his hands, and he felt a trickle of warm sweat run down his back.
‘Come on, Trix, come on,’ he urged, leaning forwards and pinching
her nose, ready to try breathing life into her. As the Doctor lowered his
mouth to Trix’s pale, cold lips, he felt something pulling at his sleeve. It
was Nessus, sitting on Trix’s motionless stomach.
‘Get off her!’ he snapped, raising a hand to slap the creature away. But
Nessus just looked up at him.
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‘Let me help,’ the creature said softly, in a voice that the Doctor recog-
nised instantly - as Tain’s.
‘What’s happened?’ asked Calamee in alarm, as around them the plants
began to wilt. Tree branches flopped, bushes began to lean at weird, drunken
angles. It was as though someone had let the air out of the countryside.
The mounds and clots of maggots that had been swarming over the plants
just a few minutes before were suddenly still, like piles of rice.
Fitz’s mouth was dry. He just shook his head.
‘Let me see,’ said Calamee, trying to get a look at the flycam remote.
Fitz handed it to her gladly, not sure what he was supposed to do. He had
no idea whether Tain had understood what he’d been trying to say. The
Doctor certainly hadn’t. Even he hadn’t been sure. He didn’t even know
if it was possible, if Tain could do what he’d hoped he would. But what
other option was there?
His head buzzed like his mouth was full of wasps, ready to burst. Pan-
dora’s Box, rattling with the hum of a million insects, a million ills, just
waiting to be unleashed. As the bushes and trees around them, the ex-
tremities of Tain’s body, sagged like a deflated balloon, there was a gentle
sighing, a rustling that reminded Fitz of autumn. His eyes felt gritty and
the scars on his body itched like mad. But not nearly as much as the ones
in his head.
And in a silent church tower, at the edge of Saiarossa, Father Roberto knelt
and prayed as a wall of sparkling smoke slid towards the city.
Rationally, he knew that it must be some natural phenomenon - a freak
electrical storm, he had heard it said. But, somewhere inside him, he felt
certain that this must be how the Egyptians had felt as they’d chased the
Israelites across the bed of the Red Sea, only for the wall of water, held
back by God, to tumble down on them. Were the Esperons really so unde-
serving of God’s mercy? After all these centuries of trying to follow in His
son’s footsteps, was this how it was all to end?
Roberto fingered his rosary, his lips flickering. You shall obtain all you
ask of me by the recitation of the Rosary, the Virgin Mary had promised. Now,
if ever, thought Roberto, let it be true. He looked up as some almost sub-
liminal change in the wall caught his eye.
Spots of dark, clear transparency were beginning to form in it, pulsing
and growing, spreading like raindrops on a window. They merged, over
and over, growing larger as they ate into the curtain, leaving it a tattered
filigree of grey. And then suddenly, without a sound, it vanished.
The beads slipped from Roberto’s fingers as tears ran from his eyes.
CHAPTER 27. ’NOW YOU’RE JUST SHOWING OFF.’
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The Doctor had to fight back the urge to push the new Nessus away, to
throw him against the wall. Everything was happening too fast: first Fitz’s
cryptic message to Tain, then Nessus speaking in Tain’s voice. And now
the mokey was wrapping itself around Trix’s face, its body distorting and
surging oddly. The creature’s arms wound sinuously around the sides
of Trix’s head. If she hadn’t already stopped breathing, he would have
thought that Nessus was trying to suffocate her.
But then he saw Trix’s chest begin to rise; moments later it fell, and he
realised he’d been holding his own breath. Nessus was breathing for Trix.
The Doctor, still on his hands and knees, crawled around to look: Nes-
sus’s mouth had somehow grown to encompass both Trix’s mouth and
her nose. And, bizarrely, a small hole - like the blowhole of a whale -
had formed in the mokey’s head. It opened and closed in time with Trix’s
breathing. He was acting like an iron lung for her.
And the weirdness didn’t end there. As Nessus continued to keep Trix
alive, he untangled one arm and it stretched out to the wall of the chamber
- and vanished into it. Moments later, the floor twitched beneath him, and
a low sighing noise issued from all around.
‘Tain?’ he asked cautiously, and reached out to touch the wall. ‘Can
you hear me, Tain?’
‘Yessssssssss... ’ came the reply, infused simultaneously with a heavi-
ness and a triumph that made the Doctor grin.
‘You’re back?’
‘So it would... seem.’
‘So where are you now?’
‘In my own body - and in the mokey.’ There was almost a chuckle in
Tain’s strengthening voice. ‘This is... very strange.’
‘What about Trix - will she be OK?’
‘Soon. I will maintain her until her body remembers how to breathe.’
The Doctor sank back against the wall and there was a long pause.
’We have much in common,’ came Tain’s voice eventually. ‘Now.’ There
was something in the way he said it that spoke of loss and of sadness.
‘Now?’
‘I understood Fitz’s message eventually - but I almost ignored it. The
implications were... profound.’
‘You’re losing me, Tain.’
‘My first reaction was that Fitz wanted me to recreate him, re-embody
him. But that made no sense. It was only when I examined Fitz’s mem-
ories, his memories of being remembered - of being recreated in a new
body - that I realised he meant for me to re-embody myself.’ Tain paused
thoughtfully. ‘And I almost didn’t.’
CHAPTER 27. ’NOW YOU’RE JUST SHOWING OFF.’
226
‘Why?’
The Doctor looked at his fist, clenched so tightly around
Madame Xing’s key to his past that his fingers had turned white. He didn’t
know whether he should be hearing this - second-hand rumours of a past
he knew nothing about and wanted even less to do with.
‘I have lived for over eight hundred years,’ said Tain. ‘Nothing, I admit,
compared to you. But you at least should be able to imagine the memories,
the information I have stored over those centuries. My neural structures
are not as compact as yours. Do you know how big my brain is?’
The Doctor held his hands out a foot or so apart and looked hopeful.
‘It is the size of your body.’
‘Now you’re just showing off.’
‘In order to copy myself into Nessus, I have had to discard most of my
memories.’
The Doctor felt something tight grip the pit of his stomach: he never
had a conscious choice in his own amnesia, even though he had made a
conscious choice not to go chasing after his lost memories. If they came
back, then fair enough. But Tain... Tain had had to actively dump most of
himself, just to keep himself and Trix alive.
‘And you got all that from Fitz’s stored personality?’
‘Not all of it - I suspect that some of it came from you.’ Tain paused
again. ‘But perhaps we’ll never know. I had to discard all I had recorded
from you and Fitz.’
The Doctor didn’t know what to say. Perhaps Tain couldn’t count on
the Doctor’s using the mind-rubber. But the new Nessus could so easily
have used the thing on himself and wiped out Tain forever.
‘You remember that I said I needed evidence that you’d changed your
ways, Tain? Well...’ He patted the walls of the chamber. ‘I think you’ve
just acquitted yourself perfectly.’
Fitz heard Sensimi calling for him before he saw her. She and her father
had gone for a wander and he wasn’t sure where they were.
‘Fitz!’ came Sensimi’s voice again, louder. She sounded excited, and
it grated on him: didn’t she know what had just happened? He dragged
himself wearily across the grass, down into the hollow, Calamee close be-
hind. Pushing through the bushes, he came to a puzzled halt at what
he saw: flowers, everywhere - huge, day-glo swathes of flowers, gushing
from every bush and branch. And even as he watched, more were appear-
ing, like some bizarre and wonderful time-lapse film. It made the sight of
Nessus’s body, still cradled in Calamee’s arms, all the more pathetic. She
shook her head in disbelief, her eyes wide.
‘What’s happening, Fitz?’
CHAPTER 27. ’NOW YOU’RE JUST SHOWING OFF.’
227
Sensimi and her father were staring agog at the display, and he heard
Sensimi explaining how it had ‘all been maggots’ before.
‘When you’ve all finished admiring the floral arrangements,’ came a
familiar voice, ‘I’d appreciate a bit of help over here.’
Fitz turned to see the Doctor, with a bundle that could only be Trix,
thrown over his shoulder like a sack of potatoes. He was struggling to
disentangle himself from the split in Tain’s tree.
The Doctor coughed pointedly as he got his foot caught in the base of
the opening and nearly dropped Trix on the grass. Fitz rushed over and
took her weight, helping to lay her down on the ground. He pulled back
as he saw her properly. Something large and hairy was wrapped across
her neck and chest, covering her face.
‘Is that Nessus?’
said Calamee.
She glanced back, instinctively, to
where she’d left him.
‘Think of him as a mini-Tain for now,’ the Doctor said, making sure Trix
was comfortable. ‘He’s keeping her breathing until her own cerebellum
remembers what it’s there for. Then you’ll have your old Nessus back.’
‘Fitz,’ said the Doctor gently, taking him by the arm and pulling him to
one side, ‘I can’t pretend to understand quite what your message to Tain
was about, and I’m not sure I want to know. But it worked.’
‘So Tain’s alive?’
‘And Reo’s gone.’ The Doctor looked at him, something expectant in
his eyes as if waiting for an explanation. Fitz wasn’t quite sure he could
give one - or whether he ought to even try. He settled for ‘Good’.
He watched Calamee as she took hold of Trix’s hand and squeezed it:
she’d heard him talking to Tain through the flycam; she’d heard him ask
Tain to recreate Nessus. This can’t have been what she was expecting.
‘But how...?’ said Calamee, looking up at the Doctor. ‘I mean...’
The Doctor raised his hands. ‘Perhaps you should ask Fitz here - he’s
the man of the moment.’
Fitz waved the Doctor’s comment away. ‘You were the one that went
down there,’ he said. ‘Not me.’
‘Oh, I think you were there,’ said the Doctor, standing up with a tired
groan. ‘In spirit, if not in flesh.’
Chapter 28
‘We used to be happy with a
walnut and a tangerine.’
The Doctor had gone for a walk.
Fitz didn’t know where, hadn’t wanted to ask. But he thought he knew
why. He didn’t want to be around when Fitz explained it all. It made a
change: normally it was Fitz - or Anji or Trix - with the ‘There’s one thing
I don’t understand, Doctor’. But as Trix lay on the grass, the rising and
falling of Nessus’s back obscuring her face, all eyes were on him.
He explained it as well as he could, but even with the Doctor’s ghost
rattling around in his head, he didn’t think he was doing it justice. The
Imperator and Sensimi just stared at him, as if it was all going to suddenly,
come clear to them. He didn’t have the heart to tell them that it probably
wouldn’t.
‘But how did what you said to Tain make it all happen?’ asked Calamee.
‘Without that Reo thing cottoning on and stopping it?’
Fitz gave a huge, stupid shrug. ‘I dunno - one minute me and you were
talking, and the next...’ His voice tailed off. He remembered what the Doc-
tor had said, the choice he’d offered between forgetting and remembering
- and, out of nowhere, he’d suddenly thought of the Remote and what
they’d done to him. ‘I had this flash of memory,’ he said. ‘I remembered -
if you’ll pardon the pun - being remembered.’
‘What?’
‘A long time ago, something happened to me. I died. And then I was
brought back to life by being recreated. Being remembered. That’s what
they called it. I was copied.’ He looked up and down at himself. ‘I am
a copy. A remembered copy.’ The word was starting to sound stupid,
made-up. Like him. Once upon a time, he knew, that thought would have
screwed with his head, made him feel almost physically sick - the fact that
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229
he was just an ersatz Fitz. But now... some things you just had to accept
and live with. It wasn’t as if he felt any different. But then how would he
know?
Calamee was nodding as if she understood. ‘So now there are two Tains
- the one in Nessus and the one down there? And when Trix is better, the
one in Nessus will, what, join back up with the other one - or just fizzle
away?’
Fitz shrugged, guiltily. This was why he didn’t want to be the Doctor.
He wasn’t cut out for this kind of thing.
‘Right,’ said Sensimi slowly and firmly. Fitz jumped - he’d almost for-
gotten she was there. ‘So just remind me: who’s Reo again?’
The Doctor was sitting under a tree, a piece of grass in his mouth. He’d
taken off his jacket, rolled up his shirt sleeves, and was doing his best to
project an image of carefree country living. Calamee wasn’t fooled.
‘You must be the only person I know,’ she said, flopping down on the
ground beside him, ‘who, when everything’s turned out OK, still has a
face like a wet Thursday.’
‘Wednesday,’ he corrected her. ‘My face looks like a wet Wednesday.
Wet Thursday faces are very different.’
‘Is there something we’ve missed, then?’ She raised her hand and be-
gan ticking off points on her fingers. ‘Tain’s still alive, Reo and the Trojan
are gone, Fitz says that the wave has been stopped, and Trix is going to be
fine. How’s that for a result?’
The Doctor counted on his own fingers. ‘Alinti’s dead, Trove’s dead -
and Trix nearly died.’
Calamee scowled. ‘You are such a misery, you know that? Is your glass
always half empty, then?’
‘I don’t drink.’
‘Tell that to the barman last night. So what’s up? Why the long face, as
the cow said to the horse?’
The Doctor tapped his head.
‘Fitz. The bits of him I’ve got in here. I never realised quite what it’s
like to be one of my companions, my friends - how scary it can be, hanging
around with me. I get caught up in the excitement, you know? I’ve done
some big, bad things in the past - been responsible for... for stuff. And
people stick by me - they really, really do.’
‘You shouldn’t be surprised - you’re very stick-by-able.’
The Doctor shook his head. ‘But why?’ He thumped his hand on the
grass. ‘Why, that’s what I don’t understand. Today, I’ve felt a little of what
CHAPTER 28. ’WE USED TO BE HAPPY WITH...’
230
it’s like to be Fitz - the uncertainty, the fear, the sheer exhaustion. And he
still stays with me.’
‘Fitz has been saying the same thing - only backwards. He says it’s like
being a hyperactive child mainlining caffeine, being you. I reckon that
makes you even.’
He looked up at her, and she saw the tears in his eyes.
‘You’re tired,’ she said. ‘That’s all. You’ll be fine when you’ve had some
rest.’ She took his hand and gave it a squeeze, and felt him press his head
against her shoulder.
Some time later, Calamee heard the sound of someone coming through
the bushes. She turned to see Fitz, accompanied by Trix. Nessus - her new
Nessus - was trundling across the grass, looking around at everything as
if he’d never seen it before. Sniffing, the Doctor disentangled himself from
her, rubbed his nose with the back of his hand, and leaped to his feet.
‘Trix! How are you?’ he rushed over and started clucking around her.
She waved him away, irritably.
‘I’m fine, Doctor, stop fussing.’
The Doctor dipped his head and peered at her, as though examining
her over the rims of invisible spectacles.
‘How much do you remember?’ he asked.
‘Too much.’ She looked away from the Doctor, and Calamee thought
she saw a guilty shadow flicker across her face. Trix tucked her hair back
behind her ears, hoiked her bag on to her shoulder and opened her mouth,
and for a moment, Calamee thought she was going to say something.
But she just took a deep breath, smiled tightly, and walked away.
‘She’ll take a while to get over it,’ said the Doctor understandingly.
Fitz made a tutting sound.
‘I get ridden around by a mad old Russian and how much concern do I
get shown? She does a few acrobatics and suddenly she’s the golden girl.
Pft!’ He fished in his pockets and pulled out a surprisingly unbattered
pack of cigarettes - Calamee saw the look on the Doctor’s face, and so did
Fitz.
‘Filthy habit,’ said the Doctor, but Calamee saw how he leaned in slightly
and sniffed at the smoke as Fitz lit up. ‘I’d give up, if I were you.’
‘And if I were you,’ countered Fitz, exhaling a cool, grey cloud, ‘I’d
stock up at the next duty-free planet we come to.’
The Doctor gave him a friendly slap on the chest and wrapped his arm
around his shoulder. Calamee reached down and lifted up Nessus in her
arms. Had Tain put him back to normal already? She felt her eyes start to
CHAPTER 28. ’WE USED TO BE HAPPY WITH...’
231
mist up as Nessus frantically rubbed his head against her chin. She held
him up in front of her.
‘Tain?’ she said. ‘Are you still in there?’ The thought of having a
superintelligent mokey creeped her out. But she needn’t have worried -
Nessus just wrinkled his nose at her and sneezed. She hugged him till he
sneezed again.
The Doctor and Fitz, their arms around each other, were walking back
to where she presumed the Imperator and his daughter were waiting.
Calamee followed them.
But there was no sign of the Imperials - just the hollow, full of things
bright and beautiful - and the Palace Guard, standing around looking
shifty. One of them rushed over and started apologising, and the Doctor
had to shut him up with a hand over his mouth.
‘Now start again,’ he said. ‘What’s happened? What couldn’t you
stop?’
‘The Imperator and Princess Sensimi, sir.’ The guard gestured to the
tree trunk. ‘They went in there. We tried to stop them, but he told us not
to.’ The guard cast worried looks at the others.
‘No harm done, I’m sure,’ the Doctor comforted the man. He turned to
Fitz. ‘Three guesses.’
‘He’s gone to ask Santa for a new body, hasn’t he?’ said Fitz, who
sighed theatrically. ‘Kids nowadays, huh? We used to be happy with a
walnut and a tangerine.’ He grinned at Calamee’s expression. ‘Memories,
eh?’
‘Well,’ the Doctor said thoughtfully, ‘it’s the least Tain can do. A final
act of contrition, I imagine. Three Hail Marys and a Hail Holy Queen
before he leaves.’
‘He’s leaving?’ Fitz looked stunned.
‘Well, he can hardly stay here now, can he? I don’t imagine the Oon will
come looking for him: if Trove was half the bounty hunter he thought he
was, he won’t have been stupid enough to let the Oon in on Tain’s actual
location. But the Makers...’ He wagged his finger. ‘They’re a different
matter. They found him under their own steam. And when Reo doesn’t
bring him back, they’re bound to send someone else after him.’
‘But where’s he going to go?’ Calamee asked.
The Doctor shrugged and looked up at the bright blue sky.
‘Wherever he wants, I imagine. A bit like us, eh, Fitz?’ He patted Fitz’s
shoulder. ‘We should be off - let’s go and get the TARDIS back.’
‘Oh no,’ said Fitz firmly. ‘First we need to get Tain to sort me and you
out. Come on. Santa’s got a special surprise for two very good little boys.’
CHAPTER 28. ’WE USED TO BE HAPPY WITH...’
232
Tain’s chamber seemed calm, almost serene, as the duct gently plopped
Fitz on to the floor. Trix hadn’t wanted to say goodbye to Tain - maybe
because the Makers weren’t exactly her favourite species at the moment;
maybe because she was just a moody mare.
Sensimi, who flinched as Fitz was squirted out of Tain’s sphincter,
rushed over and grabbed his hand.
‘He will be all right, won’t he?’ She nodded her head in the direction
of a man-shaped bump in the wall of the chamber. Fitz nodded knowl-
edgeably, but in all honesty he didn’t have a clue. ‘But you’d be better
asking...’
The Doctor appeared on cue and sprang to his feet.
‘Ah,’ he said, prodding at Tannalis. ‘Almost done.’
‘Tannalis will be rejuvenated in about half an hour,’ Tain said.
‘And then?’
‘Ping!’ chimed in Fitz, with his best microwave oven impression. The
Doctor scowled.
‘And then I will go,’ said Tain gently.
The Doctor’s sigh of relief was audible - and, thought Fitz, perhaps a
little tactless.
‘It’s for the best,’ the Doctor said.
‘Without the Trojan, neither the Makers nor the Oon will be able to find
me. I will be able to go anywhere, find a new home. Settle down.’
‘Good luck,’ the Doctor said, and patted the wall gently. ‘You deserve
a fresh start.’
‘Thank you, Doctor.’
‘What’s going to happen to the people that your Gaian wave touched,
Tain?’ asked the Doctor. ‘Can you put them back as they were - as indi-
viduals?’
‘Yes - although their memories may be a little impaired.’
‘Par for the course.’
Fitz glanced at the Doctor out of the corner of his eye. If only you knew,
he thought.
‘Indeed,’ said Tain to the Doctor. ‘Your own memories, as I seem to
recall -’
‘Leave it, Tain.’ The Doctor’s voice was suddenly hard. ‘Please. I’ve
been through this already - I’m happy as I am, thank you very much. And
heartily sick of people telling me that I have to remember. Fresh start, for
both of us.’
‘And talking of remembering,’ Fitz chipped in, ‘how’s about you sort
the two of us out now, Tain? Much as I love the Doctor here, the thought
of another dream about his bottom is giving me the willies.’
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233
‘You weren’t expecting that, were you?’
Madame Xing and her assistant watched the Doctor and Fitz enter
rain’s tree. The glamour that she’d woven around them made invisible
to the Palace Guard who stood idly by, clearly unsure of what they should
do now.
‘He’s unpredictable,’ replied Madame Xing, a rasp of irritation in her
humming, electronic voice. ‘But no, I wasn’t. If I were a gambler, I would
have put money on his using the viroid.’
‘Trix means that much to him?’
‘Individuals mean that much to him.’
She sounded vaguely bitter.
‘When he remembers them.’
‘If I didn’t know you better, I’d say you “had issues” - as humans say.’
She paused and tipped back her head, looking up at the bright blue
sky. ‘Shall we say I’m disappointed.’ She waved her gloved hand dismis-
sively. ‘Still... we’ve plenty to keep ourselves occupied with until he does
remember.’ She tapped the side of her head cryptically. ‘Don’t forget’
‘And if he chooses never to remember? He sounded fairly definite.’
‘With the Doctor, nothing is definite. But yes, there is always that pos-
sibility. Perhaps his next regeneration will be... more amenable.’
They stood in silence for a few moments.
‘So, can we go now?’ He looked around and rubbed his arms, despite
the morning sunshine. Madame Xing nodded and reached up to pull back
her hood. Since they’d come to Espero, she’d spent so much time swathed
in the black outfit that he’d almost forgotten what she looked like - and he
found himself smiling at the unexpectedness of her face, her eyes squint-
ing into the sun.
‘Yes, I think we can.’ She glanced up and to the right, consulting her
internal chronometer. ‘We have an appointment to keep.’ Madame Xing
opened her hand: nestling in her palm was a tiny, frozen ball of fire.
Tain set the reintegration process in motion, and watched silently as the
walls of the chamber folded themselves around the Doctor and Fitz.
‘Tain!’ came Fitz’s voice, loudly, in his mind. ‘Can the Doctor hear me?’
‘I can allow him to, if you -’
‘No, no. It’s OK. Just me and you, yeah?’
Tain agreed.
‘When you put us back as we were,’ Fitz said, ‘there’s something you
need to know. About me. I don’t quite know how it happened, but I have
my memories back - memories of things that have happened since I started
travelling with the Doctor. I don’t know how I lost them, or whether I’d
just done so much that they’d been pushed to the back by new ones, but
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234
can you make sure that the Doctor doesn’t get them? Leave his memories
just as they are. OK?’
‘I can do that, Fitz. Can I ask why?’
‘Because he doesn’t want to remember.’ Fitz gave a gruff little laugh.
‘Understandably. I don’t know quite what’s going through his head - al-
though I suppose I should, seeing as I’ve got bits of him in here with me -
but he has his reasons. I know that now.’
‘Can you cope with knowing these things, when he doesn’t?’
‘I don’t think I have much choice. Now that I know, I don’t want to
unknow. Does that make sense?’ If he could have shaken his head, Tain
knew, he would have done. ‘Maybe it’s just evening things up a bit - he’s
had some heavy stuff to carry around. Now it’s my turn.’
No matter how much he interacted with them, Tain thought, he doubted
that he’d ever really understand humans: one who’d made a conscious de-
cision to forget his past, and another making an equally conscious decision
to remember. But then only one of them was really human.
Fitz fell silent as Tain prepared to shuffle around the fragments of their
psyches.
As Tain began the process, he realised that clearing out his own mem-
ories and keeping just his ‘core’ was actually a relief - and he began to
understand some of what the Doctor had gone through to arrive where
he was now. Centuries of slavery to the Makers’ war-machine, centuries
of battle, centuries of killing - all gone. Not the general idea, but all the
specifics, all the individual deaths, the soldiers and worlds and wars. All
gone. He’d never forget what he’d done, but now he didn’t have to face
the prospect of running across those memories by accident, seeing the
faces, the burning planets, the desolation. He didn’t have to fight a con-
stant battle to keep them from his dreams. He was a new person, he sup-
posed. Born again. He remembered a quotation from somewhere: if you
don’t know where you’ve been, how can you know where you’re going?
That’s the whole point, Tain realised with a sudden, painful joy that
sent ripples around the chamber. You can’t.
Chapter 29
‘The past is never gonna catch up
with me.’
Saiarossa woke the next morning, rubbed its eyes, and wondered whether
the events of the night before had been nothing more than a vaguely baf-
fling dream. The rumours - which veered between a forest fire, a freak
flood, an electrical storm and a swarm of insects - of impending disaster
had materialised into nothing, and although many people claimed to have
seen a strange wall of glowing, grey smoke, they were dismissed as having
got into the party spirit a little too deeply.
Televised across the planet, Imperator Tannalis, standing alongside his
daughter on the stage in the Palace courtyard, amazed everyone by dis-
solving the Imperatorship (the fact that, miraculously, he looked twenty
years younger went uncommented upon). The Imperatrix, it seemed, had
vanished during the night: search parties were combing the city for her,
and rumours abounded that she’d been the victim of one of the night
beasts while out of the Palace visiting one of her ‘gentleman friends’. Prince
Javill had been struck down with a mystery virus the night before, and was
recuperating in bed.
The Doctor, Fitz and Calamee watched the Imperator’s speech from a bal-
cony. Nessus sat on Fitz’s shoulder, fiddling with his ears.
‘How does it feel,’ said the Doctor quietly to Fitz, ‘to be back in one
piece?’
‘Good,’ was all Fitz could say. He still couldn’t quite meet the Doctor’s
eye, and was glad of Nessus’s attentions - something to distract him from
thinking about the stuff he’d remembered. The weird thing was that it still
didn’t feel like his stuff. Not yet. He hadn’t worked out quite why he’d
forgotten it all in the first place, or how having bits of the Doctor’s psyche
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236
in his head had brought it all back. But there it was.
The worst thing, of course, was that he couldn’t talk to the Doctor about
it. It was like having the biggest, bestest, most juiciest secret in the world
and being unable to tell anyone. That would take some getting used to.
He just hoped he wouldn’t let any of it slip out. The Doctor had made his
own choice: he didn’t want to remember. And, all things considered, Fitz
couldn’t blame him. It had occurred to him that maybe he could tell Trix
about it - but on second thoughts, that didn’t seem wise. There was still
something of an atmosphere between her and the Doctor: it hardly seemed
right, blabbing to her when he couldn’t tell his best mate. He wished Anji
were still around. He could have told her.
They listened to Tannalis for a few moments.
‘Are you sure Javill will be all right?’ asked Calamee.
It had been as though the prince had been born again - an irony that
hadn’t been lost on Fitz. A newborn baby in the body of a 23-year-old
man. The Doctor had reassured Tannalis that, eventually, Javill would
be fine. Just a little ‘behind’. If Trove’s mind-rubber had been properly
calibrated for humans instead of for Tain, Javill might have died. It was
small consolation. But perhaps this time round, Javill would turn out to
be someone Tannalis could be proud of.
‘Without that poisonous witch influencing him, maybe he’ll turn out
more like Sensimi,’ Tannalis had said before leaving them to make his ad-
dress, noticing the worried glance that passed between Calamee and Fitz.
He’d smiled. ‘I know, I know - but she’s decent at heart. And who knows
- now that Tain’s given me a new lease of life, maybe I’ll find another wife
and give them a brother or a sister.’
They watched Minister Djelardine take to the stage and Fitz saw Calamee
stifle a yawn.
‘We should be getting you back to your parents,’ the Doctor said, rub-
bing his neck. ‘They’ll be worried sick about you.’
‘Nah,’ said Calamee dismissively as she lifted down a protesting Nes-
sus from Fitz’s shoulders. ‘They probably haven’t even noticed I’m miss-
ing yet. Anyway, I’ve got one or two things to sort out before go back.’
She swung Nessus on to her own back and took the Doctor’s hand. ‘Sorry
if I’ve been a pain,’ she said. Fitz looked away studiously, feigning a sud-
den interest in yet another dignitary - this one wearing a seventies disco
version of the Pope’s outfit - taking to the stage.
‘If it hadn’t been for you and Nessus,’ the Doctor was saying, ‘things
might have turned out very differently. And besides, it was Nessus that
dragged you into all this.’
‘Still... sorry about being such a pain. Friends?’
CHAPTER 29. ’THE PAST IS NEVER GONNA...’
237
Fitz heard the sound of them hugging and rolled his eyes.
Calamee gave Fitz a hug, too, before she left. The Doctor stared after her
as she went.
‘Not thinking of asking her along for the ride too, are you?’
The Doctor raised an eyebrow. ‘Don’t you think we’ve got quite enough
hitchhikers in the TARDIS?’
‘Yeah, what’s happened to Trix? She said she’d be back by now.’
‘She’s always late,’ the Doctor said archly. ‘But she’ll be here. Wouldn’t
want to miss her ride, would she?’
Fitz narrowed his eyes.
‘You really think she still thinks of us like that?’
‘To be quite honest, Fitz, I’m not entirely sure how she thinks of us.
Since she came aboard, we’ve hardly been a model family, have we? Sit-
ting around the dinner table, chatting about how our days have been. Trix
isn’t the most open book. And remember: she didn’t ask to be invited.’
Reluctantly, Fitz had to agree. ‘She’ll warm to us when she’s ready.’
It took Calamee a good hour to walk back to Tain. Nessus slept quietly
around her shoulders.
Everything was exactly as she’d remembered it - apart from the lack
of night beasts. Trove’s and Alinti’s corpses had gone, taken back to the
Palace by the Guard. As she wandered through the bushes and sniffed
the flowers - now mercifully free of maggots - she remembered, again, the
picnic with her family, and she felt a twinge of guilt about what she was
planning. But she’d sent them a message. They’d understand.
‘Tain?’ she said out loud as she reached the tree trunk that contained
his magic door. ‘It’s me - Calamee. I’ve a favour to ask. Is there room on
board for a couple of passengers...?’
Silently, the tree unzipped itself, and taking Nessus in her arms, she
stepped inside.
The house was empty. Like some old, Amish relic, it towered above her,
casting a cool shadow in the mid-afternoon sun. From a distance, as she’d
approached it in the levicar, it had looked like a vast, irregular, black
monolith. As though the house itself was in mourning for Joshua. But
Trix didn’t do mourning. Leave that one for the Doctor. It didn’t change
anything, it didn’t bring back the dead or put the past right. That was a
lesson she’d learned a long time ago. If you acted the hard-nosed bitch
for long enough, she wondered, is that what you eventually become? She
hoped so.
CHAPTER 29. ’THE PAST IS NEVER GONNA...’
238
She blinked as her vision flickered, lighting up everything in hyper-
real colours. But there was no sign of Reo in her head. She hoped this
was just a hangover from whatever that thing had done to her body: she
felt normal. Tired, but normal. But how could she be sure? What lasting
changes had Reo wrought in her body?
Trix looked around, relieved that there had been no one home. She
wasn’t quite sure what she’d have said to them anyway. Sorry for getting
your boy killed? Sorry for screwing up your already-miserable lives? She
shook her head. Shit happens. Especially around the Doctor. Get used to
it, Trix. If you’re gonna keep travelling with him, you’re gonna see a lot of
death. Get over it.
She reached quickly into her bag and pulled out the things she’d stolen
from the Palace: a couple of pieces of statuary, a miniature of the Imperator
in a rather nice frame, and a gold pen from Sensimi’s room. Individually,
not much, she knew. But they’d never be missed - not with everything
that had happened. Joshua’s parents were poor, the harvest had been bad
for the past couple of years. Maybe they could sell the trinkets, buy them-
selves a few comforts. Buy Trix a little redemption. The only kind of re-
demption she could afford.
She laid them on the doorstep.
She wasn’t going soft, she told herself. Yeah, OK - there had been Anji
and the lottery ticket. But that had been more by way of a ‘See ya’ kind
of gesture, a little something to underline the fact that Anji was gone and
that she was taking over the TARDIS now. But this was different. She could
almost hear her mother: don’t regret the things you do - only the things you
don’t. And if you did bad stuff, you paid for it and moved on, or else you
spent the rest of your life looking over your shoulder, waiting for the past
to catch up with you.
Never, she thought, climbing back into the car. The past is never gonna
catch up with me.
Acknowledgments
Thanks, as ever, to my faithful crew of trained proof-monkeys: Captain
Simon A. Forward, First Officer Michael Robinson and Cabin Boy Ian Pot-
ter, all of whom helped steer this book out of port, through the doldrums,
around the Cape of Good Plotting and into the Bay of Tortured Metaphor.
And big hugs to Peter Anghelides for suggestions, Robert Evans for clev-
erness, Jonny Morris and Jac Rayner for niceness and Justin Richards for
faith. And to Russell T. Davies for being lovely and for giving us all hope
again.
239
About the author
MARK MICHALOWSKI still lives in Leeds and still dreams of giving up the
day job. His previous Doctor Who novel, Relative Dementias, was published
in 2002, and since then, he’s written several short stories. For more infor-
mation than you really want to know, check out www.markmichalowski.com
240
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